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Request Modfile for Android BGEE

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Hi @Xhoblaim, and welcome to the forum. Just layout your request for the mods you want included in this discussion. If the mod(s) have multiple components, then make sure you list the components that you want. Just check the version of BGEE that you have to make sure it is v1.3.2070. If you can, layout the mods within a 'Spoiler', located under the reverse IP (actually a Paragraph Marker) icon in the comment tools, or use 'Attach File' (the icon that looks like a page with a bent corner) to upload a text file with the list. What device and version of Android will this be going onto? Hope that helps Gus

basic item changes to make multi play through s less annoying.

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all potions / wands no longer have charges aka you only need 1 per tune so you dont need to carry the world around with you... got sick of having an entire inventory of pots on each char and not being able to move due to pots.some basic item upgrades some from bg2 like the big metal unit but changed to werewolf so u dont have to take the armor off all the time to fit through doors and able to cast. one of the +5 wants from the game that was unused re worked it for magic missile wands. removed fear from duralags goblet it was rather pointless being as ring of free action negates it. or other fear ward items etc but healing potions are a very small portion of the game and being as u can only use potions on a cool down and your already poping str pots etc etc etc very minor change. horn of kazrogoth removed the charges from it very good item but it deals dmg to you pentaly anuf for the bonus its giving u so having it dis pear is annoying wasn't a big fan of charges in general u find something good u want to make use of it. most of the images speak for them selves.

A Simple XP cap remover. Now compatible with Siege of Dragonspear!

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Updated post with information about the new file added by Siege of Dragonspear. Thanks to @Avenger_teambg for pointing out the new file :)

Just download the file attached to this post. And now that I've given the download links, let's have some instructions and a word of warning. XP Cap in BG:EE is controlled by three files: XPCAP.2DA STARTARE.2DA STARTBP.2DA Siege of Dragonspear added a new file to the mix: SODSTRTA.2DA Actually this had me scratching my head when I tried to make a simple XPCap remover as modifying XPCAP.2DA has always been enough. In BG:EE's case changing just the XPCAP.2DA did not remove the cap, so I went on looking for the cause. STARTARE.2DA and STARTBP.2DA control the starting conditions of the main quest and Black Pits, respectively, controlling among other things your starting position, starting XP and XP Cap for that campaign, proving that the new EE engine is able to deal with multiple campaigns with their own individual limits. The release of SoD made it clear there was something new as modifying the original 3 files from the EE didn't remove the cap in the expansion. Thanks to a post by @Avenger_teambg pointing out wich file it was, it was quite seimply to remove the cap there as well. The game has all the tables up to level 40 BUT there are no HLAs (High Level Abilities) present. That means that if somehow you reach a level where you'd normally get an HLA you have to hit ENTER on the character screen to skip that. If you want to change the XP Cap to any other fixed value all you have to do is edit the 2DA files and change the -1 into whatever value you want. Actually you can also change the starting XP in the main quest and Black Pits as well. Just change START_XP from 0 to the value you want in both STARTARE.2DA and STARBP.2DA. To remove or change the cap in SoD you need to edit SODSTRTA.2DA. Notice you'll need a text editor to change the file such as Editpad Lite. The game will not recognize the 2DA files if they're converted to Rich Text Files or Word Documents. So you must be asking yourself how to make it work. It's very simple. Just copy the four files into your override folder. If you don't have one, create one in the same place the movies and scripts folders are located (usually bgee installation path/data/00766), In my computer, for instance, it would be placed in C:\Games\Baldur's Gate Enhanced Edition\Data\00766 If you are a Steam user, the default override folder path would look something like this: C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

Exp Cap Remover - iPad (via WeiDu?)

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Hello folks, I have recently begun playing BG:EE for the first time on iPad through purchasing on the app store and decided to play it as 3 PCs with no companions. I enjoy the game moreso with full control over class/abilities and with less dialogue. My main issue is that my usual playstyle of sandbox the game and do all optional things as early as possible has my 3-main party level capped with 161k exp. This roadblock occurred in the basement of Durlag's tower where not only is there a rich amount of exp, but also no way out. I have attempted to utilize Luke93's iPad modding guide and successfully made it to the stage where I can create .bg1data files to send and open with Baldur's Gate; files which the game recognizes and allows me to copy to the app - however, none of the attempts to get an xp cap remover have worked. All exp earned after implementation of override folder with cap within yields 161k still going strong. I have since downloaded WeiDu and due to my (incredible) lack of experience with anything like it, I am in over my head. I attempted to follow a few guides from Subtledoctor and on how to use the mac mod installer - but even the youtube video provided was of no help as my game file is different due to it being downloaded and unzipped from the app store. I am in way over my head and have put too much time into this to give up and play level capped and limp dick. I really need assistance with: 1. The easiest non-jailbreak iPad xp cap remover 2. WeiDu mods if option 1 is not available 3. a step by step guide (preferably video or via messenger) on exactly how to do this, something I'd pay $$$ for, quite honestly. If only I could pay beamdog to remove the cap or add an option, hell, I'm sure players would pay $x.xx for an app store add-on to do so - I know I would. So that concludes my plea for assistance - I currently have tweaks anthology downloaded (holy files I know not what to do with), WeiDu and Mac mod installer (scared to open them because it is so far beyond my understanding), and using Mac OSX.

[MOD] Smooth Selling v1.3

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Current version: 1.3 This mod aims to make it easier and less time-consuming to perform common tasks in stores and item bags, such as selling or moving whole stacks of items. Features:
  • [Store UI] Single-clicking a stack of items in the Sell pane selects the whole stack (this includes selling items from bags)
  • [Item Bag UI] Single-clicking a stack of items (in either pane) selects the whole stack
  • [Choose Amount UI] The default split stack item amount is set to 1 consistently
  • [Choose Amount UI] Pressing Enter closes the window and selects the specified amount
  • [Choose Amount UI] Closing the window with Escape or Cancel deselects the item
You can add these changes by making the following edits to the UI.menu file (which you can export from NearInfinity):
1. Find this code segment:
		action
		"
			local cnt = tonumber(itemRequestAmt)
			Infinity_PopMenu()
			if(cnt and cnt > 0 and cnt <= requester.requesterMax) then
				requester.requesterFunc(cnt)
			end
		"</code>
Insert before the above code segment:
		on return
2. Find this code segment:
		action
		"
			if store.storeItems[storeItemsVar].clickable == 1 then
				if not storeScreen:IsCloseBagButtonClickable() or store.storeItems[storeItemsVar].valid == 1 then
					local highlight = true
					if(store.storeItems[storeItemsVar].highlight == 1) then highlight = false end
					storeScreen:SelectStoreItem( storeItemsVar - 1,  highlight)
				end
			end
		"
		actionalt
		"
			showItemDescription(store.storeItems[storeItemsVar].item, 1)
		"
		actionDbl
		"
			if store.storeItems[storeItemsVar].clickable == 1 then
				if not storeScreen:IsCloseBagButtonClickable() or store.storeItems[storeItemsVar].valid == 1 then
					local maxCount = store.storeItems[storeItemsVar].maxCount
					if(maxCount > 1) then
						popupRequester(maxCount, storeSplitStack, false)
					end
				end
			end
		"
Replace the above code segment with:
		action
		"
			if store.storeItems[storeItemsVar].clickable == 1 then
				if not storeScreen:IsContainer() then
					if not storeScreen:IsCloseBagButtonClickable() or store.storeItems[storeItemsVar].valid == 1 then
						local highlight = true
						if(store.storeItems[storeItemsVar].highlight == 1) then highlight = false end
						storeScreen:SelectStoreItem(storeItemsVar - 1,  highlight)
					end
				elseif (store.storeItems[storeItemsVar].highlight == 1) then
					storeScreen:SelectStoreItem(storeItemsVar - 1,  false)
				else
					storeScreen:SelectStoreItem(storeItemsVar - 1,  true)
					local count = store.storeItems[storeItemsVar].item.count
					local stock = store.storeItems[storeItemsVar].numInStock
					if (count > 1) then
						storeScreen:SetStoreItemCount(storeItemsVar - 1, count)
					elseif (stock > 1) then
						storeScreen:SetStoreItemCount(storeItemsVar - 1, stock)
					end	
				end
			end
		"
		actionalt
		"
			showItemDescription(store.storeItems[storeItemsVar].item, 1)
		"
		actionDbl
		"
			if store.storeItems[storeItemsVar].clickable == 1 then
				if not storeScreen:IsCloseBagButtonClickable() or store.storeItems[storeItemsVar].valid == 1 then
					local maxCount = store.storeItems[storeItemsVar].maxCount
					if(maxCount > 1) then
						popupRequester(maxCount, storeSplitStack, false)
						storeScreen:SelectStoreItem(storeItemsVar - 1, false)
					end
				end
			end
		"
3. Find this code segment:
		action
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				local selected = true
				if(store.groupItems[storeGroupItemsVar].highlight == 1) then selected = false end
				storeScreen:SelectGroupItem( storeGroupItemsVar - 1,  selected)
			end
		"
		actionalt
		"
			showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
		"
		actionDbl
		"
		if(store.groupItems[storeGroupItemsVar].item.isBag == 1) then
			showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
			itemDescLeftButtonAction()
		else
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				local count = store.groupItems[storeGroupItemsVar].item.count
				local stock = store.groupItems[storeGroupItemsVar].numInStock
				if(count > 1) then
					popupRequester(count, groupSplitStack, true)
				elseif stock > 1 then
					popupRequester(stock, groupSplitStack, true)
				end	
			end
		end
		"
Replace the above code segment with:
		action
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				if (store.groupItems[storeGroupItemsVar].highlight == 1) then
					storeScreen:SelectGroupItem(storeGroupItemsVar - 1,  false)
				else
					storeScreen:SelectGroupItem(storeGroupItemsVar - 1,  true)
					local count = store.groupItems[storeGroupItemsVar].item.count
					local stock = store.groupItems[storeGroupItemsVar].numInStock
					if (count > 1) then
						storeScreen:SetGroupItemCount(storeGroupItemsVar - 1, count)
					elseif (stock > 1) then
						storeScreen:SetGroupItemCount(storeGroupItemsVar - 1, stock)
					end
				end
			end
		"
		actionalt
		"
			showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
		"
		actionDbl
		"
			if(store.groupItems[storeGroupItemsVar].item.isBag == 1) then
				showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
				itemDescLeftButtonAction()
			else
				if store.groupItems[storeGroupItemsVar].valid ~= 0 then
					local count = store.groupItems[storeGroupItemsVar].item.count
					local stock = store.groupItems[storeGroupItemsVar].numInStock
					if(count > 1) then
						popupRequester(count, groupSplitStack, false)
					elseif stock > 1 then
						popupRequester(stock, groupSplitStack, false)
					end
					storeScreen:SelectGroupItem(storeGroupItemsVar - 1, false)
				end
			end
		"
4. Find this code segment:
		action
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				local selected = true
				if(store.groupItems[storeGroupItemsVar].highlight == 1) then selected = false end
				storeScreen:SelectGroupItem( storeGroupItemsVar - 1,  selected)
			end
		"
		actionalt
		"
			showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
		"
		actionDbl
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				local count = store.groupItems[storeGroupItemsVar].item.count
				local stock = store.groupItems[storeGroupItemsVar].numInStock
				if(count > 1) then
					popupRequester(count, groupSplitStack, true)
				elseif stock > 1 then
					popupRequester(stock, groupSplitStack, true)
				end	
			end
		"
Replace the above code segment with:
		action
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				if (store.groupItems[storeGroupItemsVar].highlight == 1) then
					storeScreen:SelectGroupItem(storeGroupItemsVar - 1,  false)
				else
					storeScreen:SelectGroupItem(storeGroupItemsVar - 1,  true)
					local count = store.groupItems[storeGroupItemsVar].item.count
					local stock = store.groupItems[storeGroupItemsVar].numInStock
					if (count > 1) then
						storeScreen:SetGroupItemCount(storeGroupItemsVar - 1, count)
					elseif (stock > 1) then
						storeScreen:SetGroupItemCount(storeGroupItemsVar - 1, stock)
					end
				end
			end
		"
		actionalt
		"
			showItemDescription(store.groupItems[storeGroupItemsVar].item, 1)
		"
		actionDbl
		"
			if store.groupItems[storeGroupItemsVar].valid ~= 0 then
				local count = store.groupItems[storeGroupItemsVar].item.count
				local stock = store.groupItems[storeGroupItemsVar].numInStock
				if(count > 1) then
					popupRequester(count, groupSplitStack, false)
				elseif stock > 1 then
					popupRequester(stock, groupSplitStack, false)
				end
				storeScreen:SelectGroupItem(storeGroupItemsVar - 1, false)
			end
		"
And... you're done. Enjoy!

Question: Can I make a button that stays silent when the player clicks it?

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Is there an attribute that I can add to a UI button that makes it so that the button doesn't emit the default 'click' sound when the player presses it? Thanks!

[MOD] Better Quick Loot v1.7

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Version 1.7 I've made an improved version of the quick loot bar, with the following changes:
  • Turned the quick loot bar into a compact, easy-to-navigate panel
  • Can be opened and closed via a hotkey (default: E)
  • When the quick loot panel is opened, it appears right next to the mouse cursor so you can start looting immediately
  • Added encumbrance indicator
  • New page indicator shows the current page number as well as the page total
  • Previous/next page buttons only become highlighted when appropriate, they're otherwise greyed out
  • Scrolling the mouse wheel over the quick loot panel scrolls between the item pages
You can install this mod to your game by following these steps: 1. Download the zip file from the bottom of this post and unpack its contents into your override folder. 2. Open up the UI.menu file. Search for the line "toggle groundItemsButtonToggle" and delete the button section that contains it. Replace it with the following code:
-- BEGIN BETTER QUICK LOOT INIT 1.7 button { area 21 12 32 32 bam ROUNDBUT scaleToClip toggle groundItemsButtonToggle tooltip "Quick Loot" action " if(groundItemsButtonToggle == 1) then worldScreen:StartGroundItems() setQuickLootPosition(true) else worldScreen:StopGroundItems() end " actionAlt " if(groundItemsButtonToggle == 1) then worldScreen:StartGroundItems() setQuickLootPosition(true) else worldScreen:StopGroundItems() end " } button { area 21 12 0 0 on e toggle groundItemsButtonToggle action " Infinity_PlaySound('GAM_09') if(groundItemsButtonToggle == 1) then worldScreen:StartGroundItems() setQuickLootPosition() else worldScreen:StopGroundItems() end " } -- END BETTER QUICK LOOT INIT
3. Search for the menu section with the name "WORLD_QUICKLOOT" and delete the entire menu section. Replace it with the following code:
-- BEGIN BETTER QUICK LOOT MAIN 1.7 menu { name 'WORLD_QUICKLOOT' align center center ignoreEsc onClose " mouseOverQuicklootContainer = nil " label { area 0 0 422 132 rectangle 0 actionScroll "scrollQuickLootItems()" } label { area 341 16 68 100 encumbrance actionScroll "scrollQuickLootItems()" } label { area 330 53 37 27 mosaic A0BQAR opacity 220 actionScroll "scrollQuickLootItems()" } label { area 273 54 65 24 text lua "getQuickLootPageText()" text style "label" align center center actionScroll "scrollQuickLootItems()" } label { area 283 8 45 48 bam A0BQSV10 sequence 0 frame 1 opacity 180 actionScroll "scrollQuickLootItems()" } label { area 283 76 45 48 bam A0BQSV10 sequence 1 frame 1 opacity 180 actionScroll "scrollQuickLootItems()" } button { area 283 8 45 48 bam A0BQSV10 sequence 0 enabled "worldScreen:GroundScrollEnabled(-1)" action " worldScreen:OnGroundScroll(-1) " actionScroll "scrollQuickLootItems()" } button { area 283 76 45 48 bam A0BQSV10 sequence 1 enabled "worldScreen:GroundScrollEnabled(1)" action " worldScreen:OnGroundScroll(1) " actionScroll "scrollQuickLootItems()" } button { area 13 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(0,'name')" tint lua "getGroundItemProperty(0,'tint')" icon lua "getGroundItemProperty(0,'icon')" count lua "getGroundItemProperty(0,'count')" usages lua "getGroundItemProperty(0,'usages')" action "groundItemClick(0)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(0,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 67 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(1,'name')" tint lua "getGroundItemProperty(1,'tint')" icon lua "getGroundItemProperty(1,'icon')" count lua "getGroundItemProperty(1,'count')" usages lua "getGroundItemProperty(1,'usages')" action "groundItemClick(1)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(1,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 121 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(2,'name')" tint lua "getGroundItemProperty(2,'tint')" icon lua "getGroundItemProperty(2,'icon')" count lua "getGroundItemProperty(2,'count')" usages lua "getGroundItemProperty(2,'usages')" action "groundItemClick(2)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(2,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 175 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(3,'name')" tint lua "getGroundItemProperty(3,'tint')" icon lua "getGroundItemProperty(3,'icon')" count lua "getGroundItemProperty(3,'count')" usages lua "getGroundItemProperty(3,'usages')" action "groundItemClick(3)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(3,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 229 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(4,'name')" tint lua "getGroundItemProperty(4,'tint')" icon lua "getGroundItemProperty(4,'icon')" count lua "getGroundItemProperty(4,'count')" usages lua "getGroundItemProperty(4,'usages')" action "groundItemClick(4)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(4,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 13 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(5,'name')" tint lua "getGroundItemProperty(5,'tint')" icon lua "getGroundItemProperty(5,'icon')" count lua "getGroundItemProperty(5,'count')" usages lua "getGroundItemProperty(5,'usages')" action "groundItemClick(5)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(5,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 67 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(6,'name')" tint lua "getGroundItemProperty(6,'tint')" icon lua "getGroundItemProperty(6,'icon')" count lua "getGroundItemProperty(6,'count')" usages lua "getGroundItemProperty(6,'usages')" action "groundItemClick(6)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(6,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 121 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(7,'name')" tint lua "getGroundItemProperty(7,'tint')" icon lua "getGroundItemProperty(7,'icon')" count lua "getGroundItemProperty(7,'count')" usages lua "getGroundItemProperty(7,'usages')" action "groundItemClick(7)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(7,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 175 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(8,'name')" tint lua "getGroundItemProperty(8,'tint')" icon lua "getGroundItemProperty(8,'icon')" count lua "getGroundItemProperty(8,'count')" usages lua "getGroundItemProperty(8,'usages')" action "groundItemClick(8)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(8,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 229 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(9,'name')" tint lua "getGroundItemProperty(9,'tint')" icon lua "getGroundItemProperty(9,'icon')" count lua "getGroundItemProperty(9,'count')" usages lua "getGroundItemProperty(9,'usages')" action "groundItemClick(9)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(9,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } } ` function setQuickLootPosition(buttonPress) local x,y = Infinity_GetMousePosition() if (buttonPress) then x = x - 39 else x = x + 26 end y = y - 66 local screenWidth,screenHeight = Infinity_GetScreenSize() if (x < (-screenWidth+422)/2 + 10) then x = (-screenWidth+422)/2 + 10 else if (x > (screenWidth+422)/2 - 432) then x = (screenWidth+422)/2 - 432 end end if (y < (-screenHeight+132)/2 + 10) then y = (-screenHeight+132)/2 + 10 else if (y > (screenHeight+132)/2 - 182) then y = (screenHeight+132)/2 - 182 end end Infinity_SetOffset('WORLD_QUICKLOOT',x,y) local i = 0 while (worldScreen:GroundScrollEnabled(i-1)) do i = i - 1 end worldScreen:OnGroundScroll(i) end function scrollQuickLootItems() if scrollDirection > 0 then if worldScreen:GroundScrollEnabled(-1) then worldScreen:OnGroundScroll(-1) end elseif scrollDirection < 0 then if worldScreen:GroundScrollEnabled(1) then worldScreen:OnGroundScroll(1) end end end function getQuickLootPageText() local prev = 0 while (worldScreen:GroundScrollEnabled(-prev-1)) do prev = prev + 1 end local next = 0 while (worldScreen:GroundScrollEnabled(next+1)) do next = next + 1 end return (prev+1) .. "/" .. (prev+next+1) end ` -- END BETTER QUICK LOOT MAIN
4. Finally, we need to avoid the quick loot bar repositioning itself whenever the message box is resized, as per the original behavior. Find the following line and either delete it or comment it out with --: Infinity_SetOffset('WORLD_QUICKLOOT',0, -toolbarTop) Customization:
  • You can edit the line "on e" to change the quick loot hotkey.
  • If you're using a language other than English, you can edit the line tooltip "Quick Loot" with the appropriate translation for the quick loot button's tooltip.

[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms

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EEUITweaks User Interface Mods Collection Version 2.6

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip


[v1.9.35] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: - Hit Die: d6 - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - May cast one additional spell per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

STAT BONUS TABLES

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.

[mod] Valygar Friendship

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I'd like to announce that my old La'Valygar was improved and became part of NPC IEP mod series. Here's the original announcement info:
We are happy to announce that NPC Interaction Expansion Project (IEP), a grand endeavour to uplift non-romancing relationships with Bioware NPCs to the high quality standards set by modern mods in regard of depth and complexity, has been expanded once again now adding Valygar to its fold. An old La'Valygar project got revived, enhanced, edited and renamed by fluke13, Lava Del'Vortel and Jastey, turning into a full-fledged Valygar Friendship. With this mod installed, you should be able to experience up to 12 dialogues in SoA and up to 5 dialogues in ToB. Note that the mod has changed greatly when compared to its previous incarnation. The most prominent changes from La'Valygar project are additional proofreading and editing, new talks, and improvements to the old ones. Download Forum
Enjoy!

Text Errors for Companion Mods

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After the 2.5 or whatever update I found that the text for all my companion mods had gone screwy. I use the mac steam version and I deleted and reinstalled all my Baldur's Gate 1 files and downloaded and installed the mods using the install, while also (I think) running Modmerge since I have Siege of Dragonspear. Anyone else having any problems like this?

Question about ARP Mod (Almateria's Restoration Project Component - Final Slayer Dream)

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I was reading up it had a chapter code issue, but was it resolved recently? Also concerning canon, but does such a restoration fit with the story? I was always wondering about that.

The New UI System: How to Use It

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If you’re reading this guide, it’s because you want to know how the new UI system works and how you can make use of it to create your own UI layouts. Happily, the UI system created for v2.0 of the Infinity Engine is a lot more friendly to modification than the old system of CHU files.

What you'll need:

• A good text editor (I recommend Sublime Text) • A keyboard with working F5 and F11 keys • A desire to create stunning UI layouts It also doesn't hurt to familiarize yourself with the Lua programming language, but it's not absolutely necessary. (If you want to know more about the Lua programming language, I highly recommend this guide as a one-stop shop for everything you'd want to know. Google is your friend.) It's very important to save and back up your work often. There may be occasional hiccups that can corrupt your UI.menu, which can ruin hours of hard work if you're not careful.

Guide Index

1. UI Edit Mode and the F11 key 2. Changing Game Fonts 3. An Introduction to UI.menu 4. UI Sample: Classic-Style Character Sheet 5. Using PNGs Instead of MOS Files 6. Using Lua in UI.menu In each section, I’ll start with the basics, and then provide a short tutorial on how to do something specific. If after reading through the entire guide you have questions about how to do something, please don’t hesitate to ask. I’ll do my best to answer your questions, or to find the answers out from our programmers.

Pet peeves and small adjustments to your game (tiny mod included)

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I was wondering what pet peeves people had in the IE game and small adjustments they make on their own game. One of mine is the opening cutscene in bgee - it always annoyed me that Gorion wouldn't first try to protect his ward, who incidently would very likely die if it weren't for a magical min hp1 spell cast on charname before the battle. So I made a tiny tweak to "correct" that and remove the min hp spell. Would be interesting to know what other minor things annoy people. Cheers

NearInfinity creating weapon with life drain

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Hi everyone. I am trying to create melee weapon with life drain. I started with creating new item base on The World's Edge and from there I added the abilities to melee effect from The Vampire's Revenge. I switch targeting of current HP bonus with damage effect and save it in override dir. Unfortunately bonus damage and healing effect does not appear when I use weapon. Did anyone try to do something similar thing or maybe some of you have idea how to fix this problem? I would be grateful for any piece of advise.

Baldur's Gate Arms and Armour Emporium

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Hello I am looking for some moral support in making some new Baldur's Gate content (instead of feeling like a troglodyte). The idea: Baldur's Gate should have a proper arms and armour shop in the trade district (seems weird without one eh?). Here is the project so far: Downstairs: Upstairs: Context: More useful information: Custom sound files are already made from this guy's voice for the Dwarven blacksmith: https://www.youtube.com/channel/UCGca03sbLq7OUnXMdvRHyBQ (I didn't ask him I just ripped them off of youtube and made them more 'Baldur's Gate-y' in Audacity). The upstairs sells +2 standard magical weapons and armour and some +1 exotic and rare weapons and armour as well as some other exotic magical equipment. Progress: Currently I am being a lazy bastard and want to talk to people about this project. I feel that I should do a small mod first and get some stuff into the community from my work pile of new Baldur's Gate high quality content. It seems that I must finish up brushing / blending and gutting and adding nice looking arms and armour do-dads from other Infinity Engine games. Such as Baldur's Gate and Baldur's Gate II; I have some appropriate do-dads picked out I just need to work more (Any do-dad suggestions?) Also I want to add a chimney to the roof out side (and I got one picked out): If you like reading: Here is an interesting chunk of additional information: https://www.deviantart.com/withinamnesia/art/Baldur-s-Gate-Arms-and-Armour-Emporium-Level01-751406924

EE Keeper, Updated to v1.0.4

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links

Download

There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer. Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc. The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation. Previous versions of EE Keeper can be found on SourceForge. Download (ZIP) Sorcerers.net mirror (ZIP) Download (EXE Installer) Mac Wineskin Wrapper - Current Version: v1.0.4.0

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility

Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release. Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'. Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find. As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits

Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@egbertTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

iPad to PC save transfer?

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I have given up iPad app installation - yikes in the MF yard it is too much, too variable, and the information is ancient at best. I have acquired Beamdog's version of BG:EE on my PC as I've deemed all hope of iOS to be out the window. I have successfully jailbroken my iPad and used iFunBox to download a copy of all of my save files. How/Where do I put them so that they load in the PC version? Upon utilizing the "open game location" function, I am taken to me/beamdog library/00766. There are data folders and etc but no locatable save files despite starting a new game from scratch and attempting to locate it. I am stuck with 000000001-quick-save-2.bg1save (from iPad) and nowhere to put it. I have no access to files with save in their name.

Android Modfile BG1EE v1.3.2070

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@Guyfives, give this a go. I essentially put together Unfinished Business, some convient mods and some item mods. Below will list the mods themselves used but the WeiDU.log will tell you the components of the mods that have been installed. == BG1EE 1.3.2070 (Android) == BG1 Unfinished Business Companion Animals - Druids Gets Pets as well, Name of Pet - 'Slasha' Chatty Imoen Wandcase Thrown Hammers Distingustable Clubs Barbed Club of Pain Convinient Ammunition Short Sword of Backstabbing Ioun Stone of Charm Protection More Style for Mages Tweaks Anthology aTweaks One Pixel Production v4.0.1 Smart Avatar and Armour Switching To install the mod: - Download the files to your device. - place 'BG1EE 1.3.2070 Android ModFile.zip' into the following folder: 'Android/data/com.beamdog.baldursgateenhancededition/files' - The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like: 'Android/data/com.beamdog.baldursgateenhancededition/files' 'Android/data/com.beamdog.baldursgateenhancededition/files/override' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/save' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/baldur.ini' (File) 'Android/data/com.beamdog.baldursgateenhancededition/files/lang-en_US.zip' (File) and any other folders you may already have like portraits etc. - Delete or move 'BG1EE 1.3.2070 Android ModFile.zip' to another folder on your device (as a backup) You are now ready to test, if the game crashes, then make sure you have moved the modfile as it will clash with the unpacked mod. If the game plays, then you are good to go. Happy Gaming Gus

New Mod Install Tool - feedback request from Modders and Players

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Hello fellow adventurers, this time there won't be any poll. Instead, I need you to tell me about everything related to installing mods via Install Tool. Players: please tell me what you don't like about BWS (yep, GUI sucks) what should be improved and what is missing. Don't write something like "same as BWS, only better", focus on most annoying or important things. Modders: which features related to mod presentation/configuration/maintaining new Install Tool should have? Every feedback will be read and take into consideration but not everything is possible :smile: You can also come to Discord Channel https://discord.gg/xbMzNAp and have discussion EDIT: New, working Discord invite
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