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[Mod] The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english v15

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This is the new release of my kits mod. Available for BG2/BGT, all EE versions, for PC and Mac. In this pack, you'll find: - A half-orc fighter kit: the hatred carrier.
On the Sword Coast, near the Ten Cities, ancient wars against the combined armies of orcs and goblins have left the inhabitants a deep hatred for these creatures. Also the half-orcs, resulting from human rape by orcs, should not exist. They are usually killed at birth. But among raped mothers, they can't help themselves abandoning their spawn, regardless of breed. And half-orcs, can still grown among humans. When this happens, these children are being grown up in secret, because population would have no pity for a bastard orc, even for a child. Grown in the dark of a cave, or a smelly attic, living under the constant fear of being discovered and killed, they have not even a social bond beside the mother teaching them the world hates them, the hatred carriers are half-orcs who have forged by an unstable mind based on a single thought: the world hates me, I hate it in return. These are brutes without a scruple that know only strength, resentment and anger. Their condition of half-orcs gives them an exceptional constitution, but their mental instability severely hampers their ability to think or learn anything. They only know how to use those "brutal" gifts and show no finesse. Advantages: - Intimidation once a day every 4 levels. This ability acts as the spell "charm person", but with a longer duration and reduced saving throws. The ability to intimidate increases in power as the hatred carrier levels up. The person intimidated like this is always hostile when the effect of this ability expires. - Roar of rage once a day every 5 levels from level 7. This ability acts as the spell "Horror", forcing all creatures surrounding the carrier hatred to pass a saving throw or risk being scared for 45 seconds. The ability to scare by Road increases in power as the hatred carrier levels up. - Fist of fury once a day every 6 levels from level 12. When using this gift, the hatred carrier puts all his aggressiveness in his attacks. He then shows so much violence and during the following 2 rounds he gains an extra attack and all attacks do maximum damage. In addition, each hit he inflicts has a chance to stun the opponent. - Indomitable: immune vs. charms - Brutal: +1 to damage Disadvantages: - Limited to chaotic neutral alignment, neutral evil and chaotic evil - Receive 10% experience points less (due to the weak ability of understanding) - -3 to intelligence, charisma and wisdom at creation (due to his chronic lack of education)
- A ranger kit: the Hunter of Vermin.
The best protected human cities insofar are never safe from the intrusion of harmful species such as rats, mold and others. In woodland cities, placed among trees, there are spiders, beetles and other giant insects that may nest in the area and disturb tranquillity. Vermin Hunters are trained with the aim to disledge and exterminate these harmful creatures. A long training in this field has provided them a natural resistance to toxins, as well as the ability to heal others. They are also able to move freely through the spider webs, entanglements and other forms of immobility. Among elves, these rangers are serving the community, while among humans, they are rather civil guards hired and paid. Advantages: - +3 to hit and damage against ankhegs, otyughs, silts and giant vermin. - At level 4, freedom of movement: immunity against webs, entanglements, immobility and slowdowns. - At level 8, immunity vs. poisons. - At level 10, immune against non-natural diseases. - At level 4 and every 4 levels, can slow poison once a day. - At level 7 and every 5 levels, can neutralize toxins once a day. - At level 12 and every 6 levels, can use "Vermin Summoning" once a day. - At level 15 and every 8 levels, can use "Giant Vermin Summoning" once a day. Disadvantages: - Can not be burdened with any armour than studded leather armour. - Can not learn any proficiency in two-handed weapons, but bows and clubs. Note: in order to match cleric, human vermin hunter must have at least 15 strength and dexterity, and 17 wisdom. VERMIN SUMMONING: At a high level, the hunter of vermin has so much experiences of harmful creatures that he can instinctively know where they are in the area and apply his skills of ranger to tame them. At every cast of this summon, up to 4 creatures will appear and join him for 2 minutes. GIANT VERMIN SUMMONING: After years of fighting the harmful creatures, the hunter of vermin is able to draw and and call to him the most feared creatures. At this skill level, he may call up to 3 creatures that will join him for 2 minutes.
- A cleric kit: the Preacher of Fire. (with unique hlas : sadistic pyromaniac OR pure elementalist)
Fire has often been admired among humanoids. Pyromancers light it for the simple pleasure of seeing it consuming all things. Mages (notably of Thay) admire it for its destructive power. Tacticians use it to scare, repel, corner the enemies. Sometimes it also happens that clerics fall in admiration for this force of nature. Some less reasonable than others may even find that power worthy of veneration. Rejecting their worshipped gods of the origins, they are deprived of their skill to cast spells of divine origin. Among these fallen priests, the most fanatics towards fire and destruction it can cause are sometimes marked by dark powers, mostly of demonic origin. These fanatic clerics then want to have back the skill to cast spells, though corrupted by the power of fire and having no more restoration abilities. The dark powers that thus boost the power into these deprived clerics make them a tool of pure and simple destruction, although they don't necessarily get in touch with them to explain... Advantages: - He gains additional spells, all based upon fire: Level 1: Agannazar's Scorcher, Burning Hands, Flame Dart. Level 2: Boiling Rain Storm, Explosion, Fire Seeds, Lava Bomb, Lower Fire Resistance. Level 3: Burning Weapon, FireBall, Fire Shield (Red), Flame Arrow, Lava burst, Melf's Minute Meteors. Level 4: Blazing, Conjure Lesser Fire Elemental, Fire Breath, Fire Form, Lower Fire Resistance II. Level 5: Ardent Mantle, Call Fire Servant, Fire Mark, Mass Protection From Fire, Pulverisation. Level 6: Aura of Eath, Conjure Fire Elemental, Detonate, Elemental FireBall, Exploding Mephits. Level 7: Fire Trap, Incineration. - He gains 10% fire resistance at level 1, then 3% for each following level. - At level 10 and all the following 3 levels, he can use "Burning Palm" once a day. - At level 13 and 20, he can charm a Fire Elemental once a day. Disadvantages: - The Preacher of Flames has not access to ANY healing, recovery or restoration spell. - He can not reject the undead. - His alignment can only be neutral, or neutral evil. - Obsessed by fire, he will never take under consideration embarking on another career. (can not dual-class) - He does not receive a divine symbol at level 21, no longer having any connection with any "god" whatsoever. BURNING PALM: Once the spell is cast, the preacher has two turns to touch his enemy, burning him for 1D6 fire damage points for two levels of the preacher. If the preacher fails to touch the enemy, the spell is lost. CHARM FIRE ELEMENTAL: The preacher may attempt to control any elemental of fire by casual contact. The target is entitled to a saving throw with a -1 bonus for every 5 turns of the preacher to stand, otherwise it falls under the control of the pyromancer for 5 turns.
- A druid kit: the Master of the Swarm. (with unique hlas for summoning even more powerful vermins and hords of vermin)
Opposing to druids who protect nature as a whole, the masters of the swarm follow an unconventional path and devote their existences to protect those who are little noticed, insects, arachnids and other undesirables. They can make themselves being understood to teeming and buzzing creatures, that they take as companions and friends. They use small arthropods for various spells, they summon the largest specimens to help them in fighting. Giant spiders sometimes are better allies than bears. This druidic branch is not widespread, teachers capable of teaching knowledge are rare. This is why full learning to these druids is long and difficult. Still, the power of the masters of the swarm is not bloodless as little possible formation pushes the most powerful of them to seek knowledge wherever it is located, and at druid meetings, teachers they encounter can exchange knowledge that go beyond the traditional teaching of druidic order. Advantages: - At level 7, can turn into a giant spider, a bark beetle and a carrion crawler. - At level 10 and the following 3 levels, can charm vermin like a ranger charms animals. - At level 12, is immune to poisons. - At level 13, can turn into a sword spider, huge spider and rhino beetle. - At level 15, is immune against swarms generated by spells such as "Insect Plague". - Have access to new spells using insects and worms: Level 1: Devouring Touch. Level 2: Giant Vermin, Mantle of Insects, Pass-through-Web. Level 3: Infestation, Lesser Nested Vermin Summoning, Spiderskin. Level 4: Carrion Summons, Giant Insect, Scent of Ankheg, Summon Spider. Level 5: Call Mastodon, Recall of the Spider, Spidery Summoning. Level 6: Parasite Plague, Spidersbane. Level 7: Extra-planar Vermin. Disadvantages: - Having rejected conventional Druidic teachings, he can not turn into animal or elemental, can not summon elemental prince and goes not gain elemental resistances at high level. - The swarm of insects on his body is not supportable under a heavy and suffocating armor, he carries no greater than studded leather armor.
- A thief kit: the Shadow Walker. (with unique hlas for enhance his magic or control the shadow)(TSR 9492)
The order of shadow walkers is a very ancient organization, whose members have a special affinity with shadows. Rumours say that the greatest masters of the order are true shadows, and that's shaped them. Whatever they are, this very special bond with shadows gives the shadow walkers a valuable benefit. Recruitment in the order is made only by appointment of masters. The initiate, if he's accepted, is paired to a mentor who is responsible for teaching him the techniques of shadows and magic associated with it. Any official member of the order knows how to use shadows to their advantage and conjures simple spells to help him in his task. The real magic of shadows, however, is only practised by the most ancient masters. Shadow Walkers are not conventional thieves. Resolutely turned towards good, they swear to use their special abilities to avenge victims. Acting as vigilantes, they hunt and beat criminals who escaped traditional justice. Advantages: - He can study all magic scrolls of abjuration, alteration, illusion and divination schools, and use magic of shadows to cast these spells like magic powers, up to 4 times per day per spell level. He masters a higher level spell every 4 levels, up to 4th level spell. - His magical skills make him benefit of a +1 bonus to his saving throws vs. wands and spells. - He sees in the dark as if he had Infravision. - At levels 3, 5 and 7 he can use "Aura of Shadows" once a day. - At levels 8, 10 and 12 he can use "Mantle of Shadows" once a day. - At levels 13, 15 and 17 he can use "Shape of Shadow" once a day. Disadvantages: - Only human, elves and half-elves can be designated. - Only a good soul can choose to follow the way of the Shadow walker. - The study of magic leaves him little time for martial training, he is a poor fighter: his THAC0 follows that of mages (-1 every 6 levels starting from level 5) and he use light weapons and short bows only. - The study of techniques of shadows goes hand in hand with his learning as thief, he receives only 20% to distribute among skills for every levelling up. SHADOW AURA: When he creates an aura of shadows, a half-magical aura covers the Shadow walker, which then has a +25% bonus in hiding. The aura can be kept a round per level. SHADOW CLOAK: When he covers himself with the mantle of shadows, the Shadow walker takes a shaded shape. In this partially translucent state, he has a +1 hiding bonus to AC and saving throws. He also gets a 50% bonus in hiding. If he stays firm for at least 1 round, he becomes invisible. While in the guise of the mantle (1 round per level) he can become invisible at will, staying firm 1 round. SHADOW FORM: The Shadow walker that uses this ability can become a living shadow. Under this shape he is almost invisible and gains a +4 to AC and saving throws. He can attack or cast a spell without returning visible, but the creatures may notice him a few moments from time to time, as a movement in the shadows. Detection of invisibility does not allow to reveal him and true sight reveals him only intermittently. If he comes to be attacked, only magical weapons can affect him. Under shape of shadow he can not use his weapons, as they ethereal they will pass through the targets without affecting them. But his touch will gain the properties of a shadow touch: 1D4 +1 damage points and strength reduction of 1 point for 2 turns when a saving throw vs. death at -3 is failed. He can remain in the shape of shadow for 1 round per level or return to normal state when he desires.
- A gnome thief kit : the Shadowmage. FRENCH ONLY. (with unique hlas for becoming a shade (quasi lich))
Parfois, l’incursion de créatures d'autres plans sur Toril laisse des traces plus ou moins discrètes. La communautés gnome n'est pas exempte de ses rencontres interplanaires, et plusieurs génération après, certaines marques profondes peuvent ressurgir de manière incongrue. Ainsi, lorsqu’un voleur gnome qui s’entraîne à se fondre dans l'ombre ressent l'impression bizarre qu'il fait vraiment corps avec elle, il peut prendre peur ou y voir une possibilité de dépasser sa condition. L'ombremage est un de ses voleur qui s'est découvert une ascendance particulière avec l'ombre. Profitant de cette manne inespérée et de son affinité particulière avec les illusions, il apprend à manipuler l’énergie sombre du demi-plan pour la modeler en pouvoirs magiques semblables à des sorts. Avantages : - Il peut lancer des sorts du registre de l'ombre et de l'illusion comme un sorcier. Il peut lancer jusqu'à 4 sorts par niveau de sorts et par jour et développe un niveau supérieur de sorts chaque tranche de 3 niveaux de voleur. - Il apprend a faire véritablement corps avec les ombres et gagne un bonus de 2% au camouflage dans l'ombre et 3% en furtivité chaque niveau. - Sa maîtrise de la manipulation de l'ombre augmente progressivement et la part d'ombre qu'il insuffle dans ses illusions de même. Il lance alors les sorts utilisant la matière d'ombre comme de niveau inférieurs à ceux des mages. Inconvénients : - Il ne peut lancer que des sorts du registre de l'ombre et de l'illusion. - Il ne peut utiliser aucun objet réservé aux magiciens. - Modeler l’énergie du demi plan de l'ombre est dangereux, surtout pour un débutant. 10% de chance moins 1% par niveau (plus aucune chance au niveau 11) chaque fois qu'il lance un sort qu'il perde un niveau d’énergie ou un point de constitution. Il récupère la constitution perdue après une nuit de sommeil mais un niveau d’expérience perdu ne peut être récupéré qu'à l'aide d'un sort dédié. - Il consacre beaucoup de temps à développer ses pouvoirs et n'évolue pas pleinement dans sa classe de voleur : seulement 15% à répartir dans ses talent de voleur à chaque niveau et 20% d'xp en moins.
- - A wizard kit: the Sorceler. (have to choose between dagger or staff)(hlas warrior/mage multiclass)
The sorceler, like the wizard whom he is very close to, has an innate sense of magic, inherited from an unknown origin such as god, demon or dragon. He can cast as him spells instinctively, that he chooses but does not learn. But he does not chose to devote himself to mysteries only, and spends part of his training in martial arts. In his hands, the traditional staff of mage becomes a deadly weapon, which he handles with a dexterity forcing admiration. The sorceler has less magic skills than a wizard, but unlike the latter, he does not lack resources when spells fail him. Advantages: +1 to THAC0 in melee every 2 levels. +1/2 to attack per round at levels 8 and 15. +1 level to staff proficiency at levels 1, 3, 9 and 15. +1/2 to attack when he gets levels of master and high master of staff. +1D2 life points per level up to level 10, +1 life point for every following level. (in EE version, have the thief hp table) +1 to saving throw vs. death every 4 levels. +1 to saving throw vs. polymorph every 8 levels. - Can use his proficiency skill points to evolve in fight style "Two Handed weapons". - Develops improved versions of some combat spells. - Can choose Hlas of fighter in addition to those of mage. Disadvantages: - No 1/2 to attack when he reaches the level of grand master of staff. - Can not use items reserved to fighters. - Ability to cast spell reduced of a spell per spell level. - Evolution slowed by the non-exclusive practice of magic: -15% of xp. IMPROVED SPELLS: when he casts certain spells, the sorceler can take advantage of improved effects, which vary according the spells: * Called Shot: extended duration: 1 round/3 levels * Armor: reduced casting time, reduced AC: -1 AC/3 levels * Strength: improved strength when casting upon himself: set at 19 * Fire Shield (Red/Blue): affected weapon: +1D8 damage
- A mage (conjurer) kit (replaces the vanilla conjurer): the Savant Artilleryman. (also install the Mordenkainen's Force Missiles spell to the game)
The spell Magic Missile is one of the representative icons of arcane magic, a good example of raw magic and one of the favourite spells of most young mages. It is no wonder that some mages focus their studies on this spell, determined to improve it more than any other. The Savant Artilleryman belongs to those, passionate about this spell due to its infallibility to hit the target. Obsessively exploring all runes and magical symbols composing the spell to break its limits, he eventually ended up developing the ability to pervert the original energy to create new effects. Embedding every facet of the spell into his mind, he becomes a true expert, able to transcend the dweomer to make a tool of major devastation. By using and abusing this spell, he forgave the principles of his school and earns a new title: he becomes a Savant Artilleryman. Advantages: - At level 3, he can surround himself once a day by a magic shield that reproduces the effects of the "Shield" spell and lasts three rounds per level. - At level 6, he can restructure the spell Magic Missile into an elemental spell. This custom spell can not be stopped by the spell Shield. - At level 7, if he learns the "Mordenkainen's Force Missiles" spell, he also begins to study it. - At level 9, he breaks the limit of the spell Magic Missile: +1 missile every 3 following levels up to 8th missile, +1 missile every 4 levels thereafter. - At level 11, his shield evolves and can stop magic missiles from wands, traps, special abilities, etc... - At level 14, he improves "Mordenkainen's Force Missiles" to be no longer stopped by the Shield spell and imposes a -2 to saving throws against the explosion. - At level 15, his Magic Missile spell penetrates more easily magic resistances: each missile has 5% chance to pierce the target magic resistance. - At level 18, his Shield sends back all Magic Missile whom he is the target. - At level 20, he further enhances "Mordenainen's Force Missiles" spell: area of impact of explosion is increased by 15% and, if the saving throw is failed, the impacted targets stay stunned for 1D2 rounds. - At level 25, he breaks the limit of "Mordenkainen's Force Missiles" spell: +1 missile every 4 following levels up to the 11th missile. Disadvantages: - He has the same restrictions as a summoner: enchantment school prohibited. - He does not have the option of improved memorization normally given to his specialization. - He does not use scrolls or wands of Magic Missile. It would be a mess, he has no control over these pre-memorized spells.
- A fighter paired to a mage kit: the Warlord. (with unique hlas : best arcanism with lvl 10 spells and magic applied to the group OR insta-magic as a sorcerer )
EXALTED FIGHTER: He is, among the fighters, a fanatic who lives only to fight, swearing only by war and dreaming only of victories. Some even more fanatical still try by all means to gain power to crush opponents. Such a fighter, if he discovers an innate magical potential, can see it as a new source of power and chooses to learn it to make use of it: if that is the case, he gains a new status: he becomes a Warlord. Advantages: - Nothing special as he did not embrace the career of mage. - To match a mage, he only needs 17 intelligence and 12 wisdom; his physical characteristics are not important. Disadvantages: - He believes that only the real weapons of war are worthy to being learned. - Obsessed by the idea of earning power, he can not be lawfull good. - Thinking about ranged fight tactics as cowardly, he refuses to use any ranged weapon. -------------- WARLORD: The warlord if a fanatical fighter who has seen his gift of arcane magic as a unique way to become a pitiless war machine. Continuing to train to combat, he has focused his discovery of "essential" magic, all that would allow him to become more powerful in combat or inflict heavy damage to his opponents. Ignoring traditional magic he forms his own panel of spells, whose whole purpose is shown in combat. Proud fighter, he does not use "loose" techniques as hiding behind invocations or fight from afar. On the opposite he does not look for nobility in battle, and therefore has no scruple about inflicting the worst torments to his targets, either mental destruction or total annihilation. Advantages: - Magic comes spontaneously to him, he can continue to lead the fight, and his fighting skills are only partly reduced: * He gains 1 additional hit point per level. * His saving throw vs. death increases by 1 every 4 levels (maximum +5). * His table of THAC0 is aligned to that of a cleric. * He can wear any amor without being bothered to cast spells (when he levels his levels of fighter). - An inner research during respited allows him to regularly discover new spells. - His skills of memorizing evolves faster than those of a traditional mage. Disadvantages: - Using gifts of innate magic, he understands nothing about arcane magic, and can not use or learn from magic scrolls. - Devoting a part of his time to train as a fighter, he can not fully evolve in his mage function (-15% xp). - Thinking about ranged fights tactics as cowardly, he refuses to use any ranged weapon.
- An elf multiclass fighter/mage kit: the Bladesinger. (TSR 2131)(can be installed without the casting malus and with an automatic mastery bonus)
Of all the elven fighters, few are as dangerous as bladesingers. They have spent their entire lives studying their weapon of choice, and have become absolute masters. In addition, they learned to cast spells while fighting, doubling their power. The sure steps of the Bladesinger do not only make him a beautiful creature when fighting, they also allow him to place in the best positions. He instinctively knows to grasp the flow of battle and draw the wise handlings that allow him to optimize his strikes. He also knows how to attract the flow of surrounding magic and convert it to his own advantage. Although he can not attack while casting a spell, he can defend himself against melee attacks thanks to it. Unwavering defender of the elven faith, the bladesinger not only has to devote himself all times to make the elven cause advance, but he must also assist any elf in need. Unless it is proved that this elf in an enemy of the Elven faith, the bladesinger must do everything to save him, even if it requires giving one's life. Advantages: - Instinctive use of best places: +1 to speed factor, +1 every 4 levels thereafter. - Superior mastery of his weapon: he can freely develop his proficiency in 1-handed long weapons, and when he becomes grand master (5 stars), he gains an exceptional bonus +1 to hit and damage. - Defensive use of magic flows: AC bonus equal to half of his own level +1. This bonus does not apply against missiles. - Combat Training: he can wear an armor without that this prevents spellcasting. Disadvantages: - Learning focused on a type of weapon: it can only be 1-handed long swords. - Learning focused on melee combat: he does not use projectile weapons. - Learning focused on 1-hand combat: if he holds a shield or a second weapon, he loses his exceptional mastery bonus and can not cast spells. - Primarily defensive magic: if he holds a weapon, he suffers from a -2 penalty to casting time. This penalty disappears if he has free hands. - Fighting Style claiming flexibility: he never wears an armor heavier than studded leather. Special: after character creation, the bladesinger automatically becomes a multi-class fighter/mage.
- A human multiclass cleric/entropist kit: the Theurgical Explorer. (Gain the symbol of Azouth at lvl 21)
The theurgical Explorer is a very hard priest of Azuth who has devoted to the sacred mission to add as many spells as possible to the great encyclopedia of Azuth. He does that for that choice to open himself to arcane magic and explore one of its most exotic branches: wild magic. If he is not the first to do so for worship, it is his deep passion for the magic that distinguishes him in the eyes of his god, and it is only when he wishes to devote himself completely to the exploration of magic in all its forms he can be given a complete change of divine abilities granted to him, in order to assist him in the mission he is given. He then ceases to be a priest to become a theurgical explorer. Advantages: - Dweomeric divine protection: his incantations can not fail: he is immune to miscast magic and Dispel Magic, and wearing an armor does not prevent him to use his mage spells. (He can still be stopped, paralyzed or muted) - Divine assistance: 100% chance of learning spells whatever intelligence level is. - Divine Advantage: -1 to casting time of spells, additional -1 at level 15. - Special Divine Spell: he can cast a special version of "Wondrous Recall", which allows him to remember two priest and two mage spells. Disadvantages: - Divine Balance: -1 divine spell memorizable by spell level. - Shared Entropy: divine spells he casts have a 5% chance to trigger an entropy Hiatus. Special: After character creation, the theurgical Explorer automatically becomes a multi-class cleric/wild mage.
The archive is here: http://www.mediafire.com/file/blf8tlifw7ki2a9/Derat%27s_Unused_Kits_Pack_v15.zip For the Blasinger, start as an elvish fighter For the Theurgical Explorer, start as a human cleric For the Sorceler, on BG2/BGT, start as a wizard with at least 15 STR/DEX and set the specific player script to gain the kit. (On EE versions, you just have to select the kit under wizard selection) Official forum for bug reporting, questions, remarks (french) : http://www.baldursgateworld.fr/lacouronne/derat-s-unused-kits-pack/ Update 05/13/17 --> V14 with many bug fixes. Check them in the updates listing. Update 10/09/17 --> a fix on Warlord (katanas usable) and Savant Artilleryman (MFM no more do fire animation), archive updated. Update 05/03/18 --> V15 with bug fixes and a new kit : the Shadowmage.

[MOD] Lighting Pack for the Enhanced Edition

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Shader Pack: Lighting adjustments for the Enhanced Edition

A visual enhancement mod for BG:EE, SoD, BG2:EE and IWD:EE

Download (SHS)

Download (GitHub)

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

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello, As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE. First introduction. [spoiler] @Gotural , @Blackraven , As announced, please find attached a first package for your beta test expertise. As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten. The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself. Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself) The various deployed objects are, by order of priority, - a patched version of an EE file - a copy of the original mod if totally new and acceptable - a copy and patched version of the original mod (because this is often required) Sometimes I used a modified inlined script rather than the original mod bcs/baf though. When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures). That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things. Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s). Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod. I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop. For this alpha20 for BG2EE only, you will find - the UTF-8 translation stuff that triggers when you install your first component (no matter which one). - As announced Improved Ilyich (a lot of work - more on this below) - Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation) - a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...) - the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested. I had the time to test almost... nothing. I verified the kit and I tested the Improved Ilyich which is the largest piece. I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one). I would appreciate if you could test 1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions. 2) dialog with Ilyich (I did test it but a confirmation would be nice). 3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead). 4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless). Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok. Comments, Insults, Suggestions: your turn. [/spoiler] Content // WIP [spoiler] The current package includes: - Improved Ilyich Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves. - The Ritual Original version converted to BG2EE with several fixes. - Improved Torgal Original version with many fixes - installed in patch mode. - Improved Sahuagin City Original version converted to BG2EE - modifications in patch mode. - Improved Bodhi Original version converted to BG2EE + fixes and modifications. - Improved Irenicus Original version converted to BG2EE + fixes and modifications. - Improved Guarded Compound Original version + fixes. - Improved Twisted Rune Original version + fixes. - "Kuroisan", the Acid Kensai Original version converted to BG2EE. - "Red Badge" Poison-Based Encounter Original version converted to BG2EE with patches. - Gebhard Blucher's Improved Mae'Var Original version with minor enhancements. - Gebhard Blucher's Lich in the Docks Original version slightly modified and converted to BG2EE. - Gebhard Blucher's Improved Demon Knights Original version slightly modified for a better deployment on BG2EE. Slightly altered AI. - Kensai Ryu's Tougher Kangaxx Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both. - Kensai Ryu's Gnome Fighter/Illusionist in the Docks Original version slightly modified and converted to BG2EE. - Kensai Ryu's Improved Crypt King Original version with a slightly altered AI. - Ishan's "Always Toughest Random Spawns in Dungeons" Original scope but rewritten and modified to select your own values. - Gebhard Blucher's Random City Encounters Original version with patches. - Kensai Ryu's Random Wilderness Encounters Original version with many fixes. - Improved Undead Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. - Gebhard Blucher's Improved Mind Flayers Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched. - Smarter Dragons Original version slightly modified. - Smarter Beholders Altered version with a few minor tweaks. - Smarter Vampires Original version. - Smarter Mages Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour). - Slightly Smarter Golems Original and Altered version to more selectively modify the appropriate golems. - Göran Rimén's Improved Nymph Original version. - Kensai Ryu's Improved Copper Coronet Original version (just twelve additional foes, no script - not the real KR version as in DSoA). - SimDing0's Improved Oasis (obsolete) Original version in patch mode. Do not use that version, use the full version from QuestPack instead. - Mike Barnes's Improved Small Teeth Pass Original version in patch mode. - Mike Barnes's Improved North Forest Original version in patch mode - a few minor alterations. - Mike Barnes's Marching Mountains Original version with small adaptations. - Slightly Tougher Demons Original version with fixes and tweaks. - Tougher Druid Grove Original version with minor modifications - patch mode. - Tougher Fire Giants Original version with a few patches. - Streamlined Trolls Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence. - Generic Archer Kit Original Kit converted to BG2EE. - Anti-Paladin Kit Altered version with fixes and without "dispel on hit with any melee weapon". [/spoiler] Latest version : alpha73 - February 21, 2016 Please consult the readme file under the eetact2 directory Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0

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Hello Everyone. I would like to announce the version 2.0 of my DnD 3.5 mod which is now also compatible with Bg2. In short this mod tries to transform Baldur's Gate ADnD rules into DnD 3.5 (with some elements of the Pathfinder) within the game engine limits. The complete description as well as the mod itself can be found at https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases Any feedback, suggestions or bug reports are more than welcome.

[mod] Innershade

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Follow a path between the trees to find a very new village to visit: the village of Innershade. It's been having some problems lately: some people disappeared, and the attacker was never seen. You must stop the guilty party, if you can. Solving the problem may be not enough; getting rid of the attacker is only one of the ways to handle this. The second is understanding the motives and past that became a great burden. In the end, you may have to become a judge of sorts. In the village, you will also find some minor problems, and even a little affair. Meet Eva, a female blacksmith with a really explosive character. Listen to Li'l Bud's tales about heroes and villains. If you are a bard, maybe you will learn a new skill from a not-too-kind minstrel. Don't forget to visit Granny Bunny, a really nice and kind elderly lady, who will tell you some stories from her past. What else can she offer? Hot tea with some jam, homemade biscuits, and a warm smile. Colours of Infinity download section

[MOD] klatu Tweaks and Fixes

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Good news, everyone! I made a mod! Check it out here. Feedback is welcome. Just post here or here if you have any problems, suggestions or comments. PS: Because so many resources are changed by this mod if fully installed, it might be a good idead to also install Generalized Biffing on top of it, in order to keep the game running smoothly. Just make sure to open your CHITIN.KEY in notepad++ and change all the "DATA\tb#gen" strings to "DATA/tb#gen" (without the ""s).

[Mod] Emily NPC for BG:EE and SoD 1.1

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Emily NPC for BG:EE
plbvxf8gym3d.png

Introduction:

You know, it's getting pretty dangerous down in the Sword Coast, and you could probably use a good archer. Well, that's me, your archer, Emily. I'm trying to get away from the dreadful politics and troubles of nobility and joining you sounds like the perfect distraction. We can do plenty of good together and maybe solve this crisis as a team. I'd like to visit my biological mother though if you don't mind in Baldur's Gate, if you ever stop by the city. I've been dying to meet her my whole life. I'm sure it will be rather uneventful. No crazy people hunting her down or anything, right?

Overview

This mod adds a new joinable NPC to the game: Emily, a archer half-elf*

She can be found outside of the Feldepost Inn. She will join any party, though if your reputation hits 3 she will leave. Her starting level varies on the players, allowing her to be picked up at any point in the game.

Stats:
  • STR: 14
  • DEX: 18
  • CON: 14
  • INT: 10
  • WIS: 14
  • CHA: 16
  • Total: 86


Proficiencies: 2 slots in longbow and crossbow.
10% Acid, Cold, and Electrical Resistance.
Alignment: Neutral Good
Race: Half-Elf*

*Emily's actual race will replace Half-Elf when it is revealed.
Quest & Relationship

Emily has 9 talks with the PC in BG:EE1. These can be considered friendship content.

The P.C can also initiate dialogue with Emily, opening even more talks that appear as the game goes on, or they can ask how she is, what she thinks about, ask for advice, or if they have progressed far enough, ask her to fletch arrows.


Currently in SoD she has a single talk via timer, and one via Player interaction.


She has a personal quest that starts once you enter Baldur's Gate.

Emily has one banter with every joinable NPC, and four with any of my NPCs. No cross-mod content is required, although if Sirene is in the party, it may impact Emily's personal quest. There isn't any crossmod banters besides my own at this time, although these are in the works.


Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Emily.exe
If you get any errors, please post in the Emily topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:


Q: Is this compatible with EET?

A: Yes.


Q: Once BG:2 content is released, do you plan on combining it as one big release?

A: Possibly. It depends if I remember to make my variables consistently unique.

Q: Is there any romance content with the PC?

A: Not in BG:EE1, but there will be in later installments. This will be male non-short races.

Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.

Q: When will the SoD portion be released?

A: The SoD portion will be released in three stages. The first stage should be set by March 9th, and will not include any talks or banters, just the joining and kicking out dialogues.
The second stage will include all content excluding banters. The third stage will include banters. The latter two will have their release dates revealed later. The Complete version of SoD content release is scheduled for May 24th.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This is vaguely scheduled to be done in September.

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.

Future Planned Content:
V1.2 Bug Fixing/Arcane Archer class option (Will require the Arcane Archer Kit to be installed). Second stage of SoD content.
V1.3 Complete SoD release
V1.? ???: Any other updates.
V2.0 SoA and ToB Release.
Future Planned Mods:

Helga, Cleric of Haela Brightaxe for BG:EE1 and SoD: May 16th

Recorder, Gnome Lorekeeper (Bard Kit) For BG:EE1 and SoD: June 5th

Note: These will be complete releases, with all BG:EE1 and SoD content ready, thus they are pushed back from the original planed April release.
Credits

Author: Skitia
Portrait: Beamdog - Neverwinter Nights
Soundset: Bioware - Neverwinter Nights

Changelog:
02/25/2019 v1.0: Initial Release.

Alternate miusic for dungeons and taverns

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New climate miusic tavern and dungeon [taken from old clasic games] tav1, tav2, tav3 dung1, dung2, dung 3 - If you want to hear it, you must change file format ogg to mp4/mp4 - If you want to instal, you must copy folder content to your directory BG1EE and folder "miusic" and replacing old

[v1.0] Mystic Fire: Arcane Paladin Kit

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The Mystic Fire is a component of The Artisan's Kitpack mod. Download it here:

Kit Description

MYSTIC FIRE: Knights of the Mystic Fire are paladins dedicated to the church of Mystra, goddess of magic. They are proficient in martial combat as well as arcane magic. Aside from traditional virtues of paladinhood, Mystic Fire Knights devote part of their lives in the discovery and study of ancient magic. Advantages: – +2 bonus to Lore per level. – May cast two additional spells per level. – +1 to Saving Throws vs. Spells. Gains an additional +1 at level 5 and every 5 levels gained thereafter. – The Mystic Fire's spells are cast as though they were a cleric of the same level. – May cast the following spells as priest spells: Level 1: Magic Missile, Shocking Grasp* , Shield, Find Familiar Level 2: Mirror Image, Web, Melf's Acid Arrow, Invisibility Level 3: Fireball, Lightning Bolt, Haste, Minor Spell Deflection Level 4: Greater Malison, Fire Shield (Red), Stoneskin, Secret Word – May use 'Shatter Spell' ability once per day and an additional use every 6 levels thereafter. SHATTER SPELL: Knights of the Mystic Fire are able to smite spellcasters and disrupt their defensive spells as well as their ability to cast magic. The next attack made by the Mystic Fire within two rounds will dispel the target's combat protections. Additionally, if the target fails a save vs. spells at -2, they suffer 100% spell failure for two rounds. – May use 'Spellblade' ability once per day from 5th level onwards. SPELLBLADE: The Mystic Fire Knight enchants their weapon for the next hour, giving it a +3 enchantment level and dealing 1d4 magic damage (+1d4 per five caster levels up to level 20) and reducing targets' magic resistance by 5% per hit for two turns. Enchantment bonus increases to +4 at 12th level and +5 at 18th level. Disadvantages: – -1 penalty to THAC0 modifier, with an additional -1 at 10th level and every 10 levels thereafter. – May not learn the following High Level Abilities: Whirlwind Attack, Greater Whirlwind Attack, Power Attack, Critical Strike, Smite – May not use Protection From Evil. – May not Turn Undead. – May not use Lay on Hands. * The Mystic Fire's Shocking Grasp works differently from the mage's. Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This modified Shocking Grasp spell allows the Mystic Fire Knight to imbue a melee weapon instead of hand. When the Mystic Fire Knight touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the attack strikes as a +6 weapon. The Mystic Fire Knight only has one charge, and once an opponent has been touched, the spell's energies have been used. The Mystic Fire Knight has 1 round per level to touch the target creature.

High Level Abilities

Extra Level 1 Spell Choosing this ability allows the Mystic Fire Knight to cast one additional Level 1 spell. Extra Level 2 Spell Choosing this ability allows the Mystic Fire Knight to cast one additional Level 2 spell. Extra Level 3 Spell Choosing this ability allows the Mystic Fire Knight to cast one additional Level 3 spell. Extra Level 4 Spell Choosing this ability allows the Mystic Fire Knight to cast one additional Level 4 spell. Arcane Knowledge An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining +1 to all Saving Throws and the ability to cast Cone of Cold, Spell Immunity, Oracle and Sunfire once per day. Arcane Knowledge II An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining -1 to casting time and the ability to cast Globe of Invulnerability, Improved Haste, Protection from Magical Weapons and Spell Turning once per day. Arcane Knowledge III An experienced Mystic Fire Knight develops more knowledge of arcane spells closer to that of an actual wizard, gaining +20% to spell duration and the ability to cast Limited Wish, Mordenkainen's Sword, Khelben's Warding Whip and Spell Turning once per day.

Imoen Romance V3.0 Release

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For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

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

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

Mod Request!

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im not sure if this is the right forum section for it but here goes there are several items that does not go inside a bag of holding and i wish that they would be able too...

for the following items

Trollblood Ioun Stone
Blood Red Ioun Stone
Spectacles of Spectacle
Gentrus's Hand Mirror
Tepid Mug of Ale

is this possible??

Item Upgrade v44 Now Available

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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 44 contains bugfixes, notably a correction to the wrong items being used to make the Incarnadine Elven Chain.

v44 Changelog:
  • Fixed bug where the Incarnadine Elven Chain upgrade asked for three fire agate gems, but actually checked and used Dispel Magic scrolls.
  • Updated the Sorcerian Ring to account for the alternate Rings of Wizardry (aka Reaching Ring) in EE/newer Fixpack games.
  • Lowercased all sound references in dialogue to fix audio issues on case-sensitive file systems.

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

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

* At the moment Siege of Dragonspear is not supported.

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

Volume 1: Baldur's Gate 1 NPC Soundsets

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

Volume 2: IWD2 Soundsets

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

Volume 3: Planescape Torment NPC Soundsets

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

Volume 4: Monkey Island Soundsets

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

The Beaurin Legacy NPC Mod for BGII:EE

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Hello everyone! I would like to introduce: The Beaurin Legacy Mod for BGII Current Version: v3.1 This modification is currently in English and includes content for SoA and ToB. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district. Portrait Artist - TamikaProud at DeviantArt Her statistics are as follows: Strength - 11 Dexterity - 19 Constitution - 12 Intelligence - 17 Wisdom - 12 Charisma - 16 As of now, the mod has only been tested for BGII:EE but should be able to work for the vanilla Baldur's Gate II and EET. Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated! Thank you so much for your time and I hope you enjoy the mod. :) EDIT: I decided to put a face to the NPC. ANOTHER EDIT: I updated the link here to direct you guys to the new G3 download page, sorry about that! The Beaurin Legacy now includes ToB! The Beaurin Legacy has a forum of its own and can be downloaded here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!

New versions of NearInfinity available

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

Download latest release

Near Infinity Wiki

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

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

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

Boaster's Original Sound Pack

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

[Kit Pack] I Hate Undead v3.1 [IWD, BG(2)EE and EET]

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Hello :) I finally finished all the kits and combined them in a single kit pack.

UNDEAD PREDATOR (Ranger Kit)

[spoiler]This ranger devotes PRO_HISHER life to hunt and destroy the undead as well as help those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they lose their tune with nature and rarely create bonds with the people around them. Pre-Requisites: STR 13, DEX 13, CON 14, WIS 16 Dual-Class: None. Alignment: Neutral Good. Weapons: Axe, club, crossbow, warhammer, longsword, maces, quarterstaff and spear. Armors: All up to and including studded leather armor. Advantages: - +2 bonus to AC, hit and damage rolls against undead creatures. - May evoke special blessings instead of casting spells. - Starts with a +1 bonus to PRO_HISHER save against Paralysis, Poison or Death Magic. Another one is given at levels 5, 10, 15 and 20. - At level 20 gains becomes immune to fear, disease, level drain and paralysis. BLESSINGS: Instead of gaining spells, the Undead Predator may cast a special form of divine spells known as blessings. Scholars haven't figured out yet if those are granted by Lathander or Kelemvor. Level 1 (Minor) - Bless, Detect Evil, Protection From Evil, Remove Fear. Level 2 (Modest) - Cure Disease, Remove Paralysis, Slow Poison. Level 3 (Major) - Death Ward, Negative Plane Protection. Disadvantages: - -2 Charisma penalty. - Can't Charm Animal.[/spoiler]

HOLY REDEEMER (Cleric Kit)

[spoiler]Being a Holy Redeemer goes beyond being ordained by some Church. It requires a lifetime of devotion, sacrifice and courage. Clerics of many faiths may become a Holy Redeemer, but this hard path is more usual within the clergy of Torm. They are efficient soldiers against the more common weapons of profane clergy: undead and fiends. Regardless of under which banner they fight, the Holy Redeemer is a force to be feared by necromancers and unholy priests. Pre-Requisites: WIS 9, CHA 12 Dual-Class: Fighter. Alignment: Lawful Good or Lawful Neutral. Weapons: As a regular cleric. Armors: As a regular cleric. Advantages: - May use Redeem once per day as a special ability, starting at level 1. Gains an additional use every 5 levels. - +3 bonus to hit and damage rolls against undead creatures and fiends. - Uses Turn Undead as a priest two levels higher. REDEEM: The Holy Redeemer pleads to PRO_HISHER deity and touches a creature. The effects are as follow: - Undead: 1d8 magic damage for every three levels of the Redeemer. Save vs. Death with a -4 penalty or is destroyed. - Fiends: 1d6 magic damage for every three levels of the Redeemer. Save vs. Death with a -2 penalty or is banned for 1 round/level. - Other Evil Alignment Creatures: 1d4 magic damage for every three levels of the Redeemer. Save vs. Death or becomes feebleminded for 1 round/level. Disadvantages: - May not create undead, resurrect the fallen or summon fiends. - Can't be resurrected.[/spoiler]

DEATHSLAYER (Wizard Kit)

[spoiler]The Deathslayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls and other undying monstrosities. Pre-Requisites: CON 16, INT 9, WIS 16. Dual-Class: Cleric. Alignment: Lawful Good, Neutral Good or Chaotic Good. Weapons: As a regular necromancer. Armors: As a regular necromancer. Advantages: - May use Soul Sacrifice once per day as a special ability, starting at level 1. Gains another use every six levels. - Does not take a 15% penalty when scribing scrolls from other schools. - Hit Die: d6. SOUL SACRIFICE: The Deathslayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER power. Using this ability the Deathslayer loses 25% of maximum Hit Points and gains the following: - +3 to caster level. - -2 bonus to casting time. - -2 bonus to PRO_HISHER Saving Throw vs. Spell and Death. The effects are non-cumulative and last until the Deathslayer is healed or one hour has passed. While this effect is active, the Deathslayer can't be affected by any mean of non-natural regeneration. If the damage taken due to Soul Sacrifice is higher than the Deathslayer's current hit points PRO_HESHE will be killed. Disadvantages: - Has the same spells' restriction as any other Necromancer. - Does not gain a 15% bonus when scribing Necromancy scrolls. - Does not give enemies a -2 Saving Throw penalty against Necromancy spells.[/spoiler]

UNDEAD HUNTER REVISION (Paladin Kit)

[spoiler]This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Pre-Requisites: STR 12, CON 9, WIS 13, CHA 17. Dual-Class: None. Alignment: Lawful Good. Weapons: Any. Armors: Any. Advantages: - May create a Holy Sword once per day for one hour (starting at level 5). - May Turn Undead as a priest of the same level (starting at level 3). - +3 bonus to hit and damage rolls against undead creatures. - Immune to hold and level drain. HOLY SWORD: Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. The Undead Hunter always uses this blade as a specialist and while wields it PRO_HESHE's under the effect of Bless. Disadvantages: - May not use Lay On Hands ability. - May not use Cure Disease ability. (IWDEE only)[/spoiler]

DEATH TRICKER (Thief Kit)

[spoiler]Sometimes seen as heroes, many other times as fools, these thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms, the Death Tricker is an expert in evading the undead, breaking into their lair and, first and foremost, getting out alive. Pre-Requisites: DEX 9, INT 12. Dual-Class: Mage. Alignment: Neutral Good, Chaotic Good, True Neutral, Chaotic Neutral. Weapons: As a regular thief. Armors: As a regular thief. Advantages: - Backstab may stun undead creatures (Duration: 1 round, Saving Throw vs. Death with a -2 penalty negates). - +10% to Find Traps and Move Silently. - May use Trick Death once per day as a special ability, starting at level 1. Gains an additional use every 10 levels. - May use Holy Trap once per day as a special ability, starting at level 2. Gains an additional use every 6 levels. TRICK DEATH: "When things go bad stay low and get out quickly". That's the first commandment a Death Tricker will learn while being trained. When this ability is used PRO_HESHE tricks the undead to see PRO_HIMHER as one of their own, being completely ignored by them. While disguised, the Death Tricker can't use items, spells or attack. The disguise lasts for 1 turn and may not work against intelligent undead. HOLY TRAP: Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Death Tricker ever confirmed or denied it. Disadvantages: - May only distribute 20 skill points per level among thieving skills. - May not use Pick Pockets.[/spoiler]

BURIAL DEFENDER (Fighter Kit)

[spoiler]The Burial Defender is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of PRO_HISHER people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe. Pre-Requisites: STR 12, CON 12, WIS 12. Dual-Class: None. Alignment: Lawful Good, Neutral Good, True Neutral. Weapons: As a regular barbarian. Armors: All up to and including studded leather. No shields allowed. Advantages: - May use the Ancient Wrath ability once per day, starting at level 1. Gains an additional use every 4 levels. - May achieve Mastery in Two-Handed Swords, Halberds and Axes. - +5 bonus to hit and damage rolls against undead creatures. - Moves 2 points faster than other characters. - -2 bonus to speed factor. - Immune to disease. - Immune to fear. - Hit Die: d12. ANCIENT WRATH: This is a special sort of barbarian rage, developed by binding a Spirit of Fury to the Burial Defender. The enraged state lasts for five rounds and grants +5 bonus to STR, +3 bonus to Saving Throw vs. Spells and Death and one extra attack per round. When embracing the Ancient Wrath, there's a 5% chance that the spirit will take control of the barbarian, making impossible for PRO_HIMHER to distinguish friend from foe. Disadvantages: - Can only become proficient in ranged weapons.[/spoiler]

GRAVE MOURNER (Bard Kit)

[spoiler]Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility to organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in grieve. It is said that whenever a Grave Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins. Pre-Requisites: DEX 12, INT 13, CHA 17. Dual-Class: None. Alignment: Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. Weapons: As a regular bard. Armors: None. No shields allowed. Advantages: - Instead of the regular Bard Song sings the Requiem. - May recite the Tale of Dreadful Deeds once per day, starting at level 1. - May sing the Song of the Beloved One once per day, starting at level 6. - May proclaim the Ballad of the Gods' Wrath once per day, starting at level 11. - May chant the Melody of Warm Memories once per day, starting at level 16. - May declaim the Poem of the Dying Conscience once per day, starting at level 21. TALE OF DREADFUL DEEDS: The Grave Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a Saving Throw vs. Spells with a -2 penalty or become deafened for 5 rounds. SONG OF THE BELOVED ONE: The Grave Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a Saving Throw vs. Spells with a -2 penalty or become berserker for 5 rounds. BALLAD OF THE GOD'S WRATH: The Grave Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a Saving Throw vs. Spells with a -2 penalty or become frightened for 5 rounds. MELODY OF WARM MEMORIES: The Grave Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a Saving Throw vs. Spells with a -2 penalty or become dominated for 1 turn. POEM OF THE DYING CONSCIENCE: The Grave Mourner speeches firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this poem must make a Saving Throw vs. Spells with a -2 penalty or become stunned for 1 hour. REQUIEM: This sad song breaks the spirit of the enemies, giving them a penalty to Luck. There is no save against this effect and the creature doesn't need to understand what the bard is singing. The penalty is -1 at level 1, -2 at level 15 and -3 at level 20. Disadvantages: - Can't learn any Bard Song, except for Requiem. - Can't get the Enhanced Bard Song HLA. - Can't get the Use Any Item HLA.[/spoiler]

CIRCLE ENFORCER (Druid Kit)

[spoiler]The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animals for aid. As a keeper of the natural order, this druid is specially devoted to defeating unnatural beings having special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death. Pre-Requisites: WIS 12, CHA 15. Dual-Class: Fighter. Alignment: True Neutral. Weapons: As a regular druid. Armors: As a regular druid. Advantages: - +2 bonus to AC, hit and damage rolls against constructs, fiends, lycanthrope and undead creatures. - May evoke Nature's Wrath, starting at level 5. Gains improved uses at levels 7, 9 and 11. NATURE'S WRATH This special ability allows the Circle Enforcer to use one of the following spells of each level once per day. I) Fireball, Icelance, Lightning Bolt. II) Ice Storm, Smashing Wave, Static Charge. III) Cone of Cold, Spire Stones, Sunfire. IV) Chain Lightning, Flesh to Stone, Whirlwind. Disadvantages: - May not summon animals to PRO_HISHER aid. - Cannot Shapeshift.[/spoiler]

PALLID MASK (Monk Kit)

[spoiler]The Order of the Pallid Mask is a group of monks at the service of Jergal who specialized in combating the undead whose existence is not sanctioned by the Church or who have proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the Church sometimes ran to profit itself. Pre-Requisites: DEX 9, CON 11, WIS 9. Dual-Class: None. Alignment: Lawful Neutral. Weapons: As a regular monk. Armors: As a regular monk. Advantages: - May invest points into the Detect Illusion ability (starts with 5%). - +2 bonus to hit and damage rolls against wizards, priests and undead creatures. - May cast Hold Undead as a special ability, starting at level 5. - May cast Repulse Undead as a special ability, starting at level 11. - May cast Control Undead as a special ability, starting at level 15. - May use Disrupt Heretic once per day as a special ability, starting at level 7. Gains an additional use at levels 9 and 13. DISRUPT HERETIC: During the next turn, every melee attack delivered by the Pallid Mask lowers the target's chance to successfully cast spells by 10% for 5 rounds (cumulatively). On top of that, undead creatures must succeed in a Saving Throw vs. Death or be destroyed. Disadvantages: - Gains an additional use of Stunning Blow every six levels (instead of four). - May not use the Quivering Palm ability. - May not use the Lay on Hands ability. - May not use the Find Traps ability. - Can't be resurrected.[/spoiler]

DREADFUL WITCH (Shaman Kit)

[spoiler]Some women decide to live on her own terms and retreat into deep forests where they commune with Nature and learn the dark secrets that land upholds. The ones who choose to pursue this source of power end up learning dread ways to cast terrible curses upon other beings. The women who master this Dark Art are called Dreadful Witches by those who are lucky enough to survive an unfortunate meeting with one of them. Obviously, only females can be Dreadful Witches. Males who try to seize this kind of power tends to die very quickly. Pre-Requisites: CON 12, WIS 12. Dual-Class: None. Alignment: Neutral Evil. Weapons: As a regular shaman. Armors: As a regular shaman. Advantages: - May cast Animate Dead once per day as a special ability, starting at level 5. - May cast Cacofiend once per day as a special ability, starting at level 15. - Shamanic Dance bestows special curses instead of summoning spirits. CURSES It is not possible to stack Curses. Every time a Curse is selected, the Dreadful Witch takes 1d3 points of magic damage and additional damage for every round that she sustains the Shamanic Dance (the amount depends on the effect). The target can make a Saving Throw vs. Death with a -1 penalty for every six levels of the Dreadful Witch to avoid the effects. Once a Curse lands, it will affect its target for at least 3 rounds. The following Curses can be cast: - Level 1 (Misfortune) Enemies take a -2 penalty to Luck. Dreadful Witch takes 1 point of damage per round to sustain. - Level 3 (Rage) Enemies go berserker. Costs 1 point of damage per round to sustain. - Level 5 (Terror) Enemies flee in panic. Costs 1 point of damage per round to sustain. - Level 7 (Madness) Enemies get confused. Costs 2 points of damage per round to sustain. - Level 11 (Emptiness) Enemies becomes feebleminded. Costs 2 points of damage per round to sustain. - Level 13 (Agony) Enemies feel unbearable pain. Costs 3 points of damage per round to sustain. - Level 15 (Servitude) Enemies are charmed. Costs 3 point of damage per round to sustain. Disadvantages: - May cast one fewer spell per level per day. - Hit Die: d6.[/spoiler]

IMPRISONED SOUL (Sorcerer Kit)

[spoiler]An Imprisoned Soul is someone who was supposed to be dead but at the moment of PRO_HISHER departure something went wrong and PRO_HISHER spirit got trapped into the body. Legends say that this happens when the process to become a lich goes wrong, but no scholar was able to confirm or deny it. As all the documented Imprisoned Souls are human and only humans can become necromancers, that theory tends to be accepted. What is known is that an Imprisoned Soul is neither dead, alive or undead, but something else: a hollow being that simply exists. Due to PRO_HISHER nature, an Imprisoned Soul is especially vulnerable to Necromancy and to magical energy. Pre-Requisites: CON 12, WIS 12, CHA 12. Dual-Class: None. Alignment: Lawful Neutral, True Neutral, Chaotic Neutral. Weapons: As a regular sorcerer. Armors: As a regular sorcerer. Advantages: - Immune to Cold damage and Level Drain. - May cast Devour Essence once per day as a special ability, starting level 3. - May cast Death Touch once per day as a special ability, starting level 7. - May cast Empty Vessel once per day as a special ability, starting level 11. - May cast Beyond the Veil once per day as a special ability, starting level 15. DEVOUR ESSENCE This ability allows the Imprisoned Soul to drain and absorb the negative energy from an undead. The non-living takes 1d4 points of magic damage for every two levels of the Imprisoned Soul (Saving Throw vs. Death for half). If the undead is destroyed in the process, its essence heals the sorcerer by 4 hit points. DEATH TOUCH The Imprisoned Soul connects PRO_HIMHERself with the Negative Material Plane and emulates the effect of an undead's touch. Being alive, however, makes impossible to control what undead will be emulated. There's a 20% chance for each of the following effects: - Shadow Touch: 1d4+1 damage, plus draining two points of Strength (no Saving Throw allowed). - Ghast Touch: 1d8 damage, plus paralyze for 5 rounds (Saving Throw vs. Paralysis negates). - Mummy Touch: 1d12 damage, plus disease (blindness and 1 damage per round during 5 rounds - Saving Throw vs. Death negate both effects). - Ghost Touch: No damage, slow and fear for 5 rounds (no Saving Throw allowed). - Vampire Touch: 1d6 + 4 damage, plus draining one level (no Saving Throw allowed). All effects bypass Magic Resistance and have absolutely no effect on undead creatures. EMPTY VESSEL The Imprisoned Soul may disconnect PRO_HISHER soul from PRO_HISHER body for a brief moment (1 turn). While in this state, the sorcerer gets lethargic, receiving a penalty of 50% to movement rate, however, PRO_HESHE is able to see the things as they truly are and protect PRO_HISHER mind against charm, fear, feeblemind, berserker and confusion. BEYOND THE VEIL The Imprisoned Soul deepens PRO_HISHER connections with the Negative Material Plane, existing in both planes at once. During the next 3 turns, the sorcerer is immune to non-magical weapons, can't be attacked by undead creatures and gains a +3 bonus to caster level and casting time. The downside is that PRO_HESHE gets even more vulnerable to magic damage (another 50% penalty) and Necromancy (another -1 penalty for Saving Throw). Disadvantages: - Suffers a -2 penalty on Saving Throws against Necromancy spells. - Has 100% vulnerability versus magical damage. - May cast one fewer spell per level per day.[/spoiler] --- The Circle Enforcer, the Dreadful Witch, and the Spirit Redeemer are fully compatible with Deities of Faerûn's sphere system and receive the follows access: * Circle Enforcer: Major: All, Protection, Combat, Air, Water, Earth, Fire Minor: Healing, Sun, Creation * Dreadful Witch: Major: All, Necromantic, Suffering, Plant, Darkness, Summoning, Earth Minor: Healing, Animal, Thought * Holy Redeemer: Major: All, Protection, Sun, Combat, Creation, Fire Minor: Healing, Moon, Divination, Vocal The Dreadful Witch component is compatible with Improved Shamanic Dance. The Holy Redeemer component is compatible with Deities of Faerûn. The Circle Enforcerer kit can be given to Jaheira. --- I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)

Link to Download

Skin for IWD1 EE/ BG1 EE/ BG2 EE

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I am not so good at English. So please be good to understand my awkward English. This is for IWD1 EE, BG1 EE and BG2 EE please follow red line. first of all, download skin.zip and.... just put in there.. and creat character, save the game use keeper, open the game change the appearance what you want... fighter male BARBARIAN => diablo2 barbarian fighter male TWOHANDED => diablo2 paladin fighter female AMAZON => diablo2 amazon MAGE FEMALE DIAROGUE => diablo2 corrupted rogue MAGE FEMALE ROGUEGIRL => diablo2 corrupted rogue (armed) Succubus => diablo1 succubus elf female cleric low => Lineage1 female lord elf female fighter low => Lineage1 female elf THIEF FEMALE BIKINI => Planescape:Torment woman ASIAN DRAGON => Asian Dragon Golem clay => baslt golem Minotaur => diablo2 minotaur UNICORN => unicorn DIABLO ABYSSAL LORD => DIABLO 2 DIABLO FIGHTER MALE WARRIOR => DIABLO 1 WARRIOR there is playing video https://youtu.be/lMYy1ZBBNJ8 https://youtu.be/lMYy1ZBBNJ8 made by 지온트, 베르모드, 라스트오브어스 https://cafe.naver.com/nextrealm/106668 http://cafe.naver.com/nextrealm/88336 ====== 2018-01-25 new version updated. ===== 2018 April 23 new version updated. ===== 2018 September 03 new version updatede (skin ver1.0) ========= 2019 2 25 updated (skin 1.2ver) ======= 2019 2 26 updated (skin v 1.25) ========= 2019 3 18 little updated (skin v 1.28) =============== 2019 3 19 little updated (skin v 1.29) ====================== 2019 April 11 "last" Update (skin v 1.3) Do you like unicorn? diablo: no diablo: hahahahaha i'm king of the world! warrior: i will stop him! Fight!! (v 1.3: d2 diablo, unicorn, d1 warrior update)
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