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Is spell revisions not compatible with bgee or sod ?

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I try to use it in a fresh install but get a message to its not a bg2 engine game. Any idea ?

[MOD] Trials of the Luremaster for BG2:EE

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The Icewind Dale expansion "Trials of the Luremaster", made available for BG2:EE and EET.

Download: Trials of the Luremaster for BG2:EE (latest) (84 MB)

Alternate download: Trials of the Luremaster for BG2:EE (latest) (84 MB)

The quest starts by talking to the halfling Hobart Stubbletoes, who can be found in the Umar Hills Inn. In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs. The mod is available in the following languages: English, French, German, Italian and Russian. Spanish will follow shortly. Available components: 1. Trials of the Luremaster (requires BG2:EE or EET patched to 2.0 or higher) This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. The mod makes a number of slight changes to the adventure to bring it more in line with BG2. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. 2. Make IWD spells available to the player The mod installs a number of unique Icewind Dale spells, which are used by the various creatures in the course of the adventure. This component makes these spells available to the player and adds them to a number of stores, creatures and containers. The component is superseded by similar components from IWDification or Sword Coast Stratagems (SCS). 3. Rebalance weapons and equipment Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants. Screenshots [spoiler]New items... New spells... New monsters... Challenging combat... The story begins... [/spoiler]

Help with load order for these mods

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Ok so I need help with a load order first with Baldur's Gate EE pls. These are the mods I will want to try to install:

Accalons Quest Pack
Ajantis for BG1
BG1 NPC Project
BG1 Romantic Encounters
BG Quest Pack
Tweaks Anthology
Cross Mod Banter
Faiths and Powers
LeUI
Might and Guile
Neera Expansion
Sirene NPC
Song and Silence
SCS
Sword and Fist
More Styles for Mages
Animal Companions
BG1 Unfinished Business
Neera Banters
Northern Tales of the Sword Coast
BG Weapon Pack
BG Armor Pack
Diedre and Joluv for BG1


Would also like to know the name of the mod that adds a bigger world map and more areas to explore if that one is still around. Again please reply if anyone knows the right load order for this. Using the Project Infinity mod manager but I am not knowledgeable about load orders. Also if there is like more quest mods I am forgetting please tell me. More the merrier so I have more to do.

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

[Kit Pack] Deities of Faerûn - v 1.9.4 [42 Cleric Kits and more for IWD, BG(2)EE and EET]

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Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 42 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Eldath, Garagos, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Valkur, and Velsharoon. Those deities also receive multiclass kits! Check the next post to know more details. All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much. Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle. The Holy Symbol is automatically granted once the cleric reaches level 25. On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info! Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.

Install Order

DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail. DoF should be installed after mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing! DoF is no longer compatible with Faiths and Powers. Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about: Know Issues * The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2). To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below: BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')
Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for HoW/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW. The remaining level ups will apply this spell automatically, so this really is a one-time thing. Sorry about that, but it is an engine issue. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Tenya (Waveservant of Umberlee) * Drake (Holy Justice of Tyr) * Gavin (Dawnbringer of Lathander) * Dusky (Silentwalker of Mask) * Yvette (Heartwarder of Sune) * Helarine (Doomguide of Kelemvor) * Quayle BG2 (Hoodwinker of Baravar) * Tiax for BG2 (Strifeleader of Cyric) * Branwen for BG2 (Battleguard of Tempus) * Yeslick for BG2 (Alaghar of Clangeddin) Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk! Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list! [spoiler]- Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Eldath: Lathander, Druid - Garagos: Talos - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Shiallia: Druid - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Valkur: Lathander - Velsharoon: Talos, Wizard[/spoiler] This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items. That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one. All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it. --- I need to say thanks to some people here: @kjeron , dude, you deserve a statue. You're the most helpful person I ever met. @Gwendolyne I would never have started modding if it wasn't for your kindness and patience. @subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system. @CamDawg and @argent77 for the helpful codes and tools. @Aquadrizzt for the multiclass-kit tool that made the NPC kits possible. @Arctodus for the brainstorming. @Necromanx2 for all the patience and bug reports that made this mod better.

City area art

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Hi all,

because I won´t do BG2 graphics anymore due to limited free time, and other hobbies as well, I´m giving my city area art I created a while ago for public. It is made from Elder Scrolls models, imported into 3dsMax and my own 3d models like tents, shelters, barrels, boxes, trees, etc etc. So far I have 4 areas, 3 of them are already converted to BG2 format including night tilesets and closed door tiles, both for day and night. Here are thumbnails:

3z49qw1ns6tl.jpg
5vkeshen8aa7.jpg
wgke6zga8o0j.jpg
tpqacmdrg66i.jpg

I have also started to modify worldmap background picture, but never finished it - originaly, I planned my new city as Crimmor.

z5ie3h8n6qyo.jpg

So, if anybody wants to make a new mod, just write here.

:)

Btw. some of you may know me as Valiant, Tower Of Deception mod creator.





Script to collect items after battles

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Dear divines,

I am searching for a way to reduce the amount of item collection :) I am making preparation for playing a range of the Infinity games, but is there a way to script a character to automatically collect items after a battle?

I think this is general interest, but I am in particular interested in Icewind dale 1 and 2 where the amount of loot is massive. Does anyone have another way to simplify loot collection than the manual "find this pixel approach"?

Thanks alot for your help
- Rahona

[MOD] Undivided: Keeping NPCs Around

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Undivided is a mod that changes Morte and Nordom to be followers rather than a party members. This allows players to have all seven companions present as they progress through the game. The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. This mod currently allows players to change Morte and/or Nordom into followers. Followers will still interject and be identified as a member of the party for script/dialog purposes and will progress in levels along with The Nameless One. To make Morte work as a follower, the following functionality changes have been made: - Morte's teeth will automatically improve at 4th, 8th, and 12th level (d4+1, d6+2, d8+3). - If Morte would be killed in combat, he instead "plays dead" for the remainder of combat, lying on the ground and not being controllable until combat has been concluded. - Morte does not have access to an inventory and will not be able to open containers or pick items up from the ground. To make Nordom work as a follower, the following functionality changes have been made: - If Nordom would be killed in combat, he activates a "tactical retreat", teleporting him to the foyer of the Modron Maze. [this is will likely be changed in subsequent updates]

Upcoming Changes

I am currently working on the following features: - Allowing Morte/Nordom to banter with party members. - Allowing Morte/Nordom to equip items (Teeth, Lens, Bolts) found throughout your travels. - Compatibility with the Fortress of Regrets and Player Maze. Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following issues and would welcome suggestions for how to handle them: - Followers do not respond to the "run vs. walk" system, meaning that Morte/Nordom will always walk everywhere, making them significantly slower than any party members who are running. - When selecting a weapon for Morte/Nordom, the image of their weapons does not show up in the weapon selection quickbar, but is visible if you right click the apparently empty slot. - I can't seem to get Morte/Nordom to consistently take items from the party and equip them. Any suggestions on how to do this efficiently would be welcome.

Feedback

If you encounter any bugs while using this mod, please let me know. As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

Modding Spells

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Dear community, thanks for the many great guidance and developments which have been brought together by you tremendous efforts ! Even thought the games game out ~15 years ago I still enjoy the new dimensions i find in games and underlying mechanics. For this reason I have also been replaying the games, especially Icewind dale 2, but after the first 10 levels or so i find my´self spending so much time on micromanagement of spells and buff. And eventually lose fate and start a new party :) Would i find a great improvement to the games would be if the single target spells, "spirit armor", "stone skin" etc. could be recreated to also so have an AOE effect. Simply to reduce the time it takes to cast all of these on 6 party members and possible summons. I have searched for how the spells work, and used Near Infinity to inspect the spell, but I simply do not understand what in the spell that specify the area of effect. I can find attribute that specify where to cast the spell, and the range there it can be cast to, but not the area size. Can you please assist me.

Audio Bazaar

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I was talking to some modders in my life, speaking about how hard it is to find someone who would be eager to voice a mod character. So I came up with an idea today: perhaps we could make a thread that would include samples from those that would be interested in voicing some characters. NPC or just some non-joinables...

If you are interested in leaving a sample, leave it here. I voiced enough characters in my life and maybe there are some skilled actors here who just need some space to post a file or two?

Don't be shy. I really hope that there will be at least few users who will post something. It could really help modders - both new ones and old ones.

Cheers everyone and thanks in advance!



LIST OF SUBMITTED FILES:

1. Male and few female lines by Rik_Kirtaniya
2. Additional male lines by Rik_Kirtaniya
3. Male, female and gender neutral lines and songs by jmaeq
4. More additional male lines by Rik_Kirtaniya



Item Upgrade v44 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 44 contains bugfixes, notably a correction to the wrong items being used to make the Incarnadine Elven Chain.

v44 Changelog:
  • Fixed bug where the Incarnadine Elven Chain upgrade asked for three fire agate gems, but actually checked and used Dispel Magic scrolls.
  • Updated the Sorcerian Ring to account for the alternate Rings of Wizardry (aka Reaching Ring) in EE/newer Fixpack games.
  • Lowercased all sound references in dialogue to fix audio issues on case-sensitive file systems.

[MOD] Dragonspear UI++ (v2.31)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):

Main Menu

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

Options

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

Character Generation

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

Save/Load Screens

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

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

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

Dialog Box

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

Journal

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

Inventory

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

Record

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

Mage/Priest Spellbooks

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

Worldmap

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

Store/Containers

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

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel) v2.31 - Compatibility with 2.5 patch
Screenshots:
Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 60mb). https://drive.google.com/file/d/1uKRbTZgoR1uwcRh4ZcxrQnwmTg24q9fB/view?usp=sharing

Using EEKeeper to Change an NPC race

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If you use keeper to change a race in game, e.g., I want to change Imoen to Tiefling, do you have to make the racial adjustments, or does keeper do it for you?

I've done it and tried to adjust resistances, thieving skills, etc., but I seem to get weird results when I open the game back up to play, i.e., she's a Tiefling but her thieving skills are through the roof even though I set them lower. Thanks, CT

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile! Download: https://github.com/UnearthedArcana/Might_and_Guile/releases Readme: https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't. These mod components now contain: 1) Revisions to warrior and rogue classes and kits: - A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities - A psionics system, and a fighter and thief kit who can use psionics - A complete re-working of the way bards work, allowing bards to sing and fight simultaneously, and to use more thief skills, and to cast spells spontaneously like a sorcerer rather than memorize them like a mage - Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too) - Revised Berserker kit and Rage ability - Revised Stalkers, and Beastmasters - Revised Archers and an all-new set of called shots - Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time) - Revised monk fist weapons, toggling back-and-forth from non-magical to magical - Revised Blade and Skald kit abilities - Revised Shadowdancer with new "Shadow Pool" instead of HiPS 2) Warrior and rogue kits: - 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade) - 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger) - 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer) - 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger) - 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief) It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

BPLYKSUM.SPL and SPCL106.SPL

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Who can tell me what purpose these spells, which I find with Near Infinity in BG:EE, have in the game or games and who or what has them? Are they present in all EE games or maybe only in BG2:EE? In BG:EE searching for references to them gives no results. Both are titled "Animate Dead." Looks like BPLYKSUM has something to do with Dorn - it produces a "Crumbling Skeleton" with a script referring to the new areas. SPCL106 has an internal name, BLACKGUARD_ANIMATE_DEAD, and it is an innate ability. But blackguards get the normal Animate Dead when they level up, don't they? What is this, then?

[MOD] Improved Heart of Fury Mode Version 3.0

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Icewind Dale's Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies. Icewind Dale's difficulty also suffers from the fact that the enemies' AI is terrible, and previously there was no good AI-enhancing mod (like Sword Coast Strategems) for Icewind Dale. This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features: * Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), occasionally adding more enemies in an encounter, giving enemies better AI, and making enemies stronger all around, rather than simply by giving them lots of hit points. When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like). * There are multiple ways in which I've improved the AI:
- Enemies are generally much quicker to select a different target, rather than chasing the same target for a long time. - Enemies generally prioritize attacking characters who don't have Stoneskin or Mirror Image. - Enemies usually don't attack characters that they can't do anything to (e.g. because of Protection from Magical Weapons). - Enemies rarely ever use spells or abilities on creatures that are immune to those spells or abilities. - Enemy spellcasters, particularly ones later on in the game, will only use many of their spells on party members, rather than wasting all of their spells on summoned creatures.
I'm not sure if the mod's AI is comparable with SCS, but it's the closest thing for Icewind Dale. * The mod powers up most of the magic items in the game, like in Icewind Dale 2's Heart of Fury Mode. Example items: [spoiler] [/spoiler] * Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though. * The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18. (Keep in mind that enemies will also have stats like this) The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold. * Throughout the game items are added, removed, and switched around. There are new random item selections. The random items you get are more likely to actually be useful. * Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells. The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast. I've released Version 3.0! Now the mod changes the whole game, including Heart of Winter and Trials of the Luremaster! You can download the mod here. Change Log: [spoiler] Version 2.0: * The Heart of Winter expansion has been modded. * I made druid shapeshift forms more powerful. Since the characters and creatures in the game are more powerful, the shapeshift forms need to be more powerful otherwise they could be less useful than the normal character. * Some spectral undead creatures (shadows, spirits on the Burial Isle) can now go through walls. Spectral undead that don't realize that they're undead (e.g. shadowed elves, spectral guards in Trials of the Luremaster) do not have this ability. * The enemy that you fight if you wish to be more experienced using Limited Wish now has some really badass abilities that no one else has (for context, this mod makes it so that this wish makes you fight a single, extremely powerful enemy rather than several golems; I won't spoil what this enemy is, but it gives 250000 experience (or more depending on the difficulty), and it's no pushover). * Skeleton Warriors were removed from Kresselack's tomb. I plan to put a more powerful version of them somewhere else in the game later. I made a few other changes to the Vale of Shadows. * Presio no longer casts Great Shout with Chain Contingency. She doesn't summon nishruus, and she doesn't use her Spell Trigger in the duel. * Geelo no longer casts triple Shout with Spell Sequencer. * I made some changes to items and put some more items in the game. * Chain Lightning and Soul Eater now only harm enemies like I intended them to and don't produce blue fires flying all over the place. * Know Alignment now offers no save, as I intended. * Star Metal Cudgel now deals 4d6 extra damage against unnatural creatures, as I intended. * Flame Strike, Iron Body and Abi-Dalzim's Horrid Wilting have been modified. Version 3.0: * I finished my Trials of the Luremaster modifications. * Party members will be less likely to die permanently. I'm doing this because party members are going to die a lot in this mod, so it would be good not to have to reload as often. * Some enemies now require higher enchantments to hit. * Enemies now have better attack AI. * Goblin archers no longer shoot Goblin Arrows. * The prologue cave now has fewer Orc Archer Elites. * The Goblin Marshals and Orc Archer Elites in the prologue now use Whirlwind Attack instead of Greater Whirlwind Attack. * I made Lysan tougher. * I changed the powers of basic wights around a little to make them simpler and more sensible. They no longer drain luck on hit, nor do they have that weird life-draining ability I had given them that they only used on luck-drained creatures. Instead, they drain one level on hit. * Ettins now only have two attacks per round while throwing boulders. * Sahuagin leaders now correctly buff their allies as I intended. * Icasaracht now uses her aura of fear. * The moonblade created by the Moonblade spell now counts as a silver weapon and deals the extra damage against lycanthropes. * Wall of Moonlight now deals the full 5d10 damage against lycanthropes. * Cloak of Fear now lasts 1 turn and the save against the fear is made at -2.c * Mass Cause Light Wounds now offers no save. * Enchant Weapon now only sets the weapon enchantment to +5. * Rangers and Druids can now cast Dispel Magic. * I made the Wisdom requirements for the Wish spell higher. In order to get the best selection of wishes, you need to have 25 Wisdom. * Larrel's Sending no longer kills the party with Meteor Swarm at the Severed Hand entrance. I had originally made Larrel cast Meteor Swarm on the squirrel, but I had tested this revised cutscene before I had modified Meteor Swarm to have a larger area of effect. Now the party is in the area of effect, so they tend to get killed by it. Now Larrel casts Comet on the squirrel instead of Meteor Swarm. I have tested this and the comet doesn't hit the party. * Mirek now actually gives the reward he's supposed to. * The Unstrung Harp now actually takes three rounds to use. * I increased the power of some katanas. [/spoiler] Tips: - Do not play this mod on the game's regular Heart of Fury mode. The changes this mod makes to the game are separate from the regular HoF mode bonuses, so if you play on HoF mode, creatures will get the ridiculous HP that HoF gives them IN ADDITION to the even more ridiculous things that this mod gives the creatures. Play on another difficulty, like Insane, or Core Rules. When I was playtesting my mod I went through the game on Insane with double experience and max HP rolls. My team still got killed a lot. - Don't try to solo the game unless you really know what you're doing. - Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2.

How to use .PVRZ files?

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Been playing around with NI, figured out with help how to replace .MOS images and use .PNG instead in the override, but I also see images stored as .PVRZ and when I try to follow the same procedure as I do with .MOS (saving a .png version with my changes and putting it in override while removing the .PVRZ from override) the game crashes when it gets to the point of opening the new image where the .PVRZ was. How do I replace those as they seem to work differently than .MOS despite many of them seeming to be exact duplicates of some of the .MOS files.

NPC Project Xzar Question...

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I've almost finished my evil playthrough including Xzar and Montaron, who have been a joy to have along.

My question being, what on earth is the "Vile of Vial Extract" good for besides alliteration?

Thanks in advance. I'd hate to leave content on the table as I'm wrapping up the final chapter.

[MOD] EEex (v0.2.1-alpha)

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Overview:

EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.

Just give me the link!

Alpha versions of this project are now available on GitHub. EEex will support MacOS and Linux on launch, however, the current alpha version only supports Windows. In addition, BG2:EE v2.5.16.6 is the only supported game at the time of writing.

What does it do?

EEex, when installed, directly modifies the game's executable in order to insert a loader. This loader is used to alter the game's code on startup; the modifications that are made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.

I'm a user, what do I need to do to install?

EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that since EEex alters the game executable itself, you should ensure that the game is closed before running the installer! EEex is currently in alpha, and as such it is highly unstable. All immediate crashes are believed to be fixed, though you still risk a crash at any time. Use with care.

I'm a modder, how do I use EEex?

EEex makes changes to many different parts of the engine. Accessing and making use of new opcodes, actions, triggers, and objects is as simple as installing EEex. The real power of EEex, however, comes from its ability to change hardcoded engine behavior. The hooks that enable these alterations are completely defined and controlled by the Lua environment, and as such, modders wishing to use these systems will have to either: a) Insert a M_*.lua file into the override folder. or b) Edit UI.MENU directly. Detailed documentation pending.
Previous post: [EEex v0.2.0-alpha] Who's up for some new LUA functions?
Edit: Alpha versions of this project are now available on GitHub. Documentation and post-overhaul pending™. I have been working on creating some new LUA functions via hex editing for a mod I am currently working on, and it has been going very well so far. In case any of you are curious, here's the two new functions I've made so far: Infinity_GetPCIdentifier(slot) - Gets the ID of the character in the given portrait slot. Can be used to access the characters table or in the following command... Infinity_GetLocal(creatureID, local) - Returns the value of the given local variable on the creatureID. Can be used in conjunction with the previous command to get local values of PCs. Currently in the works: Infinity_SetLocal(creatureID, local, value) - Sets the value of the given local variable on the creatureID. To give you guys some proof, here's a screenshot: Here's my question to you all - What new commands would you like to see? New UI behaviors are beyond me, but externalizing any other behavior the engine exhibits is definitely a possibility. I.E. any internal fields you would like to have access to, any existing function behaviors you would like changed.

Question about spell schools

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Hi
Can i modify a spell to not have any spellschools ? Like dispel magic or idk.
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