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-HOW TO DO STUFF IN WEIDU-

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

Universal Archer Kit v1.0: Archer Kit for Fighters and Paladins

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I've always loved Archers, but I was never very fond of rangers. I always wanted a gnomish or halfling Archer for the save bonuses, or a human Archer who could dual-class to mage or thief. The Tactics mod has a Generic Archer kit to that effect, but I didn't want to have to go through the whole Tactics WeiDu installer just for the one component I wanted. So I've created a new Archer kit for fighters, as well as an Archer kit for paladins in case anyone wanted to play one. The Archer kit is identical to the original ranger kit, with one exception: the ranged damage bonuses no longer slow down after level 18, and they go up to level 50.

[mod] The Ooze's Lounge

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

[tool] IWD-style Spell Evasion

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Just want to drop a note to mention that I've externalized my code adding the IWD "Evasion" passive ability for thieves to BGEE and BG2EE. My "Scales of Balance" mod has an option to add it exactly as it is in IWD, for 7th-level thieves; my "Might & Guile" mod adds it as a feat available to thieves as well as some bards and warriors. My upcoming "Will to Power" adds it as a temporary ability for psionicists, independent of those other applications. The idea is, you can drop this file into your mod to make the passive ability work; and then you can apply the ability however you see fit - for your new kit, for certain enemies, for all thieves, for a new spell, whatever. If you use this .tpa file as-is, then however you apply it, it should not conflict with other mods using it in different ways. Get it here. Cheers.

Mods for PST:EE

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[MOD] PS:T Unfinished Business - Reloaded

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Download: PS:T Unfinished Business - Reloaded (latest) (15 MB) Download (mirror): PS:T Unfinished Business - Reloaded (latest) This mod is a continuation of Qwinn's original PS:T Unfinished Business, based on version 4.12. It has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition in addition to classic Planescape: Torment. The mod is available in English, French, German, Italian, Polish, Brazilian Portuguese, Russian and Spanish.
Call for translation! There are several lines and a readme in need of translation into the following languages: French, Italian, Polish, Russian and Spanish. Please shoot me a PM (either here or over at SHS Forums) or post in this topic if you're interested. Of course, more translations are always welcome! PST:EE is also available in Korean and, currently Steam-only, Czech.
From Qwinn's original PST-UB Readme: This WeiDU mod takes the almost-but-not-quite-finished content that shipped with Black Isle's classic Planescape: Torment CRPG, and finishes and polishes it so you can actually see and enjoy the new content in your game. And as you shall soon see, there's quite a bit of it. Version 4.0 of this mod comes with no less than 18 full and non-trivial restorations. Important: The current patch version of PST:EE (v3.1.3) contains a bug that resets content, such as stores or areas, when you enter the Modron Maze. To work around this issue, it is strongly recommended to download and install Generalized Biffing as the final mod in the mod list. Note: The mod requires at least WeiDU v243 to be installed correctly. The Windows executable is already included in the mod's zip archive. Linux and macOS binaries can be downloaded here.

Available components

[spoiler]1. "All Recommended PS:T Unfinished Business Components" A convenience option that install all components except "Expanded Deionarra's Truth Mod" and "Restored Item Cheats (Not Recommended)" 2. "Restored Able Ponder-Thought Research" Completes a number of subjects Able Ponder-Thought will conduct research on. 3. "Restored More Morte Mortuary Moments" Restores a bit of dialog for Morte in the Mortuary. Initial dialog is greatly expanded and more in line with the other conversations in the game. Morte will also trigger a couple more conversations, e.g. when approaching Dhaal's Book. 4. "Restored Candlestick Quest" Restores a quest in the Buried Village. 5. "Restored Deionarra's Truth Conversations" Restores several dialog options regarding Deionarra's fate which are in line with what the player can know at that point in the game. A more complete expansion can be installed by the component "Expanded Deionarra's Truth Mod" below. 6. "Restored Pendant of Yemeth Quest" Restores a quest involving six actors over two different areas, mostly in or near the Smoldering Corpse Bar. To start it, talk to Ratbone in Ragpicker's Square. 7. "Restored Elyce & Company Quest" Restores Elyce, her brother and her boyfriend to the game, and there is a small quest involved. 8. "Restored Curst Citizens" Restores seven cool new Curst Citizens with interesting dialogs. 9. "Restored Curst Prisoners" Adds 9 more prisoners with their own dialogs to the (originally very sparsely populated) Curst prison. 10. "Restored Carl Parfidor" In the original game, you can hire someone to kill Carl Parfidor, but you can never actually meet him. Now you can! 11. "Restored Alley of Dangerous Angles Thugs" Restores some dialogs and scripts, so that the thugs in the Alley are actually aware of events unfolding around them, will comment on them, and they will no longer be, down to the last man and woman, maniacally obsessed with your 10 copper piece toll. 12. "Restored Morte & Ingress's Teeth Banter" Restores a very amusing (non-voiced) banter between yourself, Morte and Ingress's Teeth. Before Morte can use the teeth, you will need to use them with Morte nearby. 13. "Restored Items" Restores the Fiend's Teeth, Spiked Gauntlets, Gauntlets of Rending, the Eye of Vecna, Devil's Due and the Chaos Feather. 14. "Restored Party Comments and Banters" Restores 27 fully voiced flirts between Morte and female zombies, which can be enjoyed right at the beginning of the game. Also added are 15 new and entertaining fully voiced banters between various PC's, and a new comment by Grace. The component also restores a new soundtrack that is played in the Smoldering Corpse Bar during nighttime. Finally, talking with your party members will now play that character's theme music, including a new track for Morte. PST:EE note: For technical reasons the component does not restore individual NPC feedback when attempting to open locked doors and containers. The same applies to copying scrolls to the spellbook. It will restore a generic sound effect, however. 15. "Restored Mebbeth" Restores two significant orphaned blocks of Mebbeth's dialog. 16. "Restored Lower Ward Encounters" Restores 9 creatures to the main Lower Ward area, including Hailcin'n, a scarred and tattooed githzerai warrior who wanders in the same general area as Kii'na. Another 6 creatures are placed based on two unused dialog files, representing customers standing around Deran, the slave auctioneer. Another two characters, laborers working on some strange unidentified device, are restored near where Lenny hangs out. Finally, if you give Ki'ina information that causes her to leave the Lower Ward, she will now return about a week later so that you can enjoy the rest of her dialog that was previously inaccessible. 17. "Restored Bestiary Entries" Restores descriptions for bestiary entries of Annah, Dak'kon, Dhall, Dustmen (both male and female), Grace, Ignus, Lothar, Nordom, Trias and Vhailor. It also adds a new alu-fiend entry for Vrischika, that has been improved to match the other bestiary images. Finally, the bestiary image of the TO will change from a shadowy figure to a glowing version after the Nameless One meets the creature in person. 18. "Restored Lothar's Abode" Restores guard creatures and some minor treasure to Lothar's abode in the Lower Ward, which are found nowhere else in the game. 19. "Expanded Deionarra's Truth Mod" This component is not included in "All Recommended PS:T Unfinished Business Components" because it contains a lot more new content than restored content. It adds a great deal of new content (including 180 new lines of dialogue) that will allow the player to find out her fate before it becomes too late to do anything about it. Once the new content has been played, about 30-40 more lines of original dialogue will become accessible. 20. "Restored Item Cheats (Not Recommended)" This component is also not included in "All Recommended PS:T Unfinished Business Components". It makes two cheat items available to the player and restores their functions: the "Sword of Wh'ynn" - aka "The Cheater's Blade", and "The Tome o' Cheats". Note: PST:EE already comes with a powerful debug console that makes this component largely redundant. [/spoiler]

Screenshots

[spoiler]Morte's extended introduction dialog: Morte's pick-up lines for female zombies: Vrischika's bestiary entry: [/spoiler]

Finch v4.0 BETA 7 for Tutu, BG:EE and BGT!

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I have tested the mod myself on Tutu, BG:EE and BGT, and it should work fine. However I would appreciate some additional testing and feedback. In particular, the mod needs to be more thoroughly tested for languages other than English. Known issues for which there is no solution (at least for now): 1) the large portrait in BG:EE is a bit blurry. Unfortunately an higher resolution image is not currently available. 2) Finch's Glasses don't do anything (other than wasting a charge) if activated from the "USE ITEM" icon (they work as usual if you right click on the unidentified item and select "SCROLL"). Unfortunately the Glasses behaviour is hardcoded, so there is nothing I can do about that. [spoiler=Previous Versions]Download Link: Finch v4.0 BETA Download Link: Finch v4.0 BETA 2 Download Link: Finch v4.0 BETA 3 Download Link: Finch v4.0 BETA 4 Download Link: Finch v4.0 BETA 5 Download Link: Finch v4.0 BETA 6[/spoiler] Download Link: Finch v4.0 BETA 7 Some BG:EE screenshots: [spoiler=Record Screen]image[/spoiler] [spoiler=Inventory]image[/spoiler] [spoiler=A Banter]image[/spoiler]

Turald NPC Mod - ver. 0.9

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

Help Me Design This Kit!

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I have begun creating a new kit mod, but I'm not sure what to name it and what all the features should be, so I've decided to ask around for suggestions. The basic idea behind this kit is that it's a fighter that attacks MANY times per round, but does not deal as much damage per hit.

The fighter has constant effect Improved Haste from level 1, is immune to slow, and gains an extra half attack per round every 5 levels, but gets no extra attacks per round from proficiencies or levels 7 and 13 (like a normal fighter would). Thus, at level 10, the fighter will have 6 attacks per round with a sword, 8 attacks per round when dual-wielding, or 10 attacks per round when using darts.

In addition, the fight can create and use a set of kit-exclusive weapons (scimitars, katanas, short swords, daggers, staffs, darts, and shortbows) which deal lingering damage, imitating the effects of an extra attack per round--allowing us to sort of bypass the APR cap of 10. Every 4 levels, the weapons created get stronger, and at levels 12, 16, and 20, the lingering damage is extended. For example, at level 16, a kit-created scimitar will deal 1d8+4 base damage, then 1d6+3 on-hit damage after one second, then 1d4 damage after two seconds, and finally 1d3 damage after three seconds. The fighter at level 16 is basically attacking 28 times per round, but most of those strikes are low-damage and get no bonuses from Strength and so forth.

However, the fighter deals 75% less physical damage no matter what weapons it's using, and also cannot wear armor. Even with 18/80 STR and GM in scimitars while dual-wielding, the fighter deals less than 50 damage per round at level 16, while an unkitted fighter at the same level might deal 132 damage when dual-wielding under a party mage's Improved Haste spell. Think of the kit like a quadruple-wielding Archer/Kensai that deals less damage than a normal fighter, but imposes a lot of hitstun because it hits so often.

What do I call this kind of kit, and what else should I add, remove, or tweak to make the kit more balanced or more fun?

EET Romance cheats problem?

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Hello all, I'm wondering if someone could help me with this problem? Been trying to troubleshoot this issue all day and am at a loss. Finally had to register here just hoping someone could solve this!

Have successfully installed EET twice now using the EET mod install tool except for one hitch. It throws an error trying to install the portion of the tweaks anthology that covers romance cheats. I'm only specifically after removing the race restrictions. Here is the portion of the debug log that covers it:

"You have selected to install the following options:

* Remove racial requirements for romances

Are these choices correct? (Select 1 or 2)
1) Yes, proceed with install
2) No, let me re-select them

Remove racial requirements for romances? (Select 1 or 2)
1) Remove
2) No changes

Remove gender requirements for romances? (Select 1 or 2)
1) Remove
2) No changes
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Romance Cheats], rolling back to previous state
Will uninstall 1 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 3183.
Uninstalled 1 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 3183.
ERROR: End_of_file
Please make a backup of the file: SETUP-CDTWEAKS.DEBUG and look for support at: http://gibberlings3.net/forums/index.php?showforum=34
Automatically Skipping [Romance Cheats] because of error.
Using Language [English]

NOT INSTALLED DUE TO ERRORS Romance Cheats

C:\Games\Baldur's Gate II Enhanced Edition>
ERROR: End_of_file
Romance Cheats (Tweaks Anthology) was not installed due to errors."

Apologies if this isn't the right way to share the debug log. I'm new to forums and by the time I had thought to save the deubg log it was looong past this section. Thanks for any help!

[Kit Concept] Geomancer Sorcerer

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I wanted to play as a Geomancer but I'm not a fan of the Geomantic Sorcerer mod so I drafted my own version with some original ideas. I'm hoping to have it made soon.

Advantages:
- Hit Die: d6
3e geomancer rolls d6 for hit points. Furthermore some of the geomancer's spells require them to get up close and personal or benefit from having more hit points.

- May use Geomancy.

GEOMANCY: The geomancer, through manipulation of primal magic, is able to cast a selection of unique spells: Foundation of Stone, Stonefist, Creeping Cold, Moonbolt, Life Transference, Geomantic Field, Elemental Sphere, Whirlwind, Tidal Blast
Spells are in order of spell level. Effects are subject to change:
Foundation of Stone: +4 Armor Class and 50% resistance to physical damage, cannot be displaced (immunity to wing buffet), staggered (no damage animation) or knocked unconscious, unable to move for duration, caster only
Stonefist: 1d6 per level crushing damage, maximum 10d6, knocks unconscious for 1 round. Save to negate unconsciousness and half damage.
Creeping Cold: deals 1d6 cold damage on first round, 2d6 on second round, 3d6 on third round. Target is slowed for duration. Save vs. spells each round for half damage.
Moonbolt: reduces Strength by 1d4 per 10 levels. Paralyzes undead for 1d4 rounds. Save vs. spells to halve strength loss and avoid paralyze.
Life Transference: drains 25% target maximum hit points and heals caster for the same amount on enemy cast. Damages caster for 50% hit points and heals target for same amount on nonenemy cast.
Geomantic Field: drops a 10' radius field on the caster's location for 1 turn. Heals allies standing in area of effect for 3d4 hit points per round. If cast indoors, the geomancer gains Ley Lines while standing atop the field.
Elemental Sphere: launches sphere that deals 8d8 mixed damage (fire, cold, electrical, acid) and reduces elemental resistances in a 5' radius.
Whirlwind: summons uncontrollable whirlwind for 4d4 rounds that deals 6d6 slashing damage to all targets around it. Targets who fail a save vs. breath upon contact are stunned and dragged along with it (should be possible, unsure)
Tidal Blast: Launches a powerful wave of water. All targets in a wide line take 10d10 damage and are dragged with it and knocked unconscious for 3 rounds. Breathing creatures must make a save vs. death at -4 or drown. Fire-based creatures die with no save.


- May use Natural Magic.

NATURAL MAGIC: The geomancer draws upon natural energies for <PRO_HISHER> magic, allowing <PRO_HIMHER> to cast spells akin to those of a druid. The geomancer gains a spell for each level granting access to a selection of druidic spells:

1st level: Cure Light Wounds, Bless, Entangle, Sanctuary, Shillelagh
2nd level: Barkskin, Flame Blade, Goodberry, Resist Fire and Cold, Slow Poison
3rd level: Call Lightning, Cure Disease, Cure Medium Wounds, Summon Insects, Zone of Sweet Air
4th level: Call Woodland Beings, Cure Serious Wounds, Defensive Harmony, Neutralize Poison, Poison
5th level: Chaotic Commands, Cure Critical Wounds, Insect Plague, Mass Cure, Pixie Dust
6th level: Conjure Fire Elemental, Fire Seeds, Harm, Heal, Physical Mirror
7th level: Creeping Doom, Earthquake, Fire Storm, Nature's Beauty, Regeneration

Druid spells are not added directly to spellbook to reduce clutter. They are accessed via a Spell Immunity-esque list for each spell level.

- Gains Drift.

DRIFT: As the geomancer attunes <PRO_HIMHER>self with the natural energies of the land, they begin to evolve and gain natural attributes resembling those of other creatures attuned to nature, which may range from common animals to more exotic beings such as dryads or nymphs. For every three levels starting from level 4, the geomancer permanently gains a bonus:

4th level: +1 Charisma
7th level: +2 Armor Class
10th level: +1 Dexterity
13th level: Immunity to poisons and diseases
16th level: +1 Strength
19th level: +2 to Saving Throws
22nd level: +1 Charisma
25th level: +25% Resistance to Fire, Cold, Acid and Electricity
28th level: +1 Dexterity
31st level: +10% Magic Resistance (doubled while on Ley Lines)
Note that sorcerers normally cap at level 31
34th level: +1 Strength
37th level: +25% bonus to Elemental Damage
40th level: +1 Charisma

- At 2nd level, gain Ley Lines.

LEY LINES: The geomancer learns to create magical connections with a specific type of terrain, gaining a +2 bonus to casting level while outdoors. From 8th level onwards, the bonus increases to +4. From 16th level onwards, the geomancer gains a +2 bonus to casting speed.

Disadvantages:
- May cast one fewer spell per level per day.
- Incurs a -1 penalty to casting time (negated while on Ley Lines)
- Suffers a -2 penalty to saving throws vs. all spell schools (negated while on Ley Lines)

Ley Lines aren't quite so powerful in source material, but I wanted to emphasize the geomancer's strength in their element. They're at a disadvantage vs. regular mages while indoors, but more powerful when outdoors - and even more versatile.

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

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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

[Mod] berelinde's Keldorn Romance released!

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

[MOD] Improved Shamanic Dance

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Download: Improved Shamanic Dance (latest)

About

A mod for BG:EE, BG:SoD, BG2:EE, EET and IWD:EE. One of the more prominent features of the Shaman class is the Shamanic Dance. It allows the Shaman to call forth an endless supply of spirits to fight for their cause. However, in the original version the shaman is practically disabled while the dance is performed. This mod makes an attempt to improve this ability by allowing the Shaman to move at reduced speed while performing the dance. The dance can be further improved by a number of optional components. More details can be found in the "Components" chapter below. Available languages: English, French, German, Italian, Polish

Components

1. Improved Shamanic Dance (main component) This component allows Shamans to move at reduced speed while performing the dance to give them more tactical options against opponents. To counteract this improvement somewhat, spirits won't listen to any shamans anymore but their own master. It will also make the Shamanic Dance somewhat more robust. Cutscenes or save & reload operations won't automatically dismiss all the spirits, provided you reactivate the dance quickly enough. 2. Expanded Shamanic Dance for high level characters (requires main component) This component expands the Shamanic Dance by unlocking another tier of spirits at level 24 and enabling the spirits to protect the Shaman from normal weapons and low level spell effects while the dance is performed. 3. Add spell "Shamanic Pact" (independent component) This component adds the new level 6 spell "Shamanic Pact" to the Shaman's spellbook. It allows the Shaman to resurrect a target as a spirit after its death and control it for a limited amount of time. 4. Apply Shamanic Dance improvements to Shaman kits (requires main component) This component attempts to modify the Shamanic Dance of available Shaman kits to behave like the dance of the main class. It should be installed after all mods that are providing Shaman kits. Since Shamanic Dance can be implemented in many different ways, it is not guaranteed that this component will always be successful. The following Shaman kits are confirmed to be compatible: - Witchlight Shaman (Will of the Wisps, by Lava Del'Vortel) - Spiritwalker Shaman (by Ulb) - Dreadful Witch (I hate Undead, by Raduziel) More Shaman kits may be added to the list in future releases. 5. Shaman-specific items for IWD:EE (independent component, requires IWD:EE) IWD:EE currently lacks any Shaman-specific items. This component tries to change this deficiency and scatters several items exclusively for shamans all over Icewind Dale and beyond. The list includes several artifacts that were originally created for BG:EE - Siege of Dragonspear as well as a couple of new items. Available items: [spoiler]- The Soulherder's Staff +2 (imported from SoD) - Circlet of Lost Souls (imported from SoD) - Heart of the Mountain (imported from SoD) - Shroud of Souls (new item) - Spirit Guide +4 (new item) [/spoiler] Updated Shaman class description: [spoiler]SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance. CLASS FEATURES:
  • May only wear leather, studded leather, and hide armor.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in any fighting style.
  • May cast druidic spells.
  • Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
  • Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Shamanic Pact, Spiritual Lock, and Ether Gate.
  • Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
  • May use Shamanic Dance at will.
SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class, moves at reduced speed and cannot attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Shaman dances, there is a 35% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 95% at level 30. Any summoned spirits will disappear if the Shaman stops dancing. The spirits grow in power as the Shaman gains additional levels:
  • Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time.
  • Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time.
  • Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time.
  • Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time.
  • Level 24: Grand nature spirits (greater air spirit, greater earth spirit, greater fire spirit), up to 6 spirits at the same time.
The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly. The Shaman will also be protected by spirits at level 24 and higher. The spirits grant the Shaman immunity to normal weapons and protection against all 1st- and 2nd-level spell effects (which includes adverse as well as beneficial spells).
  • Does not gain bonus spells per day from high Wisdom.
  • Alignment restricted to neutral good, true neutral, and neutral evil.
  • May not dual-class or multi-class.
  • Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
  • Hit Die: d8
[/spoiler] Spell description for "Shamanic Pact": [spoiler]Shamanic Pact (Conjuration) Level: 6 Sphere: Summoning Range: 30 ft. Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. This spell allows the caster to negotiate a contract with the target. If the target fails a Save vs. Spell (with a -4 penalty for matching moral alignments, -2 otherwise) it will be resurrected as a spirit version of its former self after death, as long as the body is not destroyed completely. The spirit can be controlled by the Shaman for two rounds per caster level. Afterwards it will permanently leave the world of the living. The negotiation process is very draining for the caster as it requires a direct connection with the spirit of the target. As a result there will be a 50 percent chance that spells cast in the next three rounds will fail, and strength as well as constitution will be halved for one turn, regardless of the outcome of the negotiation. Spirits can't talk and won't be able to use any spells or special abilities from their former life. However, they will preserve their basic traits, such as primary stats or resistances. Spirits will attack with fists only. Attack power, accuracy and enchantment depend on the creature level. Undead, golems, summoned creatures as well as targets protected by Death Ward are not affected by the spell. The target's Magic Resistance, if any, does not affect this spell. [/spoiler] Except for the subcomponent "Add spell 'Shamanic Pact'" it is not required to start a new game for the mod to take effect. Have fun! :)

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

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

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!! https://github.com/UnearthedArcana/Scales_of_Balance/releases This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months: - Item/Weapon Overhaul (in 5 parts) - Weapon Proficiency Overhaul (in 4 parts) - Saving Throw Overhaul - Stat bonus tweaks (in 2 parts) - Hit dice tweaks (2 options) - XP tweaks (in 2 parts) - Magic Resistance Overhaul That's it! Full Readme: https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md ... If you like the SoB cleric and druid kits, you can still find those at the link for v4.3: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2 But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :) Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks. Cheers! Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods: Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad): https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt): https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest Might & Guile (warrior & rogue tweaks and kits, by me!): https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues NPC_EE (add any kit to any NPC): https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone --------------------------------------------------- [spoiler] HUGE UPDATE! Version 3, finally! I can't fit the whole changelog in this post, you can read it here: http://forums.beamdog.com/discussion/comment/642866/#Comment_642866 DOWNLOAD: IGNORE the files attached to this post, they are very much out of date. Get the mod here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4 (Click "Source code (zip)") README: You can read all about the mod components here: https://dl.dropboxusercontent.com/u/86011511/README-SoB.html What is this? This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits. This is all about improving gameplay. I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs. I try to make this as compatible as possible with other mods. Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them. Everything is completely optional. You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't. A very general idea of what the mod contains (not in this order): 1) Basic game tweaks. These components modify the following: - reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5) - slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables - an overhaul of the weapon proficiency system - minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes - revised kensai kit that actually specializes in one weapon class, like the description says - MAJOR revisions to druid shapeshifting - wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system - MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique 2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources. - 2 new fighter kits (Corsair, Marksman) - 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger) - 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer) - 2 new druid kits (Purifier, Elementalist) - 2 new thief kits (Scout, Sniper) - 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil) - 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more) 3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler] A note on installation: - Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

List of BG2EE Compatible Mods

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Note: Previously there was a list found here http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1 this list has been incorporated into this thread. Normally when it comes to installing mods it should be good to follow this structure: 1) non-weidu mods 2) story mods 3) NPC mods 4) item mods 5) kit mods 6) BG2Tweaks 7) other tweak/overhaul mods (for example SCALES of BALANCE) 8) SCS 9) aTweaks An example of installation order would be as follows [spoiler] Ascension Tales of the Deep Gardens Dungeon Crawl Assassinations Back to Brynnlaw The Sellswords I Shall Never Forget Adalon's Blood CoM Encounters Weimer's Item Upgrade Amber NPC Ajantis NPC Ajantis Portrait Pack for BG(II):EE Tashia NPC Kivan and Deheriana Companions Kindrek NPC Xan NPC Yasraena NPC Alora NPC Auren Aseph Tiax NPC Sarah NPC Angelo NPC Vampire Tales Ninde NPC Saerileth NPC Arath NPC Dace NPC de'Arnise Romance Banter Packs IEP Extended Banters Viconia Friendship Mazzy Friendship Yoshimo Friendship Yoshimo Romance Edwin Romance Tsujatha NPC Imoen Friendship Coran NPC Sarevok Friendship Branwen NPC Unfinished Business Almateria's Restoration Project Dungeon-be-Gone Wheels of Prophecy Kelsey NPC Keto NPC Nathaniel NPC Iylos NPC Faren NPC Adrian NPC Isra NPC NPC Flirt Packs Romantic Encounters Haer'Dalis Romance Nephele NPC Petsy NPC Gibberlings Three Anniversary Mod Sarevok Romance BG2 Tweak Pack Rogue Rebalancing Sword Coast Stratagems BPSeries AI Scripts Wizard Slayer Rebalancing aTweaks Item Randomiser [/spoiler] This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later. If this is getting to unclear I will add more sections. -------------------------------------------------------------------- Released Mods --------------------------------------------------------------------

Fix Pack & Bugfixing

[spoiler] https://github.com/BiGWorldProject/BiG-World-Fixpack#readme If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation. Please read this thread for important information about the Fix Pack: https://forums.beamdog.com/discussion/comment/836218/#Comment_836218 Fix for disappearing simulacrum & similar abilities https://forums.beamdog.com/discussion/comment/850917/#Comment_850917 [/spoiler]

Installer/Mega Mod

[spoiler] EET - Enhanced Edition Trilogy http://gibberlings3.net/forums/index.php?showforum=195 EET 1.0 Release Candidate 1 http://gibberlings3.net/forums/index.php?showtopic=28161 Direct Links: https://github.com/K4thos/EET/releases BWS / Big World Setup https://bitbucket.org/BigWorldSetup/bigworldsetup/get/master.zip link with more information: https://forums.beamdog.com/discussion/44476/tool-big-world-setup-bws-mod-manager-for-baldurs-gate-enhanced-edition-trilogy-for-windows [/spoiler]

Kit Packs & Class changes

[spoiler] Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks) https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1 [Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE] https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/ The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :) https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13 [Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable) https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1 Might & Guile https://github.com/subtledoctor/Might_and_Guile [MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 [MOD] [BETA] Faerunian Monastic Orders http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1 [MOD] Eldritch Magic https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1 The Divine Remix http://www.gibberlings3.net/readmes/readme-divine_remix.html Song & Silence http://www.gibberlings3.net/sns/ JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16 https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1 Psionics Unleashed -- Not compatible with 1.3 patch and newer! http://www.shsforums.net/forum/634-psionics-unleashed [/spoiler]

Single Kit's

[spoiler] The Mercenary (Fighter Kit EET Compatible) https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee The Militia Officer (Fighter Kit) https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee The Charlatan (Bard Kit EET Compatible) https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/ [MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers https://forums.beamdog.com/discussion/66390/p1 Will of the Wisps - Shamanic enhancements https://forums.beamdog.com/discussion/61754/will-of-the-wisps-shamanic-enhancements/p1 [Kit] Mystic Fire Paladin (beta) https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1 [Kit] Arcane Archer Redone (Fighter Kit) v1.1 https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1 [BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1 [MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE) http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1 Pale Master Kit for Sorcerers http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1 [/spoiler]

Single Kit Rework and Changes

[spoiler] UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE) https://forums.beamdog.com/discussion/37503/wizard-slayer-2-0 Relieve Wizard Slayer https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee Kensai Kit Revision Mod NEW VERSION (v2.0) https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1 [MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT) http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1 Wizard Slayer Rebalancing https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1 http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/ [MOD]Monk Overhaul http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1 Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1 http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1 Shapeshifter paw weapon tweak http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1 Wild Mage Additions http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1 [/spoiler]

Rule Rebalance and Reworks

[spoiler] [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0/p1 Raduziel's Universal Wizard Spells https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1 [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0 https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases [Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice Enchant the Missile Launchers (Ranged Weapon Tweak) https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak Rogue Rebalancing http://www.shsforums.net/files/category/62-rogue-rebalancing/ SCALES of BALANCE! Post-hac kits and tweaks http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 https://github.com/subtledoctor/Scales_of_Balance Hardcore Dual-Classing https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1 APR on Spec https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1 [MOD]: Spellcasting in light armor http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1 High Level Abilities as Innate Abilities http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1 Use Any NPC Item - Add-on for Use Any Item HLA. http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1 Experience cap remover and new High Level Ability pools for F/M/C and F/M/T http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1 [/spoiler]

Content Packs (Spells, Items, etc.)

[spoiler] Weasels! - weasel-oriented spells and items for BGEE / BG2EE / IWD EE https://forums.beamdog.com/discussion/65516/mod-weasels/p1 IWD Divine spells in BGEE, SoD and BG2EE https://forums.beamdog.com/discussion/59668/iwd-divine-spells-in-bgee-sod-and-bg2ee IWDification http://www.gibberlings3.net/iwdification/ [/spoiler]

Content Restoration

[spoiler] Unfinished Business http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=101&Itemid=80 Almateria's Restoration Project http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ [/spoiler]

TWEAK Packs

[spoiler] The Tweaks Anthology https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1 http://gibberlings3.net/forums/index.php?app=downloads&showcat=90 aTweaks http://www.shsforums.net/files/category/99-atweaks/ klatu tweaks and fixes http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/ BG2 Tweak Pack (Out of date use Tweak Anatholgy) http://www.gibberlings3.net/bg2tweaks/ [/spoiler]

Tactical Encounters and Story Change

[spoiler] [MOD] Test Your Mettle! https://forums.beamdog.com/discussion/70489/mod-test-your-mettle Quest Pack v3.1 http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100 Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2! https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-1-20-2016/p1 https://github.com/BiGWorldProject/Ascension/releases Wheels of Prophecy *(Reported to have install problems without using BWS) http://www.gibberlings3.net/wheels/ CoM Encounters http://www.baldursgatemods.com/forums/index.php?board=22.0 [/spoiler]

AI & Difficulty

[spoiler] [mod] Universal party AI script https://forums.beamdog.com/discussion/65032/ elminster's Difficulty Adjustments https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1 Sword Coast Stratagems *(needs a fix to work fine with 2.3 or later) http://www.gibberlings3.net/scs Fix for SCS for version 2.3 Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present BPSeries AI Scripts http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/ Level adder v0.3 http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1 [Release] Difficulty and Tweak mod ver 7 http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1 [/spoiler]

Convenience Tweaks

[spoiler] [MOD] Skip Chateau Irenicus https://forums.beamdog.com/discussion/60934/mod-skip-chateau-irenicus Item Randomiser http://forums.gibberlings3.net/index.php?showtopic=25430&hl=&fromsearch=1 MOD so Cromwell does NOT take a day? http://forum.baldursgate.com/discussion/39906/mod-so-cromwell-does-not-take-a-day/p1 [/spoiler]

Item Packs

[spoiler] BGII:EE - Unofficial Item Pack https://forums.beamdog.com/discussion/56567/bgii-ee-unofficial-item-pack/p1 [MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released) http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1 [MOD] Golem Construction for Spellcasters https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters Item Pack (for BG2 can someone verify that it works on EE?) http://www.shsforums.net/files/file/824-item-pack-v18/ [/spoiler]

Item Reworks and Upgrades

[spoiler] Weimer's Item Upgrade [in progress] http://weidu.org/item.html Useful Plot Items for BG2:EE https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1 Foebane +3 and +5 improvement mod http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1 Upgradable Dak'kon's Blade http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1 Brick +2 mod http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1 Unbiased Ir'revrykal+5 mod http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1 [mod] Improved Cloak of Non-Detection. http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1 Cloak of Displacement remove Blur effect mod http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1 [/spoiler]

New Items

[spoiler] Long bow of Stealth +5 http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5/p1 [/spoiler]

Quest & Story Mods

[spoiler] Check the Bodies EE: http://www.shsforums.net/topic/59973-ctb-ee-v22-for-bg2eeeet-and-bg2tobbgt/ Shadows Over Soubar (BGII:EE and EET compatible) https://github.com/weigo87/SoS-EE/releases/tag/release1.14a http://www.shsforums.net/topic/30451-shadows-over-soubar-mod-description/ Ascalon's Questpack https://forums.beamdog.com/discussion/69160/mod-ascalons-questpack-kerzenburgforum Innershade - New village with its own quest http://www.shsforums.net/files/file/910-innershade-v92/ Will of the Wisp - a Stronghold for shamans (as well as items, kit and a NPC) https://forums.beamdog.com/discussion/61754/mod-will-of-the-wisps-shamanic-enhancements/p1 Alternatives http://gibberlings3.net/forums/index.php?showforum=173 Tower of Deception for BG2EE https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee Eilistraee's Song http://www.shsforums.net/files/file/938-eilistraees-song/ Tales of the Deep Gardens http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/ Dungeon Crawl http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117 Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Back to Brynnlaw http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125 The Sellswords http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126 I Shall Never Forget http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/ Adalon's Blood https://www.baldurs-gate.de/index.php?resources/adalons-blood-silberdrachenblutmod.5/ Gibberlings Three Anniversary Mod http://www.gibberlings3.net/g3a/ The Undying Mod BG2:EE Compatible http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible Freedom's Reign/Reign of Virtue Now Enhanced http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced The White Queen (v4.0) for BG2EE http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee [/spoiler]

NPC Tweaks, Class & Kit changes

[spoiler] La'Viconia - tweak that allows to change Viconia to Cleric/Thief http://www.shsforums.net/files/file/882-laviconia-tweak/ NPC_EE https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone NPC Kitpack - Note: Not all component work with EE (please check the forum) http://www.gibberlings3.net/npckit/ [MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet [/spoiler]

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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

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

AI Enhancements

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

Banter packs

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

Equipment

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

GUI & Graphics

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

Kits & Races

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

NPCs

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

Portrait packs

Artastrophe portraits

Quests & expansions

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

Tools

Big World Setup EE Autoroller

Tweaks

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

Spells

Taunt Spell

[Mod] Improved inventory screen (BG1EE/SOD/BG2EE)

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Hello, This tweak implements the improved inventory screen (see the discussion here). I have fixed the issues reported by @Mr2150 and I have made a version for all 3 games so I decided to post everything in a new topic. Here is what it looks like in game:
Installation: Each archives contain a full UI.menu if you want to quickly test or if you don't have any other UI modifications. Otherwise, the text file contains the code. You need to replace the code for your UI.menu file from these lines ` TEXT_inventoryError = "" to before these lines ` SLIDER_color_hair_start = 1 The UI.menu and the 3 pngs must be copied in the override folder of the game. If you don't want the item comparison feature, you only have to change this line itemComparison = trueto thisitemComparison = false Changelog: v0.3: Add scrollbar to ground items. Reduce png size. v0.2: Add version for all 3 games. Fix item comparison when the average damage is the same. v0.1: Initial release

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers

2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod. The first few posts will contain the most up-to-date information about the mod itself. Goals This mod has a few goals: -To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character. -Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities. -To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible) -To expand role-play options based on these selections (a very long term goal) Features With these goals in mind, the plan (already in motion) is to include the following: - A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR). - "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.) - Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites. In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described. (Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!) - Compatibility See attached document: "FnP_kit_compatibility (1).zip" Special Thanks: Extra special thanks to Requiem and Mordeus for Inspiration and Resources. See their wonderful Faiths of Faerun mod here. Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations. Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games. Avenger: DLTCEP is essential. http://gibberlings3.net/forums/index.php?showtopic=23917 Argent77: As is Near Infinity. https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 Sam for Bam Resizer http://www.shsforums.net/files/file/1093-bam-resizer/ The keepers of IESDP: Again, essential. http://gibberlings3.net/iesdp/index.htm Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential. http://weidu.org/WeiDU/README-WeiDU.html Playtesters: @iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa . Feedback and bug hunting: @Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell @Roughwithanr @Raduziel @Wise_Grimwald @Satrhan @Mordekaie @Gusinda @Mantis37 (From a quick scan of recent postings. Let me know if I have missed your contribution!) Extra special thanks to @ineth for being so helpful! Another big thanks to @ineth for help with the readme! Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues: http://gibberlings3.net/forums/index.php?showforum=16 Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod. http://www.shsforums.net/topic/38261-atweaks-v442-released/ Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational: http://gibberlings3.net/forums/index.php?showforum=29 Aquadrizzt: I've learned a lot from this guy. Also check out tnb: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Special thanks to Kjeron for some timely help with code for the sphere system CrevsDaak: For his lovely tutorial found here: http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1 ( also, feedback and insightful advice/suggestions, etc.) kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me Wolpak: Very knowledgeable fellow. Learned a lot from him. Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod: https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1 Smeagolheart : I have learned a lot from his mods, especially https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1 Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah, Wise_Grimwald : Helpful Suggestions Red_Carnelian for graciously providing bam creation resources: https://forums.beamdog.com/discussion/42011/blazing-bams Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P
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