Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[v1.22] Drake, a human priest of Tyr NPC for BG:EE and SoD

$
0
0
Link to mod page at my site: https://artisans-corner.com/drake-npc-for-bgee/
Race: Human Class: Priest of Tyr Alignment: Neutral Good Strength: 17 Dexterity: 16 Constitution: 16 Intelligence: 15 Wisdom: 15 Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil. He can be befriended by a non-evil PC and can be flirted with by a PC of either gender. Drake's original portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

EE Keeper, Updated to v1.0.4

$
0
0
At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links

Download

There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer. Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc. The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation. Previous versions of EE Keeper can be found on SourceForge. Download (ZIP) Sorcerers.net mirror (ZIP) Download (EXE Installer) Mac Wineskin Wrapper - Current Version: v1.0.4.0

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility

Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release. Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'. Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find. As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits

Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@egbertTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

[v1.9.38] Shadow Magic

$
0
0

SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: - Hit Die: d6 - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - May cast one additional spell per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

STAT BONUS TABLES

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.

[mod] Minsc Friendship

$
0
0
Some good news!

We are happy to announce that Minsc Friendship (NPC IEP) is now available! Grab our favorite Rashemi, his mighty friend Boo and go kick some evil butts! The mod adds talks for both SoA and ToB, works on both BG2 and BG2EE... and that's not all! Want to ask Boo some questions? Go ahead! It's now possible. And be enlightened with his space wisdom!

Download

Forum

Thanks to @LiamEsler and @AionZ for all the help!


Getting the most out of Opcodes 318 and 177(EFFs).

$
0
0
Apparently, Opcode 318 is able to block EFF files based on their parent resource field, which I only fully realized after suggesting using it as such here.

Easily Suppressing Arcane Spell Failure:

Patch all items to disable wizard spell casting through an external EFF:
COPY_EXISTING_REGEXP ~^.+\.itm$~ override
	LPF ALTER_EFFECT
		 INT_VAR
			match_opcode = 145
			match_parameter2 = 0
			match_timing = 2
			opcode = 177
			parameter2 = 2
		STR_VAR
			resource = (EXTEFF)
	END
BUT_ONLY
CREATE EFF ~(EXTEFF)~
	WRITE_SHORT	0x10 145
	WRITE_LONG	0x2c 100
	WRITE_EVALUATED_ASCII	~(ARCFAIL)~
Then add the following effect to any CLAB/Feat/etc... that you want to ignore arcane spell failure from armor: opcode=318, target=2, timing=9, probability1=100, resource = (ARCFAIL). Alternatively, create a separate EFF for each armor tier (ARCFAIL1, ARCFAIL2, ARCFAIL3, etc...), and grant immunity to only those tiers that you want them to ignore. Could work just as well for casting failure % instead of disabled casting.

Accurately granting immunity to just one form of an opcode:

For example: Opcode 39 (Sleep). It is used for: Sleep, Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison). So:
  • Take all related effects in every sleep spell and move them to external EFF files, giving them all the same parent resource (EFFECT_SLEEP). Most of these spells could share EFF's, as the variations (saving throws, min/max hd/level, magic resistance, power, probability, etc...) would be put in opcode 177, not the EFF. The EFF file would mainly have: Opcode, parameter1/2/3(as appropriate), resource1/2/3(if necessary), special, probability1=100, parent_resource=(EFFECT_[TYPE]). All other fields would be zero/empty.
  • For creatures that should be immune to "Sleep", replace Opcode 102/Parameter2=39 (Immunity to effect: opcode 39) with the following effect: opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP).
  • Do the same for Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison). Note: Opcode 39 is still bugged some of in the v2.5 betas (and the v2.5 IWDEE release, though significantly less so), so I advise against testing this specific one in the beta patches.
  • The undead rings, for example, would end up with: opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_UNCONSCIOUS). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_HOPELESS). opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON). This way they would remain vulnerable to knockdown, such as from Wing Buffet.
  • Similarly, the EFF's for any effects (even damage) that operate through poison (Stinking Cloud, Cloudkill, Poison) would use the (EFFECT_POISON) parent resource. While items that grant Poison Immunity would just use: opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON).No complication with Disease and Poison dealing the same damage type, or needing to list every spell individually with opcode 206.
  • Most every related spell would share the same EFF files, since all variation will be in the opcode 177 effect that calls them (saving throws, min/max hd/level, magic resistance, power, probability, etc...), not in the EFF (these fields should be left blank/zero in the EFF). Two sleep spells would use mostly the same EFFs, while a color spray would use another batch of EFF's (for unconsciousness). Some effects would have extras or alternates (mostly visual/audio/lighting effects for different spells).
  • Because all "Display String" effects would use the same parent resource for a given purpose, there would be no need to look up string references for each game, or make sure every variation is blocked when granting immunity. Just select the EFF with the correct string for use in a spell, or block all appropriate variations with opcode 318 when granting immunity.
Limitations:
  • EFF's called through opcodes 248, 249, and 272 would have to remain separate from these.
  • Opcode 337 (remove effects by opcode) would falter against these, but all other effect removal would continue to work as they currently do
  • Unlike opcode 337, direct effect removal effects (cure sleep, remove paralysis) do detect those effects in external EFF files.
  • Spell school/type protection removal would still look at the school/type in opocde 177, not the EFF.
  • Opcode 321 would still remove effects based on the parent resource of opcode 177, not the custom one defined in the EFF.
  • Deflection/Reflection would not change, with the exception of opcode 198 (reflect specified effect), which was never really viable specifically because these opcodes have multiple purposes.
  • This could be a small(addition) for some effects or require complete(replacement) overhaul for others.

SPLPROT based equipped effects:

On the item:
opcode 318, target=1, parameter1/2=(SPLPROT), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF)
EXTEFF: opcode/parameters=(whatever), parent resource=(CUSTOM)
The (SPLPROT) should be a match against anyone who should not get the effect. The (SPLPROT) will only update when the item is equipped (same as opcode 177), so it would only be useful for mostly-static checks. For example, you could properly restrict the Wizard Slayer from all magical weapons, then grant them an enchantment level equal to their proficiency level with any weapon they use (with or without the bonus to hit/damage). Maybe even a THAC0 bonus for zero-proficiency weapons so to offset the non-proficiency penalty so they retain a non-magical option against PfMW.
This specific idea would take a LOT of SPLPROT entries (dual-class mechanics force using a bit-wise check for proficiency), but they are not particularly in limited supply like SPLSTATEs. When dual-wielding, it would apply to all weapons of the same category, as the relative opcode(345) can't be more selective than that, and the +hit/damage can't be selective at all.
Or, if you were doing some type of 3E conversion:
Full Plate:
opcode 318, target=1, parameter1/2=(Armor Proficiency>2), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF1)
opcode 177, target =1, timing=2, resource=(EXTEFF2)
opcode 177, target =1, timing=2, resource=(EXTEFF3)
EXTEFF1: opcode=278, parameter1=~-6~, parent resource=(CUSTOM) //THAC0
EXTEFF2: opcode=44, parameter1=~-3~, parent resource=(CUSTOM) // Strength
EXTEFF3: opcode=15, parameter1=~-3~, parent resource=(CUSTOM) // Dexterity
// Armor Check Penalty for non-proficiency with armor
// SPLPROT could either be for an actual proficiency stat, re-purposed for Armor, or SPLSTATEs for each armor tier.

Tenya Thermidor v1.5

$
0
0
Tenya for BG:Enhanced Edition Tenya:- No! Bring her back! I want to kill her again! -- I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails or sing shanties enough, now you can become guardian of your own darling little tempestuous ball of fury. BGEETenya15c.rar Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere. She has at least one interaction with every Bioware and Beamdog NPC as well as several comments along your main quest and a few interjections elsewhere, (in particular around the temple of Umberlee, of course). Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but a child's love for her mother is unconditional. After her mother's murder she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in. In addition to banters, small quest, and interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat. Here is a big portrait. The actual in-game portrait has been redone a little by @Asthner, adding a bit more tecture to her scarf. image Some other notes: Class: Cleric Stats: STR 9 DEX 16 CON 14 INT 12 WIS 16 CHA 13 Alignment: Chaotic Neutral ( I changed her alignment to CN, for several reasons. First, I don't really go along with the idea in a lot of other media that the field of child psychology is really just a diversion from the truth that all children are possessed by the spirits of evil aliens. Second, I feel it better reflects her personality anyway - she is quick to anger, abrasive, and like children do will sometimes try to test the limits of people around her to see how much she can get away with. But, she can actually be quite helpful and even nice, on occasion. Lastly I just wanted to leave it open so that maybe in some future expansion she can develop either way due to your influence. Her stats are not magnificent, but she has a fair bit of stuff. Like a ring that gives an extra cleric spell each level and also functions as a ring of protection +2. She has a bunch of mephit spells she can cast (steam and ice shards etc... basically all the ones that have any sort of connection to water. She's a waterbender). Not really very powerful, but can be useful on occassion. She can also cast Storm Shield once per day like a Cleric of Talos. Spoiler: [spoiler]At the end of her 'quest', she'll be able to use the bowl. It allows her to summon a Water Elemental once per day, which gets stronger as she levels up (Lesser, norm, Greater). It improves every five levels, so since she caps at level 9 I think in BG1, you won't get the first upgrade without removing the XP cap first. Since I couldn't find any water elemental creature in BG1, I had to make up my own, just taking the fire elementals and swapping around damage/resistances to fire and ice.[/spoiler]

Android Mod Request

$
0
0
Hi guys, I'm currently playing BGEE on Android (version 1.3.2079). I would like to mod it but unfortunately, I have no PC right now. I've noticed some request threads for Android mods here so how does this work? Can I post a list of things that I want and some good soul will upload these files for me? I'm a minimalist so I'm looking only for a very few modules from BG2 Tweaks and BGT Tweaks.

[MOD] METweaks Version 1.0

$
0
0
METweaks
Version 1.0

Download

Here is a new tweak mod for your enjoyment! There are 17 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, which multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when there are the largest number of ranged enemies. Think about it: there are barely any enemies who use missile weapons in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that lots of enemies use missile weapons. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They serve no purpose other than being beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the visual range and movement speed of all creatures in the game (including party members) significantly
This is another thing that I made simply because I thought it would be kind of cool. This component increases the visual range of all creatures in the game to the maximum possible in the game (which does not let them see the whole map), and triples the movement speed of all creatures in the game. This affects player characters, non-player characters, and enemies.

Note: If you install both this component and the reduced visual range subcomponent from the "Make Infravision actually do something" component, the increased visual range from this component will override the decreased visual range from that component, and a human will be able to see just as well as an elf at night. Also, since this is also a visual range component, it also presents a danger of breaking the AI in certain parts of the game. Don't install this component unless you're really interested in it and are fine with having some weird enemy AI sometimes.

You can download the latest version of the mod here!

[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms

$
0
0

EEUITweaks User Interface Mods Collection Version 2.6

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip

Sword Coast Stratagems (SCS) threads

$
0
0

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

$
0
0
Ishlilka can be found here: https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates Enjoy :)

[Bard Kit] Charlatan v2.7 [IWDEE, EET, BGEE, BG2EE]

$
0
0
Introducing a new Bard Kit, coming directly from The Complete Bard's Handbook:

The Charlatan

Component 1 brings us the kit: [spoiler]CHARLATAN: The art of swindling others with the tools of illusion, misdirection, enticement and impersonation is an age-old practice, though none master all four traits better than the Charlatan. They are the masters of manipulation and the idiosyncrasy of the con. Using their superior intellect, understanding of human psychology, confidence and self-control, they place their mark upon the foolish, the overconfident, the greedy and the naive. Advantages: - Starting at level 1, may use the Charm and Truth Perception abilities at will. - Starting at level 3, may cast Friends as a special ability once per day. - Starting at level 5, may use the Impersonation ability once per day. CHARM The Charlatan charms their mark for one turn. To be successful the target must be humanoid, non-hostile and fail a save vs. Death with a -1 penalty for every three levels of the Charlatan (maximum -3). There is a 5% chance that the mark will uncover the Charlatan's intentions and go hostile. To keep up the facade, the Charlatan cannot cast any spells or use PRO_HISHER bard song for 1 turn. TRUTH PERCEPTION The Charlatan is a professional cheat and liar, knowing all the tricks of the trade and how to identify them. Using this ability, the Charlatan has a 5% chance per level of dispelling hostile Illusion spells within a 120 foot radius area. IMPERSONATION The Charlatan can act and improvise to become anyone they wish to be. Using this ability, there is a 10% chance per level (maximum 50%) that the Charlatan receives the benefits of a specialist Warrior of the same level (up to level 13) with any weapon PRO_HESHE is wielding, including boosting PRO_HISHER Strength to 18/50. There is a 5% chance that the performance will fall flat, making the Charlatan become Frustrated, suffering a -3 penalty to damage, thac0, saving throws and armor class. Both effects last for 5 rounds and can be dispelled. During the act, the Charlatan can't use PRO_HISHER Bard Song, cast spells or use special abilities. Disadvantages: - Minimum of 16 Charisma - Alignment restricted to non-lawful - Can only wear up to and including studded leather.[/spoiler] Component 2 will give this kit to Eldoth - I searched for this kit at the Complete Bard's Handbook because I think that it fits his personality perfectly. The whole Skie "rescue" quest can be read as both her and Charname being manipulated by him.

Link to Download

Thanks, @fluke13 for helping me with the text! Enjoy! :)

[Fighter Kit] Mercenary v3.1 [IWDEE, EET, BGEE, BG2EE]

$
0
0
Introducing a new Fighter kit:

The Mercenary

I was thinking about a good kit for Kagain and this idea come up to my mind. I know that Kagain is Lawful Evil, but I always change his alignment to Neutral Evil because seems to fit him better. Hope you guys enjoy it. The kit (Component 1) info follows inside the spoilers. [spoiler]MERCENARY: For rulers who lack the funds for a standing army, who lack the loyalty of their people, or who simply need a decisive victory: enter the Mercenary. These hired killers, for good or ill, are not drawn into the politics of the land. Some fight for coin, reputation, power, or simply the love of battle, but always for personal gratification in some way or another. Advantages: - +1 bonus to hit, damage, armor class and speed factor. - Gains the Skulduggery ability. SKULDUGGERY: The Mercenary is not bound by duty or honor, except that which further enhances their fame. Each victory serves their notoriety best and the Mercenary will commit to any manner of underhanded tactics to win the day. Starting with one use at level 1, the Mercenary gains another use every 2 levels, up to ten uses at level 19. To be effective, a successful melee attack must be made within 3 rounds of the ability being activated. Each fight brings a new challenge and the Mercenary will use whatever opportunity presents itself to best their foe. To represent this, there are five different techniques, with an equal probability of occurring. The effect of each technique lasts for 5 rounds and the target must make a save vs. Death with a -2 penalty in order to successfully defend against it. 1. Spit in the eye - target is blinded. 2. Punch to the jugular - target is silenced. 3. Shin stomp - target is slowed. 4. Belly shot - target is winded. 5. Blow to the nether region - target is stunned. This ability will not work against undead, constructs, elementals, mists or plant creatures. Disadvantages: - Can only achieve Mastery. - Can only wear up to and including splint mail. - Alignment restricted to non-lawful.[/spoiler] The Component 2 alters Kagain's alignment to Neutral Evil and gives him the Mercenary kit. This component requires Component 1 and is available only to BGEE and EET. The Component 3 gives to Korgan the Mercenary kit. This component requires Component 1 and is available only to BG2EE and EET. Any suggestions, questions, bug and bad grammar/spelling can be reported in this thread

Link to Download

Thanks, @fluke13 for helping me with the text! Enjoy! :)

[Fighter Kit] Militia Officer v1.7 [IWDEE, EET, BGEE, BG2EE]

$
0
0
Introducing the new kit no one asked for:

The Militia Officer

This mod contains two components: 1) Adds the Militia Officer Fighter Kit: [spoiler]MILITIA OFFICER: This fighter is, first and foremost, a defender of land and the people that live in it. More than a common soldier, the Militia Officer is a commander, someone who leads the way into a battle, inspire those around PRO_HIMHER and plan what to do next. It is PRO_HISHER duty to protect every person in the territory under PRO_HISHER authority, no matter the consequences. Advantages: - May use the Cover ability. Gains one use at level 1 and another one every two levels, up to five uses at level 9. - May use the Charge ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17. - May use the Second Wind ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17. - May use the Hold the Line ability. Gains one use at level 2 and another one every four levels, up to five uses at level 18. - May use the Inspire ability. Gains one use at level 3 and another one every two levels, up to five uses at level 11. - May use the Last Stand ability. Gains one use at level 10 and another one every five levels, up to three uses at level 20. CHARGE: The Militia Officer gathers strength and charges an enemy. This ability doubles the Officer's movement rate and increases PRO_HISHER attack per round by 0.5. When this ability effect ends PRO_HESHE will be fatigued. The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10. COVER: The Militia Officer covers an ally giving them a +3 bonus to Armor Class. The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10. The Militia Officer can't Cover PRO_HIMHERself. INSPIRE: The Militia Officer inspires an ally giving them a +3 bonus to damage, hit and saving throws. Besides those benefits, the target becomes immune to non-magical moral breaks for the duration of the effects. The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10. The Militia Officer can't Inspire itself. LAST STAND: The Militia Officer holds a firmly defensive position. This ability gives the Militia Officer +30% bonus to its damage and magic resistance and a +10 bonus to Armor Class. When this ability effect ends PRO_HESHE will be fatigued. The effects last for 1 turn. HOLD THE LINE: The Militia Officer protects a position at any cost. This ability gives the Militia Officer a +5 bonus to Armor Class and saving throws. While this ability is in effect the Militia Officer cannot move and after the duration PRO_HESHE will be fatigued. The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10. SECOND WIND: The Militia Officer concentrates and takes a deep breath, getting rid of any fatigue that PRO_HESHE has accumulated. Disadvantages: - Requires at least 9 Intelligence and Charisma. - Can only put two slots in missile weapons. - Cannot use Katana, Scimitar, Wakizashi, and Ninja-To. - Alignment restricted to non-Chaotic.[/spoiler] 2) Khalid, the Militia Officer! Yes, ladies and gentleman! The stutterer isn't just a pool of pity for his wife. Now he is a respectful Militia Officer, a protector of the common people and can be Charname's too! With this kit, the most underrated Fighter of all time can truly be an awesome tank! Give this awesome poor fellow the Gauntlets of Strength and watch a miracle!

Link to Download

This mod is fully traed, so now it can be ignored in any language you guys want! Feel free to make any bug, grammar and spelling reports here. Enjoy!

[Kit Revision] Relieve Wizard Slayer v1.5 [IWDEE, EET, BGEE, BG2EE]

$
0
0
Hi, Ok, I'm particularly proud of this work for several reasons. 1) When I started to actually use the forum (back in March 2016) I made this post and starting from the will to do those alterings I started to make mods. 2) It's the first mod I do heavily Weidu-based so to speak. At least as heavy as a rookie can go. I want to thank a lot to @Grammarsalad and @kjeron baby-stepping me through it and providing to me the knowledge to make this happen. 3) This mod gave me powerful tools to make things that I thought that I would never be capable of. So let's go for it, I present, finally, after almost two years, the Wizard Slayer Relieve. Component 1 Allows the Wizard Slayer to wear any gear that provides Magic Resistance or Magic Damage Resistance, as long as it is wearable by a Fighter too. Allows the Wizard Slayer to use potions of Magic Blocking, Magic Protection, and Magic Shielding. Component 2 Turns Valygar into a Wizard Slayer. This component can be used without Component 1 and obviously is available for EET and BG2EE only. --- This mod is totally compatible with the awesome Wizard Slayer Rebalancing and Wizard Slayer Overhaul but should be installed after them. RWS doesn't need other mods and can be used without WSR or WSO. --- May not seem like a big deal but it is a huge step for me. Let me know of any bugs you find and especially about any string that refers to Valygar as a ranger.

Link to Download

Thanks @Saigon1983 for the Russian translation!

Q: A way to make spell shield dispel process prompter?

$
0
0
When you dispel spell shield with spell thrust, secret word, or any other removal spell there is currently 1-2 seconds of lag before it actually dispels (unlike dispelling anything else: eg breach + stoneskin which is instant). Anyway to remove this using maybe near infinity? Calling any modders or ideas for help. Thanks. Ps. This is so using improved alacrity or time stop can smoothly dispel mage protections including spell shield.

[v2.6] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD

$
0
0
Link to mod page on my site: https://artisans-corner.com/sirene-npc-for-bgee-and-bgsod/

Sirene, Paladin of Ilmater

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

Mod Content

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

Biography

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

Personality

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

Friendship & Future Romance

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

Download version 1.5.1 (for pre-2.0 players)

image

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

$
0
0
Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post. REVISED SPECIALISTS This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield. REVISED DRAGON DISCIPLES This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons. MAGUS This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge. FAVOURED SOUL This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers. REVENANT DISCIPLE This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor. SYLVAN DISCIPLE This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey. AMORPHOUS DISCIPLE This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins. INNATE FIND FAMILIAR This component makes Find Familiar an innate ability for all Mages and Sorcerers. ARMORED CASTING FOR BARDS This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors. ARCANE CRAFTING This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls. CANTRIPS Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells. SPELL TWEAKS This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected. METAMAGIC This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters. ABILITY SCORE BONUSES This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses. SPELL SELECTION DIALOG This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.7 None to my knowledge. Go out and find some! [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.7 - Total overhaul of all existing components. - New Feature: Added the Ability Score Bonuses component. - New Feature: Added the Level One Cantrips subcomponent. - New Feature: Added the Innate Familiar component. - New Feature: Added the Favoured Soul component. Version 0.62 - Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls. - Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat. - Compatibility: Added compatibility for More Style for Mages. Version 0.61 - Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.) - Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected. - Spell Tweaks: Added an installation requirement to prevent odd behavior. Version 0.6 - General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions). - General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions. - Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors. - Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level. - Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance. - New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod. - Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system. - Numerous small bugs and string fixes. Version 0.5 - Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6. - Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions. - Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets. - Expanded Weapons: Fixed an issue where Mages were not able to equip arrows. - Oracle: Added the Oracles of Murder and Oracle of Eyes kits. Version 0.4 - Core Revisions: Conjurers now receive a d6 hit die. - Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar. - Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu. - Updated Schools: Dispel Magic is moved from Abjuration to General. - Arcane Crafting: Changes the number of charges on crafted wands. - Magus: Removed the bonus attack per round from specialization and at 7th or 13th level. - Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod. - General: Fixed an issue where kit bonus spells were sometimes not being granted. - Core: Fixed text issues with the names of Brass Dragon Disciples. - Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed. - Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known. - Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds. - Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one. - Oracle: Fixed text issues with the names of Oracles of Winter. - New Feature: Added the Specialist Mage Kits component. - New Feature: Added the Dynaheir, Xan and Edwin components. - New Feature: Added the Specialist Kits for NPCs component. - New Feature: Added the Bloodline Kits for NPCs components. - New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting. Version 0.31 - Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet. - Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor. - Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in. - Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls. Version 0.3 - General: Updated class descriptions for all kits (existing and mod) - Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class. - Core: Revised opposed schools and specialists. - Core: Incorporated Divination spells into Generalist and removed Diviners - Core: Allowed Dragon Disciples to choose a draconic ancestor. - Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline. - Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline]. - Added the Spell Select through Dialogue component - Added the Updated Spell Schools component. - Added the Armored Casting component. - Added the Universal Weapon Usability component. - Added the Oracle component. - Added the Magus component. - Added the Arcane Crafting component. Version 0.2 - Renamed to Tome and Blood - Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines. - Changed specialists to have 2 opposed schools. - Allowed Gnomes to become Sorcerers and Dragon Disciples. - Allowed Mages and Sorcerers to use Crossbows and Clubs. Version 0.1 - First public release (as Sorcerous Bloodlines) - Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant). [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

[v1.8] Sirene, a tiefling paladin of Ilmater NPC for BG2:EE

$
0
0

Sirene, Paladin of Ilmater

Link to mod page on my site: https://artisans-corner.com/sirene-npc-for-bg2ee/ Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr. She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC. Her level is dependent on the PC's upon joining. STR: 16 DEX: 17 CON: 16 INT: 10 WIS: 14 CHA: 17 Total: 90 As a tiefling, she also has 10% fire and cold resistance. She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks. If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently. She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

Biography

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

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others. ADVANTAGES: - Hit Die: d12 - May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter. SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self. - May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter. MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount. - 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20. - 15th level: May use the Ilmater's Grace ability once per day. ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn. DISADVANTAGES: - -1 penalty to THAC0 every 5 levels (starting at level 1). - May not cast Protection from Evil. - May not Turn Undead. - May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself) Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel) Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes? A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn. Q: Does Sirene have any personal quests? A: Technically no quests, but there are encounters. Q: Where are the encounters? A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest. Q: Romance conflicts? A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance. Q: Can the Brimstone +1 be upgraded? A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold. Q: Are there any new items? A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive. Q: New areas? A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory. Q: New spells? A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make. Q: Does Sirene have conflicts with any other party members? A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat. Q: Which party members are good ideas to take with Sirene? A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

Q: I'm romancing Sirene, and she's not talking to me. Help! A: A few of Sirene's lovetalks require certain conditions to trigger: LT4: Triggers when PC is wounded (less than 75% hit points) LT10: Triggers when party is in a city LT11: Triggers when party is in Umar Hills LT14: Triggers when party rests at an inn Q: Are there any lasting consequences for the Ilmatari encounter? A: Depending on how you resolve the situation a certain number of points add to or subtract from a hidden 'faith' counter, which can potentially affect the conclusion of her final encounter. The amount of points gained or lost are as follows: - Sirene executes Revered Brother Daeron: -1 faith point - Party kills all Ilmatari (requires 17+ CHA, -2 reputation penalty): -4 faith points - Convince Sirene to let them go (requires 15+ CHA): -2 faith points - Convince Ilmatari to turn themselves in (requires 15+ WIS or CHA): +3 faith points There is also a following dialogue, in which the following dialogue options will affect her faith: "Perhaps Ilmater pitied him." = +1 faith point "You can't doubt your god, Sirene." = +2 faith points "Gods act in strange ways..." = +1 faith point "Maybe you're right." = -1 faith point "You don't need Ilmater..." = -2 faith points "Think on it..." = no change Q: What does the 'faith' counter affect? A: Depending on whether Sirene's faith is positive or negative, she will either be more inclined to spare or kill her brother respectively in her final encounter. With persuasion, or if she is romanced, the Bhaalspawn may convince her to make the opposite decision, however, if her faith leans heavily (6+) in either direction, she will make her decision immediately without giving you a chance to persuade her. Bear in mind it is harder to convince Sirene to fall than to do the opposite. Q: and his demons are handing me my ass! What gives? A: This was intended to be a very difficult battle. It's entirely optional and you don't have to go for the encounter if you really can't beat it, but there are a lot of goodies if you succeed. Some tips and useful information that might help: - The boss leads with a cheap shot before the fight begins by poisoning your whole party. The spell is essentially a max power Poison spell that also lowers Constitution by 4 if your party members fail the save. Poison immunity and saving throw bonuses will save you from losing the fight before it begins. - A random demon (glabrezu, balor or death knight) will spawn from the rift every five rounds so long as the fight continues, so it's in your best interest to end the fight as quickly as possible before you are overwhelmed by sheer numbers. To abuse this advantage, the boss will cast Time Stop a lot not only to obliterate you with magic, but also to stall for more demons to spawn. - Figure out what your highest priority should be. Defeating the boss will end the battle immediately, but allowing the demons to maul you for free in the meantime may not be the best idea. However, due to the demon-spawning rift, stalling will only get you killed unless you can wipe out the existing demons quickly. - The boss will use a 'sequencer' when he reaches Near Death for the first time, which instantly casts Heal, Stoneskin and Mislead on himself, so avoid blowing everything on round one. - Summons are very helpful in this fight, despite their tendency to get gibbed. Any means of distracting the demons while you wear down the boss will ultimately make your life easier. - If the rift is giving you trouble, try fighting away from it. It won't stop the demons from spawning, but at least they won't chase after you. - To avoid breaking continuity Sirene is scripted to auto-resurrect once the boss is defeated if she dies. - If Sirene has proficiency points in bastard swords, or if any other Lawful Good party member does, there is a weapon in the area which may be effective in this battle. - Protection from Evil is a lifesaver. Q: I romanced Sirene and she committed suicide to prevent Bodhi from turning her. Bringing her to the Temple Ruins doesn't restore her. Help! A: Read the item description for her body. A2: Go to the Temple of Ilmater and let the rest take care of itself. Q: I killed and Sirene turned Chaotic Good. Will she be able to regain her paladinhood? A: Nope. She chose her path and she's going to have to stick with it. Bear in mind this is not meant to be a 'wrong' decision by any means and there are rewards exclusive to this path. Q: Okay... does she at least get compensation for losing her paladin abilities? A: Yes. After one in-game day, she'll inform you that since she's no longer bound by her oaths, she will regain use of her tiefling innate powers: Burning Hands, Blur and Blindness (with a chance for berserk). She'll gain more uses of these abilities as she levels up. There are also a couple of unique items on 's body that you can only claim upon his death, one of which is extremely powerful and Sirene-exclusive. Oh, by the way, if she stayed Lawful Good after the encounter, she'll get one new innate power instead. Q: Can the Celestial Fire sword be upgraded? A: Yes, in ToB. Q: Can you be more specific? A: The Celestial Fire can be upgraded for 15,000 gp and the Eye of the Celestial (found in Watcher's Keep).

New versions of NearInfinity available

$
0
0
Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.
Viewing all 11774 articles
Browse latest View live