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[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.

BG2 Redux : Athkatla - DA Mod - Irenicus!

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Hello everyone - Thought I would post a video to get everyone even more exited about BG:EE coming out soon. I have been working on a mod to bring BG2 into the DA engine. Our cinematic designer @DahliaLynn has just completed the opening cutscene for Module 2 and we have made it public. http://www.youtube.com/watch?v=DhL8iKN3rVA&feature=youtu.be Its a tedious long process to recreate each area in 3D, but nearly finished with the entire city now. Just the Graveyard catacombs to finish and finalize the slums night version. If this thread shows interest, will post some shots of that stuff. Here are the credits involved in this scene: @Cuv: BGR Module 2 Project Lead/Level Design @DahliaLynn: Module 2 Opening Cinematic Designer @Ablaine : Character/Organic Lead Modeller @DarthParametric : Environment/Level Lead Modeller @Piet: Environmental Modeller/Textures Cuv

[mod] Foundling: Between the Shades

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Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available. Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn. Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too. The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc. Foundling is not romanceable, but the character will still talk to you frequently, so no worries. image DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/ Thank you to everyone who helped me in releasing this project!

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

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Dragonspear UI++

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

Main Menu

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

Options

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

Character Generation

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

Save/Load Screens

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

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

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

Dialog Box

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

Journal

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

Inventory

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

Record

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

Mage/Priest Spellbooks

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

Worldmap

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

Store/Containers

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

Chapters

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

[mod] Region of Terror: Drizzt's party

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So I'm playing BGT (not the EE edition) and have Region of Terror installed.
I'm currently in chapter 6 and have freed so far all of Drizzt's friends except for Catti-Brie.
I went back to Brynnlaw and got the Dragon imprisoned in the item. Now the last thing remaining is finding Catti-Brie but I have no clues where to go/what to do.
The last entry on the quest list is:
"We have trapped a dragon. Now we must wait for the next clue"

Do anyone has any insight on what should I do next?

Any idea where my Familiar might be?

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Hello Everyone! I'm playing BGT; and at the end of BG I had a familiar summoned. When BG2 started and I was at Irenicus's dungeon the familiar wasn't there anymore. Now when I try to summon one I get this message: "familiar has already been summoned" Could anyone please help? PS:If it makes things easier; I've included a savegame with this message, maybe it might help.

diedre and joluv missing

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ok I have no idea what happened but my diedre and joluv are not in game. they are not at their usualy spots and I have no idea where they went to. i dont know if its a mod confliction or what but they up and disappeared.

EDIT: Yep I uninstalled certain mods that I probably thought were conflicting and still no joluv or diedre. They just disappeared.

How do Rangers get Two Weapon Style?

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hello everyone, i am currently trying to give swashbucklers and blades an innate bonus to two weapon fighting just like rangers, but i can't figure out where rangers get it from in the first place. i have looked at the CLAB files as well as the 2da files that govern proficiency gain and found nothing so far. if somebody knows a solution please share it.

[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]

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Ishlilka can be found here: https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates Enjoy :)

Emily NPC for BG:EE

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Emily NPC for BG:EE
plbvxf8gym3d.png

Introduction:

You know, it's getting pretty dangerous down in the Sword Coast, and you could probably use a good archer. Well, that's me, your archer, Emily. I'm trying to get away from the dreadful politics and troubles of nobility and joining you sounds like the perfect distraction. We can do plenty of good together and maybe solve this crisis as a team. I'd like to visit my biological mother though if you don't mind in Baldur's Gate, if you ever stop by the city. I've been dying to meet her my whole life. I'm sure it will be rather uneventful. No crazy people hunting her down or anything, right?

Overview

This mod adds a new joinable NPC to the game: Emily, a archer half-elf*

She can be found outside of the Feldepost Inn. She will join any party, though if your reputation hits 3 she will leave. Her starting level varies on the players, allowing her to be picked up at any point in the game.

Stats:
  • STR: 14
  • DEX: 18
  • CON: 14
  • INT: 10
  • WIS: 14
  • CHA: 16
  • Total: 86


Proficiencies: 2 slots in longbow and crossbow.
10% Acid, Cold, and Electrical Resistance.
Alignment: Neutral Good
Race: Half-Elf*

*Emily's actual race will replace Half-Elf when it is revealed.
Quest & Relationship

Emily has 7 talks with the PC in her initial release**. These can be considered friendship, with romantic content coming in later installments.

The P.C can also initiate dialogue with Emily, opening even more talks that appear as the game goes on, or they can ask how she is, what she thinks about, ask for advice, or if they have progressed far enough, ask her to fletch arrows.

Her quest starts as soon as you enter Baldur's Gate.

Emily has one banter with every joinable NPC, and four with any of my NPCs. No cross-mod content is required, although if Sirene is in the party, it may impact her quest. There isn't any crossmod banters besides my own at this time.

** Her 6h and 7th talk in my opinion rush her story's end too fast, so I will be expanding this to 8 or 9 talks in future versions.
Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Emily.exe
If you get any errors, please post in the Emily topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:

Q: Is there any romance content with the PC?

A: Not in BG:EE1, but there will be in later installments. There isn't any race or even gender restrictions in place yet, though it will likely be male human/half-elf/elf.

Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.

Q: When will the SoD portion be released?

A: I've never played through the SoD portion of the game. As soon as I've finished it, I'll work on adding the content in. It shouldn't take long. (It took about 3 weeks for me to finish 3 NPC Mods, and I am now much more familiar with the process.) Timeline wise, it will come after I release all five NPCs for BG:EE(1). There's a Future Mod Release order you can look at for more information.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content.

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly. V1.1for example will contain several planned revisions (see Future Planned Content) to address some issues I already saw, such as slightly rushed story outcome post quest, and an unideal crafting implementation. Both need to be polished up a bit more.
Future Planned Content:
V1.1 Bug Fixing/Implementation of Community Feedback/Additional Talks/Story Revision/Crafting Revision.
V1.2 Bug Fixing/Arcane Archer class option (Will require the Arcane Archer Kit to be installed)
V1.3 SoD release
V1.? ???: Any other updates.
V2.0 SoA and ToB Release.
Future Mod Release Order:
Vienxay NPC Mod: 2/27
Helga, Cleric of Haela Brightaxe (Cleric Kit): TBD
Recorder, Gnome Lorekeeper (Bard Kit): TBD
Kale SoD Content
Emily SoD Content
Credits

Author: Skitia
Portrait: Beamdog - Neverwinter Nights
Soundset: Bioware - Neverwinter Nights

Changelog:
02/25/2019 v1.0: Initial Release.

[mod] The Ooze's Lounge

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If you thought that my only in-progress mod is Verr'Sza for BG2EE, then you were wrong. I would like to tell you few words about The Ooze's Lounge - my mod for BG2 and BG2EE. When I worked on Southern Edge, I thought there should be more mods that expand Athkatla and perhaps show new "corners" of the City of Coin. That is why I released SE. But I always planned to offer something more. That is why I came up with The Ooze's Lounge - a new part of sewers that doesn't only offer few monsters to kill, but also gives a chance to meet a bit unusual merchants. The mod was inspired by areas like Black Emporium from Dragon Age series. It introduces new merchants with some new items along with a special shopkeeper that will appear after you're back from the Underdark; there are 3-4 miniquests as well as few monsters to kill, because there's never enought of that. And as I mentioned, because I want it to look more or less like SE, the mod works on both old BG2 and BG2EE. To enjoy the conent, you must start a new quest or at least use the savegame before you entered Slums for the first time. And here are some screenshots:
The mod isn't big, it is smaller than SE, but those who enjoy seeing new places in the game should still be able to enjoy it and hopefully find some new nice weapons to wield as well as a couple of new armors to wear. Want to know where you can find the key?
You should find it during the Tanner's quest
Links: Download Forum

Displaying 7 proficiency stars at character creation

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Right now, we can safely set max profs to 7 (the stat wraps around if you set it to 8+). If you have a character that has 6-7 ranks in a given proficiency, it displays on the character sheet, and everywhere else. It just doesn't display at character creation (and, I think, level up). As a sample, in this screenshot, I have created a fighter with 7 ranks in bastard sword in ToB. But, as you can see, it only displays 5 pips at character creation.
How would I change this so it displays all 6 or 7 pips?

UPLOAD TEST

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

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

Download the latest release

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

Baldur's Gate Arms and Armour Emporium

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

[Skin mod for IWD1 EE/ BG1 EE/ BG2 EE] Diablo character SKIN MOD

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I am not so good at English. So please be good to understand my awkward English. This is for IWD1 EE, BG1 EE and BG2 EE please follow red line. first of all, download diablo skin.zip and.... just put in there.. and creat character, save the game use keeper, open the game change the appearance what you want... human male fighter low => diablo2 barbarian human male cleric low => diablo2 paladin human female fighter low => diablo2 amazon human female mage low => diablo2 corrupted rogue elf female thief low => diablo1 succubus elf female cleric low => Lineage1 female lord elf female fighter low => Lineage1 female elf human female thief low => Planescape:Torment woman tunnel worm => Asian Dragon and... play! there is playing video https://youtu.be/lMYy1ZBBNJ8 made by 지온트, 베르모드, 라스트오브어스 https://cafe.naver.com/nextrealm/106668 http://cafe.naver.com/nextrealm/88336 ====== 2018-01-25 new version updated. ===== 2018 April 23 new version updated. ===== 2018 September 03 new version updatede (skin ver1.0) ========= ======= 2019 2 25 little updated (skin 1.2ver) diablo1 fighter is not done yet

Clua Console help

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I can't get into Firkaag's Lair, there's no option. From memory a halfling was meant to turn up to give me the location of the dragon's lair, but that hasn't happened.

Basically I think I need to use the Clua console to get the halfling back and get the letter for the clue to the dungeon, but I'm not sure how to do that.

[Tutorial] List: Unified .cre Patching in Mods

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==>Link to the cre-File Patching List with Mod Names<==

This is a list with all cre-file names that are patched by mods with regards to: death variable/script name; one of the creature scripts slots, and the creature's dialogue.

For now, the cre names are shown in alphabetical order with their BG1 / BG:EE file names. The second column displays the file name in unified OUTER_SPRINT variable naming as described in cmorgan's tutorial "Crossing the Great Divide" and defined in the relevant cpmvars.tpa. The assumption is that you are familiar with the concept of crossplatform coding for BG1.

The idea is, that if you are working on a mod and want to give an existing game creature a script name /death variable (DV), have a look here whether another mod already uses one and use this, too, for compatibility reasons. If you add a script name (DV) to a cre-file that is not on the list yet, please post here so that it can be added. My suggestion for new cases not on the list yet would be to use the file name for the DV, not the ingame character name. It is the safest way with BGT and EET around, not to end in incompatibilities between the game ressources of the two games

If you need to patch a creature with a custom script, have a look here whether there is still a free script slot or whether it might be overwritten by another mod. Please note: mods patching scripts usually override any other script that might have been there (even if it had the same name). If you need to patch a creature with a script and see from the list that no slot is available, please post here so we can sort out the incompatibility.

The so far considered mods are not all BG1 mods available, and I didn't look at any BGII mods yet. There is no specific reason why I didn't look at the mods that are not considered yet other than that I started with the ones I deal with more often and it took several days until the list was finished the way it is now already. Feel free to provide info of mods that are not considered yet.

Considered mods:
  • Ascalon's Breagar v7.0.6 (Breagar) [Tutu/BGT/BG:EE/SoD/BGII/BGII:EE/EET]
  • Ascalon's Questpack v2.05 (no cre patching)
  • Baldur's Gate Romantic Encounters (bg1re) v2.7 [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET]
  • BG1NPC Project (bg1npc) v24 beta [Tutu/BGT/BG:EE/SoD]
  • BG1 Unfinished Business (bg1ub) v16 [BG1:TotSC/Tutu/BGT/BG:EE/SoD]
  • Baldur's Gate Mini Quests and Encounters (bgqe) v18 [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET]
  • Dark Side of the Sword Coast (DSotSC) (EET/BGT) v3.0 beta [BGT/EET]
  • Drake NPC v1.21 (no cre patching)
  • Gavin BG1 v14 [Tutu/BGT/BG:EE/SoD/EET]
  • Isra v2.3 (no cre patching)
  • Lure of Sirine's Call v15 (LotSC) [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET]
  • Norther Tales of the Sword Coast (NTotSC) v3.1.0 [BGT/BG:EE/SoD/EET]
  • Verr'Sza v5.2 [BG:EE/EET]
  • Vynd v2 [Tutu/BGT/BG:EE/SoD/EET]

Not considered, because these mods also replace existing cres (so I didn't want to go there):
  • Jarl's Adventure Pack (BGT)
  • DSotSC (BG:EE version)

So far, all death variables (script names) are in accordance to what is already given in BG:EE, as far as I could see.

Some nomenclature that might not be obvious:
  • TotSC - original BG1 with TotSC
  • SoD - a game with BG:EE and SoD
  • BG:EE - BG:EE game without SoD

==>Link to the cre-File Patching List with Mod Names<==

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

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

Download the latest release

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

A New Modder’s Experience

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There really is no greater feeling then that eureka moment when all of your writing and scripting crunches together and you get a successfully compiled message in Weidu. Finally, I have emulated the masters and…gotten a tiny bit more successful content in a NPC Mod (Three of them, actually) that are all half-way done now.

The Infinity Engine really has captured my passion in a way no other experience with modding has in a long time. In the past, I’ve attempted several unfinished projects in the Aurora Engine, NWN’s Toolset, always only a few hours of work in a very beginning of a story, far from finished, before I stop. Everything is rather set up for you, and you can go as far as your NWNscript skill lets you go. Thus, creating in NWN is very user friendly. Unlike Baldur’s Gate though, you need to create fresh areas for your story, there is no already existing Baldur’s Gate campaign to plant them in, and my perfectionism has always been frustrated at my area designing results. The work then enters the abyss of hiatus, very rarely re-visited. I realized this one day and wanted to try a different creative project, and wanting to play Baldur’s Gate, I thought of making five custom NPCs (I love a party of my own six), and fleshing them out. Easy right?

The difficulty is immediately perceivable when I start. I.E is different in that there is no toolset. I’d have never have tried if Weidu didn’t exist, which really makes the whole thing possible. The entire process requires creations of files containing your scripts, your dialogue, your character file converted to a cre, with tpa’s telling the installer what to do. There’s no GUI interface to type in your dialogue in, it’s notepad work, and the modding process is generally not user friendly. But the challenge has really invoked my creative passion. I majored in creative writing, but my day job has nothing to do with writing. I minored in computer science, but I don’t ever write a line of code in any computer language. And I initially started studying musical composition, but I’m definitely not making orchestral pieces either. But modding offers an opportunity to put every skillset to use. I can write a story, of a character, script all sorts of things around it, and, if wanted, even write a small song that plays during certain events, by converting the mp3 file of a basic music creating program into ogg.

My first real challenge was just spawning a character in. I had used the second floor of the friendly Arm Inn. Nothing I would do, would get this character to spawn in. It was absolutely frustrating. The question “What is wrong with my code?!” was asked a lot. Starting off modding is full of these frustrations. The first error can be a turn off for a lot of would be beginners, and this is a very immediate taste of reality breaking the fantasy of an easy journey. You cannot just create a masterpiece like all of the previous masters have done. I strongly recommend working on a small piece of your mod at a time, then testing to see if that small piece functions. It is a lot easier to fix a little at a time then a lot and not be sure where to start.

Eventually I figured out, by studying other modding virtuosos (Specifically Lava’s Rakasha NPC, which you should check out if you haven’t), as this one was spawned in the third floor. I toyed around with their spawning location, and found I either was a goof with area code, or the second floor simply didn’t work in the way I was executing it, as changing their spawning location to anywhere but the second floor worked. I applied this to my NPC, and viola, it worked. One day I might crack this mystery, but for now, I was very pleased.

This pattern of failing and failing and failing before succeeding continued a lot. My NPC wasn’t saying anything. The NPC’s selection lines broke, and they stopped saying their lines after a click or two. I was controlling the NPC when they were not supposed to be controlled until they joined your party. The soundset wasn’t playing. There were a large number of my NPCs in one square. My item wasn’t spawning in with the correct string. My string was invalid. My PC’s tra file @ was duplicated, and they were saying the wrong line. My mod was failing to install because I had nearinfinity opening a file it was trying to install, and so many more. Each mistake was like a puzzle to solve, and sometimes the fix would take hours. The advantage of working on three NPCs at once is that I can repeat and master the process of getting it right.

There is definitely a disappointment in starting to mod so late, the question, “Will anyone even download it?” entering my head now and then, which is accompanied by the question “Will anyone like it?” But I remind myself that this project really began with me wanting to make a fleshed out party of five custom characters with my protagonist, with their own mini-stories and personalities. Plus there is an advantage to being last, you get to read and look at everything already done. I’ve downloaded and examined the files of just about every NPC Mod, from the really old Brawen Mod, which is a great guide to starting off, and the closest thing to a template NPC there is, to the present day Aura mod, which is another mod you should check out, as I love artificers. There’s so many ways to mark a mod as yours like that. You can look at all of these mods to figure out how to fix your own mistakes, or ask the mod creators themselves, though I am too shy and I get that silly feeling I’d be wasting these great virtuosos of modding’s time.

TL'DR: I’m not sure what inspired me to share this long essay/story, after all, my work isn’t complete yet. In a way this is a big thank you letter to those who have inspired me, to the I.E. engine, and its creators. I really recommend anyone else interested in modding to take the plunge, and I can’t wait to have my own work available for others to play or witness a beginner’s experience into the fray. I haven’t felt such creative passion in a long time, and I don’t think I would have ever expected it to come from a childhood game.

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