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Dark-Sun Baldurs Gate Style

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anyone else been dyeing for 1 of these? been thinking about making for years but somewhat a pain with the old out dated map makeing programs haha started making this way back when

-HOW TO DO STUFF IN WEIDU-

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In the last year or two, I have picked up a lot of little techniques to mod many aspects of the game. Occasionally people ask me for advice (even though I am still a rank amateur), and I try to help. But rather than answer this question here, that question there, etc., I thought it would be nice to publish a FAQ-style thread with lots of tips and stuff. The goal is, people can pick up this code and drop it into a mod they are working on, rather than having to reinvent the wheel. Every mod is individual and involves individual effort, but say someone want to make stat-based kit effects; I can at least help you drop in to code for handling opcode 326 and splprot.2da, and then you can focus on making whatever cool effects you can imagine. There will be no particular order for this stuff; I'll publish what I can, when I have time, if the mood strikes. First up, in answer to a request from @Reddbane: how to make stat-based effects with opcode 326. Second: how to add kit effects to all kits of a given class (including mod-added ones) Third: how to target your mod kit with unique effects Fourth: how to alter class/kit descriptions and not worry about string references

How to make the dialog for an Item Forge?

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Hello I am trying to replicate the item forge system of Taerom Thunderhammer but for a new smithy in the City of Baldur's Gate. I am having no luck in reproducing a new bug free item forge dialog in Baldur's Gate Arms and Armour Emporium; see for more information: https://forums.beamdog.com/discussion/71447/baldurs-gate-arms-and-armour-emporium/p1 I have a whole bunch of item upgrades created but now I am trying to get a working dialog to forge these item upgrades. For example I have an upgraded Longsword +2 'Varscona' SW1H06 via Longsword +3 'Varscona' OSW1H06+ which requires gold and some other valuable items to upgrade from the original +2 version. I have not done custom dialogs mostly outside of Item Descriptions so this area is a bit new to myself and any help and or guide would be greatly appreciated. I am looking for any help and or guide to make a proper item forge dialog; the item files are ready to go it is just I am stalling in how to construct the dialog.

Searching for two druidic mods.

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First one should make me able to: --> dual class to druid given any alignment I got --> Second mod should remove the restriction to weapons druid have.

Let's make a Xzar BG2 mod! [voice inside]

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Hi friends, I recently recorded an alternate voice set for the wonderful BG2 Xan mod (you can hear some of that here and download it in the description) And bored this afternoon while mucking about in my studio I thought I'd have a go at an impersonation of my second favourite oddball Baldur's Gate 1 wizard! https://soundcloud.com/joeybracken/xzar I had a browse around but couldn't find anything on a Xzar companion mod for Baldur's Gate 2. Does anyone know if one exists? If not ... who'd be up for teaming up with me to make one? He's such a delightfully wicked freak, and BG2 is severely lacking when it comes to evil parties. Thank you! Let me know what you think! Joe

(request) bg1 style ui

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Hi, I liked the atmosphere of the old bg1 green ui, and i think a lots of us liked it but nobody wants to create it :) Im not an ui modder, but a requester if somebody see some nostalgic feeling to create a bg1 style ui i would be very pleased:D Just a green high resolution bg1 style mod.

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] 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

SCS breaks BGEE installation

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I recently installed scs v31 on the gog mac 2.5 version of BGEE. After that I keep getting crashes on startup. This only happens with BGEE and not with BG2EE and the BGEE installation was fully working before adding SCS. Anyone else is having problems in combining the two latest versions of BGEE/SCS on mac?

Request for Modfile - Android BGEE 2.5.17.0

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Hi @SneakWalker, attach is a modfile that contains only the Warlock Mod using US English as the setup language. To install the mod: - Download the files to your device. - place 'BG1EE_2.5.17.0-Warlock_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 downloaded modfile as it will clash with the unpacked mod. If the game plays, then you are good to go. A further quick test would be to start a new PC and see if Warlock exists under the Bard class. If you would like to learn how to create your own modfiles (for Android only, not sure what happens with iDevices), you can use this discussion to ask and I can help by either pointing you to the right area or giving a description on what to do (where I can). If the above doesn't work, let me know and we can step through the problem. If you were also looking for BG2EE modfiles, there is a problem using 2.5.16.6 with modfiles where the patch.obb needs to be modified (dialog.tlk removed). Enjoy Gus

[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.

[MOD] Magic Battles Revised

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I threw this together kind of on a lark; consider it an alpha release for now. There's no readme at the moment, refer to this thread instead. This little mod is meant to change the tenor of the "mage duel" system: reducing the number of layers of spell protections mages can have, and trying to make some of the various parallel systems a bit more integrated. WHAT THIS DOES First: it removes Spell Turning from the game. No intelligent player would ever cast a spell at a mage with Spell Turning, and no competent AI (meaning, SCS) would either. So if spells are never turned against their caster, what's the point of the opcode? Answer: there is none. So Deflection is used instead. Second: it removes Globes of Invulnerability from the game. Globes are functionally a bit more different from Deflection/Turning, but I always found them to be a bit useless. Anyway the idea here is to simplify: if you want to have a spell protection, you can, and the way it works is by deflecting a certain amount of spell levels. Period, end of story. Of course one big difference between Deflections and Globes is that Globes stop area-effect spells... if you want to be protected from AoE spells then I highly recommend installing Spell Revisions "NWN-style Spell Deflection" along with this mod. So you end up with just three spell protections: Minor Spell Deflection at 3rd level, which blocks 7 spell levels; Spell Deflection at 5th level, which blocks 14 spell levels; and Greater Spell Deflection at 7th level, which blocks 21 spell levels. Note: these spells do not stack. If you cast more than one, you will only get the benefit of the highest-level version. Third: this mod tries to make the "number of spell levels blocked" more important. Instead of magic attacks simply canceling your Deflections, the entire system works via this mechanism. Spell Thrust is a 3rd-level spell but it burns off 8 spell levels of protection. This mean Spell Thrust can cancel Minor Spell deflection outright. But also, recall that in the vanilla game Spell Thrust is entirely ineffective against e.g. Spell Deflection or Spell Turning. In fact any other 3rd-level spell would be more effective than spell thrust, because at least they would burn off 3 levels of protection, which Spell Thrust doesn't. Here, Spell Thrust is partially effective even against Spell Deflection (burning off 8 its 14 levels of protection) and Greater Spell Deflection (burning off 8 of its 21 levels of protection). Secret Word, at 4th level, burns off 16 levels of protection; and Pierce Magic, at 6th level, burns off 24 levels of protection. So if an enemy is protected by Greater Deflection and you don't have Pierce Magic available, you can successfully strip it with Spell Thrust + Secret Word. Ruby Ray, Pierce Shield, and Spellstrike, on the other hand, don't bother with this; they are powerful enough that they can simply blast away any protection, including Spell Trap. Fourth: Spell Trap is buffed. Seriously. It becomes more or less "Super Globe of Invulnerability," block all spells - direct-targeted and area-effect - from 1st through 9th level. It is more or less complete spell immunity; it has to be taken down in order for any spell to work against the caster. Fifth: you can no longer bypass the spell protection system by just casting Dispel Magic/Remove Magic/Breach. Those are all blocked by both Deflection and Trap. Note: this means that Inquisitors' innate ability and the on-hit abilities of Carsomyr and Staff of the Magi are ineffective against mages with Spell Deflection active! :flushed: So the result is that you really have to engage with the spell protection system in order to make mages vulnerable; but because that system is simplified, it should be less painful to do so. Since it might be helpful and informative, I'll include a quick comparison of the various magic battle systems: Vanilla: - up to 7 layers of protection (Minor Deflection, Minor Turning, GOI, Deflection, Turning, Trap, Spell Shield) - Breach bypasses spell protections - Dispel/Remove Magic bypass spell protections - some protections only work against low- or mid-level spells - some magic attacks only work against low- or mid-level protections SCS/SR: - up to 7 layers of protection (Minor Deflection, Minor Turning, GOI, Deflection, Turning, Trap, Spell Shield) - Breach does not bypass spell protections - Dispel/Remove Magic bypass spell protections - some protections only work against low- or mid-level spells - some magic attacks only work against low- or mid-level protections Magic Battles Revised: - max 3 layers of protection (Deflection, Trap, Spell Shield) - Breach does not bypass spell protections - Dispel/Remove Magic do not bypass spell protections - all protections work against all spells (depending on how you treat AoE spells) - all magic attacks are at least partially effective against most protections (except Trap) EDIT - good question re: compatibility from @Ulb. This is 100% compatible with Spell Revisions. In fact I designed it to be installed after Spell Revisions, and only later adapted a few things on the technical side so that it works in a non-SR environment. SCS is a harder question. It should work just fine. I haven't done a playthrough with SoD or SCS AI yet, which is why I consider this to be in the alpha stage. I'm doing a quick run through BGEE right now, then I'll get to those games with this mod. I think the most unfortunate thing you might see from SCS with this mod is enemies casting Remove Magic when your mage is protected from it by Deflection. You might also possibly see the enemy stacking Deflections, even though with this mod they don't stack. (But that might not happen... it's not clear.)

Request Modfile for Android IWDEE 2.5.17.0

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@Xhoblaim, I have moved the request for the IWDEE modfile to the IWDEE Mods area just in case someone out there also wants to use it... The mods installed here are: - IWD NPC v6.0 - LavaIt - IWD: an item pack for IWD EE v1.0 - Shadow Magic v1.9.3 - Wildmage v1.7 - A Frosty Journey: The IWDEE Kitpack v2.92 - Warlock v0.8 - I Hate Undead Kitpack v2.8 - Tweaks Anthology v5.0 (various components based on your previous BG2EE choices) The actual components installed for each mod can be viewed in the WeiDU.log. This would be about as large as I would go. It is 3 times the max size of an individual file. The big mods are Shadow Magic and IWDNPC in case you are looking at adding something different. For those who wish to try but unsure how to install: - Download the .zip files to device - Remove any previous modfiles and 'lang.zip' - Delete or rename any current 'override' folder - Unpack (keeping paths) all the files into the following folder on your internal SDCard: android/data/com.beamdog.icewinddale/files/ - you should now end up with an 'override' folder and a file called 'lang-en_US.zip' in the root. Note: The folder could be 'android/data/com.beamdog.icewinddaleenhancededition/files/' (I forgot to grab hold of the actual name when I modded someone elses eariler, sorry). To uninstall: - Delete the override folder and lang-en_US.zip. - You should now be running vanilla I haven't tested it on my device as I don't have IWDEE for Android... so when you install it, can you report back if all works fine or not. Happy gaming Gus

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.

WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).

Version 2.5 of BG2EE (and potentially of other EE games) doesn't work properly with the method described below. :( However @Gusinda wrote a new guide for setting up mods for this version.

Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.

Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.

  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)
    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression
    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive
    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command
    centralfix Mods.zip
    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files
    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.
In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

Reunion and Auren Compatibility?

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Without spoiling either mod, does the Auren Mod and her relationship with Nalia negatively effect the Reunion Mod or Vice-Versa?

[MOD] BG:EE Chargen Abilities Screen - show stored values and simple auto roller.

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After reading the UI examples in the sticky thread, I decided I'd take a stab at changing something that I've always wanted to change in the character generation screen: Being able to see my stored roll without having to actually use the recall button (thus losing my current roll). Based on the autoroller UI mod examples from @Freche and @Dee, I made some further changes to incorporate both features (stored roll display and auto roller). It's not beautified or anything, but it gets the job done. Once you click the autoroll button, it will continue to roll until the button is clicked again. It will store any total roll that is higher than the previously stored roll. Additionally, if it rolls the same number as the previously stored roll, but the exceptional strength roll is higher, it will store the total roll (for races/classes that have exceptional strength). End result: leave it running and you will have the maximum roll the game would let you have. =D If you simply want only the auto roller and the stored value display and don't use any other UI mods, then you can just unzip the attached file into your override directory and be on your way. If instead you would like to manually add the changes:
Due to the limited data available to the LUA code, I had to do some creative string interpretations, hence the multiple changes to existing code. Sorry! All of these changes need to be made in UI.menu. In menu 'CHARGEN_RACE', add the following to the end of the DONE_BUTTON action (before the end double quote): ; chargen.selectedRace = chargen.races[ currentChargenRace ].id In menu 'CHARGEN_CLASS', add the following to the end of the DONE_BUTTON action (before the end double quote): chargen.selectedClass = chargen.class[ currentChargenClass ].id And finally, replace the all of the menu 'CHARGEN_ABILITIES' code with the following: BG:EE no SoD:
` --auto-roller version 2016.04.09.0002 raceHasExceptionalStr = { true, -- Human true, -- Elf true, -- Half-Elf true, -- Dwarf false, -- Halfling true, -- Gnome true -- Half-Orc } classHasExceptionalStr = { false, -- Mage true, -- Fighter false, -- Cleric false, -- Thief false, -- Bard true, -- Paladin true, -- Fighter / Mage true, -- Fighter / Cleric true, -- Fighter / Thief true, -- Fighter / Mage / Thief false, -- Druid true, -- Ranger false, -- Mage / Thief false, -- Cleric / Mage false, -- Cleric / Thief true, -- Fighter / Druid true, -- Fighter / Mage / Cleric true, -- Cleric / Ranger false, -- Sorcerer false, -- Monk false -- Shaman } function HasExceptionalStrength( ) return raceHasExceptionalStr[ chargen.selectedRace ] and classHasExceptionalStr[ chargen.selectedClass ] end function ShowExceptionalStrength( ) local strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) local abilityToDec = 2 if strength ~= nil then while ( strength ~= nil ) and ( strength < 18 ) do createCharScreen:OnAbilityPlusMinusButtonClick( abilityToDec, false ) abilityToDec = abilityToDec + 1 if( abilityToDec == 7 ) then abilityToDec = 2 end createCharScreen:OnAbilityPlusMinusButtonClick( 1, true ) strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) end end end RerollFrame = 0 storedTotalRoll = 0 function GetAutoRoll() if rolling == 1 then RerollFrame = RerollFrame + 1 if RerollFrame > 1 then RerollFrame = 0 end if RerollFrame == 0 then createCharScreen:OnAbilityReRollButtonClick() local exceptionalStrength = 0 if( HasExceptionalStrength() ) then ShowExceptionalStrength( ) exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end end if ( ( storedTotalRoll == chargen.totalRoll ) and ( chargen.ability[ 1 ].exceptional < exceptionalStrength ) ) or ( storedTotalRoll < chargen.totalRoll ) then storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() end end end return end ` menu { name 'CHARGEN_ABILITIES' align center center ignoreesc onopen "ticksPassed = 0; ticksStarting = 0" label { area 0 0 1024 768 mosaic 'GUICGB' enabled "CurrentlyInGame()" } label { area 0 156 1024 612 mosaic GUISMDB } label { area 20 174 496 48 text "ABILITIES_TITLE" text style "title" } list { column { width 40 label { area 0 0 190 55 text lua "t(chargen.ability[rowNumber].name)" text style "normal" align right center } } column { width 22 label { area 0 0 90 55 text lua "chargen.ability[rowNumber].roll" text style "normal" align center center } } column { width 9 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(3)" sequence 0 } } column { width 12 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(4)" sequence 1 } } column { width 22 label { area 0 0 90 55 text lua "chargen.ability[rowNumber].storedRoll" text style "normal" align center center } } action " if ticksStarting < 10 then if cellNumber == 3 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end end cellNumber = nil ticksPassed = 0 ticksStarting = 0 " actionUpdate " ticksStarting = ticksStarting + 1 if ticksStarting > 10 then ticksPassed = ticksPassed + 1 if ticksPassed > 7 then if cellNumber == 3 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end ticksPassed = 0 end end " rowheight 54 hidehighlight area 32 254 492 322 table "chargen.ability" var currentChargenAbility } label { area 32 580 186 42 text "TOTAL_ROLL_NORMAL" text style "normal" text align right center } label { area 248 580 50 42 text lua "chargen.totalRoll" text style "normal" text align center center } label { area 334 580 94 42 text lua "chargen.extraAbilityPoints" text style "normal" text align center center } label { area 458 580 50 42 text lua "storedTotalRoll" text style "normal" text align center center } text { area 582 192 404 406 text lua "abilityOrGeneralHelp()" text style "normal" scrollbar 'GUISCRC' } button { area 568 638 142 40 bam GUIOSTSM sequence 0 text "AUTO-REROLL" text style "button" action " if rolling == 1 then rolling = 0 createCharScreen:OnAbilityRecallButtonClick() else chargen.ability[ 1 ].exceptional = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if chargen.ability[ 1 ].exceptional ~= nil then if chargen.ability[ 1 ].exceptional == 0 then chargen.ability[ 1 ].exceptional = 100 end else chargen.ability[ 1 ].exceptional = 0 end storedTotalRoll = chargen.totalRoll rolling = 1 end" } button { mosaic lua "GetAutoRoll()" area 1 1 1 1 } button { area 368 628 142 40 bam GUIOSTSM sequence 0 text "REROLL_BUTTON" text style "button" action "createCharScreen:OnAbilityReRollButtonClick()" } button { area 60 628 142 40 bam GUIOSTSM sequence 0 text "STORE_BUTTON" text style "button" action " local exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() " } button { area 214 628 142 40 bam GUIOSTSM sequence 0 text "RECALL_BUTTON" text style "button" clickable lua "createCharScreen:IsAbilityRecallButtonClickable()" action "createCharScreen:OnAbilityRecallButtonClick()" } button { on '8' action "createCharScreen:OnCheatyMcCheaterson()" } button { on escape area 194 718 232 44 bam GUIOSTUL text "BACK_BUTTON" text style "button" action "Infinity_PopMenu(); createCharScreen:OnCancelButtonClick()" } button { on return area 438 718 206 44 bam GUIOSTUM text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable()" action "Infinity_PopMenu(); createCharScreen:OnDoneButtonClick()" } }
BG:EE with SoD:
` --auto-roller version 2016.04.13.0005 raceHasExceptionalStr = { true, -- Human true, -- Elf true, -- Half-Elf true, -- Dwarf false, -- Halfling true, -- Gnome true -- Half-Orc } classHasExceptionalStr = { false, -- Mage true, -- Fighter false, -- Cleric false, -- Thief false, -- Bard true, -- Paladin true, -- Fighter / Mage true, -- Fighter / Cleric true, -- Fighter / Thief true, -- Fighter / Mage / Thief false, -- Druid true, -- Ranger false, -- Mage / Thief false, -- Cleric / Mage false, -- Cleric / Thief true, -- Fighter / Druid true, -- Fighter / Mage / Cleric true, -- Cleric / Ranger false, -- Sorcerer false, -- Monk false -- Shaman } function HasExceptionalStrength( ) return raceHasExceptionalStr[ chargen.selectedRace ] and classHasExceptionalStr[ chargen.selectedClass ] end function ShowExceptionalStrength( ) local strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) local abilityToDec = 2 if strength ~= nil then while ( strength ~= nil ) and ( strength < 18 ) do createCharScreen:OnAbilityPlusMinusButtonClick( abilityToDec, false ) abilityToDec = abilityToDec + 1 if( abilityToDec == 7 ) then abilityToDec = 2 end createCharScreen:OnAbilityPlusMinusButtonClick( 1, true ) strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) end end end function AutoRoll( ) createCharScreen:OnAbilityReRollButtonClick() local exceptionalStrength = 0 if( HasExceptionalStrength() ) then ShowExceptionalStrength( ) exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end end if ( ( storedTotalRoll == chargen.totalRoll ) and ( chargen.ability[ 1 ].exceptional < exceptionalStrength ) ) or ( storedTotalRoll < chargen.totalRoll ) then storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() end end RerollFrame = 0 storedTotalRoll = 0 function UpdateAutoRoll() if rolling == 1 then RerollFrame = RerollFrame + 1 if RerollFrame > 1 then RerollFrame = 0 end if RerollFrame == 0 then local index = 1 for index = 1, 1000, 1 do AutoRoll( ) end end end end ` menu { name 'CHARGEN_ABILITIES' modal align center center ignoreesc onopen "ticksPassed = 0; ticksStarting = 0" label { area 0 0 864 710 mosaic GUICGROL } label { area 220 22 426 44 text "ABILITIES_TITLE" text style "title" } list { column { width 34 label { area 0 0 100 55 text lua "t(chargen.ability[rowNumber].name)" text style "normal" align right center } } column { width 18 label { area 0 0 50 55 text lua "chargen.ability[rowNumber].storedRoll" text style "normal" align center center } } column { width 13 label { area 0 0 50 55 text lua "chargen.ability[rowNumber].roll" text style "normal" align center center } } column { width 22 label { area 36 6 45 42 bam GUIOSW frame lua "currentCellCheck(4)" sequence 0 } } column { width 15 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(5)" sequence 1 } } action " if ticksStarting < 10 then if cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 5 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end end cellNumber = nil ticksPassed = 0 ticksStarting = 0 " actionUpdate " ticksStarting = ticksStarting + 1 if ticksStarting > 10 then ticksPassed = ticksPassed + 1 if ticksPassed > 2 then if cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 5 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end ticksPassed = 0 end end " rowheight 54 hidehighlight area 34 85 386 325 table "chargen.ability" var currentChargenAbility } label { area 34 410 100 54 text "TOTAL_ROLL_NORMAL" text style "normal" text align right center } label { area 164 410 50 54 text lua "storedTotalRoll" text style "normal" text align center center } label { area 233 410 50 54 text lua "chargen.totalRoll" text style "normal" text align center center } label { area 322 410 94 54 text lua "chargen.extraAbilityPoints" text style "normal" text align center center } text { area 442 91 394 505 text lua "abilityOrGeneralHelp()" text style "normal" scrollbar 'GUISCRC' } button { area 230 480 200 44 bam GUIBUTNT sequence 0 text "AUTO-REROLL" text style "button" action " if rolling == 1 then rolling = 0 createCharScreen:OnAbilityRecallButtonClick() else chargen.ability[ 1 ].exceptional = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if chargen.ability[ 1 ].exceptional ~= nil then if chargen.ability[ 1 ].exceptional == 0 then chargen.ability[ 1 ].exceptional = 100 end else chargen.ability[ 1 ].exceptional = 0 end storedTotalRoll = chargen.totalRoll rolling = 1 end" } button { mosaic lua "UpdateAutoRoll()" area 1 1 1 1 } button { area 26 480 200 44 bam GUIBUTNT sequence 0 text "REROLL_BUTTON" text style "button" action "createCharScreen:OnAbilityReRollButtonClick()" } button { area 26 531 200 44 bam GUIBUTNT sequence 0 text "STORE_BUTTON" text style "button" action " local exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() " } button { area 26 582 200 44 bam GUIBUTNT sequence 0 text "RECALL_BUTTON" text style "button" clickable lua "createCharScreen:IsAbilityRecallButtonClickable()" action "createCharScreen:OnAbilityRecallButtonClick()" } button { on '8' action "createCharScreen:OnCheatyMcCheaterson()" } button { on escape area 196 653 230 44 bam GUIBUTMT text "BACK_BUTTON" text style "button" action "Infinity_PopMenu(); createCharScreen:OnCancelButtonClick()" } button { on return area 438 653 230 44 bam GUIBUTMT text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable()" action "Infinity_PopMenu(); createCharScreen:OnDoneButtonClick()" } }
Feel free to take it and do as you will with it, and I hope it helps someone else. Updates: v0006 - Updated for SoD 2.1.63.2 UI changes. v0005 - Fixed autoroller script I broke while tinkering. Lowered rerolls to about 15000 per second, was causing music/interactivity loss at higher rate. v0004 - autoroller now rolls about 150000 rolls per second.

[mod]Game Assistant Scripts

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Game Assistant Scripts

Version: 1.3 Support languages: English, Simplified Chinese Download

WHAT IS IT :o

There are three parts of the script: Battle AI Script, Auto Pause, and a semi-auto buffing system called "1-Key-Buffing". Battle AI Script Just like the other AI script, but gives some extra control. Auto Pause Monitor the stat when characters cast those two kind of physical defence spells, and pause game when effects runs out. 1-Key-Buffing Automatically and instantly cast those "buff" spells folloing the player's settings by scripts, you need press just one hotkey. Save your time, your keyboard and your mouse. Please read the full README for further information about this mod :D . Looking forward to your feedback.

[MOD] -Will to Power- a 2E-inspired psionics system for the Infinity Engine

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* (working title. Also under consideration: "the Will and the Way," "the Ardent Mind," "the Mind's Eye," and "Time-Life Books: Mysteries of the Unknown.") I'm creating this thread for discussion about the psionics mod I'm working on. It started as a single component in Might & Guile, adding a rogue kit that could use psionic powers as feats. I have since improved the reliability of the way psionics abilities work, and greatly expanded the number of abilities available for use. Now I am breaking it off as an independent mod. The mod is not ready yet; there's still a hefty 'to-do' list: [spoiler]- create all abilities (97% done) - write descriptions of each ability (95% done) - set up system to apply under-the-hood stats to keep track of which powers you have learned (done!) - set up spell files to use abilities in-game (done!) - make Beamdog enable target mode 7 for item abilities (done! :tongue: ) - set up dialogue for learning new abilities (done!) - organize installation of mod components (95% done) - code integration with the Might & Guile feat system so that warriors and rogues can be "wild talents" (15% done) - proper readme (50% done) - modify strongholds (0% done) - integrate "psionic" abilities of illithids and Planar Sphere halflings etc. (0% done)[/spoiler] Here is the description of the way psionics works, and the classes and abilities involved: THE WtP PSIONICS SYSTEM In the Forgotten Realms you may commonly find magic users, who use words and gestures to harness, control, and shape external energies that infuse the world. A psion, on the other hand, learns to harness, control, and shape the energy that infuses his own being. The ability to utilize that energy results from a combination of long study, intense meditation, and rigorous physical conditioning. Through that training, a psion develops the ability to expand his mind past the limits of his body. With experience, he may perform great feats of strength, manipulate energy, move objects, or touch others' minds. While this seems supernatural, for a skilled psion it is no different from the way he uses his mind to lift his arm, or move his legs to walk. Of course, hard running and heavy lifting take a toll on the body, and psionics is no different. Just as muscles contain stores of chemical energy that can be depleted, only to be recharged by rest and eating, so do psionic powers temporarily utilize stored biological energy. In-game, this is represented by a temporary reduction in your maximum hit points. - Example 1: a low-level psion with 10 hit points has been struck by a dagger, and now has 8 left. He decides to put some space between himself and his attacker, using Project Force. The stated cost of Project Force is 4 max hp. The target is knocked down and flung away; the psion is reduced from 8/10 hp to 4/6 hp. He will regenerate 1 hp every 12 seconds, until he is back to 8/10 hp 8 rounds after using Project Force. - Example 2: that same psion next faces an Enchanter and wants to protect himself against mental attacks by raising a Mind Ward. The stated cost of Mind Ward is 4 max hp, just like Project Force, but Mind Ward is a maintainable power. The psion can raise the Ward and his hp will drop to 4/6; and they will stay that way as long as he maintains the protection. After the magical threat is gone he can cancel the Mind Ward, and from that point his max hp will be restored over 8 rounds. That's right: there are no PSPs in this mod. I couldn't figure out a good way to do it. Moreover, 2E-style PSPs only regenerate when you rest (sort of), so playing a psion with PSPs would be not much different from playing a sorcerer. Using health and allowing it to regenerate makes the gameplay associated with the class more unique and interesting compared to the vanilla classes. (It also makes game balance difficult to get just right, so I will happily listen to critiques from players about how this actually works in the game.) The convenient thing is, your hp go up as you level, which means your store of psionic power will automatically go up as well. Now, psionic effects will tend to be noticeably weaker than the magic spells used by a spellcaster of a similar level. Likewise, psionic attacks may be weaker than the melee attacks of a warrior of a similar level. However, a psion has a flexibility unmatched by warrior or wizard. - Compared to the warriors, a psion may create pseudo-superhuman effects to react to the circumstances: hardening his skin to resist physical damage, or shoving dangerous enemies out of weapon range, or superheating the edge of his weapon to make it more deadly. - Compared to spellcasters, a psion is not bound by the limits of memorization. As long as his body can continue to recharge his stores of energy, he can use his abilities indefinitely. And while it takes several seconds for spellcasters to clear their magical aura and cast again, a psion may use powers at will, only slightly slowed down by the mental fatigue of using them in rapid succession. (In game terms, psionic powers have a 'casting time' of 1 and behave as if the player has Improved Alacrity active; but the use of each power induces a +2 penalty to casting time for one round, so their use become progressively slower if you use them quickly.) THE WtP PSIONIC CLASSES There are three psionic classes in this mod. They all fall under the broad term "psion" which I use to mean any character focused on the use of psionics. The Psionicist is in the Rogue class. This kit focuses on learning and intellectual prowess; to a Psionicist, psychic powers are a skill to master through study and practice, not much different from sleight of hand or picking locks. A psionicist has the following characteristics: - May learn one psionic ability per level - HD: 1d6+1 per level - Attacks: as a rogue - Reduced thief skill development (12 points per level) - Backstab multiplier limited to x2 - Cannot dual-class to a spellcasting class The Soulblade combines meditation and the study of psionics with intense physical conditioning, understanding that the body is a battery that powers his abilities. A Soulblade has the following characteristics: - May learn one psionic ability every two levels - HD: 1d8 per level - Attacks: as a warrior - Limited to Mastery (3 stars) with weapons - Limited to light/medium armors - Cannot dual-class to a spellcasting class - The Psypher is an ascetic monk who achieves a near-mystical union of body and mind. A Psypher has the following characteristics: - May learn one psionic ability per level - HD: 1d8 per level - Attacks: as a monk, including monk unarmed attacks - Does not gain the magical abilities or resistance of other monks - Cannot dual-class Get the latest release of the mod here. See the readme here.

Playable Clara & All Things Mazzy Version 1.038 - TOB & EET

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Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more. Written, edited, & coded by BCaesar and Ratatoskr. First version posted on these forums: 1.027, posted on March 27, 2017. Latest update: Version 1.038. Attached October 18, 2018 Download location: This thread! (The mod is attached to this post). This is the newest version of our All Things Mazzy mod. The mod is primarily an expansion mod for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest. We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes. AllThingsMazzy is still incomplete but future updates will be posted here. As shown by the list above, we still have a lot of plans, including expanding on Clara as well. Version 1.038 changes: A few more interjections and banters, Clara should be fully compatible with bard stronghold and can be summoned in TOB, some additional TOB content added, and hopefully EET compatibility. Mod Sections: 1. All Things Mazzy: -The main portion of the mod. So far this includes a basic playable Clara with some dialogue, additional interjections for Mazzy and other NPCs new NPC banters, and expanded Mazzy options in both SOA and TOB. See the Readme within the mod for details. 2. For the Good: -An optional addition to the main mod. Includes more content for the mod - interjections, banters, etc. - that may annoy an evil player. 3. Rest Check Tool: -Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here. Compatibility & Installation: This mod should be generally compatible with all other mods, EET and hopefully other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE and most other mods. We've also tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance): Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017) NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance. Miscellaneous Mods: Alternatives When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy. This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos). Thank you.

Item Upgrade v43 Now Available

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The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items. Version 43 corrects errors in the Polish translation (for real this time) and provides a few other bug fixes. v43 Changelog:
  • Polish translation should no longer crash EE games (for real this time)
  • @argent77 had made a macro to help EE-ify item descriptions from vanilla item descriptions; this is now used for the Korean and Russian translations since they lack a dedicated, EE-specific translation
  • NPC-restricted items will now use the same restriction schemes as their parent items for EE games
  • Fixed a bug where the some install options were not available for Polish players
  • Items which provide immunity to poison now also block Cloudkill
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