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Script for creating new Github Release?

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Hey!

Would anyone be interested in script for creating new Github Release. You basically run it, paste release changelog and that's it.

Anyone?

Request on how to remove the spell failure concentration check

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I believe that EE brought a new concentration check to whether or not you fail spellcasting
Taken from the release notes: Spellcasting Failure The way that spellcasters fail after taking damage has been externalized to CONCENTR.2da. By default, any damage a spellcaster takes will cause them to fail their spellcasting. CHECK_MODE 0 Any damage 1 (1d20 + luck) vs. (spell level + damage taken) 2 (1d20 + Concentration ) vs. (15 + spell level) Note from the Developers: This is inspired by a feature from ToBEx. Be aware that Baldur's Gate games have no Concentration skill; using that option will use a basic 1d20+luck formula for the caster's check.
I thought any damage taken in the original BG2 resulted in failure, is there any way to change the behaviour to back to the original? Thank you

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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image -Overview- The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.

-Here are all the collections I've made- So far I've made 4 collections that add an additional 74 soundsets to your games. Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets

[spoiler] image Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer Pictures imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage [/spoiler]

Volume 2: IWD2 Soundsets

[spoiler] image 42 Soundsets from Icewind Dale 2 (and IWD 1) [/spoiler]

Volume 3: Planescape Torment NPC Soundsets

[spoiler] image Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David Pictures [/spoiler]

Volume 4: Monkey Island Soundsets

[spoiler] image Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr Murray: (c) 1998 LucasArts, voice actor: Denny Delk. Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane Wally: (c) 1998 Lucasarts, voice actor: Neil Ross Pictures [/spoiler] Here's a link to a mod shell so that you can make your own soundset collections with subtitles [spoiler] Awesome Soundsets Vol. 0 Soundset Mod Shell image [/spoiler] If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer. If you are interested in contributing to these mods or have suggestions, please post below "Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available. The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like. This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

Baldur's Gate Arms and Armour Emporium

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

Project Infinity Public BETA

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Project Infinity

Overview:
After long time, it's finally here - an mod manager which doesn't require 24/7 maintainer. In time, with people support, it can provide almost everything which BWS offered at the cost of few user actions. The main idea comes from my 'mod template generator' but the project use knowledge and experience from various other projects like WeiDU, BWP, BWS and people who shared their ideas. We will see what the future holds.

Thanks to:
wisp for provided features and patience
Argent77,AstroBryGuy,CamDawg,DavidW,GeN1e,GrimLefourbe,lynx,Sam,Subtledoctor,qwertyqwerty and others for feedback
every modder which removed ACTION_READLN or provide optional features for this tool
Gibberlings3 site and all other modders for using Github
W.K. for code feedback

How to use:
  1. Download and extract all mods into one folder
  2. Optional step: extract BWFixpack into the same folder and install it one time only
  3. Run ProjectInfinity, select folder where you extracted all mods
  4. Setup game directories, choose one from "Selected game" drop-down menu
  5. Select all mods and components which you want to install, click "Set-InstallationSequence"
  6. Manually set install order via copy & paste or use "Sorting Order" feature
  7. Start installation via "Install-Mods" button

Features:
  • application doesn't require 24/7 maintainer
  • downloading mods from sites which provide support
  • works with every game and version
  • works with every mod even private and unreleased mods
  • provide optional features for modders who care
  • defining install order for mods
  • ability to share and reuse defined mod list
  • ability to share and reuse defined install order
  • quick uninstallation of all mods from selected game
  • one-click Delta Updates for mods hosted at Github
  • folder with extracted mods can have unlimited sub-folders
  • converting WeiDU.log into install sequence with localized component names
Features for modders:
Planned Features:
  • GUI redesign
  • mod categories
  • caching and multi-threading
  • EET full installation
  • conflicts and dependence between internal components of single mod
  • conflicts and dependence between multiple mods from various authors
Long-term goals:
  • support for something like testing framework
  • drag and drop support for all major features
  • cross-platform
Not planned features:
  • build-in custom backup system (nothing can beat stability and reliability of Beamdog/Steam/GoG backups)
  • build-in, static mod link list (require 24/7 maintainer)
  • build-in, static mod compilations for eg: Recommended, Tactics etc (require 24/7 maintainer)
  • build-in, forced installation of the BWFixpack (require 24/7 maintainer)
  • build-in, static conflict and dependencies list (require 24/7 maintainer)
Technical limitations:
CHANGELOG

DOWNLOAD
(for Windows 7/8.1, you need .NET Framework 4.5.2 or above and Powershell 5.1 already installed)


Missing Dependencies for BGT Big World Setup

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So i was planning on modding the original series with big world setup and after i setup all my choices and resolve conflicts i get this after the downloads are done and i've got no idea why because it seems like all the files are present. If anyone could help i'd really appreciate it.

The following mod(s) could not be downloaded:

Malthis NPC: The Mod itself (Malthis_v2.zip)
http://dabus.bplaced.net/rosenranken/malthis_v2.zip
Almateria's Quest 2: The Mod itself (AlmaQuest2v3_WIN.zip)
https://dl.dropboxusercontent.com/u/71746882/AMFTDFIWAHM2S/AlmaQuest/AlmaQuest2v3_WIN.zip
Improved Anvil Lite: The Mod itself (Improve__Anvil_Lite.zip)
http://gamingnerdsrus.co/forum/index.php?action=downloads;sa=downfile&id=185
Crossmod Banter Pack: The Mod itself (cmorganbg-Crossmod_Banter_Pack_for_Baldurs_Gate_II-v15-0-g4355eea.zip)
http://lynxlynx.info/ie/modhub.php?cmorganbg/Crossmod_Banter_Pack_for_Baldurs_Gate_II
Oversight: The Mod itself (Oversight.zip)
https://www.dropbox.com/s/i5dfrqtxrmq2clm/Oversight.zip?dl=0
Lester NPC: The Mod itself (Lester_NPC_v0.8.zip)
ftp://eros.gram.pl/bg2/Lester_NPC_v0.8.zip
Drizzt NPC (Beta): The Mod itself (Octavians_Drizzt_v2Beta3.zip)
http://dabus.bplaced.net/rosenranken/octavians_drizzt_v2beta3.zip
Keldorn Romance: The Mod itself (keldorn_rom-v3.0.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=978
** Legion of Hell: The Mod itself (LOHMod.zip)
http://www.mediafire.com/download/383n6bzz0lmnzla/LOHMod.zip
** Volcanic Armoury: The Mod itself (VolcanicArmoury1.5.rar)
http://www.mediafire.com/download/cy4z1or86dw4aop/VolcanicArmoury1.5.rar
Chiara NPC: The Mod itself (Chiara_1.02mB_163.zip)
http://dabus.bplaced.net/rosenranken/chiara_1.02mb_163.zip
Revised Forgotten Wars Item Pack: The Mod itself (RFWIP.rar)
http://iem.rp-addict.com/mirrors/RFWIP.rar
Genwas Haendlermod (Djinmod): The Mod itself (Haendlermod_v1.1.zip)
http://dabus.bplaced.net/rosenranken/haendlermod_v1.1.zip
Frennedan NPC: The Mod itself (frennedanmod_v1_03.zip)
http://dabus.bplaced.net/rosenranken/frennedanmod_v1_03.zip
Gavin NPC: The Mod itself (Gavin_v14.zip)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=714
Shards of Ice: The Mod itself (shardsofice-v5.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=884
NPC Kitpack: The Mod itself (npckit-v4.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=793
Gavin NPC for BG2:ToB: The Mod itself (gavin_bg2-v22.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=715
Tiax NPC: The Mod itself (Tiax-master.zip)
https://github.com/BiGWorldProject/Tiax/archive/master.zip
Every Mod and Dog: The Mod itself (emad-v7.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=707
** Crusader Pack: The Mod itself (CrusaderPack4.3.rar)
http://www.mediafire.com/download/2u3exty5yene14r/CrusaderPack4.3.rar
Baldur's Gate Romantic Encounters: The Mod itself (bg1re_v2-4.zip)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=956
Sorcerer's Place Collection: The Mod itself (spcollection-v10.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=887
BG1 Mini Quests and Encounters: The Mod itself (bgqe_v17.zip)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=698
Vynd NPC: The Mod itself (Vynd-v1.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=962
Alternatives: The Mod itself (Alternatives_v13-3.zip)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=682
Amber NPC (SoA): The Mod itself (amber-v4.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=685
Geomantic Sorcerer: The Mod itself (Geomantic_Sorcerer-v4.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=716
Sword and Fist: The Mod itself (sword_and_fist-v7.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=890
Auren Aseph NPC: The Mod itself (auren-v9.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=688
Tyris Flare NPC: The Mod itself (TyrisFlare-v7.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=906
Sarah NPC: The Mod itself (sarahtob-v4.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=898
Haldamir NPC: The Mod itself (haldamir-v3.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=718
Level 1 NPCs: The Mod itself (level1npcs-v1.9.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=733
Kivan and Deheriana Companions: The Mod itself (kivan-v15.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=732
* BG2 Fixpack: The Mod itself (bg2fixpack-v10.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=696
Mur'Neth NPC: The Mod itself (murneth-v11.exe)
http://gibberlings3.net/forums/index.php?app=downloads&module=display&section=download&do=confirm_download&id=784
Dungeon Crawl: The Mod itself (DungeonCrawl-master.zip)
https://github.com/BiGWorldProject/DungeonCrawl/archive/master.zip
Unfinished Business: The Mod itself (UnfinishedBusiness-27beta.zip)
http://lynxlynx.info/ie/modhub.php?AngelGryph/UnfinishedBusiness
Alora NPC: The Mod itself (AloraNPC-master.zip)
https://github.com/BiGWorldProject/AloraNPC/archive/master.zip
Dace NPC: The Mod itself (dace_v1.3.rar)
http://www.shsforums.net/files/download/1038-dace/
Xulaye NPC: The Mod itself (xulaye v1.2.1.zip)
http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=28827
Iylos NPC (ToB): The Mod itself (iylos_v2.5.rar)
http://www.shsforums.net/files/download/539-iylos/
Nephele NPC: The Mod itself (nephele_v2.3.rar)
http://www.shsforums.net/files/download/953-nephele/
Yeslick NPC: The Mod itself (yeslick_v1.1.rar)
http://www.shsforums.net/files/getdownload/3562-yeslick/
The Sellswords: The Mod itself (Sellswords-master.zip)
https://github.com/BiGWorldProject/Sellswords/archive/master.zip
Fading Promises: The Mod itself (Fadingpromises-master.zip)
https://github.com/PaulaMigrate/Fadingpromises/archive/master.zip
Ding0's Tweak Pack: The Mod itself (d0tweak-v24.zip)
https://github.com/AngelGryph/D0Tweak/releases/download/v24/d0tweak-v24.zip






The following mods cannot be installed because of missing dependence:

Darian NPC:
0004: Sarah NPC Crossmod

Faren NPC:
0035: Xulaye Content
0032: Tiax Content
0037: Yeslick Content (Shadows of Amn content only)
0005: Amber Content
0008: Auren Aseph Content
0029: Sarah Content
0018: Haldamir Content
0013: Dace Linton Content
0025: Nephele Content
0020: Iylos Content

Isra NPC:
0002: Install Gavin/Isra crossmod banter?

PaintBG:
0071: PaintBG: Sarah mod NPC
0074: PaintBG: Xulaye mod NPC
0069: PaintBG: Gavin mod NPC (BG1)
0070: PaintBG: Gavin mod NPC (BG2)

Petsy Chattertone NPC:
0001: Petsy/Nephele crossmod banters


* Cannot proceed installation without this essential mod.
** Loading from the website requires manual interaction.

Some files could not be downloaded with the "Big World Setup". Do you want the BWS to try to load the mods again, provide the
files yourself (see remarks) or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.




Quite a few of those mods i redownloaded but they still come up as missing do i need specific versions?

UI with more quick item slot and quick spells slots.

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Hello,

Can you tell me if there is a custom UI somewhere witch allow more quick items slots and more quick spell slots.

In the end I would be nice to have a bar like in dragon age origins where you can assign around 30 items/spells slots.

thank you

P&P Grand Mastery: Possible?

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I would like to make a small P&P proficiency mod but I'm not sure whether P&P Grand Mastery is technically feasible. According to the AD&D Player's Option (Combat & Tactics) manual, Grand Mastery grants +1 attack compared to Specialization (which we know is possible from the un-nerfed Grand Mastery component in Tweaks Anthology) and increases the die size of the weapon by one (e.g. a long sword in the hands of a grand master would roll 1d10 for damage instead of 1d8.)

Is the die size increase something the engine supports (and if EE supports it, does vanilla)?

The flat +2 damage bonus currently granted sort of mimics the effect, but it's technically more powerful (as it also increases minimum damage) and frankly less flavorful.

High Mastery would also need changing to grant -2 Speed Factor and +1 Critical Range instead of what it is currently doing, but that's the same thing a pip in Two Handed Weapon style does so I know it can be done (what I don't know is whether High Master and Two Handed Weapon style would stack, which they should, but I assume yes.)

That portal "wzzh-zzz" sound

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Can someone please share that sound file of opening portals? I need a portal for BGEE, and the animation is there, but not the head-spinning wzzh-zzz. I'll credit you in the readme.

Game Data Editing Tutorial (Hex Style) - Android Friendly

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Editing Infinity Engine Game Data (on Android) COPYRIGHT: I have found this tutorial posted elsewhere with others taking credit! Beamdog forums has the only official and author authorized post. If you reproduce it, be courteous enough to give me credit - in fact, I insist upon it. You must give credit to "Trasd" and link to this post. If you follow this very simple and reasonable requirement, you are free to repost it. Please Note: These techniques work with any OS, but I chose to demonstrate on Android for the reasons sited. It seems, once again, as far as convenience, Android users are left out in the cold. Specifically, I am referring to the Beamdog Infinity Engine game ports' modding and console cheats. I don't blame Beamdog in the least (in fact, I both praise them for their efforts and applaud them for their accomplishments), but it would be nice if we could enjoy the same benefits as players of other OSs! I find it highly unlikely Android users will ever be able to load most Infinity Engine game mods or that all users will be able to get to the console. To help close the gap just a little, I've decided to write a couple tutorials on editing saved games. This is essentially what a saved-game editor does, we're just going to do it manually and, we're going to do it all on Android itself (these same techniques work perfectly well on other OSs, but there are usually much easier methods for those). Theoretically, you can change nearly all values associated with your characters (any dynamic game data, for that matter), but it can get very complicated. I'm going to keep the tutorials fairly simple. My goal is not to show you how to change every modifiable value in your game, but to give you the knowledge and techniques necessary to do this for yourself. For sanity's sake, though, I would suggest using these procedures for nothing more than simple game tweaks. Be aware, you will be editing the games' raw data (I hesitate to call it hacking because I believe executable code is hacked, data is edited). Even keeping it simple, it's easy to get confused (hopefully not with this tutorial, though), I still do and I've been doing this stuff for over 35 years (see Notes at the bottom of this post)! Always make a backup (you only need to copy the files to somewhere safe). Also, be aware, sometimes problems won't show up until much later; simple changes can have unexpected and catastrophic consequences and sometimes, a cascading effect. If you have problems with your Beamdog Infinity Engine game after editing one of its files, do not (I repeat, do not) blame me or Beamdog or, bother them with bug reports (unless you can reproduce the problem with a clean game). You are on your own! Take responsibility for your own actions. OK, this was actually the disclaimer, but if I put "disclaimer" at the beginning, no one would read this paragraph! If you are not technically inclined, stop here or proceed with extreme caution (I don't give specific step-by-step instructions on what I consider to be prerequisite knowledge). At a minimum, you will need to be able to manipulate hexadecimal values. If you decide to do this, you will need a hexadecimal editor and calculator (for my recommendations, see the app links below). If you are not comfortable with these procedures, you should be able to transfer the data to your PC, then edit it with a saved-game editor (I haven't tried this, but it should work fine). The apps needed (or something similar) are:
  • A hexadecimal calculator (I use NeoCal*, but there are alternatives)
  • A hexadecimal editor (I use Hex Editor Pro*, but there may be alternatives, though I haven't found one)
* I link to and use the Pro version of these apps because I believe people should be paid for their work (and I hate ads), but some do offer a free and or ad-supported version. I also suggest bookmarking the following sites:
  • BGII item code list (many of these item codes work across all Beamdog's Enhanced Editions (in theory) as they share the same engine)
  • IWD item code list (Sorcerer's Place)
  • Infinity Engine game data file formats, which give you a rough idea of where to look, what to look for, and its format and size (in this tutorial we're specifically interested in the CRE layout)
Don't worry if all this looks intimidating, this tutorial should, at the least, get you through editing your ability scores and manipulating inventory items. After that, you should be knowledgeable enough to proceed on your own. Editing Ability Scores Screenshots at the bottom. This procedure can be used on both saved game files (BALDUR.gam) and character files (*.chr). One thing you need to be aware of (you can see this by examining the CRE file format linked above) is that ability scores are in a different order than they are presented in-game. Instead of: Str, Dex, Con, Int, Wis, then Cha, the data files store them as: Str, Str Bonus, Int, Wis, Dex, Con, then Cha. Since we will be using the ability scores to locate specific characters in the BALDUR.gam file (character names are not necessarily stored with their data), I suggest you write them down in the data file's order (translating them to hex at this point can save time). If you happen to have more than one character with the same ability scores, examine the data beneath the scores to help determine which toon you are viewing. In this tutorial's example, we will be editing the Strength Bonus ability score in a BALDUR.gam file. Editing ability scores is quite easy. I will be using the following scores in the example (you will use your own toon's scores for your game, that's why we write them down), most likely, your values will be different than my example's:
Ability Decimal Hexadecimal
Strength1812
Strength Bonus311f
Intelligence100a
Wisdom110b
Dexterity1610
Constitution1812
Charisma808
For the example, lets say this is a Dwarven fighter and we want the strength bonus to be 100% (hex 64, aka 0x64). We need to change the 31 (0x1f) to 100 (0x64).
  1. Write down the ability scores of the character(s) you want to modify making sure to put them in the data file's order: Str, Str Bonus, Int, Wis, Dex, Con, Cha, then convert them to hexadecimal and put them together (side-by-side) [in the example, the resulting value would be: 121f0a0b101208 - from the hexadecimal column above]
  2. Open the BALDUR.gam save file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) keeping in mind that you usually only need the first three or four values to uniquely identify the character [in the example, we'd use 121f0a0b, then verify the rest (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Tap the ability score you want to modify in Hex Editor Pro's left pane [in the example, we would tap 1f]
  5. In the resulting Edit dialog box, confirm the value displayed (to make sure you tapped the correct entry) and change it to whatever value you want (in hex) [in the example, we'd change it to 64 (hex for 100)]
  6. Tap the disk icon in the Edit dialog box to commit your changes
  7. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new ability score (make sure you load the modified saved game). If the toon's score is not what you expected, restore your backup and try again. Manipulating Inventory Items Screenshots at the bottom. In this tutorial, we are going to add a Bag of Holding (BAG31) to our inventory! At the beginning of a game, I use this procedure to add a Find Familiar scroll (SCRL6D) to my main magic user's inventory so I don't have to worry about finding the spell or wasting a spell slot. Rather than trying to calculate exactly where each inventory slot's data address begins (based off the CRE data format information linked above), which is fraught with danger, I'm going to teach you a much easier method. The best way I've found to insure I'm editing a valid address is to put a cheap, unique item into an empty slot before saving the game; a placeholder. I don't recommend using a stackable item, but if you do, make sure there is only one and not a stack (even if it appears to work with a quantity greater than one, the data will not be what the engine expects and this translates to trouble). For the example, we will assume our Dwarven fighter (from the previous tutorial) does not normally carry a dagger and so, we'll use one as the placeholder. Grab an ordinary dagger (DAGG01) from somewhere in the game and put it into one of your character's inventory slots, then save the game.
  1. Use the procedure outlined in the previous tutorial to identify the character who's inventory you want to modify
  2. Open the BALDUR.gam file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) [in the example, if we continue with the modified Dwarven character from the previous tutorial, we'd search for the hex value 12640a0b (notice the 64 now, instead of 1f), then verify the rest of the scores (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Look for DAGG01 (in Hex Editor Pro's right pane) below the ability scores (if you examine the CRE format, you'll see a character's inventory items are below the ability scores), it shouldn't be too far down
  5. In the left pane, tap on 44, the capital letter D's hexadecimal value (this should be on the same row as the 'D' in DAGG01 you found in the right pane - count the spaces if needed to insure you're editing the correct 'D' if there is more than one on that row, the correct one begins the "44 41 47 47 30 31" sequence), and you will get Hex Editor Pro's Edit dialog box
  6. In the Edit dialog box, tap the small white down-arrow and select the ASCII radio button (the 44 on the edit line will change to the letter D)
  7. Change the 'D' to a 'B', then to get to the next value, tap the '>' icon in the dialog box (Item codes are case-sensitive: there are a few Bag of Holding codes, but from my experience, BAG31 is the only one that works correctly)
  8. Continue changing DAGG01 to BAG31 until you get to the final '1' and, as the Bag of Holding code is shorter than the dagger's item code, be sure to replace the final '1' in DAGG01 with 00 (do not use the space bar, either switch back to hex and enter 00 (zero zero) or just delete the value from the edit line altogether (Hex Edit Pro will replace an empty edit line with 00), this final value must be 00 in the left pane); in the right pane, "DAGG01" should now be replaced with "BAG31." (zero zero from the left pane is represented as a period in the right pane) and in the left pane, "44 41 47 47 30 31" should now be "42 41 47 33 31 00"
  9. Tap the disk icon in the Edit dialog box to commit your changes
  10. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new Bag of Holding (make sure you load the modified saved game). If something did not work, restore your backup and try again. Do not try to add quest items with this method - it will not work (no triggers are activated) and will usually result in a corrupt game. You've been warned. I hope this helps! Remember, with knowledge comes responsibility. Be careful as you can easily make the game boring by over-powering your party. If any part of these tutorials is unclear or if you find a mistake, please send me a PM so I can correct it. Have fun! Screenshots
Search Edit ASCII Before After
Notes One of the ways working on raw data can become confusing is in an understanding of which method a system chooses to store its values in memory. All Android devices (from my understanding) use a technique called little-endian, though strictly speaking, they don't have to (it depends upon a number of factors). This topic is far to complicated for me to try to explain here, so I will just give an example and leave it to you to explore further, if you feel the need. Lets say your party currently has 964 (0x03c4) gold pieces and you want to change it to 2000 even (0x07d0). The easiest way would be to simply search for your current number of gold pieces and change the value, but because the data is stored in little-endian, you have to reverse the hexadecimal numbers (this is because the value here is 2 bytes wide, not 1, like with ability scores). Instead of searching for 03c4, you'd have to search for c403 (the bytes in the word are stored with the least significant byte at the lowest address) and replace it with d007! I told you it can get confusing! For numbers that are larger than a single byte (greater than 8 bits: 4 bits = a single hexadecimal digit), just remember to reverse the hexadecimal values (the hex digit pairs) when manipulating them.

[MOD] Verr'Sza NPC (for BGEE and SoD)

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I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him). Alignment: Chaotic Evil, Neutral Evil in SoD Class: Ranger (Naztharune Ranger) Race: Rakshasa ==> OVERVIEW The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep. The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way. Note that the mod may include language considered blunt or inappropriate for kids. Mod was designed to work on EE. Never tried it on Tutu or BGT. Consider this an open beta. There may still be some bugs. ==> NUMBER OF TALKS: original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs
The mod includes crossmod talks with Sirene, Aura, Drake and White. NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him. SHS alternative download

[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options

Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible within the in-game options menu, but instead have to be enabled or disabled manually in the game's configuration file which might discourage less computer-savvy players from using them. This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more. The mod is available in English, French, German, Polish and Brazilian Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET, IWD:EE and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected. The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time. Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components

[spoiler] 1. Install Hidden Gameplay Options (main component) This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below. The following components are available when you chose to select options individually: 2. Add in-game option "Enable Debug Console" Allows you to enable cheat keys and the debug console in the game. Option can be found in Gameplay section. 3. Add in-game option "Enable UI Edit Mode" Enabling this setting allows you to use UI edit functionality in the game. Option can be found in Gameplay section. 4. Add in-game option "Show Strrefs" Setting this option places string reference numbers in front of game strings. Option can be found in Gameplay section. 5. Add in-game option "Show trigger icons on tab" Setting this option reveals more information about interactive regions when pressing the TAB key. Option can be found in Gameplay section. 6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE) Setting this option allows you to use the spacebar to continue in dialogs. Option can be found in Gameplay section. 7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE) Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules). Option can be found in Gameplay section. 8. Add in-game option "3E Sneak Attack" Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules. Option can be found in Gameplay section. 9. Add in-game option "Critical Hit Screen Shake" Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat. Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE). 10. Add in-game option "Hotkeys On Tooltips" When this option is enabled tooltips will display hotkeys when available. Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE). 11. Add in-game option "Show extra combat info" Setting this option displays all factors that influence an attack roll. Option can be found in Gameplay > Feedback > Feedback Messages. 12. Add in-game option "Show Game Date and Time on Pause" Setting this option shows game date and time when activating pause. Option can be found in Gameplay > Feedback > Feedback Messages. 13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE) Setting this option disables animation when zooming in or out of the area map screen. Option can be found in Graphics > Display Options. 14. Add in-game option "Reverse Mouse Wheel Zoom" Setting this option reverses zoom direction when using the mouse wheel. Option can be found in Graphics > Display Options. 15. Add in-game option "Pause Game on Map Screen" Setting this option causes the game to pause whenever the map screen is active. Option can be found in Graphics > Display Options. 16. Add in-game option "Enable Fog" (not available in PST:EE) Setting this option enables fog effects on maps. Option can be found in Graphics > Display Options. 17. Add in-game option "Disable Movies" Enabling this option disables movie playback. Option can be found in Graphics > Display Options. 18. Add in-game option "No Cosmetic Attacks" (only available for PST:EE) Enabling this option shows attack animations only when characters are making real attacks. This option is already available in unmodded BG:EE, BG2:EE and IWD:EE. Option can be found in Gameplay section. 19. Add in-game option "XP Bonus in Nightmare Mode" (not available for PST:EE) Enabling this option allows your characters to get bonus XP in Legacy of Bhaal Mode (BGEE/BG2EE) or Heart of Fury Mode (IWDEE). This setting will not affect the extra XP granted by the regular difficulty modes. Option can be found in Gameplay section. 20. Add in-game option "Trigger Bored Sounds" (not compatible with Lefreut's Enhanced UI (LeUI)) Enabling this option will trigger bored sounds when you haven't assigned actions to your characters for an extended period of time. Option can be found in Sounds > Character Sounds or Gameplay > Feedback (PST:EE only). 21. Add in-game option "Frame Rate" (experimental) (not available for PST:EE, not compatible with Lefreut's Enhanced UI (LeUI)) This component installs a slider control that can be used to set the desired frame rate of the game. You can choose between 30, 40 and 50 frames per second. The game's default is 30 fps. The component is marked as "experimental", as there are situations where setting this option has no effect: 1. When Options > Gameplay > Feedback > "More Confirmation Prompts" is active. 2. When quitting the game directly to the desktop from a running game. Option can be found in Gameplay section. 22. Add in-game option "Action Feedback" (not compatible with Lefreut's Enhanced UI (LeUI)) This component installs a slider control that can be used to show small symbols around character sprites that indicate their current action (e.g. fighting, spellcasting or thieving actions). You can choose between several feedback levels. Higher levels are only effective when option "Debug Mode" has been enabled as well. Option can be found in Gameplay > Feedback. 23. Add in-game option "Display Level Up Icon" (only available for PST:EE, requires "Level Up" Icon Tweaks) This option allows you to show or hide the "Level Up" icon, that can be found in the portrait window or health bar of party members that are ready to level up. It requires the mod "'Level Up' Icon Tweaks" to be installed, which adds the functionality to toggle visibility of the icon. Option can be found in Gameplay > Feedback. 24. Add in-game option "Show Area of Effect Range" (not available for PST:EE) Setting this option displays the range of an Area of Effect spell before it is fired. This option has no effect in games before patch version 2.5.16.6. Option can be found in Gameplay > Feedback > Visual Feedback. [/spoiler]

Screenshots

[spoiler] Option "Show Area of Effect Range": [/spoiler]

[MOD] Dragonspear UI++ (v2.32)

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Dragonspear UI++

Download the latest release

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

Main Menu

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

Options

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

Character Generation

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

Save/Load Screens

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

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

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

Dialog Box

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

Journal

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

Inventory

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

Record

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

Mage/Priest Spellbooks

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

Worldmap

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

Store/Containers

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

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel) v2.31 - Compatibility with 2.5 patch v2.32 - Fixed contingency screen - Fixed missing Charisma value for bards in the record screen - The mod moved to github
Screenshots:
Installation: Download the mod from github and extract the zip file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-dragonspear_ui++.exe". Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod.

Boaster's Original Sound Pack

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Some assembly required http://mantera.xorgte.com/files/BG.rar 22.5 MB - compressed RAR file I recorded these all like 5 years ago now, I think and posted as four contiguous long MP3 files. I had a cold and made the best of it. I figured, why not record another alternative sound pack for BG EE for perhaps a more evil, less cartoonish, evil character. Users will need to customize the WAV files to their liking as far as the order in which things happen. Within the RAR file there are two sets. They sound slightly different, but mostly the same. Intermix them if you choose. The second set was more as I was losing the voice I had with a cold and just not being able to talk at all. Make the best of it if you will. If anyone would like me for recordings, my voice isn't quite naturally so deep, but I could come up with a reasonable facsimile thereof.

[MOD] Spontaneous Casting For Clerics and Druids (v1.32)

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This mod adds spontaneous casting for clerics and druids, which is based on the idea of 3e spontaneous casting ability. It works with BG:EE, BG2:EE, IWD:EE and EET. As of version 1.3, it should also compatible with other mods that add cleric or druid spells and kits. This mod must be installed after such mods. Spontaneous casting contains three innate abilities, that upon activating, transform all memorized divine spells of the caster to healing, harming or summoning spells of their respective levels. Good clerics receive spontaneous healing, evil clerics spontaneous harming, and neutral clerics both. Druids receive spontaneous summoning. This last for 6 hours or until the chosen divine spell is cast, then all spells are transformed back. For this to work properly I had to add some new low-level spells. They are: First level: Cause Light Wounds, Lesser Animal Summoning I Second level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II Third level: Cause Medium Wounds, Lesser Animal Summoning III IWD:EE has its own low level cause and heal spells, so it only adds these summoning spells to the game. Healing and harming spells are added to priests and summoning spells to druids repertoire as normal spells, that they can use. When memorized spells are transformed, they change their icon into the respective spontaneous spells, but names of those spells remain. You can use tooltip to determine which spell are you going to cast spontaneously. Spontaneous spells are: 1. level: Cause Light Wounds, Cure Light Wounds, Lesser Animal Summoning I 2. level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II 3. level: Cause Medium Wounds, Cure Medium Wounds, Lesser Animal Summoning III 4. level: Cause Serious Wounds, Cure Serious Wounds, Animal Summoning I 5. level: Cause Critical Wounds, Cure Critical Wounds, Animal Summoning II 6. level: Harm, Heal, Animal Summoning III 7. level: Finger of Death, Resurrection, Conjure Earth Elemental Note 1: Spontaneous spells can be cast immediately after spontaneous casting is activated. There is no pause between them, such as there usually is between spells. However, in the first round after activation, you can only cast divine spells, wizard spells (for cleric/mages) and innate abilities are disabled in that round. Also, because of this, when activated spontaneous casting will end Improved Alacrity spell cast by cleric/mage, as they both use the same mechanics. In version 1.3, I added an optional component - Magic Fang spell. This adds two spells to all druids, Magic Fang and Greater Magic Fang. The first is a level 1 spell and adds a +1 to an attack and damage (as well as a +1 enchantment level to targeted summoned animal). The second is a level 3 spell and adds +1 enchantment per 4 caster levels (to the maximum of 5). Only animals summoned by all Animal Summoning spells (plus Conjure Animals) are affected by this spell (when they are, they glow green). Installation: Download the mod from github and extract the zip file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-spontaneous_casting.exe". You need to start a new game for your divine caster to receive spontaneous casting ability. Alternatively you can point a cursor over the caster and enter console command "C:AddSpell("rgspheal")" or "C:AddSpell("rgspharm")" or "C:AddSpell("rgspsumm")". Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod. Change log: v1.1 (8.7.2014): - contains polish and czech translation and also improved spell icons (old icons had some distorted colors) v1.2 (27.11.2014): - the mod now works with IWD:EE v1.3 (1.3.2016) - the mod is now compatible with other mods that add priest spells or kits v1.31 (4.3.2016) - added optional component - Magic Fang spell v1.32 (24.5.2016) - added italian translation

[Mod] Vienxay NPC for BG:EE

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Vienxay NPC for BG:EE
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Intro:

Listen here, peasant. I am Vienxay of a noble, powerful, and illustrious elven house. The eldest of my sisters, I had quite the prestige and influence in Evermeet’s high social circles. Then, I was set up, framed for murder by my master, who was secretly a practitioner of Shar’s shadow weave. Now, I am tracking her down, and I will have my vengeance. With a small bit of your help, of course. Find me outside the Friendly Arm Inn if you wish to aid, I tire of being idle in these human lands while she still remains at large. You’ll find no better mage, or thief, for I excel in the magic of Mystra’s weave, with the innate gift of shadow magic. I am an obvious choice.

Overview

This mod adds a new joinable NPC to the game: Vienxay, a Mage/Shadowdancer.

She can be found outside the Friendly Arm Inn. Due to her evil alignment, she will leave parties of 19 or 20 Reputation, unless her quest is complete, in which upon reaching 18 reputation, there is a chance to shift her alignment to neutral.

Her starting level and spells vary with the players level, allowing her to be recruited at any point.

Stats:

STR: 13
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 79

Alignment: Neutral Evil
Proficiencies: 1 Dagger, 1 Dart

Vienxay starts with custom gloves that give her 20% bonus to hide and move silently, 15% to pickpocket, and 10% to open lock. These cannot be removed.

Quest & Relationship
Vienxay has 7 talks with the PC. These can be considered friendship, though you can pick flirty dialogue choices at your leisure.

The PC can also initiate dialogue with Vienxay, opening up even more talks that appear as the game goes on, or they can ask how she is, get her opinion on what to do, or ask about a companion.

After talks have progressed to a certain point, Vienxay can make wands for the player, so long as she has the needed materials in her inventory.

Vienxay's quest requires the party to track down and kill her master. There are multiple resolutions to most dialogues within the quest. 16 or more Charisma can be useful to persuade Vienxay to stay if the player constantly chooses options that anger her during the quest.

Vienxay has at least one banter with every joinable NPC.
Vienxay also carries several crossmod banters with my other NPCs, Kale and Emily.

Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Vienxay.exe

If you get any errors, please post in the Vienxay NPC topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:
Q: Is there any romance content with the PC?

A: Not in BG:EE1, and undecided in future installments.

Q: Can I request crossmod content with a favorite character?

A: Yes. I will do my best to contact the author first. If they do not respond I will write up banters between them.

Q: When will the SoD portion be released?

A: The SoD portion will be released in three stages. The first stage should be set by March 9th, and will not include any talks or banters, just the joining and kicking out dialogues.
The second stage will include all content excluding banters. The third stage will include banters. The latter two will have their release dates revealed later.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content, and have a timeline listed for each.
Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.
Future Planned Content:
V1.1 Bug Fixing/Implementation of Community Feedback. First stage of SoD Content.

V1.2 Bug Fixing/Second stage of SoD content.

V1.3 Full SoD release

V1.4:Implementation of any requested Crossmod Content.

2.0: SoA/ToB Release.
Future Planned Mods:
Helga, Cleric of Haela Brightaxe: TBD

Recorder, Gnome Lorekeeper (Bard Kit): TBD

Thank you
I just want to add a small section of thanks. Emily, Kale, and Vienxay originally were all one mod, hence why their releases are all so close (Perhaps too close!), but I quickly learned that it was very difficult to include three custom NPCs who bantered with eachother in the same mod. There was a lot of struggle and learning, and I really want to thank the following for inspiring or guiding:

Beamdog: For Enhancing this game. This wouldn't exist if BG1 was never enhanced.

Olga Silaeva (Kulyok): Your Branwen NPC Mod really made learning to mod possible. I've read several guides, but none was as detailed with comments for every step of the mod progression as yours. You'll probably never read this, but thank you!

LavaDelVortel: Your Petsy Mod was actually what started getting me to look at making mods in the first place. That a planned NPC of mine is a bard is no accident, I'm quite appreciative for the creative inspiration it gave me.

AionZ: Your Aura and Sirene mod also inspired me to start modding. It contains a lot of really advanced work, technique, and manipulation that is really inspiring to go through (Particularly Aura's). The content in Emily contains a couple of nods to Sirene for this reason.

Bioware: NWN helped provide the picture and soundset assets, so also, thank you.

The community: The feedback and support in general has been really kind. My only regret is starting modding so late, delaying the meeting of many wonderful people. There's a lot of wonderful mod authors with great content that I can't recommend enough for both BG:EE and BG:EE 2, and I hope when I'm done with my own work I can properly invest time in exploring them. They really help make you want to replay the series again and again.

Change Log
v1.0: Initial Released Version of Vienxay NPC.

[MOD] Lighting Pack for the Enhanced Edition

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Since this forum is dedicated to BG(2)EE and IWDEE, I'd like to advertise my Lighting Pack for the Enhanced Editions. It supports BG1:EE (including SoD), BG2:EE and IWD:EE.

Download

Description: The original Infinity Engine games provided options to adjust brightness and contrast which helped a lot, especially in dark dungeons or at night time. Unfortunately these options have been removed from the Enhanced Editions of the games. This mod provides a way to bring back the means to adjust brightness, contrast and gamma correction. You can choose from a set of predefined lighting configurations or enter the desired values manually. The most recent version add support for the v2.1 patches and improved input validation of manually entered values. Note: Changes made by this mod will not be visible if you select "Alternative renderer" in the graphics options of the games. Preview screenshot (it's quite big): [spoiler] image [/spoiler]

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)

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Download:

Improved Archer Kit (latest stable version)

Improved Archer Kit (alternate download)

Improved Archer Kit 2.0

Improved Archer Kit 1.0

Overview

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the early parts of the game, it becomes less useful later on. This mod attempts to improve the kit by giving the Archer a couple more features which make the kit interesting even against very powerful enemies.

Components

The mod includes two components (since v2.0): 1. Improved Archer Kit (supports BG2:ToB, BGT, BG:EE, BG2:EE and IWD:EE) - Installs the Archer kit 2. Add +4 arrows, bolts and two powerful bows to the game (supports BG2:ToB, BGT, BG2:EE and IWD:EE) BGT, BG2 and BG2:EE:   - Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep.   - Adds a powerful longbow somewhere to the third level of Watcher's Keep   - Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave IWD:EE only:   - Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4 Each component can be installed independently.

Kit Description

[spoiler]ARCHER: The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor. Advantages: - +1 to hit and damage rolls with any missile weapon every 3 levels. - +1 to AC vs. missile weapons every 6 levels. - May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows. - May use Rooting Shot ability once per day every 4 levels. Can not be used together with other shot abilities. - May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Create Blessed Ammunition ability once per day every 4 levels. ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the level of the Archer:   4th level: Target is entangled for three rounds if failed save vs. Spell.   8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.   12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.   16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.   20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty. POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according to the level of the Archer:   8th level: Knock back target if failed save vs. Breath.   12th level: Knock back target if failed save vs. Breath at -1 penalty.   16th level: Knock back target if failed save vs. Breath at -2 penalty.   20th level: Knock back target if failed save vs. Breath at -3 penalty. EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical damage to nearby targets in 15' range, according to the level of the Archer:   8th level: 1d4 damage to nearby targets   12th level: 1d4+2 damage to nearby targets   16th level: 1d4+4 damage to nearby targets   20th level: 1d4+6 damage to nearby targets Caution: Damages enemies, allies and innocent bystanders alike. CREATE BLESSED AMMUNITION: Create a spiritual arrow or bolt blessed by the Archer's worshipped god or goddess for 8 hours containing a score of charges.   4th level: +1 enchantment, +1 to hit and damage rolls, additional 1d6 damage and slow for two rounds to undead if failed save vs. Death.   8th level: +1 enchantment, +2 to hit and damage rolls, additional 1d6+2 damage and hold for two rounds to undead if failed save vs. Death.   12th level: +2 enchantment, +2 to hit and damage rolls, additional 1d6+4 damage and instant death to undead if failed save vs. Death.   16th level: +3 enchantment, +3 to hit and damage rolls, additional 1d6+6 damage and instant death to undead if failed save vs. Death at -2 penalty.   20th level: +4 enchantment, +4 to hit and damage rolls, additional 1d6+8 damage and instant death to undead if failed save vs. Death at -4 penalty. Disadvantages: - -1 CON penalty. - May not wear any metal armor. - May only become Proficient (one slot) with melee weapons. Furthermore, the Archer gains access to two special HLAs (BGT, BG2 and BG2:EE only): - Missile Trap allows the Archer to set a powerful spring-loaded missile trap in the chosen location when no hostile creatures are in sight. It does 3d10 missile damage and each 1d10 damage of various elemental types to the unsuspecting creature that sets it off. - The Sure Shot ability calls forth every bit of skill and experience to target vital areas of the opponent with frightening speed and precision. By enabling this ability, the Archer takes up his/her stance and shoots missiles in rapid succession. For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is considered a critical hit. Since this technique requires utmost skill and concentration, the Archer is rooted to the spot for the next two rounds. It can not be used together with other shot abilities. [/spoiler]Note: The duration of the blessed arrows an bolts is limited to about one hour game time (5 minutes real time) because of a buggy implementation of one of the spell effects in all of the Enhanced Editions (Edit: already fixed in BG2:EE).

Longbow Descriptions

[spoiler]Great Sun-Reacher +3 The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Great Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Great Sun-Reacher with him. STATISTICS: Charge abilities: - Protection From Normal Missiles twice per day Combat abilities: - When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage THAC0: +4 Weight: 3 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By:  Druid  Cleric  Mage  Thief [/spoiler] [spoiler]The Defender +5 Composite longbows are bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite quality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the ergonomic design allows the user to shoot missiles in rapid succession. STATISTICS: Equipped abilities: - +4 AC bonus against melee weapons - 3 shots per round THAC0: +6 Damage: +2 (missile) Weight: 5 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By:  Druid  Cleric  Mage  Thief  Bard [/spoiler]

The "CHARNAME" token in IWD

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Does it exist here? What does it display? If it doesn't exist, what will be displayed if a dialogue with this token is run?

Braegar Mod English version

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Greetings and salutations all, I have the EET installed and it installed the Braegar dwarf mod. However, the mod installed it using the German text language one. Is there any way I can re-install it using the English version if there is? I like the dwarf and I've never used him before, plus he's hella good with an axe. I'd like to keep him but he has quite a bit of dialogue with everyone in the party and then they all start speaking German, which I don't know. =(

Thanks, in advance, for your time and aid. I'm going to go back to playing and I will check back here in a bit.

Luck & Loot,
Mereinid
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