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[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.
For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).

When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Undead Hunter's). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
~7C#KIT               69      666      0       0       7      42~
Stats requirement to dual-class FROM this kit to another class. No memes here.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
~0x00080000	4~
This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
~7C#K~
These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
This is the lowercase name of the kit, you can use a .tra reference as well if you like.
SAY ~batman~
First uppercase, the rest lower case.
SAY ~Batman~
The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
SAY ~BATMAN: I heard he's cool, didn't test tho.~
Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
LAF fl#add_kit_ee
This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
biography = 29492
This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
fallen = 0
This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
fallen_notice = RESOLVE_STR_REF (~Lost Class: Keksimus Maximus.~)
The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
kit_name = ~7C#KIT~
This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead.

The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels.

The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
clswpbon = ~1 0 3~
This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
numwslot = ~2~
This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
thiefskl = ~40 20~
This is the maximum amount of Thief traps the kit can set per area.
traplimt = 6
Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please.

Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
clascolr = ~35 67 67 25 80~
This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
clasiskl = ~10 10 10 10 10 10 10~
This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
thiefscl = ~100 100 100 100 100 100 100 0~
This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
hpclass = ~HP7C#K~
This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
clsrcreq = ~1 1 1 1 1 1 1~
This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
clasthac = ~0~
These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This END closes out the LAF action started before.
END // nothin' to see 'ere
Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
COPY	"example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too

/* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 0~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

Have fun modding!

[How to] Install mods on Android

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

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

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

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

This procedure was tested on Windows.


WARNING

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




Building an environment to install mods (BGEE)

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


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

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



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

Mod installation

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

Creating the mods archive to transfer to Android

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

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

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

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

    centralfix Mods.zip

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

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

Transferring the mods archive to Android

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

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

Notes on content to include in the mods archive

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

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

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

Nota : the list above is not exhaustive.

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

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

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

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

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

Example with BGEE

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

Meeting with Finch in Candlekeep

BG2EE

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

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

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

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

IWDEE

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

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

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

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

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

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



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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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



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

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





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


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

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

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

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

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

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

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

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

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

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




Ideas, criticism and comments always appreciated.

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

[HOW TO] Install mods on iOS devices (NO Jailbreak)

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WARNING: the following procedure requires a Mac/PC with iTunes v12.6.3 installed!


  1. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE/SoD. For example, on a Mac:

    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE/SoD

  2. Locate that file. For example, on a Mac:

    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications

  3. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:

    Baldur's Gate 2.4.71 -> Payload -> right-click on Baldur's Gate -> Show Package Contents

  4. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  5. Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
  6. Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
  7. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  8. Take your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  9. The app will launch. This operation may take some time depending on the size of your /override folder.
  10. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  11. Rename it to: lang.bg1/bg2/iwd/pstdata.
  12. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  13. Take again your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  14. The app will open and may be unresponsive for some time depending on the size of your /lang folder.
  15. Restart the app for changes to take effect.
  16. Enjoy!!!
It may not be straightforward, but it works!!! "No more differences" between desktop and mobile!! Huzzah!!!!


A special note about UI mods & mods that add additional areas


If you wanna use UI mods and/or mods that add extra areas, you need this tool (courtesy of @argent77 ) -> https://us.v-cdn.net/5019558/uploads/editor/mv/dco8s0doeeg6.7z (I recommend choosing option #7 "PVRTC 4bpp: Override files only (iOS recommended)").
It's a PVRZ conversion mod (iOS uses the "PVRTC 4bpp RGBA" texture format) and it should be installed after all your other mods or at the very least after every mod that installs PVRZ files.
Please read:
  • UNFORTUNATELY, the utility linked above doesn't seem to work on MacOS :( (Does MacOS apply some security measures that could prevent the tool from reading graphics data? Who knows......)
  • Make sure the mod you're interested in DOES NOT biff its own content. Not only does the converter ignore biffed content (unless "All game files" is selected), it is also much more difficult to transfer biff archives to iOS. I don't know if there is a way to transfer biffed content to iOS -> As a workaround, you could ask the author(s) of the mod you're interested in to remove biff creation from their mod. Biffing isn't really needed for EE games anyway.
  • Some mods that add additional areas may also create a Worldmap folder (they make changes to the World Map) -> This extra folder must be imported to your iOS device along with /override and /lang. Follow the standard procedure:
    Worldmap -> Worldmap.zip (no compression) -> Worldmap.bg1/bg2/iwd/pstdata


Frequently Asked Questions



Q: What can be installed?

A: Everything. If you wanna install mods that add or update areas, make sure they DON'T biff their own content. And don't forget about the Worldmap folder (if any!).

Q: What about SoD?

A: Siege of Dragonspear (SoD) uses the same file extensions of BG1:EE, so: .bg1override, .bg1data and the like.....

Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file?

A: It doesn't matter.

Q: Do I have to do this every time I start the app or only the first time?

A: Just the first one.

Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time?

A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device.

Q: How do I uninstall a specific mod?

A: Uninstall the mod on the desktop as normal.
Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.3, so as to avoid using 2.5GB of extra bandwidth.).
Re-zip (no compression) and re-send the override files and lang folder.

Here is the log of the mods I've installed:
// 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]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: 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 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey,

Updated to 1.1 to look for sod-dlc.zip where GOG puts it.

People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.

You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge

This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.

If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.

This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.

I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.

@elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

I find "Infinity Sounds v1.3"

Is there a change of avatar mod here?

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I can't find it except in Sentrizeal mod

Not on the Mod list. If there is a mode that can change an avatar/paperdoll

link please~~

How to restrict the use of item groups not specified by itemtype

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Hi I'm trying to restrict a new kit from using all items flagged as magical. Does anyone have a creative idea how that could be achieved without having to implement a vast list that covers all magical items in the game via opcode 180? I initially tried to use opcode 181but there is no itemtype i believe that fits my requirements. Maybe opcode 319 could somehow be used for this but I have no idea how. My hunch is this is a dead end but I wanted to ask before writing it off entirely.

[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

[Kit Pack] Deities of Faerûn [Cleric Kitpack for IWD, BG(2)EE and EET]

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Hi :)

I would like to announce the new kitpack nobody wants: Deities of Faerûn!

This kitpack is made of some components:

Current Version: 1.6.8

Link to Download (Github)

Kits

The kits per se. At the moment there are 25 kits: Auril, Baervan, Bane, Baravar, Bhaal, Clangeddin, Cyric, Helm (revised), Ilmater, Lathander (revised), Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tyr (revised), and Umberlee!

Those deities also receive multiclass kits! Check the next post to know more details.

All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.

Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.

The Holy Symbol is automatically granted once the cleric reaches level 25.

On top of that, some kits receive new and exclusive spells as below:


1) SUNE

Rapture
(Enchantment/Charm)

Sphere: Thought
Range: 15-ft/level
Duration: 2 turns
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

This spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.

---

Emotion
(Enchantment/Charm)

Sphere: Benediction/Dread
Range: Visual range of the caster
Duration: See below
Casting Time: 4
Area of Effect: 7-ft. radius
Saving Throw: See below

The Heartwarder can inspire one of the following emotions of target:

HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.

COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.

HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

======================================================================

2) CYRIC

Dark Aura
(Alteration, Invocation/Evocation)

Sphere: Dread
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: A sphere of 15-ft radius
Saving Throw: None

This spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.

---

Instill Madness
(Enchantment/Charm)

Sphere: Thought
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.

======================================================================

3) SHAR

Darkness
(Alteration)

Sphere: Shadow
Range: 20 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.

---

Nightmare
(Invocation, Illusion/Phantasm)

Sphere: Thought
Range: 40 ft.
Duration: 2 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.

---

Eyebite
(Enchantment/Charm, Illusion/Phantasm)

Sphere: Thought
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:

CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.

FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.

SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.

SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.

======================================================================

4) BAERVAN

Changestaff
(Alteration)

Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.

======================================================================

5) HELM

Mace of Odo
(Evocation)

Sphere: War
Range: 0
Duration: Special
Casting Time: 10
Area of Effect: One magical mace-like construct
Saving Throw: None

This spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.

A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.

The mace vanishes after one strike or after 3 rounds.

---

Wyvern Watch
(Abjuration, Evocation)

Sphere: Protection
Range: 30 ft.
Duration: Special
Casting Time: 5
Area of Effect: 30-ft. radius
Saving Throw: Neg.

This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.

---

Seeking Sword
(Evocation)

Sphere: War
Range: 30 ft.
Duration: 2 turns
Casting Time: 7
Area of Effect: One magical sword-like construct
Saving Throw: None

This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.

Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.

======================================================================

6) LATHANDER

Boon of Lathander
(Conjuration/Summoning)

Sphere: Benediction
Range: 0
Duration: 6 rounds
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

During this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.

---

Faerie Fire
(Alteration)

Sphere: Fire
Range: 80 ft.
Duration: 2 turns
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

This spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.

---

Sunrise
(Evocation, Alteration)

Sphere: Light
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.

======================================================================

7) OGHMA

Legend Lore
(Divination)

Sphere: Knowledge
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

With this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds, is capable of using any item for two rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.

======================================================================

8) ILMATER

Martyrdom of Ilmater
(Abjuration, Alteration)

Sphere: Vigor
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.

---

Endurance of Ilmater
(Abjuration, Alteration, Necromancy)

Sphere: Vigor
Range: Touch
Duration: 6 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None


This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.

=====================================================================

9) MASK

Shadowcloak
(Alteration)

Sphere: Shadow
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.

A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.

The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.

=====================================================================

10) AURIL

Frost Dagger
(Evocation)

Level: 1
Sphere: Water
Range: 30
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a dagger that flies to a target determined by the caster. This weapon hits for 1d4+5 points of cold damage and the target must make a Saving Throw vs. Death or be frozen for 1 round.

---

Frost Whip
(Evocation)

Level: 2
Sphere: Water
Range: 5
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a whip made of pure ice that is used immediately against a target designed by the caster for 4d4 points of cold damage. The whip makes the area around the target slippery - a Saving Throw vs. Wands must be made, otherwise the target will slip three feet away from the caster.

---

Frost Sword
(Alteration, Evocation)

Level: 4
Sphere: Water
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

This spell creates a swirling sword-shaped formation of jagged, fast-swirling ice shards extending from the caster's hand. Weightless and nonmetallic, it is considered a +2 enchanted weapon for purposes of determining what it can hit and strikes at THACO 6, regardless of the caster's normal combat abilities. Its touch lacerates for 3d4 points of damage and chills for an additional 1d6 points of cold damage.

---

Conjure Ice Elemental
(Conjuration/Summoning)

Level: 6
Sphere: Water
Range: Visual range of the caster
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Ice Elemental spell, the Icevassal opens a special gate to the Paraelemental Plane of Ice, and an ice elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.

=====================================================================

11) UMBERLEE

Dehydrate
(Alteration)

Level: 4
Sphere: Water
Range: 40
Duration: Instant
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.

This spell evaporates moisture from the bodies of the target creature, inflicting 1d8 points of magic damage per level of the caster (maximum 10d8) on a failed Saving Throw vs. Death.

---

Drown
(Alteration)

Level: 4
Sphere: Water
Range: 30
Duration: 1 turn
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special

This spell fill the lungs of the target creature with water. Creatures that do not breathe are unaffected. Drowning creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, and half movement rate during the effect of the spell. On top of that, the target takes 4d8 of crushing damage. A successful Saving Throw vs. Spells negates all effects except for the damage.

=====================================================================

12) SELÛNE

Moonbeam
(Invocation)

Level: 2
Sphere: Light
Range: 60
Duration: 5 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.

This spell can only be used outdoors. The Silverstar calls a beam of light from the sky and directs it to a target blinding it and turning it incapable of becoming invisible for the duration of the spell. A successful Saving Throw vs. Breath avoids all the effects.

---

Shooting Star
(Invocation)

Level: 7
Sphere: Light
Range: 100
Duration: Instant
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None

A priest casting shooting stars creates a violent turbulence in the air above the area of effect, from which a number of magically-charged miniature starts to erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of magical damage and 48 points of crushing damage. A successful Saving Throw vs. Spells at a -4 penalty indicates half damage.

=====================================================================

13) TALONA

Poison Touch
(Necromancy)

Level: 2
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special

This spell creates a deadly poison in the caster's hand or another chosen limb. Touching a creature will deliver this poison immediately and enforce a Saving Throw vs. Poison.

If the saving throw succeeds, the victim takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn and causes a disfiguring eruption of the skin beneath the touched area, reducing the target's Charisma by 2. If the saving throw fails, the victim suffers 6 points of damage and is slowed instantly for three rounds and in the next round the second stage of the poison applies.

On this second round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second Saving Throw fails, the victim suffers 3d6 points of additional damage, loses another 2 points of Charisma, and the third (and final) stage of the poison begins.

On this third round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1d10 points of poison damage. If it fails, the victim will fall into a coma that will last for 1 turn.

=====================================================================

14) LOVIATAR

Touch of Loviatar
(Alteration)

Level: 1
Sphere: Affliction
Range: Touch
Duration: 5 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.

This spell is the reason why a Pain of Loviatar has this title. The touched creature must make a Saving Throw vs. Spell or be afflicted by a pain that gives a -4 penalty to its attack rolls and a -2 penalty to its AC.

---

Whip of Flame
(Invocation/Evocation)

Level: 2
Sphere: Affliction
Range: 12
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special

The Pain creates a whip made of fire that is directed against a creature. The whip damages the target with fire by 1d8 and imposes a Saving Throw vs. Breath Weapons. A failure means that the target is burning and will keep receiving 3 points of fire damage per round until succeeds on the saving throw.

---

Whip of Pain
(Necromancy)

Level: 3
Sphere: Affliction
Range: 10
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special

A whip is created by the Pain and immediately used against a creature and imposes a Saving Throw vs. Spells. If succeeds, the target only gets 2d4 points of slashing damage. If it fails, the target suffers a huge pain that gives a -2 penalty to its attack rolls, a -1 penalty to its AC and makes impossible to concentrate enough to cast spells.

---

Touch of Torment
(Necromancy)

Level: 4
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special

By touching a creature, the Pain attacks its nervous system, delivering an overwhelming pain, causing 4d6 points of magic damage and completely incapacitating the target.

At the end of the first round, the victim makes a Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 2d6 points of magic damage are delivered and the victim is incapacitated for another round.

At the end of the second round, the victim makes another Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 1d6 points of magic damage are delivered and the victim is incapacitated for a third round when the spell expires.

---

Ensnarement
(Necromancy)

Level: 6
Sphere: Perdition
Range: 35
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons an Erinyes to serve the Pain. The priest must be successful in a mental battle in order to control the devil.

The Erinyes has 48 HP, 15 Thac0, AC 0, can only be damaged with weapons +2 or better, strikes twice per round and each hit drains one level of the target.

=====================================================================

15) BANE

Mystic Lash
(Invocation/Evocation)

Level: 5
Sphere: War
Range: 10
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special

Casting this spell creates a long whip of ghostly, glowing red force that emanates from the priest's hand. A mystic lash does 2d8 points of electrical damage. Targets who are hit by the lash are entitled to a Saving Throw vs. Spells to take half damage. The strike of the lash also has a magical effect randomly chosen from the list below:

1: Target is stunned for 2 rounds

2: Target is paralyzed for 1 round and will stay paralyzed until a successful Saving Throw vs. Spells is made

3: Target takes an extra 2d4 points of slashing damage

4: Target is hurled 25 yards away from the Dreadruler and suffer an extra 2d6 points of bludgeoning damage.

=====================================================================

16) BHAAL

Bone Dagger
(Invocation/Evocation)

Level: 1
Sphere: Affliction
Range: 0
Duration: 3 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell creates a dagger on the Deathstalker's hand that can't be dropped or unequipped for the duration of the spell. The dagger strikes as a +2 weapon, but does not offers a bonus for hit or damage and can be used despite the cleric's proficiency. Every time the dagger strikes, there's a chance of 1% for every two 2 levels of the caster of automatically slaying the target creature.

---

Plane Skipping
(Alteration)

Level: 6
Sphere: Perdition
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The Deathstalker enters the Plane of Gehenna while those around PRO_HIMHER appear to be frozen in time. While in the other plane, the PRO_HESHE can move freely for 30 seconds, but can't attack, cast spells, use items or turn undead while this spell lasts. The Deathstalker must be cautious, as there's a 5% chance of a Pit Fiend follow PRO_HIMHER during the Plane Skipping.

=====================================================================

17) MYRKUL

Hand of Myrkul
(Necromancy)

Level: 7
Sphere: Death
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

The Gray One touches PRO_HISHER victim enforcing the creature to make a Saving Throw vs. Death or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

---

Summon Minor Death
(Necromancy)

Level: 6
Sphere: Death
Range: 35
Duration: 1 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons a Minor Death to serve the Gray One. It has 64 HP, 1 Thac0, AC -4, can only be damaged with weapons +1 or better, strikes twice per round delivering 2d8 points of slashing damage per hit and cannot be turned. The shadow is also immune to cold, fire, poison, electricity damage and all Enchantment/Charm spells.


Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.

For full compatibility, you'll need at least version 0.74.28 of FnP.

Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:

The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.

Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.

Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (except those added by mods, but this can be altered with a little dialogue with other modders) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.

It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!

PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.

Well, I think is over... BUT NO, IT IS NOT!

Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...

Stronghold Alterings

Hold your breath, cause here comes the list!

- Auril: Talos

- Baervan Wildwanderer: Druid, Ranger

- Bane: Talos, Fighter

- Baravar Cloakshadow: Thief

- Clangeddin: Helm, Fighter

- Cyric: Talos, Thief

- Helm: Helm

- Ilmater: Lathander

- Lathander: Lathander

- Loviatar: Talos

- Malar: Talos, Druid

- Mask: Talos, Thief

- Mystra: Wizard

- Oghma: Bard, Wizard

- Selûne: Lathander

- Shar: Talos

- Sune: Lathander, Bard

- Talona: Talos

- Talos: Talos

- Tempus: Fighter

- Torm: Helm, Paladin

- Tyr: Helm, Paladin

- Umberlee: Talos


This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

For now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !

Before we go to the next post, let me say thanks to some people here:

@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.

@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.

@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.

@CamDawg and @argent77 for the helpful codes and tools.

@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.

@Arctodus for the brainstorming.

@Necromanx2 for all the patience and bug reports that made this mod better.

In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!

---

Here is what I intend to release, chronologically (if possible):

Selûne -> Umberlee/Auril/Malar -> Loviatar/Talona -> Bane/Myrkul/Bhaal (IWD only) -> Morndinsamman -> Lords of the Golden Hills -> Yondalla's Children -> Seldarine -> Dark Seldarine -> Elemental Lords -> Orc Pantheon -> Gond/Deneir/Milil -> Tymora/Beshaba.

[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.

Replacing npcs in Bg1/Bg2

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So just out of curiosity, if one wanted to replace npcs in bg1/bg2, to, say, make a dragonlance, or SAO scenario, how would one go about doing that? I'm not interested in a multiplayer game, just replacing the npcs with my own npcs entirely. Thanks ahead of time!

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!

Trying to find Neera's Expansion Mod

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The SHS forums/site that once hosted this mod are no longer up and running and I was hoping to try out this mod. Does anyone have this mod or an alternative place I can download this please? Thanks!

[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).

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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.

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[mod] Southern Edge - Athkatla's new district

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After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.


Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before.
There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right?
It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.



The mod now works on BG2EE, BG2 and EET.




SHS Thread

Problems of SCS v30 installed on v1.3 BG1EE

Enable Dual-classing into Kits

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Dual-class into Kit

Installation Order:
* This mod should NOT be installed BEFORE any mod that adds new kits.
* This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions.
* This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da.

Limitations:
* Class/Kit description in the record screen will display the description of the unkitted second class.
* Level-up proficiency selection is still dictated as if an unkitted second class.
* Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.)
(These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity)

Compatibility:
* BGEE, BGSOD, BG2EE, all v2.3 or later.
* Supports multiple RACTTEXT.2da files, read from CAMPAIGN.2da.
* The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would.
* The Chargen Mage Spell Selection portion has a very simple edit, small chance of conflict with other UI mods.



[mod in progress] Will to Power*

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* (working title. Also under consideration: "the Will and the Way," "the Ardent Mind," "the Mind's Eye," and "Time-Life Books: Mysteries of the Unknown.")

I'm creating this thread for discussion about the psionics mod I'm working on. It started as a single component in Might & Guile, adding a rogue kit that could use psionic powers chosen via that mod's Feat System. I have since improved the reliability of the way psionics abilities work, and greatly expanded the number of abilities available for use. Now I am breaking it off as an independent mod, so that it doesn't fly under the radar as a little piece of Might & Guile.

The mod is not ready yet; there's still a hefty 'to-do' list:
- create all abilities (90% done)
- write descriptions of each ability (85% done)
- set up system to apply under-the-hood stats to keep track of which powers you have learned (10% done)
- set up 7eyes opcode to recognize and use those stats (0% done)
- set up spell files to use abilities in-game (0% done)
- make Beamdog enable target mode 7 for item abilities (50% done :tongue: )
- set up dialogue for learning new abilities (25% done)
- organize installation of mod components (95% done)
- code integration with the Might & Guile feat system so that warriors and rogues can be "wild talents" (25% done)
- proper readme (50% done)
- release v1 of the mod (0% done)
- deal with strongholds (0% done)
- integrate "psionic" abilities of illithids and Planar Sphere halflings etc. (0% done)

Here is the description of the way psionics works, and the classes and abilities involved:

THE WtP PSIONICS SYSTEM

In the Forgotten Realms you may commonly find magic users, who use words and gestures to harness, control, and shape external energies that infuse the world. A psion, on the other hand, learns to harness, control, and shape the energy that infuses his own being. The ability to utilize that energy results from a combination of long study, intense meditation, and rigorous physical conditioning. Through that training, a psion develops the ability to expand his mind past the limits of his body. With experience, he may perform great feats of strength, manipulate energy, move objects, or touch others' minds. While this seems supernatural, for a skilled psion it is no different from the way he uses his mind to lift his arm, or move his legs to walk.

Of course, hard running and heavy lifting take a toll on the body, and psionics is no different. Just as muscles contain stores of chemical energy that can be depleted, only to be recharged by rest and eating, so do psionic powers temporarily utilize stored biological energy. In-game, this is represented by a temporary reduction in your maximum hit points.
- Example 1: a low-level psion with 10 hit points has been struck by a dagger, and now has 8 left. He decides to put some space between himself and his attacker, using Project Force. The stated cost of Project Force is 4 max hp. The target is knocked down and flung away; the psion is reduced from 8/10 hp to 4/6 hp. He will regenerate 1 hp every 12 seconds, until he is back to 8/10 hp 8 rounds after using Project Force.
- Example 2: that same psion next faces an Enchanter and wants to protect himself against mental attacks by raising a Mind Ward. The stated cost of Mind Ward is 4 max hp, just like Project Force, but Mind Ward is a maintainable power. The psion can raise the Ward and his hp will drop to 4/6; and they will stay that way as long as he maintains the protection. After the magical threat is gone he can cancel the Mind Ward, and from that point his max hp will be restored over 8 rounds.

That's right: there are no PSPs in this mod. I couldn't figure out a good way to do it. Moreover, 2E-style PSPs only regenerate when you rest (sort of), so playing a psion with PSPs would be not much different from playing a sorcerer. Using health and allowing it to regenerate makes the gameplay associated with the class more unique and interesting compared to the vanilla classes. (It also makes game balance difficult to get just right, so I will happily listen to critiques from players about how this actually works in the game.) The convenient thing is, your hp go up as you level, which means your store of psionic power will automatically go up as well. Now, psionic effects will tend to be noticeably weaker than the magic spells used by a spellcaster of a similar level. Likewise, psionic attacks may be weaker than the melee attacks of a warrior of a similar level. However, a psion has a flexibility unmatched by warrior or wizard.

- Compared to the warriors, a psion may create pseudo-superhuman effects to react to the circumstances: hardening his skin to resist physical damage, or shoving dangerous enemies out of weapon range, or superheating the edge of his weapon to make it more deadly.

- Compared to spellcasters, a psion is not bound by the limits of memorization. As long as his body can continue to recharge his stores of energy, he can use his abilities indefinitely. And while it takes several seconds for spellcasters to clear their magical aura and cast again, a psion may use powers at will, only slightly slowed down by the mental fatigue of using them in rapid succession. (In game terms, psionic powers have a 'casting time' of 1 and behave as if the player has Improved Alacrity active; but the use of each power induces a +2 penalty to casting time for one round, so their use become progressively slower if you use them quickly.)

THE WtP PSIONIC CLASSES

There are three psionic classes in this mod. They all fall under the broad term "psion" which I use to mean any character focused on the use of psionics.

The Psionicist is in the Rogue class. This kit focuses on learning and intellectual prowess; to a Psionicist, psychic powers are a skill to master through study and practice, not much different from sleight of hand or picking locks. A psionicist has the following characteristics:
- May learn one psionic ability per level
- HD: 1d6+1 per level
- Attacks: as a rogue
- Reduced thief skill development (12 points per level)
- Backstab multiplier limited to x2
- Cannot dual-class to a spellcasting class

The Soulblade combines meditation and the study of psionics with intense physical conditioning, understanding that the body is a battery that powers his abilities. A Soulblade has the following characteristics:
- May learn one psionic ability every two levels
- HD: 1d8 per level
- Attacks: as a warrior
- Limited to Mastery (3 stars) with weapons
- Limited to light/medium armors
- Cannot dual-class to a spellcasting class

- The Psypher is an ascetic monk who achieves a near-mystical union of body and mind. A Psypher has the following characteristics:
- May learn one psionic ability per level
- HD: 1d8 per level
- Attacks: as a monk, including monk unarmed attacks
- Does not gain the magical abilities or resistance of other monks
- Cannot dual-class
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