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Question: Regarding mechanics of Opcode #1 Stat: Attacks Per Round Modifier

So I’m planning on making a mod where each class gains base APR as they level, similar to the default fighter, albeit at different rates; and moreover make weapon proficiency APR gain universal in the standard method by editing the WSPATCK.2da and the CLSWPBON.2DA files. Now, as such, all class APR should be granted with innate effects granted per certain levels using Opcode 1 (Stat: Attacks Per Round Modifier) via the CLAB tables. Now I should like to make sure that these Opcodes do not stack in the case of Multi/Dual classes (where the two classes would each have their own APR bonuses). I am correct in assuming that the Opcode’s type value should be set to 1 (Flat Value Modifier) rather than 0 (Cumulative Modifier)? Thus the opcodes will set the base APR and not stack, that is, as far as I’ve tested, the APR Opcode with the highest APR value will override the others, rather than, as with a cumulative type, all add together?

This is my hypothetical understanding of how the Flat Value Modifier would work:
There is a Fighter / Cleric whose Fighter level makes their Base APR 2 (essentially a + 1 bonus) and whose Cleric level makes their Base APR 1.5 (essentially a +0.5 bonus). Using the Flat Value Modifier this Fighter/Cleric’s base APR with be 2, whereas if I used the Cumulative Modifier it would be 2.5.

Is my understanding correct? Moreover is there any potential problems (anyone can foresee) using this method for APR progression will cause with any of the already existing mechanics of the game? Like, for example Whirlwind Attack?

[How to] Install mods on Android

Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.

WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).

Version 2.5 of BG2EE (and potentially of other EE games) doesn't work properly with the method described below. :( However @Gusinda wrote a new guide for setting up mods for this version.

Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.

Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.

  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)
    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression
    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive
    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command
    centralfix Mods.zip
    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files
    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.
In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

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Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

Item Upgrade v43 Now Available

The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items. Version 43 corrects errors in the Polish translation (for real this time) and provides a few other bug fixes. v43 Changelog:
  • Polish translation should no longer crash EE games (for real this time)
  • @argent77 had made a macro to help EE-ify item descriptions from vanilla item descriptions; this is now used for the Korean and Russian translations since they lack a dedicated, EE-specific translation
  • NPC-restricted items will now use the same restriction schemes as their parent items for EE games
  • Fixed a bug where the some install options were not available for Polish players
  • Items which provide immunity to poison now also block Cloudkill

Out, Brief Candlekeep! (mod)

Have you ever wondered why, for all the urgency of having to leave and the imminent threat of assassins, the main character of Baldur's Gate is at leisure to stroll across the grounds of Candlekeep, chatting, delivering bottles of cow cure, exterminating pests, even resting at the inn for days and weeks at a time if he has a notion to? Of course, the out-of-character reason for this back in the day was that the Prologue was a tutorial and only intended to teach players the controls and basic how-tos of gameplay. Nowadays, however, hardly anyone perceives it that way or needs to be instructed. Most players probably go from task to task for a little starting experience, if they do not find them too boring, before setting out at some time.

This mod brings the Prologue back in-character and makes the urgency very real. You have one hour - sixty game time minutes - to finish your business in Candlekeep and depart with Gorion; and if you do, nothing will happen. One minute longer, however, and very real killers will show up wherever you are and whatever you may be doing - pick-pocketing idle nobles, fighting illusionary monsters, listening to prophesies of Alaundo and so on. All of those activities are very nice, but other people living it out in the monastery are not in the unique situation of being on a kill list. These assassins are much more competent than the pathetic tutorial-type thugs you already know. For a 1st-level character without a party fighting them means almost certain, but not absolutely certain, death.

Most players and their characters will just have to pack it on time. If you dig your heels down and take them on, however - and defeat them - you will be treated to a little loot and some new content. Read the dialogues attentively. The most obvious reward is a new 1st-level spell, Vanishing Act, carried by one of the assassins (you will wish you had it before meeting them). If the battle turns out too difficult for your character and you end up having to run away after all, there are two other places where you can get such a scroll. One is far across a sea and another is in the home of the enemy.

Taking the assassins on single-handedly is probably too much for any character, but Candlekeep is still your home after all. Think about who might help you. In the time that you have give people a reason to intervene. It also helps to be well-liked to begin with. Of course, not everyone will lay down their lives for you even then.

In addition to all this, I took a hammer and pliers to some other things around Candlekeep. The spell Firebead Elvenhair casts on you to "protect you tonight" will really last into the fateful night, and so on.

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ncht1zotjttv.jpg

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3c7jj9ookcnt.jpg


Wings Version 0.91b

There shall be wings! If the accomplishment be not for me, 'tis for some other. The spirit cannot die; and man, who shall know all and shall have wings... - Leonardo da Vinci This mod adds quite a bit of extra content for everyone's favourite wingless wonder, Aerie. BG2EEWings091b.rar. What's added so far: - A few small, minor character encounters, such as a new NPC in the circus tent (after beating Kalah) that Aerie can interact with. - Aerie now has a chance to acquire her own familiar to do her bidding! - A friendship path for Aerie. PC's not eligible to romance her may still pursue a friendship, learning all sorts about her past. PC's who are eligible to romance her will receive three new banters before the usual romance starts, but if they end the romance at any time will still have the option of pursuing a friendship instead. - Quite a few new banters between Aerie and other NPC's in your party. She gets along especially well with Imoen. - OPTIONAL: Restore missing banters. There are a few banters already present in Aerie's banter file that never appear in gameplay as they lack a set of trigger conditions. This just changes that. - OPTIONAL: Remove the Hexxat conflict. It doesn't really seem in character for Aerie to start a fight, even in ToB, and especially not without talking about it with the party leader first. Even then, she'd have to be 100% certain the other person was up to no good. Which admittedly she is because of a much earlier dialogue in SoA... but that just leaves you wondering why if Aerie knows, lots of characters apparently don't (Imoen, Nalia, Jaheira, Cernd, even Minsc). So this just removes the banter in SoA and slightly alters the banter in ToB so that there's no more fight. - There are some cosmetic changes to Aerie as well. I just changed her skin and hair color back to how it was originally. When Beamdog recolored a lot of the NPC's based off their portraits, I feel that due to the lighting in Aerie's case, they simply got it wrong. She's referred to as fair and pale a few times in the game's text, so better that she look the part. Also better to have slightly more variety in how NPC's look. (Okay, you'd probably have to look quite closely to really notice that is any difference). While it wasn't strictly necessary, I did change the lighting in her portrait as well from sunset to mid-day. Image may be NSFW.
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image
Still to come/being worked on: A mini-quest for both Minsc and Aerie. She is his witch, after all, so they need to have more interaction. A main personal quest for Aerie. This will involve Aerie facing off against the slavers who first captured and broke her before selling her on to circus. It will hopefully be a chance to actually see her grow as a hero adventurer.

Mod: All Things Mazzy Version 1.039 - Mazzy Expansion and Keepable Clara

Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more. Written, edited, & coded by BCaesar and Ratatoskr. First version posted on these forums: 1.027, posted on March 27, 2017. Latest update: Version 1.039. January 24, 2019. Download location: This thread! (The mod is attached to this post). Welcome to AllThingsMazzy. This mod is primarily an expansion for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest. We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes. AllThingsMazzy is still incomplete but the next update should have a Keldorn banter, a minor quest in the docks, and additional Viconia banters. That should be followed by an expanded getting Clara quest, a series of Korgan/Hexxat and Sarevok/Viconia banters, and hopefully parts of the friendship. Mod Sections: 1. All Things Mazzy: The main portion of the mod. Contains both SoA and ToB content. -Playable Clara - she's a human shadowdancer and can join your party if you kill Hexxat during her intro quest. She's also summonable in TOB whether you rescue her or not. -Additional conversations between Mazzy and Edwin, Jaheira, Keldorn, Jan, Korgan, and Viconia. -Additional interjections and expanded quest dialogues for Mazzy -Mini bonus quest in the docks See the mod Readme for details and the complete changelog. 2. For the Good: -An optional addition to the main mod that may annoy an evil player. Currently contains Mazzy's more disruptive interjections and a hostile scene that will trigger if your reputation gets too low. 3. Rest Check Tool: -Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here. Compatibility & Installation: This mod should be generally compatible with all other mods, EET and hopefully other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE, regular BG2, and most other mods. We've also tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance): Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017) NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance. Miscellaneous Mods: Alternatives When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy. This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos). Thank you.

Have Weimer's oldest mods been ported to the BG2:EE scene?

Im talking Solaufein, Valen, Item upgrades, tactics - the good stuff. EDIT: I had posted the same query in the BG2EE general discussion yesterday, but my post got removed, likely due to having been in the wrong section. However just now i saw that it has been restored, so this is sort of double-posting. Id delete this one, but i cant find a function for that.

[MOD LIST] Mods by AionZ/Artemius_I

Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/

NPC MODS

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Sirene - BG:EE, SoD, BG2:EE

A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.

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Drake - BG:EE, SoD

A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.

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Pai'Na - BG2:EE

A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.

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Aura - BG:EE, SoD

A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.

NPC-RELATED MODS

KIT MODS

The Artisan's Kitpack

This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin.

Bardic Wonders

Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Way of the Assassin

A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.

Arcane Archer

A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

An implementation of the 3e warlock as a semi-unique class.

Mystic Fire

A paladin kit with exceptional arcane powers.

Warhorn Shaman

A battle shaman kit.

ITEM MODS

Useful Plot Items

Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm III

SPELL MODS

Shadow Magic

Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

TWEAK MODS

Artemius' House Rules

Assorted personalized tweaks that fit no particular category

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[v1.3] Bardic Wonders, a kit and item pack for bards

Link to mod page at my site: https://artisans-corner.com/bardic-wonders/ This mod adds new bard kits with specialized bard songs to the game, as well as a new merchant to Baldur's Gate II who carries new bardic items.

BARD KITS

These components can be installed in either BG:EE or BG2:EE.

ABETTOR OF MASK

ABETTOR OF MASK: Contrary to popular belief, the trickster god Mask's favor extends past those who walk the path of stealthy arts and trickery. The Abettor is a faithful Maskarran, a deceptive agent of the Lord of Shadows whose gall is tested through tasks that typical bards would balk at due to their dark natures. ADVANTAGES: – Receives a +5% bonus to Pick Pockets per level. – Gains a backstab multiplier of x2. – The Abettor's song, "One's Loss, Another's Gain", provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects: 3rd level: Party members passively detect traps 6th level: Party members gain Blur (+3 to AC, +1 to all saving throws) 9th level: The singer has a 50% chance to gain Improved Invisibility for one round 12th level: Party members gain Non-Detection 15th level: The singer has a 100% chance to gain Improved Invisibility for one round – From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn. – From 12th level onwards, gains one use of Shadowstep. SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. – May learn the Assassination high level ability upon reaching 24th level. DISADVANTAGES: – Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment. – Only has one-half normal Lore value. – May not learn the Magic Flute high level ability. – May only be proficient in weapons usable by thieves.

DANCER

DANCER: The dancer is an entertainer, an acrobat and a surprisingly dangerous combatant when drawn to battle, emphasizing speed and agility to confuse and unnerve his opponents while inspiring allies to fight with increased confidence. ADVANTAGES: – May place 3 slots in Two-Weapon Style. – +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels. – +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels. – +2 to movement rate. – The Dancer's Bard Song, "Dance of the Floating Lily", immobilizes the dancer while inspiring allies, providing immunity to fear and morale failure and grants the following bonuses: 1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class 6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class 11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class 16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class 21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class – From 4th level onwards, may use the Adrenaline Rush ability once per day. ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. Attacks per round are also doubled. However, their Armor Class is reduced by four points and they are unable to use their Bard Song, and after the duration ends, they become winded, suffering a huge penalty to fatigue and inability to use their Bard Song for one turn. From 18th level onwards, the dancer is no longer fatigued after the effect expires. DISADVANTAGES: – May not wear any armor. – May memorize one less spell per level. – Only has one-half normal Lore value.

STORM DRUMMER

STORM DRUMMER: Storm Drummers are particularly powerful bards whose music has the power to summon lightning storms. Their drums and booming voices, loud as thunder, can unnerve both enemies and allies alike. However, their unique abilities have led them to shun metal weapons and armor in order to optimize their abilities. ADVANTAGES: – +20% bonus to electrical damage dealt from all sources. – +10% resistance to electrical damage. Gains an additional 5% every three levels. – The Storm Drummer's Bard Song, "Thunder and Lightning", does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies. 1st level: 20% chance of dealing 2d6 electrical damage 4th level: 25% chance of dealing 2d8 electrical damage 7th level: 30% chance of dealing 2d10 electrical damage 10th level: 35% chance of dealing 3d8 electrical damage 13th level: 40% chance of dealing 3d10 electrical damage 16th level: 45% chance of dealing 4d8 electrical damage 19th level: 50% chance of dealing 4d10 electrical damage Due to the song's magical nature, it can be used indoors. – From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. – From 10th level onwards, may use the Thunderclap ability once per day. THUNDERCLAP: The Storm Drummer claps their hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell's effects. DISADVANTAGES: – May not use any metal weapons. - May not wear armor heavier than studded leather. – Only has one-half normal Lore value. – Only has one-half normal Pick Pockets percentage.

TROUBADOUR

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobairitz. Advantages: – May cast spells while wearing armor. – The troubadour's Bard Song, "Song of Healing", gradually heals their allies and provides them with resistance to any attempts to impair their movement, magical or otherwise. 1st level: allies regenerate 1 hit point per round and are immune to slows. 9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects. 18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects. – Gains the following priest spells in their spellbook: 1st level: Cure Light Wounds 2nd level: Aid 3rd level: Cure Medium Wounds 4th level: Cure Serious Wounds 5th level: Mass Cure 6th level: Heal – 10th level: May use the Voice of Peace ability once per day. VOICE OF PEACE: Chanting a soft melody, the troubadour soothes their allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect. – 14th level: May use the Sacred Breath ability once per day. SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life. Disadvantages: – May not wear armor heavier than studded leather. – May only be proficient in weapons usable by thieves. – Only has one-half Pick Pockets percentage. – May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

DEATHSINGER

DEATHSINGER: A morbid class of bards, deathsingers take pleasure in singing tales of the macabre, and their magical songs are capable of raising the dead from their graves. Advantages: – Receives a +15% bonus when scribing scrolls from the Necromancy school. – Receives a +2 bonus when making Saving Throws against spells from the Necromancy school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school. – The Deathsinger's Bard Song, "Call of the Grave", does not assist allies. Instead, the deathsinger may summon undead creatures under control. While singing, the Deathsinger takes a -4 penalty to Armor Class. Each round while the Deathsinger sings, there is a 35% base chance plus 2% for each level of the Deathsinger that a skeleton will answer the call, up to a maximum of 75% at level 20. Any summoned skeletons will be destroyed if the Deathsinger stops singing. The strength and maximum amount of skeletons summoned increases with level. 1st – 5th level: Summons up to two skeletons with 3 HD. 6th – 11th level: Summons up to three skeletons with up to 5 HD. 12th – 17th level: Summons up to four skeletons with up to 7 HD. 18th level: Summons up to five skeletons with up to 9 HD. – Gains the following spells as mage spells: 1st level: Doom 2nd level: Death Armor 3rd level: Bestow Curse 4th level: Cloak of Fear 5th level: Slay Living 6th level: Destruction Disadvantages: – May not learn or cast any spells of the Illusion school. – Receives a -15% penalty when scribing scrolls from other schools. – May not be good-aligned. – Only has one-quarter Pick Pockets percentage.

Enhanced Song HLAs

ABETTOR OF MASK: Symphony of the Dark Children This song is a powerful aid to both the Abettor and to his allies. In addition to all existing effects, the song now provides +50% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but he is unable to take any action for the duration. DANCER: Swift-As-Flowing-Water This oriental dance is a powerful aid to both the Dancer and to his allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives his allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance that the entire party will become affected with Adrenaline Rush. STORM DRUMMER: Drums of Raijin This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range. TROUBADOUR: Holy Hymn of Eldath This song is a powerful aid to both the Troubadour and to his allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points. DEATHSINGER: Legion of the Dead This macabre hymn allows the deathsinger to rouse the bones of the dead to fight on behalf. The deathsinger's song now always summons a 9 HD skeleton each round up to the maximum cap, and there is a 25% chance that a 15 HD skeleton will be summoned instead. Additionally, the deathsinger now gains a +10 bonus to Armor Class, a +6 bonus to all Saving Throws, +20% Magic Resistance and +50% Magic Damage Resistance while singing.

Component 2 - Item Pack

This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes. All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here. Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey. The Item Pack adds the following items to the game: - Unseen +4 (short sword) - Armor of the Grey Fox +3 (leather armor) - Resonating Shield +1 (buckler) - Harp of Tranquility (casts Eldath's Mist 1x/day) - Haven Lute (casts Otiluke's Resilient Sphere 3x/day) - Dancing Heels (boots) - Silence (amulet) - Cacophonic Voice +4 (halberd) - Whispering Links +2 (chain mail) - Cloak of the Wild Singer (cloak) Leanne's two legendary weapons: - Dirge +5 (long sword) - Lament +5 (shortbow) NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield. Also, the armor is now significantly more colorful. No self-respecting jester would settle for less. My apologies if the names come off as bland or generic. I am the award-winning giver of lame names :p Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:

Unseen +4

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Armor of the Grey Fox +3

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Resonating Shield +1

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Harp of Tranquility

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Haven Lute

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Dancing Heels

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Silence

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Cacophonic Voice +4

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Whispering Links +2

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Cloak of the Wild Singer

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Dirge +5

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Lament +5

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[MOD] IWD GUI for BG2:EE and BG:EE v1.1

i made this since i don't like original or enhanced gui design in bg games (like, at all), but think iwd:ee had quite a nice look to it. take a look at the screenshots and see for yourself if you like it. installation- download link to .rar files is at the bottom of the page (ignore the extra screenshot images). download ALL THREE parts and unrar/unzip them. copy the content of both folders into "override" folder in your bg2:ee installation folder. last, unzip the ui.rar file and copy the ui.menu file into override and overwrite the old file. that's it. to uninstall, simply delete all the files you've copied. (fastest way to uninstall would be to make a backup of your override folder before installing the mod and simply replace override folder with backup version) two warnings- 1. mod was made for 1920x1080 display with "scale UI" turned off in graphical settings. weird things could happen if you use this mod scaled or with different resolutions, but it might work for you, i don't know. 2. since UI is not scaled, i tried to compensate for microscopic small portraits by enlarging portraits in sidebar and conversations. in order for this to work, you have to install high-res-portraits mod found here : shsforums.net/files/file/1126-bgee-bgsod-and-bg2ee-high-resolution-portraits/ let me know if the mod worked for you and if you like it! :) Image may be NSFW.
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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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

Many old mods adapted for BG2EE

I have converted many old BG2 mods to add to them the compatibility with BG2EE : - Bolsa add a trader just near Ribald. - Demon Summon Ritual add a special drop (a book for summoning a demon 1x /day) to Tolgerias. - Earth of the Wood add a special drop (a wand for summoning forest monsters) to Kylan Lind the shadow druid. - IWD Item pack add items from IWD2 to Joluv. - Jan' Alchemy add to Jan the ability to "forge" new potions. - Lion Warrior kit : (ranger) no armor, no archery, grand mastery, +2 spells, minor taco, damage and CA bonus, shapeshift into a powerful lion. - Morituri kit : (warrior AND/OR paladin) no magic items except boots and weapons, combined powers of kensaï, monk and barbarian, many immunities and resistances. (Now in V5 with many fixes and engine optimisation.) - Mystigan add a trader in the Government District. - Nanstein transform the items forged by cromwell into items of over type. now in v2 : corrected (the items have a description) and with 9 (11) new items to transform (new descritions and texts only in french, sorry) - Planar Sphere teleporter : Lavok drop an item for returning to the sphere at will. (as the "Pocket Plane ability", but in SOA) - Ribald's genie : Ribald sell a flute to call a genie. The genie can create a contact or a portal to Ribald, Bernard and a Noble Merchant of trademeet. - Rolles forge many powerful+ items. Sell "interesting" things. - Ruad forge 60+ items. Components are rares and hard to collect. - Semi-Multi-Cleric add 30+ cleric/druid spells to a mage / sorcerer /bard. And special : added compatibility with IWDEE :) - Stuff of the magi : add mage items to strong opponents. Wearing all the items cause the creator to come for thems - Teleport spell : add a 7th lvl spell for teleporting the party to previous visited areas. Work for TOB areas, but not mods area. - The Unusual Oddities Shop : add a trader of overpowered items. - The under-represented item mod, classic from Wesley Weimer, add Conlan (weapons from IWD2 earth of fury mod) to the adventurer mart.

Baldurs Gate Override Mods

I'm looking for the specific files that remove the helmet animations from your characters. I know it's in the Tweaks Anthology Set, but I dont know the exact files. I did this before, but its been awhile. I also know I can just drop this(these) files into the override and BLAMO! it will work. Someone please help...

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

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.

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

EEUITweaks User Interface Mods Collection Version 2.6

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

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

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

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

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

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

Enjoy!

EEUITweaks-master.zip


Display Portrait Icon Reference File

I'm looking for the reference file (Hardiness icon) associated to the Display portrait icon (142) effect, can anyone point me in the right direction? I haven't had any luck searching the ~17,000 bam files

New Expansion Pack [Baldur's Gate Path of the Lost Odyssey]

*This Post Will Be Expanded in the Future so Stay Tuned!* [Spoiler]This is a 'Trajection' of mine that I wish to pursue as an adventure in the undertaking. *The Finite Details and Problems will be worked out at a later date.* This is a Compilation of [My Own Unique ('100% Authentic, Real it is!') Ideas / Concepts for my Own Content along with (If everything Works Out my my Content First + Community Negotiations)] Previous Modifications 'Tweaked' and given [Updated + Refined Original and New] Unique Content, e.g. [Updated + New] Unique Maps with [Loads of] Research and T.L.C. -New Custom Content that I would like in the Game [Baldur's Gate] and Some Optional Features, Quests NPCs etc. e.g Ankheg Matriarch Quest Chain. Basically this is an Expansion Pack that [Focuses on my Own Content Plus wants to give] the 'A' Quality Mods a Chance to Shine with a New 'Professional' Coat of New Features and Unique 'Twists'. That is my Ambition and I hope that it Works! [There will be Problems; Yes! (That is what Passion is for, Others Quit when 'it' is Not Easy; but the Passionate Stay).] (Updated: 2:52 PM 21/05/2014) *Goes to Work* Stay Tuned Friends![/Spoiler]--------------------------------------------------------------------------------------------- Update: One (1.1) [??:?? ?? ??/05/2014][Spoiler] I'm Currently Looking for every great modification to Baldur's Gate and as it stands there is a great chance for these 'Great Mods.' to be implemented into the Expansion Pack. Please List Other Mods than These: - Dark Side of the Sword Coast - Stone of Askavar - Dark Horizons - The Grey Clan Episode One: In Candle Light - BG1 Unfinished Business - Fields of the Dead - BG 1 Adventure Pack - BG 1 CoM Forge/Item Upgrade - The Vault - Ease-of-use Pack by Tioma - Slime Quest - Team BG's Weapon Pack - Team BG's Armour Pack - North Side of the Sword Coast - Sword Coast Stratagems - Firewalker by Jason Higgins - TUTU - BG Mini-Quests and Encounters - Russian Bonus for Baldur's Gate I - BG Mini-Quests and Encounters - Back to Baldur's Gate - Drizzt Saga Also I'm Aware of These Mods: Revised World Map http://forum.baldursgate.com/discussion/16446/revised-world-map-test/p1 Here is the Working File that I'm Personally Using: "Known Great Mods" (As a Download Below). Take Care Friends and Have Fun! (Extra: Please Help Me Out on Creating this 'Community' Expansion Pack; I Would Most Like the Support.) [/Spoiler]--------------------------------------------------------------------------------------------- Update: Two (1.2) [9:09 PM 20/05/2014][Spoiler] I wish to also make my own '100% Custom' content and THEN see if I can get the 'A' quality Mods some time in the sun. Here are Two Maps that I made Today [Actually one file but I Screenshot'ed and Cropped the two different map 'types' beside one another into more 'bite [or byte] sized' pieces with two different programs] Baldur's Gate Path of the Lost Odyssey Alpha Map: -21 New Areas -Fields of the Dead -Expanded Gnoll Stronghold [If Beam Dog Does Not] -The Bronze Mines of the Sword Coast -The City Arylon -Mintarn Islands -Greenest -More Wilderness Areas -More Settlements -More Islands! -Damn it! I Forgot the Ankheg Matriarch Quest Locations! ARRRRRG! (I guess that is why it is Called the ALPHA Map) Drink Milk Guys; preferably Goat's Milk it is better for you. Update Two Out... For Now! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Three (1.3) [2:38 PM 21/05/2014][Spoiler] Production Plan! I'm Coping my Production Plan that I Gave in a Below Comment Reply for Updating here to make Finding Content Easier for my Readers. "As for Content [A Production Plan] Goes; here is how I Plan for 'it to go' (2:36 PM 21/05/2014): 1.) Research and Conceptualize Original Content / Brainstorm + Play Baldur's Gate + Mods for Inspiration. 2.) Learn, Improve and Research my 'Production' Skills e.g. Blender + Team BG Tools. 3.) [Working Time] Over the coarse of [Insert 'X' Years Here] Time I Will Work and Develop my Original Content 4.) Internally Test and Improve my Content via Adding and Removing Content to make 'It' Better. 5.) Public Beta Release, Q & A, 'Work out Bugs' Time and general Open Mindedness for New or Better Ideas. 6.) More Work 'Ironing Out' my Original ['Improved'] Content. (Community Feed Back = Change / Improvement.) 7.) Ask for Permission to Use, Integrate and or Update ('Good') Modifications via their Original Creators. 8.) - If Allowed: Work With the Original Creators for Inspiration and Refinement. - If Not Allowed: Ask for a Compatibly Allowance and (if every thing works out) a Recommendation 'Link' Included into My/Our Content as an Optional Feature. 9.) Refine, Refine, Refine; Continue Steps 4 and 5 + 'Resource Dump' of 'Professional Refinement'. 10.) Work at Publishing... Find Monetary, Find Lawyers, Find IP Owners; Negotiation Time. 11.) Publishing Time [Left Blank for now] 12.) Repeat Step 5. + If New Content 'Happens': Repeat Step 3,4,5 and 6. If (A+) Mods Happen repeat Steps: 7,8 and 9. For now friends, just throw your comments here and ask some critical questions, no matter how harsh; One Cannot see both sides if one always stands on the sunny side of things. So Please Don't Assume my Abilities nor Claims; for now just Hope and give Inspiration if you Want / Will. Take care on that Mundane Battlefield!" Update: Three (1.3) Over and Out... For Now (Dunt-Dunnn). [/Spoiler]--------------------------------------------------------------------------------------------- Update: Four (1.4) [10:29 PM 22/05/2014][Spoiler] "How in the Nine Hells are you Going to Release this 'Expansion' ahmmn?!"- 'Giving a harsh 'Drogulative' look'. Here is the plan so Far (10:24 PM 22/05/2014) [Quoted from a Below Comment to Dee] "I see a few possible ways this 'Expansion' could be Released to the Public: Step One: [Non-Professional Alpha Release] Options: A.) Internal Development of 'Roughed Out' Unique Content with Semi-Community Testing. Create Solid Content, 'win over the hearts' of the 'desired' modders, see if I can give them some 'time in the spotlight'. Add Updated + Improved 'Permission-ed' Mods into the Rough State Release for Rigorous Community Testing. B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.) C.) I Die and Nothing Happens. Step Two: [Rise to Power or Plunder] Options: A.) Education, Experience and Adventure in the Video Game Industry. Years Later: Create and Expand a Personal 'Video Game Developing' Company for 'Other Projects' of mine + New ones that I 'befriend' along the way. Start Focusing on 'Professional Development' and 'Very Fine Construction' of the 'Expansion'. B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.) C.) I Die and No 'Professional Release'; all that is left is an empty, hollow Ambition and a Roughed Out Spine of way could have been... Step Three: ['Professional' Release] Options: A.) VERY Do-able: Free Release with Minimal Effort in the 'Law End' of things. Company Non-Resourceful. 'Fair' Near-Professional After Launch Support. No Bonus Net Profit. B.) Fairly Do-able: Free Release with Fair Effort in the 'Law End' of things. Monetary Resources Semi-Successfully Found; I become in dept but fulfilled. 'Excellent' Near-Professional After Launch Support. No Bonus Net Profit. C.) Hard, but Do-able: Published Release with Extreme Effort put in the 'Law End' of things. Resources Fully Successful, with or without a Personal Company; Full 'Launch' and Professional After Launch Support. Modders get Fair Percent of Net Profit. The Rest goes Toward Company Expansion. D.) Option C.) But the 'Law End' of things 'fell through the floor' and was unsuccessful with securing the 'rights' for a Professional Publish. Although the 'Expansion' has Professional Support and my Personal Company is backing the Development; a free Launch happens with Professional After Launch Support. Modders get nothing. E.) I Die before Full Development and Project is Unfinished. No 'Professional' Release. No Future IPs, Just third party Memories and Mysteries. F.) Option D.) Around Ten Years after Step Three is Completed: Baldur's Gate becomes 'abandon ware'; Expansion Rights Secured, new non-filler unique excellent quality content is added. New System Compatibly is Included and Packaged with New Features / Content. Full 'Launch'; Professional After Launch Support. Alive Modders get Fair Percent of Net Profit. Dead Modders' Families get Fair Percent. G.) Free Launch Happens, I die before I can Secure Rights to publish a Full 'Launch' of the 'Expansion'. No 'Professional' Launch. Modders get nothing. That is what I have going around my head; well the short version that is. I hope that above clears 'things' up, if not please ask questions; I would be more than happy to reply (Hopefully in a timely fashion). Take care my Friend(s) and Readers alike, and Thank You Dee for the Support. No matter what a person will say to you face to face; we are all Very Emotionally Insecure in our own ways and Any Support goes Miles in the Long Run. Especially with Myself with this 'Bucket List' of an Ambitious Work. See You Later." Update: Four Discontinued [/Spoiler]--------------------------------------------------------------------------------------------- Update: Five (1.5) (2:12 PM 23/05/2014)[Spoiler] Production and Fan Confidence ['Pulled' from a Below Comment] How I Currently Plan on the 'Production' of the this 'Expansion': (2:10 PM 23/05/2014) "Picture these Events that I Currently Plan (23/05/2014): 1.) Tinker Around with Concept Art and Design [Internal] with some 'Releases' of 'Roughed Out' Ideas / Concepts to you Guys. [Over all Time Frame (Through out the 'Expansion's' Development.] 2.) Any where from 8 to 20 Months [Time May Vary] from now to start the 'Very Rough, Rough Production' with a 'Sea' of Concept Behind Me. [Internal: with Screenshots, [Videos] and General Progress Reports.] 3.) [Time Unknown] After "Very Rough, Rough Production", Start 'Rough Refinement' either A.) Do it all myself with 'Open Ended' Change 'Logs'; Community Feed Back Open. B.) Me and My 'Friends' Do Option A.) C.) Release Super 'Ca rp' 'Expansion' 'Mod' and let every one down but get new Ideas. D.) [Open For new Ideas as time 'Chugs' Along.] 4.) Polish, Polish, Polish. [I could Elaborate but I would need specifics of which I plan not to assume; and I will 'Cross that Bridge when it Comes'.] [Internal] 5.) Release 'Roughed Out Version' to the General Public. [Estimated Time of Release: 2-10 years from Now.] [Public] 6.) Professional Support Acquired! [If Not, I will just need more time or I would have 'Kicked the Bucket'] -[Intentionally Left Blank.] (e.g. My Personal Development Company (Other Game Produced Beforehand). [Internal] 9.) Expansion Gets New 'Professional' Content. [Intentionally Left Blank.] [Internal] 8.) Super Professional Polish Time [Intentionally Left Blank.] [Internal] 9.) Polish Until "The Time Comes" [Intentionally Left Blank.] [Internal] 10.) 'Professional Launch' [Estimated Time of Release: 8-15+ years from Now. (Time may Vary).] Options: A.) If 'Rights' Secured: Full Professional Launch. Net Profit Divided Fairly: Bonus; not Required. B.) If 'Rights' Not Secured: Free Professional Launch. Dept: Worth it. [Public] 'This' Is my Current (23/05/2014) 'Idea' of 'Things'. Note: 'Expansion' Planned (23/05/2014) Development Stages: = 'Rough Unfinished' 'Mod' Release to the General Public for Testing Purposes. V Next: Unknown Amount of Time Passes; Years Even. V Professional Development Resources Acquired [e.g. My Personal Company with Past Experience]. V Professional Development Begins and Ends Possibly Years Later. V Time to Ask for 'Rights' with 'Work in Hand'. V Open Beta [Time Unknown]. V Professional Launch: With Profit or Not. V Professional After-Launch Support. V Encourages / Supports / Lends Assets to the Modding Community [If there is one]. V New Horizons Await! Does this Make Any Sense? Where is it 'Weak' and or do you have any Questions? I Plan to Replay if So [Hopefully in a timely Manner :P]. Take Care Friend and Have a Nice: Day / Night / Noon / Morning. [Yes, Yes I Built the 'Great Wall of China' Here...]" Update: Five Out. [/Spoiler]--------------------------------------------------------------------------------------------- Update: Six (1.6) (2:57 PM 23/05/2014)[Spoiler] Here is a Progress Report from the Front! Files Attached: Unfinished "New Items" Sheet. There is a A Larger Separate 'All Items' One with a Table and More Information and then there is a Third File with Lore and Extra Things but for now it will be the Unfinished One with JUST SOME [Minority] of the New Items. I know I'm giving the 'Crappy End of The Stick' out First but eh; all in good time. There is also a Screenshot [Censored] that has the 'Current' actually now out dated 'Expansion' Master File. [/Spoiler]--------------------------------------------------------------------------------------------- Update: Seven (1.7) (6:25 PM 03/01/2015) [Belated][Spoiler] I have some new progress Images and the links to their 'master threads'. Resigned Osprey the Fighter / Mage: Image may be NSFW.
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'Master Thread': http://forum.baldursgate.com/discussion/37893/new-non-player-character-osprey-the-fighter-mage?new=1 New Masterwork Armour! Image may be NSFW.
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'Master Thread': http://forum.baldursgate.com/discussion/38326/new-masterwork-armour-big-table-included#latest Wow, I really should update more often.. But hey I'm working on three projects all at once plus working a job! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Eight (1.8) (2:25 AM 05/01/2015)[Spoiler] I have been working on some Armour Ideas for Baldur's Gate: Path of the Lost Odyssey. Behold! Image may be NSFW.
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"I plan to remodel all of the items to have 3D models for their BAMs [Icons] instead of blurry painted ones. Also I plan to re-sketch and or fix some discrepancies or down right errors with some items in-depth sketch (e.g. Doomplate +3)" - http://withinamnesia.deviantart.com/art/Armour-Imported-From-Baldur-s-Gate-II-505041833 (This is a lot better pace than one Update Every 6 months..) Also How does one input Spoilers? (I want to compact this 'mega' post).. Also any questions? Please ASK! Away! Also Larger Parties and Garrisons (Larger Parties MUCH later): http://forum.baldursgate.com/discussion/38269/larger-parties-garrisons-now-with-drawings#latest [/Spoiler]--------------------------------------------------------------------------------------------- Update: Nine (1.9) (9:53 PM 12/01/2015)[Spoiler] New BAMs (Icons)! Image may be NSFW.
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^[Osprey's Unique Purple Two-Handed Sword +1] Image may be NSFW.
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^[Redesigned Scimitar +1] The 'New BAM' Thread found here: http://forum.baldursgate.com/discussion/38575/new-excellent-bams-for-baldurs-gate-new-item-icons#latest Peace for Everyone! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Ten! (1.10?:-P) (10:36 PM 13/01/2015)[Spoiler] (New Item: Buckler of Unexpected Might) 'Current' Dialog File: "Buckler of Unexpected Might or also less commonly know as, but rather more controversially The Existentialist's Arm. This particular buckler is very old and began its life as a mere heraldric wall adornment for a particularly wealthy noble family hailing from the trading port city of West Gate. The once proud family crest is now indecipherable from having been angrily dashed and defiled and a new overlaid symbol of the 6th Level Mage Spell Tenser's Transformation has been imprinted upon its boss. As the story goes, of which many noble Westhavian historians disagree and refute with one another for most of the records are blurry, bloodied and rewritten at best; but most can agree upon these following basic details. Around 257 to 260 DR the trading port city of West Gate also knows as the 'Gateway to the west' -from the Inner Sea to the east- was successfully invaded and the ruling powers were seized and violently replaced by pirate forces from the Pirate Isles. The inflicting upheaval of the ruling families brought much turmoil upon the city's wealthiest families of trade for they were forced into extortion and unfair trade laws and heavy taxation upon their family operations. A great deal of sources argue and contradict one another over which noble family's house has this buckler associated with its tumultuous history but most all historians will say that the buckler transformed into its current form soon after the new unfair jurisdiction of the recent self-proclaimed 'Pirate King of West Gate'. Most sources agree upon that after a particularly heavy taxation of trade was placed upon the wealthiest of noble merchant families of West Gate it caused one highly regarded noble to speak out against the heavy taxation. The following high noon the influential nobleman was slain outright by a gang of the King's pirates within the city's market in broad daylight, in view and a stone's throw from most noble trade family's major buildings of operation. This was seen by the trade families as a draconian declaration of unquestioning agreement of the new taxation or a swift heinous death. From here the story begins to fall apart and spiral into a contradiction of major details and heated debate among the leading historians of West Gate. Although a few details remain coherent and concise. Soon after the wicked and untimely death of a particularly charismatic noble of one of West Gate's influential trade families a young noble Half-Elven Mage or Arcane Spellcaster was pressured to align with the corrupt ruling party of the Pirate King or with an outside Cormyrian force wishing to overthrow the ruling party from within. The sources argue fiercely over the next few brief segments of the story but most agree that the Half-Elven Spellcaster did not choose a side and violently departed on bad terms from their noble house of West Gate. As to ask why that was in the wrong places of West Gate could result in heated shouting matches, violent brawls and even facticidal bloodshed in between of some of West Gate's more questionable of noble houses. Many believe that the once young noble Half-Elven Spellcaster is to be of the same blue blood as the last true king of West Gate and the sole survivor of the king's blood after the pirate upheaval. As a result of this violent debate there has been much clandestine bloodshed among some of the long existing noble families from time to time. Some of the noble families argue that they should rule the city of West Gate for they believe fiercely that their blood lineage hearkens back to the Half-Elven Spellcaster whom once owned this particular buckler. As to whether or not the the matter will resolve peacefully or will even subside is unknown but one thing is for certain, the magical enchantment placed upon this tiny shield is very very strong. Many agree that it would certainly make sense that only a very powerful or well trained Spellcaster could have placed the enchantment upon this particularly controversial bulwark. As to why and how such a strange and bizarre set of abilities and requirements were used for the unusual enchantment is an argued mystery. Also unknown is how it was used or how the uncommon magic was placed upon this item. There is a of great debate amongst historians and scholars alike over the usage and endeavours of said item; ranging from tales of great adventure to accountings of meek, cloistered cowardice and evasion. Either way of which one looks upon the history and the controversy of and or over this small yet surprisingly powerful buckler one can be sure that the shield is of surprising value and unexpected might, both physically and politically. STATISTICS: Armor Class Bonus: 2 Special: No Missile/Piercing Attack Protection Special: Once Per Day Cast Tenser's Transformation: Tenser's Transformation changes the caster into a heroic fighter for 1 round per level of the caster. Thus doubling the target's hit points, and giving them a +4 bonus to their armor class. All of the damage that the caster sustains takes away from the bonus hit points first. All of the wizard's attacks have the same chance to hit as a fighter of the same level, additionally the target is allowed to attack twice per round with a +2 damage bonus per attack. Weight: 1 Not-Usable By: Humans Everyone except Neutral Aligned Characters. Fighters Rangers Paladins Barbarians Clerics Druids Monks" It is intended to be a quest item / reward for Xan [To make him able to be a 'fighter' that he (supposedly) originally was before he got turned into "The only neutral mage". I 'currently' plan for the Quest to be Activated and Finished by Xan, but the party (You) can kick him after and keep the item: If one wishes:-P). Does Anyone have Suggestions? If so.. Please suggest them? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mini-Micro Update: 1.10.5 [or what ever] (Who Cares at Irrelevant O' Clock in some time in the year of 2015 ooOoO!) The Current [above] Buckler can be used by the ('Current') Non-Player Characters: -> Xan: Lawful Neutral: Elf: Enchanter -> Quayle: Chaotic Neutral: Gnome: Cleric / Illusionist -> Neera: Chaotic Neutral: Half-Elf: Wild Mage -> Deder: True Neutral: Halfling: Thief [/Spoiler]--------------------------------------------------------------------------------------------- Update: Eleven.. (1.11) (3:49 PM 24/01/2015)[Spoiler] (Osprey Attributes Increase!) Image may be NSFW.
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^ Base Attributes. Image may be NSFW.
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^ +1 Dexterity Bonus is from her Unique Purple Two-Handed Sword +1. "Osprey has now 9 Charisma, Her dexterity is still raised from 9 to 14 but her charisma is no longer 6 for the reasons of staying the same has her ill planned original version. Her 'new charisma is a result of needing to raise her likableness about that of the annoying and repulsive Quayle while also paying homage to her old dexterity value of 9; almost as 'useless' as charisma. Although to be fair if it is not 15 it can be around as low as 7 and still have the same combat effectiveness as 14. (16+14[+1]+13+15+10+9=78)" Source: http://withinamnesia.deviantart.com/art/Osprey-Character-Attributes-2-0-Sword-Equipped-509342952 [/Spoiler]--------------------------------------------------------------------------------------------- Update: Twelve! (1.12) (1:56 PM 11/05/2015)[Spoiler]I have completed a New Item BAM for Baldur's Gate: Path of the Lost Odyssey! (It is an improved version of a ring found within Icewind Dale). I christen it: Eye of the Gorgon! Image may be NSFW.
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Behold its majesty and splendor? deviantART Image Source: http://withinamnesia.deviantart.com/art/Eye-of-the-Gorgon-532378845?q=gallery%3Awithinamnesia%2F51118284&qo=17 + 'Micro Update': 7:09 AM 11/05/2015 (1.12.2?):-P Dead Man's Face. (The 6 Hour Perspective Change Helm..) Image may be NSFW.
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deviantART Source: http://withinamnesia.deviantart.com/art/Dead-Man-s-Face-Originals-Beside-Comparison-532404266?q=gallery%3Awithinamnesia%2F46496241&qo=7 [/Spoiler]--------------------------------------------------------------------------------------------- The Infamous Update Thirteen... (1.13) (6:24 AM 15/05/2015)[Spoiler] [I suppose that one of these posts was to be the 'unlucky' 13th update..] Here are some Freshly 'Reforged' Maces posted for your entertainment: Image may be NSFW.
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The Above Mace is an Actually 'Improved' Item BAM for the Original Baldur's Gate; although it is not intended as a 'BAM Trade' ('Enhanced' Edition's Longbow and Composite Long Bow BAM Swap >.>). Image may be NSFW.
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Image may be NSFW.
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Image may be NSFW.
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Image may be NSFW.
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^ Above are the Unique 'Blue Headed Maces' of +3 Enchantment. Here is the Quest Plot / Story for the Unique Maces Thus Far: "I should add a quest chain where the player within Baldur's Gate: Path of the Lost Odyssey starts a chain of encounters with a Cleric/Mage Elf and the player can steal two of three Gem stones (Jem parody somewhere?) to stop a ritual and the *Insert sub-race here* Elf takes flight with single remaining gem stone in tow and she clandestinely creates one of three maces +3 that have unique powers depending of which two tones the player took and what sole remaining ritual gem stone she has remaining of which to craft of of three possible weapons. Plot: The *Insert sub-race here* Elf Cleric/Mage want to desperately complete an 'almost summoning ritual' but she is interrupted by the player's party and has to flee. In light of her failed plans she realizes that she cannot reclaim her two missing ritual stones for they are either with the player character or with the foreign helping organization know as the their long name The Black Gaunt Hanging Tree or also they are more 'commonly' know as The Black Knights of the Gaunt Tree or just the abbreviated: Knights of the Gaunt Tree. So she instead re-focuses her efforts into creating a powerful Mace of +3 enchantment with unique power based upon what the player has 'given' her as the 'soul' gemstone in her possession after her failed 'dangerous' ritual; this new powerful mace is of course intended to end your life and any others whom wish to 'Further Interrupt' her 'Unique Ritual and her Cold Calculated Plans' Que: 1980's 'Bad Guy' reference." deviant ART Source: http://withinamnesia.deviantart.com/art/Epic-Blued-Mace-Quintuple-Colour-Reforge03-3-532596632?q=gallery%3Awithinamnesia%2F51118284&qo=13[/Spoiler]--------------------------------------------------------------------------------------------- Update: Fourteen (1.14) (4:45 AM 18/05/2015)[Spoiler] *As of (18/05/2015) Animation Restorations are being focused upon.* I will try my best to be able to add dual wielding into the Original Baldur's Gate Player Animations (I have found a solution with 'animation 3'). Also I may be able to add a new use unused Helm Animation into Baldur's Gate Enhanced Edition, and I may be able to restore more weapon variety for monster animations. Also I am thinking about a project where both the Original Baldur's Gate and Baldur's Gate II Animation are used. The Armour is speculated to work as such: -No Armour: To Be Decided / Mix for Non Recruitable Non-Player Characters. -Leather Armour: Baldur's Gate: Tales of the Sword Coast 'Leather Animation'. -Studded Leather Armour: Leather Armour: Baldur's Gate II: Throne of Bhaal 'Leather Animation'. -Hide Armour: Baldur's Gate: Tales of the Sword Coast 'Leather Animation'. -Chain Mail Armour: Mostly Baldur's Gate: Tales of the Sword Coast 'Chain Mail Animation' (Except for Rogues) -Splint Mail Armour: Case By Case Armour Animation Choice. -Plate Mail Armour: Baldur's Gate: Tales of the Sword Coast 'Plate Mail Animation' -Full Plate Mail Armour: Baldur's Gate II: Throne of Bhaal 'Plate Mail Animation'. I will try my very best to restore the old helm animations for Baldur's Gate Enhanced Edition. I will need help in 'setting it up' but I am confident that I can complete the laborious task of creating the restored helm assets.[/Spoiler] --------------------------------------------------------------------------------------------- With the Best of Intentions: Within Amnesia "Spite and Assumption Only Lead to Paths of Self-Inflicted Blight and Destruction" -Within Amnesia 2013.

BG1NPC v24-Beta

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

[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

Hello, This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.5).

Content:

Improved start screen

Background image by @Pecca.
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Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.
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Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...
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Dialog box tweaks

From here.
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Improved inventory screen

From here.
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Improved record screen

Mix between the mockup from this discussion and the 1.3 look.
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Item description tweaks

Using this scrollbar.
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You can directly identify item from this screen, you no longer have to open a popup.
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Store screens tweaks

From here and with this.
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Customize screens tweaks

From this post and with this.
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Loot screen tweaks

Use scrollbar instead of buttons.
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World map tweaks

Left click on the map icon to open the area map.
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Right click on the map icon to open the world map.
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Load / Save screens

Restore the load and save screens to the v1.3 look.
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Options screens

Restore and improve the options screens.
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Journal screens

Restore and fix the journal screens.
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Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.
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Restored confirmation prompt before un-memorizing a spell.
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Spell description is opened by right-clicking the spell and showed on the other side of the book.
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Contingency screen.
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Level-up indicator

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Other tweaks

Tooltip image from here. Back button on levelup from here. Tweak popup with modified image from v1.3:
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Fix journal popup when the text is too long:
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Pick party screen:
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There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.
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Changelog: v3.8: Remove compatibility with 2.3. Change tooltip 'World Map' to 'Area Map'. Take 'More Confirmation Prompts' into account when removing memorized spells. Tweak text scroll speed in chapter and dream. New dialog code by Adul. Spells screen. Buttons in character creation. v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v2.7: Restore adorned first letter in item and spell description. Update item description layout. v2.6: Minor tweaks. v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio. v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look. v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod. v2.2: Restore 'Pick for me' button in mage spell selection. v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel). v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position). v1.9: Journal fixes thanks to @HaHaCharade. v1.8: Fix small portrait aspect ratio. Re-add stats cheat. v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences. v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks. v1.5: EET bug fix. v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker. v1.3: Quickloot fix. v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size. v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions. v1: Mage spells screen tweaks. Weidu mod. v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD. v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area. v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen. v0.6.1: Fix scrolling. v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen. v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens. v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...) v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip. v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen. v0.1: Initial release.

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE! HUGE update for version 2! Here is the download link: https://github.com/UnearthedArcana/NPC_EE/releases And here is a link to the readme: https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue: Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows. It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian! Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out: - ranger/clerics: choose a ranger kit - fighter/clerics: choose a cleric kit - cleric/thieves: choose a cleric kit - cleric/mages: choose a cleric kit - fighter/druids: choose a druid kit - fighter/thieves: choose a thief kit - fighter/mages: choose a mage kit - thief/mages: choose a mage kit So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage. YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use. I'll keep the old v1 main post in spoiler tags, for posterity: [spoiler]What is this mod? Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB. So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.) The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief). Okay, so what are the options? Here's the list (class changes noted in parentheses): [spoiler]Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief) Jaheira: Totemic druid, or Elementalist Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair Minsc: Berserker, or Barbarian Ranger Kivan: Archer, or Stalker Coran: Sniper, or Swashbuckler Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric) Safana: Swashbuckler, or Bounty Hunter Ajantis: Inquisitor, or Cavalier Montaron: Assassin (single-class thief) Yeslick: Alaghor of Clangeddin Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric) Faldorn: Avenger, or Purifier, or Lost Druid Skie: Assassin, or Shadowdancer Eldoth: Blade, or Jongleur Garrick: Gallant, Chorister (S&S), or Meistersinger Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief) Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard) Shar-Teel: Berserker Tiax: Strifeleader of Cyric (DR) Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief Yoshimo: Swashbuckler, or fighter/thief Valygar: Mage Hunter, or fighter/thief Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage) Haer'Dalis: Jongleur, or Gallant, or Skald Mazzy: Hearthguard of Arvoreen (fighter/cleric) Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage) Keldorn: Paladin, or Cavalier Cernd: Totemic druid, or Elementalist, or Purifier[/spoiler]Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively. Can I change things around later? Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else. I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod? No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.) Great. But, don't take this the wrong way, there aren't many options. Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!) Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see. Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs. Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread. Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow. Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options! What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow! Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera. Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.[/spoiler] Cheers!
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