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Why each PC has three .cre files?


[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.

I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:

Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games

https://github.com/UnearthedArcana/refinements/releases

This is actually starting to look pretty complete. Cheers, and good luck!

[MOD] BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.7b:
https://www.dropbox.com/s/50uwfjant30fert/Unofficial Item Pack V2.7b.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech

Installation of this mode has eight optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Cloak of Balduran - New drop from Firkraag
19) Helm of Opposite Alignment - Ask undead mayor
20) Girdle of Femininity/Masculinity - Owned by biggest Casanova in Amn
21) Bracers of the blinding strike - New drop from Drizzt (According lore he should have them)
22) Cloak of Displacement - Blur is gone
23) The Claw of Kazgaroth - Blur is gone
24) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!


02) Guenhwyvar's Figurine - New drop from Drizzt


03) Ring of superior arcane clumsiness - In possession of a well-known religious madman


04) Hourglass of Gond - Reward for the hardest fight of your life.


05) Kangaxx's robe - New robe for evil mages

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Headband of Focus


15) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)


16) Key ring - New drop from Ilyich


G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

H ) Reworked free action

Abilities that prevents from being hasted were removed from the following items:

Firecam Plate
Ixil's Spike +6
Flail of Ages+5
Ring of Free Action

Question about The Grey Clan mod (fixed)

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Hi,

I've installed The Grey Clan mod as part of a BWS installation & I'm wondering if anyone can help me with a possible bug.

I've completed the questline up to the point of meeting Jusam near the Hall of Wonders building; a group of bandits attacked, we fought them & their leader teleported away. Now Jusam just keeps saying that there are wounded bandits hiding in the area and I must kill them. According to a walkthrough I found, I'm supposed to be given the location of a bandit hideout or something but this hasn't happened and I really don't know what to do next.

Any ideas how to fix this?

EDIT: According to the walkthrough, a Flaming Fist Elite is supposed to appear & speak to Jusam after the bandit ambush. But this character never spawns for me.

[MOD] Lefreut's enhanced UI (SoD skin) (for BG1EE, SoD, BG2EE and EET)

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Hello,

This mod is a variation of LeUI but this time with the SoD skin.

It completes my UI mod trilogy. LeUI is now available with all three EE skins (the BG1EE variation is here). It means you can choose to use the skin you like the most and use it through the whole BG saga. Or you can use a different skin for each game but with a consistent UI.

This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here.
This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3).

Content:

Improved start screen


Improved character creation screens



Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Improved inventory screen

From here.

Improved record screen

Inspired by the mockup from this discussion .

Item description tweaks

Store screens tweaks

With this this.

Journal screens

Restore and fix the journal screens.


And a lot of other changes (see the LeUI thread for more details, both mod share the same features, only the skin change), I didn't retake a screenshot for everything.

Changelog:
v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options.
v3.1: Aligned version number with LeUI. Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman.
v1.5: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v1.4: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files.
v1.3: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button.
v1.2: Restore adorned first letter in item and spell description.
v1.1: Minor tweaks.
v1.0: Initial release.

[Kit Mod] Dreamwalker Shaman Kit

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Updated to v1.1, I consider this the final version, content wise.
Change-Log:


Added two additional Dreamwalker specific spells: Nightmare Invocation, Nightmare Imprisonment
Dream Dust spell: Changed description text, changed sound, added immunity for undead creatures, spell can now be cleared by "zone of sweet air" effects


Yes, another shaman kit.


I just finished this one up and haven't played with it yet myself.

I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.)


Without further due, here is the kit description:




DREAMWALKER:
Dreamwalkers are Shamans with a strong divine connection to the Region of Dreams.
They not only tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, but also those of the Region of Dreams and the Demiplane of Nightmares and shape these energies to obey their will.

Class features:

May only wear leather, studded leather, and hide armor
May not equip shields larger than bucklers
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow
May only become Proficient (one slot) in any weapon class
May only become Proficient (one slot) in any fighting style
May cast druidic spells
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Dream Dust, Nightmare Invocation, Spirit Fire, Recall Spirit, Nightmare Imprisonment, and Ether Gate
Gains use of Detect Illusion skill with 20% points as a base, with an additional 4 points per level, up to a maximum of 100% at level 20
May use Shamanic Dream Dance at will. Dreamwalkers can take their Dream Forms from the Region of Dreams to the Ethereal Plane by performing a ritualistic dance. While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman can not be perceived by others and can walk about unhindered and unobstructed but can not take any actions like attacking or casting spells.
At level 6 Gains the ability to switch between Dream Dance and Nightmare Dance at will
Does not gain bonus spells per day for high Wisdom
Hit Die: d8
May not Dual-class

SHAMANIC DANCE:
While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity.

DREAM DANCE:
After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman is immune to most mind altering effects like fear or confusion, both in Dream Form and physical body.
The Dream Form moves at four times the Dreamwalker's normal movement rate, is completely invisible and can not be affected by attacks or spells. After one turn or when physical body takes damage, the Dream Form disperses and the Shaman returns to body.

NIGHTMARE DANCE:
After one round the Dreamwalker will fall asleep and infuse Dream Form with essence from the Demiplane of Nightmares, turning it into a Nightmare manifestation. The Nightmare then enters the Material Plane for up to one turn. While in Nightmare Form the Shaman is immune to most mind altering effects like fear or confusion, both in Nightmare Form and physical body.
Should the Shaman's physical body take any damage or the Nightmare Form be destroyed the Shaman will wake immediately.

Nightmare Form:
Nightmare Grasp: Opponents struck are slowly pulled toward the Nightmare for 3 seconds.
Level 6: HP 60, 4 APR, 3d4 magic/cold/slashing damage, Thac0 10, Saves 12, Cold Resist 100, Each Resist 50, AC 2
Level 12: HP 120, 4 APR, 3d6 magic/cold/slashing damage, Thac0 4, Saves 6, Cold Resist 100, Each Resist 50, AC -2
Level 18: HP 180, 4 APR, 6d8 magic/cold/slashing damage, Thac0 -2, Saves 0, Cold Resist 100, Each Resist 50, AC -6
Level 24: HP 240, 4 APR, 6d10 magic/cold/slashing damage, Thac0 -8, Saves -6, Cold Resist 100, Each Resist 50, AC -10





Custom spells:





********************
Dream Dust (replaces Writhing Fog):
(Conjuration)

Level: 2
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: Special

This spell conjures a cloud of Dream Dust from the Region of Dreams. Any creature other than the caster that enters the cloud must save against spells or have its spirit pulled to the Region of Dreams for one round, effectively putting them asleep.
Creatures that remain in the cloud mast make a new save each round for the full duration of the spell.
Elves have a very high chance to be unaffected by the effects of the cloud while Half-Elves will resist the effects one out of three times.

********************
Nightmare Invocation (replaces Spiritual Clarity):
(Enchantment)

Level: 3
Sphere: Wards
Range: Long
Duration: 3 rounds
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Spell negates

By casting this spell, the Dreamwalker channels a burst of energy from the Demiplane of Nightmare into a powerful psychic attack. Enemies within 30' that fail a save vs. spell at -4 perceive the caster as embodiment of their worst fear, causing them to flee in terror for 5 rounds. The borrowed nightmare energy however returns quickly to its source, pulling the Dreamwalker with it. On a failed save vs. spell at -4 the caster is pulled back deep into the Demiplane of Nightmare and rendered unconscious for 3 rounds. For every 4 extra levels of experience, the caster's save penalty is reduced by one, up to no penalty at level 16.~



********************
Nightmare Imprisonment (replaces Spiritual Lock):
(Enchantment)

Level: 6
Sphere: Wards
Range: Long
Duration: Special
Casting Time: 6
Area of Effect: Target, and enemies within 5'
Saving Throw: Special

When the Nightmare Imprisonment spell is cast on sleeping targets their spirits are pulled into and trapped on the Demiplane of Nightmare. Those who succeed on a save vs. death at -6 are able to eventually fight their way back, waking after 5 turns. Victims that fail their saving throw will quickly succumb to fear and madness or have their spirits torn asunder by the horrors that dwell there and are lost forever.
While trapped in the Nightmare a victim's physical body remains asleep and can not wake under any circumstances.


********************

HLA1:

Dream Shroud

Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The Shaman pulls a part of physical body into a space between the Region of Dreams and the Material Plane, rendering partially incorporeal.
For the next 5 rounds, all attacks directed against and all attacks made by the Dreamwalker deal 50% of their normal damage. During this time, the Shaman is also under the effects of Improved Invisibility and can move at double normal speed.
Shamanic Dances are disabled for the duration of the spell


********************

HLA2:

Dream Escape

Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The Shaman pulls physical body into a space between the Region of Dreams and the Material Plane, rendering incorporeal.
For the next 5 rounds, the Shaman can not be attacked nor attack or cast spells. During this time, the Shaman also can not be perceived by other creatures and moves at four times normal speed.
Shamanic Dances are disabled for the duration of the spell




DOWNLOAD LINK

[MOD] Test Your Mettle!

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Test Your Mettle!
A mod for BG2:EE and EET (Enhanced Edition Trilogy) that provides you with a unique dungeon crawling experience.


Download latest beta (32 MB)

Overview

This mod provides you with a whole new adventure where you can explore new areas, meet exotic races, uncover a devious plot, or simply enjoy battle with an endless stream of monsters.

The adventure starts in the Planar Sphere in Athkatla's Slum District, where you may encounter new victims of Lavok's planar travels. The result of the encounter will enable you to access a dungeon that has been tailor-made for the intrepid adventurer.

Note: This mod requires BG2:EE patched to version 2.0 or higher.

Screenshots:
image

image

image



The mod is already complete content-wise. You can play the whole quest from beginning to end, with complete dialogs, journal entries and quest rewards.

However, for the combat in the dungeon maze there is certainly room for further improvement. As I rarely play these games with AI enhancement mods myself I am very interested in your feedback. Are battles too easy or difficult? Does it get boring too quickly? What combat AI improvements would you like to see? Is there anything else that can be improved. Any feedback from you will help to make the mod more interesting!

Community Call - WeiDU language support for Visual Studio Code

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Hi,

Are you programmer? Or maybe you have a friend who code? Then please ask about favor:

Please try to make WeiDU language support for Visual Studio Code.

You can use https://github.com/Argent77/NotePad_PlusPlus_WeiDU as a reference.

The features of the VSC Language Services offers great ways to help IE Modders: not only provide syntax highlighting and code style formatting, but can provide completion for default parameters and even warn user about some weidu-specific requirements when you write WeiDU code.

Making the basic syntax highlighter should not require deep WeiDU knowledge. But it would provide huge help for the IE modders.


[NPC mod] Ashar

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image


When asked about her past, ASHAR snaps, "What does it matter now?" and flicks her hand dismissively. Nevertheless, she starts to incoherently relate her tale. She was raised in the Sword Mountains, north of Waterdeep. In this place, a powerful warrior called Dagon Iron Shield created a country which gathered local half-orc tribes. Ashar served in Dagon's personal guard. She talks with a great respect for him, praising his skills, honor, and fair deeds. However, two years ago, Iron Shield was killed by his power-hungry son. Most of Dagon's supporters were forced to flee or be killed or, as Ashar was, be sold into a slavery.



This modification adds a new, joinable NPC to Baldur's Gate II: a half-orc barbarian named Ashar.

Ashar can be found near the Copper Cornet's entrance, right after the death of the tavern's owner, Lehtinan.

The modification offers about 20 dialogues with the PC, a modest romance, as well as many interactions, comments, and banters with all BGII NPCs.

Ashar is aggressive, plainspoken, but also a bit confused woman. Fell free to say what you will, during talks with her, there aren't any "correct" or "incorrect" answers. However, be aware, because your words and deeds may have a great impact on Ashar's character.

Great thanks to: Damianus_NT, Lava Del'Vortel and Vinci for their help in testing and creating the modification!

Special thanks to Geddoe, who have taught Ashar how to speak English correctly. Thank you for your great proofreading job!

Have a good game and any comments are welcome! :)

Additional information:
- The modification is compatible with both the "old" game version (Throne of Bhaal expansion pack is required) and Enhanced Edition.
- Her "friendship path" talks activate approximately once per hour, check Readme file for full list of dialogs.
- Romance can be started after "friendship path" dialogs, in the Underdark. Check Readme file for more information.
- Ashar should be joined to your party in II or III game chapter. You will miss much of the modification content, if you join her later.
- For now, the modification doesn't have any content for the Throne of Bhaal expansion.
-To install the modification you need to extract Setup-AsharNPC.exe and AsharNPC folder into your game folder, double-click Setup-AsharNPC.exe and follow the instructions.
- English and Polish language versions included.


[Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE]

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Hello :)

I finally finished all the kits and combined them in a single kit pack.

Compatibility notes:

If you're using Faiths and Pantheons the Circle Enforcer component should be installed after it. You can install the whole Kitpack after F&P if you wish.

The components follow:

UNDEAD PREDATOR (Ranger Kit)

This ranger devotes PRO_HISHER life to hunting and destroying the undead and helping those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they do not have the same affinity with nature as other rangers and rarely create bonds with the people around them.

Advantages:

- -2 AC Bonus against undead
- +10% to Move Silently and Hide in Shadows
- +3 to Hit and Damage against undeads
- Starts with a +1 bonus to PRO_HISHER save against Paralyzation, Poison or Death Magic. Another one is given at levels 5, 10, 15, and 20.
- Casts Cure Disease, Lesser Restoration, Negative Plane Protection, Remove Fear and Remove Paralysis. Gains a use for each spell at level 2 and another every 4 levels up to three uses at level 10.
- At level 10 becomes immune to Disease
- At level 15 gains the Deceive Undead ability
- At level 20 gains the Bless of Recognition

DECEIVE UNDEAD:

The Undead Predator is capable of turn himself undetectable by the undead. While this ability is active every undead will completely ignore the Predator no matter what PRO_HESHE does. The effect can be used once per day and lasts for 10 Rounds.

BLESS OF RECOGNITION

After a long, valiant and hard journey, the Predator gains the favor of the gods. From now on PRO_HESHE is permanently under the effect of Bless, Protection From Evil, Negative Plane Protection and Remove Fear.

Disadvantages:

- May only use the following weapons: Axes, Clubs, Crossbows, Warhammers, Longswords, Maces, Quarterstaff and Spears.
- All spell-like abilities are single-target and require touch
- Alignment restricted to Neutral Good
- Requires at least 16 Wisdom
- Can't wear metal armor
- -2 Charisma penalty
- Cannot Dual Class
- No Charm Animal
- Can't cast spells


SPIRIT REDEEMER (Cleric Kit)

Being an Spirit Redeemer goes beyond being ordained by some church. It requires a lifetime of devotion, sacrifice, and courage. Clerics of many faiths may become a Spirit Redeemer, but this hard path is more usual for priests of Kelemvor and Lathander. They are efficient soldiers against one of the more common weapon of profane clergy: the undead. Regardless of under which banner they fight, the Redeemer is a force to be feared by necromancers, unholy priests and, most of all, the undead.

Advantages:

- Uses Turn Undead as a priest three levels higher
- Always under the effect of Death Ward
- +3 to Hit and Damage against undead
- May cast Redemption once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.

REDEMPTION:

The Spirit Redeemer pleads to PRO_HISHER deity and touches a creature, delivering 6d6 points magic damage. Undead creatures, besides the damage, need to make a save vs. spells with a -2 penalty or be destroyed.

Disadvantages:

- May not cast the following spells: Animate Dead, Raise Dead, Resurrection, Mass Raise Dead
- Alignment restricted to Lawful Good or Lawful Neutral
- Requires at least 12 Charisma
- Can't be resurrected


UNDEAD HUNTER REVISION (Paladin Kit - Caution: This will overwrite the vanilla Undead Hunter)

This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities.

Advantages:
- May create a Holy Sword once per day for one hour (starting at level 5).
- May Turn Undead as a priest of the same level (starting at level 3).
- +3 bonus to hit and damage rolls against undead creatures.
- Immune to hold and level drain.

HOLY SWORD:

Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. Despite its +3 bonus, this bastard sword is considered +5 for the purpose of determining what it can hit. The Undead Hunter always uses this blade as a specialist and while wields it PRO_HESHE's under the effect of Bless.

Disadvantages:
- May not use Lay On Hands ability.


UNDEAD SLAYER (Wizard Kit)

The Undead Slayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Undead Slayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.

Advantages:

- At level 3 gains the ability Soul Sacrifice. Gains another use at levels 6, 9, 12 and 15
- Does not take a 15% penalty when scribing scrolls from other schools
- Immune to Death Magic and Level Drain
- Hit Dice: d6

SOUL SACRIFICE:

The Undead Slayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER casting capability. Using this ability raises PRO_HISHER caster level by 3 and damages PRO_HESHE by one-quarter of PRO_HISHER maximum hit points. The effect lasts for 5 rounds and after it, the caster level returns to its natural value. If the damage taken is higher than the Undead Slayer's current hit points PRO_HESHE will be killed.

Disadvantages:

- Requires at least 16 Constitution (besides the minimal scores for a Necromancer).
- As a Necromancer can't cast or learn spells from the Illusion school.
- Does not gains a 15% bonus when scribing Necromancy scrolls.
- Does not gain a save bonus against Necromancy spells.
- Does not gain an extra spell slot per level
- Does not apply a save penalty for Necromancy spells.
- Alignment restricted to Good.


DEATH TRICKER (Thief Kit)

Sometimes called heroes, sometimes called crazies. These thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms the Death Tricker is an expert in evading the undead and breaking into their lair having developed special techniques to do so.

Advantages:

- At level 3 gains the ability Evade Death. Gains another use at levels 10 and 17.
- At level 2 gains the ability Holy Trap. Gains another use every six levels.
- +10% to Find Traps and Open Locks.
- At level 1 gains the Trick ability.

TRICK:

The Death Tricker knows how to outsmart PRO_HISHER opponents and takes advantage in a fight (or flee). Starting at level 1 PRO_HESHE receives a +1 bonus to AC, all saves, physical damage resistance, to hit, critical hit chance and damage delivered.

EVADE DEATH:

"When things go bad stay low and get out quick". That's the first commandment a Death Tricker will learn while being trained. When this ability is used the Tricker gets under the effect of the spell Sanctuary and movement speed is doubled. The effects last for 5 rounds.

HOLY TRAP:

Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Tricker ever confirmed or denied it.

Disadvantages:

- May only distribute 20 skill points per level among thieving skills.
- Requires at least 12 Intelligence.
- May not be of Evil alignment.
- May not use Pick Pockets.
- Can't wear armor


BURIAL DEFENDER (Fighter Kit)

The Burial Defender is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of his people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe.

Advantages:

- May use the Barbarian Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
- May achieve Grandmastery in Two-Handed Swords, Halberds, and Axes.
- +5 bonus to hit and damage against undead.
- Moves 2 points faster than other characters.
- Immune to backstab.
- Immune to disease.
- Hit Die: d12.

BARBARIAN RAGE:

The enraged status lasts for 5 rounds and provides a +4 bonus to Strenght and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.

Disadvantages:

- Cannot put any slot in Sword and Shield style.
- Can only become proficient in ranged weapons.
- Cannot be Chaotic Evil.
- Cannot wear metal armor.
- Cannot use shields.
- Cannot Dual Class.


GRAVE MOURNER (Bard Kit)

Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in mourn. It is said that whenever a Grave Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins.

Advantages:

- At level 1 gains the Tale of Dreadful Deeds ability.
- At level 6 gains the Remembrance Of The Beloved Ones ability.
- At level 11 gains the Warning Of The God's Wrath ability.
- At level 16 gains the Warm Memories Of A Friend ability.
- At level 21 gains the Recall Of The Living Conscience ability.
- Instead of the regular Bard Song gains the Requiem.

TALES OF DREADFUL DEEDS:

The Grave Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a save versus spell with a -2 penalty or become deaf for 5 rounds.

REMEMBRANCE OF THE BELOVED ONES:

The Grave Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a save versus spell with a -2 penalty or become berserker for 5 rounds.

WARNING OF THE GOD'S WRATH:

The Grave Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a save versus spell with a -2 penalty or become held for 5 rounds.

WARM MEMORIES OF A FRIEND:

The Grave Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a save versus spell with a -2 penalty or become dominated for 5 rounds.

RECALL OF THE LIVING CONSCIENCE:

The Grave Mourner speeches firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this speech must make a save versus spell with a -2 penalty or become feebleminded.

REQUIEM:

This sad song breaks the spirit of the enemies, giving them a penalty of 1 to Luck. There is no save against this effect.

Disadvantages:

- Can't cast or learn Necromancy spells.
- Bard Song doesn't improve with level.
- Can't get the Enhanced Bard Song HLA.
- Can't get the Use Any Item HLA.
- Alignment restricted to non-Evil.
- Requires at least 17 Charisma.


CIRCLE ENFORCER (Druid Kit)

The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using the lightning and the fire: Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animal and other woodland beings for aid. As a keeper of the natural order, this druid is specially devoted to defeating unnatural beings having a special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death.

Advantages:

- At level 1 may cast the following spells: Burning Hands and Shocking Grasp.
- At level 3 may cast the following spell: Flametongue.
- At level 5 may cast the following spells: Fireball, Flame Arrow, and Lightning Bolt.
- At level 9 may cast the following spell: Sunfire.
- At level 11 may cast the following spell: Chain Lightning.
- +2 Thac0, AC and damage bonus versus constructs, fiends, giant humanoids, lycanthrope and undead.

FLAMETONGUE:

As the wizard spell "Aganazzar's Scorcher".

Disadvantages:

- May not cast the following spells: Animal Summoning (any), Call Woodland Being, and Conjure Animal.
- May not wear heavier armor than leather.
- Cannot use shapeshift.
- Cannot Dual Class.


PALLID MASK (Monk Kit)

The Order of the Pallid Mask is a group of Jergal's monks who specialized in combating the undead whose existence is not sanctioned by the church or who has proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the church sometimes ran to profit itself.

Advantages:

- +3 Hit and Damage against undead.
- May use the Disrupt Heretic ability. Starts at level 1 with one use and gains another every four levels up to five uses at level 19.
- May use Skull Trap and Vampiric Touch as innate abilities. Starts at level 5 with one use for each and gains another every 5 levels up to five uses at level 25.

DISRUPT HERETIC:

During the next 5 rounds, every melee blow delivered by the Pallid Mask will give 1d8+5 points of damage and, unless a save versus Death is successfully made, a cumulative spell failure of 30% to the target. The effect lasts for 3 rounds and does not bypass either Magic Resistance or Mirror Image. The Pallid Mask have a +5 Thac0 bonus while using this ability.

Disadvantages:

- Alignment restricted to Lawful Neutral.
- Cannot use Lay on Hands.
- Cannot be resurrected.


DREADFUL WITCH (Shaman Kit)

Some women decide to live on her own terms and retreat into deep forests where they commune with Nature and learn the dark secrets that land upholds. The ones who choose to pursue this source of power end up learning dread ways to cast terrible curses upon other beings. The women who master this Dark Art are called Dreadful Witches by those who are lucky enough to survive an unfortunate meeting with one of them.

Obviously, only females can be Dreadful Witches. Males who try to seize this kind of power tends to die very quickly.

Advantages:

- May use Curses instead of the Shamanic Dance. Gains new and more curses as shown below.

CURSES

It is possible to stack different curses, but never two of the same curses over the same target. Every time a curse is cast the Dreadful Witch takes 1d4 point of magic damage. The target can make a save versus death with -1 penalty for every four levels of the Dreadful Witch to avoid the effects (maximum of -5 at level 20). All the effects last for 1 turn.

The following curses can be cast:

* Misfortune: Target takes a -2 penalty in Luck. Gains an use at levels: 1, 2, 5, 7 and 18.

* Terror: Target flees in panic. Gains an use at levels: 3, 4, 6, 8 and 18.

* Rage: Target goes berserker, attacking friend or foe alike. Gains an use at levels: 1, 2, 5, 7 and 18.

* Madness: Target goes confuse, random walking, attacking or doing nothing. Gains an use at levels 7, 8, 9, 13 and 19.

* Void: Target becomes feebleminded. Gains an use at levels 10, 11, 12 and 14.

* Agony: Target feels an unbearable pain, taking 50% penalty to movement and attack rate and a -4 penalty in damage, Thac0 and Armor Class. Gains an use at levels 13, 15, 16 and 17.

* Destruction: Target dies. Gains an use at levels 18, 19 and 20.

Disadvantages:

- May cast one fewer spell per level per day.
- Alignment restricted to Neutral Evil.
- Hit Die: d6.


IMPRISONED SOUL (Sorcerer Kit)

Imprisoned Souls are someone that was supposed to be dead. At the moment of PRO_HISHER departure something went wrong, and spirit was called back into PRO_HISHER body. An Imprisoned Soul is neither dead, alive or undead, but something else: a hollow being that simply exists. Some call this state a blessing, others call it a curse. Either way, the existence of the Imprisoned Soul gives PRO_HISHER the ability to mimic some of the features of an undead, but in another hand, an Imprisoned Soul is especially vulnerable to Necromancy, due to nature.

Advantages:

- Immune to Level Drain.
- Automatically receives the following spells: Chill Touch, Ghoul Touch, Vampiric Touch, Spirit Armor, Animate Dead, Lich Touch and Control Undead.

Disadvantages:

- Suffers a -2 penalty on Saving Throws against Necromancy spells.
- Has 100% vulnerability versus magical damage.


I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor

And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)

You can always find the latest upgrade here

So let's talk about NPC/romance mods...

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This came out of a discussion in the Confessions of a Bhaalspawn, where we bothered @SapphireIce101‌ to list her five favorite romance mods. And romance mods = NPC mods, generally. Not all NPC mods are romance, and not all romance mods are NPC mods, but I figure the two of them are connected enough that we could talk about both in the same mods.

So here it is, simple enough- what are your favorite romance mods, and what are your favorite NPC mods? Don't just tell us the names (unless you really don't want to type more); tell us why you liked them, or even the parts you disliked about them. Talk about BG and BG2; that's why we're in general modding and not a subforum.

I'll post my experience with BG1 romances here after I eat dinner. But in the meantime... um... everyone post! Tiax demands it!

As a note, my interest is somewhat selfish in this. I'm planning a playthrough of BG1 with a male character to test a few things out, and he'll probably romance Branwen. But BG2? I could go with Branwen again, but I've romanced her many times. If anyone has played any good mods for a male in BG2, I'd be interested in hearing about them. :)

Wings Version 0.91b

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There shall be wings! If the accomplishment be not for me, 'tis for some other. The spirit cannot die; and man, who shall know all and shall have wings...
- Leonardo da Vinci


This mod adds quite a bit of extra content for everyone's favourite wingless wonder, Aerie.

BG2EEWings091b.rar.

What's added so far:

- A few small, minor character encounters, such as a new NPC in the circus tent (after beating Kalah) that Aerie can interact with.

- Aerie now has a chance to acquire her own familiar to do her bidding!

- A friendship path for Aerie. PC's not eligible to romance her may still pursue a friendship, learning all sorts about her past. PC's who are eligible to romance her will receive three new banters before the usual romance starts, but if they end the romance at any time will still have the option of pursuing a friendship instead.

- Quite a few new banters between Aerie and other NPC's in your party. She gets along especially well with Imoen.

- OPTIONAL: Restore missing banters. There are a few banters already present in Aerie's banter file that never appear in gameplay as they lack a set of trigger conditions. This just changes that.

- OPTIONAL: Remove the Hexxat conflict. It doesn't really seem in character for Aerie to start a fight, even in ToB, and especially not without talking about it with the party leader first. Even then, she'd have to be 100% certain the other person was up to no good. Which admittedly she is because of a much earlier dialogue in SoA... but that just leaves you wondering why if Aerie knows, lots of characters apparently don't (Imoen, Nalia, Jaheira, Cernd, even Minsc). So this just removes the banter in SoA and slightly alters the banter in ToB so that there's no more fight.

- There are some cosmetic changes to Aerie as well. I just changed her skin and hair color back to how it was originally. When Beamdog recolored a lot of the NPC's based off their portraits, I feel that due to the lighting in Aerie's case, they simply got it wrong. She's referred to as fair and pale a few times in the game's text, so better that she look the part. Also better to have slightly more variety in how NPC's look. (Okay, you'd probably have to look quite closely to really notice that is any difference). While it wasn't strictly necessary, I did change the lighting in her portrait as well from sunset to mid-day.

image

Still to come/being worked on:

A mini-quest for both Minsc and Aerie. She is his witch, after all, so they need to have more interaction.

A main personal quest for Aerie. This will involve Aerie facing off against the slavers who first captured and broke her before selling her on to circus. It will hopefully be a chance to actually see her grow as a hero adventurer.

[v0.51] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class.

Download link: https://github.com/ArtemiusI/Warlock/releases/latest

Description:
WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.

CLASS FEATURES:

– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.

ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.

As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.

– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.

– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6

Invocations:
LEAST
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.

LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours

GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.

DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.

HLAs:

Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +20 Luck and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Use Any Item
Alchemy
Scribe Scrolls
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.

Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 12 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.


- Removes many existing main plot restrictions:

Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow



Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 12 new quests.

Some mundane ones

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.

- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)



Chapter 1

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

With rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled.

Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

Roxanne

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Greetings!

The moderating teams of BeamDog, G3 and SHS, acting on tips from multiple users, have been investigating claims of a member using alternate accounts/usernames. We found these claims to be credible and our attempts to reach out to the affected user accounts have been ignored. As such we have dealt with the alternate accounts, each according to the rules of each individual forum.

Based on the results of the investigation it's established that modder Roxanne has been deliberately using multiple accounts to post on all three sites for her own benefit.

Due to their widespread use in an attempt to influence and drive discussion, we are taking an additional step of publicizing the accounts/usernames in question. While moderation decisions are generally kept private, we feel this is a necessary step to restore open and honest discussion.

Roxanne
PaulaMigrate/PaulaM/PaulahillM
verlaine
Bleirot
Kusel
LudovikH
Rasmon at SHS
Temariel at SHS
stewart at SHS

Android Mod Request?

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Hi everyone. I've seen threads about android mods on BG games and I want to request some mods to use on my saves (mainly for BG2 EE though). I have the last public patch for the game, so hopefully it's possible to port the mods I would like to see on android. Many thanks to the person who would like to help me out on this.

The mods I would love to see are...

Unfinished Business for BG2EE - All components if possible.

Romance Encounters BG2 (G3) - I tried this mod before when I ported it but the dialogue didn't seem to work (probably from something I did wrong) so I'd like to have all the components of the mod.

Quest Pack - All components

Tweaks Anthology - All components

BG2 Unofficial Items - All components

Crossmod Banter Pack (G3) - EVERYTHING except for romantic conflicts (hopefully it doesn't conflicts with Romance Encounters)

Also, if possible, can someone unlock all locations or at least clear the black stuff to make exploration easier? I hate wandering around the locations sometimes bc of how repetitive this gets.

Thanks again to whoever does this for me. I would really appreciate it since I loved playing with mods on the PC version until it stopped working :(

Close

Oil of Speed ->Potion of Speed *Update*

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As per the AD&D 2nd edition Dungeon Master Guide

Comments, questions, concerns?

Potion of Speed
This potion increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once per round attacks twice. This does not reduce spellcasting time, however. Use of a speed potion will cause fatigue almost instantaneously, but the other effects last for 1 turn.

STATISTICS:

Special: Doubles movement and attack rates
Duration: 1 turn

Weight: 1

Kivan and Deheriana Companions for BG2EE

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I know I'm not alone when I say we eagerly await this mod for BG2EE, any news?

BG1NPC v23.1

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BG1NPC Project has been updated and officially released with BGEE compatibility!

BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).

Project Website: http://www.gibberlings3.net/bg1npc/
Download: https://github.com/Gibberlings3/BG1NPC/releases/latest
README: http://www.gibberlings3.net/readmes/readme-bg1npc.html


Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1


Changes for version 23.1: 2017-12-03
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!


Changes for version 23: 2017-11-13
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations


Changes for Version 22.8 - 2017-03-25

* Fixed issue with Faldorn-Izefia quest. #26
* Deprecating Non-Joinable NPC Portraits component due to copyright issues


Changes for Version 22.7 - 2017-03-01

* Fixed issue with some portrait BMPs having negative heights in the image header.


Changes for Version 22.6 - 2017-01-28

* Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23


Changes for Version 22.5 - 2017-01-08

* French translation updates
* Fixed item flags for Romance Challenge dragons


Changes for Version 22.4 - 2017-01-04

* Updates for Jaheira's "Bury Gorion" dialogue
* Updates to Kagain's Quest
* Update BGEE Banter Tweak prompts
* Change Shar-teel's interjection on meeting Kagain
* Update Lord Foreshadow's Ring Description
* Ajantis Bhaaltalks - variable correction
* Fixing Minsc's interjection with Vitiare
* Check before adding "missing" items to BGEE games (SoD adds many of
the previously missing items)
* Portraits: Make filenames consistent with naming scheme, i.e.
%SOURCE_RES%s.bmp
* Portraits: Replaced BGEE portraits with new 169x266 images
* Portraits: Added a few new portraits
* Fix for 2 Legacy of the Masters gauntlets in Bandit Camp
* Make Amulet of the Apprentice Mage unusable by Monks
* Updates to dragon animations for Romance Challenges
* Update BGT_VAR for EET support
* Update x#tqbh2.cre sex to match animation
* Enforce LoveTalk timer on Branwen romance post-rest talks
* Fix Colquetle Family Amulet bug
*


Changes for Version 22.3 - 2016-04-16

* Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn
* Updating Jaheira's interjection to ELMIN2.DLG
* Moving SetGlobal actions to before non-INSTANT actions
* Updating CRE sounds for Xan's quest CREs
* Update for Coran Wyvern Quest fixes for BGEEv2
* No Dynaheir Romance endgame cutscene on SoD
* Disable "your voice is strange" PID function on BGEE and BGT.


Changes for Version 22.2 - 2015-12-12

* Fix for bug in NPC Starting Location Component - Thanks Lollorian!


Changes for Version 22.1 - 2015-12-01

* Correcting typos in German tra files [Isaya]
* More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Minor bug fixes
* Fix: Invulnerable Lake Poets
* Fix: Xzar's Quest journal entries not working on BGEE
* Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf
* Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog
* Adding timer for Jaheria's "Bury Gorion" talk
* Adding death variable for Bheren
* Fix: Minsc stutter bug at Lighthouse
* Fix for Minsc-Vitiare stutter issue
* Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him


Changes for v22 - June 14, 2015

* David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901.
* Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed.
* Dynaheir's Journal Quest: Fix for quest failing to start
* Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE
* Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod.
* Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them
* Romance Challenges: Fix Battle song reference for x#ch12.are
* Fixed redundant usability sections in item descriptions for BGEE
* Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE
* Incorporated fixes from BWP Fixpack v15.1.1
* New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE.
* Updated WeiDU to v238
* Adding Polish translation credits to README.
* Various dialog typo fixes.


Changes for Version 21 - February 10, 2015

* BGEE compatibility
* "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
* Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3
* Create version of x#bgreplace_X for BGEE.
* Create version of X_area_script_assign.tph for BGEE.
* Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk
* Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6
* Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg
* Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
* For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds.
* Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
* Fixes for x#cutspy creating errors in BGEE.
* Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
* Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
* Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
* Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
* Romance Challenges area files included with BG1NPC for BGEE.
* Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
* Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
* Updated Open Cloakwood components to work in BGEE. (Isaya)
* Updated Imoen's death variable in x#pcbury.d. (Jastey)
* Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
* Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
* Pink Xan portrait updates for BGEE
* Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
* Colquetle Family Amulet Fix for BGEE
* Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE.
* Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing.
* Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing.
* Updated to WeiDU v237
* German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734)
* General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks)
* Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
* New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
* New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE.
* Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
* Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
* BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod.
* Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
* Ajantis Romance/SCS Wait at Inns component incompatibility fix.
* Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
* Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
* Update x#garwyl to use GHAST sounds like a spectre (all platforms).
* Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog.
* Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel.
* At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead.
* Updates for Tiax's Quest to close open quest entries at their conclusions.
* Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
* Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue.
* Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle.
* Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern.
* In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu.
* Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed).
* Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered.
* Correcting "Bruno" DV in x#yeint2.baf. (MadMate)
* Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate)
* The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire.
* Updates to Coran's Succubus Quest
* Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries.
* If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia.
* Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete.
* Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses).
* Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC
* Many dialog typo fixes.



Also, there are expansions for several BG1 NPCs available:
Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0
Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1
Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82
Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html
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