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Levelup screen modding


G3 Tweaks Anthology 'Avatar Morphing Script' help

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Hi guys, I'm playing Baldur's Gate:EE for the first time and I'm loving it. However, I'm trying to install the Avatar Morphing Script component of the G3 Tweaks Anthology and I'm running into issues. When I load into the game with party AI turned, character selected, and I press 's' nothing happens. In the readme it says "Assign this script to the character whose avatar you wish to change". Does anybody know what this means or how I assign a script to my character? The component is listed as installed in my WeiDU log, and I tested some other components and they are working fine, it seems that this component in particular isn't working for me unless I'm missing something else. Does anyone know a what i might be doing wrong? Thanks in advance.

[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

Playable Drow Mod for BG:EE/BG2:EE

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So one thing that always amazes me is how constantly playing other D&D games (such as DDO and Neverwinter Online, to name two,) changes how I enjoy certain things. I used to hate the drow, but because of characters I made randomly that were drow and really enjoyed them, I've come to like playing them.

So, is there a mod that lets you actually be a drow for these two games, or am I just stuck with setting the colors to drow-like and head canoning the whole thing?

Animal Companions for Rangers and Druids in IWD:EE?

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I was so sad to see that Rangers and Druids have no animal companions in IWD:EE. I know it's true to the original but still...with IWD II:EE probably never happening, this is the only game set in IWD proper and it would be wonderful to just have the same options as in BG II:EE.

This awesome mod: https://forums.beamdog.com/discussion/50975/mod-animal-companions-for-rangers-and-druids-for-bg1ee-sod-bg2ee-eet/p1 lets rangers and druids have nameable and leveling animal companions for BG and BG EEs, anyone want to take a stab at making it work in IWD:EE? I'd be so grateful!

Japanese GUI

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Anybody have the Japanese GUI that was uploaded a while ago. Apparently the creator took it down. I can't find a GUI that will work for my Android phone to save my life.

Stuck with effect AC bonus (0)

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Hi everyone!
I'm working on a new mod (my very first one actually) and have run into an issue I can't fix. Any advice would be much appreciated!

Here is what I've done:

I've created a copy of the original spcl643.spl (Werewolf form) and named it lvl6463.spl. I've added a global effect (Type: AC bonus (0)) so whenever my shapeshifter druid changes into a Werewolf, he gets the AC bonus I specified in the effect. This works just fine but the issue is, when he changes back to the natural human form, the global effect does not wear off somehow and his AC is set to 0 instead of the expected 9.

His base AC in human form is 9 (gets -1 dexterity bonus). When he changes to Werewolf form, his base AC is set to 1 by the effect I created and he also gets -2 dexterity bonus in this form which brings his AC to -1. However, when I change back to the natural human form, his AC becomes 0. This clearly shows that the global effect is still active and his AC is still set to 1 (still getting -1 dexterity bonus).

The timing mode on the effect is set to 'Instant/while equipped - 2' so when the modified werewolf form (lvl6436.spl) isn't active anymore, I would expect the AC effect to wear off. What am I doing wrong here?

I've tried to remove the above mentioned effect upon returning to human form by adding Remove effects by opcode (337) to the spell that activates human form (SPIN124.spl) but that didn't work.

Any suggestions?

Spell revisions & IWDEE 2.5.16.3

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I need help. I´ve been trying to install Spell revisions on the newest IWD patch (GOG version) to no avail. Yes I am indeed aware, that SR is not IWD compatibile, but i do know that multiple people, notably @subtledoctor managed to get the main component running just fine. In fact I have just successfully installed few components from Item revisions without issue.

The installation gives me the following error:

FAILURE:
ERROR: CLONE_EFFECT does not support file type SPL
ERROR: [#BONECIR.SPL] -> [override/#BONECIR.SPL] Patching Failed (COPY) (Failure("ERROR: CLONE_EFFECT does not support file type SPL\003"))

I am no expert, but I suspect that this might be issue with the newest patch. Anybody knows possible workaround ?
Edit: I am trying to install spell revisions v4beta15
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1142 // Gems and Potions Require Identification -> Just potions: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1290 // NPCs respond to the main character, not to whichever character talks to them: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3198 // Alter Hostile Rest Spawns -> Quadruple frequency: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v4
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #0 // Icewind Dale NPCs: v6
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #9 // Alternate class for Holvir, IWD-in-BG2 -> Holvir, cavalier: v6
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #15 // Alternate class for Korin, IWD-in-BG2 -> Korin, multiclass cleric/ranger: v6
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #24 // Alternate class for Severn, IWD-in-BG2 -> Severn, skald: v6
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10

[MOD] J-UI - Customized SOD version of Lefreut's UI

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I decided to take what was so great about Lefreut's UI and teak it to my liking. After I was done, I decided to place it here for anyone else to use. This mod rearranges the main screen. Any other screens are left as they were created.

Some changes:
  • Stone boxes surround all icons and aspects of the main UI. The NPC boxes around the portraits will only show as the NPC are added to the game.
  • The World Message box and the World Dialog Boxes are the same sizes and centered in the same location. As you gain NPCs into your party, both boxes will shift right but still be centered.
  • The World Dialog Box will only show a portrait if the talking NPC has one. The taking portrait is located to the right of the World Dialog Box.
  • The icons for journal, world map, the clock, etc have been made smaller so as to be symmetrical with the action bar.

Installation Notes

The mod only works to my resolution (1920x1070) or higher. I tried using a lower resolution and everything was beyond the screen. You will also need to install Lefreut's Enhanced UI (SOD skin) first with all components. After that, you can copy my components to your override folder.

I would like as much feedback as I can. I hope you enjoy the new layout as much as I do. Some things I'd like to work on in the future include further journal tweaks.

Screenshots

Solo run

All 6 player slots filled

World Dialog no portrait


World Dialog with portrait


[Tool] QDMULTI: A Library for Multiclass Kits

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QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+).

The newest version of this library is available on GitHub.

Background

Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits.

This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.

Usage

If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa).

This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~ 
This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass
STR_VAR
kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS)
kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END
Of the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.

Limitations

Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags.

Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.

Applications

This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include:
- giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage).
- allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos).
- allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit).
- allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.

QDMULTI in Action

Mods that make use of QDMULTI include:
- Eldritch Magic by @Abdel_Adrian
- Might and Guile by @subtledoctor

Permissions and Support

I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.

IWDEE 2.5 BWS. "Please choose language" block

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Did Big World Setup update Iwdee to 2.5.? Seems like the app can't find my saved game on the new icewind 2.5 game and I get the "please choose your language and create a saved game" error. Are any mods compatible with 2.5 now?

[MOD] The Power of Belief

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The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels).

The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones.

The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.

The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance

The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)

This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).

Upcoming Changes

I am currently working on the following features:
- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.

Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded.

- Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check.

- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.

Want to Help?

I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.

Feedback

If you encounter any bugs while using this mod, please let me know.

As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

Disarming traps adding XP to the thief

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I was wondering what would happen if disarming traps gave some exeprience to the Thief. I'm kind of sure that there are some self-resetting traps out there that would cause an infinite XP exploit of some kind, but that can be fixed.

The thing is that traps are kind of banal, and healing is kind of pleniful and the game would be a much better experience if you had a reason to care about traps. There's quite a bunch of them around, but there's no real motivation to pay attetntion to finding them and disarming them. A fixed non-shared 100XP to the thief who disarms them would totally motivate a person to explore certain areas as a thief (or save them for XP with Annah).

I'm thinking about suggesting it officially, and I suspect it might be trivial to implement, except I'd need to know if there are any obvious roadblocks. If Beamdog don't implement it it'd still make a great mod, I think.

So, did anyone knowledgeable consider this? Any obvious snags? Anyone know how to do this?

[MOD] Auto-detect traps for PSTEE

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Hello,

I would like to share my (very) little mod, which allows Annah and TNO (thief class) to automaticaly detect traps when inactive.

You can download the mod here. It's made with WeiDU, you have to double-clic on 'setup-detect_traps_for_pstee.exe' to install it.


V2: Polish translation added, by @memory.


mirandir

[MOD] Journal Portrait Conversations for PSTEE

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This Mod will make it so when you initiate dialogue, it will show a portrait that is scaled down to half size of the appropriate bestiary entry that is located in your journal.

Example:
image

In the future this will probably be integrated into Portraits Portraits Everywhere.

Please note the following:

- Portraits for dialogue will not show up in PSTEE without modifying the UI. This can be done manually, or you can install this component to copy over a pre-modified UI.menu. If you do copy it over, it will overwrite any custom ui.meu you may already. Instructions on how to manually do this are in the readme if you don't want to overwrite a custom ui.menu.

- This will behave differently on a games in progress and a new game. When installing or reinstalling this mod on a game in progress, NPCs in areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits. If you start a new game, then all NPCs that should get portraits will get them.


Important: Please do not distribute the included WeiDU binary! This is an unofficial version which contains experimental code and may contain bugs or other incompatibilities.

Version History:
v0.52 19 Apr 17
-Added code to copy over NPC portraits to alleviate stretched portrait issue on existing games

v0.51 16 Apr 17
-Added code to modify UI.menu by patching instead of overwriting by argent77

v0.50 16 Apr 17
- first Release, no weidu for UI.meu


Additional screenshots:

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Here is a link to the .pstoverride file for iOS users provided by @AstroBryGuy
Be sure to note that this is only for the current patch and that uninstalling the mod on iOS requires uninstalling/reinstalling the PST:EE app.

List of UI Mods

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This is a list of all UI mods for the EE games posted in this subforum, for your convenience. To be updated whenever new stuff comes along.

Please note that all these mods are only compatible with version 2.0 or later of the games.

GUI OVERHAUL MODS:

these are UI overhauls and as such, are not compatible with each other. You should install these before any other UI-related mods, as they'll overwrite any previous changes.

BG2EE GUI to BGEE
by Kerozevok
Compatible with: SoD


Contagion GUI by frostysh
Compatible with: SoD, BG2:EE


Dragonspear UI++
by Pecca
Compatible with: SoD
Obs.: requires 1080p (Full HD) resolution


IWD GUI for BG2:EE by trinit
Compatible with: SoD, BG2:EE
Obs.: requires 1080p (Full HD) resolution


IWD2 GUI for BG2:EE by trinit
Compatible with: BG2:EE
Obs.: requires 1080p (Full HD) resolution


J-UI - Customized SOD version of Lefreut's UI by joshuar9476
Compatible with: BG:EE, SoD, BG2:EE, EET
Obs: REQUIRES Lefreut's Enhanced UI (SoD Style)


Lefreut's Enhanced UI by lefreut
Compatible with: BG:EE, SoD, BG2:EE, EET


Lefreut's Enhanced UI (BG1EE Style) by lefreut
Compatible with: BG:EE, SoD, BG2:EE, EET


Lefreut's Enhanced UI (SoD Style) by lefreut
Compatible with: BG:EE, SoD, BG2:EE, EET


Lefreut's Enhanced UI for IWD:EE by lefreut
Compatible with: IWD:EE


Revised Dragon Scale by Kilivitz
Compatible with: SoD, EET

UI Tweaks

there are many other UI mods with small tweaks. EEUI Tweaks UI Mods Collection by AncientCowboy does a great job of not only cataloging them, but also bundling them in a single mod which detects what skin you're using and makes sure they're all compatible with each other. I strongly recommend you check it out as anything that's included in there will not be listed here for now.

Bubb's Spell Menu by Bubb
Compatible with: BG:EE, SoD, BG2:EE


Bubb's Auto Looting by Bubb
Compatible with: BG:EE, SoD, BG2:EE


Reveal Hidden Gameplay Options by argent77
Compatible with: BG:EE, SoD, BG2:EE, EET, PST:EE

[GUI Mod] BG2:EE GUI in BG:EE (for v1.3 only)

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This mod allows you to play BG:EE with the BG2:EE GUI. It works with version 1.3 of BG:EE.

There are two versions of this mod, one for Windows and Mac, and second for iPads and Androids. There are also two versions of GUI tweaks, one for BG2:EE and the other for BG:EE with this mod installed.

To install this mod, download it from my shs page and copy all files into your override folder.

Note: Make sure to install "Window Edges" after "Tweaks".

Note 2: Do not install "Window Edges" if you play with scaled interface on. They don't fit.

http://www.shsforums.net/files/file/1082-bg2ee-gui-in-bgee/

Edit 2/2/16: Due to upload problems on SHS, I attached here a fix for BWS installation of "GUI Switch Tweaks - Background (Windows, Mac)" component.

BG2:EE GUI in BG:EE:
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BG2:EE GUI tweaks:
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help with icons - now live in Revised Specialist Wizard Kits

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Okay, I'm throwing this out to the crowd: I have a system in place that allows specialists to do spontaneous casting with spells in their specialty school. Like, your Illusionist can memorize Acid Arrow and Blur and Web; but if you get into a tight spot you use a special ability, and suddenly you can choose from between Blur and Invisibility, and you cast Invisibility to escape the trouble. Then your memorized spells will go back to Acid Arrow/Blur/Web (minus the slot you used to cast Invisibility - so if you used the first one, now your memorized spells will be Blur/Web).

I think it's super cool. But I have one aesthetic issue: I need icons to represent each spell level. So, when you use the "spontaneous" ability, all of your memorized spells have their icons converted to a generic "cast a specialty spell of this level" icon. Acid Arrow, Blur, and Web will all look like this:


Once upon a time, DreamSlaveOne over at Gibberlings3 made these icons for me, for a different mod. Unfortunately that mod only went up to 6th level, so I only have 6 icons:


I'm no good with image editing... does anyone want to pitch in and help me make three more of these, for spell levels 7, 8, and 9? I guess by grafting roman numerals VII, VIII, and IX into them?

I have them in white as well, if that's easier to work with:


Alternatively, having read about the application, does anyone have other ideas for how to easily and clearly display 1) that you are doing spontaneous casting, and 2) which spell level you are going to choose from?

Here is a link to a video of the spontaneous casting in action.

In this video Imoen is an Illusionist with Spook, Reflected Image, Grease, and Armor memorized. (Armor is a 2nd level spell in this install.) She uses the spontaneous toggle, and now she has 3 instances of "Spontaneous I," and 1 instance of "Spontaneous II." She toggles the spontaneous spells on and off, to show that you can go back and forth; and then she casts Invisibility, which she did not have memorized up to that point. Afterward, Armor will no longer be momorized, because she used her only 2nd-level slot to cast Invisibility.

SHS and G3 down again?

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Both gibberlings3.net and www.shsforums.net seam to be unreachable in the moment.

[MOD] Bags of Torment

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Download: Bags of Torment (latest)

Important: Current patch version of PST:EE (v3.1.3) contains a bug that resets any container content when you enter the Modron Maze. To work around it you have to biff the content of the override folder.

To do this, download Generalized Biffing and unpack it into the game's installation directory. The included executable "setup-generalized_biffing.exe" should be updated automatically to the latest WeiDU version that supports PST:EE when you start it.

It can be installed at anytime before you enter the Modron Maze for the first time. There is no need to start a new game.


Description
This mod adds a number of unique containers to the game which can be purchased from various shops or acquired by other means. One of the containers may also trigger a small quest.

The mod is available in English, French, German, Italian, Korean, Polish and Russian.

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

Components

1. Containers for PST:EE (main component)

Installs the following containers:
  • Imp Leather Bag: Can be purchased from a merchant at the marketplace in the Hive. May store up to 50 items.
  • Modron Storage Crystal: Can be looted from the Evil Wizard Construct in the Modron Maze. May store up to 200 items. (Hint: Killing the construct quickly might pay off in an unexpected way.)
  • Pocket Singularity: An exotic item that can be purchased from Vrischika's "Curiosity Shoppe" at Clerk's Ward. You'll have to figure out how to make it work first. May store up to 500 items.

2. Increase storage capacity of containers (requires main component)

This tweak increases the original storage capacity to over 32000.

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