Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[MOD] DLC Merger: Merge Steam/GOG SoD DLC or custom DLCs with the main game

$
0
0

Download: DLC Merger (latest)


Overview

Enhanced Edition games provide a feature that lets you use self-contained DLC archives to add or modify content. Best known example is the "Siege of Dragonspear" expansion, which comes as a DLC archive on GOG and Steam platforms.

The downside of this distribution method is the limited ability to mod the game however, since files contained in DLC archives can't be easily accessed or further modified without recreating the whole DLC. This mod attempts to solve this restriction by merging DLCs with the main game. The mod provides three options. You can specifically merge "Siege of Dragonspear" with BG:EE, merge a user-defined DLC archive or all DLCs found in the search paths of the game, such as DLCs created by the DLC Builder.

DLC Merger is meant to be an alternative to modmerge, that was the only way to make Siege of Dragonspear available for modding until now. However, unlike modmerge, this mod is platform-independent and fits seamlessly into the stack of other WeiDU mods. It allows you to merge any DLC archives and provides an option to revert the whole merge operation.

Components

1. Merge "Siege of Dragonspear" with BG:EE (BG:EE and the SoD DLC required)

Merges the "Siege of Dragonspear" from any of the supported DLC locations with Baldur's Gate: Enhanced Edition.

Important: If you plan to use this mod in conjunction with EET (Enhanced Edition Trilogy), you have to patch EET first by the Big World Fixpack. Use Big World Setup (BWS) if you don't want to deal with the details yourself.

2. Merge a user-defined DLC archive (Enhanced Edition game required)

Merges a single DLC archive with the game. The mod prompts for the name of the DLC archive, which can be located in any of the supported DLC paths. Supported DLC paths are (in order of application):
- Documents directory of the game
- Installation directory of the game
- "dlc" folder in install directory
- "workshop" folder in install directory (requires DLC files with .mod extension)

3. Merge all available DLC archives (Enhanced Edition game required, 64-bit WeiDU installer strongly recommended)

This option scans all supported DLC search paths of the game for available DLC archives. Each DLC will be merged in the same order as it would be loaded by the game, so that multiple DLC archives may safely override files from other DLCs without causing issues.
Because of technical reasons, this operation may fail under certain circumstances if the mod is not invoked by a 64-bit WeiDU installer. (The linked mod package already contains the Windows 64-bit WeiDU installer. WeiDU installers for other platforms can be found here.)

WeidU Technical question for a manual installation with Big World Fixpack

$
0
0
So i am planning to mod BGEE2.3+SoD doing it manually :

1/ Unpack all the mods i am wishing to install in the game folder (without installing them)
2/ Run the Big world Fixpack (in order to apply the needed fixes on the unpacked mods)
3/ Then install manually each mod

The SCS mod comes with the usual SCS folder, a "stratagem.bat" file instead of the more common setup-stratagem.exe and a WeiDU.exe.

Big World Fixpack also comes with a weiDU.exe (and this the problem for me), along with two .bat files (_ApplyPatches.bat which i am supposed to run in order to apply the fixes and BiG World Fixpack.bat)

As i am going to unpack them both (and many other mods too), one of the weiDU.exe is going to be overwritten by the other. Is it a problem ?


I found in the SCS readme :

"...you can bypass the auto-installer and go straight to the standard process in the usual way - just rename weidu.exe to setup-stratagems.exe and run it. On BG:EE, though, this needs to be done at the command line with --script-style bg2 added."

All this is beyond my actual capabilities. How do i do "this needs to be done at the command line with --script-style bg2 Added"

Is it relevant ?
What should i do ?

Enable Dual-classing into Kits (now with Proficiency Fix)

$
0
0
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.
* This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions.
* The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da).

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

Limitations(proficiency component)
* This component is still experimental, I would urge you to save being clicking "Level-up".

* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows.
* Level requirements for proficiency will continue to follow PROFSMAX.2da.
* Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected.
* Mods that add a Multi-class kit and Single-class kit under the same name may see them using each others proficiency options. At the moment there is no way for me to get around this on my end, other than suggesting the Multi-class Kits be renamed to be unique.
* If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.


Compatibility:
* v2.3+: BGEE, BGSOD, BG2EE
* v2.5+: IWDEE
* Should work for any language. Only installation prompts are in English.
* Supports multiple campaign files, as 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 minor edit, small chance of conflict with other UI mods.
* The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.



[MOD] Verr'Sza NPC (for BGEE and SoD)

$
0
0
I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).



Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa

==> OVERVIEW

The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.

The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.

Note that the mod may include language considered blunt or inappropriate for kids.


Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.

==> NUMBER OF TALKS:

original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs

The mod includes crossmod talks with Sirene, Aura, Drake and White.

NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.

SHS alternative download

[mod] Verr'Sza BG2EE

$
0
0
Verr'Sza for BG2 is now available. Note that this is a very eary version and some parts of the mod may need some testing. You are using it on your own responsibility.

ABOUT THE MOD:

The mod brings back Verr'Sza, the rakshasa companion, to Baldur's Gate 2. It's a continuation of Baldur's Gate and Siege of Dragonspear NPC, written by the same author. However the mods was written to allow continuation of the partnership between the Child of Bhaal and Verr'Sza, it is possible to start a brand new relationship with Verr'Sza, instead of continuing BG1 content.

Verr'Sza is an evil malee ranger; a man who's not always much concerned about law of the men. He is practical and follows rules set by himself and his idea of how things should be done. Yet he is also interested in learning. He's not crude. He's not reckless, even though he's not an example of patience, he undestands some matters need different kind of actions and attitude.

Mod includes romance (for both male and female Bhaalspawns), which may differ slightly, depending if you're continuing your romance from BG1 or not. Note he will not start a romance with lawful good characters.

If you continue BG1:SoD romance, expect an additional companion, a character that appeared in the SoD content and who's name I will not provide to avoid spoiler... and to make you discover this yourself. The additiona character is a bard.

Note that due to NPCs attitude and language, content of the mod may be considered explicit. The mods was written with adult players in mind.


Special thanks to people who supported me greatly in this release as well as many others - especially @Artemius_I, SoulF and Vinci.

The mod should be installed before entering AR1201 (the first Windspear part of Firkraag's dungeon) - it's best to install it before starting the whole Windspear quest. Verr'Sza may be joined on the mentioned area. Check it well.

Vynd, drow assassin NPC now available for BG:EE, Tutu and Trilogy.

$
0
0
image

VYND

“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?”

New download link here, or check out his forum.

LOCATION

Burning Wizard Inn, Beregost.

STATS

Str: 16
Dex: 19
Con: 15
Int: 16
Wis: 10
Cha: 11
Race: Elf (Drow)
Class: Assassin
Alignment: Neutral Evil
Proficiencies: Long Sword, Dart

BIOGRAPHY

"When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery."

Vynd is found in Beregost looking for work, and seems to consider his presence on the surface a non-issue. He is unashamedly self-interested, with a sometimes acidic, sometimes childish, but always relentless sense of humour.

FEATURES

Vynd includes banters with all Bioware NPCs, numerous interjections, a friendship track, and a soundset kindly provided by Icewind Dale.

Player-initiated dialogue becomes available after the first timed friendship talk. However, not all dialogue options appear right at the beginning. More conversations are unlocked as the friendship track progresses, so be sure to check back!

Sick of reputation management? No worries. Vynd knows that being liked has advantages. Though evil in alignment, he'll stick with you no matter how popular you are, and fits right in with a good-aligned party. Unless it includes Kivan. Be warned. Sadly, this feature is not currently compatible with Enhanced Edition.

Huge thanks to G3 for providing this jerk with a home, to Kulyok for her Branwen BG2 NPC tutorial, to cmorgan for crossplatform code, and to everyone else who's made BG:EE compatible mods. Couldn't have made sense of this mess without you.

[mod] Will of the Wisps - Shamanic enhancements

$
0
0



"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class.

Some information from the readme:

The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years.

Screenshots:







NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest.

Spellhold Studios Download Link

List of UI Modding bugs / requests

$
0
0
Hello,

The goal of this topic is to regroup in one place all bugs or feature requests related to UI modding. It will not contain request to change the current UI (as we already have a subforum for that here). I build this list mostly with the things I encounter working on LeUI but I also included elements posted here and there on the forum by other members.

If I forget something, feel free to leave a comment and I will add it to the first post :)

1. Tooltips only work with 'button' element not with 'label'

This works:
button
{
	area 526 92 58 98
	tooltip lua "t('ARMOR_CLASS_LABEL')"
}
This does not:
label
{
	area 526 92 58 98
	tooltip lua "t('ARMOR_CLASS_LABEL')"
}
Redmine 32647

2.Tooltips do not work for elements inside a 'list'

For example:
list
{
	column 
	{ 
		width 100
		button
		{
			area 0 0 -1 -1
			text lua "Infinity_FetchString(bookSpells[rowNumber].name)"
			tooltip lua "Infinity_FetchString(bookSpells[rowNumber].name)"
		}
	}
	area 112 186 302 384
	rowheight 40
	table "bookSpells"
	var currentBookSpell
}
Redmine 32649

3. You should be able to customize the background color of 'progressbar' element



Something like that:
progressbar bgcolor 128 128 128 255

Redmine 32661

4. Worldmap should be customizable

We should be able to:
- change the font, it's position, it's content (to remove the travel time for example)
- add hover effect on the map icon
- destination unreachable should pulse red when hovering over it
- show travel time on tooltip
- don't unselect map icons when dragging the worldmap around with the mouse
- use mouse scroll to move the map

Redmine 32681

There should be no scrollable empty space when the worldmap screen area size is extended: Redmine 23867

5. Action bar should be customizable

Everything is harcoded at the moment :(

Redmine 32699

To be able to do tweak like this (Redmine 22120).

6. Better item comparison

Add these informations in tempStats:
- Attacks per round
- Offhand THAC0 and damage
- Individual AC subtype
- Individual saving throw type
- Individual resistance

Redmine 32679

Option to customize the yellow highlight on portrait: Redmine 20179
Lag when picking item: Redmine 23866

7. Improve portraits handling

Add createCharScreen:GetPortraits to get all the portraits. This will simplify all the portrait picker mods.

Add a way to select a small portrait with a different name than the normal portrait.

Redmine 32700

Specifying gender for portraits should work should also work for portraits in the portraits folder: Redmine 21989

8. rowbackground only work with MOS file

It should also work with PNG file.

Redmine 32664

9. Add an option to 'text' to have the fancy initial

To be able to redo this:


Redmine 20960

10. 'action' does not work for element inside a 'list'

For example:
list
{
	column 
	{ 
		width 100
		button
		{
			area 0 0 -1 -1
			text lua "Infinity_FetchString(bookSpells[rowNumber].name)"
			action
			"
				print_r('HERE')
			"
		}
	}
	area 0 164 1004 536
	table "bookSpells"
}
Redmine 32680

11. 'list' improvement

When you have a 'list' with a scrollbar, there is a reserved space for the scrollbar where you can't draw even when there is not enough content for the scrollbar to appear:


It should be possible to draw there. Also it may be useful to be able to know if a 'list' element is displaying a scrollbar or not.

Redmine 32701

12. Scrolling improvement

Add a way to change the scrolling to scroll for a fixed amount of pixel.

Redmine 32702

13. Do not hardcode behaviors

Some ingame screens (inventory, character information, spells, options, ...) have hardcoded behaviors. The shortcut to open the screen, pausing the game without displaying a message in the dialog box, stopping the map scrolling, ...

These behaviors should be made explicit so they can be reused in other screen (for example for the journal to make it work like in 1.3).

14. Add unselectable races / classes / alignments in chargen tables

To be able to show them in character creation (instead of having to use a hack to generate it like here).

Redmine 20614

Also, hiding proficiencies by default has this unwanted side effet: Redmine 31771

15. Multiple stealing

storeScreen:IsStealItemButtonClickable should return true even when multiple items are selected and storeScreen:OnStealItemButtonClick should handle multiple items (at the moment it crash).

This way, we no longer need this.

Redmine 32704

16. Relative level up progress bar

characters[id].level should also contain the starting xp for the current level. This will greatly simplify this mod.

17. Merged inventory

The 'characters' table should contain all characters to be able to create one merged inventory (like in Pillars or Tyranny). Right now, the characters[id] for one character is filled only when you open its inventory (and the table is not cleared when you load a new save so it can contain no longer relevant data ). Also, there is no easy way to map the id to each character.

18. Ability to import external library

For example: os or pcre.

19. Customizable tooltips

Ability to customize the font size and color.

Redmine 32713

Restore the unfolding animation.

Redmine 32712

20. Documentation

At least the syntactic rules for the UI.MENU grammar. Even just a BNF document would be very helpful - and wouldn't need to include Lua syntax.

21. Check key states

Add a function to check if a key is pressed or not. This could be used when changing thief proficiency to advance 5 by 5 if shift is pressed for example.

22. Customizable fonts

Add some options to be able to tweak the font look (emboss? bevel? shadows?). For example, to give a 3d look to fonts like in BG2 vanilla:

23. Tooltips position

Tooltips position on tall elements should depend on the mouse position instead of being positioned at the top of the element.

Observed:

Expected:


Redmine 32659

Any mods that affect the game's difficulty and XP bonus?

$
0
0
Hi everyone!

I was wondering if there are any mods out there that will allow me to adjust the difficutly-based XP bonus?

Specifically, I would like to play on "normal" mode, but still let my party receive the XP bonus from "very hard" mode.
I know that this would make the game easier, but - coming from playing the classic HoW/IWD game - it's my favorite way to enjoy this game.
As far as party advancement is concerned, the accelerated leveling on increased diffictuly settings always hit a sweet spot for me in the classic game.

The reason that I just don't play on "very hard" is that I find wading through hordes of additionally spawned monsters to be too tedious...

So, does anyone knows any mods that a) enable the XP bonus on the "normal" difficulty setting or b) prevent additional monsters being spawned on "very hard"? :)

Permanent Thieving Button! Whaaat?

$
0
0
Cleric/Thieves are at a slight disadvantage when it comes to thieving, because the Thieving button is sitting in the Special Abilities menu.

But what if it wasn't?

Bear in mind, this is a hacky solution; I'm only sharing it to show the functionality. This isn't going to be pretty, but it's functional.

Here's the code you'll be copying:

button { area 766 1 52 52 bam GUIBTACT frame 26 tooltip "Thieving" action "Infinity_PressKeyboardButton('a')" }

Change the 'a' to whatever the Thieving button is mapped to on your own game. (by default it's not mapped to anything, so you'll need to configure that however you're most comfortable either from BGEE.lua or from within the game.)

Here's where you'll be copying the above code to (on my system it's somewhere around line 10403):

button { area 710 1 52 52 actionBar 11 enabled "buttonArray:GetButtonEnabled(11)" tooltip lua "actionBarTooltip[11]" action "buttonArray:OnLButtonPressed(11)" actionAlt "buttonArray:OnRButtonPressed(11)" } [[[[ COPY IT HERE ]]]] }

Launch the game, get to the gameplay screen, and voila:


I said it wasn't going to be pretty. But there you have it.

Sword Coast Stratagems (SCS) threads

$
0
0

[MOD] Skip Chateau Irenicus

$
0
0
I've noticed that Dungeon-Be-Gone is becoming more and more popular for veteran players who played this game more than just a couple of times. So I have decided to create an alternate (and less silly) version of it for BG2:EE and EET.

This mod is unrelated to Dungeon-Be-Gone except for the fact that it also allows you to skip Chateau Irenicus. In addition it makes use of several EE-specific features, so that you won't lose any vanilla or mod-added items available in that dungeon.

Download (latest release)

Alternate Download (latest release)


From the Readme:
Overview

Are you tired of running through the whole initial dungeon over and over? Not anymore!

This mod allows you skip all the boring details of Chateau Irenicus. You can even collect all the items normally found within the dungeon. Just inspect the rubble of the destroyed building on Waukeen's Promenade. As a bonus you will also gain some experience and may find a bit of pocket change.

"Skip Chateau Irenicus" (or SCI) is meant as an alternative to the (in)famous Dungeon-Be-Gone mod which provides a similar option, but in a way that seriously breaks the fourth wall.

This mod requires BG2:EE patched to v2.0 or higher, or EET (Enhanced Edition Trilogy).


Installation

This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run "setup-SkipChateauIrenicus.exe". Follow the instructions and you are ready to start. You must start a new SoA game to see any effect.

Important: The game must be patched to v2.0 or higher to install this mod.


Components

Main component: Skip Chateau Irenicus

The component triggers moments after you are released from your cell. A rogue appears and opens up the opportunity to use the magical portals to leave the dungeon. Each portal will transport you to the other level of the dungeon or directly to the surface. Afterwards the way back is blocked like in the unmodified game. To loot the items from the dungeon inspect the rubble of the destroyed building on Waukeen's Promenade.

The item description of the dryads' acorns have been slightly altered to give you some information what you can do with it.

Note: There may be a general slowdown of the game for a few seconds after the initial cutscene on Waukeen's Promenade which is caused by the item transference process.


Optional component: Deal with skipped NPCs

This component allows you to recruit NPCs which might have been missed because you skipped the dungeon. It comes in two flavors:

1. Vanilla NPCs only
This option deals only with the vanilla NPCs Jaheira, Minsc and Yoshimo. They can be found at their designated locations as if you dismissed them from the party.

2. All available NPCs
This option deals with every supported vanilla and mod NPC. In addition to the vanilla NPCs it adds code for Adrian Sianodel (by Rhaella), Chloe (by Lucythebeast) as well as Yasraena (by Sillara). They can either be found directly near the destroyed building at Waukeen's Promenade or at their designated waiting locations as if you dismissed them from the party.
Other mod NPCs that can be encountered in Chateau Irenicus may be supported by their respective authors. In this case they will be handled by this mod component as well. This mod provides an easy mechanism to make it possible. You can read more about it in the following chapters.


Compatibility

This mod skips an important part of the SoA main story. Although items will be transferred to the surface you may still miss certain mod-added content, such as quests, journal entries or NPCs. The mod provides a feature to deal with skipped NPCs, but only code for the vanilla NPCs Minsc, Jaheira and Yoshimo are included in this mod. Modders can use this feature to add their own code though. More information can be found in the next chapter.The mod is designed so that you can transport back and forth between the two levels of Chateau Irenicus until you decide to teleport to the surface. Afterwards the way is blocked forever, like in the unmodified game.


Information for modders

The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically.

Each 2DA file may contain information whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt".

The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt".


Credits

Writing, coding and testing: Argent77

French translation: Gwendolyne
Polish translation: Cahir

Thanks to the authors of Dungeon-Be-Gone for inspiring me to create this mod.


Copyright Notice

The mod "Skip Chateau Irenicus" is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License".


Have fun! :)

[MOD-BETA] DLC Merger for Enhanced Edition games (outdated)

Critter Parts mini-mod for Baldur’s Gate: EE

$
0
0
Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

image

This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.

Updated to non-beta version 1.0 December 17, 2016

Updated to version 1.1 May 7, 2017


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases


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

$
0
0
Don't send PM to this account because they will be ignored!

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

by dabus


BWS-0-0

Information:

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

Features:

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

Game list:

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

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

Supported mods:

- almost all of them

BG1 Unfinished Business v15.2

$
0
0
BG1 Unfinished Business ("BG1UB") is a mod designed to restore many of the cut items, quests, and encounters from the original Baldur's Gate game's final release, as well as try to tie up some of the "loose ends."

https://github.com/AstroBryGuy/bg1ub/releases/latest

Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE. Here is a list of components that can be installed on BGEE:
Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns*
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations**
Item Corrections and Restorations
Prism and the Emeralds Tweak
Duke Eltan in the Harbor Master's Building
Nim Furlwing Encounter
Svlast the Fallen Paladin
Mal-Kalen the Ulcaster Revenant
***Chapter 6 Dialog Restorations

*Superceded in BGEE v2.x
**Most of this component is already included in BGEE.
***New component for v15

NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.

Also, Northern Tales of the Sword Coast and Jarl's Adventure Pack contain alternate restorations of Nim Furlwing and Svlast. BG1UB will skip those components if those other mods' components are present.



Version 15.2 CHANGES

* Updated French translations - Thanks Isaya!
* Updated Italian translations - Thanks Aedan!


Version 15.1 CHANGES

* Ch 6 Restorations: Updates to improve scripting and dialog options
* Shilo Chen: Updated item description for Gloves of Pick Pocketing in BGEE
* Updated Polish translations - Thanks @Cahir!


Version 15 CHANGES

* NEW COMPONENT: Chapter 6 Dialog Restorations
* Mal-Kalen updates:
- Fear effect centered on caster
- Reduce spell damage resistance to 50%
* Updated German translations - thanks Clubboth!
* Moving ALWAYS section to .tpa file
* Moving Ice Island code block to .tpa file
* Adding NTotSC check for Svlast component
* Updating DV changes to write 32 bytes
* Removing change of DV for %tutu_var%NOBW4.cre


Version 14.1 CHANGES

* BUGFIX: Fixed bug on Tutu with Unshey's restored dialog
* Updated Italian Translation - thanks Aedan!
* Svlast, the Fallen Paladin: Made Svlast's items unidentified
* Updating BGT_VAR for EET Support


Version 14 CHANGES
* General Updates for BGEE Compatibility: Replace FILE_EXISTS checks to GAME_IS checks where appropriate. Add BGEE variables to getcpmvara/getcpmvarp calls.
* Update to WeiDU v237, Windows and OS X binaries
* Added UTF-8 support for BGEE via HANDLE_CHARSETS - Add iconv Windows binary for character set conversion. Redefine %LANGUAGE% variables to NOT include the tra directory, e.g., "english" instead of "tra/english". Changing %LANGUAGE% variables to lowercase to allow character set to be inferred.
* Updating OSX sox binary to v14.4.0 (Intel CPU).
* Updating lib files for BGEE compatibility - Adding g3_bgee_cpmvars.tpa. Updating rr_tutubgt_addvars.tpa for BGEE, rename rr_tutubgtbgee_addvars.tpa
* TRA File Updates: Moving game content that uses Windows encoding to a separate file, bg1ub.tra. Setup.tra now only contains install text. This is done so that setup.tra can be excluded from UTF-8 conversion by HANDLE_CHARSETS.
* Ice Island - Moving "tis" subdirectory to "tiz" to work with WeiDU function HANDLE_TILESETS. Moving tisunpack binaries to win32 and osx subdirectories of tiz. Also, renaming ar1010.tiz to ub1010.tiz for unpacking, since it will now unpack to the override directory. Changes to .tp2 file will rename ub1010.tis to the appropriate name after unpacking. BGEE has copies of AR1010 .wed and .bmp files, don't copy these files for BGEE.
* Blocking the following components from installing on BGEE:
* Additional Elminster Encounter
* Angelo Notices Shar-teel
* Safana the Flirt
* Appropriate Albert and Rufie Reward
* Flaming Fist Mercenary Reinforcements
* Audio Restorations
* Area Corrections and Restorations
* Permanent Corpses
* Elven Charm & Sleep Racial Resistance
* The Original Saga Music Playlist Corrections
* Sarevok's Diary Corrections
* Kivan & Tazok - Change KIVANJ reference in ubkivan.d to %KIVAN_JOINED% for compatibility.
* BGEE: Creature Restorations - Created BGEE version of ubcorian.cre.
* Kagain's Caravan - Update DECOMPILE_BCS_TO_BAF to DECOMPILE_AND_PATCH. BGEE compatibility updates. Kagain's quest journal entry was not being removed in BGEE. Copied file bgKAGAIJ.d to bgeeKAGAIJ.d and added a block to remove journal entry.
* BGEE: Coran & Wyverns - Skip IKCoranWyvernFix for BGEE (already included as DXCoran)
* BGEE: Place Entar Silvershield in His Home - Add BGEE variable for AR0101 to getcpmvara call
* BGEE: Scar and the Sashenstar's Daughter - Skip ubscar_fixes.d - not needed for BGEE
* BGEE: Quoningar, the Cleric - ADD_JOURNAL command to add quest journal entries for BGEE. Created BGEE version ubquon.cre.
* Shilo Chen and the Ogre Magi - Shilo Chen says the Ogre Magi are in the southwest corner of the Wood of Sharp Teeth. However, the Ogre Magi are found on the Bandit Camp map, which is at the north end of the Wood. Moving them to Larswood, which is the southwest part of the Wood. (BGEE) ADD_JOURNAL to add quest journal entries for BGEE. Created BGEE version of ubglove1.itm.
* BGEE: Edie, the Merchant League Applicant - ADD_JOURNAL for quest journal entries in BGEE.
* BGEE: Creature Corrections - Replace DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D blocks with DECOMPILE_AND_PATCH blocks. Skip fixes due to CamDawg's Inventory Checker - already included in BGEE.
* BGEE: Creature Name Corrections - Skip Beresh fixes - already in BGEE.
* Store, Tavern and Inn Fixes and Restorations - Add comments to indicate sections of component. Move ubba0133.dlg creation into Bartender Fixes section. Move Maltz' Weapon Shop and Unused General Store fixes into "Inn, Tavern, Store name restorations" section. (BGEE only) Block sections already implemented in BGEE. Add BGEE version of ubstores.d.
* Item Corrections and Restorations - Add BUT_ONLY_IF_IT_CHANGES to item edit blocks. Updating item charges for ADD_STORE_ITEM: #1 #0 #0 for scrolls and bolts of polymorph, #0 #0 #0 for armor, helms, belts, bracers, etc.. (BGEE Only) Give Corsone "The Root of the Problem" since Amarande already has Mighty Oak +2 in BGEE. Updated Bala's Axe description for BGEE.
* Audio Restorations: Moving .ogg files out of "tra" directory and into new "audio" directory. Update audio handling to built-in WeiDU function HANDLE_AUDIO.
* Prism and the Emeralds - Add BGEE variable declaration: rr_bgee_addvars.tpa. ADD_JOURNAL for quest journal entries on BGEE. Move dialog to UBPRISM.D.
* Duke Eltan in the Harbor Master's Building - BGEE compatibility updates.
* Fix for TazokSays script blocks in AR2400.BCS and AR2900.BCS in BGEE.
* Incorporating %FACE% variables to all CreateCreature strings for compatibility with BG1 (without TotSC).
* Adding new component for BG1UB v14: Restore Nim Furlwing Encounter. Note: .tra files are temporarily updated with English text until translations can be provided.
* Adding new component for BG1UB: Restored Elfsong Tavern movie. Thanks to Sams for the UBTAVERN.MVE file with soundtrack. Note: This component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams' BG:EE Classic Movies mod.
* Adding new component for BG1UB: Svlast, the Fallen Paladin.
* Adding new component for BG1UB: Mal-Kalen, the Ulcaster Ghost.
* Restoring cut dialog for Unshey regarding Girdle of Gender Bending (Minor Dialogs Component).
* Fixes for Lahl's dialog: TotSC, BGT, Tutu ONLY: Lahl's dialogs are random, rework the dialogs into a tree (already fixed in BGEE) - added to Minor Dialogs Component.
* Updates to Ice Island Level 2: Give Dezkiel some additional defenses, including Snow Golems.
* Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component
* Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD.
* Updated Italian Translation - thanks Aedan!
* Added extra_tmp_ee.tra with BGEE Dialog.tlk strings


Now, on to v16... :wink:

Northern Tales of the Sword Coast (NTotSC) v2.1.0 for BG:EE (and BGT and EET) - Download

$
0
0
NTotSC v2.1.0 for BGT, BG:EE, and EET

Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.

This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:
-for BGT/EET: version by k4thos
-for BG:EE: version by Red Carnelian (this mod is still beta, too).

To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, this is no longer needed, thank you to AstroBryGuy for providing the worldmap tweak!

Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated.
All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.1.0.

Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss.

Download NTotSC v2.0.0


unfinished business isnt out for mac?

$
0
0
there is literally not a single topic on this issue on the entire internet..unbelievably i must be the only person on the planet with a mac looking to download UB for PSTEE. the only file available is for windows though, and theres not a single topic on this or any other forum where anyone even so much as addresses the mac.

is there a version for mac? where can it be found if yes, and if no, how long till there is one?

[NPC MOD] Sheena - The Half Dragon Tale

$
0
0
Sheena - The Half Dragon Tale

Sheena's story begins in Firkraag's lair at level 8-10 in a prison cell next to Garren's child. Sheena is a neutral good half red dragon multiclass Fighter / Wizard. Her half dragon form is hidden most of the time (cities, forests...) to balance the game. Sheena is limited to two handed swords, quarterstaffs, halberds and darts (an animation limitation). Sheena's strength and constitution can not be raised by any item (potions and spells do work). Sheena has extensive banters with all Bioware NPCs, numerous interjections and a friendship path available to both male and female PCs. Sheena's flirts are available to male PCs of good and neutral alignment. She has also a small romance path (TOB like), which triggers if other romances are not active, you are through with the friendship talks and your character is of neutral or good alignment. Sheena leaves for good if is kicked out from your party.

image

Race: Human/Dragon

STR: 16
DEX:12
CON: 16
INT: 15
WIS: 10
CHA: 15


- Infravision
- 50% fire resistance
- Half dragon form
- Half dragon breath ability useable once per day
- Slightly faster movement speed to speed up the half dragon animation

Half dragon form: + 4 STR, +2 CON, +4 AC (lizard scale bonus), 100% fire resistance, immune to paralysis as any large creature would and immune to mind spells (charm, confusion and stun). This is the standard half dragon template.

Languages: English, French, Spanish


What needs to be done:

- New better HD portrait
- Extended romance (Right now is romance only in SoA)
- Few more special items
- Czech translation
- Personal Q ?

Additional informations:

- The current version does not work well with vanilla BG or old versions of EE, you must use a game that has a current patches. I will try to fix this problem in the future releases of my mod.


Actual version - V2.5
Link - https://www.dropbox.com/s/psvxbupszf39i4s/Sheena_v2.5.zip?dl=0

P.S.
I really tried to contact Red Knight the original author, but all websites are dead and all profiles and emails are canceled.
I hope he will not mind that I took over his mod.

Any mods for Rasaad's romance?

$
0
0
As the title says. Rasaad is one of the best written npcs in the series (IMO of course), but I HATE HATE what Beamdog did with his romance epilogue. I haven't been able to find any, but are there any mods for giving Rasaad and charname a happy romance epilogue?
Viewing all 11774 articles
Browse latest View live