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Dark-Sun Baldurs Gate Style

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anyone else been dyeing for 1 of these? been thinking about making for years but somewhat a pain with the old out dated map makeing programs haha started making this way back when


[tool] IWD-style Spell Evasion

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Just want to drop a note to mention that I've externalized my code adding the IWD "Evasion" passive ability for thieves to BGEE and BG2EE. My "Scales of Balance" mod has an option to add it exactly as it is in IWD, for 7th-level thieves; my "Might & Guile" mod adds it as a feat available to thieves as well as some bards and warriors. My upcoming "Will to Power" adds it as a temporary ability for psionicists, independent of those other applications.

The idea is, you can drop this file into your mod to make the passive ability work; and then you can apply the ability however you see fit - for your new kit, for certain enemies, for all thieves, for a new spell, whatever. If you use this .tpa file as-is, then however you apply it, it should not conflict with other mods using it in different ways.

Get it here. Cheers.

[Mod Tutorial] How to make Items

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Sparing others the pain I went through trying to learn this, this thread is meant to walk you through it step by step and tell you, specifically, how to make items.

First you need to copy your dialog.tlk file to your root directory and make a backup of it. You can find dialog.tlk in \Baldur's Gate II Enhanced Edition\lang\YourLanguageHere. Just move it back to the \Baldur's Gate II Enhanced Edition\ folder.

Next download WeiDU and place it in your \Baldur's Gate II Enhanced Edition folder, I think you can just extract the WeiDU folder there and copy/paste WeiDU.exe but I'm not sure because I copied everything while trouble shooting.

After that, you need to open a notepad or text file and edit it to read something like this. Just copy and paste the following bit to get started, make sure word wrap is turned off if you're using it.

BACKUP ~Silky/backup~

AUTHOR ~YourAuthorName, at http://forum.baldursgate.com~ // if you want, you can put your email here instead

BEGIN ~Silver Silk Chainmail~

COPY_EXISTING chan18.itm ~override/Silky.itm~ //note that the total file name, excluding file extension, must not exceed 8 characters.
SAY NAME1 ~Soft Mail~
SAY NAME2 ~Silver Silk Chainmail~
WRITE_LONG 0x1e THIS BAND BNOT BIT29 // Silver Spider Thread
SAY 0x50 ~At first glance it's hard to tell whether this is meant to be used as protection, but the fibers seem strong enough to deflect blows. Maybe someone can help identify it.~ // General description
SAY 0x54 ~The Silver Silk Chainmail was sewn from the webs of silver spiders, offering the protection of mail and the flexibility of cloth. It is believed that such rare vestments originate from a hidden monk sanctuary high atop a mountain at the Spine of the World.~ // Identified description
COPY_EXISTING ~ribald.sto~ ~override~
ADD_STORE_ITEM "Silky" #10 #0 #0 ~IDENTIFIED~ #5
Rename that txt file something like Silky.tp2. You can open it with your favorite text editor at any time if you right click and select "Open with..." (if extensions like .txt and .tp2 are hidden you may have to enable them in your folder option). Then rename a copy of WeiDU.exe to setup-Silky.exe and run it. This should create a copy chan18.itm and place it in your override folder with the new name and description. You're not done yet though!

Now you need to download Near Infinity, and if you don't already have it, you'll also need Java to run it. After downloading it with Java installed, extract it to your \Baldur's Gate II Enhanced Edition\ folder, to run it simply run NearInfinity-1.3.0.jar (there may also be a NearInfinity-1.3.0-ci.jar, I'm not sure of any difference). You should be able to find your new item under Override with the file name you gave it.

View gives you an overview, and if you click edit you can easily modify and delete stats and effects. If you want to make the armor usable by anyone for example, click "unusuable by" and uncheck everything on each section. Also if you want to remove any sneak or arcane casting penalties, you can do so by selecting the effects and clicking remove. You can modify it to your liking adding and removing effects and toying with the colors and attributes. It may be best to make a backup of it before you save it if you're not sure, but when you're done just click export.

If you'd like to add it straight to your inventory when starting the game, in your Baldur.ini file after 'Program Options', add
	'Debug Mode',	'1'
IE
'Program Options',	'Debug Mode',	'1'
Then once you load a game you can hold CLT and press Space bar and inter the following command. CLUAConsole:AddItem("Silky")

Alternately if all went well you should be able to find your new armor in Ribald's store.

BG EE Keeper: Item effects as character effects

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

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

[MOD] Haer'Dalis Romance and Friendship

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Hey! As this forums is not included in G3 IE Modding News feature, I thought I would inform you manually - Haer'Dalis Romance just got update and Haer'Dalis Friendship is now released! Enjoy, everyone!

We are happy to announce that we do not only release Haer'Dalis Romance updade (v2.2), but we're also happy to welcome a brand new NPC IEP mod: Haer'Dalis Friendship!

Haer'Dalis Friendship, as other NPC IEP mods, adds many new lines to the existing companions. This time it's for the famous bard, wielder of Chaos and Entropy. There are a total of 20 new dialogues added by the mod, 15 in SoA and 5 in ToB. Some of these do have particular circumstances in which they occur. The mod was brought to you by Aeryn (writer), with some help from Rhaella (coding and release preparation) and Lava (coding).

Download
Forums

If you are interested in more intimate relationship with the tiefling bard, try Haer'Dalis Romance. Version 2.2 includes: improved BG2EE and EET compatibility, the SoA romance track will now turn off properly if the romance is ended, ToB banters will no longer fire repeatedly. The update was provided by Rhaella.

Download
Forum

How can a summon be modded using NI?

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Found an interesting file in EEKeeper that harbours a code for a miscellaneous item that's a "Black Panther" totem that incidentally no longer works in such a manner. I'd like to change this.

In my recreation of an Evil Drizzt the ability to summon a Panther specifically would be quite a treat but how can this item be modded for the desired affect?

Inventory lag - and finding ways around it

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Hello everyone, I've been away from BG for a while, so I'm kind of out of the loop on recent developments with updates and modding. I've recently fired up BG to play and I noticed there are still bad lag spikes in the inventory whenever I handle equipment with a larger party.

There also seem to be occasional lag spikes possibly related to sound playing, and they even caused some serious bugs for me. A few times I've experienced lag spikes that caused items to disappear when I was quickly looting items from a container (or though the quick loot menu).

Have modders found ways to fix these lag issues? If not, can anyone with UI modding experience chime in whether or not it should be possible to fix these issues through modding? I'm thinking along the lines of completely disabling the item comparison and portrait highlighting algorithms, but I don't know if the current UI system is flexible enough to handle something like that.

Thanks!

List of BG2EE Compatible Mods

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Note: Previously there was a list found here
http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1

this list has been incorporated into this thread.

Normally when it comes to installing mods it should be good to follow this structure:

1) non-weidu mods
2) story mods
3) NPC mods
4) item mods
5) kit mods
6) BG2Tweaks
7) other tweak/overhaul mods (for example SCALES of BALANCE)
8) SCS
9) aTweaks

An example of installation order would be as follows


Ascension
Tales of the Deep Gardens
Dungeon Crawl
Assassinations
Back to Brynnlaw
The Sellswords
I Shall Never Forget
Adalon's Blood
CoM Encounters
Weimer's Item Upgrade
Amber NPC
Ajantis NPC
Ajantis Portrait Pack for BG(II):EE
Tashia NPC
Kivan and Deheriana Companions
Kindrek NPC
Xan NPC
Yasraena NPC
Alora NPC
Auren Aseph
Tiax NPC
Sarah NPC
Angelo NPC
Vampire Tales
Ninde NPC
Saerileth NPC
Arath NPC
Dace NPC
de'Arnise Romance
Banter Packs
IEP Extended Banters
Viconia Friendship
Mazzy Friendship
Yoshimo Friendship
Yoshimo Romance
Edwin Romance
Tsujatha NPC
Imoen Friendship
Coran NPC
Sarevok Friendship
Branwen NPC
Unfinished Business
Almateria's Restoration Project
Dungeon-be-Gone
Wheels of Prophecy
Kelsey NPC
Keto NPC
Nathaniel NPC
Iylos NPC
Faren NPC
Adrian NPC
Isra NPC
NPC Flirt Packs
Romantic Encounters
Haer'Dalis Romance
Nephele NPC
Petsy NPC
Gibberlings Three Anniversary Mod
Sarevok Romance
BG2 Tweak Pack
Rogue Rebalancing
Sword Coast Stratagems
BPSeries AI Scripts
Wizard Slayer Rebalancing
aTweaks
Item Randomiser



This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later.
If this is getting to unclear I will add more sections.
--------------------------------------------------------------------
Released Mods
--------------------------------------------------------------------

Fix Pack & Bugfixing


https://github.com/BiGWorldProject/BiG-World-Fixpack#readme
If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation.
Please read this thread for important information about the Fix Pack:
https://forums.beamdog.com/discussion/comment/836218/#Comment_836218

Fix for disappearing simulacrum & similar abilities
https://forums.beamdog.com/discussion/comment/850917/#Comment_850917

Installer/Mega Mod

Kit Packs & Class changes



Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

[Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE]
https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/

The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :)
https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13

[Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable)
https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1

Might & Guile
https://github.com/subtledoctor/Might_and_Guile

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

[MOD] [BETA] Faerunian Monastic Orders
http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1

[MOD] Eldritch Magic
https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1

The Divine Remix
http://forums.gibberlings3.net/index.php?app=downloads&showcat=46

Song & Silence
http://www.gibberlings3.net/sns/

JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16
https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1

Psionics Unleashed -- Not compatible with 1.3 patch and newer!
http://www.shsforums.net/forum/634-psionics-unleashed

Single Kit's



The Mercenary (Fighter Kit EET Compatible)
https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee

The Bodyguard (Fighter Kit EET Compatible)
https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee

The Charlatan (Bard Kit EET Compatible)
https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/

[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers
https://forums.beamdog.com/discussion/66390/p1

Will of the Wisps - Shamanic enhancements
https://forums.beamdog.com/discussion/61754/will-of-the-wisps-shamanic-enhancements/p1

[Kit] Mystic Fire Paladin (beta)
https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1

[Kit] Arcane Archer Redone (Fighter Kit) v1.1
https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1

[BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v
http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1

[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)
http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1

Pale Master Kit for Sorcerers
http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1

Single Kit Rework and Changes



Relieve Wizard Slayer
https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee

Kensai Kit Revision Mod NEW VERSION (v2.0)
https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)
http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1

Wizard Slayer Rebalancing
https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1
http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/

[MOD]Monk Overhaul
http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1

Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1

Shapeshifter paw weapon tweak
http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1

UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE)
https://forums.beamdog.com/discussion/37503/updated-wizard-slayer-overhaul-iwd-ee-bg-ee-bg2-ee

Wild Mage Additions
http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1

Rule Rebalance and Reworks



Raduziel's Universal Wizard Spells
https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1

[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0
https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0
https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases

[Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)
https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice

Enchant the Missile Launchers (Ranged Weapon Tweak)
https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak

Rogue Rebalancing
http://www.shsforums.net/files/category/62-rogue-rebalancing/

SCALES of BALANCE! Post-hac kits and tweaks
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
https://github.com/subtledoctor/Scales_of_Balance

Hardcore Dual-Classing
https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1

APR on Spec
https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1

[MOD]: Spellcasting in light armor
http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1

High Level Abilities as Innate Abilities
http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1

Use Any NPC Item - Add-on for Use Any Item HLA.
http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1

Content Packs (Spells, Items, etc.)

Content Restoration

TWEAK Packs

Tactical Encounters and Story Change

AI & Difficulty



[mod] Universal party AI script
https://forums.beamdog.com/discussion/65032/

elminster's Difficulty Adjustments
https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1

Sword Coast Stratagems *(needs a fix to work fine with 2.3 or later)
http://www.gibberlings3.net/scs
Fix for SCS for version 2.3
Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present

BPSeries AI Scripts
http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/

Level adder v0.3
http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1

[Release] Difficulty and Tweak mod ver 7
http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1

Convenience Tweaks

Item Packs

Item Reworks and Upgrades


Weimer's Item Upgrade [in progress]
http://weidu.org/item.html

Useful Plot Items for BG2:EE
https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1

Foebane +3 and +5 improvement mod
http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1

Upgradable Dak'kon's Blade
http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1

Brick +2 mod
http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1

Unbiased Ir'revrykal+5 mod
http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1

[mod] Improved Cloak of Non-Detection.
http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1

Cloak of Displacement remove Blur effect mod
http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1

New Items

Quest & Story Mods


Shadows Over Soubar (BGII:EE and EET compatible)
https://github.com/weigo87/SoS-EE/releases/tag/release1.14a
http://www.shsforums.net/topic/30451-shadows-over-soubar-mod-description/

Ascalon's Questpack
https://forums.beamdog.com/discussion/69160/mod-ascalons-questpack-kerzenburgforum

Innershade - New village with its own quest
http://www.shsforums.net/files/file/910-innershade-v92/

Will of the Wisp - a Stronghold for shamans (as well as items, kit and a NPC)
https://forums.beamdog.com/discussion/61754/mod-will-of-the-wisps-shamanic-enhancements/p1

Alternatives
http://gibberlings3.net/forums/index.php?showforum=173

Tower of Deception for BG2EE
https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee

Eilistraee's Song
http://www.shsforums.net/files/file/938-eilistraees-song/

Tales of the Deep Gardens
http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/

Dungeon Crawl
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117

Assassinations
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121

Back to Brynnlaw
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125

The Sellswords
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126

I Shall Never Forget
http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/

Adalon's Blood
http://kerzenburg.baldurs-gate.eu/downloads.php?id=63

Gibberlings Three Anniversary Mod
http://www.gibberlings3.net/g3a/

The Undying Mod BG2:EE Compatible
http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible

Freedom's Reign/Reign of Virtue Now Enhanced
http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced

The White Queen (v4.0) for BG2EE
http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee

NPC Tweaks, Class & Kit changes


La'Viconia - tweak that allows to change Viconia to Cleric/Thief
http://www.shsforums.net/files/file/882-laviconia-tweak/

NPC_EE
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

NPC Kitpack - Note: Not all component work with EE (please check the forum)
http://www.gibberlings3.net/npckit/

[MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET
https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet

[BG2] Isra NPC mod (Sunite cavalier) -- playtesters wanted!

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Hey, just wanted to announce that I'm going to be ready for playtesters very soon for the BG2 portion of the mod, so if anyone is interested in helping out, just let me know what your username is at Spellhold Studios so I can contact you. Or you can sign up there instead: http://www.shsforums.net/topic/56301-playtesters-wanted/.

image

Isra is a cavalier paladin of Sune, and a knight with the Sisters and Brothers of the Ruby Rose. You may have originally run into her along the Sword Coast, but you can find her again in the Den of the Seven Vales in Waukeen's Promenade, where she's looking into some family concerns.

She has several quests in Athkatla, and if you like intrigue involving the Amnish merchant nobility, her storyline will probably appeal to you. She also has both friendship and romance content (for both male and female PCs), though her romance is a little bit on the slow burn side. Don't expect declarations of everlasting love, demands for marriage, or anything along those lines. Isra may be romantic, but she's also painfully aware of how difficult it is to balance romance and the paladin lifestyle.

For those who aren't already familiar with her, Isra's somewhat removed from a stereotypical paladin. Anyone whose sympathies lie with the churches of revelry would have to be. For more information, you can visit her forum over at SHS.

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy

by dabus


BWS-0-0

Information:

Project page: https://github.com/BigWorldSetup/BigWorldSetup
Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/master
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/

Features:

- downloading mods (please see remarks!)
- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- OverwriteFiles freature for you own custom mod files/mod translations
- ability to add you own mods

Game list:

Active:
- Baldur's Gate: Enhanced Edition (standalone game)
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE )
- Icewind Dale: Enhanced Edition
- Planescape: Torment Enhanced Edition

Not maintained:
- Baldur's Gate 2 (classic standalone game)
- Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 )
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Classic Adventures

Supported mods:

- almost all of them

[MOD] Jimfix - Ascension + SCS fixes, general tweaks

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The current version, v2.4, is available here.

This is a small collection of fixes and tweaks aimed at a Classic + Ascension + Fixpack v10 + SCS v30 install. I don't have EE so I don't know how well the fix components work there or if they are even necessary. From what I've seen, the tweak components work well on EE.

Fixes:
  1. Fix Sunfire Power Levels
  2. Enable Spell Immunity in Sequencers/Triggers
  3. Shield of Reflection works on SCS Flame Arrows
  4. Fix Smarter Abazibal
  5. Fix Smarter Irenicus at the Throne
  6. Remove Entourage from Ascension Fallen Solars
  7. Fix incorrect casting animations
Tweaks:
  1. Prevent silent prebuffs
  2. Add spell school notifications to the combat log
  3. Add expiration notifications for buffs
  4. Add expiration notifications for item buffs
  5. Reveal all hidden doors
Full Readme:

This is a small collection of fixes and tweaks aimed at an Ascension + Fixpack
v10 + SCS v30 install. It should be smart about not letting you install
components you don't need, but you should still pay attention. I do not have a
copy of BG2 EE so please tell me if any additional issues arise in that
version of the game.

--- Fix Sunfire Power Levels ---

The damage effects on the level 10 version of Sunfire incorrectly have a power
level of 3. The primary effect of this is that they will be blocked by a Minor
or regular Globe of Invulnerability. The level 11 version also has one of its
damage effects set to power level 6. The component fixes both errors.

Credit to Alesa_BH for noticing this.

--- Enable Spell Immunity in Sequencers/Triggers ---

TobEx is intended to allow you to place Spell Immunity into Contingencies and
Triggers. However, this functionality is not enabled by default. This
component enables it.

--- Shield of Reflection works on SCS Flame Arrows ---

In vanilla, the Reflection Shield reflects the mage spell Flame Arrow. SCS
mages are scripted to act as if this is the case. However, with the "Make
Protection from Normal Missiles affect some magical projectiles" component,
the Reflection Shield does not actually reflect Flame Arrow. This component
re-adds that ability to the Reflection Shield.

--- Fix Smarter Abazibal ---

In previous versions of Ascension + SCS, when Abazigal turned in to a dragon
he would also spawn a purple dragon named Tamah. In SCS v30, Tamah does not
appear if you have installed the Smarter Abazigal component. Abazigal also has
the wrong script which may make him unreasonably difficult to kill for some
parties. This component fixes both glitches.

Credit to Mad Mate on the G3 forums for help with this fix.

--- Fix Smarter Irenicus at the Throne ---

A scripting glitch causes Irenicus to be completely harmless during the
opening fight at the Throne of Bhaal if you have the component that adds SCS
AI to him. This component fixes this.

Credit to Alesia_BH for noticing this and to Aasim for help with this fix.

--- Remove Entourage from Ascension Fallen Solars ---

In the original Ascension version of the first fight at the Throne of the
Bhaal, you must fight two Fallen Solars. As of SCS v25, the Smarter Celesitals
Component causes both of these Fallen Solars to additionally spawn with two
Mariliths, a Succubus, and an Alu-fiend. While it has not been officially
confirmed, there is significant evidence to suggest that these extra demons
are unintentional. This component removes them.

--- Fix incorrect casting animations ---

In the vanilla game, several spells have casting animations that don't match
the actual school of the spell. The Fixpack fixes some of these but misses
others. This component takes a broad approach and checks each standard mage
and priest spell individually. If the casting animation does not match the
spell school, the casting animation is changed.

This component also fixes a vanilla bug where the spell Conjure Animals is
erroneously set as an Enchantment spell.

This component may be overkill. It provides of a listing of all the changes it
makes so if you don't like some of them, you can uninstall the component.

--- Prevent silent prebuffs ---

Under certain conditions, SCS smarter mages will silently gain some long
duration prebuffs. This component changes this behavior to always display
these prebuffs in the combat log.

--- Add spell school notifications to the combat log ---

By paying attention to the casting animation or by listening to the casting
sounds, it is possible to determine the school of the spell a mage or priest
is casting. This tweak makes this information clearer by adding a message to
the combat log as well. It should be installed after any component that
modifies spells and combines well with the component that fixes incorrect
casting animations. You can pick the minimum casting speed of spells that you
would like this tweak to affect.

There are two issues with this tweak:
1) It works by modifying the spells so it applies to your spells as well as
enemy spells.

2) It does not take into account the fact that some enemies have innately
lower casting times for spells. The intent of this tweak is to not provide you
with any information that you didn't already have access to, but this may not
always be the case.

If there are any spells that are not affected but should be, or should be
affected but are not, please let me know.

--- Add expiration notifications for buffs ---

This component adds periodic reminders to the combat log for when spell buffs
are about to expire. The reminders come when there are 120, 60, 30, 12, and 6
seconds remaining in the buff. I can add other options if there is interest.

And again, please let me know if this component affects spells that it
shouldn't or if it doesn't affect a spell that it should.

--- Add expiration notifications for item buffs ---

This is the same as the previous component except with buffs from items.
Mostly this affects potions and protection scrolls, but it also includes
the Greenstone and Shield Amulets.

--- Reveal all hidden doors ---

This component sets all hidden doors to be immediately selectable so that you
don't have to wait for a character to detect them.

Looking for Fighters (or Tanks) NPC Mods for SoD

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So i noticed the significant lack of alternatives to Khalid, Jaheira and Dorn as main tanks/fighters for SoD, which will probably get old fast! What's out there in terms of mods?
Ideally we'd be able to continue with Kagain, Yeslick and Ajantis. I see someones started a Shar-teel Mod which sounds fun (would be great for BG2 aswell!)
Hit me with your best fighter mods!

Protection from Critical Hits

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So I have Near Infinity and can not for the life of me figure out how A: helmets give protection from critical hits; and B: how do i add that effect to another item. Please help!

Getting the most out of Opcodes 318 and 177(EFFs).

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Apparently, Opcode 318 is able to block EFF files based on their parent resource field, which I only fully realized after suggesting using it as such here.

Easily Suppressing Arcane Spell Failure:

Patch all items to disable wizard spell casting through an external EFF:
COPY_EXISTING_REGEXP ~^.+\.itm$~ override
	LPF ALTER_EFFECT
		 INT_VAR
			match_opcode = 145
			match_parameter2 = 0
			match_timing = 2
			opcode = 177
			parameter2 = 2
		STR_VAR
			resource = (EXTEFF)
	END
BUT_ONLY
CREATE EFF ~(EXTEFF)~
	WRITE_SHORT	0x10 145
	WRITE_LONG	0x2c 100
	WRITE_EVALUATED_ASCII	~(ARCFAIL)~

Then add the following effect to any CLAB/Feat/etc... that you want to ignore arcane spell failure from armor:
opcode=318, target=2, timing=9, probability1=100, resource = (ARCFAIL). Alternatively, create a separate EFF for each armor tier (ARCFAIL1, ARCFAIL2, ARCFAIL3, etc...), and grant immunity to only those tiers that you want them to ignore. Could work just as well for casting failure % instead of disabled casting.

Accurately granting immunity to just one form of an opcode:

For example: Opcode 39 (Sleep). It is used for: Sleep, Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison).
So:
  • Take all related effects in every sleep spell and move them to external EFF files, giving them all the same parent resource (EFFECT_SLEEP). Most of these spells could share EFF's, as the variations (saving throws, min/max hd/level, magic resistance, power, probability, etc...) would be put in opcode 177, not the EFF.
    The EFF file would mainly have: Opcode, parameter1/2/3(as appropriate), resource1/2/3(if necessary), special, probability1=100, parent_resource=(EFFECT_[TYPE]). All other fields would be zero/empty.
  • For creatures that should be immune to "Sleep", replace Opcode 102/Parameter2=39 (Immunity to effect: opcode 39) with the following effect:
    opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP).
  • Do the same for Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison).
    Note: Opcode 39 is still bugged some of in the v2.5 betas (and the v2.5 IWDEE release, though significantly less so), so I advise against testing this specific one in the beta patches.
  • The undead rings, for example, would end up with:
    opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_UNCONSCIOUS). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_HOPELESS). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON). This way they would remain vulnerable to knockdown, such as from Wing Buffet.
  • Similarly, the EFF's for any effects (even damage) that operate through poison (Stinking Cloud, Cloudkill, Poison) would use the (EFFECT_POISON) parent resource.
    While items that grant Poison Immunity would just use:
    opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON).No complication with Disease and Poison dealing the same damage type, or needing to list every spell individually with opcode 206.
  • Most every related spell would share the same EFF files, since all variation will be in the opcode 177 effect that calls them (saving throws, min/max hd/level, magic resistance, power, probability, etc...), not in the EFF (these fields should be left blank/zero in the EFF). Two sleep spells would use mostly the same EFFs, while a color spray would use another batch of EFF's (for unconsciousness). Some effects would have extras or alternates (mostly visual/audio/lighting effects for different spells).
  • Because all "Display String" effects would use the same parent resource for a given purpose, there would be no need to look up string references for each game, or make sure every variation is blocked when granting immunity. Just select the EFF with the correct string for use in a spell, or block all appropriate variations with opcode 318 when granting immunity.
Limitations:
  • EFF's called through opcodes 248, 249, and 272 would have to remain separate from these.
  • Opcode 337 (remove effects by opcode) would falter against these, but all other effect removal would continue to work as they currently do
  • Unlike opcode 337, direct effect removal effects (cure sleep, remove paralysis) do detect those effects in external EFF files.
  • Spell school/type protection removal would still look at the school/type in opocde 177, not the EFF.
  • Opcode 321 would still remove effects based on the parent resource of opcode 177, not the custom one defined in the EFF.
  • Deflection/Reflection would not change, with the exception of opcode 198 (reflect specified effect), which was never really viable specifically because these opcodes have multiple purposes.
  • This could be a small(addition) for some effects or require complete(replacement) overhaul for others.

SPLPROT based equipped effects:

On the item:
opcode 318, target=1, parameter1/2=(SPLPROT), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF)
EXTEFF: opcode/parameters=(whatever), parent resource=(CUSTOM)
The (SPLPROT) should be a match against anyone who should not get the effect.
The (SPLPROT) will only update when the item is equipped (same as opcode 177), so it would only be useful for mostly-static checks.

For example, you could properly restrict the Wizard Slayer from all magical weapons, then grant them an enchantment level equal to their proficiency level with any weapon they use (with or without the bonus to hit/damage). Maybe even a THAC0 bonus for zero-proficiency weapons so to offset the non-proficiency penalty so they retain a non-magical option against PfMW.
This specific idea would take a LOT of SPLPROT entries (dual-class mechanics force using a bit-wise check for proficiency), but they are not particularly in limited supply like SPLSTATEs. When dual-wielding, it would apply to all weapons of the same category, as the relative opcode(345) can't be more selective than that, and the +hit/damage can't be selective at all.

Or, if you were doing some type of 3E conversion:
Full Plate:
opcode 318, target=1, parameter1/2=(Armor Proficiency>2), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF1)
opcode 177, target =1, timing=2, resource=(EXTEFF2)
opcode 177, target =1, timing=2, resource=(EXTEFF3)
EXTEFF1: opcode=278, parameter1=~-6~, parent resource=(CUSTOM) //THAC0
EXTEFF2: opcode=44, parameter1=~-3~, parent resource=(CUSTOM) // Strength
EXTEFF3: opcode=15, parameter1=~-3~, parent resource=(CUSTOM) // Dexterity
// Armor Check Penalty for non-proficiency with armor
// SPLPROT could either be for an actual proficiency stat, re-purposed for Armor, or SPLSTATEs for each armor tier.

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 :(

Modding in Icewind Dale 2

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This thread is to discuss the possibilities of modding Icewind Dale 2, the Infinity Engine game most notorious for having lots of hard-coded stuff that makes it difficult to mod. Since barely anyone mods this game, especially recently--the big mods for IWD2 are all very old--there's not a lot of information on how to do it. I wanted to share some of my findings and hopefully others in the community will be able to show their own insights.

How to rename items in tp2?

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I found out, sorry for the inconvenience. ;)

[MOD] BG2EE Bow Restoration Mod - Bring back the power of bows!

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There is something that bug me between the stark difference of certain ranged / throwing weapon type. Bow have their damage neutered to the cores, while throwing Dagger are on the opposite extreme.


This mod aim to bring back the power of bows in original BGEE / SOD. As it focus solely on ITM files, this mod should be applicable to any mod available, including the famous unofficial BG2 Item mod. However I need some kind soul to help me deal with dialogue with WeiDu mod. I am only using DLTCEP for this.


Why this mod? Throwing Dagger have been too OPed in BG2EE, especially with Kensai and their 22 STR fire giant belt. Bow in comparison have been completely outclassed due to meager damage. Benefit of dagger include:


1) Str bonus apply
2) Damage bonus from enchantment applies
3) Unlimited ammo (at very early game and is up to +3 enchantment, only a +4 arrow or bolt is better)
4) Usable by any class (except Priest)
5) You can equipped a friggin shield while throwing a dagger! (Not applicable to Kensai who is the king of TD, but still...)


This mod aim to enhanced Bow back to the olden days, so as to provide a strong competition / alternative to TD. Certain rule are applied to this mod for game balancing.

1) No launcher will give >5 damage bonus.
2) Standard +x damage bonus from +x Enchantment applies, for both BOW & ARROW.
3) Follow BG1EE rules where CLB give extra 2 damage from LB & SB.

With this in mind, I have edited the files to follow the rules of damage from BG1. All magical bow will follow the standard rules as +x damage based on x enchantment except for:

Strong Arm +2: Deal 1 extra damage higher than typical +2 composite bow due to 19 str requirement

Others out-of-norm changes:

Ripper +2: +1 extra Dex to distinguish this bow from usual +2 CLB
Firetooth +5: +1/2 APR to compete with the best BOW in game, APR bonus is only available after upgrade from bowstring of Gond.


Example of bows after modding: (with a lvl 10 GM Archer)








A comparison of end game BOW (after mod) vs TD used by a 19 STR Warrior:


Highest possible based damage (BOW): 1D6+9 (Bow & Arrow)
Highest possible based damage (THROWING DAGGER): 2D4+10 (19 STR, not including 1D2 Fire damage)


Still no fight, but at least the power gap is more reasonable now.

How to increase Attacks per Round beyond 5

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I'm looking for a way to double the attacks per round of NPCs via the .cre files. Is there an effect or opcode I could use for this? Opcode 1 Attacks Per Round Modifier is capped at 5 attacks per round. Using haste opcodes (#16 and #317) gives you all the other bonuses of haste which I don't want (also i still want the NPCs to be able to benefit from haste and not already be flagged as hasted). So my question is, is there a clean way of doing this? I'm not opposed to using multiple opcodes or effect files if that is needed. Thanks in advance for any help on this.

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release (25 MB)


You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you.

This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction.

Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally.

The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem.

There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types.

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.
  8. Identify all mod items: Identifies all items that are installed by this mod, which includes Golem Building Manuals as well as a number of special ingredients for building perfect golem variants.
  9. Add "Teleport" ability to golems: Adds the "Teleport" ability to all of your golem followers. It allows golems to jump to a party member in visual range instantly, but can only be used when no enemies are in sight.

Golem types taught by the Manuals of Golem Building:

1. Flesh Golems in lesser, regular, greater and perfect variants.


2. Clay Golems in lesser, regular, greater and perfect variants.


3. Stone Golems in lesser, regular, greater and perfect variants.


4. Iron Golems in lesser, regular, greater and perfect variants.


5. Mithral Golems in lesser, regular, greater and perfect variants.


6. Adamantite Golems in lesser, regular, greater and perfect variants.


Golem types taught by the Secret Manuals of Golem Building:



Golems that can be commissioned during the BG1 part of the game:



The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively.

More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme.

Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.
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