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[v1.97] Aura, a gnome artificer NPC for BG:EE + SoD

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Link to mod page at my site: https://artisans-corner.com/aura-npc/

Alternate Portraits

Alternate Portrait 1 by Omar Diaz

Alternate Portrait 2 by Pantalion

Alternate Portrait 3 - BG2 Style

Alternate Portrait 4 - Original Portrait by Lava Del'Vortel

Alternate Portrait 5 - NWN-Style

Full Name: Aurelia Minerva Evie Glimmershine Race: Gnome Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer Alignment: Lawful Good Strength: 8 (below average, rarely does any carrying - she prefers having her automatons doing that) Dexterity: 16 (high, fairly skilled at archery and agile thanks to her lightness and small stature) Constitution: 13 (average) Intelligence: 19 (exceptional, a born prodigy with eidetic memory and education from the best academies in Lantan) Wisdom: 14 ( above average, mostly gained while in Kozakura) Charisma: 15 (above average, though self-admitted to be better with machines than people)

Biography

"When asked about her past, AURA tells you a long and convoluted tale of her life from her childhood to her life spent in faraway Kozakura. Born from the prestigious Glimmershine family in the technologically-advanced island nation of Lantan, Aura's talent for artifice and creation at a young age coupled with a wide-eyed curiosity of the world beyond her home led her to travel to distant lands looking to advance her knowledge of cultures and bring knowledge to other, less advanced societies. In one such venture, Aura's crew was assaulted by a magical storm which destroyed their ship and swept her away into the ocean. Upon regaining consciousness, Aura found herself somehow in Kozakura, a nation in the land of Kara-Tur. Aura's talents in creation gave her a place among the locals of the village in which she made her new home for three years until a disastrous commission led to her disgrace and her subsequent leaving of Kozakura. She now seeks an adversary now in the Sword Coast, and has sought your aid in her quest."

Character & Personality

Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.
Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual. She is in her mid-seventies in age, barely a young adult for a gnome. Because she has spent so much of her life working with inanimate objects, coupled with her extremely long lifespan, she can be extremely naive and unknowingly insensitive when it comes to human issues, though her time spent in Kozakura has helped somewhat. While the majority of people in Lantan worship Gond, the Wonderbringer, Aura is tight-lipped about her choice of deity and shows noticeable discomfort when discussing religion. It is unclear whether she worships a god at all. Aura strongly dislikes the Lantanese trademark smokepowder, the knowledge of how to produce it given by Gond during the Time of Troubles, but will relent in creating it for people she unequivocally trusts. Perhaps Aura's greatest strength and weakness is her extreme attachment to all of her ideas and creations. While this makes her a natural when it comes to invention, it also means she personally feels responsibility for any harm, destruction or death that anything she created has caused, even if it were by someone else's hand. Due to being inexperienced, Aura has a few childish fears, most notably a fear of bears of all kinds. More seriously, she is absolutely terrified of drowning and being close to huge bodies of water due to her past traumatic experience which caused her to temporarily lose several years of her memory and nearly her life.
Romance spoilers:
Aura is a lesbian, although this is not immediately apparent unless the player chooses to show some romantic affection towards her, though eventually the stories she tells of her past will make it clear either way.

Artificer Thief Kit

ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons. Advantages: – +15 bonus to Lore. – +10% bonus to Find Traps, Open Locks and Set Traps. – May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 1d4 (+1 extra damage per level) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can be set at a distance but can be set off by both allies and enemies. ALCHEMIST'S FIRE: Ignites the victim, dealing 1d4 damage per round. RAPID FREEZING REAGENT: Slows the victim. ACIDIC COMPOUND: Corrodes the victim's armor, reducing their AC by 4 and physical resistance by 20%. ELECTRIC CHARGE: Afflicts the victim with a 50% chance to miscast magic. – May use the Craft Rune ability once per day. CRAFT RUNE: Artificers can inscribe runes with arcane magic, which may be used to temporarily enhance weapons or to cast spells. The amount and strength of runes created depend on the artificer's level. Runes may not be crafted during combat. – May use the Advanced Alchemy ability at will. ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used to craft a number of potions or alchemical weapons. The types of potions available for crafting increase with the artificer's level. – From level 8 onwards, may use the Craft Automaton ability once per day. CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time. Disadvantages: – Hit Die: d4 – -10% penalty to Pick Pockets, Hide in Shadows and Move Silently. – -1 penalty to THAC0 every 6 levels (starting at level 1). – No backstab multiplier. – May only distribute 20 skill points per level among thieving skills.

Optional: Priestess Cleric Kit

PRIESTESS: Priestesses of the Way, a Kozakuran faith, are believers in harmony and seek to understand how to manipulate the forces that keep the world in balance, gaining powers similar to that of divine magic in the process. Many dedicate themselves to wandering the land for knowledge, tending to sacred shrines, or becoming philosophers. Advantages: – May cast Protection from Evil as an innate ability. – From 6th level onwards, may cast Protection from Evil 10' Radius as an innate ability. – From 11th level onwards, may cast True Seeing as an innate ability. Disadvantages: – May only be proficient in clubs, quarterstaves, short bows and slings. – May not wear armor heavier than studded leather. – May not be chaotic or evil-aligned.

Other Information

BG1
  • She can be found in the Beregost town center. When she is removed from the party, she may either go to the Friendly Arm Inn or remain where she is.
  • If you insult her too many times, she will stop talking to you and her PID will change, denying you most of her services. You have a chance to apologize ONCE. If you insult her again after that, tough luck.
  • Keep her and Neera together long enough for their banter chain to finish, and Neera will gain an exclusive item.
  • Aura's elemental traps are area of effect and NOT party friendly! Use them with caution.
  • Don't let a bear get too close to her, or she will lose morale and flee. This does not always work due to some bears lacking a death variable and thus being 'undetectable' by the script.
  • The Sunshooter auto-upgrades at levels 5, 8 and 11.
  • LIGHT QUEST SPOILERS
    After a certain point in the quest, you will get attacked in the street once every eight hours. After this has happened three times (Aura will comment after the third attack) rest at an inn to progress. Beware of the exploding ninjas. That is not a joke. You can convince Aura to let you keep the masterwork weapon at the end if you are non-evil and have high charisma. Bear in mind she will take it with her if she is kicked out.
    SoD
    • Aura can be found in the Coast Way Forest, slightly below Rasaad. A cutscene will start when you're in range.
    • For players taking her into SoD, I recommend holding on to Aura's starting armor.
    • Be careful of cutting Aura's SoD talks short. Some "end dialogue" options will shut down her friendship/romance entirely.
      • The sunflower seeds can be magically grown by a druid PC with high wisdom, Jaheira, or Onoroth, the druid in Bloodbark Grove. The last option costs 2,000 gold.
      • Feed the cat.
      • Aura's sleeping potion will add to a 'good' defense for the ending trial. During the battle, it has a chance of randomly putting crusaders to sleep while turning them neutral.
      • Aura provides Trollbane Arrows regardless of whether she's in the party or not.

    NPC Reactions (BG1, SoD, Crossmod)

    Likes: Dynaheir, Imoen, Kivan, Yeslick, Edwin, Quayle, Ajantis, Garrick, Glint, Sirene Neutral/Unsure: Khalid, Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad, Corwin, Drake Bemused: Tiax, Xzar, Baeloth, Coran, Xan, Neera, Voghiln, White, Verr'Sza Afraid: Jaheira, Faldorn (BEARS!), Dorn, Shar-Teel, M'Khiin Dislikes: Kagain, Montaron, Eldoth

Kivan and Tazok encounter?

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In v2.5.17.0 Kivan and Tazok chat before battling while the rest of the bandits on-screen stay neutral and watch. How would I script this to have allow the enemies in the bandit camp become hostile instead of just Tazok? IF InParty("kivan") See("kivan") THEN RESPONSE #100 SetGlobal("JoinedBandits","GLOBAL",0) ChangeEnemyAlly("tazok",ENEMY) Attack([PC]) END

What program do I use to merge Beamdog's BGEE and SOD together so I can use EET to install Trilogy?

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It's telling me my SOD needs installed...it is installed, but it's in a separate folder. I just purchased all 3 packages via BeamDog, then copy pasted the installs from the downloader into my own folders (putting them on a flash drive ultimately) - THANK YOU for any guidance, I think once I know how to do this, I can use EET fine.

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.

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

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Hello, This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.5).

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.

Improved main screen

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

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.

Item description tweaks

Using this scrollbar.
You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.
Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.

Journal screens

Restore and fix the journal screens.

Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.
Restored confirmation prompt before un-memorizing a spell.
Spell description is opened by right-clicking the spell and showed on the other side of the book.
Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here. Back button on levelup from here. Tweak popup with modified image from v1.3:
Fix journal popup when the text is too long:
Pick party screen:
There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.
Changelog: v3.8: Remove compatibility with 2.3. Change tooltip 'World Map' to 'Area Map'. Take 'More Confirmation Prompts' into account when removing memorized spells. Tweak text scroll speed in chapter and dream. New dialog code by Adul. Spells screen. Buttons in character creation. v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v2.7: Restore adorned first letter in item and spell description. Update item description layout. v2.6: Minor tweaks. v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio. v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look. v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod. v2.2: Restore 'Pick for me' button in mage spell selection. v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel). v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position). v1.9: Journal fixes thanks to @HaHaCharade. v1.8: Fix small portrait aspect ratio. Re-add stats cheat. v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences. v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks. v1.5: EET bug fix. v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker. v1.3: Quickloot fix. v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size. v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions. v1: Mage spells screen tweaks. Weidu mod. v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD. v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area. v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen. v0.6.1: Fix scrolling. v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen. v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens. v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...) v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip. v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen. v0.1: Initial release.

Ascension for BG2:EE

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For those wondering how to get David Gaider's popular Ascension mod to work with the Enhanced Edition (EE) of Baldur's Gate II:

Manual installation

Don't use the old EXE from the mod's official homepage. Instead, download and install the EE port of the mod released by the BiG World Project:     DIRECT DOWNLOAD LINK (Alternatively, get it from the Github download page.) Extract it, move the contents of the BiGWorldProject-Ascension-* wrapper folder into your BG2:EE game folder, and install it like any other WeiuDU mod.

Installation with the BiG World Setup

The Big World Setup (BWS) tool already uses this version of Ascension, so if you let BWS install your mods you're all set.

Credits

The EE port was created by @WhiteAgnus and @JediMindTrix, and then picked up by the BiG World Project where it received additional EE compatibility fixes by @ALIEN, @Quitch, @agb1, and @badungu. For more info on the porting history and older versions, see the discussion starting here. (I myself wasn't involved in the making of the mod or the EE port – this is just an unofficial thread to inform other fans, because the BWP authors haven't created an official thread for it in this forum.)

House Rules for IWD:EE (IWDEE tweaks)

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image HOUSE RULES FOR IWD:EE v1.1 December 5, 2014 HOUSE RULE. : A RULE (AS IN A GAME) THAT APPLIES ONLY AMONG A CERTAIN GROUP OR IN A CERTAIN PLACE. This tweak mod represents a compilation of various house rules and tweaks which are designed to change certain aspects of Icewind Dale Enhanced Edition. Components - REVEAL CITY MAPS - ITEMS Pomab & Conlan Sell Convenient Ammunition Emmerich sells Quiver, Case & Bags of Plenty +1 Conlan Sells Magic Clubs Barbed Club of Pain Jiedra and Doluv Bonus Merchants Orrick's Sells All His Items No save for fire arrows -CLASS HLAS Characters gain set HLAs every 5 levels starting at Level 15 based on their class. -KIT TOMES Purchase Magic Tomes to add or change kits of your characters in game. See mod's readme for more details. Previous Versions V1.0 Initial release - November 28, 2014 image VERSION HISTORY [spoiler] Current Version V1.1 - December 5, 2014 Revised Component numbering Jiedra and Doluv Bonus Merchants Orrick's Sells All His Items No save for fire arrows Revised Class High Level Abilities Older Versions V1.0 Initial Release - November 28, 2014 [/spoiler] Screenshots [spoiler] image image image image [/spoiler]

Dark Sun: Shattered Lands


[How to] Install mods on Android

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

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

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

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

This procedure was tested on Windows.

WARNING

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

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

Building an environment to install mods (BGEE)

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

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

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

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

Mod installation

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

Creating the mods archive to transfer to Android

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

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

Transferring the mods archive to Android

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

Notes on content to include in the mods archive

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

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

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

Nota : the list above is not exhaustive.

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

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

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

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

Example with BGEE

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

Meeting with Finch in Candlekeep

BG2EE

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

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

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

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

IWDEE

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

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

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

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

[Kit Pack] I Hate Undead v2.9.5 [IWD, EET, BGEE, BG2EE]

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Hello :) I finally finished all the kits and combined them in a single kit pack.

UNDEAD PREDATOR (Ranger Kit)

[spoiler]This ranger devotes PRO_HISHER life to hunt and destroy the undead as well as help those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they lose their tune with nature and rarely create bonds with the people around them. Pre-Requisites: STR 13, DEX 13, CON 14, WIS 16 Dual-Class: None. Alignment: Neutral Good. Weapons: Axe, club, crossbow, warhammer, longsword, maces, quarterstaff and spear. Armors: All up to and including studded leather armor. Advantages: - +2 bonus to AC, hit and damage rolls against undead creatures. - May evoke special blessings instead of casting spells. - Starts with a +1 bonus to PRO_HISHER save against Paralysis, Poison or Death Magic. Another one is given at levels 5, 10, 15 and 20. - At level 20 gains becomes immune to fear, disease, level drain and paralysis. BLESSINGS: Instead of gaining spells, the Undead Predator may cast a special form of divine spells known as blessings. Scholars haven't figured out yet if those are granted by Lathander or Kelemvor. Level 1 (Minor) - Bless, Detect Evil, Protection From Evil, Remove Fear. Level 2 (Modest) - Cure Disease, Remove Paralysis, Slow Poison. Level 3 (Major) - Death Ward, Negative Plane Protection. Disadvantages: - -2 Charisma penalty. - Can't Charm Animal.[/spoiler]

HOLY REDEEMER (Cleric Kit)

[spoiler]Being a Holy Redeemer goes beyond being ordained by some Church. It requires a lifetime of devotion, sacrifice and courage. Clerics of many faiths may become a Holy Redeemer, but this hard path is more usual within the clergy of Torm. They are efficient soldiers against the more common weapons of profane clergy: undead and fiends. Regardless of under which banner they fight, the Holy Redeemer is a force to be feared by necromancers and unholy priests. Pre-Requisites: WIS 9, CHA 12 Dual-Class: Fighter. Alignment: Lawful Good or Lawful Neutral. Weapons: As a regular cleric. Armors: As a regular cleric. Advantages: - May use Redeem once per day as a special ability, starting at level 1. Gains an additional use every 5 levels. - +3 bonus to hit and damage rolls against undead creatures and fiends. - Uses Turn Undead as a priest two levels higher. REDEEM: The Holy Redeemer pleads to PRO_HISHER deity and touches a creature. The effects are as follow: - Undead: 1d8 magic damage for every three levels of the Redeemer. Save vs. Death with a -4 penalty or is destroyed. - Fiends: 1d6 magic damage for every three levels of the Redeemer. Save vs. Death with a -2 penalty or is banned for 1 round/level. - Other Evil Alignment Creatures: 1d4 magic damage for every three levels of the Redeemer. Save vs. Death or becomes feebleminded for 1 round/level. Disadvantages: - May not create undead, resurrect the fallen or summon fiends. - Can't be resurrected.[/spoiler]

DEATHSLAYER (Wizard Kit)

[spoiler]The Deathslayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls and other undying monstrosities. Pre-Requisites: CON 16, INT 9, WIS 16. Dual-Class: Cleric. Alignment: Lawful Good, Neutral Good or Chaotic Good. Weapons: As a regular necromancer. Armors: As a regular necromancer. Advantages: - May use Soul Sacrifice once per day as a special ability, starting at level 1. Gains another use every six levels. - Does not take a 15% penalty when scribing scrolls from other schools. - Hit Die: d6. SOUL SACRIFICE: The Deathslayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER power. Using this ability the Deathslayer loses 25% of maximum Hit Points and gains the following: - +3 to caster level. - -2 bonus to casting time. - -2 bonus to PRO_HISHER Saving Throw vs. Spell and Death. The effects are non-cumulative and last until the Deathslayer is healed or one hour has passed. While this effect is active, the Deathslayer can't be affected by any mean of non-natural regeneration. If the damage taken due to Soul Sacrifice is higher than the Deathslayer's current hit points PRO_HESHE will be killed. Disadvantages: - Has the same spells' restriction as any other Necromancer. - Does not gain a 15% bonus when scribing Necromancy scrolls. - Does not give enemies a -2 Saving Throw penalty against Necromancy spells.[/spoiler]

UNDEAD HUNTER REVISION (Paladin Kit)

[spoiler]This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Pre-Requisites: STR 12, CON 9, WIS 13, CHA 17. Dual-Class: None. Alignment: Lawful Good. Weapons: Any. Armors: Any. Advantages: - May create a Holy Sword once per day for one hour (starting at level 5). - May Turn Undead as a priest of the same level (starting at level 3). - +3 bonus to hit and damage rolls against undead creatures. - Immune to hold and level drain. HOLY SWORD: Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. The Undead Hunter always uses this blade as a specialist and while wields it PRO_HESHE's under the effect of Bless. Disadvantages: - May not use Lay On Hands ability. - May not use Cure Disease ability. (IWDEE only)[/spoiler]

DEATH TRICKER (Thief Kit)

[spoiler]Sometimes seen as heroes, many other times as fools, these thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms, the Death Tricker is an expert in evading the undead, breaking into their lair and, first and foremost, getting out alive. Pre-Requisites: DEX 9, INT 12. Dual-Class: Mage. Alignment: Neutral Good, Chaotic Good, True Neutral, Chaotic Neutral. Weapons: As a regular thief. Armors: As a regular thief. Advantages: - Backstab may stun undead creatures (Duration: 1 round, Saving Throw vs. Death with a -2 penalty negates). - +10% to Find Traps and Move Silently. - May use Trick Death once per day as a special ability, starting at level 1. Gains an additional use every 10 levels. - May use Holy Trap once per day as a special ability, starting at level 2. Gains an additional use every 6 levels. TRICK DEATH: "When things go bad stay low and get out quickly". That's the first commandment a Death Tricker will learn while being trained. When this ability is used PRO_HESHE tricks the undead to see PRO_HIMHER as one of their own, being completely ignored by them. While disguised, the Death Tricker can't use items, spells or attack. The disguise lasts for 1 turn and may not work against intelligent undead. HOLY TRAP: Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Death Tricker ever confirmed or denied it. Disadvantages: - May only distribute 20 skill points per level among thieving skills. - May not use Pick Pockets.[/spoiler]

BURIAL DEFENDER (Fighter Kit)

[spoiler]The Burial Defender is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of PRO_HISHER people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe. Pre-Requisites: STR 12, CON 12, WIS 12. Dual-Class: None. Alignment: Lawful Good, Neutral Good, True Neutral. Weapons: As a regular barbarian. Armors: All up to and including studded leather. No shields allowed. Advantages: - May use the Ancient Wrath ability once per day, starting at level 1. Gains an additional use every 4 levels. - May achieve Mastery in Two-Handed Swords, Halberds and Axes. - +5 bonus to hit and damage rolls against undead creatures. - Moves 2 points faster than other characters. - -2 bonus to speed factor. - Immune to disease. - Immune to fear. - Hit Die: d12. ANCIENT WRATH: This is a special sort of barbarian rage, developed by binding a Spirit of Fury to the Burial Defender. The enraged state lasts for five rounds and grants +5 bonus to STR, +3 bonus to Saving Throw vs. Spells and Death and one extra attack per round. When embracing the Ancient Wrath, there's a 5% chance that the spirit will take control of the barbarian, making impossible for PRO_HIMHER to distinguish friend from foe. Disadvantages: - Can only become proficient in ranged weapons.[/spoiler]

GRAVE MOURNER (Bard Kit)

[spoiler]Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility to organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in grieve. It is said that whenever a Grave Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins. Pre-Requisites: DEX 12, INT 13, CHA 17. Dual-Class: None. Alignment: Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. Weapons: As a regular bard. Armors: None. No shields allowed. Advantages: - Instead of the regular Bard Song sings the Requiem. - May recite the Tale of Dreadful Deeds once per day, starting at level 1. - May sing the Song of the Beloved One once per day, starting at level 6. - May proclaim the Ballad of the Gods' Wrath once per day, starting at level 11. - May chant the Melody of Warm Memories once per day, starting at level 16. - May declaim the Poem of the Dying Conscience once per day, starting at level 21. TALE OF DREADFUL DEEDS: The Grave Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a Saving Throw vs. Spells with a -2 penalty or become deafened for 5 rounds. SONG OF THE BELOVED ONE: The Grave Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a Saving Throw vs. Spells with a -2 penalty or become berserker for 5 rounds. BALLAD OF THE GOD'S WRATH: The Grave Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a Saving Throw vs. Spells with a -2 penalty or become frightened for 5 rounds. MELODY OF WARM MEMORIES: The Grave Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a Saving Throw vs. Spells with a -2 penalty or become dominated for 1 turn. POEM OF THE DYING CONSCIENCE: The Grave Mourner speeches firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this poem must make a Saving Throw vs. Spells with a -2 penalty or become stunned for 1 hour. REQUIEM: This sad song breaks the spirit of the enemies, giving them a penalty to Luck. There is no save against this effect and the creature doesn't need to understand what the bard is singing. The penalty is -1 at level 1, -2 at level 15 and -3 at level 20. Disadvantages: - Can't learn any Bard Song, except for Requiem. - Can't get the Enhanced Bard Song HLA. - Can't get the Use Any Item HLA.[/spoiler]

CIRCLE ENFORCER (Druid Kit)

[spoiler]The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animals for aid. As a keeper of the natural order, this druid is specially devoted to defeating unnatural beings having special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death. Pre-Requisites: WIS 12, CHA 15. Dual-Class: Fighter. Alignment: True Neutral. Weapons: As a regular druid. Armors: As a regular druid. Advantages: - +2 bonus to AC, hit and damage rolls against constructs, fiends, lycanthrope and undead creatures. - May evoke Nature's Wrath, starting at level 5. Gains improved uses at levels 7, 9 and 11. NATURE'S WRATH This special ability allows the Circle Enforcer to use one of the following spells of each level once per day. I) Fireball, Icelance, Lightning Bolt. II) Ice Storm, Smashing Wave, Static Charge. III) Cone of Cold, Spire Stones, Sunfire. IV) Chain Lightning, Flesh to Stone, Whirlwind. Disadvantages: - May not summon animals to PRO_HISHER aid. - Cannot Shapeshift.[/spoiler]

PALLID MASK (Monk Kit)

[spoiler]The Order of the Pallid Mask is a group of monks at the service of Jergal who specialized in combating the undead whose existence is not sanctioned by the Church or who have proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the Church sometimes ran to profit itself. Pre-Requisites: DEX 9, CON 11, WIS 9. Dual-Class: None. Alignment: Lawful Neutral. Weapons: As a regular monk. Armors: As a regular monk. Advantages: - May invest points into the Detect Illusion ability (starts with 5%). - +2 bonus to hit and damage rolls against wizards, priests and undead creatures. - May cast Hold Undead as a special ability, starting at level 5. - May cast Repulse Undead as a special ability, starting at level 11. - May cast Control Undead as a special ability, starting at level 15. - May use Disrupt Heretic once per day as a special ability, starting at level 7. Gains an additional use at levels 9 and 13. DISRUPT HERETIC: During the next turn, every melee attack delivered by the Pallid Mask lowers the target's chance to successfully cast spells by 10% for 5 rounds (cumulatively). On top of that, undead creatures must succeed in a Saving Throw vs. Death or be destroyed. Disadvantages: - Gains an additional use of Stunning Blow every six levels (instead of four). - May not use the Quivering Palm ability. - May not use the Lay on Hands ability. - May not use the Find Traps ability. - Can't be resurrected.[/spoiler]

DREADFUL WITCH (Shaman Kit)

[spoiler]Some women decide to live on her own terms and retreat into deep forests where they commune with Nature and learn the dark secrets that land upholds. The ones who choose to pursue this source of power end up learning dread ways to cast terrible curses upon other beings. The women who master this Dark Art are called Dreadful Witches by those who are lucky enough to survive an unfortunate meeting with one of them. Obviously, only females can be Dreadful Witches. Males who try to seize this kind of power tends to die very quickly. Pre-Requisites: CON 12, WIS 12. Dual-Class: None. Alignment: Neutral Evil. Weapons: As a regular shaman. Armors: As a regular shaman. Advantages: - May cast Animate Dead once per day as a special ability, starting at level 5. - May cast Cacofiend once per day as a special ability, starting at level 15. - Shamanic Dance bestows special curses instead of summoning spirits. CURSES It is not possible to stack Curses. Every time a Curse is selected, the Dreadful Witch takes 1d3 points of magic damage and additional damage for every round that she sustains the Shamanic Dance (the amount depends on the effect). The target can make a Saving Throw vs. Death with a -1 penalty for every six levels of the Dreadful Witch to avoid the effects. Once a Curse lands, it will affects its target for at least 3 rounds. The following Curses can be cast: - Level 1 (Misfortune) Enemies take a -2 penalty to Luck. Dreadful Witch takes 1 point of damage per round to sustain. - Level 3 (Rage) Enemies go berserker. Costs 1 point of damage per round to sustain. - Level 5 (Terror) Enemies flee in panic. Costs 1 point of damage per round to sustain. - Level 7 (Madness) Enemies get confused. Costs 2 points of damage per round to sustain. - Level 11 (Emptiness) Enemies becomes feebleminded. Costs 2 points of damage per round to sustain. - Level 13 (Agony) Enemies feel unbearable pain. Costs 3 points of damage per round to sustain. - Level 15 (Servitude) Enemies are charmed. Costs 3 point of damage per round to sustain. Disadvantages: - May cast one fewer spell per level per day. - Hit Die: d6.[/spoiler]

IMPRISONED SOUL (Sorcerer Kit)

[spoiler]An Imprisoned Soul is someone who was supposed to be dead but at the moment of PRO_HISHER departure something went wrong and PRO_HISHER spirit got trapped into the body. Legends say that this happens when the process to become a lich goes wrong, but no scholar was able to confirm or deny it. As all the documented Imprisoned Souls are human and only humans can become necromancers, that theory tends to be accepted. What is known is that an Imprisoned Soul is neither dead, alive or undead, but something else: a hollow being that simply exists. Due to PRO_HISHER nature, an Imprisoned Soul is especially vulnerable to Necromancy and to magical energy. Pre-Requisites: CON 12, WIS 12, CHA 12. Dual-Class: None. Alignment: Lawful Neutral, True Neutral, Chaotic Neutral. Weapons: As a regular sorcerer. Armors: As a regular sorcerer. Advantages: - Immune to Cold damage and Level Drain. - May cast Devour Essence once per day as a special ability, starting level 3. - May cast Death Touch once per day as a special ability, starting level 7. - May cast Empty Vessel once per day as a special ability, starting level 11. - May cast Beyond the Veil once per day as a special ability, starting level 15. DEVOUR ESSENCE This ability allows the Imprisoned Soul to drain and absorb the negative energy from an undead. The non-living takes 1d4 points of magic damage for every two levels of the Imprisoned Soul (Saving Throw vs. Death for half). If the undead is destroyed in the process, its essence heals the sorcerer by 4 hit points. DEATH TOUCH The Imprisoned Soul connects PRO_HIMHERself with the Negative Material Plane and emulates the effect of an undead's touch. Being alive, however, makes impossible to control what undead will be emulated. There's a 20% chance for each of the following effects: - Shadow Touch: 1d4+1 damage, plus draining two points of Strength (no Saving Throw allowed). - Ghast Touch: 1d8 damage, plus paralyze for 5 rounds (Saving Throw vs. Paralysis negates). - Mummy Touch: 1d12 damage, plus disease (blindness and 1 damage per round during 5 rounds - Saving Throw vs. Death negate both effects). - Ghost Touch: No damage, slow and fear for 5 rounds (no Saving Throw allowed). - Vampire Touch: 1d6 + 4 damage, plus draining one level (no Saving Throw allowed). All effects bypass Magic Resistance and have absolutely no effect on undead creatures. EMPTY VESSEL The Imprisoned Soul may disconnect PRO_HISHER soul from PRO_HISHER body for a brief moment (1 turn). While in this state, the sorcerer gets lethargic, receiving a penalty of 50% to movement rate, however, PRO_HESHE is able to see the things as they truly are and protect PRO_HISHER mind against charm, fear, feeblemind, berserker and confusion. BEYOND THE VEIL The Imprisoned Soul deepens PRO_HISHER connections with the Negative Material Plane, existing in both planes at once. During the next 3 turns, the sorcerer is immune to non-magical weapons, can't be attacked by undead creatures and gains a +3 bonus to caster level and casting time. The downside is that PRO_HESHE gets even more vulnerable to magic damage (another 50% penalty) and Necromancy (another -1 penalty for Saving Throw). Disadvantages: - Suffers a -2 penalty on Saving Throws against Necromancy spells. - Has 100% vulnerability versus magical damage. - May cast one fewer spell per level per day.[/spoiler] --- The Circle Enforcer, the Dreadful Witch, and the Spirit Redeemer are fully compatible with Deities of Faerûn's sphere system and receive the follows access: * Circle Enforcer: Major: All, Protection, Combat, Air, Water, Earth, Fire Minor: Healing, Sun, Creation * Dreadful Witch: Major: All, Necromantic, Suffering, Plant, Darkness, Summoning, Earth Minor: Healing, Animal, Thought * Holy Redeemer: Major: All, Protection, Sun, Combat, Creation, Fire Minor: Healing, Moon, Divination, Vocal The Dreadful Witch component is compatible with Improved Shamanic Dance. The Holy Redeemer component is compatible with Deities of Faerûn. The Circle Enforcerer kit can be given to Jaheira. --- I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)

Link to Download

[mod] Skie - The Cost of One Girl's Soul

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I prepared a new mod for everyone who believes that Skie's story should be continued in BG2EE, especially after everything that happened in Siege of Dragonspear DLC. I present you my project: Skie - The Cost of One Girl's Soul.
SKIE: THE COST OF ONE GIRL'S SOUL AUTHOR: Lava Del'Vortel | PLATFORM: BG2EE ABOUT THE MOD: The mod gives the player a chance to continue the Skie plot begun in Siege of Dragonspear. The DLC gave the Silvershield girl a very important role in it's plot, but I felt it was so important that it should be somehow continued in BG2 portion of the game. The mod has three different components: => component A - Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE => this component provides a new quest that gives player a chance to save Skie Silvershield after what happened in Siege of Dragonspear. You should be warned, though, that saving her comes with a price. The mod starts in Irenicus' Dungeon, when you find the main quest item. => component B - Allow Skie to return as a joinable NPC => this components allows you to join Skie if you decide to help the Silvershield girl and succeed. She will find you after some time. She will start to look for you in certain inns, so remember to stop and rest a while from time to time. The NPC comes with some timered and situation talks, banters with each NPC (at least 2 in SoA + 1 in ToB), interjections, an epilogue and other things joinable companions should include. Note that there is no romance here, as I wanted to stress companionship and loyalty based on friendship rather romantic love. The NPC component was written to enjoy Skie's presence in the group, rather than provide hundreds of lines, but she should talk to you once in a while. In terms of size, she could be compared to Kulyok's Tiax or Coran. => Component C - Add brand new SoD oriented items to BG2 => this component adds new SoD refferences to BG2 by adding new few items that somehow correspond to Siege of Dragonspear characters, places and happenings (Skie included). The items are sold by a new merchant at the promenade. He's standing new Lord and Lady Ophal. This component is independent an may be installed without components A and B. Note that Skie in this mod is supposed to continue the Siege of Dragonspear character, so Skie may be a tiny bit mature, but still a bit reckless and will not hesitate to tell how she feels about people and events. The change in her character may be seen in both dialogues and soundset. Also, to make her portrait blend in better with Baldur's Gate II style of portraits, the mod uses edited version of her original picture.
The mod includes some crossmod. Check the up to date readme file for details. Special thanks to @typo_tilly - she is the one who proofread the whole text and helped me to release this mod. How to join Skie:
After your talk to Missini, wait for 2-3 days and rest in any of Athkatla's Inns.

[mod] LavaIt - IWD: an item pack for IWD EE

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ABOUT THE MOD LavaIt-IWD is an item pack for Icewind Dale EE. After playing IWD for yet another time, I realized I would like to see something new, some items perhaps. The mod was made for me, my friend and our multi-player run, but after a year I decided that perhaps it would be a good idea to publish the mod for those who would also like to give IWD EE another run, but are worried that they will end up with using exactly the same set of items. You'll find the items in many different places - carried by certain creatures, sold by merchants or left in specific containers. I never made a list of what may be found where and to be honest, after a year I myself forgot where they may be found. That may be even better. You'll need to look for those items, check places, talk to merchants. Hope you'll enjoy them. Number of items: ~30 HOW TO INSTALL THE MOD Just like any other WeiDU mod - unzip it to your main IWD EE directory and run Setup-LavaIt-IWD.exe and then follow the instruction. CREDITS Mod author: Lava Del'Vortel Proofreader: Typo Tilly Some items were requested by Soul. Some of the bams are based on graphics by BeamDog. Thanks to everyone who decided to give this mod a try! I hope you'll enjoy using them!

[Mod] berelinde's Keldorn Romance released!

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berelinde's Keldorn Romance This mod introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Official Discussion Thread at G3 Download berelinde's Keldorn Romance

Modding in Icewind Dale 2

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This thread is to discuss the possibilities of modding Icewind Dale 2, the Infinity Engine game most notorious for having lots of hard-coded stuff that makes it difficult to mod. Since barely anyone mods this game, especially recently--the big mods for IWD2 are all very old--there's not a lot of information on how to do it. I wanted to share some of my findings and hopefully others in the community will be able to show their own insights.

Imoen Romance V3.0 Release

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For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

-HOW TO DO STUFF IN WEIDU-

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

Appending an existing dialog

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I'm really struggling to simply add a line of dialog in response to something by append an existing bus and dialog files:
I've extended the bottom of Kivan.bcs with the following to trigger the dialog in response to Tazok's death.
IF
Global("TazokDead","GLOBAL",0)
Dead("Tazok") 
THEN
RESPONSE #100
SetGlobal("TazokDead","GLOBAL",1)
END
I have then appended Kivanj.d
APPEND KIVANJ

IF ~Global("TazokDead","GLOBAL",1)~ THEN BEGIN TazokDead
SAY ~The beast has fallen, and she is avenged. May his foul hide suffer eternal torment at the hands of his victims!~
END
END
Now whenever the dialog should trigger the game hangs and needs to be force quit.

I'm sure there is a simple fix, but after a few hours I'm exasperated...

Any help would be greatly appreciated

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

Enchant the Missile Launchers (Ranged Weapon Tweak)

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Enchant the Missile Launchers: A Small Ranged Weapon Tweak

Download Link In the tabletop version of AD&D, magical ranged weapons bestow their full enchantment value on any ammunition that is used with them. In the Baldur's Gate series, that behavior wasn't possible; when you equip a nonmagical arrow, the engine didn't know how to see the launcher's enchantment level. We now have an opcode that can get around that, but it needs to be applied. That's what this mod is for. This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them. That means if you have a +2 shortbow and normal arrows, it'll bypass creature defenses as if they were +2 arrows. (+3 arrows will still function like +3 arrows; your equipped launcher can't make your equipped ammunition less magical than it is). This also means that an end-game longbow doesn't also have to be paired with end-game ammunition in order to be usable against end-game monsters It also means that infinite-ammo launchers like Firetooth and Gesen Bow are made more powerful by equipping real ammunition, not less. Just install it like any other mod. It should work fine with BG:EE, SoD, and BGII:EE. Feedback is welcome!

New Component: Ammunition Recovery

I spent a lot of time thinking about how best to handle ammunition. It doesn't make sense to me, for instance, that you can't recover arrows that you use in combat--and picking up a dozen stacks of arrows obsessively because you don't want to go back to town seems like a huge waste of time. That's the reason for increasing stack sizes in a number of tweak mods: to remove the headache of inventory management so that you can focus on the parts of the game that are fun. Unfortunately, the inventory management is still there, it just happens less often. So. This thing. The skinny: Any ammunition you purchase from a store is now treated as a rechargable quiver with a specific number of charges, which recharges itself after every rest. This means that when you buy arrows, you're buying a quiver of 20 arrows; it will always be limited to 20, but you'll start every day with a full quiver. Each ammunition type has its own number of charges, as laid out below: - Bolts: 20 - Bullets: 20 - Arrows: 20 - Throwing Daggers: 5 - Throwing Axes: 2 - Darts: 15 In addition, to keep things somewhat balanced, magical ammunition and thrown weapons have a maximum charge limit based on their particular enchantment. A given weapon will use this limit or the base weapon's limit, whichever is lower: - +1, +2, +3, +4: 10 - Minor Secondary Effect (such as Fire, Acid, Cold, or Electricity damage): 5 - Powerful Secondary Effect (such as Poison, Stunning, or Polymorph): 1

Optional Components: Eldoth and Jan

Eldoth in BG:EE and Jan in BGII:EE have the ability to make their own ammunition as a 1/day ability, and the ammunition they create is pretty powerful. No one wants to spend fifteen days stocking up on Poison Arrows, and when you forget to do it in the middle of a dungeon that can be frustrating. To that end, I've taken away from those characters the ability to create new ammunition, and instead given each of them a rechargeable version of their special ammunition that has 5 charges. That means you won't be able to stock up on Flasher Master Bruiser Mates, but it also means you'll always have five of them (and only five of them) on hand, ready to go.

Optional Component: Fix Fuller's Bolts

Fuller wants you to bring him some bolts. But because of the way the ammunition component above works, Bolts now cost 7 gp - and Fuller won't take them from you. So this component just adds a single stack of bog-standard non-renewable bolts to the Candlekeep store, right at the top of the list so you'll be able to spot them more easily.

Notes

Pay attention to your characters if you use this component. There's a bit of a hitch where running out of charges on an ammunition item won't prompt the character to switch to the next ammunition; they'll just stand there idly, waiting for death. You can fix it on the fly pretty easily by switching ammo slots manually, but you'll want to pay attention to remember to do it. (Original post below) [spoiler] Working on something for myself here, and trying to make the work go faster so that I can get it working and installed to test it out. I'm sure someone's already created a mod that does this, so if there is, just post a link to it and I'll be happy to take a look. Otherwise, any intrepid WeiDU experts are welcome to offer solutions.

The Concept:

Make all magical ranged weapons grant their enchantment level to whatever equipped ammunition is being used.

Context:

As of Icewind Dale: Enhanced Edition, there's an opcode (345) that allows an effect to change the target's effective enchantment level with all their attacks. I want to use that effect to give every magic launcher the same treatment that infinite-ammo launchers give to their weapon-created ammunition. Gesen Bow +4 is treated as a +4 weapon when you don't equip arrows on it; I want it to be treated as a +4 weapon even if you've equipped normal, nonmagical arrows.

What I need

A way to quickly add an appropriate 345 effect onto every ranged launcher item that has an enchantment value of at least 1, based on that value. Here's my terrible pseudocode for what I'm trying to achieve:
item.enchantment = enchantment

if item.launcher == true then
  if enchantment >= 1 then
    apply effect(345, enchantment, "permanent/while equipped")
  end
end
I'll zip up and attach a sample item with the effect already applied.[/spoiler]

[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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