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Confusing order of custom list

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Hi everyone,

I have recently been tinkering around with expanding the vanilla cheat menu, and I seem to be having a very weird behavior. I'll try to explain what I am trying to do:

Basically, I am trying to create a list that displays all the resrefs and names of all the creatures in the game. So far it's been easy enough; I've written a very simple WeiDU script that populates a M_ lua file with all the relevant information... but for some odd reason I'm hitting a wall with the actual list implementation. It seems that the in-game list is displaying the elements of the table out of order, even when the table is already sorted in the M_ lua file. I'm probably doing something stupid here, but I've been staring at this for an hour or two now, and just can't find the (what should be very simple) error.

I've attached my override folder so you guys can look at the code, (the files are for BG2EE). The problematic list starts at line 237 of UI.MENU. You can view the list in-game by hitting ctrl+space, and pressing the "Browse Creatures" button in the cheat menu. I expect the resrefs to be displayed alphabetically, as that is the order they are presented in the M_ChtMen.lua file, but alas they seem to be in a completely random order. I've rigged the clicking of a row to output the resref of the row in the feedback area, and for some odd reason THIS provides the correct feedback, while the list itself is wrong.

Any help would be greatly appreciated!

BG EE Keeper: Item effects as character effects

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Is it possible to add passive item effects as baseline effects on characters (like the Cavalier +hit to dragons) using EE Keeper?

If so, does anyone have a guide on how to do it? I've been looking but couldn't seem to find one.

[Skin mod for IWD1 EE/ BG1 EE/ BG2 EE] Diablo character SKIN MOD UPDATED!!

[MOD] PS:T Unfinished Business - Reloaded

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Download: PS:T Unfinished Business - Reloaded (latest) (15 MB)

This mod is a continuation of Qwinn's original PS:T Unfinished Business, based on version 4.12. It has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition in addition to classic Planescape: Torment.

The mod is available in English, French, German, Italian, Polish, Brazilian Portuguese, Russian and Spanish.


Call for translation!

There are several lines and a readme in need of translation into the following languages: French, Italian, Polish, Russian and Spanish.

Please shoot me a PM (either here or over at SHS Forums) or post in this topic if you're interested.

Of course, more translations are always welcome! PST:EE is also available in Korean and, currently Steam-only, Czech.


From Qwinn's original PST-UB Readme:
This WeiDU mod takes the almost-but-not-quite-finished content that shipped with Black Isle's classic Planescape: Torment CRPG, and finishes and polishes it so you can actually see and enjoy the new content in your game. And as you shall soon see, there's quite a bit of it. Version 4.0 of this mod comes with no less than 18 full and non-trivial restorations.

Important: The current patch version of PST:EE (v3.1.3) contains a bug that resets content, such as stores or areas, when you enter the Modron Maze. To work around this issue, it is strongly recommended to download and install Generalized Biffing as the final mod in the mod list.

Note: The mod requires at least WeiDU v243 to be installed correctly. The Windows executable is already included in the mod's zip archive. Linux and macOS binaries can be downloaded here.

Available components

1. "All Recommended PS:T Unfinished Business Components"
A convenience option that install all components except "Expanded Deionarra's Truth Mod" and "Restored Item Cheats (Not Recommended)"

2. "Restored Able Ponder-Thought Research"
Completes a number of subjects Able Ponder-Thought will conduct research on.

3. "Restored More Morte Mortuary Moments"
Restores a bit of dialog for Morte in the Mortuary. Initial dialog is greatly expanded and more in line with the other conversations in the game. Morte will also trigger a couple more conversations, e.g. when approaching Dhaal's Book.

4. "Restored Candlestick Quest"
Restores a quest in the Buried Village.

5. "Restored Deionarra's Truth Conversations"
Restores several dialog options regarding Deionarra's fate which are in line with what the player can know at that point in the game. A more complete expansion can be installed by the component "Expanded Deionarra's Truth Mod" below.

6. "Restored Pendant of Yemeth Quest"
Restores a quest involving six actors over two different areas, mostly in or near the Smoldering Corpse Bar. To start it, talk to Ratbone in Ragpicker's Square.

7. "Restored Elyce & Company Quest"
Restores Elyce, her brother and her boyfriend to the game, and there is a small quest involved.

8. "Restored Curst Citizens"
Restores seven cool new Curst Citizens with interesting dialogs.

9. "Restored Curst Prisoners"
Adds 9 more prisoners with their own dialogs to the (originally very sparsely populated) Curst prison.

10. "Restored Carl Parfidor"
In the original game, you can hire someone to kill Carl Parfidor, but you can never actually meet him. Now you can!

11. "Restored Alley of Dangerous Angles Thugs"
Restores some dialogs and scripts, so that the thugs in the Alley are actually aware of events unfolding around them, will comment on them, and they will no longer be, down to the last man and woman, maniacally obsessed with your 10 copper piece toll.

12. "Restored Morte & Ingress's Teeth Banter"
Restores a very amusing (non-voiced) banter between yourself, Morte and Ingress's Teeth. Before Morte can use the teeth, you will need to use them with Morte nearby.

13. "Restored Items"
Restores the Fiend's Teeth, Spiked Gauntlets, Gauntlets of Rending, the Eye of Vecna, Devil's Due and the Chaos Feather.

14. "Restored Party Comments and Banters"
Restores 27 fully voiced flirts between Morte and female zombies, which can be enjoyed right at the beginning of the game. Also added are 15 new and entertaining fully voiced banters between various PC's, and a new comment by Grace. The component also restores a new soundtrack that is played in the Smoldering Corpse Bar during nighttime. Finally, talking with your party members will now play that character's theme music, including a new track for Morte. PST:EE note: For technical reasons the component does not restore individual NPC feedback when attempting to open locked doors and containers. The same applies to copying scrolls to the spellbook. It will restore a generic sound effect, however.

15. "Restored Mebbeth"
Restores two significant orphaned blocks of Mebbeth's dialog.

16. "Restored Lower Ward Encounters"
Restores 9 creatures to the main Lower Ward area, including Hailcin'n, a scarred and tattooed githzerai warrior who wanders in the same general area as Kii'na. Another 6 creatures are placed based on two unused dialog files, representing customers standing around Deran, the slave auctioneer. Another two characters, laborers working on some strange unidentified device, are restored near where Lenny hangs out. Finally, if you give Ki'ina information that causes her to leave the Lower Ward, she will now return about a week later so that you can enjoy the rest of her dialog that was previously inaccessible.

17. "Restored Bestiary Entries"
Restores descriptions for bestiary entries of Annah, Dak'kon, Dhall, Dustmen (both male and female), Grace, Ignus, Lothar, Nordom, Trias and Vhailor. It also adds a new alu-fiend entry for Vrischika, that has been improved to match the other bestiary images. Finally, the bestiary image of the TO will change from a shadowy figure to a glowing version after the Nameless One meets the creature in person.

18. "Restored Lothar's Abode"
Restores guard creatures and some minor treasure to Lothar's abode in the Lower Ward, which are found nowhere else in the game.

19. "Expanded Deionarra's Truth Mod"
This component is not included in "All Recommended PS:T Unfinished Business Components" because it contains a lot more new content than restored content. It adds a great deal of new content (including 180 new lines of dialogue) that will allow the player to find out her fate before it becomes too late to do anything about it. Once the new content has been played, about 30-40 more lines of original dialogue will become accessible.

20. "Restored Item Cheats (Not Recommended)"
This component is also not included in "All Recommended PS:T Unfinished Business Components". It makes two cheat items available to the player and restores their functions: the "Sword of Wh'ynn" - aka "The Cheater's Blade", and "The Tome o' Cheats". Note: PST:EE already comes with a powerful debug console that makes this component largely redundant.

Screenshots

Morte's extended introduction dialog:


Morte's pick-up lines for female zombies:


Vrischika's bestiary entry:


Making spells target hostile units

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Hi, I have the IWDification mod for both BG games so that I can get the bard songs. However, the Siren's yearning song is tad bugged and will target all creatures besides the party, rather than just hostile units (it also has global range). I examined it in Nearinfinity and found that it's effects are set to target everything besides the party. I'm not sure what to change this to as there is no obvious setting for hostile units only. I also examined similar spells that target only hostile units such as Wail of the Banshee and they are set to 'Preset target,' but when I choose this option it does not behave accordingly. Does anyone know how I would go about changing this? This information would also be useful for making custom spells in general.

[MOD] Dragonspear UI++ (v2.21)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed

v2.21
- New enhanced inventory screen with all six backpacks
- New enhanced record screen
- New enhanced spell screens with all memorized spells visible at once
- Store screen tweaks by Adul added
- Option to toggle on a classic dialog window based on lefreut's tweak added
- Slightly redesigned main menu, removed left side menu
- Fixed MP button during dialogs
- Quickloot button tooltip added


Screenshots:
























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://drive.google.com/file/d/13LE-qCdeczwORRwbXW6UmaeKNG371U2X/view?usp=sharing

[Bug] Anomen's Knighthood won't trigger.

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So, i just got Sir Ryan Trawl calling Anomen to go to the High Hall of The Most Noble Order of the Valiant Heart but when i get inside nothing happens, tried talking with all NPCs but still could not get the cutscene to trigger. Tried spawning Sir Ryan again just to be sure and no difference at all.

Could a modder make winged characters ( Eryines) with this file? (adopt a mod?)

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As the title says.

http://www.shsforums.net/files/file/682-1pp-attachable-wings/

At this link there is a very old mod that adds wings to a character. The modder (read the readme) was more than agreeable in having other people using his mod as a resource.

So, is there a modder that could implement this already existed wings mod ?

Like, removing the already existing limitations ( elves only, mod works as an item to be put in shield slot )

Adding other animations, like wings that move slightly by themselves while a char walks or stand idle ?

Adding more demon-like wings for roleplaying tanar'ri characters?


...adding maybe an animated tail, to complete the devil appaerance?

How to make party get minimum hp/lv?

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I'm trying to make my party gain only minimum hp per level. After some trial and error I found the files responsible for class hp: HPPRS.2da, HPROG.2da, HPWAR.2da, and HPWIZ.2da. I changed "sides" to 1 and it seems to work as intended but my question is: will other npcs also get minimal hp? I want it to work only for player characters.

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.



Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.



The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.

REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.

FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.

REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.

SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.

AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.

INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.

ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.

ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.

CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.

SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.7
None to my knowledge. Go out and find some!





CHANGE LOG
A list of all mod version changes is available here.


Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.

Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

Odd descriptions and seemingly random joining levels

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My most recent mod setup of BG2EE has a couple of weird issues. I have no idea if these are related at all, but in case they are, I'm posting them together. I'll provide a Weidu.log at the bottom.

- Some spells have the wrong descriptions (i.e. priest's haste seems to Mazzy's bio or at least part if it)
- On the class description screen in game sorcerers show the monk's text instead of their own
- Xan's class description shows him as a spelfilcher, but he progresses and function as the bladesinger he' s supposed to be. (bladesinger seems to failed to install, so this one's solved)
- Straight out of Chateau Irenicus mod NPC join at ridiculous levels (Kelsey and Adrian at 21, Xan at Coran at either 13/13 or 16/16) Bioware NPC seem fine.

So far, none of these seem to have any real effect on gameplay, but I'd still like to figure out where I'm going wrong. I'm on Linux, so no BWS. I did use it to select and download mods though. I also tried to check for incompatibilities with BWS and while it found some, I couldn't really tell what's what because the color coding doesn't work.

Anyway, any insight on what's at fault here would be greatly appreciated.

Oh, and in case it matters:
Steam version latest beta (Windows through Wine because I need Windows Steam for other games and don't want separate instances) installed on an NTFS formatted external HDD.

[MOD] Freely resizeable combat log

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Download: Freely resizeable combat log (latest)

Description
PST:EE features a combat log window that can be freely moved around, but only resized to a degree in vertical direction. This mod changes the controls of the combat log, so that it can be freely resized in both directions.

How to install
This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run setup-A7-ResizeableCombatLog.exe.

Screenshots









[MOD] "Level Up" Icon Tweaks

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Download: "Level Up" Icon Tweaks (latest)

Description
This mod allows you to tweak the "level up" notification icon in PST:EE. One component allows you to turn level up notifcations on or off via baldur.lua option. A second component moves the level up icon from the health bar up into the character portraits.

How to install
This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run setup-A7-LevelUpTweaks.exe.

Components & Screenshots
1. Enable "level up" icon activation switch in baldur.lua

This component installs an option to turn level up icon notifications on or off and enables
it in the baldur.lua.

To manually enable level up icon notifications, open baldur.lua and add the following option:
SetPrivateProfileString('Game Options','Show Level Up Icon','1')

To manually disable level up icon notifications, open baldur.lua and set the following option:
SetPrivateProfileString('Game Options','Show Level Up Icon','0')

The baldur.lua file can be found in "Documents/Planescape Torment - Enhanced Edition".

Important: The option will not be removed from baldur.lua when you uninstall the mod.


2. Move "level up" icons into character portraits (requires first component)

This component moves level up icons from the health bar up into the top right corner of
the character portraits.


Thoughts on the Yasraena mod?

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Back in the early days of BG1, I was too intimidated by/computer illiterate to actually give any mods a try, but there was always one mod that piqued my interest: Yasraena (mainly because I really liked the portrait).

Since the release of the EEs, I've been experimenting with mods, and I finally got around to giving Yasraena a long-awaited try. I've seen a few very conflicting opinions on her in other forums, so I'm curious what posters on here think of her. So far, I like her as a very efficient NPC (though I wouldn't necessarily argue with someone who thought she was OP), with some really nice weaponry. I know some people have complained about her seemingly bland and aloof personality, but I think that it suits her as a non-evil drow (who are typically cold and emotionally indifferent) who is exploring a giant new world for the first time. I haven't played with her nearly enough to know how her quests turn out, though, so I don't know if there's any sort of let-down or any other issues that crop up along the way.

Thanks for any comments, though please be conscious of spoilers in your responses.

How to change elemental damage types using Nearinfinity?

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Using Narbucchad's Demise +1 as a template I've been trying to create a lightning halberd that shoots bolts instead of magic missles. Though I fortunate managed to change the projectile the magic based damage remains the same. How would one go about changing the damage values using Near infinity in reference to elemental damage?

General BGEE Customization Pre V2.0

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FOR SOD AND BGEE V2.0 YOU WILL BE EDITING THE BALDUR.LUA AND NOT THE BALDUR.INI


SetPrivateProfileString('Program Options','Debug Mode','1')

1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition
Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too.

Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
section string,
name string,
value string
);
INSERT INTO options ROWS (
'Program Options', 'Debug Mode', '1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one.

Start up your game and either create a new game or load a save. Hit Ctrl+Space
This will bring up a window where you need to type in the following:

New!
Console commands were prefaced by CLUAConsole:, but now begin with C:

Useful Console Commands

C:ExploreArea() Set current area to fully explored

C:SetCurrentXP("[Number]") Set XP for selected characters
Example - C:SetCurrentXP("1000") will SET the current character at 1000 experience points.

C:AddGold("[Number]") Sets the party gold
Example - C:AddGold("1000") will give the party 1000 gold.

C:CreateItem("[Item name]") Creates an item in the leaders inventory
Example - C:CreateItem("SW1H01") will create a long sword.

C:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway.
Example -
C:CreateItem("POTN08", 10) will create 10 potions of cure light wounds.
C:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges
C:CreateItem("scrl75",99) 99 Identify Scrolls

For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items.

C:CreateCreature("[CRE FILE]") Spawn a creature
Example - C:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE

Example:
C:MoveToArea("[Area Name]") Move selected characters to an area
Example - C:MoveToArea("AR2300") will move the player to the Friendly Arms Inn.
From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes.

C:WriteScript("[Directory Name]") Output scripts to directory
Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts.
Example - C:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install.

C:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2

C:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting

C:Eval("action") : execute a scripting action. Note that any quotes in the action itself need to have a "\" before them. A list of available script actions can be found in the IESDP.
Example - C:Eval("ActionOverride(\"Cernd\",MoveGlobal(\"AR0406\",Myself,[1368.1922]))") Will move Cernd to the specified location.

C:Exec("filename") : executes a series of console commands contained in the file specified by filename, where filename is in the game directory
Example - C:Eval("test.txt") Will execute all the commands in the file test.txt

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window.
CTRL + F : Change Selected face position
CTRL + S/A : Change Selected Animation Sequence
CTRL + I/L : Play Selected Animation effect on Selected
CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use)
CTRL + J : teleports selected party members to position under cursor
CTRL + Q : auto-recruit creature under cursor into party
CTRL + R : insta-restores any creature under cursor- also removes any effects
CTRL + Y : insta-kills creature under cursor
CTRL + T : Advances game time by 1 hour
CTRL + P : Center screen Selected
CTRL + G - Display loaded area ref
CTRL + M/Enter : Display current info about your location
CTRL + N : Freeze screen for 5 seconds
CTRL + 1 - Display Selected Animation armour level
CTRL + 3 - Fade Screen to black
CTRL + 5 - Display Selected current Animation frame/Sequence
CTRL + 6/7 : Change Selected animation
CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00)

I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting:
'Game Options', 'Color Circles', '0',

You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed.
'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet.

Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player.

Navigate to this folder and place your scripts below to use in-game:
\Baldur's Gate Enhanced Edition\Data\00766\scripts

You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time.
To use 'Hotkey' scripts:
1 - Assign the script to your character.
2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple.
3 - You can use the key as many times as you like.
4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs"

For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI.
Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC

IF
HotKey(D)
THEN
RESPONSE #100
AddexperienceParty(24000)
END

IF
HotKey(C)
THEN
RESPONSE #100
AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
HotKey(D)
THEN
RESPONSE #100
AddSpecialAbility("spin101") // Cure Light Wounds
AddSpecialAbility("spin104") // Larloch's Minor Drain
AddSpecialAbility("spin105") // Horror
AddSpecialAbility("spin106") // Vampiric Touch
DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
HotKey(A)
THEN
RESPONSE #100
SetGlobal("Chapter","GLOBAL",4)
RevealAreaOnMap("AR0900")
IncrementChapter("Chptxt5")
AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
HotKey(D)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
CutSceneId(Player1)
FadeToColor([30.0],0)
Wait(2)
LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
LeaveAreaLUA("AR0900","",[2830.2330],0)
ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
Wait(2)
MultiPlayerSync()
FadeFromColor([30.0],0)
EndCutSceneMode()
END
Anyone can cast a spell
   
IF
HotKey(D)
THEN
RESPONSE #100
ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info.
http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder.

image

Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL
Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard.

- Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc)
- Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A
- Do this for the entire series of sounds A-Z
- Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses)
- Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done
Done!

If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI.

More stuff to come.

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.


WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).




Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.


Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.



  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)

    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression

    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive

    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command

    centralfix Mods.zip

    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files

    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.

In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options


Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible within the in-game options menu, but instead have to be enabled or disabled manually in the game's configuration file which might discourage less computer-savvy players from using them.

This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more.

The mod is available in English, French, German, Polish and Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected.

The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time.

Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components


1. Install Hidden Gameplay Options (main component)

This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below.


The following components are available when you chose to select options individually:

2. Add in-game option "Enable Debug Console"

Allows you to enable cheat keys and the debug console in the game.

Option can be found in Gameplay section.


3. Add in-game option "Enable UI Edit Mode"

Enabling this setting allows you to use UI edit functionality in the game.

Option can be found in Gameplay section.


4. Add in-game option "Show Strrefs"

Setting this option places string reference numbers in front of game strings.

Option can be found in Gameplay section.


5. Add in-game option "Show trigger icons on tab"

Setting this option reveals more information about interactive regions when pressing the TAB key.

Option can be found in Gameplay section.


6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE)

Setting this option allows you to use the spacebar to continue in dialogs.

Option can be found in Gameplay section.


7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE)

Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules).

Option can be found in Gameplay section.


8. Add in-game option "3E Sneak Attack"

Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules.

Option can be found in Gameplay section.


9. Add in-game option "Critical Hit Screen Shake"

Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


10. Add in-game option "Hotkeys On Tooltips"

When this option is enabled tooltips will display hotkeys when available.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


11. Add in-game option "Show extra combat info"

Setting this option displays all factors that influence an attack roll.

Option can be found in Gameplay > Feedback > Feedback Messages.


12. Add in-game option "Show Game Date and Time on Pause"

Setting this option shows game date and time when activating pause.

Option can be found in Gameplay > Feedback > Feedback Messages.


13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE)

Setting this option disables animation when zooming in or out of the area map screen.

Option can be found in Graphics > Display Options.


14. Add in-game option "Reverse Mouse Wheel Zoom"

Setting this option reverses zoom direction when using the mouse wheel.

Option can be found in Graphics > Display Options.


15. Add in-game option "Pause Game on Map Screen"

Setting this option causes the game to pause whenever the map screen is active.

Option can be found in Graphics > Display Options.


16. Add in-game option "Enable Fog" (not available in PST:EE)

Setting this option enables fog effects on maps.

Option can be found in Graphics > Display Options.


17. Add in-game option "Disable Movies"

Enabling this option disables movie playback.

Option can be found in Graphics > Display Options.

Screenshots









JKits V7 (Kenshei, Undead Eliminator, Amazon) 3/20/18

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These are two kits I created for my own personal use. I have decided to share them if anyone wants to use them. They are a bit cheesy, but I have enjoyed using them. I haven't yet tested them thoroughly in EE, but they worked in BGT.

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Kenshei

Overview:
The kenshei are considered to be held at a high standard of perfection with their weapon. And even though they tend to travel alone and keep to themselves, the kenshei name is an honorary title given to warriors of legendary skill in swordsmanship.

Advantages:
: Grand Mastery in single and two weapon styles
: +2 to maximum dexterity
: Immunity to backstabbing
: +1 bonus to hit and damage at level 1 and then every 5 levels up to level 20
: -2 to Armor Class at level 1 and then -1 every 5th level up to level 20
: -1 to weapon speed at level 1 and then -1 every 5th level up to level 20
: +10% slashing and piercing resistance at level 1 and an additional +10% at level 15
: Gains Disarm ability at levels 6, 12 and 18. Has a 50% chance to make opponent drop their weapon.
: Gains Precision Strike ability at levels 7, 14 and 21. Grants a +3 THAC0 bonus for three rounds, does 1d10 damage to target, and has a 25% chance to stun target.

Disadvantages:
: May not wear helmets, armor, or gauntlets
: May only place points in single handed swords, single weapon style and two weapon style
: Requires: 15 dexterity
: -2 to maxium charisma

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Undead Eliminator

Overview:
The Eliminator of the Undead spend their life seeking out and destroying mummies, vampires, ghouls, and any other undead.

Advantages:
: +3 to hit and damage vs. undead creatures
: Immunity to hold
: Immunity to level drain, Vampire Fear, and Domination at level 5
: Can cast the Priest spell "False Dawn" at level 10, 15 and 20

Disadvantages:
: Must be good aligned
: May only place points in piercing and crushing weapons
: May not place points in missle weapons
: Can not wear full plate or plate mail armor
: May only dual to a Cleric

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Amazon

Overview:
Amazons are female warriors in a male-dominated world. Their civilization may have been created by a deity who likes women, they might have been women who rebelled against male domination and decided to rule themselves, or they might simply have been matriarchal societies from long before recorded history.
Whatever their origin, they now live in civilizations or communities where women occupy the positions and roles traditionally held by men, especially the role of warriors and adventurers.
An Amazon culture may be small (a single town or island) or large (an entire country or continent), very advanced or very primitive. Some Amazon cultures keep men as servants and slaves, a stern reversal of the former status; others have no men in their communities, and take long holidays in order to visit friendly neighbouring tribes of men; others perpetuate their kind by being very hospitable to adventurers passing through their territory.
Amazons are generally respected as highly proficient warriors, their weapons of choice being spears and bows. They also have a knowledge of poisons, and a mild affinity with the natural world. Due to their female status, Amazons are often greatly underestimated, and they are quick to use this, along with any other, advantage in battle.

Advantages:
- Can poison weapons such as spears at level 10
- Can charm animals once every 4 levels
- Can use their female status to an advantage by using First Strike at levels 1, 10 and 14 (This grants them +3 damage and a superb bonus to their THAC0 for the first or second hit)
- Gain 1D10+1 hit points as opposed to 1D10

Disadvantages:
- Cannot be of Lawful alignment
- Can only use spears, axes, hammer, club, mace, and quarterstaff with any skill.
- Can only obtain Grand Mastery with spears, club, quarterstaff, and two handed weapons.
- May not place any points in two weapon skill.
- Wears no armour greater than splint mail
- Must be a Human or Half-Elf


Edit: 5/14/2013 - I have rebuilt the Undead Eliminator kit from scratch and changed many of the Advantages.

Edit: 1/25/2016 - I have updated the kits. The new file can be found at the end.

Edit 1/26/2016 - Added the RTT and Jarno's Amazon kit with some of my own changes

Edit 3/20/2018 - Made the mod compatible with EET

War Hulk Kit for Fighters v1.0

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I've finally put together an old kit for fighters, revised to imitate the 3.x War Hulk class that a friend of mine told me about. The basic idea is that this fighter only gets one attack per round, but it hits like a truck, with unnaturally high STR values and bonuses to melee damage. Whenever it takes damage, it gains even more bonuses, but its AC and save vs. spell get penalized, and it has a chance of going berserk, making it easy for the War Hulk to spiral out of control as it gets stronger mid-combat.

I've run it most of the way through BG1 and it's fairly well-balanced. At full rage and close to death, it's done over 100 damage on a critical hit (!), but it has a habit of losing control and can easily get worn down by multiple hits. When I got that critical, my War Hulk had an AC of 14 (guaranteed enemy hits), a save vs. spell of 20 (guaranteed failed saves), and was nearly dead. Despite having far more HP than any other class, he died many times, but it was a lot of fun.

Kit description:

WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

CLASS FEATURES:

- May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
- May not use missile weapons
- May only place a single proficiency in any weapon class or fighting style

SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and damage every level thereafter. The War Hulk also gains +1 to his or her critical hit rolls at level 1 and every 2 levels after, up to a maximum of +19 at level 38.

CRITICAL STRIKE: Whenever the War Hulk lands a critical hit, the target must make a save vs. death at -3 or be stunned, pushed back, and knocked unconscious for 6 seconds. Helpless opponents can be hit automatically, but the War Hulk cannot land a critical hit on a prone target.

RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
+3 damage
+1 THAC0
+1 save vs. death
+1 movement rate
Immunity to fear
-1 AC
-1 save vs. spell
All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

- Hit Die: 2d8 (2d6 after level 9)

I split the kit into 4 different versions, depending on whether you're installing it on BG:EE or BG2:EE, and depending on whether you have Item Revisions installed. Item Revisions (mostly) removes immunity to critical hits, which is why the War Hulk kit gets bonuses to critical hits. But if you don't have it installed, I included an alternate version of the kit that replaces the War Hulk's critical hit bonuses with damage bonuses.

WarHulkKitBGEE.rar:
This is the version for BG:EE without Item Revisions.

WarHulkKitBGEE4IR.rar:
This is the version for BG:EE with Item Revisions.

WarHulkKitBG2EE.rar:
This is the version for BG2:EE without Item Revisions.

WarHulkKitBG2EE4IR.rar:
This is the version for BG2:EE with Item Revisions.

WarHulkKitIWDEE.rar:
This is the version for IWD:EE.
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