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Enable Dual-classing into Kits (now with Proficiency Fix)

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Dual-class into Kit Installation Order: * This mod should NOT be installed BEFORE any mod that adds new kits. * This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions. * This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da. * This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions. * The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da). Limitations(primary component): * Class/Kit description in the record screen will display the description of the unkitted second class. * Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.) * Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.) (These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity) Limitations(proficiency component) * This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows. * Level requirements for proficiency will continue to follow PROFSMAX.2da. * Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected. * Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options. * If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
Compatibility: * v2.3+: BGEE, BGSOD, BG2EE * v2.5+: IWDEE * Should work for any language. Only installation prompts are in English. * Supports multiple campaign files, as read from CAMPAIGN.2da. * The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would. * The Chargen Mage Spell Selection portion has a very minor edit, small chance of conflict with other UI mods. * The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.

Shaman thoughts

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I have been trying to understand why I don't see a Shaman character through the BG(2)EE series and I think I now know.

The Shaman is suppose to the the spontaneous caster of a druid. He has an XP progression of the Mage which ends at the same level as a druid. He gets access to druid spells to select. He is the Sorcerer of the druid world.

The difference is that the Sorcerer gets restricted list of spells to cast, but more to cast compared to a mage. The Shaman gets restricted spells to cast and less to cast then a druid (allot less). A druid at 31 level has 9/9/9/9/9/7/7 without counting bonus spells for wisdom. A Shaman gets 6/6/6/6/6/6/6 and no bonus spells. If we look at 2.99 million XP (druid level 14, just before the druid gets his massive spell casting increase at level 15) we see the druid can cast 6/6/6/5/3/2/1 and the Shaman gets (level 17) 6/6/6/6/6/6/6.

The Shaman holds ok at levels 1-13 (druid gets these levels way faster then the shaman). Pulls well ahead in levels 13 through 17. And falls behind to never catch up from level 18 +

Even with the detect illusion and summon spirits (hard to use without the walking mod) the Shaman seems to be a nerf of the druid.

Is there a way to use the druid spell progression for the shaman? Still wouldn't get bonus spells, but it would add 17 more base castings by end of game. Probably would need to slow the spell casts that go way up at level 15 as the shaman will get there way before a druid.

Thoughts?

[mod] Will of the Wisps - Shamanic enhancements

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"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class. Some information from the readme: The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years. Screenshots:
NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest. Spellhold Studios Download Link Dropbox Download Link

How to un-install mods?

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So I've seen alot written about how to get mods installed, but how does one Un-install a mod? I'm assuming there is more to it than simply deleting the .exe installer in the install folder. I am also assuming that for the mod to completely uninstall you have to start a new game (I got used to this idea thanks to the Bethesda modding community with Skyrim / Fallout). That said, can someone point me to an article or video which covers this? I know there has to be one floating about. Thank you for any help you may be able to point my way.

[NPC MOD] Sheena - The Half Dragon Tale

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Sheena - The Half Dragon Tale Sheena's story begins in Firkraag's lair at level 8-10 in a prison cell next to Garren's child. Sheena is a neutral good half red dragon multiclass Fighter / Wizard. Her half dragon form is hidden most of the time (cities, forests...) to balance the game. Sheena is limited to two handed swords, quarterstaffs, halberds and darts (an animation limitation). Sheena's strength and constitution can not be raised by any item (potions and spells do work). Sheena has extensive banters with all Bioware NPCs, numerous interjections and a friendship path available to both male and female PCs. Sheena's flirts are available to male PCs of good and neutral alignment. She has also a small romance path (TOB like), which triggers if other romances are not active, you are through with the friendship talks and your character is of neutral or good alignment. Sheena leaves for good if is kicked out from your party. image Race: Human/Dragon STR: 16 DEX:12 CON: 16 INT: 15 WIS: 10 CHA: 15 - Infravision - 50% fire resistance - Half dragon form - Half dragon breath ability useable once per day - Slightly faster movement speed to speed up the half dragon animation Half dragon form: + 4 STR, +2 CON, +4 AC (lizard scale bonus), 100% fire resistance, immune to paralysis as any large creature would and immune to mind spells (charm, confusion and stun). This is the standard half dragon template. Languages: English, French, Spanish What needs to be done: - New better HD portrait - Extended romance (Right now is romance only in SoA) - Few more special items - Czech translation - Personal Q ? Additional informations: - The current version does not work well with vanilla BG or old versions of EE, you must use a game that has a current patches. I will try to fix this problem in the future releases of my mod. Actual version - V2.5 Link - https://www.dropbox.com/s/psvxbupszf39i4s/Sheena_v2.5.zip?dl=0 P.S. I really tried to contact Red Knight the original author, but all websites are dead and all profiles and emails are canceled. I hope he will not mind that I took over his mod.

[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

[v2.7] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD

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

Sirene, Paladin of Ilmater

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

Mod Content

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

Biography

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

Personality

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

Friendship & Future Romance

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

Download version 1.5.1 (for pre-2.0 players)

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[v1.4] Drake, a human priest of Tyr NPC for BG:EE and SoD

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

Overview

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

Biography

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

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?

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

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Introducing a new Fighter kit:

The Mercenary

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

Link to Download

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

[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

Vynd, drow assassin NPC now available for BG:EE, Tutu and Trilogy.

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VYND

“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?” New download link here, or check out his forum.

LOCATION

Burning Wizard Inn, Beregost.

STATS

Str: 16 Dex: 19 Con: 15 Int: 16 Wis: 10 Cha: 11 Race: Elf (Drow) Class: Assassin Alignment: Neutral Evil Proficiencies: Long Sword, Dart

BIOGRAPHY

"When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery." Vynd is found in Beregost looking for work, and seems to consider his presence on the surface a non-issue. He is unashamedly self-interested, with a sometimes acidic, sometimes childish, but always relentless sense of humour.

FEATURES

Vynd includes banters with all Bioware NPCs, numerous interjections, a friendship track, and a soundset kindly provided by Icewind Dale. Player-initiated dialogue becomes available after the first timed friendship talk. However, not all dialogue options appear right at the beginning. More conversations are unlocked as the friendship track progresses, so be sure to check back! Sick of reputation management? No worries. Vynd knows that being liked has advantages. Though evil in alignment, he'll stick with you no matter how popular you are, and fits right in with a good-aligned party. Unless it includes Kivan. Be warned. Sadly, this feature is not currently compatible with Enhanced Edition. Huge thanks to G3 for providing this jerk with a home, to Kulyok for her Branwen BG2 NPC tutorial, to cmorgan for crossplatform code, and to everyone else who's made BG:EE compatible mods. Couldn't have made sense of this mess without you.

Extra Expanded Enhanced Encounters! Module Download

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Extra Expanded Enhanced Encounters! Module Launch! ___________________________ Lots Of Items! Xan's New Groove! The Fire Drake! Gnolls Gnolls Gnolls! Bears Bears Bears! Bimmy's Badgering Bandits! Daenni's Bridge Bandits! Melia Quicknight, Crossroads! Undercity Magma Bulwark Encounter; Red Skeleton!-(U.M.B.E.R.S.) To Install: Unzip the .zip file into the Baldur's Gate: Siege of Dragonspear file directory (Copy The Picture): Run Modmerge at least once (enables module to work). Then run the Setup-ExtraExpandedEnhancedEncounters.exe. Enjoy Christmas Everyone! Special thanks to @Arunsun @CamDawg @Gwendolyne @Ardanis @AstroBryGuy @mlnevese for mostly technical help with WeiDU and support.

Why no general alarm when I kill a neutral?

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I remember well, and it was a very nice thing, that when I attacked a blue-circled NPC in the original BG, all the others around would turn red on me. It was the same way with Torment. You had to goad people you wanted to kill or they needed to attack you first. Now, however, in the Enhanced Edition of BG people have gotten callous and indifferent. Maybe 20 years of terrorism on TV have jaded them, but the only reaction to a random murder in a bar on a street is an abstract drop in Reputation. Why does this happen and how can I change it back?

NearInfinity: Having the Goblin Race display text properly in the character sheet?

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Hey folks. I'm currently re-creating the party from my IRL tabletop game in Icewind Dale: Enhanced Edition for fun. It's easy for the most part, seeing as 4 members of the party are of races already selectable (Gnome, Halfling, Elf, & Human) and 1 member is of a race that is represented in the game properly if you swap to it in EEKeeper (Tiefling, thank you Haer'dalis).

However, the 6th party member is a Goblin. Now, I don't really want to make a new race or anything in character creation or get the proper stats or what have you, I just want to be able to choose it in EEKeeper for the character and then have it display in the game's character sheet. Currently it just displays blank text.

How can I manipulate NearInfinity to have this happen? I tried searching for references to 'tiefling' in the text strings to compare and contrast how that applies to the Goblin, but all I can find is RACETEXT.2DA with the race's references to different text strings (tiefling corresponds to 37509 for example). I can't find the actual text strings themselves.

I assume it would be as simple as adding a new line in RACETEXT.2DA for the goblin and then adding the appropriate text string references to have it display properly in the character sheet, but I'm not quite sure. Can anyone help me out with this?

[BG:EE] Battle Enhancer Mod (ver 1.33 RELEASED!)

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Battle Enhancer Mod ver. 1.33 (BG:EE 1.2 compatible) Designed and created by Charan and lunar: Long awaited release of Harsh Faerun Mod - Now know as Battle Enhancer Mod! Most important changes and features: - ENEMY CORE AI IMPROVED: Most enemies and NPC's have a chance to possess random potions and WILL use them in fight. Enemies who use projectile weapons have a chance to possess random magical projectiles they can use and they WILL use them on the player. Most enemies and NPC's use SMART TARGETING and attempt to chase your weakest members unless kited Most mages and clerics will now reposition or attack between casting spells. It's no longer possible to lure enemies from fog of war one by one. Attacking an enemy makes him call for help in a decent radius. - GAME BALANCE REVISED: Guards, soldiers and mercenaries recevied some proper training. A watcher in plate mail is no longer just cannon fodder that can't hit a gibberling. (Game is even harder for EVIL teams) Human NPC's and monsters have received buffs by maxing their Hit Points rolls and stats for given levels. Critter races have been separated into variety of tiers. Some tiers received more significant overall buffs than others. Just try the Gnoll Stronghold now. Exp rates revised and rebalanced according to challenge. Some rates went up, some rates went down. It should be faster to leave the early game levels but overall pool of EXP per game did not go up too much. Note: Most changes were HAND EDITED while stricktly following of AD&D rules and progression tables. Take care as the game WILL be HARDER now. - DROP RANDOMIZER: Most enemies have a chance to be in possession of random treasure which can be stolen or looted. Drop chance and loot pool depends on the enemy tier. Separate tier for spellcasters, which gives a better opportunity to get rare scrolls. Some treasures in hidden stashes have been randomized in balancing purpose. Drop rates have been adjusted so that during an average game course you will find: around 12 low tier items, around 6 medium tier items and 1-2 Legendary tier items. Note: Critters who previously did not drop items did not receive the chance for loot. It's impossible to find personalized/one of a kind items (for example, you won't find a second Helmet of Balduran) - NEW FIGHTS Some new encounters and new enemies added. Some fight with mages have been reworked to be more difficult and interesting. Reworked Ogre Mage fight mechanics to provide an ultimate and unique experience (Enjoy) Chieftain and Leader critters received additional boosts and special abilities to strengthen their kin - MEETING COMPANIONS AT MAX HIT POINTS ROLLS All companions are met at their MAX HIT points rolls, regardless of player's level. - HARSH TIMES Shop prices are now higher but players won't receive more gold for their items (crisis right?) Notes: !WARNING! THIS MOD IS NOT RECOMMENDED FOR BALDUR'S GATE BEGINNERS! It's perfectly possible to start a new game with it BUT you need to have at least slight idea on what you are doing. 1. Installation: Simply put the Override folder into: Steam Version: your BG Enhanced edition main directory (Example for steam version: D:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition) Non-Steam Version: ...\Baldur's Gate - Enhanced Edition\data\00766\ folder You can instal this mod at ANY moment of the game but it is just more fun and more balance to play with it from the beginning. It should be compatible with all other mods (unless they change creature statistics and HP) and all game languages - especially if you install Battle Enhancer as last. Pr "MEETING COMPANIONS AT MAX HIT POINTS ROLLS" can be overwritten with other mods that edit your companions (new kits, etc) and it will not affect the other features at all. You can use ANYTHING included in this mod package without my permission - even for commercial use - I simply do not care. Just enjoy and make a good use of it. PLEASE REPORT ANY BUGS IN THIS DISCUSSION SO I CAN HOTFIX THEM. Chagelog: Ver 1.11: - Minor bugfixes with neutral NPC's sometimes assaulting the player. Ver 1.12: - Gnoll5 overbuffing and dialogNPC fix. - Nashkel Mine lvl 3 crash fix. Ver 1.2: - Full compatibility with BGEE patch 1.2 (Rasaad required HP-Reroll due to change in his kit). - Improved casters behavior between spell casts. Also they will no longer leave areas when repositioning. - Enemy backup requests feature added (No longer possible to lure enemies from fog of war one by one). - Slighty lowered drop chances. - Improved potion using mechanism. Now enemies are much more likely to use their magical mixtures and will also do it faster than before. Ver 1.21: - Fixed potion using by neutral NPC's. - Vampiric wolf is no considered Undead. Ver 1.3: - Smart targeting has been improved. Enemies won't attempt to chase your squishies too far - they will choose appropriate nearby target instead (it's almost impossible to keep them focused on the main party tank). Current design is more sofisticated and won't allow for hit'n'run exploit. - Cosmetic fix for casters: They will now face nearest enemy after repositioning. - Added Smart targeting to some enemies that were lacking it. Ver 1.31: - Script optimalization and cleanup. - Smart targeting added to more enemies. - Fix for Branwen starting HP. Ver 1.32: - Borda won't drink his cursed potions during fight. - Improvement of script for creatures using both ranged and melee weapons. These enemies will sometimes attempt to increase their distance before switching to melee when approached by players(should be more annoying and harder to catch now). Also improved weapon switching response time. - Some AI script performance improvements. - Fix for quest to bring Worn Whispers boots. (Unfortunately it's not retrospective once you have killed the hobgoblin dropping the boots.) Ver 1.33: - Fix for Zombie Plague Quest. - Fix for Xvarts attacking cow quest. - Fix for Flind damage (they were dealing less than they should).

[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.

Expanded CREature sounds (mod)

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The Infinity Engine has two IDS files listing sounds that creatures can have in their CRE files - their battle cries, damage groans, leader boasts and jibes. The first is SNDSLOT and the other is SOUNDOFF. Strangely enough, they are not identical. SOUNDOFF appears to list sounds of a category, e.g. position 55 in SNDSLOT is RESPONSE_TO_COMPLIMENT1 (and there are several more responses below), but in SOUNDOFF 55 belongs to RESPONSE_TO_COMPLIMENT, no number. The following numbers, 56 and 57, do not exist here. The practical takeaway is that there is a function gap between two actions, SetPlayerSound(O:Object*,I:STRREF*,I:SlotNum*SNDSLOT) and VerbalConstant(O:Object*,I:Constant*SOUNDOFF) (as well as the VerbalConstantHead version). Only the limited selection from SOUNDOFF is available for playing, though all the sounds from CRE files can be set in the other file.

This is restrictive for those who want to flesh out NPC with more sounds in empty slots, the ones that never get used. In particular, party NPC have freely available slots EXISTANCE1 - 4, not to touch EXISTANCE5, which is said to control the biography (though there is also BIO). These EXISTANCE sounds along with PICKED_POCKET, INVENTORY_FULL and others can play randomly for non-global creatures, but all of the NPC are global, so there is no danger of them uttering something off except when you want them. However, it is impossible to order anyone to play the EXISTANCE range and many other sounds, simply because they are not listed in SOUNDOFF. Instead SOUNDOFF is limited to the first sound in the category. If you have three different sounds in BATTLE_CRY1 - 3, forcing a verbal constant with BATTLE_CRY only plays number 1.

I went ahead and replaced the contents of SOUNDOFF with the full range from SNDSLOT. Now it's possible to play all of the sounds that can be set. You can even display NPC's biography in the bottom window if you like. The only concern I had is what was going to happen to mods used to the limited range of the old SOUNDOFF during a Weidu installation or in script commands. The change would have been all right for scripts that only used line numbers in references to SOUNDOFF, 9 is 9, but most BAF files people write up probably use the words BATTLE_CRY, because who remembers those numbers and why bother, if the script compiler will recognize them and convert? It is the same thing with Weidu. I myself have written out BATTLE_CRY, no number, many times for my creatures' TRA references just because I had no option to set the separate sounds and didn't understand that only the first sound played (I thought they played at random from the category).

With an expanded SOUNDOFF the numberless references became invalid. Typing BATTLE_CRY when installing on a machine with an upgraded SOUNDOFF would produce an error, and scripts that referred to the lines by words would fail to compile. I realized that I had to give duplicate references inside the new SOUNDOFF that would be recognizable by old scripts and Weidu. Thus, the battle cries category now begins with BATTLE_CRY, at the same number 9 as the following line for BATTLE_CRY1. This solved the compatibility problem. Modders who want to make use of the new file should copy the SOUNDOFF to override before trying to compile their BAFs and setting TRA sound slot references.

The only curious spot in the changed file is in the selection sounds. The old SOUNDOFF had a SELECT_RARE at number 35, which in SNDSLOT corresponds to SELECT_COMMON4 and the next two selection sounds, truly rarely heard, if at all. In SOUNDOFF's thinking the rare selection sounds are just those common ones that are farther down on the list, yet there are also two separate slots in SNDSLOT for SELECT_RARE, at 63 and 64. This is a real discrepancy in thinking if not in execution. One file was analog, continuous, about rarity, and the other had two distinct categories, common and rare. I sided with the notion of SOUNDOFF about where the rare sounds go, because, after all, that's the file controlling what is played. But I kept the SELECT_RARE1 and SELECT_RARE2 references at 63-64 of the hybrid file, for anyone who wants to fill and play back those slots.

A comparison of the files follows.

Sounds available for playing from SOUNDOFF
0 INITIAL_MEETING
1 MORALE
2 HAPPY
3 UNHAPPY_ANNOYED
4 UNHAPPY_SERIOUS
5 UNHAPPY_BREAKING_POINT
6 LEADER
7 TIRED
8 BORED
9 BATTLE_CRY
14 ATTACK
18 DAMAGE
19 DYING
20 HURT
21 AREA_FOREST
22 AREA_CITY
23 AREA_DUNGEON
24 AREA_DAY
25 AREA_NIGHT
26 SELECT_COMMON
32 SELECT_ACTION
35 SELECT_RARE
39 INTERACTION
44 INSULT
47 COMPLIMENT
50 SPECIAL
53 REACT_TO_DIE_GENERAL
54 REACT_TO_DIE_SPECIFIC
55 MISCELLANEOUS
55 RESPONSE_TO_COMPLIMENT
58 RESPONSE_TO_INSULT
59 DIALOG_HOSTILE
60 DIALOG_DEFAULT

Sounds available for setting in SNDSLOT
0 INITIAL_MEETING
1 MORALE
2 HAPPY
3 UNHAPPY_ANNOYED
4 UNHAPPY_SERIOUS
5 UNHAPPY_BREAKING_POINT
6 LEADER
7 TIRED
8 BORED
9 BATTLE_CRY1
10 BATTLE_CRY2
11 BATTLE_CRY3
12 BATTLE_CRY4
13 BATTLE_CRY5
14 ATTACK1
15 ATTACK2
16 ATTACK3
17 ATTACK4
18 DAMAGE
19 DYING
20 HURT
21 AREA_FOREST
22 AREA_CITY
23 AREA_DUNGEON
24 AREA_DAY
25 AREA_NIGHT
26 SELECT_COMMON1
27 SELECT_COMMON2
28 SELECT_COMMON3
29 SELECT_COMMON4
30 SELECT_COMMON5
31 SELECT_COMMON6
32 SELECT_ACTION1
33 SELECT_ACTION2
34 SELECT_ACTION3
35 SELECT_ACTION4
36 SELECT_ACTION5
37 SELECT_ACTION6
38 SELECT_ACTION7
39 INTERACTION1
40 INTERACTION2
41 INTERACTION3
42 INTERACTION4
43 INTERACTION5
44 INSULT1
45 INSULT2
46 INSULT3
47 COMPLIMENT1
48 COMPLIMENT2
49 COMPLIMENT3
50 SPECIAL1
51 SPECIAL2
52 SPECIAL3
53 REACT_TO_DIE_GENERAL
54 REACT_TO_DIE_SPECIFIC
55 MISCELLANEOUS
55 RESPONSE_TO_COMPLIMENT1
56 RESPONSE_TO_COMPLIMENT2
57 RESPONSE_TO_COMPLIMENT3
58 RESPONSE_TO_INSULT1
59 RESPONSE_TO_INSULT2
60 RESPONSE_TO_INSULT3
61 DIALOG_HOSTILE
62 DIALOG_DEFAULT
63 SELECT_RARE1
64 SELECT_RARE2
65 CRITICAL_HIT
66 CRITICAL_MISS
67 TARGET_IMMUNE
68 INVENTORY_FULL
69 PICKED_POCKET
70 EXISTANCE1
70 HIDDEN_IN_SHADOWS
71 EXISTANCE2
71 SPELL_DISRUPTED
72 EXISTANCE3
72 SET_A_TRAP
73 EXISTANCE4
74 EXISTANCE5
74 BIO

New, hybrid SOUNDOFF

0 INITIAL_MEETING
1 MORALE
2 HAPPY
3 UNHAPPY_ANNOYED
4 UNHAPPY_SERIOUS
5 UNHAPPY_BREAKING_POINT
6 LEADER
7 TIRED
8 BORED
9 BATTLE_CRY
9 BATTLE_CRY1
10 BATTLE_CRY2
11 BATTLE_CRY3
12 BATTLE_CRY4
13 BATTLE_CRY5
14 ATTACK
14 ATTACK1
15 ATTACK2
16 ATTACK3
17 ATTACK4
18 DAMAGE
19 DYING
20 HURT
21 AREA_FOREST
22 AREA_CITY
23 AREA_DUNGEON
24 AREA_DAY
25 AREA_NIGHT
26 SELECT_COMMON
26 SELECT_COMMON1
27 SELECT_COMMON2
28 SELECT_COMMON3
29 SELECT_COMMON4
30 SELECT_COMMON5
31 SELECT_COMMON6
32 SELECT_ACTION
32 SELECT_ACTION1
33 SELECT_ACTION2
34 SELECT_ACTION3
35 SELECT_RARE
35 SELECT_ACTION4
36 SELECT_ACTION5
37 SELECT_ACTION6
38 SELECT_ACTION7
39 INTERACTION
39 INTERACTION1
40 INTERACTION2
41 INTERACTION3
42 INTERACTION4
43 INTERACTION5
44 INSULT
44 INSULT1
45 INSULT2
46 INSULT3
47 COMPLIMENT
47 COMPLIMENT1
48 COMPLIMENT2
49 COMPLIMENT3
50 SPECIAL
50 SPECIAL1
51 SPECIAL2
52 SPECIAL3
53 REACT_TO_DIE_GENERAL
54 REACT_TO_DIE_SPECIFIC
55 MISCELLANEOUS
55 RESPONSE_TO_COMPLIMENT
55 RESPONSE_TO_COMPLIMENT1
56 RESPONSE_TO_COMPLIMENT2
57 RESPONSE_TO_COMPLIMENT3
58 RESPONSE_TO_INSULT
58 RESPONSE_TO_INSULT1
59 RESPONSE_TO_INSULT2
60 RESPONSE_TO_INSULT3
61 DIALOG_HOSTILE
62 DIALOG_DEFAULT
63 SELECT_RARE1
64 SELECT_RARE2
65 CRITICAL_HIT
66 CRITICAL_MISS
67 TARGET_IMMUNE
68 INVENTORY_FULL
69 PICKED_POCKET
70 EXISTANCE1
70 HIDDEN_IN_SHADOWS
71 EXISTANCE2
71 SPELL_DISRUPTED
72 EXISTANCE3
72 SET_A_TRAP
73 EXISTANCE4
74 EXISTANCE5
74 BIO

A Little Shadow Dancer AI Improvement

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Hello everyone

I did a little modification in the advanced script, more specifically in the ability to hide in shadows. The modification that I did was with the Shadow Dancers, now they try to hide in shadows even if they are close to enemies...

This does not change the behavior of other kits, they will continue doing the same as before: waiting until there is no enemy to hide.

Installation Mode: Just copy the file to your Baldur's Gate override folder

Any questions or suggestions comment...

Note: this just work in the Advanced AI

BGEE Leveled Spawns Mod - v0.3 [UPDATED 2014-12-27]

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BGEE Leveled Spawns Mod - Version 0.3 (UPDATED 2014-12-27) BGEE Leveled Spawns replaces the default spawns with spawns that scale in difficulty with the average level of the party. Each spawn point will spawn groups of 1-6 creatures, depending on party level and creature strength. The user can select the time interval between spawnings as well as the probability that a triggering of a spawn point will result in that point being populated. This mod is based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod (http://readme.spellholdstudios.net/BGTTweakReadme.htm). However, the spawn point scripts have been greatly simplified. First, party-size checks have been removed. Level checks above 12th level have also been removed. Additional inspiration has come from the Tutu spawn system by CamDawg and the EasyTutu Spawn Randomizer by Maccready. DOWNLOAD: http://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.3 OPTIONS Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options: [1] 4 HOURS of game time between spawnings [2] 8 HOURS of game time between spawnings [3] 16 HOURS of game time between spawnings [4] 1 day of game time between spawnings [5] 2 days of game time between spawnings [6] 4 days of game time between spawnings [7] 7 days of game time between spawnings [8] 10 days of game time between spawnings [9] 14 days of game time between spawnings [0] 1000 days of game time between spawnings Notes:
  • A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs.
  • A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point). This is to prevent overly large groups of spawns from accumulating, especially those that are not automatically hostile (e.g., bears).
  • Game default behavior is to require at least 16 hours to pass before a spawn point is reset. Option 3 should match that timing most closely.
  • 1000 days effectively ensures that each spawn point will trigger at most once during the game.
Spawning Probability: When a spawn point triggers, this probability controls whether or not the spawn point is populated. The user has the following spawning probability options: [1] 10% chance of spawning [2] 20% chance of spawning [3] 35% chance of spawning [4] 50% chance of spawning [5] 65% chance of spawning [6] 75% chance of spawning [7] 85% chance of spawning [8] 90% chance of spawning [9] 95% chance of spawning [0] 100% chance of spawning Notes:
  • If you set a low spawn % and a long time between spawns, you will see very few spawns.
  • If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed.
  • Game default spawn percentages are 85% in most areas, with 100% in certain areas like Firewine Ruins.
INSTALLATION Windows On successful extraction, there should be an bgeespawn folder and a setup-bgeespawn.exe file in your game folder. To install, simply double-click setup-bgeespawn.exe and follow the instructions on screen. Run setup-bgeespawn.exe in your game folder to reinstall, uninstall or otherwise change components. Mac OS X If properly extracted, you should have a bgeespawn folder, setup-bgeespawn, and setup-bgeespawn.command in your game's main directory folder. To install, simply double-click setup-bgeespawn.command and follow the instructions on screen. Linux Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your BG installation directory, run 'tolower' and answer Y to both queries. Run WeInstall setup-bgeespawn in your game folder to install the mod. COMPATIBILITY BGEE Leveled Spawns Mod is coded using WeiDU and does not overwrite any files. It should be compatible with most other (WeiDU) mods. The mod is compatible ONLY with BGEE. ACKNOWLEDGEMENTS Based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod by Ascension64. http://readme.spellholdstudios.net/BGTTweakReadme.htm Additional inspiration drawn from the Tutu spawning system by CamDawg and the EasyTutu Spawn Randomizer by Maccready. http://www.usoutpost31.com/easytutu/ TOOLS USED The BGEE Leveled Spawns Mod was created using the resources provided by the IESDP (http://iesdp.gibberlings3.net/) and with the following software: Near Infinity https://github.com/Argent77/NearInfinity WeiDU http://www.weidu.org TextWrangler http://www.barebones.com/products/textwrangler/ sed, awk, bash https://www.gnu.org/software/ LEGAL INFORMATION This mod is not developed, supported, or endorsed by BioWare, Black Isle Studios, Interplay Entertainment Corp., the Wizards of the Coast, Overhaul Games or Beamdog. All other trademarks and copyrights are property of their respective owners. HISTORY Version 0.3: Added notes on game defaults, updating spawn trigger reset timings and spawn probabilities Version 0.2: Install bug fixes, update spawn trigger reset timings. Version 0.1: Initial public release
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