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Flail of ages and free action

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Is there a mod that makes it possible to have free action together with the haste from boots and the haste from the spells?

[v1.1] Drake, a human priest of Tyr NPC for BG:EE and SoD

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Link to mod page at my site: https://artisans-corner.com/drake-npc-for-bgee/



"If I had my way, there'd be no knights or squires and we'd all get drunk as equals. Alas, I seem to have been born in the wrong place at the wrong time."
Race: Human
Class: Priest of Tyr
Alignment: Neutral Good

Strength: 17
Dexterity: 16
Constitution: 16
Intelligence: 15
Wisdom: 15
Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil.

He can be befriended by a non-evil PC and can be flirted with by a PC of either gender.

Drake's portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

[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.

[OSX] errors while instaling some mods

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Hi everyone,

When I try to instal G3Aniversary and Divine Remix, it gives me the following error:

[G3Anniversary/compile/g3mrsgtu.baf] PARSE ERROR at line 9 column 1-19
Near Text: )
[Face] argument [G3Drini] not found in [DIR.IDS]

ERROR locating resource for 'CHAIN3'
Resource [BJAHEIR.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [G3Anniversary/compile/dialog.d]: Failure("resource [BJAHEIR.DLG] not found for 'CHAIN3'")
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [The Gibberlings Three Anniversary Mod], rolling back to previous state
Will uninstall 53 files for [G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2] component 0.
Uninstalled 53 files for [G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2] component 0.
ERROR: Failure("resource [BJAHEIR.DLG] not found for 'CHAIN3'")
PLEASE email the file SETUP-G3ANNIVERSARY.DEBUG to The Gibberlings Three - webmaster@gibberlings3.net


and

ERROR: cannot convert %class% or %%class%% to an integer
ERROR: [kitlist.2da] -> [override] Patching Failed (COPY) (Failure("int_of_string"))
Stopping installation because of error.

ERROR Installing [Divine Remix Core Components (Required for Everything)], rolling back to previous state
Will uninstall 1 files for [DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2] component 0.
Uninstalled 1 files for [DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2] component 0.
ERROR: Failure("int_of_string")
PLEASE email the file SETUP-DIVINE_REMIX.DEBUG to webmaster@gibberlings3.net or andyr@gibberlings3.net


Does anyone have any suggetions?

Thank you

[v0.8] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class.

Description:
WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.

CLASS FEATURES:

– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.

ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.

As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.

– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.

– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6

Invocations:
LEAST
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.

LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours

GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.

DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.

HLAs:

Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +100% damage and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Use Any Item
Alchemy
Scribe Scrolls
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.

Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

NEW ITEMS

Three new items usable by warlocks only are added to Baldur's Gate. In BG1, they can be found in various parts of the Sword Coast, while in BG2 they can be bought from Ribald at a high price.

Darkfire Gauntlets
This pair of black iron gauntlets was enchanted by a powerful warlock, using infernal magics to combine the contradictory elements of fire and ice. Those same enchantment prevent its magic from being accessed by anyone other than a warlock.

STATISTICS:

Charge abilities:
– Darkfire Shield (Fire Shield Blue and Red) once per day
Range: Self
Duration: 1 turn

Equipped abilities:
– Casting Time: +1
– Fire Resistance: +20%
– Cold Resistance: +20%

Weight: 2
Location in BG1: Sorcerous Sundries

Frozen Ring of Stygian Winds
The frozen sea of Stygia is a deathly cold place. Once, eons ago, the archdevil Asmodeus imprisoned the Prince of Stygia, Levistus, within a tomb of impenetrable ice as punishment for a slight against him. The Lord of the Fifth's icy prison was reinforced by the cold winds of his plane, and although the devil's minions chip away at the ice without rest, for every inch they break, two more inches build from the sleet and snow constantly blowing across its surface. This ring is suggested to be chiseled from a piece of the Prince of Stygia's prison, and contains significant power of its own.

STATISTICS:

Equipped abilities:
– Cold Resistance: +50%
– Physical Resistance: -15%
– All cold damage inflicted by the wearer is increased by 40%
– May only be removed with a Remove Curse spell

Weight: 0
Location in BG1: Dezkiel in Ice Islands

Hellfire Blade of Azythanoth +2 (may be upgraded by Cromwell)
The blade of this weapon appears dull and useless in the hands of a regular wielder. When drawn from its sheath by a warlock, however, it becomes engulfed in a blazing hot tongue of flame, impossible to extinguish by any normal means short of resheathing it. The markings on the weapon's hilt are words in the Abyssal language, suggesting its origin from the Nine Hells. The raging hellfire that empowers this blade burns through metal and flesh, and maims even those resistant to regular fire. Even being close to the flames makes one feel drained and weak.

STATISTICS:

Equipped abilities:
– All fire damage inflicted by the wielder is increased by 20%
– Constitution: -2

Combat abilities:
– Deals an additional 2 points of unmitigated fire damage per round for 3 rounds on a failed Save vs. Death at -2

THAC0: +2
Damage: 2d4, +2d6+2 unmitigated fire damage
Damage type: slashing
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
11 Strength

Weight: 7
Location in BG1: Death Knight in Durlag's Tower

[MOD] Test Your Mettle!

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Test Your Mettle!


A mod for BG2:EE and EET (Enhanced Edition Trilogy) that provides you with a unique dungeon crawling experience.

Download: Spellhold Studios, GitHub (35 MB)

Overview


This mod provides you with a whole new adventure where you can explore new areas, meet exotic races, uncover a devious plot, or simply enjoy battle with an endless stream of monsters.

The adventure starts in the Planar Sphere in Athkatla's Slum District, where you may encounter new victims of Lavok's planar travels. The result of the encounter will enable you to access a dungeon that has been tailor-made for the intrepid adventurer.

Note: This mod requires BG2:EE or EET, patched to version 2.0 or higher.

Components


1. Test Your Mettle! (requires BG2:EE or EET, patched to 2.0 or higher)

This is the main component. It installs many new areas, creatures, items, spells and everything else needed for a unique dungeon crawling experience. Moreover, this component restores the spell "Spacewarp", which is based on cut content from BG2. It can be acquired as a mage or priest spell in the course of the adventure.

2. Reduce experience for killing monsters (requires the main component)

As the monsters you may encounter in the dungeon are numerous, you will quickly gain a lot of experience that could make your party too powerful to enjoy the rest of the game. This component allows you to reduce XP from killing monsters by different amounts, or remove XP altogether. Unique monsters or creatures encountered outside the dungeon are not affected.

3. Make "Spacewarp" available to stores (requires the main component)

This component adds the mage spell "Spacewarp" to a small number of stores for sale. In "Shadows of Amn" it can be purchased from Ribald's special store in the Adventurer Mart, that becomes available in chapter 6. In "Throne of Bhaal" it is available from Lazarus Librarus' Arcana Archives in Saradush or Amkethran as well as from Karthis al-Hezzar, who can be found in the wilderness between Saradush and the Forest of Mir.

Screenshots:


The adventure:
image

image

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The new spell:
image

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War Hulk Kit for Fighters v1.0

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I've finally put together an old kit for fighters, revised to imitate the 3.x War Hulk class that a friend of mine told me about. The basic idea is that this fighter only gets one attack per round, but it hits like a truck, with unnaturally high STR values and bonuses to melee damage. Whenever it takes damage, it gains even more bonuses, but its AC and save vs. spell get penalized, and it has a chance of going berserk, making it easy for the War Hulk to spiral out of control as it gets stronger mid-combat.

I've run it most of the way through BG1 and it's fairly well-balanced. At full rage and close to death, it's done over 100 damage on a critical hit (!), but it has a habit of losing control and can easily get worn down by multiple hits. When I got that critical, my War Hulk had an AC of 14 (guaranteed enemy hits), a save vs. spell of 20 (guaranteed failed saves), and was nearly dead. Despite having far more HP than any other class, he died many times, but it was a lot of fun.

Kit description:

WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

CLASS FEATURES:

- May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
- May not use missile weapons
- May only place a single proficiency in any weapon class or fighting style

SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and damage every level thereafter. The War Hulk also gains +1 to his or her critical hit rolls at level 1 and every 2 levels after, up to a maximum of +19 at level 38.

CRITICAL STRIKE: Whenever the War Hulk lands a critical hit, the target must make a save vs. death at -3 or be stunned, pushed back, and knocked unconscious for 6 seconds. Helpless opponents can be hit automatically, but the War Hulk cannot land a critical hit on a prone target.

RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
+3 damage
+1 THAC0
+1 save vs. death
+1 movement rate
Immunity to fear
-1 AC
-1 save vs. spell
All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

- Hit Die: 2d8 (2d6 after level 9)

I split the kit into 4 different versions, depending on whether you're installing it on BG:EE or BG2:EE, and depending on whether you have Item Revisions installed. Item Revisions (mostly) removes immunity to critical hits, which is why the War Hulk kit gets bonuses to critical hits. But if you don't have it installed, I included an alternate version of the kit that replaces the War Hulk's critical hit bonuses with damage bonuses.

WarHulkKitBGEE.rar:
This is the version for BG:EE without Item Revisions.

WarHulkKitBGEE4IR.rar:
This is the version for BG:EE with Item Revisions.

WarHulkKitBG2EE.rar:
This is the version for BG2:EE without Item Revisions.

WarHulkKitBG2EE4IR.rar:
This is the version for BG2:EE with Item Revisions.

WarHulkKitIWDEE.rar:
This is the version for IWD:EE.

[Mod] berelinde's Keldorn Romance released!

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berelinde's Keldorn Romance

This mod introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET.

He's loyal. He's brave. He's... single?
Life is an uncertain thing, and changes come when we least expect them.


This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials.

This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this.

To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome.

The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria.

Official Discussion Thread at G3
Download berelinde's Keldorn Romance

Area maps, editing

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I know area editing is a whole separate field, and I don't really need the ins and outs of it, but there is a small change in an area I'd like to do, so I'm looking for information on how. What I want is to repaint, in an editor, a little bit of the scenery. The side of a house. Nothing else is going to change about the area - the actors, the lighting map, entrances, all will stay the same. Just this cosmetic touch. So how would I go about exporting-importing for this, in Near Infinity?

[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.

Viconia Revamped
A mod that allows player to change Viconia to a dual-classed or multi-class cleric/assassin, but not just that. It allows you change Viconia's portrait, give her a reworked Holy Symbol etc.

* * *

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.

Request Modfile for Android IWDEE 2.5.17.0

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@Xhoblaim, I have moved the request for the IWDEE modfile to the IWDEE Mods area just in case someone out there also wants to use it...

The mods installed here are:
- IWD NPC v6.0
- LavaIt - IWD: an item pack for IWD EE v1.0
- Shadow Magic v1.9.3
- Wildmage v1.7
- A Frosty Journey: The IWDEE Kitpack v2.92
- Warlock v0.8
- I Hate Undead Kitpack v2.8
- Tweaks Anthology v5.0 (various components based on your previous BG2EE choices)

The actual components installed for each mod can be viewed in the WeiDU.log.

This would be about as large as I would go. It is 3 times the max size of an individual file. The big mods are Shadow Magic and IWDNPC in case you are looking at adding something different.

For those who wish to try but unsure how to install:
- Download the .zip files to device
- Remove any previous modfiles and 'lang.zip'
- Delete or rename any current 'override' folder
- Unpack (keeping paths) all the files into the following folder on your internal SDCard:

android/data/com.beamdog.icewinddale/files/

- you should now end up with an 'override' folder and a file called 'lang-en_US.zip' in the root.

Note: The folder could be 'android/data/com.beamdog.icewinddaleenhancededition/files/' (I forgot to grab hold of the actual name when I modded someone elses eariler, sorry).


To uninstall:
- Delete the override folder and lang-en_US.zip.
- You should now be running vanilla


I haven't tested it on my device as I don't have IWDEE for Android... so when you install it, can you report back if all works fine or not.

Happy gaming
Gus

[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0

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Hello Everyone.

I would like to announce the version 2.0 of my DnD 3.5 mod which is now also compatible with Bg2.

In short this mod tries to transform Baldur's Gate ADnD rules into DnD 3.5 (with some elements of the Pathfinder) within the game engine limits.

The complete description as well as the mod itself can be found at

https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases


Any feedback, suggestions or bug reports are more than welcome.

[Tool] WeiDU language support for Visual Studio Code

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Hi,

Are you programmer? Or maybe you have a friend who code? Then please ask about favor:

Please try to make WeiDU language support for Visual Studio Code.

You can use https://github.com/Argent77/NotePad_PlusPlus_WeiDU as a reference.

The features of the VSC Language Services offers great ways to help IE Modders: not only provide syntax highlighting and code style formatting, but can provide completion for default parameters and even warn user about some weidu-specific requirements when you write WeiDU code.

Making the basic syntax highlighter should not require deep WeiDU knowledge. But it would provide huge help for the IE modders.

[v1.4] Way of the Assassin - an assassin kit rework

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ASSASSIN: The Way of the Assassin is a feared profession, and rightfully so. A master of the art of killing, the assassin is noteworthy for being able to slay a living man with a single calculated blow or from the slightest cut with a poisoned blade. No man alive is capable of killing a target in as many ways as an assassin, and once an assassin has marked a chosen target, their fate is often sealed. While the act of assassination demands swiftness and guile, an assassin's most important skill is patience; the patience to analyze their target, observing for weaknesses, and finding the most effective way to ensure the kill and fade away unseen.

Those who choose to walk the path of assassination do so for a variety of reasons. Many are opportunists, selling their services for personal gain. Some are vigilantes, hoping to make the world a better (or at least more peaceful) place by exterminating 'undesirables'. Yet others do so simply for the thrill of the kill. It is said that no two assassins are alike in either motive or technique.

Because of the unsavory nature of their profession as well as their preferred mode of operation, assassins are dreaded and reviled by decent folk. Assassins do not seek fame and recognition, as such things are detrimental to their cause and thus they rarely take positions of leadership or band in groups at all. The best assassins are all but unknown.

Advantages:
- Begins with a x3 backstab multiplier. The assassin's backstab multiplier caps at x7 at 17th level.
- Gains a +10% bonus to Hide in Shadows and Move Silently at 1st level and an extra +5% for every level thereafter.
- Gains a +1 bonus to Saving Throws vs. Death at 1st level and every 10 levels thereafter.
- May use the Poison Weapon ability once per day starting at level 1 and gaining one extra use every six levels thereafter.
- Gains the Analysis and Enhanced Backstab passive effects.
- From 5th level onwards, gains the Hidden Blade passive effect.
- From 10th level onwards, may use the Cloak of Shadows ability once per turn.

Disadvantages:
- -2 penalty to Charisma.
- -2 penalty to starting Reputation.
- May not wear armor heavier than leather armor.
- May not Set Traps.
- May only be of any non-good alignment.
- May only distribute 10 skill points per level among thieving skills.

ABILITIES

POISON WEAPON
The assassin is capable of coating their weapon for the next eight hours with a slow-acting but extremely potent poison. This poison deals damage and reduces the target's Constitution immediately and every following round for at least four rounds. After four rounds have passed, the target must make a Saving Throw vs. Death or remain poisoned for another four rounds. Therefore, the poison has the potential to last indefinitely as long as the target does not make a successful Saving Throw. The target may not die of Constitution loss caused by the poison.
1st level: Target suffers two poison damage and loses one point of Constitution. No save modifier.
6th level: Target suffers four poison damage and loses one point of Constitution. Save modifier of -1.
11th level: Target suffers six poison damage and loses two points of Constitution. Save modifier of -2.
16th level: Target suffers eight poison damage and loses two points of Constitution. Save modifier of -3.
21st level: Target suffers ten poison damage and loses three points of Constitution. Save modifier of -4.

PASSIVE: ANALYSIS
For every round that the assassin remains invisible, they gain a +1 bonus to hit and damage up to a cap of +2 at 1st level. This bonus increases by at +1 at 5th level and every 5 levels thereafter. Attacking depletes all stacked bonuses instantly while leaving stealth non-aggressively causes bonuses to gradually deplete over time.

ENHANCED BACKSTAB
The assassin is capable of crippling their victim with their backstabs, inflicting one of the following effects. Save modifiers decrease by one for every six levels gained thereafter.
Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.
Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 8 rounds.
Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.
Cutthroat: Target must save vs. death or be silenced for 20 rounds.
Lethality (Level 17+): Target must save vs. death at +4 or be slain instantly.

PASSIVE: HIDDEN BLADE
When the assassin kills their target, they briefly turn invisible and moves at double their movement rate for one round. This may not occur more than once every five rounds, reduced by one round for every 5 levels gained thereafter (no cooldown at 30th level)

CLOAK OF SHADOWS
The assassin becomes completely invisible and undetectable for two rounds or until they attack, becoming immune to all revealing effects. Even creatures that can normally see through invisibility are unable to target the assassin during this time.

High Level Abilities

EXPOSE WEAKNESS
To an assassin, no enemy is without a weak point. Using this ability, the assassin may mark a target as vulnerable, reducing their Armor Class by 10 points and setting their physical resistance (if any) to zero for three rounds. Additionally, if the target is immune to backstabs, they lose their immunity permanently. This ability can be taken multiple times, but an assassin can only mark a single target at any given time.

PASSIVE: ASSASSIN'S BLADE
A master assassin's blade must be honed to the sharpest edge. This innate ability permanently increases the assassin's critical hit chance by 10% and his backstab modifier by 1.

Requires: Expose Weakness

DEATH ATTACK
A high-level assassin's intimate knowledge of vital spots on opponents allows them to, once per day, strike a lethal blow against a target. With this ability, the assassin's next attack within five rounds becomes a guaranteed critical hit and kills the target instantly on a failed save vs. death at -4.

Requires: Assassin's Blade

[v2.5] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD

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Link to mod page on my site: https://artisans-corner.com/sirene-npc-for-bgee-and-bgsod/

Sirene, Paladin of Ilmater


Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404

Portrait by Isandir

Race: Tiefling
Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, Divine Champion - requires House Rules)
Alignment: Lawful Good
STR: 15
DEX: 17
CON: 15
INT: 10
WIS: 13
CHA: 17
Proficiencies (paladin):
Two-handed Sword ++
Two-handed Style ++

Mod Content

- 1 new NPC with banters, interjections and talks to PC
- 1 new item
- 1 NPC specific kit with 3 new spells
- 14 friendship talks
- Soundset taken from Icewind Dale
- Full content for Siege of Dragonspear expansion

She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment.

She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any.

In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists).

Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.

Biography

When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.

Personality

Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)

Friendship & Future Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.

Download version 1.5.1 (for pre-2.0 players)

image

[MOD] Dragonspear UI++ (v2.3)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed

v2.21
- New enhanced inventory screen with all six backpacks
- New enhanced record screen
- New enhanced spell screens with all memorized spells visible at once
- Store screen tweaks by Adul added
- Option to toggle on a classic dialog window based on lefreut's tweak added
- Slightly redesigned main menu, removed left side menu
- Fixed MP button during dialogs
- Quickloot button tooltip added

v2.3
- Portrait picker based on BillyYank's Multi-portrait mod added as an option
- Added an option to have larger portraits on main gameplay screen
- Added an option to put a permanent thieving button on main gameplay screen (on the right panel)


Screenshots:

























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://drive.google.com/file/d/1yKhCREPfQwIECLq4sinc31Hmd3N2f4fR/view?usp=sharing

Change multiclass kit name with ee keeper or near infinity

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Hi,

I found that if i create a fighter/mage using invoker or any specialized mage kit, the game can use its name to fighter/invoker or fighter/conjurer both in inventory screen and in record screen.
If i try to use another multiclass like fighter/swashbuckler eg. It only works record screen, but inventory screen shows fighter/thief. How can i modify it to show the same in the inventory screen? Opcode 290 not working...

Installation of mods for IE games - important poll!

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Hello fellow adventurers, in order to make installing mods a better experience, I need feedback from you. So no matter if you install 1 mods with 3 components, 5 mods with 25 components or 100 mods with 1000 components, please fill this poll, so I could gather some info about installation of mods for IE games.

https://docs.google.com/forms/d/16dH_cOUmhZ3iPFTwkJS9W_W7mUEr92IWZ9FxeKQb3h4

I would be grateful if this poll will get attention :wink:

The Beaurin Legacy NPC Mod for BGII:EE

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Hello everyone! I would like to introduce:

The Beaurin Legacy Mod for BGII


This modification is currently in English and is only available for SoA at the moment. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district.


Portrait Artist - TamikaProud at DeviantArt

Her statistics are as follows:
Strength - 11
Dexterity - 19
Constitution - 12
Intelligence - 17
Wisdom - 12
Charisma - 16

As of now, the mod has only been tested for BGII:EE but should be able to work for the original Baldur's Gate.

Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated!

You can download the modification here.

Thank you so much for your time and I hope you enjoy the mod. :)

EDIT: I decided to put a face to the NPC.

[Tool] Easy mod installer (WeiDu launcher) for OS X

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This is an app for easy, double-click launching of WeiDU on OS X. It should make mod installation as easy - or easier! - on a Mac as it is in Windows. The app is attached to this post.

https://github.com/subtledoctor/OS-X-Weidu-Launcher/releases

HOW TO USE THIS - FOR PLAYERS:
First, follow steps 1 through AND 3 here (now you can skip step 2!):
http://forum.baldursgate.com/discussion/31155/the-hitchhiker-s-guide-to-installing-mods-on-osx

Then, for step 4, just drop this app into your "resources" directory along with WeiDU and your mods, and double-click it. Choose which mod to install from the list. It will open up the Terminal and start the WeiDU installer for that mod. Just follow the prompts.

After the first mod is done and you have "typed enter to exit" in Terminal, just run this app again and you can install a second mod. Just use this app every time, for each mod you want to install - simple!

PLEASE NOTE: This app does NOT display your mods in any kind of order; do NOT just install them from top to bottom in the dialog box. Mod install order matters greatly with BG. It's not like Oblivion/whatever game where you can just check a box to 'enable' a mod. It's more like *layering* mods on top of each other. Think of a pizza: if you layer the ingredients out of order (cheese on the bottom?) it just doesn't work.

So, I highly recommend planning ahead. Get all the mods you want to use, read up about them and about BG mod install orders. Maybe find the latest "BiG World Guide" .pdf that has installation notes for getting literally hundreds of mods to work together. Then write out the list, in order, so you can keep track as you go. That is kind of anal, but it is worth it in the end, because most people end up going through this process more than once (because they reinstall mods that are updated, or because they get the bug and end up finding more and more mods they want to try).


NOTE FOR MODDERS::
This app can take the place of the dedicated "setup-X.command" scripts found in (e.g.) some of G3's Mac-packaged mods. One of my goals is to make *your* life easier, by simplifying mod packaging. All the player needs is a single copy of this app, a single generic copy of Weidu, and your .tp2 and mod folder. You don't need to do anything specific to the Mac OS, unless your mod uses some special tool like OggDec (and my understanding is that even those audio-handling tools are now cross-platform). With most mods out there, you can really just make a single package for your mod download, rather than one for each OS.

Feel free to include this app in your mod package instead of a .command installer script. It's open-source, I don't mind it being re-distributed, altered, improved, whatever. As long as you don't claim you invented it, it's all good.
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