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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.

Mods not working

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G'Day,
I have a number of mods for Baldur's Gate II Enhanced Edition running on Wine in OpenSUSE 42.3.

They come in *.zip, *.rar and *.7z form and extract to a folder labeled MODNAME and an exe file in the form Setup-MODNAME.exe.

They all have the same generic install instructions:-

4.3 Installation:
I. Extract the 'AnimalCompanions_v1.5.7z' file into your main folder and make sure that both, the
'Setup-AnimalCompanions.exe' and the 'AnimalCompanions' folder, are indeed in your main folder.
II. Run (double click on) "Setup-AnimalCompanions.exe".
III. Choose whether you want druid characters to get animal companions too, or not.

And they all result in generating the same generic debug file in the form SETUP-MODNAME.DEBUG :-

WeiDU v 23900 Log

Setup-BGTNeJ.exe
[.\chitin.key] loaded, 875808 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[./goglog.ini] loaded, 97 bytes
[./unins000.ini] loaded, 41 bytes
[.\weidu.conf] loaded, 17 bytes
[.\lang\en_us\dialog.tlk] loaded, 11741380 bytes
[.\lang\en_us\dialog.tlk] 103974 string entries

Using .\lang\en_us\dialog.tlk

The SETUP-BGTNEJ.TP2 mod has 9 distinct optional components.
To save time, you can choose what to do with them at a high level rather
than being asked about each one.

What should be done with all components that are NOT YET installed?
[I]nstall them, [S]kip them, [A]sk about each one? ERROR: problem parsing TP file [SETUP-BGTNEJ.TP2]: End_of_file

FATAL ERROR: End_of_file

WeiDU Timings
load TLK 0.000
parsing .log files 0.000
stuff not covered elsewhere 0.020
loading files 0.020
Parsing TP2 files 0.020
unmarshal KEY 0.040
unmarshal TLK 0.080
TOTAL 0.180


When I install the mods that come in just a single .exe file I have no problems just the .zip and .rar mods.
I'd greatly appreciate any help.
TYVM :)

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

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

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

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

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

--- Fix Sunfire Power Levels ---

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

Credit to Alesa_BH for noticing this.

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

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

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

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

--- Fix Smarter Abazibal ---

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

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

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

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

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

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

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

--- Fix incorrect casting animations ---

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

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

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

--- Prevent silent prebuffs ---

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

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

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

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

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

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

--- Add expiration notifications for buffs ---

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

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

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

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

--- Reveal all hidden doors ---

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

Are there any Skald song mod ?

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Hi,
Are there any mod that add skalds new songs, like vanilla bards ? And/or weaken the main song too.
If not exist, what type of songs will be fit ? which effects ?

[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.

Here's the SHS forums
Download



Kivan and Coran mods for BG2

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Hey everyone,

I was just wondering how the Kivan and Coran mods for BG2 works. Same stats and same classes(is Kivan Archer och Ranger?). Are there some new dialogue?

Thanks!

[mod] The Ooze's Lounge

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If you thought that my only in-progress mod is Verr'Sza for BG2EE, then you were wrong. I would like to tell you few words about The Ooze's Lounge - my mod for BG2 and BG2EE.

When I worked on Southern Edge, I thought there should be more mods that expand Athkatla and perhaps show new "corners" of the City of Coin. That is why I released SE. But I always planned to offer something more. That is why I came up with The Ooze's Lounge - a new part of sewers that doesn't only offer few monsters to kill, but also gives a chance to meet a bit unusual merchants.

The mod was inspired by areas like Black Emporium from Dragon Age series. It introduces new merchants with some new items along with a special shopkeeper that will appear after you're back from the Underdark; there are 3-4 miniquests as well as few monsters to kill, because there's never enought of that. And as I mentioned, because I want it to look more or less like SE, the mod works on both old BG2 and BG2EE.

And here are some screenshots:




The mod isn't big, it is smaller than SE, but those who enjoy seeing new places in the game should still be able to enjoy it and hopefully find some new nice weapons to wield as well as a couple of new armors to wear.

Links:
Download
Forum

Shaman can moddable for a divine bard ?

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Can the shaman modded as divine bard ? I know the pickpoket is not moddable as the detect illusion neither, but the song is yes.
Is shamanic spell pool is moddable to mix arcane and divine spells ?

Mod that will allow me multi and dual class all classes and kits

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I do not usually use mods but i really like the idea of being able to multi and dual class all classes and kits. Is their a mod available that will allow me to do this and how does it work I am a complete novice when it comes to this sort of thing. I am playing on a laptop using steam.

SoD Dialogue Banters

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SoD Dialogue Banters

A Siege of Dragonspear mod by AstroBryGuy

Introduction

This mod changes the Siege of Dragonspear NPC banter dialogues from the "on-the-run" style used in SoD to the pausing dialogue format used in BG1 and BG2.

The mod does not change the style of the compliment/insult NPC interactions. Those remain in the "on-the-run" style, as was done for these types of interactions in BG1.

Download

The latest version of the mod can be downloaded at: https://github.com/AstroBryGuy/SoD-Dialog-Banters/releases/latest

Compatibility

SoD Dialog Banters is compatible with BGEE-SoD installs only. It is not currently compatible with EET. EET users shoudl see "SoD Banter Restoration (for EET)" by Roxanne, http://www.shsforums.net/files/file/1175-sod-banter-restoration-for-eet/.

Installation

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

Windows

If the mod was previously installed, uninstall it before extracting the new version. The mod is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "SoDDialogBanters" folder and setup-SoDDialogBanters.exe in your game folder. To install, simply double-click setup-SoDDialogBanters.exe and follow the instructions on screen.

Please run setup-SoDDialogBanters.exe in your game folder to reinstall, uninstall or otherwise change components.

macOS

If the mod was previously installed, uninstall it before extracting the new version. SoD Dialog Banters is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "OSX-SoDDialogBanters-v1" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "SoDDialogBanters" folder, setup-SoDDialogBanters, and setup-SoDDialogBanters.command in your game folder. To install, simply double-click setup-SoDDialogBanters.command and follow the instructions on screen.

Contact Information

Comments and bug reports can be directed to the SoD Dialog Banters thread in the BGEE Mods forum at Beamdog. If the thread is inaccessible, you can contact AstroBryGuy on the Beamdog forums.

Acknowledgements

This mod was adapted from "SoD Banter Restoration (for EET)" by Roxanne, http://www.shsforums.net/files/file/1175-sod-banter-restoration-for-eet/

To the Beamdog team - Thanks for giving us the Enhanced Editions and now Siege Of Dragonspear! I look forward to playing your next adventure.

To the BG Modding community - you rock! Without you, we wouldn't have the tools to create mods or the examples you have set for other modders to follow. Thanks!

SoD Dialog Banters is not developed, supported, or endorsed by Beamdog or Wizards of the Coast.

License

The .tp2 code ONLY is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

All images, sounds, and game text used by this mod are copyright Beamdog or Wizards of the Coast.

Version History

Version 1 - March 24, 2017
  • Initial upload

[MOD] Convinient Ammunition

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Convinient Ammunition

For BG and BGEE (v2.0)
This is a small (WeiDU) mod that adds a three quivers (with unlimited normal (non-enhanced) ammunition) and a ammo belt to Taerum's shop (Thunderhammer Smithy) in Beregost.

For BG2EE (only EE)
Adds one of each in Irenicus Dungeon and the fletcher in Waukeens Promenade sells a few (a shop some stairs above Adventures Mart)

Items added are:
• Quiver of Plenty
• Case of Plenty
• Bag of Plenty
• Ammo Belt

Download (v2.0)

Mods for Baldur's Gate2 EE in Steam

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Can someone tell me how to install the mods please.
Do I need special steam mods or can I use the normal ones?
I'm using Opensuse15 linux.

A Wand Case or nothing !

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I am planning to manually mod my BGEEv2.3+SoD and i am looking for a mod bringing a wand case to the game (in my souvenir there is none in the vanilla game). Am i wrong ?


I came to the following conclusions :
- a wand case could be helpful for purpose of cleaning the inventory !
- Tweak Anthology doesn't "sale" any wand case (even if it proposes many other "exotic items").
- There are only two mods proposing a wand case :

The Wand Case
https://forums.beamdog.com/discussion/22472/item-mod-wand-case/p1

More Style for Mages
https://forums.beamdog.com/discussion/18108/mod-more-style-for-mages-ranged-staffs-circlets-robe-tweaks-familiar-tweaks-v1-5-released/p1

Am i wrong about those statements ?
Would you travel without a Wand Case ?
Which one is your favorite ?

Nb: i probably don't know how to do a correct link and i apologize for my english.

Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!

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NOTE: Original release documentation can be found inside of the ascension folder of the release archive.

FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016

Been way to long since I've updated this mod. That is all.
Back to work ;)

All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.

ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)

CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).

6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin

5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)

5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.

4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.

1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).

1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix

PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order. :)
- All epilogue's no longer install by overwriting -WhiteAgnus

ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus

TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix

RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code :) -JediMindTrix, mainly Gwendolyne

NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus

BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.

Feel free to post bugs to this thread, or by private message!

WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"

DOWNLOAD
Direct Download Link, 7z Archival Format

INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724

Have fun everyone!

Cheers,

-JediMindTrix

Shapeshifter Rebalancing VS Improved shapeshifting

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As i couldn't find anythink related to this subject on the forum, i initiate this new discussion to investigate few questions.

What are the main differences between "Shapeshifter Rebalancing" from Tweak Anthology and "Improved shapeshifting" from Sword Coast Stratagems ?

Starting answer :

Both are Inspired by Wesley Weimer’s Shapeshifter Rebalancing.
They both create "symbolic paws" and modify innate shapeshifting abilities …

And there are some distinctions too:

In "Improved shapeshifting" from SCS, shapeshifting blocks spellcasting ; this is not anymore the case with "Shapeshifter Rebalancing" which allows shapeshifters to cast spells while shapechanged.

"Shapeshifter Rebalancing" also made some No Priest-only spells to become Priest-Druid spells.

On the other hand if "Improved shapeshifting" is installed with "improved priests" also from SCS, then enemy druids will use improved shapeshifting (probably not the case with "Shapeshifter Rebalancing")



Is it possible to install them together and is it a good idea ?

Can "Shapeshifter Rebalancing" from Tweak Anthology "synergize" with "improved priests" in the same way "Improved shapeshifting" does ?



BG1NPC v23.1

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

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

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


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

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


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


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


Changes for Version 22.8 - 2017-03-25

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


Changes for Version 22.7 - 2017-03-01

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


Changes for Version 22.6 - 2017-01-28

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


Changes for Version 22.5 - 2017-01-08

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


Changes for Version 22.4 - 2017-01-04

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


Changes for Version 22.3 - 2016-04-16

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


Changes for Version 22.2 - 2015-12-12

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


Changes for Version 22.1 - 2015-12-01

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


Changes for v22 - June 14, 2015

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


Changes for Version 21 - February 10, 2015

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



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

[MOD] Improved Shamanic Dance

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Download: Improved Shamanic Dance (latest)


About

A mod for BG:EE, BG:SoD, BG2:EE, EET and IWD:EE.

One of the more prominent features of the Shaman class is the Shamanic Dance. It allows the Shaman to call forth an endless supply of spirits to fight for their cause. However, in the original version the shaman is practically disabled while the dance is performed. This mod makes an attempt to improve this ability by allowing the Shaman to move at reduced speed while performing the dance.

The dance can be further improved by a number of optional components. More details can be found in the "Components" chapter below.

Available languages: English, French, German, Italian, Polish

Components

1. Improved Shamanic Dance (main component)

This component allows Shamans to move at reduced speed while performing the dance to give them more tactical options against opponents. To counteract this improvement somewhat, spirits won't listen to any shamans anymore but their own master.

It will also make the Shamanic Dance somewhat more robust. Cutscenes or save & reload operations won't automatically dismiss all the spirits, provided you reactivate the dance quickly enough.

2. Expanded Shamanic Dance for high level characters (requires main component)

This component expands the Shamanic Dance by unlocking another tier of spirits at level 24 and enabling the spirits to protect the Shaman from normal weapons and low level spell effects while the dance is performed.

3. Add spell "Shamanic Pact" (independent component)

This component adds the new level 6 spell "Shamanic Pact" to the Shaman's spellbook. It allows the Shaman to resurrect a target as a spirit after its death and control it for a limited amount of time.

4. Apply Shamanic Dance improvements to Shaman kits (requires main component)

This component attempts to modify the Shamanic Dance of available Shaman kits to behave like the dance of the main class. It should be installed after all mods that are providing Shaman kits.

Since Shamanic Dance can be implemented in many different ways, it is not guaranteed that this component will always be successful.

The following Shaman kits are confirmed to be compatible:
- Witchlight Shaman (Will of the Wisps, by Lava Del'Vortel)
- Spiritwalker Shaman (by Ulb)
- Dreadful Witch (I hate Undead, by Raduziel)

More Shaman kits may be added to the list in future releases.

5. Shaman-specific items for IWD:EE (independent component, requires IWD:EE)

IWD:EE currently lacks any Shaman-specific items. This component tries to change this deficiency and scatters several items exclusively for shamans all over Icewind Dale and beyond. The list includes several artifacts that were originally created for BG:EE - Siege of Dragonspear as well as a couple of new items.

Available items:
- The Soulherder's Staff +2 (imported from SoD)
- Circlet of Lost Souls (imported from SoD)
- Heart of the Mountain (imported from SoD)
- Shroud of Souls (new item)
- Spirit Guide +4 (new item)

Updated Shaman class description:
SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance.

CLASS FEATURES:
  • May only wear leather, studded leather, and hide armor.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in any fighting style.
  • May cast druidic spells.
  • Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
  • Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Shamanic Pact, Spiritual Lock, and Ether Gate.
  • Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
  • May use Shamanic Dance at will.
SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class, moves at reduced speed and cannot attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Shaman dances, there is a 35% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 95% at level 30. Any summoned spirits will disappear if the Shaman stops dancing. The spirits grow in power as the Shaman gains additional levels:
  • Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time.
  • Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time.
  • Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time.
  • Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time.
  • Level 24: Grand nature spirits (greater air spirit, greater earth spirit, greater fire spirit), up to 6 spirits at the same time.
The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly.
The Shaman will also be protected by spirits at level 24 and higher. The spirits grant the Shaman immunity to normal weapons and protection against all 1st- and 2nd-level spell effects (which includes adverse as well as beneficial spells).
  • Does not gain bonus spells per day from high Wisdom.
  • Alignment restricted to neutral good, true neutral, and neutral evil.
  • May not dual-class or multi-class.
  • Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
  • Hit Die: d8

Spell description for "Shamanic Pact":
Shamanic Pact
(Conjuration)

Level: 6
Sphere: Summoning
Range: 30 ft.
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This spell allows the caster to negotiate a contract with the target. If the target fails a Save vs. Spell (with a -4 penalty for matching moral alignments, -2 otherwise) it will be resurrected as a spirit version of its former self after death, as long as the body is not destroyed completely. The spirit can be controlled by the Shaman for two rounds per caster level. Afterwards it will permanently leave the world of the living. The negotiation process is very draining for the caster as it requires a direct connection with the spirit of the target. As a result there will be a 50 percent chance that spells cast in the next three rounds will fail, and strength as well as constitution will be halved for one turn, regardless of the outcome of the negotiation.

Spirits can't talk and won't be able to use any spells or special abilities from their former life. However, they will preserve their basic traits, such as primary stats or resistances. Spirits will attack with fists only. Attack power, accuracy and enchantment depend on the creature level. Undead, golems, summoned creatures as well as targets protected by Death Ward are not affected by the spell. The target's Magic Resistance, if any, does not affect this spell.

Except for the subcomponent "Add spell 'Shamanic Pact'" it is not required to start a new game for the mod to take effect.

Have fun! :)

mod announcement: Hardcore Dual

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(No, this has nothing to do with pornography. Get your mind out of the gutter!)

Download:
https://github.com/subtledoctor/hardcore_dual/releases/tag/1.1

Note: do NOT use this mod if you use the "Weapon Proficiency Overhaul" component from Scales of Balance or Might & Guile. This is already included in those components, do not install both together.

This is a simple mod that fixes a longstanding bug* in the BG2/EE engine. According to the 2E AD&D rules, if you dual-class from a fighter to another class, you may keep any weapons specialization in which you have invested proficiency points. But you may no longer improve you weapon skills after that point. You see, after dualing, your active class is no longer fighter. You are supposed to be bound by the restrictions of your active class; and when your active class is a non-warrior class, that means no more advancement past basic proficiency.

BG1 and IWD followed this rule... then BG2 regressed, and somehow the engine was coded to be unable to distinguish between active class and inactive class. Bioware never bothered to fix that, so wrapped up were they with the cheesiness of it all. Dual-class a fighter to mage at level 2, and your mage can now reach GM with any weapon! Why not? As I've said before, the devs at Bioware were not good DMs.

Beamdog apparently has a similar streak running through them; they made a conscious decision to abandon the (correct) BG1 and IWD rule in BGEE and IWDEE and instead intentionally put in place the absurd and incorrect rule from BG2. As you might guess, I disagree with that decision, and now I am finally able to do something about it.

So I present to you the Hardcore Dual-Class mod. With this mod, your proficiency limits are unchanged when playing a single-class warrior, but when you dual-class you will thereafter be limited by the rules of your second, active class. Mostly.

- Fighters, Berserkers, Wizard Slayers and Rangers will be allowed to achieve Specialization (++) in any weapon they can use. If they reached Mastery (+++) or higher before dualling they keep that skill; but they may not advance any further.

- Kensai will only be allowed to gain proficiency in any new weapons in their second class. Again though, if they already reached Specialization or higher in any weapon they get to keep that. Learn what you can while it's your active class!

Stronger Creatures - Simple Difficulty Mod

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I based this off of "Mix-Mod" but it is much simpler. Enemies will receive bonuses to HP, THAC0, and AC depending on their general race attribute (e.g. humanoids get +3 THAC0 and AC and a 50% HP bonus, while giants get +3 THAC0, +1 AC, and tripled HP)

Hopefully this will make the game a bit harder... perhaps even on Insane difficulty with the XP bonus or with power-gamey characters.

Let me know what you guys think.

A question about the creation of new party NPCs for the Baldur's Gate saga

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Hello,

I wanted to gauge opinions on this matter here, particularly from those who actually have made NPC mods in the past.

I have some degree of interest in making a mod NPC myself, and I obtained permission from the artist of the portrait I'd like to use. Of course I'd be learning how to do it from scratch so whether I'll manage to amount to anything with it, I don't know, but I do have certain feelings about the content of the enhanced edition games, and the expansion Siege of Dragonspear.

What I'd like to ask about is, should a mod NPC be designed and written for a particular interpretation of the series over the objective state of them. The issue is, I don't like much of Beamdog's additional content or their expansion. For a couple of reasons, believe me nothing to do with politics. It's all in presentation and immersion for me. I think for example, many mods do a great job feeling like they fit in the game. The BG1NPC project is excellent. The Sirene NPC mod I really like and I think she is a great fit in the games.

It's unfortunate but I don't think Beamdog's professionally made content does a great job of fitting in. Like the original content it has its bad points, and its good points, but tonally and technically it's just dissonant to me. Dragonspear greatly disappointed me, for example, in cutting little chunks of Baldur's Gate (meaning the city) and cutting you off from the awesome city you previously had the pleasure to fully explore.

Basically it's stuff like that, that makes me not want to use the Beamdog content, in my playthroughs. It's entirely a personal preference.

But if I want to make a new NPC for these games, the question arises if it would be the right thing to do to not create SoD content for that character, or write interactions with Neera, Dorn etc.

I think if I get to a point where I'm serious about this character, I might very well consider perhaps doing entirely vanilla run of those games (which is probably how most people experience them) and design the character to fit in best there. From a practical standpoint, it seems like it would reach the biggest audience there.

However, there is the artistic end of it; would it be better to go with my heart on this and write the character entirely within the framework I like the most (Which is pretty much the original games plus the BG1npc project and G3 and iepbanters for BG2) and just ensure any prospective downloaders understand what they're getting.

Since being indecisive is a speciality of mine, some insight from the games audience would really be helpful, and even if I don't get to make it, because this post is not a promise I will, I do find the question itself interesting.

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