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Android Modfile BG2EE v1.3.2064

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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. == BG2EE 1.3.2064 (Android) == BG2 Unfininshed Business v2.6 Companion Animals - Druids Gets Pets as well, Name of Pet - 'Slasha' Wandcase Thrown Hammers Useful Plot Items for BG2EE 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 'BG2EE 1.3.2064 Android ModFile.zip' into the following folder: 'Android/data/com.beamdog.baldursgateiienhancededition/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.baldursgateiienhancededition/files' 'Android/data/com.beamdog.baldursgateiienhancededition/files/override' (folder) 'Android/data/com.beamdog.baldursgateiienhancededition/files/save' (folder) 'Android/data/com.beamdog.baldursgateiienhancededition/files/baldur.ini' (File) 'Android/data/com.beamdog.baldursgateiienhancededition/files/lang-en_US.zip' (File) and any other folders you may already have like portraits etc. - Delete or move 'BG2EE 1.3.2064 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, tehn you are good to go. Happy Gaming Gus

Scaling individual portions of the ui

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Hello, maybe someone can help me to get more insight on how the ui is tied to the resolution or to be more precise camera distance. I prefer to play with scaled ui just because the camera distance is closer to the action. I know that you can zoom in and out, but `cutscenes´ on unscaled fhd resolution are too far zoomd out for my taste. How could i shrink the ui to unscaled size but keep the close locked camera distance? The Dragonspear UI++ by Pecca showed me that it is somehow doable to scale individual parts (Portraits can be made bigger). I currently use the EET SOD Gui by the way. I would like to resize it smaller or use the unscaled option but bring the locked camera up closer. Also could i edit out the icons in the bottom right?

ACTION_READLN - it's bad for players and you mods

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Hi, The famous weidu ACTION_READLN function is most evil thing when it comes to deal with automated mod installation. Lucky, some modders already declared the will to remove ACTION_READLN like AstroBryGuy for BG1NPC. What is wrong with ACTION_READLN? Let me demonstrate an example: Mod: Worldmap, currently as TOP1 at SHS downloads -user can't choose those two choices which exist Original Travel Times and Area Visibility / Revised Travel Times and Area Visibility Large Worldmap 4900x3500 / Huge Worldmap 8000x4600 -installation will be paused and wait for manual user input -impossible to save such mod configuration so every installation, user need to repeat providing manual input, can't use weidu commandline -player complains: "I cannot select Worldmap mod choices and the installation is paused!" Calling "Rise Dead" for selected Modders who have used ACTION_READLN: @Tash @wisp @Pecca @argent77 @jastey @berelinde @Ulb @LavaDelVortel If you are interested how to remove ACTION_READLN from you mod In order to not duplicate discussion, please go to: http://gibberlings3.net/forums/index.php?showtopic=29708 read proposed solutions and if possible, provide feedback. If you don't have account at G3, you can provide feedback here.

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!! https://github.com/UnearthedArcana/Scales_of_Balance/releases This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months: - Item/Weapon Overhaul (in 5 parts) - Weapon Proficiency Overhaul (in 4 parts) - Saving Throw Overhaul - Stat bonus tweaks (in 2 parts) - Hit dice tweaks (2 options) - XP tweaks (in 2 parts) - Magic Resistance Overhaul That's it! Full Readme: https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md ... If you like the SoB cleric and druid kits, you can still find those at the link for v4.3: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2 But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :) Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks. Cheers! Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods: Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad): https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt): https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest Might & Guile (warrior & rogue tweaks and kits, by me!): https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues NPC_EE (add any kit to any NPC): https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone --------------------------------------------------- [spoiler] HUGE UPDATE! Version 3, finally! I can't fit the whole changelog in this post, you can read it here: http://forums.beamdog.com/discussion/comment/642866/#Comment_642866 DOWNLOAD: IGNORE the files attached to this post, they are very much out of date. Get the mod here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4 (Click "Source code (zip)") README: You can read all about the mod components here: https://dl.dropboxusercontent.com/u/86011511/README-SoB.html What is this? This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits. This is all about improving gameplay. I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs. I try to make this as compatible as possible with other mods. Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them. Everything is completely optional. You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't. A very general idea of what the mod contains (not in this order): 1) Basic game tweaks. These components modify the following: - reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5) - slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables - an overhaul of the weapon proficiency system - minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes - revised kensai kit that actually specializes in one weapon class, like the description says - MAJOR revisions to druid shapeshifting - wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system - MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique 2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources. - 2 new fighter kits (Corsair, Marksman) - 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger) - 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer) - 2 new druid kits (Purifier, Elementalist) - 2 new thief kits (Scout, Sniper) - 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil) - 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more) 3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler] A note on installation: - Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

BGEE Leveled Spawns Mod - v0.3 [UPDATED 2014-12-27]

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BGEE Leveled Spawns Mod - Version 0.3 (UPDATED 2014-12-27) BGEE Leveled Spawns replaces the default spawns with spawns that scale in difficulty with the average level of the party. Each spawn point will spawn groups of 1-6 creatures, depending on party level and creature strength. The user can select the time interval between spawnings as well as the probability that a triggering of a spawn point will result in that point being populated. This mod is based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod (http://readme.spellholdstudios.net/BGTTweakReadme.htm). However, the spawn point scripts have been greatly simplified. First, party-size checks have been removed. Level checks above 12th level have also been removed. Additional inspiration has come from the Tutu spawn system by CamDawg and the EasyTutu Spawn Randomizer by Maccready. DOWNLOAD: http://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.3 OPTIONS Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options: [1] 4 HOURS of game time between spawnings [2] 8 HOURS of game time between spawnings [3] 16 HOURS of game time between spawnings [4] 1 day of game time between spawnings [5] 2 days of game time between spawnings [6] 4 days of game time between spawnings [7] 7 days of game time between spawnings [8] 10 days of game time between spawnings [9] 14 days of game time between spawnings [0] 1000 days of game time between spawnings Notes:
  • A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs.
  • A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point). This is to prevent overly large groups of spawns from accumulating, especially those that are not automatically hostile (e.g., bears).
  • Game default behavior is to require at least 16 hours to pass before a spawn point is reset. Option 3 should match that timing most closely.
  • 1000 days effectively ensures that each spawn point will trigger at most once during the game.
Spawning Probability: When a spawn point triggers, this probability controls whether or not the spawn point is populated. The user has the following spawning probability options: [1] 10% chance of spawning [2] 20% chance of spawning [3] 35% chance of spawning [4] 50% chance of spawning [5] 65% chance of spawning [6] 75% chance of spawning [7] 85% chance of spawning [8] 90% chance of spawning [9] 95% chance of spawning [0] 100% chance of spawning Notes:
  • If you set a low spawn % and a long time between spawns, you will see very few spawns.
  • If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed.
  • Game default spawn percentages are 85% in most areas, with 100% in certain areas like Firewine Ruins.
INSTALLATION Windows On successful extraction, there should be an bgeespawn folder and a setup-bgeespawn.exe file in your game folder. To install, simply double-click setup-bgeespawn.exe and follow the instructions on screen. Run setup-bgeespawn.exe in your game folder to reinstall, uninstall or otherwise change components. Mac OS X If properly extracted, you should have a bgeespawn folder, setup-bgeespawn, and setup-bgeespawn.command in your game's main directory folder. To install, simply double-click setup-bgeespawn.command and follow the instructions on screen. Linux Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your BG installation directory, run 'tolower' and answer Y to both queries. Run WeInstall setup-bgeespawn in your game folder to install the mod. COMPATIBILITY BGEE Leveled Spawns Mod is coded using WeiDU and does not overwrite any files. It should be compatible with most other (WeiDU) mods. The mod is compatible ONLY with BGEE. ACKNOWLEDGEMENTS Based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod by Ascension64. http://readme.spellholdstudios.net/BGTTweakReadme.htm Additional inspiration drawn from the Tutu spawning system by CamDawg and the EasyTutu Spawn Randomizer by Maccready. http://www.usoutpost31.com/easytutu/ TOOLS USED The BGEE Leveled Spawns Mod was created using the resources provided by the IESDP (http://iesdp.gibberlings3.net/) and with the following software: Near Infinity https://github.com/Argent77/NearInfinity WeiDU http://www.weidu.org TextWrangler http://www.barebones.com/products/textwrangler/ sed, awk, bash https://www.gnu.org/software/ LEGAL INFORMATION This mod is not developed, supported, or endorsed by BioWare, Black Isle Studios, Interplay Entertainment Corp., the Wizards of the Coast, Overhaul Games or Beamdog. All other trademarks and copyrights are property of their respective owners. HISTORY Version 0.3: Added notes on game defaults, updating spawn trigger reset timings and spawn probabilities Version 0.2: Install bug fixes, update spawn trigger reset timings. Version 0.1: Initial public release

Fade v4.0 with ToB released!

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After an extended standstill, the Fade NPC returns with a new writer (Kai of Candlekeep) and a new maintainer (Lava Del'Vortel) to bring you the final instalment of the story! The new version of the mod incudes ToB content originally prepared by Mistress Elysia, as well as additional content by the new maintainers. It also includes a myriad of bugfixes, a new gift in SoA, EE compatibility, banters with EE characters, optional "Fade as a shadowdancer" component, Romantic Encounters crossmod, a brand new portrait by Lesatho and more! "Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else…" Related links: http://www.shsforums.net/files/file/1083-fade/ http://www.shsforums.net/forum/322-fade/

refresh all spells/innate abilities/quick items slots without resting

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Hi all, I would like to find a way to refresh my spells/innate/items abilities without the need to rest (and lost 8 hours of time.) Maybe I could make it it with my character script ? thank you

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello, As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE. First introduction. [spoiler] @Gotural , @Blackraven , As announced, please find attached a first package for your beta test expertise. As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten. The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself. Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself) The various deployed objects are, by order of priority, - a patched version of an EE file - a copy of the original mod if totally new and acceptable - a copy and patched version of the original mod (because this is often required) Sometimes I used a modified inlined script rather than the original mod bcs/baf though. When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures). That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things. Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s). Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod. I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop. For this alpha20 for BG2EE only, you will find - the UTF-8 translation stuff that triggers when you install your first component (no matter which one). - As announced Improved Ilyich (a lot of work - more on this below) - Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation) - a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...) - the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested. I had the time to test almost... nothing. I verified the kit and I tested the Improved Ilyich which is the largest piece. I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one). I would appreciate if you could test 1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions. 2) dialog with Ilyich (I did test it but a confirmation would be nice). 3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead). 4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless). Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok. Comments, Insults, Suggestions: your turn. [/spoiler] Content // WIP [spoiler] The current package includes: - Improved Ilyich Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves. - The Ritual Original version converted to BG2EE with several fixes. - Improved Torgal Original version with many fixes - installed in patch mode. - Improved Sahuagin City Original version converted to BG2EE - modifications in patch mode. - Improved Bodhi Original version converted to BG2EE + fixes and modifications. - Improved Irenicus Original version converted to BG2EE + fixes and modifications. - Improved Guarded Compound Original version + fixes. - Improved Twisted Rune Original version + fixes. - "Kuroisan", the Acid Kensai Original version converted to BG2EE. - "Red Badge" Poison-Based Encounter Original version converted to BG2EE with patches. - Gebhard Blucher's Improved Mae'Var Original version with minor enhancements. - Gebhard Blucher's Lich in the Docks Original version slightly modified and converted to BG2EE. - Gebhard Blucher's Improved Demon Knights Original version slightly modified for a better deployment on BG2EE. Slightly altered AI. - Kensai Ryu's Tougher Kangaxx Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both. - Kensai Ryu's Gnome Fighter/Illusionist in the Docks Original version slightly modified and converted to BG2EE. - Kensai Ryu's Improved Crypt King Original version with a slightly altered AI. - Ishan's "Always Toughest Random Spawns in Dungeons" Original scope but rewritten and modified to select your own values. - Gebhard Blucher's Random City Encounters Original version with patches. - Kensai Ryu's Random Wilderness Encounters Original version with many fixes. - Improved Undead Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. - Gebhard Blucher's Improved Mind Flayers Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched. - Smarter Dragons Original version slightly modified. - Smarter Beholders Altered version with a few minor tweaks. - Smarter Vampires Original version. - Smarter Mages Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour). - Slightly Smarter Golems Original and Altered version to more selectively modify the appropriate golems. - Göran Rimén's Improved Nymph Original version. - Kensai Ryu's Improved Copper Coronet Original version (just twelve additional foes, no script - not the real KR version as in DSoA). - SimDing0's Improved Oasis (obsolete) Original version in patch mode. Do not use that version, use the full version from QuestPack instead. - Mike Barnes's Improved Small Teeth Pass Original version in patch mode. - Mike Barnes's Improved North Forest Original version in patch mode - a few minor alterations. - Mike Barnes's Marching Mountains Original version with small adaptations. - Slightly Tougher Demons Original version with fixes and tweaks. - Tougher Druid Grove Original version with minor modifications - patch mode. - Tougher Fire Giants Original version with a few patches. - Streamlined Trolls Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence. - Generic Archer Kit Original Kit converted to BG2EE. - Anti-Paladin Kit Altered version with fixes and without "dispel on hit with any melee weapon". [/spoiler] Latest version : alpha73 - February 21, 2016 Please consult the readme file under the eetact2 directory Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

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

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

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

by dabus

BWS-0-0

Information:

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

Features:

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

Game list:

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

Supported mods:

- almost all of them, if there is a mod which is missing, please fill Mod Request Template or read how to contribute

Sword Coast Stratagems (SCS) threads

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

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image This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files. Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible. In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.
Mod components are following: Group 1: Wizard’s Staffs WIZARD’S STAFF FOR BG:EE STAFF OF WIZARDRY FOR BG2:EE STAFF OF WIZARDRY FOR IWD:EE CUSTOM INVENTORY ANIMATION FOR SOW STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS Group 2: Other Items and Tweaks CIRCLETS CIRCLET OF REVELATION FOR BG:EE WIZARD'S HAT WAND CASE STONE OF TELEPORTATION VISUAL TWEAKS FOR ROBES ROBE COLORSETS FROM COSMETIC CHANGES MOD Group 3: Familiars CUSTOMIZABLE FAMILIARS CUSTOM NAMES FOR FAMILIARS FAMILIARS FOR NPC MAGES ANIMATION TWEAKS FOR SOME FAMILIARS FIND FAMILIAR SPELL IN SHOPS Navigation: UPDATE LOGS INSTALLATION SCREENSHOTS
image There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages. The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too). image This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices. image In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally. Warning: Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix). Activated staffs have following abilities: [spoiler]Staff of Abjuration - 25% chance of casting Spell Thrust, on successful hit - can cast Minor Spell Turning once per day Staff of Conjuration - 25% chance of casting Summon Insect, on successful hit (like the priest spell) - can cast Monster Summoning III once per day Staff of Divination - 25% chance of casting Know Enemy, on successful hit Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds - can cast Oracle once per day Staff of Enchantment - 25% chance of casting Rigid Thinking, on successful hit - can cast Hold Monster once per day Staff of Illusions - 25% chance of casting Sensory Collapse, on successful hit Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect) - can cast Shadow Door once per day Staff of Invocation - 25% chance of casting Lightning Bolt, on successful hit (only effects the target) - can cast Cloudkill once per day Staff of Necromancy - 25% chance of casting Vampiric Touch, on successful hit - can cast Animate Dead once per day Staff of Alteration - 25% chance of casting Slow, on successful hit - can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly) Staff of Wild Magic - 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit - can cast Wildstrike once per day Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds Staff of Dragon Power - 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage) - can cast Dragon Fear once per day Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead. Staff of Wizardry (Empowered) - Wielder can cast any 5th-level spell, once per day[/spoiler] Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below: [spoiler]Fist floor of Watcher's Keep - container with candle in the back room Fourth floor of Watcher's Keep - tomb of the demilich Saradush - underground with vampires - secret room opened by tortured spirit Yaga-Shura's Lair - guarded container with skull wardstone Dead body of Draconis Room of the Lich in the Sendai's Enclave Stock of Amkethran Tavern[/spoiler] Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.) Additional spells are: [spoiler]-Staff of Abjuration +5: Pierce Shield -Staff of Conjuration +5: Summon Fire Giant Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained. -Staff of Divination +5: Prediction Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds. -Staff of Enchantment +5: Thrall Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections. -Staff of Illusions +5: Simulacrum -Staff of Invocation +5: Incendiary Cloud -Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting -Staff of Alternation +5: Mass Polymorph Other Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty. -Staff of Wild Magic +5: Wild Sphere Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds -Staff of Dragon Power +5: Lesser Dragon Form Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack. -Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day[/spoiler] image Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same. image This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original. image Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color. Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice. Choices are following: -keep original -remove invisibility -replace invisibility with 50% magic resistance -replace invisibility with immunity to time stop -replace invisibility with increased casting speed by -3 -replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first) image In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them. In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations. In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop. image This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up. This component adds a Wizard's hat. An item with some magical properties and completely new custom animation made by @Smiley for human male mages and sorcerers (the limit is there because the animation only exists for them). image This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops. [BETA] This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers. In the below spoiler is the location of the artifact in both campaigns: [spoiler]Inside chest in Umar Hills cave and inside chest in Amkethran smuggler cave[/spoiler] image Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...). Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead. Note, that as a side effect, I had to make all robes automatically identified. This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however. image This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. image When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name. The race options are: Drake Imp (for evil) or Mephit (good and neutral) Cat Rabbit Groundhog Small spider Lim-Lim Floating Skull For now, all races have the same statistics, so this is mostly just about choosing the appearance. There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are: 0 XP 89 000 XP (100 000 XP for IWD:EE) 500 000 XP 2 500 000 XP 6 000 000 XP (5 000 000 XP for IWD:EE) Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack. There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own. image As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again. image NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component. When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move. image UPDATE: The Lim-Lim tweak below is fixed, the animation works differently now. There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars). The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE. image This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it. image v1.0 of BG:EE, v1.0 of BG2:EE -Staffs, circlets and visual tweaks for robes added v1.1 -BG:EE and BG2:EE mods combined into single mod v1.2 -Dialog bug of SoW for multi-classes fixed -Various typos fixed -Melee characteristic of SoW fixed -Speed factor of SoW fixed -Added own projectiles for WS and SoW -Robes remain in armor slots after changing -Blue SoW colorset slightly tweaked v1.3 -SoW can be upgraded by Cespenar -On-hit chance of SoW increased from 15% to 25% -Circlet of Revelation added to BG:EE -Added ranged attack to the Staff of the Magi -SoW available in the Black Pits 2 v1.35 -Enchantment level of staffs fixed -Thrall spell fixed v1.36 -Polish translation added (credits to @Cahir ) v1.4 -Compatible with IWD:EE v1.41 -Fixed invalid strings for some of SoW's on-hit effects in IWD:EE v1.42 -Russian translation added (credits to @Saigon1983 ) v1.43 -Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields) v1.5 New content: -Customizable Familiars component added -Familiars for NPC mages component added -Wand Case component added -Tweaks for the Staff of the Magi component added Fixes and tweaks: -New color options for WS and SoW (14 total) -Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp -Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration) -Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party -Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration) -Staff of Alteration: Teleport renamed to Phase Shift, changed visual effect -New icons for added spells -Red and Purple missiles animation slightly tweaked -Added missing DD restriction to the Staff of Dragon Power -SoW spells are cast at caster level instead of level 10 -Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had) -Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them Technical: -Prefixes of mod files changed to RG -WeiDU updated to 239 -Tp2 structure and folder structure significantly altered v1.51 -Lim-Lim animation fix -Dragon form animation fix -Dual-classed character not receiving a specialist bonus spell fix -Alternation string fixed to Alteration v1.53 -Stone of Teleportation component -Some other grammar string corrections v1.54 -Added Wizard's hat component -Some more string corrections -Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger -Complete polish translation added v1.55 -Added polish readme -Some typos in the polish tra file fixed image

Download the latest release

Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory. You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs. Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install modmerge before installing this mod. I hope you enjoy it. image Wizard's Staffs and circlets in BG:EE: [spoiler]image[/spoiler] Staffs of Wizardry in BG2:EE: [spoiler]image image image[/spoiler] Circlets in BG2:EE: [spoiler]image[/spoiler] Robe Tweaks: [spoiler]image image[/spoiler] Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

New versions of NearInfinity available

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

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

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

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I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him). Alignment: Chaotic Evil, Neutral Evil in SoD Class: Ranger (Naztharune Ranger) Race: Rakshasa ==> OVERVIEW The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep. The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way. Note that the mod may include language considered blunt or inappropriate for kids. Mod was designed to work on EE. Never tried it on Tutu or BGT. Consider this an open beta. There may still be some bugs. ==> NUMBER OF TALKS: original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs
The mod includes crossmod talks with Sirene, Aura, Drake and White. NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him. SHS alternative download

My favorite mods.

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This is not a guide to force you in trying these mods, but only to help you perhaps deciding which ones to try. Shadow Magic is my favorite and thus the #1 mod out of every mod that I've ever installed. Number uno without a doubt; followed closely by Tome and Blood, Scales of Balance, Might and Guile, and finally Deities of Faerun. Other runner ups and very close contenders are: Animal Companions, Undead Kitpack, Bardic Wonders, The Artisans's Kitpack (including Pale Master, Arcane Archer, Divine Champion, Hivemaster, Warlock), CDTweaks (Anthology), House Tweaks and Rules. Other mentions include: "Militia Officer, Mercenary".

[MOD] Lefreut's enhanced UI (SoD skin) (for BG1EE, SoD, BG2EE and EET)

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Hello, This mod is a variation of LeUI but this time with the SoD skin. It completes my UI mod trilogy. LeUI is now available with all three EE skins (the BG1EE variation is here). It means you can choose to use the skin you like the most and use it through the whole BG saga. Or you can use a different skin for each game but with a consistent UI. This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3).

Content:

Improved start screen

Improved character creation screens

Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Improved inventory screen

From here.

Improved record screen

Inspired by the mockup from this discussion .

Item description tweaks

Store screens tweaks

With this this.

Journal screens

Restore and fix the journal screens.
And a lot of other changes (see the LeUI thread for more details, both mod share the same features, only the skin change), I didn't retake a screenshot for everything. Changelog: v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Aligned version number with LeUI. Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v1.5: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5. v1.4: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v1.3: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v1.2: Restore adorned first letter in item and spell description. v1.1: Minor tweaks. v1.0: Initial release.

General mod Questions thread

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Hello, ladies and gentlemen. We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place. - Site staff

[MOD LIST] BG1 NPCs for BG2(EE), Sod & EET

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Lists are fun! I made a handy list of all the BG1 NPC mods i could find, thought i'd share it to save people some time! Let me know if I've missed any. BG2(EE) Branwen, Tiax, and Coran! http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=113&Itemid=84 Yeslick Resurrected mod originally from Kaeloree and updated by LavaDelVortel http://www.shsforums.net/files/file/992-yeslick/ Xan http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=164&Itemid=113 Kivan (updated for EET) http://www.gibberlings3.net/kivan/ Alora http://www.baldursgatemods.com/forums/index.php?topic=359.0 Ajantis http://www.gibberlings3.net/ajantis_bg2 BG2EE Only Skie. Continuation of Skies storyline from SoD by LavaDelVortel https://forums.beamdog.com/discussion/68711/mod-skie-the-cost-of-one-girls-soul/p1 BG SoD Only Shar-teel https://forums.beamdog.com/discussion/62941/work-in-progress-shar-teel-npc-mod-sod/p1 (Hopefully this becomes more populated one day..? Anyone up for doing Yeslick, Ajantis or Kagain?) EET Only Corwin Presumably the only SoD NPC to BG mod, Corwin can now join in Chapter 5 https://baldursextendedworld.com/Corwin/ EET Versions (Made compatible by Roxanne/Paula at BaldursExtendedWorld) Alora https://baldursextendedworld.com/Branched-EET-Updates-2/ Xan https://baldursextendedworld.com/Paulas-Adopted-Mods/ Tiax https://baldursextendedworld.com/Branched-EET-Updates-3/

Any mod that allow you to play with pathfinder rules(at least pathfinder sorcerer)?

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I have nwn1 on gog, nwn:ee on steam, bg and icewind dale. Recently i was playting pathfinder kingmaker and loved the way that sorcerer is. IMHO pathfinder rules are better than 3.5 or 3.0 e( and much better than the fighting game know as 4e), but nwn in particular have a lot of custom modules and i will love to play tons of custom modules with an "pathfinder" sorc. But wanna see how it plays on bg/iwd too if possible.

Video swap

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Would it be possible to swap the opening Beamdog logo movie with the original Black Isle one? I likey that thunder.

[MOD] J-UI - Customized SOD version of Lefreut's UI

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I decided to take what was so great about Lefreut's UI and teak it to my liking. After I was done, I decided to place it here for anyone else to use. This mod rearranges the main screen. Any other screens are left as they were created. Some changes:
  • Stone boxes surround all icons and aspects of the main UI. The NPC boxes around the portraits will only show as the NPC are added to the game.
  • The World Message box and the World Dialog Boxes are the same sizes and centered in the same location. As you gain NPCs into your party, both boxes will shift right but still be centered.
  • The World Dialog Box will only show a portrait if the talking NPC has one. The taking portrait is located to the right of the World Dialog Box.
  • The icons for journal, world map, the clock, etc have been made smaller so as to be symmetrical with the action bar.

Installation Notes

The mod only works to my resolution (1920x1070) or higher. I tried using a lower resolution and everything was beyond the screen. You will also need to install Lefreut's Enhanced UI (SOD skin) first with all components. After that, you can copy my components to your override folder. I would like as much feedback as I can. I hope you enjoy the new layout as much as I do. Some things I'd like to work on in the future include further journal tweaks.

Screenshots

Solo run

All 6 player slots filled

World Dialog no portrait

World Dialog with portrait

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