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Caelar NPC mod (Can contain SOD Spoiler)

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Hello all,

I'm currently working on a mod that add the possibility to recruit Caelar into your party in BG2 (SOA).
I'm a beginner in mod conception, but on holiday and get a lot of free time to work on it.

Regarding the mod :

- You can recruit Caelar in the Planar Sphere, on the abyss layer (MAP 0414).

- She a Lawful good Lv15 fighter. I plan to add a quest that could change her to a paladin (Probably a Morninglord of Lathander)

- Reason for her to be in the Abyss :
She was held prisoner by a Devil (Thrix the profane, the devil that propose a bargain at the end of SOD) but for unknown reason, this devil tried to exchange her with a Daemon and sent them to the abyss (It's the reason why you encounter her in the Abyss). A fight occurred and Caelar manage to flee.

I know it could be done better, but as I'm beginner, I prefer to start simple, and if needed to update it later when I'm more confident with weidu.

- As she was a prisoner, she do not held any weapon or item, and is in a bad state when you encounter her.
I would like to let her obtain his shield, sword and armor during a quest. (Not the helm, as the Unofficial item pack add it to the game already).

- The mod assume you let her live and join you during Sod final battle. But I tried to add dialogue option that also imply the contrary.

- So far, she only have two banter with Minsc and one with Imoen at the moment. I'm working on adding more and interject too.

- She's only available in SOA at the moment, but I will add an option to recruit her in TOB.

- She is fully voiced with her original voiceset. Remark : I'm almost sure the dev plan to add her as a DLC one day. There is a lot of unused voice in the game (Reputation happy/unhappy, a sound where she said she will avenge her sister..). If Beamdog release such DLC, I will no longer support this mod and stuck with the official version.

- I may add a french translation later, but no guarantee on it. (As it's my natural language).

I will not provide a download link for the moment (Not until I'm sure the mod is well written enough and that the code won't break the game..), but if some are interested to test it or to have a look at the files they can MP me.
For the moment, it's a very early "beta" version.

If someone has banter/interject idea, please submit them !
Any comment, critics, suggestion are welcome.







Plans for Voghiln mod for Baldur's Gate 2?

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As per the title. Are there any plans from anyone about making a mod for Voghiln in BG2EE? Or if Garrick is more popular, maybe he can be changed to be joinable? Would really like to have a bard npc who is coming from BG1EE or SOD.

Any others potentially interested in this? Not that I'm able to do it, but maybe someone will try doing it if there's enough interest.

[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

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The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

Download latest release (2.3 MB)

This mod introduces the kit "Chaos Sorcerer" kit which can be seen as the Wild Mage counterpart for the Sorcerer class. It is available for BG1:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE. All patch versions are supported. The mod is currently available in English, German and Polish.


Chaos Sorcerer
A Wild Magic Sorcerer kit for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE

Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril.

The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths.

Advantages:
  • May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list).
  • May cast the 2nd-level spell Unluck (automatically added to spell list).
  • May cast the 3rd-level spell Chaos Shield (automatically added to spell list).
  • May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list).
  • May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list).
  • 1st level: +1 bonus to Saves vs. Spell.
  • 5th level: +1 bonus to Dexterity.
  • 6th level: +1 bonus to Saves vs. Spell.
  • 8th level: +5% Magic Resistance.
  • 11th level: +1 bonus to Saves vs. Spell.
  • 15th level: +1 bonus to Dexterity.
  • 16th level: +1 bonus to Saves vs. Spell.
  • 16th level: +5% Magic Resistance.
  • 21st level: +1 bonus to Saves vs. Spell.
  • 24th level: +5% Magic Resistance.
Disadvantages:
  • Incurs a -2 penalty to Strength and Constitution.
  • Alignment restricted to chaotic good, chaotic neutral and chaotic evil.
  • May cast fewer spells per level per day.
  • Upon casting a spell, there is a 5% chance of incurring a wild surge.
WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Chaos Sorcerer and his/her allies.
  • Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level.



The mod does also make some changes to the spell selection of Wild Mages:
  • New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
  • New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
  • "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels.
  • New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results.
These additions are also available to the Chaos Sorcerer. However, "Nahal's Reckless Dweomer" is replaced by "Chaotic Weave".

Feel free to post your thoughts, suggestions, questions or any bugs you encounter.

Is it possible to travel to Icewind Dale from Baldur's Gate 2 with mods?

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I remember reading a few years ago about how there was a mod that made it possible to take a boat or something from Baldur's Gate 2 to Icewind Dale. I think it was part of Big World Project, but I'm not sure. I couldn't get Big World Project to work on my computer then, so it was irrelevant for me. I just got a new computer that Big World Project actually works on, but now I can't find any information about the mod that would allow me to travel from BG2 to Icewind Dale.

Is there a mod that allows travel from Baldur's Gate 2 to Icewind Dale? If so, is it part of Big World Project? If not, what is it called and how would I get it? What would I need to do in the game in order to travel there?

Thanks!

[MOD] More Style for Mages (v1.55)

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This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.

Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.

In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.



Mod components are following:

Group 1: Wizard’s Staffs
WIZARD’S STAFF FOR BG:EE
STAFF OF WIZARDRY FOR BG2:EE
STAFF OF WIZARDRY FOR IWD:EE
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS
Group 2: Other Items and Tweaks
CIRCLETS
CIRCLET OF REVELATION FOR BG:EE
WIZARD'S HAT
WAND CASE
STONE OF TELEPORTATION
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD
Group 3: Familiars
CUSTOMIZABLE FAMILIARS
CUSTOM NAMES FOR FAMILIARS
FAMILIARS FOR NPC MAGES
ANIMATION TWEAKS FOR SOME FAMILIARS
FIND FAMILIAR SPELL IN SHOPS

Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS




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There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages.
The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too).


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This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices.
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In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix).

Activated staffs have following abilities:
Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day

Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day

Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds
- can cast Oracle once per day

Staff of Enchantment
- 25% chance of casting Rigid Thinking, on successful hit
- can cast Hold Monster once per day

Staff of Illusions
- 25% chance of casting Sensory Collapse, on successful hit
Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect)
- can cast Shadow Door once per day

Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day

Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day

Staff of Alteration
- 25% chance of casting Slow, on successful hit
- can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly)

Staff of Wild Magic
- 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds

Staff of Dragon Power
- 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.

Staff of Wizardry (Empowered)
- Wielder can cast any 5th-level spell, once per day

Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern

Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)

Additional spells are:
-Staff of Abjuration +5: Pierce Shield

-Staff of Conjuration +5: Summon Fire Giant
Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained.

-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.

-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.

-Staff of Illusions +5: Simulacrum

-Staff of Invocation +5: Incendiary Cloud

-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting

-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.

-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds

-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack.

-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day


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Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.


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This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.


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Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.
Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice.
Choices are following:
-keep original
-remove invisibility
-replace invisibility with 50% magic resistance
-replace invisibility with immunity to time stop
-replace invisibility with increased casting speed by -3
-replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first)


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In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them.
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.


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This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up.



This component adds a Wizard's hat. An item with some magical properties and completely new custom animation made by @Smiley for human male mages and sorcerers (the limit is there because the animation only exists for them).


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This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops.



[BETA] This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers.
In the below spoiler is the location of the artifact in both campaigns:
Inside chest in Umar Hills cave and inside chest in Amkethran smuggler cave



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Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.
This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however.


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This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod.


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When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name.
The race options are:
Drake
Imp (for evil) or Mephit (good and neutral)
Cat
Rabbit
Groundhog
Small spider
Lim-Lim
Floating Skull
For now, all races have the same statistics, so this is mostly just about choosing the appearance.
There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are:
0 XP
89 000 XP (100 000 XP for IWD:EE)
500 000 XP
2 500 000 XP
6 000 000 XP (5 000 000 XP for IWD:EE)
Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack.
There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own.


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As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again.


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NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component.
When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move.


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UPDATE: The Lim-Lim tweak below is fixed, the animation works differently now.
There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars).
The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE.


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This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it.


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v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added

v1.1
-BG:EE and BG2:EE mods combined into single mod

v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked

v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2

v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed

v1.36
-Polish translation added (credits to @Cahir )

v1.4
-Compatible with IWD:EE

v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE

v1.42
-Russian translation added (credits to @Saigon1983 )

v1.43
-Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields)

v1.5
New content:
-Customizable Familiars component added
-Familiars for NPC mages component added
-Wand Case component added
-Tweaks for the Staff of the Magi component added
Fixes and tweaks:
-New color options for WS and SoW (14 total)
-Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp
-Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration)
-Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party
-Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration)
-Staff of Alteration: Teleport renamed to Phase Shift, changed visual effect
-New icons for added spells
-Red and Purple missiles animation slightly tweaked
-Added missing DD restriction to the Staff of Dragon Power
-SoW spells are cast at caster level instead of level 10
-Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had)
-Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them
Technical:
-Prefixes of mod files changed to RG
-WeiDU updated to 239
-Tp2 structure and folder structure significantly altered

v1.51
-Lim-Lim animation fix
-Dragon form animation fix
-Dual-classed character not receiving a specialist bonus spell fix
-Alternation string fixed to Alteration

v1.53
-Stone of Teleportation component
-Some other grammar string corrections

v1.54
-Added Wizard's hat component
-Some more string corrections
-Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger
-Complete polish translation added

v1.55
-Added polish readme
-Some typos in the polish tra file fixed


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Download the latest release

Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.

Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install modmerge before installing this mod.

I hope you enjoy it.


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Wizard's Staffs and circlets in BG:EE:
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Staffs of Wizardry in BG2:EE:
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Circlets in BG2:EE:
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Robe Tweaks:
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Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

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

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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


Can we cooperate to compile a list for NPC mods?

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I'm looking for npc mods that can banter with each other, so adding them is not going to be a silent time all together.

Apart from kulyok's mods that actually bant with each other, is there any other mod you would suggest, that added to a baldur's gate game, is not going to be a silent party?

So far we got:
Kulyok's mods
.... <---- (let's add other npc mods that banter with Kulyok mods)

Baldur's Gate Dark Alliance Stuff

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Hey guys! As you all I love D&D games, but also love to extract in-game recourses which is pretty fun. So here some screenshots of 3d models that I've ripped from Baldur's Gate Dark Alliance. If you played this game you definitely find familiar Elfsong Tavern and its cellar.







If somebody find this interesting or maybe want use this models into mods or something - just ask. I can describe the whole pipeline of extraction process.

PS Sorry for my English, that's not my native language.

[MOD] Artaport 3.5

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Introduction

Artaport is package containing portraits made by Artrastrophe . It's dedicated only for Enhanced Edition Baldur's Gate games and future Enhanced Edition Trilogy. It includes over 100 portraits for PC installed manually and NPC portraits installed by WeiDU. If you want to have Artrastrophe portraits in BG1/BG2/BGT/Tutu, then check LavaDelVortel PaintBG mod. There's also portraits preview.

Installation

1) If you want to use portraits for PC you need to copy-paste folder "portraits" into either C:\Users\user\Documents\Baldur's Gate - Enhanced Edition
or
C:\Users\user\Documents\Baldur's Gate II - Enhanced Edition
Last 8 male and 2 female portraits (those with exclamation mark) was used by me for components 4) and 5) described below. If you don't use them, feel free to use those portraits for you own PC. But if so, don't be surprised when you will meet you own doppelganger!

2) If you want to change NPC portraits then simply unzip folder "artaport" + "setup-Artaport.exe" into one of the Enhanced Edition game folder (the one with chitin.key) and run "setup-Artaport.exe". You can chose which components you want. To uninstall run "setup-PaintBG.exe" again and select the uninstall option. This mod covers some changes made by one of the most famous and mandatory mod for BGII:EE - Unfinished Business 2 (Baldur's Gate II) and it needs to be installed after it.

Components

1) Change portraits in BGI:EE - it replaces all NPC and default PC portraits in Baldur's Gate I: Enhanced Edition.

2) Change portraits in SoD - it replaces all NPC and default PC portraits in Baldur's Gate I: Siege of Dragonspear.

3) Change portraits in BG2:EE - it replaces all NPC and default PC portraits in Baldur's Gate II: Enhanced Edition.

4) Add portraits to non-joinable NPCs in BG1:EE - it adds portraits in dialogue box to 14 plot-important, non-joinable NPCs
Preview:

Angelo angelo Belt belt Davaeorn daveron Drizzt drizzt Elminster elmin Eltan eltan Gorion gorion Liia liia Mulahey mulah Rieltar rieltar Sarevok sarevokm Scar scar Tamoko tamoko Tazok tazok

5) Add portraits to non-joinable NPCs in BG2:EE - it adds portraits in dialogue box to plot-important, non-joinable NPCs. So far only 2 NPCs had them. This component adds them to 11 more.
Preview:

Aran aran Ardulace ardulace Bodhi NBodhiS Drizzt drizzt Ellesime NElleS Elminster elmin Gaelan gaelan Gorion gorion Irenicus LRJonM Phaere phaere Saemon saemon Solaufein solauf Tazok tazok

6) Restore BG1:EE NPC portraits - it restores portraits for non-joinable NPCs in BG2:EE known from BG1:EE.

7) Add portrait to Edwina - component made by Wendy Yung (cliffette) for Tweaks Antology (previously BG2 Tweaks). It changes Edwin portrait for female one during his quest.
Preview:

postimage

Notes

Current version of this mod doesn't have portraits for plot NPCs in Siege of Dragonspear and Wilson NPC from Baldur's Gate II. If Artastrophe will create them, then they will be added here. If you want to support her and accelerate process of making those portraits, feel free to order commissions.

Credits

Artastrophe - created all portraits
Lava Del'Vortel - resized most of them
Wendy Yung (cliffette) - created Edwina portrait component
AstroBryGuy and Cahir - helped with code

Change log

1.0 Initial release.
1.1 Changed Davaeorn, Anomen and Edwin portraits.
1.2 Changed Drizzt portrait.
2.0 Reorganized everything and added WeiDU installation with components for non-joinable NPCs for BG1:EE and BG2:EE.
2.1 Gave Ardulace more unique portrait and fixed Viconia and Minsc secondary portraits.
2.5 Added BG2:EE component restoring portraits to NPCs known from BG1:EE.
3.0 Fixed one bug and components order for it to work with EET.
3.1 Added missing Sarevok and Illasera portraits and compability with @Pecca Dragonspear UI++.
3.5 Weidu upgraded to version 23903 and BWS support.

Unfinished Business 2 (Baldur's Gate II): http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=101&Itemid=80/

LINK: https://github.com/Eltamin/artaport

[v1.1] Warhorn Shaman: a battle shaman kit

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Kit Description

WARHORN SHAMAN: Northern shamans who are also skilled warriors, Warhorn Shamans are capable of calling upon spirits of warriors from planes such as Valhalla or Warrior's Rest. Many of these shamans worship Tempus, the Lord of Battles, and often are just as capable in battle as they are in shamanic magic.

Advantages:
– Hit Die: d10
– May be of any non-Lawful alignment.
– May specialize in all weapons that are usable by shamans.
– May fully specialize in all weapon styles.
– Gains immediate access to a number of unique spells, which can be cast like any other: Battle Ardor, Rallying Cry, Fury of the Winds, Storm Barrier, Stormbound Axes, Wrath of the Skies, Undying Fervor
– May use Rage ability once per day. Gains one use at level 1 and an additional use every 6 levels thereafter.

RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to their attack and damage rolls as well as to their Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of their berserk spree, possibly knocking them unconscious.

– Shamanic Dance summons the following creatures:
Level 1: Warrior Spirits (long sword, longbow), up to 2 spirits at the same time.
Level 6: Berserker Spirits (dual axes, two-handed sword), up to 3 spirits at the same time.
Level 12: Ancestral Spirits (fighter/clerics), up to 4 spirits at the same time.
Level 18: Valkyries (archer, shieldmaiden), up to 5 spirits at the same time.

Disadvantages:
– Only has one half the normal Detect Illusions score.
– May not cast shaman-exclusive spells.
– May only be human.
– May cast one fewer spell per level per day.

NEW SPELLS



Battle Ardor
(Alteration)

Level: 1
Sphere: Combat
Range: 0
Duration: 2 turns
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

With this spell, the caster becomes empowered by the borrowed strength of ancient warrior spirits. For the duration of the spell, the caster gains a non-cumulative +2 bonus to THAC0 and damage, with an additional +1 bonus per 10 caster levels thereafter.

Rallying Cry
(Abjuration)

Level: 2
Sphere: Charm
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

The caster lets out an inspiring battlecry towards their companions, raising their morale to the highest and granting a non-cumulative +2 bonus to Armor Class and THAC0. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

Fury of the Winds
(Enchantment/Charm)

Level: 3
Sphere: Elemental, Combat
Range: Self
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The caster imbues the power of the northern winds and storms into their weapons. For the duration of the spell, those weapons deal additional cold and electrical damage and are treated as having a +3 enchantment for the purposes of determining what they can hit. The amount of bonus damage dealt is as follows:

Level 8 and below: 1d4 cold, 1d4 electrical
Level 9-11: 1d6 cold, 1d6 electrical
Level 12-14: 1d8 cold, 1d8 electrical
Level 15-17: 1d10 cold, 1d10 electrical
Level 18+ 2d6 cold, 2d6 electrical

Additionally, due to the caster's weapons being imbued with the power of wind, they are hasted for the duration.

Storm Barrier
(Evocation)

Level: 4
Sphere: Elemental
Range: Self
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

The Storm Barrier protects the user from electrical damage by surrounding the caster with a shield of lightning. This shield not only grants the user 50% Electrical Resistance, but also protects the caster from attacks made withing a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 electrical damage.

Stormbound Axes
(Evocation)

Level: 5
Sphere: Combat
Range: Self
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell creates several axe-shaped bolts of lightning, one for each two experience levels the caster has obtained, which are held in the caster's hands in place of their usual weapons. The axes can be hurled at targets up to 50 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each axe deals 2d6+10 electrical damage plus an additional 10 magic damage and stunning the target for 3 rounds if they fail a Save vs. Spells at -2. The caster may hurl one axe per round.

Wrath of the Skies
(Evocation)

Level: 6
Sphere: Elemental, Weather
Range: 270 ft.
Duration: 5 rounds
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None

This powerful spell causes an icy storm to rain down upon the caster's chosen location, dealing 2d10 damage per round (half cold, half magical) and reducing all enemies' Magic Resistance by 50% and Armor Class by 4 points for as long as they remain within the storm. This spell is not affected by Magic Resistance and does not affect allies.

Undying Fervor
(Alteration)

Level: 7
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

With this spell, the caster becomes empowered with a frenzy of such great strength that they are unable to be killed for the duration. Additionally, they deal 50% increased physical damage for the duration of the spell.

[v1.6] Artemius_I's House Rule Tweaks (most recent: moved all kit components)

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Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason.

All previous kit components have been migrated over to The Artisan's Kitpack.

Expanded Racial Enemies

Adds playable races as racial enemies.
This component adds the playable races: human, elf, half-elf, halfling, gnome, dwarf and half-orc as options for racial enemies. Of all the options, I think human is obviously the most useful option overall, with elf coming second for fighting against drow. The rest are just there to round things out.

Expanded Shapeshifting

Provides more versatile and powerful shapeshifting for druids.
This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a 'Wild Shape' ability which, three times per day, allows them to shapeshift into five different animal forms.
Wild Shape: Animal Forms
BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage. WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death. SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds. BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death. PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds.
The avenger also has gotten a slight overhaul. Besides its forms gaining a slight boost to match the new forms, it also gets a new form - winter wolf - to make up for the spider being moved into the standard druid selection.

Wild Shape: Avenger Forms
RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage. WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half) WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage.
Additionally, the Fire Elemental Transformation and Earth Elemental Transformation HLAs have been removed. Instead, the druid gains one use of Elemental Shape at level 14, allowing them to shift into elementals of the four major elemental planes. The forms get a power boost upon the druid reaching level 15:

Wild Shape: Elemental Forms
FIRE ELEMENTAL: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +25% bonus hit points, +20% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 2d10 damage (half fire, half slashing). Enemies who strike the druid within melee range suffer fire damage in retaliation. LEVEL 15: Strength and Dexterity increased to 20. Attacks per round increased to 4. EARTH ELEMENTAL: 22 STR, 14 DEX, base AC 2, 1 attack per round, +50% bonus hit points, +50% physical resistance. Attacks deal 2d12 crushing damage. LEVEL 15: Hit point bonus increased to +100%. Physical resistance increased to 75%. AIR ELEMENTAL: 18/75 STR, 22 DEX, base AC 0, 2 attacks per round, +25% bonus hit points, +20% physical resistance, +100% missile resistance, +100% electrical resistance, increased movement rate. Ranged attacks deal 4d6 damage (half magic, half crushing) and knock all enemies in a 10' radius unconscious on targets who fail a save vs. breath weapons at -2. LEVEL 15: Base AC increased to -6. Dexterity increased to 24. Attacks deal 8d6 damage and knock enemies unconscious on a failed save vs. breath weapons at -4. WATER ELEMENTAL: 19 STR, 18 DEX, base AC 2, 2 attacks per round, +50% bonus hit points, +30% physical resistance, fire and cold resistance set to 80%, regenerates 1 hit point/round. Attacks deal 2d10 damage (half cold, half crushing). LEVEL 15: Strength increased to 21. Regeneration rate increased to 3 hit points/round.

The totemic druid and shapeshifter are not affected by this component.

Expanded Racial Bonuses

Modifies racial stat bonuses and proficiencies.
This component alters the racial bonuses of the playable races as follows:
  • Dwarves, halflings and gnomes suffer a -2 penalty to THAC0 when wielding two-handed melee weapons
  • Elves gain a +2 bonus to THAC0 when wielding bows, longswords and shortswords
  • Dwarves gain a +2 bonus to THAC0 when wielding axes and warhammers
  • Halflings gain a +2 bonus to THAC0 when wielding darts, daggers and slings
  • Half-Orcs gain a +2 bonus to THAC0 when wielding two-handed melee weapons
  • Dwarves no longer suffer a -1 penalty to Dexterity
  • Halflings no longer suffer a -1 penalty to Wisdom
  • Half-Orcs suffer a -2 penalty to Charisma instead of Intelligence

Monk Can Use Quarterstaves

Gives monks the ability to use and be proficient in quarterstaves.
This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with proper animations.

Increased Constitution Bonuses

All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.
This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.

Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled.

As an addendum: Dragon Disciples will absolutely LOVE this change.

New constitution table:
2DA V1.0
0
           OTHER      WARRIOR    MIN_ROLL   REGENERATION_RATE FATIGUE_BONUS 
1          -3         -3         1          0                 -4            
2          -2         -2         1          0                 -3            
3          -2         -2         1          0                 -3            
4          -1         -1         1          0                 -2            
5          -1         -1         1          0                 -2            
6          -1         -1         1          0                 -1            
7          0          0          1          600               -1            
8          0          0          1          600               0             
9          0          0          1          600               0             
10         0          0          1          600               0             
11         0          0          1          600               0             
12         0          0          1          600               0             
13         0          0          1          600               0             
14         0          0          1          600               0             
15         1          1          1          600               0             
16         2          2          1          600               1             
17         3          3          1          600               1             
18         4          4          1          300               2             
19         5          5          1          60                2             
20         5          5          2          30                3             
21         6          6          3          24                3             
22         6          6          3          18                4             
23         6          6          4          12                4             
24         7          7          4          6                 5             
25         7          7          4          2                 5

Warrior HLAs

Modifies the HLAs Resist Magic, Critical Strike, War Cry
These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly:

Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration.

Critical Strike
A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).

War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.

Improved Dialogues (BG:EE)

Makes a couple interactions more convenient for the player.
Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.

Not-so-indestructible rats (BG:EE)

Removes the 90% physical resistance from Candlekeep's rats.
Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode.

Good-Aligned Roleplay Rewards (BG2:EE)

Allows the player to acquire items that previous required evil actions.
Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.

Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.

Cloak of Dragomir only decreases stats in daylight (BG2:EE)

Removes annoying micromanagement.
Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.

[MOD LIST] Mods by Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/

NPC MODS

Sirene - BG:EE, SoD, BG2:EE

A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.

Drake - BG:EE, SoD

A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.

Pai'Na - BG2:EE

A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.

Aura - BG:EE, SoD

A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.

NPC-RELATED MODS

KIT MODS

The Artisan's Kitpack

This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin.

Bardic Wonders

Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Way of the Assassin

A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.

Arcane Archer

A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

An implementation of the 3e warlock as a semi-unique class.

Mystic Fire

A paladin kit with exceptional arcane powers.

Warhorn Shaman

A battle shaman kit.

ITEM MODS

Useful Plot Items

Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm III

SPELL MODS

Shadow Magic

Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

TWEAK MODS

Artemius' House Rules

Assorted personalized tweaks that fit no particular category

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[MOD LIST] Lava's released EE mods

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As I have released many projects for different EE games, I've decided to make a thread that may help you find certain projects. You'll find here many different mods that work on Enhanced Edition games released by Beamdog.

In case you were looking for more information, you may also visit my website - Lava's Scriptorium.

Consider this only a list thread. If you have some questions or feedback, post it on

QUESTS

Colours of Infinity: Tales of the Deep Gardens
First project of the Colours of Infinity mod series. In the mod player may visit a peculiar new world located deep under Faerun - the world of Deep Gardens, ruled by the essences known as Colours.

Colours of Infinity: Innershade
Second project of the Colours of Infinity mod series. The mod introduces a brand new village - Innershade - surrounded by forest of Tethyr. Visit that place of unusual charm and help the villagers with a creature lurking in the mines.

Colours of Infinity: The White Queen
Third project of the Colours of Infinity mod series. Hear and experience the story of the White Queen from the Silent Swamps and find a way to finally ease the pain engraved in certain souls.

Colours of Infinity: I Shall Never Forget
Fourth project of the Colours of Infinity mod series. Meet Orion, a researcher who experienced dark and poisonous claws of loss and perhaps help him in his search of peace.

Southern Edge
The mod that adds a new district of Athkatla. A place with it's own tavern, merchants and most importantly, a story of a Parasite that may affect people and make them do things they would not normally do.

Eilistraee's Song
A quest mod which allows you to visit a brand new area - the Eilistraee's Clearing - and meet good drows who decided to serve someone much different to Lolth, the Spider Queen.

Will of the Wisp
A mod that allows shamans to gain a stronghold. Find Visionhive and assist it returning to its former glory. The mod also adds many new items, a new shaman kit, and Will - a joinable spectre shaman.

Skie: The Cost of One Girl's Soul
The mod allows you to continue plot started in Siege of Dragonspear in order to save Skie Silvershield in BG2. It also becomes possible to join Skie, but only if a separate component is installed and you succeed in your mission.

COMPANIONS AND RELATED

Colours of Infinity: Foundling
First of the two Colours of Infinity mod series NPC mods. It allows you to meet and join Foundling, the shadow master and a slave of the Shadow Dragon Bhaalspawn may meet at the Temple Ruins.

Colours of Infinity: Yvette
Second of the two Colours of Infinity mod series NPC mods. It introduces Yvette, a mysterious young girl, a cleric of Sune - the goddess of passion, art and love.

Verr'Sza (BG1)
A mod that adds a brand new companion to BG1EE and Siege of Dragonspear - a rakshasa named Verr'Sza. Will you dare to work with him? Mod includes a romance for both male and female characters.

Yoshimo Romance
In that original content expansion it becomes possible to find out more about (in)famous Yoshimo - the bounty hunter Bhaalspawn meets in Irenicus' dungeon. Mod includes talks for both male and female characters as well as a romance for female characters.

Wilson Chronicles
The mod turns a hidden BG2EE companion into a full NPC with banters, friendship talks and even some small quests. Are you ready to aid Wilson and become his beary good friend?

Skie Silvershield (from Skie: The Cost of One Girl's Soul)
The mod allows you to continue plot started in Siege of Dragonspear in order to save Skie Silvershield in BG2EE. If an additional component is installed, it becomes possible to join Skie once the girl is saved.

Petsy Chattertone
Meet Petsy, a halfling bard ready for new adventures that may inspire her and become a true heroine. Mod introduces a mod for males of short races.

White
Mod adds a human male barbarian to BG1EE names White (also known as White-as-Bones). The mod includes a romance with male characters.

La'Valygar
This small mod adds some talks for Valygar, the ranger - stalker from original Baldur's Gate 2. New talks are added for both Shadows of Amn and Throne of Bhaal.

Quayle BG2
The mod allows you to pick Quayle over Aerie. Note that Quayle will only join the group if Aerie is lost during a small quest added by this mod.

Varshoon
The mod adds a playable illithid to BG2EE. But will he respect your commands? The mod includes a special respect-based system which will affect his behaviour in the Underdark.

Dusky for IWD:EE
The mod adds a joinable NPC for IWD:EE - Dusky, the half-orc cleric/thief. Mod was developed as an addition to Kulyok's IWD NPC Project. The mod includes a romance with male characters.

SPELLS, ITEMS, TWEAKS

Weasels!
A small mod that adds weasel-oriented spells and items for BG1EE, BG2EE and IWDEE. Because all those games really needed weasels!

LavaIt! IWDEE
This mod adds many new items for IWDEE. A fair project for those who know every inch of IWD and would like to find some new gear to put on his/her characters.

La'Viconia
A mod that allows player to change Viconia to a dual-classed or multi-class cleric/assassin. This mod may be slightly outdated and will not allow to change SoD Viconia. Hopefully it will be updated in future.

* * *

Note that this list includes only those project of which I am main author. I also contributed in creating many other mods, maintained some and created translations, yet I just helped there so you won't find them on this list. I also excluded mods that work only on non-EE games or are extremely outdated.

In case some hosting site went down, I also created a backup download on DropBox.

Looking for reviews about these big mods

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Dark side of the sword coast
Northen tales of the sword coast
Secret of Bonehill
Drizzt saga
The vault
The grey clan
Ascalon questpack

Testers wanted for Tweaks v5

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Just uploaded a v5 release candidate for v5 to Github, and I'd love some of you folks to take it for a spin and see what I've broken. Download v5 release candidate 1: Translators, I do not anticipate any further changes to the tra files, so feel free to work with the RC if you want to be ready for v5.

Changelog:
  • Various components would fail to install on IWD2 since the underlying macros could fail for non-BG2 resources.
  • Another run has been made to get all options of Adjust Cromwell's Forging Time to work for all platforms.
  • The level 2/1 and 4/3 versions of Khalid in Make Khalid a Fighter-Mage (Domi) have been bumped slightly to bring his hit points in line with the other versions
  • Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns will no longer fail on areas that lack rest spawn info.
  • Updated the Simplified Chinese translation, thanks to c4_angel!
  • Reputation Resets at Beginning of BG2 is no longer an option for EET games, as this is already the default for EET
  • Added new components: Death Cam, NPCs Cannot Pass Doors, Start New Games with Party AI Turned Off, No Depreciation in Stores, Disable Romances, and Accelerate/Decelerate Romances
  • Updated the fl#add_kit_ee.tpa library (for EE kits) to the latest version
  • Fixed a bug where Loosen Item Restrictions for Multi- and Dual-class Clerics and Change Item Restrictions for Multi- and Dual-class Druids could fail with a malformed 2da file.
  • Allow Cromwell to Upgrade Watcher's Keep Items now accounts for the formula changes introduced by Item Revisions
  • The greater werewolf form in Shapeshifter Rebalancing now receives the promised base THAC0 of 6
  • Various components, especially in the rules section, were being made available for IWD2 games even though they did not apply

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

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Dual-class into Kit

Installation Order:
* This mod should NOT be installed BEFORE any mod that adds new kits.
* This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions.
* This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da.
* 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 will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options.
* 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.



Sword Coast Stratagems (SCS) threads

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[MOD] [In Progress] Improved Heart of Fury Mode

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Work in Progress

Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies.

This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features:

* Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), adding more enemies in an encounter, giving enemies better AI (in some cases), and making enemies stronger all around, rather than simply by giving them lots of hit points.


When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like).


* Items are powered up, like in Icewind Dale 2's Heart of Fury Mode.

Example items:







* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.

* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.

(Stats are for an elven ranger)

The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.

* Throughout the game items are added, removed, and switched around. There are new random item selections.

The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast.

I am not done with this mod, and it's going to take a while. So far I am pretty much finished modding the prologue and Chapters 1-4. I'm currently working on Chapter 5.

How to make the dialog for an Item Forge?

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Hello I am trying to replicate the item forge system of Taerom Thunderhammer but for a new smithy in the City of Baldur's Gate. I am having no luck in reproducing a new bug free item forge dialog in Baldur's Gate Arms and Armour Emporium; see for more information: https://forums.beamdog.com/discussion/71447/baldurs-gate-arms-and-armour-emporium/p1


I have a whole bunch of item upgrades created but now I am trying to get a working dialog to forge these item upgrades. For example I have an upgraded Longsword +2 'Varscona' SW1H06 via Longsword +3 'Varscona' OSW1H06+ which requires gold and some other valuable items to upgrade from the original +2 version.

I have not done custom dialogs mostly outside of Item Descriptions so this area is a bit new to myself and any help and or guide would be greatly appreciated. I am looking for any help and or guide to make a proper item forge dialog; the item files are ready to go it is just I am stalling in how to construct the dialog.

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.
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