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Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits. - Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs. - Removes many existing main plot restrictions: [spoiler] Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own). Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6. Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences. Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well. Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes. If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.[/spoiler] - Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook. - Incorporates unused files and dialogues from the original game. - The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem. This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow [spoiler] Friendly Arm Inn - On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth. - The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later). Beregost - Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building. - Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor. - Adds a watch to the streets of Beregost (this occurs starting in Chapter 3). - Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day). - Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep. - Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and soldiers) - An Acolyte of Lathander is now serving the temple (instead of Kelddath). - A head smithy is now serving the smithy (instead of Taerom) - The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter. - Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented) High Hedge - An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water. South of High Hedge - You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region. South South of High Hedge - On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all! Nashkel - Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition). -The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar. - The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe. - The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level). - A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented) - The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops. - In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented) Carnival and Nashkel Mines - The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level). Archaeological Site/Brage Area - You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple. Gullykin - Gullykin is now a wild magic area. This is where you can find Yeorg. Firewine Bridge - The Firewine Bridge is now a wild magic area. Firewine Ruins - The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you. [spoiler]The wardstone is found in the inventory of a junk dealer in Baldur's Gate[/spoiler] Bandit Camp - The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres. - The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory. - In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment. - As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly. - Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it. Cloakwood Forest - You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her. - Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. - There are additional dialogue options for druid and avenger characters. Ice Island - The Ice Island now has remorhaz that appear instead of ankhegs. Werewolf Island - Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%. Baldur's Gate (the city) - The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented) - A temple dedicated to Mask now exists in the thieves guild. (not yet implemented) - The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented) - You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented) - 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented) - One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist. - The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented) - Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase. Final Battle - Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released. - (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level. Quests - Contains 12 new quests. Some mundane ones - You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch. - You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch. - There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi. - Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later) And some larger ones - You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains. - Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress) - Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented) [/spoiler] Yeorg - an evil Dragon Disciple NPC. [spoiler] Who is Yeorg Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region. Yeorg, Dragon Disciple (level 4) Human Neutral Evil STR: 16 DEX: 9 CON: 15 INT: 15 WIS: 16 CHR: 15 Total = 86 Starting HP: 24 hp (which includes the constitution bonus) Innate abilities: Dragon Disciple abilities. Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon. His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north. When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business. Character Conceptualization (most of what you see here probably won't get an in-game explanation for it) Stats Strength, Dexterity, Constitution Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility. Intelligence and Wisdom As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation. Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed). Alignment Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer. Starting Location: AR4013 (a small hut in the north-east part of Gullykin) Reason for his presence in Gullykin He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty. [spoiler]As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).[/spoiler] Spells: Level 1: Burning Hands, Identify, Shield Level 2: Agannazar's Scorcher [/spoiler] Daran Highhammer (Siege of Dragonspear only) [spoiler] (Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.) Class: Fighter/Thief Kit: Vermin Slayer Alignment: Neutral Good STR: 18/10 DEX: 17 CON: 14 INT: 11 WIS: 9 CHR: 11 Proficiencies: Short Sword: ** Crossbow: ** Short Bow: * Single Weapon Style: * Thief Skills His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else. Kit: Vermin Slayer VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons. Bonus - It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups. - It gives +5 to Find Traps, Hide in Shadows, and Move Silently Penalty - 10 to Pick Pockets Restrictions - Only accessible by Daran Highhammer Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar. Where you find him: You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault. Characterization: He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired. [/spoiler] Storyline (BGEE) [spoiler] Chapter 1 Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things. Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members. Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter. Chapter 2 The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms. Chapter 3 The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments. Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears. Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed. Chapter 4: With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a very real concern over if the situation has been adequately handled. As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation. Chapter 5 Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire. The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers. Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep): In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets. Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far. Chapter 7 The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes? It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod[/spoiler] Storyline (Siege of Dragonspear)
Chapter 7 You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn. Chapter 9 As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.

Will be released after the release of Siege of Dragonspear


Android Mod Request

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Hi guys, I'm currently playing BGEE on Android (version 1.3.2079). I would like to mod it but unfortunately, I have no PC right now. I've noticed some request threads for Android mods here so how does this work? Can I post a list of things that I want and some good soul will upload these files for me? I'm a minimalist so I'm looking only for a very few modules from BG2 Tweaks and BGT Tweaks.

Turald NPC Mod - ver. 0.9

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Overview This mod adds a new recruitable companion to Icewind Dale: EE - dwarven wandering priest of Marthammor Duin Turald Ironfist. It was created as an addition to Kulyok's NPCs, though it can be played as a separate mod as well. The idea behind this project was to create a person who would look at the events of the game from the dwarven point of view and who will also be significanlty older than characters from IWD NPC Project. Turald MOD contains dialogs with main character, interjections, player-initiated talks and crossmod content with Kulyok's NPCs and LavaDelVortel's Dusky. Character info Name: Turald Gender: Male Race: Dwarf Class: Fighter/cleric Alignment: Neutral Good Location: Temple of Tempus in Easthaven Romance: No Current status The first proofreading was made so I decided to release the first beta version of mod. Currently it contains full content for vanilla game and should be fully playable, though there still may be some bugs (inform me of any problems, please), especially since this is my first modding experience. Thank you for your attention and any feedback is welcome! Art by Aerenwyn (commissioned by me for this mod) ==Download link==

No BG2 mods for Shar-Teel and Kagain?

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Can't recall seeing any ever mentioned on this forum. Were any ever made, and perhaps just never updated for EE?

I know some people might view a Kagain mod as being redundant due to Korgan's presence, but I always thought Shar-Teel still had a place in BG2, especially since she could dual to a thief. Plus, she rocks.

BG2EE 2.5.16.6 (Android) Modfile Request - Dialogue Based

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Hi @Seda, sorry about the delay but I had some trouble getting it to pickup properly in Spanish. Hopefully it should be good now.

This is in a discussion just to keep it with the right game version. The initial request was in the BG1EE area.

I have had to place the file onto a File Sharing service (hopefully Zippyshare works in your country, if it doesn't let me know a better one...) as it is far too big for the forum. It is likely to be deleted within 30 days so be sure to grab it prior. If you don't, I will keep the file on my system until BG Series v2.6.x is released, or you let me know that all is well, so no problems asking for a reupload.

The size of the file is about 310MB and once placed into your folder structure, the override folder will be about 890MB so you need to make sure you have enough room. I have attached the WeiDU.log here.

I tested to a point where I could create a new Bard. That was about it I'm afraid, the rest was lost in translation. If there are any problems, let me know and I will see if I can rebuild with a better outcome.


The mods installed were:


BG1 NPCs in BG2
- Ajantis v18
- Alora v1.5
- Branwen_v3
- Coran_v5
- Kivan and Deheriana Companions v16
- Skie_The Cost of One Girl's Soul v2.0
- Tiax_v4
- Xan v15
- Yeslick BG2 v2.0

IEP Banter
- Cernd Friendship v1.1
- HaerDalis Friendship v1.0
- Imoen Friendship v2.2
- Korgan Friendship v1.3
- Mazzy Friendship v2.2
- Minsc Friendship v1.0
- Valygar Friendship v1.0
- Viconia Friendship v3.3
- Yoshimo Friendship v3.1

NPCs from BG1EE Modfile you have used already:
- Gavin v22
- Sirene v1.8.1

Misc NPCs
- Companion - Afaaq, the Djinni Companion v2.6
- Wilson Chronicles v1.4.2
- Nehtaniel v6.5
- Kelsey v4
- Petsy Chattertone v3.1
- Yvette v4.0
- The Beaurin Legacy v2.1.1

NPCCrossmod Banter Pack_crossmodbg2 v17

Useful Plot Items for BG2:EE
NPC_EE v3.6
Bardic Wonders v1.3
Shadow Magic v1.9.37
Tweaks Anthology v8
SCS v32 RC8


Download link: https://www99.zippyshare.com/v/AKhjdDrQ/file.html


For those just looking, this mod is for BG2EE v2.5.16.6 and is set for Spanish language.

Enjoy Seda
Gus

Inter-tile gaps

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Sometimes I see horizontal lines between tiles when my special effects go off. They shift at different levels of zoom, but it still looks pretty bad. Is that something that's caused by the PVRZ format of new tilesets?

655vek84jc5t.png

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.) Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already. Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.
For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9). When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
            1           2           3           4           5           6           7
ABILITY1    GA_SPCL213  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  
ABILITY2    GA_SPCL212  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213
ABILITY3    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY4    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY5    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY6    AP_SPCL241  ****        ****        ****        ****        ****        **** 
ABILITY7    AP_SPCL242  ****        ****        ****        ****        ****        ****
This is a Paladin CLAB (the Undead Hunter's). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus. If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50). For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own. Here's an example of a LU*.2DA:
2DA V1.0
*
        ABILITY       ICON        STRREF    MIN_LEV   MAX_LEVEL  NUM_ALLOWED  PREREQUISITE EXCLUDED_BY   ALIGN_REST
1       GA_SPPR721     *          *         16        99         1            *            *             *
2       GA_SPPR722     *          *         16        99         1            *            *             *
3       GA_SPPR723     *          *         16        99         1            *            *             *
4       GA_SPPR725     *          *         16        99         1            *            *             *
5       GA_SPPR726     *          *         16        99         1            *            GA_SPPR727    ALL_EVIL
6       GA_SPPR727     *          *         16        99         1            *            GA_SPPR726    ALL_GOOD
7       GA_SPPR728     *          *         16        99         1            *            *             *
8       GA_SPPR729     *          *         16        99         1            *            *             *
9       GA_SPPR730     *          *         16        99         1            *            *             *
10      AP_SPCL928     *          *         1         99         1            *            *             *
11      AP_SPCL929     *          *         1         99         1            AP_SPCL928   *             *
12      AP_SPCL930     *          *         1         99         1            AP_SPCL929   *             *
13      GA_SPWI920     *          *         32        99         1            *            *             *
14      GA_SPWI921     *          *         32        99         1            *            *             *
15      GA_SPWI922     *          *         32        99         1            *            *             *
16      GA_SPWI923     *          *         32        99         1            *            GA_SPWI924    ALL_EVIL
17      GA_SPWI924     *          *         32        99         1            *            GA_SPWI923    ALL_GOOD
18      GA_SPWI925     *          *         32        99         1            *            *             *
19      *              *          *         *         *          *            *            *             *
20      *              *          *         *         *          *            *            *             *
21      *              *          *         *         *          *            *            *             *
22      *              *          *         *         *          *            *            *             *
23      *              *          *         *         *          *            *            *             *
24      *              *          *         *         *          *            *            *             *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here. The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127). ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files). PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before. EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later. In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
         SIDES    ROLLS    MODIFIER
1        6        0        6
2        6        0        6
3        6        0        6
4        6        0        6
5        6        0        6
6        6        0        6
7        6        0        6
8        6        0        6
9        6        0        6
10       6        0        6
11       6        0        2
12       6        0        2
13       6        0        2
14       6        0        2
15       6        0        2
16       6        0        2
17       6        0        2
18       6        0        2
19       6        0        2
20       6        0        2
21       6        0        2
22       6        0        2
23       6        0        2
24       6        0        2
25       6        0        2
26       6        0        2
27       6        0        2
28       6        0        2
29       6        0        2
30       6        0        2
31       6        0        2
32       6        0        2
33       6        0        2
34       6        0        2
35       6        0        2
36       6        0        2
37       6        0        2
38       6        0        2
39       6        0        2
40       6        0        2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level. Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used. This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
~7C#KIT               69      666      0       0       7      42~
Stats requirement to dual-class FROM this kit to another class. No memes here.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT                0       1       1       1       1       1       1       1       1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
	~7C#KIT  1  1  1  0  0  0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
~0x00080000	4~
This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
~7C#K~
These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
This is the lowercase name of the kit, you can use a .tra reference as well if you like.
SAY ~batman~
First uppercase, the rest lower case.
SAY ~Batman~
The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
SAY ~BATMAN: I heard he's cool, didn't test tho.~
Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
LAF fl#add_kit_ee
This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
biography = 29492
This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
fallen = 0
This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
fallen_notice = RESOLVE_STR_REF (~Lost Class: Keksimus Maximus.~)
The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
kit_name = ~7C#KIT~
This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead. The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels. The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
clswpbon = ~1 0 3~
This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
numwslot = ~2~
This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
thiefskl = ~40 20~
This is the maximum amount of Thief traps the kit can set per area.
traplimt = 6
Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please. Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
clascolr = ~35 67 67 25 80~
This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
clasiskl = ~10 10 10 10 10 10 10~
This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
thiefscl = ~100 100 100 100 100 100 100 0~
This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
hpclass = ~HP7C#K~
This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
clsrcreq = ~1 1 1 1 1 1 1~
This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
clasthac = ~0~
These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This END closes out the LAF action started before.
END // nothin' to see 'ere
Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
COPY	"example/spl/your1.spl" "override"
	SAY 0xC ~this is the spell's name~
	SAY 0x50 ~this is the spell's description~

COPY	"example/spl/your2.spl" "override"
	SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).

COPY	"example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
	"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too

/* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
	~7C#KIT 1 1 1 1 1 1 1 1~
        ~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~7C#KIT 0 9 0 0 0 0~
	~7C#KIT 0 0 0 0 0 0~
	~7C#KIT 0 15 0 0 0 0~
        ~7C#KIT 0 17 0 0 0 0~
	~7C#KIT 0 1 1 1 1 1 1 1 1~
	~7C#KIT 1 1 1 0 0 0~
	~example/7C#KIT.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00080000 4~
	~7C#K~
	~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
	SAY ~batman~
	SAY ~Batman~
	SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
	INT_VAR
		biography = 29492
		briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
	STR_VAR
		kit_name = ~7C#KIT~
		backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		clswpbon = ~1 0 3~
		numwslot = ~2~
		thiefskl = ~40 20~
		traplimt = 6
		clascolr = ~35 67 67 25 80~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HP7C#K~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY	"example/spl/your1.spl" override
	SAY 0xC ~this is the spell's name~
	SAY 0x50 ~this is the spell's description~

COPY	"example/spl/your2.spl" override
	SAY 0xC #-1

COPY	"example/tables/HP7C#K.2DA" override
	"example/tables/LU7C#K.2DA" override

Helpful links:

Have fun modding!

[mod preview] Hephernaan BG2

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I am not sure if it's not too soon to announce one of the project's I've been working, but here it is: Hephernaan for BG2EE.

Baldur's Gate series still miss some evil characters. With BG2EE we were given Hexxat and Dorn, but... then SoD introduced some new characters many of us miss. As some may have noticed, I have a weak spot for less popular NPCs. I made Quayle BG2 mod. Not long ago I released Skie: The Cost of One Girl's Soul. I like those characters that could use some more spotlight. That is why I've decided to bring back Hephernaan - Belhifet's right hand and the one that was whispering to Caelar Argent's ear.

Hephernaan BG2 will include:
-Hephernaan as a joinable NPC for both SoA and ToB portion of the game
-An ability to turn into his natural form... for a price, because who would speak fondly about someone working with a devil?
-At least 2 small areas that are tied to Hephernaan and his quest
-A chance to meet his new master and trade with him... not the usual way, though, because devils always were interested in something else than gold
-Reactions from other NPC, as many of them won't accept working with someone like Belhifet's former servant

The beginning of the mod will also introduce a story about how he managed to escape his final death in Avernus.
The mod won't include a romance - I do not consider Hephernaan someone who would be interested in a relationship like that.

Screenshots:
zikcjd432qan.jpg
2ypkptt1k5ma.jpg
fpx93iwwkha0.jpg

The mod is still in early development, I am not going to rush myself, as I have much less time for modding than I had a year or two ago. But I will slowly work on new talks and other new content.

Unused portrait icons

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The Display Portrait Icon effect (142) offers some icons that aren't connected to states or spell states. I understand there is still no way to add our own states with custom icons? In that case I would like to use these nameless ones. They appear as "Unknown" there. Is there a way to find which string they refer to or give them a custom string, rewrite references? What about the ones with "No such index"? That ought to point to a number, at any rate.

What mod disables/enables enemies from following you into another room?

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I installed a bunch of awesome mods at once but one of these bad boys is preventing enemies from folllowing me when I change rooms ala pre-TOB days. I'd like to re-enable this function cuz this is just too damn cheesy. Any ideas?!

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post. REVISED SPECIALISTS This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield. REVISED DRAGON DISCIPLES This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons. MAGUS This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge. FAVOURED SOUL This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers. REVENANT DISCIPLE This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor. SYLVAN DISCIPLE This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey. AMORPHOUS DISCIPLE This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins. INNATE FIND FAMILIAR This component makes Find Familiar an innate ability for all Mages and Sorcerers. ARMORED CASTING FOR BARDS This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors. ARCANE CRAFTING This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls. CANTRIPS Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells. SPELL TWEAKS This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected. METAMAGIC This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters. ABILITY SCORE BONUSES This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses. SPELL SELECTION DIALOG This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.7 None to my knowledge. Go out and find some! [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.7 - Total overhaul of all existing components. - New Feature: Added the Ability Score Bonuses component. - New Feature: Added the Level One Cantrips subcomponent. - New Feature: Added the Innate Familiar component. - New Feature: Added the Favoured Soul component. Version 0.62 - Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls. - Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat. - Compatibility: Added compatibility for More Style for Mages. Version 0.61 - Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.) - Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected. - Spell Tweaks: Added an installation requirement to prevent odd behavior. Version 0.6 - General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions). - General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions. - Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors. - Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level. - Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance. - New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod. - Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system. - Numerous small bugs and string fixes. Version 0.5 - Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6. - Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions. - Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets. - Expanded Weapons: Fixed an issue where Mages were not able to equip arrows. - Oracle: Added the Oracles of Murder and Oracle of Eyes kits. Version 0.4 - Core Revisions: Conjurers now receive a d6 hit die. - Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar. - Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu. - Updated Schools: Dispel Magic is moved from Abjuration to General. - Arcane Crafting: Changes the number of charges on crafted wands. - Magus: Removed the bonus attack per round from specialization and at 7th or 13th level. - Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod. - General: Fixed an issue where kit bonus spells were sometimes not being granted. - Core: Fixed text issues with the names of Brass Dragon Disciples. - Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed. - Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known. - Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds. - Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one. - Oracle: Fixed text issues with the names of Oracles of Winter. - New Feature: Added the Specialist Mage Kits component. - New Feature: Added the Dynaheir, Xan and Edwin components. - New Feature: Added the Specialist Kits for NPCs component. - New Feature: Added the Bloodline Kits for NPCs components. - New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting. Version 0.31 - Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet. - Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor. - Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in. - Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls. Version 0.3 - General: Updated class descriptions for all kits (existing and mod) - Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class. - Core: Revised opposed schools and specialists. - Core: Incorporated Divination spells into Generalist and removed Diviners - Core: Allowed Dragon Disciples to choose a draconic ancestor. - Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline. - Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline]. - Added the Spell Select through Dialogue component - Added the Updated Spell Schools component. - Added the Armored Casting component. - Added the Universal Weapon Usability component. - Added the Oracle component. - Added the Magus component. - Added the Arcane Crafting component. Version 0.2 - Renamed to Tome and Blood - Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines. - Changed specialists to have 2 opposed schools. - Allowed Gnomes to become Sorcerers and Dragon Disciples. - Allowed Mages and Sorcerers to use Crossbows and Clubs. Version 0.1 - First public release (as Sorcerous Bloodlines) - Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant). [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

BG1 BGTutu map not displaying correctly

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Though I play BG:EE, I also like having the old school option with BGTutu. But one thing in Tutu I haven't been able to figure out, and I was hoping some of you who are more knowledgeable about how the game works might know. With the original Tutu (not EasyTutu), the world map uses the traditional parchment background as in vanilla BG1, but the area icons have a white background instead of being faded out (or black if you've visited them) as they should be. EasyTutu uses a color map and it's alright, but I was wondering if there was any way to fix the original Tutu's world map so that it functions identically to vanilla BG's world map. This way Tutu, with the TutuGUI mod installed, would be visually identical in every way to vanilla BG. The world map is the only thing that doesn't match. The GUI mod takes care of everything else, I just haven't figured out how to fix the map.

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine. Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread. So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list. The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation. Good modding and have fun!

Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

AI Enhancements

Sword Coast Stratagems SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

Banter packs

Ajantis BG1 Expansion Mod Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project. Chatty Imoen This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2. Coran's BG Extended Friendship Talks This mod expands Coran's Friendship talk sequence. Delainy/Durlyle Same-Sex Romance Options Mod This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs.. Garrick's infatuation "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. Neera Banters for BGEE Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party. Neera dialogue expansion and flirts Adds additional dialogue between Charname and Neera, as well as flirts. Xan's friendship path Xan-initiated banter.

Equipment

Barbed Club of Pain Convenient Ammunition Distinguishable clubs Golem Construction for Spellcasters Nerfed Ankheg Armor Wand Case Thalantyr sells a container to store wands. Xan's New Groove!

GUI & Graphics

BG2EE GUI To BGEE Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET EEUITweaks Mod Collection Lefreut's enhanced UI Journal Fixes Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages. Lighting Pack Multi-portrait Mod The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections. Portrait Picker Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions. Recolored toolbar buttons Portraits Portraits Everywhere The Picture Standard for BGEE 1 & 2 Dragonspear UI++

Kits & Races

Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details. Arcane Archer Redone Bardic Wonders Chaos Sorcerer Kit The Charlatan (Bard Kit for Charname and Eldoth) Deities of Faerûn - A Kitpack for Clerics Eldritch Magic FG Cleric Kits I Hate Undead Kitpack Improved Archer Kit The Mercenary (Fighter Kit for Charname and Kagain) Might and Guile *Fully compatible* The Militia Officer (Fighter Kit for Charname and Khalid) Mystic Fire Paladin Kit Warrior Monk Mod Pale Master Sorcerer Kit Planetouched Races Shadow Magic Way of the Assassin The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english Warlock Wizard Slayer Rebalancing Relieve Wizard Slayer

NPCs

Aura, a gnome artificer NPC for BG:EE + SoD Drake NPC for BG:EE and SoD Gavin A cleric of Lathander Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release] Isra Sirene NPC BG:EE Shar-Teel NPC mod (SoD) Verr'Sza NPC An evil rakshasa ranger. Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Ascalon's Questpack Extra Expanded Enhanced Encounters! Baldur's Gate Mini Quests & Encounters Baldur's Gate Romantic Encounters BG1 NPC BG1 Unfinished Business Critter Parts mini-mod for Baldur’s Gate: EE Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets. Lure of Sirine's Call (Download is at the side, current version is v15) Northern Tales of the Sword Coast The Stone of Askavar

Tools

Big World Setup EE Autoroller

Tweaks

Animal Companions Disable Enhanced Edition NPCs 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) Rough World The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving. Jaheria Recast Non-Player Characters Enhanced NPC Tweaks mod Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs. Quick Save Slots Tweaks 1.2 High-Power Baldur's Gate This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game. Random Character Generation Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install. No Race Restrictions SCALES of BALANCE! Simple XP cap remover SoD Dialog Banters This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2) Tweaks Anthology BETA True Berserker Minsc Raduziel's Universal Wizard Spells

Spells

Taunt Spell

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey, Updated to 1.1 to look for sod-dlc.zip where GOG puts it. People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested. You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before. If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.
This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files. I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success. @elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.

Constantly interrupting Imoen

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So I have run a game through SoA with no issue, did the prelims in ToB and finally arrived in Saradush. Once the bombardment hit, Imoen has gone nuts, first screaming about getting to a safe place, then constantly starting a dialogue with the MC, very much like Noober/Neeber. Is this an issue with the Imoen Romance mod (which I have run before with no issue), or something else perhaps?

[MOD LIST] Mods by AionZ/Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/

NPC MODS

Sirene - BG:EE, SoD, BG2:EE

A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.

Drake - BG:EE, SoD

A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.

Pai'Na - BG2:EE

A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.

Aura - BG:EE, SoD

A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.

NPC-RELATED MODS

KIT MODS

The Artisan's Kitpack

This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin.

Bardic Wonders

Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Way of the Assassin

A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.

Arcane Archer

A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

An implementation of the 3e warlock as a semi-unique class.

Mystic Fire

A paladin kit with exceptional arcane powers.

Warhorn Shaman

A battle shaman kit.

ITEM MODS

Useful Plot Items

Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm III

SPELL MODS

Shadow Magic

Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

TWEAK MODS

Artemius' House Rules

Assorted personalized tweaks that fit no particular category

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[v2.51] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD

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

Sirene, Paladin of Ilmater

Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404 Portrait by Isandir Race: Tiefling Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, Divine Champion - requires House Rules) Alignment: Lawful Good STR: 15 DEX: 17 CON: 15 INT: 10 WIS: 13 CHA: 17 Proficiencies (paladin): Two-handed Sword ++ Two-handed Style ++

Mod Content

- 1 new NPC with banters, interjections and talks to PC - 1 new item - 1 NPC specific kit with 3 new spells - 14 friendship talks - Soundset taken from Icewind Dale - Full content for Siege of Dragonspear expansion She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment. She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any. In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists). Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.

Biography

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

Personality

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

Friendship & Future Romance

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

Download version 1.5.1 (for pre-2.0 players)

image

Tenya Thermidor v1.5

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Tenya for BG:Enhanced Edition Tenya:- No! Bring her back! I want to kill her again! -- I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails or sing shanties enough, now you can become guardian of your own darling little tempestuous ball of fury. BGEETenya15c.rar Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere. She has at least one interaction with every Bioware and Beamdog NPC as well as several comments along your main quest and a few interjections elsewhere, (in particular around the temple of Umberlee, of course). Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but a child's love for her mother is unconditional. After her mother's murder she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in. In addition to banters, small quest, and interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat. Here is a big portrait. The actual in-game portrait has been redone a little by @Asthner, adding a bit more tecture to her scarf. image Some other notes: Class: Cleric Stats: STR 9 DEX 16 CON 14 INT 12 WIS 16 CHA 13 Alignment: Chaotic Neutral ( I changed her alignment to CN, for several reasons. First, I don't really go along with the idea in a lot of other media that the field of child psychology is really just a diversion from the truth that all children are possessed by the spirits of evil aliens. Second, I feel it better reflects her personality anyway - she is quick to anger, abrasive, and like children do will sometimes try to test the limits of people around her to see how much she can get away with. But, she can actually be quite helpful and even nice, on occasion. Lastly I just wanted to leave it open so that maybe in some future expansion she can develop either way due to your influence. Her stats are not magnificent, but she has a fair bit of stuff. Like a ring that gives an extra cleric spell each level and also functions as a ring of protection +2. She has a bunch of mephit spells she can cast (steam and ice shards etc... basically all the ones that have any sort of connection to water. She's a waterbender). Not really very powerful, but can be useful on occassion. She can also cast Storm Shield once per day like a Cleric of Talos. Spoiler: [spoiler]At the end of her 'quest', she'll be able to use the bowl. It allows her to summon a Water Elemental once per day, which gets stronger as she levels up (Lesser, norm, Greater). It improves every five levels, so since she caps at level 9 I think in BG1, you won't get the first upgrade without removing the XP cap first. Since I couldn't find any water elemental creature in BG1, I had to make up my own, just taking the fire elementals and swapping around damage/resistances to fire and ice.[/spoiler]

Any good Item pack mods?

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Are there any good item pack mods other than unofficial and the item pack thats from spellhold? I tried the item pack from spellhold but it doesn't work well for EE. Most of the items when upgraded or merged with other items become unusable.

[MOD] Bubb's Spell Menu (Update: v2.0!)

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This mod doesn't support BG2EE v2.5.16.6 currently, though I am working on an update to make it compatible.

Overview:

This mod seeks to replace the standard hotbar spell selection with a more powerful version. The set of enhancements over the default spell selection includes a searchable spell list, and the ability to sort spells based on name, primary type, and level.

Versions:

Normal

Screenshots:

Searching for "Summon"

Sorting by Name

Sorting by Primary Type

Sorting by Level

Changelog: v1.3: Switched to github for hosting. v1.2: Fixed bug where duplicate spell entries were being shown. Cleaned up code. v1.1: Added Type category. Fixed alignment issue with search bar. Refactored code. v1.0: Initial release.

Light

Overview:

I'm sure some have felt like the normal version of this mod goes over the top. The menu is big, it's bulky, and it is somewhat intrusive to the world screen. In consideration to this feeling I've made a "light" version of this mod, which only includes a search bar. This version is much more integrated with the vanilla GUI, as the search results are displayed in the hotbar itself; nice and tucked away on the bottom of the screen.

Standalone features:

The spell selection uses the default behavior until a term is inserted into the search bar. Once a search term is entered the hotbar transforms into a list of search results; these results mimic the default spell selection behavior. Note: The green slot in the search results is the slot that will be picked if "enter" is pressed while typing in the search field. This is useful for quickly picking a spell when you've typed enough characters to narrow the list down to one entry.

Screenshots:

Searching for "Summon"

Searching for "Protection from"

Changelog: v1.6: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.5: Fixed WeiDU bug. Added spell count for mage and priest spells. v1.4:
Fixed alignment of slots to match vanilla. Made compatible with quickspell selection. Honors if the game was paused like extended edition. Will no longer bug-out if spell button was disabled when pressed. Fixed spellUUIDs being shown in temple healing services.
v1.3: Switched to github for hosting. v1.2: Reverted unintentional edits to message box. Cleaned up code. v1.1: Critical fix regarding a failure to pick spell when hotbar was moved before inputting search term. v1.0: Initial release.

Extended

Overview:

If the list view from the normal version of this mod doesn't strike your fancy, this version very well might. This version emulates the slots from the default spell selection, and arranges them in such a way that all spells will be visible at once. This is useful for players who are irritated by the lack of visibility in the default spell selection.

Screenshots:

Cleric / Mage All Spells

Cleric / Mage Filter By Mage Spells

Cleric / Mage Filter By Cleric Spells

Cleric / Mage Left Align

Changelog: v2.0: - Complete refactor of code, many bug fixes, many code style improvements. - Slots are now variable in size, being able to be optimized and changed at runtime - either manually or automatically. - Added settings menu, including the ability to toggle the following options: Auto-Pause: Controls whether the game is paused when the spell menu is opened. Automatically Optimize Slot Size: Attempts to fit all slots on the screen without the use of arrows. Darken Background: A slight dimming of the background, can be used with “Modal” turned off to create a much more tolerable background. Modal: Whether or not background GUI elements are blocked. This overlays a hardcoded darkening effect on all background GUI elements, so this must be turned off to completely disable any darkening effects. It is unknown what bugs can occur with this setting turned off. - Spell levels are now displayed in the spell menu. - Spell levels can now occupy more than one row; a maximum of 18 rows are able to be displayed at one time. - Expanded maximum slot count per row to 50, for high resolution monitors with Scale User Interface turned off. - Improved installer; installation time reduced from several minutes to seconds. - Many more internal and minor changes.
v1.17: Added support for BGEE with SoD. v1.16: General fixing of bugs revolving around opcode 214. v1.15: Added support for spells that use opcode 214. v1.14: Fixed SPELL_UUIDs appearing in places. Fixed dialog history changing dialog text to "|". Fixed NO TEXT spell names being displayed in message box. v1.13: Started escaping backslashes in spell names in BGEE.lua to fix installation bug. v1.12: Fixed typo in lefreut's Improved Record Screen compatibility patch. v1.11: Improved spell icon detection and fixed SPELL_UUIDs showing on HLA screen. v1.10: Fixed bug in UIUtil.exe regarding reading .uipatch files. v1.9: Added compatibility with lefreut's Improved Record Screen. v1.8: Added cross-platform safeguards. v1.7: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.6: Ported search bar from light edition. Fixed bug in extreme case where first and last spells were hidden. v1.5: Fixed WeiDU bug. Added spell count to mage and priest spells. v1.4: Switched to github for hosting. Fixed quickspell selection. Fixed spell uuids showing in temple healing services. v1.3: I was an idiot and accidentally changed something in WeiDU that broke the mod when you cast a spell, all is fixed now. v1.2: Added spell type filtering. Added optional left align. v1.1: Fixed Spell UUIDs appearing in the priest spell selection in character creation. v1.0: Initial release.

Known Issues:

None at the moment.

Installation:

Download normal version: Here Download light version: Here Download extended version: Here Download the zip file of the version you wish to install from one of the links above, and copy the contents into your game's base folder. Run the setup-bubb_spell_menu.exe, and you are good to go!
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