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[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release from GitHub (25 MB)

Download mirror (SHS) (25 MB)

You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you. This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction. Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally. The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem. There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types. Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.
  8. Identify all mod items: Identifies all items that are installed by this mod, which includes Golem Building Manuals as well as a number of special ingredients for building perfect golem variants.
  9. Add "Teleport" ability to golems: Adds the "Teleport" ability to all of your golem followers. It allows golems to jump to a party member in visual range instantly, but can only be used when no enemies are in sight.
Golem types taught by the Manuals of Golem Building: [spoiler] 1. Flesh Golems in lesser, regular, greater and perfect variants. 2. Clay Golems in lesser, regular, greater and perfect variants. 3. Stone Golems in lesser, regular, greater and perfect variants. 4. Iron Golems in lesser, regular, greater and perfect variants. 5. Mithral Golems in lesser, regular, greater and perfect variants. 6. Adamantite Golems in lesser, regular, greater and perfect variants. [/spoiler] Golem types taught by the Secret Manuals of Golem Building: [spoiler] [/spoiler] Golems that can be commissioned during the BG1 part of the game: [spoiler] [/spoiler] The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively. More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme. Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.

BG1NPC v24-Beta

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BG1NPC Project has been updated and officially released with BGEE compatibility! BG1NPC Project This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down). Project Website: https://www.gibberlings3.net/mods/npcs/bg1npc/ Download: https://github.com/Gibberlings3/BG1NPC/releases/latest README: https://github.com/Gibberlings3/BG1NPC/blob/master/README.md Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable. https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 Changes for version 24 (Beta) - 2018-12-31 [spoiler]
  • Fix script variable reference for AR0112.BCS
  • Moving component code blocks to .tpa files for organization
  • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
  • Updated Kivan-Tazok encounter
    • Moved interjections to separate files.
    • Simplified scripting/dialogs for compatibility with BGEEv2.5
    • Implemented separate BGEEv2.5/Tutu versions of encounter
  • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
    • Update bandit scripts for killing lead bandit by stealth
    • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
    • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
  • Fix Dueling Interjections on BRILLA.DLG
  • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
  • Update Jaheira' Quest for BGEEv2.5 compatibility
  • Implement SUBCOMPONENTs for romance component timing options
  • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
  • Transferring the following components to Tweaks Anthology:
    • NPCs Wait at Inns
    • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
    • Make Shar-Teel Unkillable until In Party
    • Cloakwood areas availability in Chapter One
  • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
  • Add new component: Coran's "Murder in Baldur's Gate" portrait
  • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
[/spoiler] Changes for version 23.3: 2017-12-29 [spoiler]
  • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
  • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
[/spoiler] Changes for version 23.2: 2017-12-24 [spoiler]
  • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
[/spoiler] Changes for version 23.1: 2017-12-03 [spoiler]
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!
[/spoiler] Changes for version 23: 2017-11-13 [spoiler]
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations
[/spoiler] Changes for Version 22.8 - 2017-03-25 [spoiler] * Fixed issue with Faldorn-Izefia quest. #26 * Deprecating Non-Joinable NPC Portraits component due to copyright issues [/spoiler] Changes for Version 22.7 - 2017-03-01 [spoiler] * Fixed issue with some portrait BMPs having negative heights in the image header. [/spoiler] Changes for Version 22.6 - 2017-01-28 [spoiler] * Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23 [/spoiler] Changes for Version 22.5 - 2017-01-08 [spoiler] * French translation updates * Fixed item flags for Romance Challenge dragons [/spoiler] Changes for Version 22.4 - 2017-01-04 [spoiler] * Updates for Jaheira's "Bury Gorion" dialogue * Updates to Kagain's Quest * Update BGEE Banter Tweak prompts * Change Shar-teel's interjection on meeting Kagain * Update Lord Foreshadow's Ring Description * Ajantis Bhaaltalks - variable correction * Fixing Minsc's interjection with Vitiare * Check before adding "missing" items to BGEE games (SoD adds many of the previously missing items) * Portraits: Make filenames consistent with naming scheme, i.e. %SOURCE_RES%s.bmp * Portraits: Replaced BGEE portraits with new 169x266 images * Portraits: Added a few new portraits * Fix for 2 Legacy of the Masters gauntlets in Bandit Camp * Make Amulet of the Apprentice Mage unusable by Monks * Updates to dragon animations for Romance Challenges * Update BGT_VAR for EET support * Update x#tqbh2.cre sex to match animation * Enforce LoveTalk timer on Branwen romance post-rest talks * Fix Colquetle Family Amulet bug * [/spoiler] Changes for Version 22.3 - 2016-04-16 [spoiler] * Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn * Updating Jaheira's interjection to ELMIN2.DLG * Moving SetGlobal actions to before non-INSTANT actions * Updating CRE sounds for Xan's quest CREs * Update for Coran Wyvern Quest fixes for BGEEv2 * No Dynaheir Romance endgame cutscene on SoD * Disable "your voice is strange" PID function on BGEE and BGT. [/spoiler] Changes for Version 22.2 - 2015-12-12 [spoiler] * Fix for bug in NPC Starting Location Component - Thanks Lollorian! [/spoiler] Changes for Version 22.1 - 2015-12-01 [spoiler] * Correcting typos in German tra files [Isaya] * More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Minor bug fixes * Fix: Invulnerable Lake Poets * Fix: Xzar's Quest journal entries not working on BGEE * Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf * Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog * Adding timer for Jaheria's "Bury Gorion" talk * Adding death variable for Bheren * Fix: Minsc stutter bug at Lighthouse * Fix for Minsc-Vitiare stutter issue * Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him [/spoiler] Changes for v22 - June 14, 2015 [spoiler] * David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901. * Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed. * Dynaheir's Journal Quest: Fix for quest failing to start * Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE * Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod. * Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them * Romance Challenges: Fix Battle song reference for x#ch12.are * Fixed redundant usability sections in item descriptions for BGEE * Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE * Incorporated fixes from BWP Fixpack v15.1.1 * New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE. * Updated WeiDU to v238 * Adding Polish translation credits to README. * Various dialog typo fixes. [/spoiler] Changes for Version 21 - February 10, 2015 [spoiler] * BGEE compatibility * "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya) * Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3 * Create version of x#bgreplace_X for BGEE. * Create version of X_area_script_assign.tph for BGEE. * Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk * Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6 * Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg * Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix * For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds. * Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest. * Fixes for x#cutspy creating errors in BGEE. * Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE) * Fixed spell name for Imoen's Artifact in BGEE. (Mike1072) * Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre. * Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter. * Romance Challenges area files included with BG1NPC for BGEE. * Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE). * Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files) * Updated Open Cloakwood components to work in BGEE. (Isaya) * Updated Imoen's death variable in x#pcbury.d. (Jastey) * Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin. * Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE. * Pink Xan portrait updates for BGEE * Alora starts in Gullykin AND the Hall of Wonders bug in BGEE * Colquetle Family Amulet Fix for BGEE * Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE. * Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing. * Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing. * Updated to WeiDU v237 * German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734) * General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks) * Updated cross-platform libraries with latest fixes for all platforms. (Jastey) * New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE. * New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE. * Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files. * Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne. * BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod. * Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey) * Ajantis Romance/SCS Wait at Inns component incompatibility fix. * Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup. * Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms). * Update x#garwyl to use GHAST sounds like a spectre (all platforms). * Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog. * Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel. * At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead. * Updates for Tiax's Quest to close open quest entries at their conclusions. * Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir * Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue. * Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle. * Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern. * In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu. * Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed). * Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered. * Correcting "Bruno" DV in x#yeint2.baf. (MadMate) * Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate) * The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire. * Updates to Coran's Succubus Quest * Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries. * If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia. * Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete. * Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses). * Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1. * HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats. * Only immune to non-magical weapons * On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings). * Updated combat script, inspired by Kirinhale's from TotSC * Many dialog typo fixes. [/spoiler] Also, there are expansions for several BG1 NPCs available: Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0 Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1 Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82 Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

EE Keeper, Updated to v1.0.4

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

FAQ Quick Links

Download

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

Modification Disclaimer


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

Compatibility

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

Credits

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

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

[Tool] UI-based Spell Learning for Sorcerers/Shamans

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This function is designed to implement a UI-based Spell selection system, as an alternative to dialog-based Spell Selection, utilizing the Sequencer/Contingency spell selection menu to learn arcane or divine spells. Innate abilities "can" be learned this way as well, but cannot currently be tracked, and thus not supported. I have kept the changes it makes to UI.MENU to an absolute minimum, to reduce the chances of incompatibility, but any UI mod that outright replaces UI.MENU will obviously not be compatible. The function requires a 7-character filename and creates the following files:
  • '%filename%.SPL' - Usable at-will innate ability to access spell menu.
  • '%filename%D.SPL' - Sequencer activation subspell, activated automatically.
  • '%filename%X.EFF' - Sequencer creation EFF
  • '%filename%X.2DA' - Primary spell list, identical in form to the spell lists for Opcode 214 (Select Spell). If specified, the function will automatically populate the list with appropriate "default" spells (SPPR/SPWI), based on HIDESPL.2DA and the specified exclusion flag. Spells may be manually appended to the list as desired, and spell level is automatically detected and filtered by the UI. Spells omitted or removed from this list will not count towards the characters number of spells known (such as the Shaman's bonus spells).
All spells that can be learned will require an "L" suffixed subspell, using the same spellbook Icon and containing a single opcode 171 effect referencing the main spell. These will be created automatically for SPWI/SPPR spells added to the primary spell list by the function. The function call is as such:

INCLUDE	~%filepath%/SEQUENCER_MENU.TPA~
LAF CREATE_SEQUENCER_MENU
  INT_VAR
    tip = stringRef
      //  String Reference from dialog.tlk, this is the Instructions displayed in the Sequencer Screen
    name = stringRef
      //  String Reference from dialog.tlk, this is the name of the ability used to open the Sequencer Menu
    desc = stringRef
      //  String Reference from dialog.tlk, this is the description for the ability used to open the Sequencer Menu
    class = value
      //  1 for arcane, else divine, doesn't matter if using custom spell lists.
    maxlevel = value
      //  If non-zero, only spells up to this level will be automatically added to the primary spell list.  
      //  If zero, no spells will be added (to add them manually or use custom mutlilists).
      //  If omitted, default maximum is used (9 for arcane, 7 for divine).
    exclude = value
      //  If any exclusion flags at offset 0x1e of a spell match this value, it will be excluded from the primary spell list.
    multilist = value
      //  If non-zero, function assumes that primary spell list is instead a list of other 2da files each with their own spell lists, all of which will be made available.
      //  Intended for School/Sphere systems, so that each school/sphere can have it's own list, while kits would just have a list of those lists as appropriate.
      //  Such sub-lists 'must' have an accompanying spell of the same name.
      //  If "Sphere1.2da" is a list of spells, "Sphere1.spl" must exist as a spell file, though it's contents are irrelevant.
    column = value
      //  for use with custom spelllists, column of file to use.
    alignment = value
      //  If non-zero, function enforces that spell selection should respect alignment restrictions (currently only if they are provided by an external source - it cannot read them through the UI).
    global = value
      //	If non-zero, function will read known spells in LOCALS and GLOBAL variables.  Activating ability will take up to 1 second before menu pops up while variables are checked/set.
      //	If 1, Subspells to learn spells will need to be setup manually, since this mode is only intended for spells that cannot be "known" in the normal manner.
      //	If 2, subspells are still created as normal.
      //	If the spells LOCALS variable is set to 1, it will be considered "known" and count towards the known spell limit.
      //	If the spells LOCALS variable is set to 2, it will be considered "known" but not count towards the known spell limit.
      //	The LOCALS/GLOBAL variable for each spell is it's RESREF.

  STR_VAR
    resref = ~filename~
      //  7-character or less filename for Spell Selection ability
    icon = ~filename~
      //  Icon for Spell Selection ability
    spelltable = ~filename~
      //  2DA table (no extension) for Known Spells, defaults to SPLSRCKN(.2DA) or SPLSHMKN(.2DA) if not specified.
      //  If used, SPLSRCKN.2DA and/or SPLSHMKN.2DA will be cloned as SPLSRCKN_BACKUP.2DA and SPLSHMKN_BACKUP.2DA for future referencing,
      //  while the main files are zeroed out so that normal spell selection is disabled.
      //  The specified 2DA File must exist in game.
    spelllist = ~filename~
      //  2da file (no extension) with custom spell list, only spells in this file will be added, still subject to maxlevel.
      //  First column can contain either IDS label or RESREF of a spell
      //  Other columns contain either '1' (yes) or '0' (no).
      //  The specified 2DA File must exist in game.
    title = ~string~
      //  String to display in main "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
    label = ~string~
      //  String to display in sub "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
    attribute = ~value/string~
      //  1, STR, STRENGTH, 2, DEX, DEXTERITY, 3, CON, CONSTITUTION, 4, INT, INTELLIGENCE, 5, WIS, WISDOM, 6, CHA, CHR, CHARISMA
      //  Is not case sensitive.  Omit if not needed.
    attrtable = ~filename~
      //  2DA table (no extension) with bonus/penalty to Known spells based on specified attribute.
      //  Format is identical to the priests bonus wisdom spell table, MXSPLWIS.2DA.
      //  Table can contain postive and negative values.  A sufficiently large penalty can be used to prevent selecting spells at the specified attribute score.
      //  The specified 2DA File must exist in game.
      //  Omit if not needed.
    subspell = ~character~
      //  Default = ~L~
      //  Subspells for each learnable spell will be created, appended with this character (SPPR101.SPL -> SPPR101L.SPL)
      //  Must be a single character, must not already be in use by spells (A,B,C,D,F,P are not permitted)
    blacklist = ~array name~
      //	Array ~%blacklist%~ will be scanned over for IDS spell labels as well as spell resrefs.
      //	All valid spells listed will be ommitted from the auto-generated spell lists.
      //	No function when using pre-built spell lists.
END
The following will mimic the default sorcerer/shaman spell options (provided proper tra references):

OUTER_SPRINT	title @293	OUTER_SPRINT	action @294
LAF	CREATE_SEQUENCER_MENU
	INT_VAR	class = 2	maxlevel = 7	exclude = 0x80000000	tip = RESOLVE_STR_REF	(@295)	name = RESOLVE_STR_REF	(@293)	desc = RESOLVE_STR_REF	(@293)
	STR_VAR	resref = ~SPLSHMK~	icon = ~SPPR316B~	title	action
END
OUTER_SPRINT	title @290	OUTER_SPRINT	action @291
LAF	CREATE_SEQUENCER_MENU
	INT_VAR	class = 1	maxlevel = 9	exclude = 0x00004000	tip = RESOLVE_STR_REF	(@292)	name = RESOLVE_STR_REF	(@290)	desc = RESOLVE_STR_REF	(@290)
	STR_VAR	resref = ~SPLSRCK~	icon = ~SPPR316B~	title	action
END
The following is optional code to flag a spell that is on the list of available choices has been given for "free", not counting against their known limit. Apply (w/ Timing Mode 9) the EFF file to the creature when the spell is gained, to prevent it from counting against their spell limit. "SPELL_RES" should be the resref of this "bonus" spell. "%resref%" should be the same string that was passed to the CREATE_SEQUENCER_MENU function. Note that using this will result in the character having a permanent "Spell Sequencer Active" portrait icon.
APPEND	~BGEE.LUA~	~mageBookStrings['%resref%'].title = mageBookStrings['%resref%X'].title~
CREATE	EFF	~(anything)~	WRITE_LONG	0x10	256	WRITE_LONG	0x2c	100	WRITE_ASCII	0x30	~SPELL_RES~
	WRITE_LONG	0x60	1	WRITE_ASCIIE	0x94	~%resref%~
Screenshots:
Not implemented, but possible:
  • Multiclass spell learning. Currently it only reads the first-class Level, the others are accessible, but more complicated to convert to an integer.
Implemented, but not pictured: Update "Spells: X/Y" to display the current/maximum spells per level during selection. Unfortunately this line is not present in IWDEE's sequencer screen. I have tested the function to work for the current patch cycle (v2.5.17.0, 2.5.16.6). However, this bug is still preset in IWDEE, limiting its viability.

[mod] Dusky NPC for IWD EE

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DUSKY NPC for IWD EE ABOUT THE MOD: Dusky is a new companion for IWD:EE (the mod won't work on any other version of the game). Just as in Baldur's Gate, he will join you once he's found and offered place in the player's group. You may join him quite soon as he's standing near the entrance to the cave near Easthaven. Dusky is a male half-orcish cleric/thief of chaotic neutral alignment and may be romanced by any male character of Charisma 11 or greater. The mod was written as an addition to Kulyok's IWD NPCs, which also offer joinable NPCs with and without romances. Since the mod did not provide male/male romantic relationship, I've decided to write yet another mod to fill that space in the game. Dusky should fit good, neutral, and evil themed teams. He will stay until the very end. The mod includes friendship talks, romance talks, a few interjections, and two banters with each Kulyok's characters (all approved by Kulyok). The progression of talks is slightly different than in BG2: most talks will appear while visiting new places and following the main quest. Note that the mod includes mature content. Thanks to people who made this mod happen, especially to @typo_tilly and @Artemius_I - our dear community members, who supported me greatly! Basic NPC information: => male half-orcish cleric/thief => chaotic neutral alignment => statistics: strength - 17 / dexterity - 18 / constitution - 16 / intelligence - 10 / wisdom - 16 / charisma - 9

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

IWD NPC v5 for IWD:EE is now available!

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I've finally uploaded the mod on the official site: http://www.pocketplane.net/iwdnpc , and the mod now features correct, IWD:EE-sized portraits. The readme should have all the necessary information: http://mods.pocketplane.net/kulyok/Readme-IWDNPC.txt But let me tell you what to expect, just in case: - five companions, three male, two female; - alternate classes available to pick a more balanced party(check the readme); - two male and two female romances for human, elven and half-elven protagonists; - lots of banter in every area, including interparty banter and dialogues with the protagonist; - player-initiated dialogue(and plenty of it for romance interests - 15 extra conversations for each romance interest, if I remember correctly); - interjections in IWD, HoW and TotL; - I recommend to visit HoW after Chapter 3 or Chapter 4, but feel free to pick your own pace. Enjoy!

mod request: reducing the amount of npcs in certain sections of sige of dragon spear.

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so whenever i play sod i have a terrible fps drop in 2 sections of the game. the first is when your leaving for the march due to the number of stationary npcs in the back ground.

the other is during the trial for the same reason.

now i know the reason for this is my graphics card being old but besides those two parts sod runs fine on my 7 year old laptop. i just wonder if it is possible to make a mod that reduces the amount of stationary back ground npcs in those two sections of the game to get rid of the frame rate drops?

[Tutorial] Automatic Transition from NPCs between Camps in SoD

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===> Link to Modding Tutorial: Automatic Transition from NPCs between Camps in SoD <===

In SoD, joinable NPCs that are not in the party will still be present and waiting in whichever camp the coalition is staying currently. This tutorial lists all relevant scripts that need to be patched for a mod NPC to make them behave the same way.
It contains examples of what and how to add to the scripts so your mod NPC will be moved around SoD camps during the progressing SoD campaign in case they are not in the party, too.

The tutorial contains SoD plot spoilers, obviously.

[mod] Southern Edge - Athkatla's new district

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After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.
Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before. There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right? It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.
The mod now works on BG2EE, BG2 and EET. Here's the SHS forums Download

New versions of NearInfinity available

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

Download latest release

Near Infinity Wiki

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

[v1.98] Aura, a gnome artificer NPC for BG:EE + SoD

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

Alternate Portraits

Alternate Portrait 1 by Omar Diaz

Alternate Portrait 2 by Pantalion

Alternate Portrait 3 - BG2 Style

Alternate Portrait 4 - Original Portrait by Lava Del'Vortel

Alternate Portrait 5 - NWN-Style

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

Biography

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

Character & Personality

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

Artificer Thief Kit

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

Optional: Priestess Cleric Kit

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

Other Information

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

    NPC Reactions (BG1, SoD, Crossmod)

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

question about free action opcodes (bg2ee)

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i am not a modder, but i have little experience about how to create or modify items in the original game.
in the next future i want to try to modify for ee the flail of ages +5 and the ixil spike +6 to make their free action allowing a toon welding them to be improved hasted.
i know that some players don't like that feature and to upgrade a weapon to have it somehow less useful for some of us makes little sense.
i should be able to do the thing, to extract the weapons from the game, change the opcode and create a file that every willing player can drop in its override folder, but knowing which opcodes give free action and in which way they operate will make my work easier. i lack of the knowledge to look at the game files and determine how each opcode works, mine is a more trial and error approach.
i know that i can simply use the opcode used for arbane's sword, that makes the welder immune to hold person, but having knowledge of all the possible opcodes, and of all the effects caused by the opcode used for foa and ixil, would make me able to do a better work, maybe creating more then one file, form the basic one using the basic boost of arbane to a weapon that gives all the benefits of the upgraded foa and ixil without preventing free haste ( i maybe have to stack opcodes to obtain it, but i suppose i can handle it) so a player is free to chose if trading the capability of being improved hasted with less protection or to have all the advantage of the actually used opcode without the disadvantages.

if someone can provide here the list of the free action opcodes and what exactly each one does it would be much appreciated. i don't think that i will never become a true modder, but i would like to give my little contribution to the modding community this way.

thank you in advance.

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy

by dabus

BWS-0-0

Information:

Project page: https://github.com/BigWorldSetup/BigWorldSetup Documentation: https://github.com/BigWorldSetup/BigWorldSetup/wiki Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/master

Features:

- downloading mods ( outdated ) - easy mod installation for BGT and EET ( outdated ) - correct install order of mods/components ( outdated ) - handle mod and components conflicts ( outdated ) - backups for games

Game list:

Not maintained: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE ) - Icewind Dale: Enhanced Edition - Planescape: Torment Enhanced Edition - Baldur's Gate 2 (classic standalone game) - Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 ) - Icewind Dale - Icewind Dale II - Planescape: Torment - Classic Adventures

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 preview] Hephernaan BG2 (SoD spoilers)

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I am not sure if it's not too soon to announce one of the project's I've been working, but here it is: Hephernaan for BG2EE.

Baldur's Gate series still miss some evil characters. With BG2EE we were given Hexxat and Dorn, but... then SoD introduced some new characters many of us miss. As some may have noticed, I have a weak spot for less popular NPCs. I made Quayle BG2 mod. Not long ago I released Skie: The Cost of One Girl's Soul. I like those characters that could use some more spotlight. That is why I've decided to bring back Hephernaan - Belhifet's right hand and the one that was whispering to Caelar Argent's ear.

Hephernaan BG2 will include:
-Hephernaan as a joinable NPC for both SoA and ToB portion of the game
-An ability to turn into his natural form... for a price, because who would speak fondly about someone working with a devil?
-At least 2 small areas that are tied to Hephernaan and his quest
-A chance to meet his new master and trade with him... not the usual way, though, because devils always were interested in something else than gold
-Reactions from other NPC, as many of them won't accept working with someone like Belhifet's former servant

The beginning of the mod will also introduce a story about how he managed to escape his final death in Avernus.
The mod won't include a romance - I do not consider Hephernaan someone who would be interested in a relationship like that.

Screenshots:
zikcjd432qan.jpg
2ypkptt1k5ma.jpg
fpx93iwwkha0.jpg

The mod is still in early development, I am not going to rush myself, as I have much less time for modding than I had a year or two ago. But I will slowly work on new talks and other new content.

I would also like to tad @Raduziel here, as he is a great help with some items and spells I designed to be included in this mod. Thanks!

[Kit] Barbarian/Shaman (Pseudo-Multiclass)

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Hi,

On another thread was requested help with how to mess with EEKeeper to make a Barbarian-Shaman. I've taken things further and made a mod that reproduces this multiclass as faithfully as possible.

It works only in IWDEE (because I was too lazy to test its compatibility with other games), but you may try it by opening the tp2 and removing the REQUIRE_PREDICATED GAME_IS ~iwdee~ line. Or comment it out (by those who know what it is).

Be aware that this kit is under the class Shaman and only receives 50% of the XP delivered to it. This is intentional to simulate the experience split that happens in multiclasses. If you don't want it, open with NearInfinity RAPMBSF.spl and remove the effect with Opcode 104.

This is a very simple mod, I didn't even use .tra (as all my other mods use) and it was written as a tutorial.

Well, enjoy it.
Known issues I can do nothing about:

1) Proficiencies

1.1) Starting proficiency could only be altered by modding the baseclass what would make a mess.

1.2) Ditto for slot acquisition pacing

1.3) Ditto for starting slot allocation

2) Saving Throws that are adjusted to get the Barbarian one instead of the Shaman one (because a MC always uses the better ST) appears in parenthesis as it was a magical effect.

Sorry about the lack of imagination at the class description.

[MOD] Jimfix - Ascension + SCS fixes, general tweaks

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The current version, v2.5, is available here.
This is a small collection of fixes and tweaks aimed at a Classic + Ascension + Fixpack v10 + SCS v30 install. I don't have EE so I don't know how well the fix components work there or if they are even necessary. From what I've seen, the tweak components work well on EE. Fixes:
  1. Fix Sunfire Power Levels
  2. Enable Spell Immunity in Sequencers/Triggers
  3. Shield of Reflection works on SCS Flame Arrows
  4. Fix Smarter Abazibal
  5. Fix Smarter Irenicus at the Throne
  6. Remove Entourage from Ascension Fallen Solars
  7. Fix incorrect casting animations
Tweaks:
  1. Prevent silent prebuffs
  2. Add spell school notifications to the combat log
  3. Add expiration notifications for buffs
  4. Add expiration notifications for item buffs
  5. Reveal all hidden doors
  6. Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction
Full Readme:
This is a small collection of fixes and tweaks aimed at an Ascension + Fixpack v10 + SCS v30 install. It should be smart about not letting you install components you don't need, but you should still pay attention. I do not have a copy of BG2 EE so please tell me if any additional issues arise in that version of the game. --- Fix Sunfire Power Levels --- The damage effects on the level 10 version of Sunfire incorrectly have a power level of 3. The primary effect of this is that they will be blocked by a Minor or regular Globe of Invulnerability. The level 11 version also has one of its damage effects set to power level 6. The component fixes both errors. Credit to Alesa_BH for noticing this. --- Enable Spell Immunity in Sequencers/Triggers --- TobEx is intended to allow you to place Spell Immunity into Contingencies and Triggers. However, this functionality is not enabled by default. This component enables it. --- Shield of Reflection works on SCS Flame Arrows --- In vanilla, the Reflection Shield reflects the mage spell Flame Arrow. SCS mages are scripted to act as if this is the case. However, with the "Make Protection from Normal Missiles affect some magical projectiles" component, the Reflection Shield does not actually reflect Flame Arrow. This component re-adds that ability to the Reflection Shield. --- Fix Smarter Abazibal --- In previous versions of Ascension + SCS, when Abazigal turned in to a dragon he would also spawn a purple dragon named Tamah. In SCS v30, Tamah does not appear if you have installed the Smarter Abazigal component. Abazigal also has the wrong script which may make him unreasonably difficult to kill for some parties. This component fixes both glitches. Credit to Mad Mate on the G3 forums for help with this fix. --- Fix Smarter Irenicus at the Throne --- A scripting glitch causes Irenicus to be completely harmless during the opening fight at the Throne of Bhaal if you have the component that adds SCS AI to him. This component fixes this. Credit to Alesia_BH for noticing this and to Aasim for help with this fix. --- Remove Entourage from Ascension Fallen Solars --- In the original Ascension version of the first fight at the Throne of the Bhaal, you must fight two Fallen Solars. As of SCS v25, the Smarter Celesitals Component causes both of these Fallen Solars to additionally spawn with two Mariliths, a Succubus, and an Alu-fiend. While it has not been officially confirmed, there is significant evidence to suggest that these extra demons are unintentional. This component removes them. --- Fix incorrect casting animations --- In the vanilla game, several spells have casting animations that don't match the actual school of the spell. The Fixpack fixes some of these but misses others. This component takes a broad approach and checks each standard mage and priest spell individually. If the casting animation does not match the spell school, the casting animation is changed. This component also fixes a vanilla bug where the spell Conjure Animals is erroneously set as an Enchantment spell. This component may be overkill. It provides of a listing of all the changes it makes so if you don't like some of them, you can uninstall the component. --- Prevent silent prebuffs --- Under certain conditions, SCS smarter mages will silently gain some long duration prebuffs. This component changes this behavior to always display these prebuffs in the combat log. --- Add spell school notifications to the combat log --- By paying attention to the casting animation or by listening to the casting sounds, it is possible to determine the school of the spell a mage or priest is casting. This tweak makes this information clearer by adding a message to the combat log as well. It should be installed after any component that modifies spells and combines well with the component that fixes incorrect casting animations. You can pick the minimum casting speed of spells that you would like this tweak to affect. There are two issues with this tweak: 1) It works by modifying the spells so it applies to your spells as well as enemy spells. 2) It does not take into account the fact that some enemies have innately lower casting times for spells. The intent of this tweak is to not provide you with any information that you didn't already have access to, but this may not always be the case. If there are any spells that are not affected but should be, or should be affected but are not, please let me know. --- Add expiration notifications for buffs --- This component adds periodic reminders to the combat log for when spell buffs are about to expire. The reminders come when there are 120, 60, 30, 12, and 6 seconds remaining in the buff. I can add other options if there is interest. And again, please let me know if this component affects spells that it shouldn't or if it doesn't affect a spell that it should. --- Add expiration notifications for item buffs --- This is the same as the previous component except with buffs from items. Mostly this affects potions and protection scrolls, but it also includes the Greenstone and Shield Amulets. --- Reveal all hidden doors --- This component sets all hidden doors to be immediately selectable so that you don't have to wait for a character to detect them. --- Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction --- With SCS changes to the spell system, the Breach from Wish and the complete dispel from fallen solar's Mordenkainen's Disjunction are both completely unblockable. This component allows Spell Shield to block them as it would block any other anti-magic attack.

Want to install UB last - will this be a problem?

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I have SCS, bgtweaks, atweaks, and a few other small mods installed, though I only have a few components from each installed, the largest changes are definitely SCS though. I want to add the Murder of Acton Balthis component of Unfinished Business to my installation, but don't really want to have to reinstall everything again. Can I just add it last or will it cause problems?

[Mod] Vienxay NPC for BG:EE

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Vienxay NPC for BG:EE
m1yy73zlffay.png
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.
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