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Spell Revisions Bug? Shapechange not reflecting stats in readme

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Hi,

I was messing around with Shapechange (Granted, giving my character in bg1 this innate ability) and the Iron Golem and Mindflayer don't seem to reflect their stats listed in readme.

Example readme shows Iron Golem gets 2 attacks per round, and Mindflayer reduced to 1 apr. In game mindflayer still has 4 and Iron Golem only 1.

Is this because I'm testing it on bgee? Hoping to get these new updated shapechange stats added to my current runthrough with spell revisions.

[v1.2] Emily, an Archer NPC for BG:EE + SoD

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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.


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.


Currently in SoD she has six taks, and three via P.I.D. that can be seen after certain events (Joining, End of Quest, Initiated but not Active Romance).




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 all male 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: Most of the SoD portion is included in 1.2. Only chapters 12 and 13 do not have any content written.

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: Very Soon!

Recorder, Gnome Lorekeeper (Bard Kit) For BG:EE1 and SoD: Hopefully soon.

Credits

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

Changelog:
6/8/2019 v1.2:
-BG:EE(1) and SoD Changes:
-Added in an option to select Arcane Archer for Emily, or Arcane Archer/Mage. This requires the Artisan's Kitpack. If you don't have it, most likely you will end up with a regular fighter or fighter/mage respectively if you attempt to pick it. Pick the first option if you wish to use her default Archer (Ranger) kit.
-Added a Dark Theme for Emily's soundtrack.
-SoD Changes
Added a Dorn conflict. High reputation/good alignment or High Charisma can allow both in the party.
-Added in a full list of timed Talks (6).
-Complete Banters with All NPCs, at least 2 each, and with all my other NPCs, released and unreleased.
-Interjections up to the end of chapter 11.
-Miscellaneous bug fixes/spelling fixes.
-Added in an optional personal quest that can take place in chapter 11 which deals with a companion Emily was traveling with prior.

5/29/2019
SoD:
-Additional interjects throughout chapter 9 and 10.
BG:EE(1) :
-Fixed bug where Emily vanishes forever in the Nashkel mines.
4/9/2019 v1.1:
SoD:
-First addition of Sod content covering to the end of Chapter 8. This includes interjects, a timed talk, a single P.I.D. Talk, most banters, and more. Emily will have a small personal quest available in future content.
-Revised Talk 1,6,7, and added a talk 8 and 9.
-Repositioned certain quest NPCs.
-Additional banter with Rasaad and Garrick.
-Revised Emily's fletching. No materials required, though a max of 12 bundles of each special arrows can be made through BG:EE to SoD (The same variables are used, they should persist from a final save).
-Emily can Craft Ice arrows and Bolts in SoD. This will require a P.I.D. talk if she hasn't talked about crafting before in BG:EE(1).
BG:EE(1):
-Additional Interjects added across the main storyline, sometimes dependent on player dialogue selection.
-Bug/Grammar/Spelling fixes.
-Fixed incorrect lines occurring for certain dialogue.
-Added an optional music download. These will play during her BG:EE(1) Talks, though not SoD Talks. This may be expanded in future updates, but will remain optional.
02/25/2019 v1.0: Initial Release.

Northern Tales of the Sword Coast (NTotSC) for BG:EE (and BGT and EET) - Download

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NTotSC for BGT, BG:EE, and EET Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other. This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are: -for BGT/EET: version by k4thos -for BG:EE: version by Red Carnelian (this mod is still beta, too). To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, this is no longer needed, thank you to AstroBryGuy for providing the worldmap tweak! Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated. All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.1.0. Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss. Download NTotSC latest release Official download at SHS

Looking for people to create with:-)[Discord].

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Hello I am looking to work with people on new Baldur's Gate content (like a dungeon or N.P.C. something). I have this discord server where people can come and talk about making content (if they like): Discord server invite link address: https://discord.gg/pfmybNM . Also I have made new modules for Baldur's Gate: https://forums.beamdog.com/discussion/73749/extra-expanded-enhanced-encounters-module-download/p1 and hopefully finish https://forums.beamdog.com/discussion/71447/baldurs-gate-arms-and-armour-emporium/p1

The more people I find working on something the more fun it can be and more fun = more productivity when creating new things together. I know that there are people on here I am just wondering how to make some friends. Being with like-minded people seems to be the fullest way to create a good experience both as developer working and as a player enjoying the finished product.

I have my tank game progressing with a new ballistics engine from the shared fun on my tank game discord server (with an international community). So I figured to try the same strategy here and see how it pans out :- ). If anyone has any question please feel free to ask; the more the merrier. Go for the eyes Bo!

[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.

[v1.0] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class. WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power. CLASS FEATURES: – May not wear armor heavier than chain mail. – May not equip shields larger than bucklers. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – Thieving abilities: Pick Pockets. – Eldritch Lore: The warlock gains 10 base Lore per level. – May cast Invocations. – May use the Eldritch Blast ability at will. ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it. As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms. 3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast. 7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path. 11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies. 15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage. 19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage. – 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35. – 8th level: The warlock regenerates one hit point per three rounds. – 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40. – 16th level: Regeneration rate increased to one hit point per two rounds. – 22nd level: Becomes immune to non-magical weapons. – 24th level: Regeneration rate increased to one hit point per round. – Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil. – Hit Die: d6 Invocations & High Level Activities Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

NEW ITEMS

Three new items usable by warlocks only are added to Baldur's Gate. In BG1, they can be found in various parts of the Sword Coast, while in BG2 they can be bought from Ribald at a high price. Darkfire Gauntlets
This pair of black iron gauntlets was enchanted by a powerful warlock, using infernal magics to combine the contradictory elements of fire and ice. Those same enchantment prevent its magic from being accessed by anyone other than a warlock. STATISTICS: Charge abilities: – Darkfire Shield (Fire Shield Blue and Red) once per day Range: Self Duration: 1 turn Equipped abilities: – Casting Time: +1 – Fire Resistance: +20% – Cold Resistance: +20% Weight: 2 Location in BG1: Sorcerous Sundries
Frozen Ring of Stygian Winds
The frozen sea of Stygia is a deathly cold place. Once, eons ago, the archdevil Asmodeus imprisoned the Prince of Stygia, Levistus, within a tomb of impenetrable ice as punishment for a slight against him. The Lord of the Fifth's icy prison was reinforced by the cold winds of his plane, and although the devil's minions chip away at the ice without rest, for every inch they break, two more inches build from the sleet and snow constantly blowing across its surface. This ring is suggested to be chiseled from a piece of the Prince of Stygia's prison, and contains significant power of its own. STATISTICS: Equipped abilities: – Cold Resistance: +50% – Physical Resistance: -15% – All cold damage inflicted by the wearer is increased by 40% – May only be removed with a Remove Curse spell Weight: 0 Location in BG1: Dezkiel in Ice Islands
Hellfire Blade of Azythanoth +2 (may be upgraded by Cromwell)
The blade of this weapon appears dull and useless in the hands of a regular wielder. When drawn from its sheath by a warlock, however, it becomes engulfed in a blazing hot tongue of flame, impossible to extinguish by any normal means short of resheathing it. The markings on the weapon's hilt are words in the Abyssal language, suggesting its origin from the Nine Hells. The raging hellfire that empowers this blade burns through metal and flesh, and maims even those resistant to regular fire. Even being close to the flames makes one feel drained and weak. STATISTICS: Equipped abilities: – All fire damage inflicted by the wielder is increased by 20% – Constitution: -2 Combat abilities: – Deals an additional 2 points of unmitigated fire damage per round for 3 rounds on a failed Save vs. Death at -2 THAC0: +2 Damage: 2d4, +2d6+2 unmitigated fire damage Damage type: slashing Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 Location in BG1: Death Knight in Durlag's Tower

General mod Questions thread

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Hello, ladies and gentlemen. We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place. - Site staff

Latest mods?

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Hi, getting ready to re-install and I really like to mod up my game.

I usually go here, http://baldur.cob-bg.pl/bg1ee-mody and then poke around in G3, SHS, etc. for new mod talent.

Is there a place where mods are viewable by date of release, or at least sortable that way? My last time through was January so I'm interested in what's new since then. I'm especially interested in Paladin & Cleric mods and those that bring my game as close to original AD&D, 1st, as possible. Thanks, CT

Would there be any possibility of an update to TB Tweaks mod?

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EDIT: I'm talking about "The Bigg Tweaks" mod, which is hosted over on Spellhold (here)

I know the author seems to be busy, but I'd love to see if something can be done to have some of the tweaks from that mod available in the EE (if that's at all possible, I mean...)

I posted about this on spellhold too (mod's home,) just in case there's still someone alive over there :)

I used to play with this mod installed back on the classic versions, and I always loved the 'Mages have spell books' option (which also was talked about in this other thread recently, that what's made me remember about it!)

So I'm specially interested in that particular component mostly which requires ToBEx and thus can't be installed on the EEs engines... but I've heard that some of the features provided by ToBEx were adopted/absorbed into the EE engines (IIRC... at least) so there might be a slim chance that the ToBEx features required by that component could be already present in the EE games? Haven't been able to find specific documentation about which feature were implemented and also I'm not savvy enough to know which particular features this mod requires either.

Other components seem to install correctly (haven't tested many, honestly) and I know for sure that at least the "Gain stats as you level up" works since I've installed recently and when I imported a high level character into BG1 for testing, the dialogue for increasing the stats triggered when the game started.

I'm just poking around mostly, hitting the trees and looking to what kind of stuff it falls from it at this point :tongue:

EDIT2: I guess I should have provided a link to the mod, right? *Duh*
EDIT: typos

Are Level Cap Removal Mods Broken For The GOG Version of BG:EE?

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I've tried every level cap mod I can find but none of them work. Anyone have any success on this? I'm on a Windows 10 machine.

How to use custom portraits (BG1, BG:EE, BG2, BG2:EE, IWD, IWD:EE, IWD2)

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Welcome! In this guide I’m going to show you how to create and select your own portraits for all Infinity Engine games (Baldur’s Gate and Icewind Dale series, Original and Enhanced Editions). In the Infinity Engine games, portraits are shown in the Record screen (large) and in the sidebar (small). To give your character a custom portrait, you will need either one or two image files, depending on the version of the game you’re playing (original or EE) and on whether you want the small and large portraits to look different from each other. Please note that whenever I mention “the originals” this includes Icewind Dale II, since it doesn’t have an Enhanced Edition. For the original Baldur’s Gate and Icewind Dale games, you need two images (large and small). For the Enhanced Editions, you need only one image (large), unless you want the sidebar portrait to look different, in which case you need the small one as well. There are five easy steps for using custom portraits:
  1. Crop your images to the right dimensions,
  2. Save them in the BMP format,
  3. Make sure the file names are correct,
  4. Put them in the Portraits folder and finally,
  5. Select them in the game
FAQ:

1. Crop your images to the right dimensions

The dimensions of your portraits (width x height, in pixels) should be as follows:
  • BG, BG2, IWD (Original): 110 x 170 (large), 38 x 60 (small)
  • IWD2: 210 x 330 (large), 42 x 42 (small)
  • BG:EE, BG2:EE, IWD:EE: 210 x 330 (large), 54 x 84 (small)
  • To tell the truth, portraits with dimensions other than these will work in the EEs as long as they’re not over 1024 pixels wide. However, they will be squeezed (or stretched) to fit (or fill) the portrait area if the aspect ratio is not right.

2. Save your portraits as BMP images

Your portrait images need to be in the Bitmap format (BMP file extension). This shouldn’t be a problem – pretty much any image editor will let you save in that format. Remember: simply changing the file extension by renaming it (from PNG or JPG or whatever) will not work. You must save the image as a BMP.

3. Name your portrait files properly

For your portrait files to appear in-game, you need to follow some naming conventions: For the original games:
  • Filename can’t be longer than 8 characters
The Enhanced Editions are finicky about portrait filenames, so there are more rules:
  • Large portrait files always end with an L
  • Small portrait files always end with an M
  • Filename can’t be longer than 7 (seven) characters (including the L or M size letter)
  • Avoid special characters (underlines are okay, though)
Due to a bug in the EEs, filenames can't be longer than 7, instead of 8 characters. Remember that in the EEs, in order for a character to have a different small portrait, the name needs to be identical to the large one (except for the L and M letters, of course).

4. Put your portraits in the “Portraits” folder

Now that your custom portraits are ready to go, you have to put them in a folder where the game can find them. This folder is always named “Portraits” and its location varies depending on the game. If you’re playing the originals, go to your game installation folder. If you don’t know where that is, check out the tips inside the spoiler tag. [spoiler]GoG version If you have used GoG Galaxy, you can go to the installation folder by selecting your game in the client and clicking More, then Manage Installation, then Show Folder. If you have used the Classic Installer, the default install location is a folder named after the game, under C:\GoG. CD/DVD version (original games) The default install location for the CD/DVD versions is a folder named after the game under C:\Program Files (x86)\Black Isle. By the way: if you’re using Windows Vista, 7, 8 or 10, I strongly recommend you to reinstall the games anywhere outside of the Program Files folder. These modern versions of Windows (excuse me for calling Vista “modern”) have User Account Control, which will make your saved games hard to find (tucked away in a hidden folder) and cause problems when installing mods. If you still can't find your game folder: There’s a last resource - use the search function of your operating system to look for a file named CHITIN.KEY. Any folders that contain that file are Infinity Engine game installation folders. If it doesn’t find anything, make sure it’s looking inside system/hidden folders.[/spoiler] If you’re playing the Enhanced Editions, find the folder named after the game you’re playing (“Baldur’s Gate – Enhanced Edition”, “Icewind Dale – Enhanced Edition”, etc.) inside Documents (Windows), Libraries\Documents (MacOS) or ~/local/share (Linux). Create the Portraits folder in there if you don’t see one and place your portrait files inside it. Make sure the game is not running when you do it. If it’s too late for that, just restart the game.

5. Select your portraits in the game

When creating a new character:

In the originals, once you get to the portrait selection menu, click the Custom button to open up a window in which you can select your large and small portraits from a list. In the Enhanced Editions, your custom portraits are placed along the stock portraits, at the end of the list. All the custom button does is to pop up an incomplete explanation that’s probably got you googling “baldurs gate how to use custom portraits”. Click the left arrow to see them right away. If you have included a small portrait, it will show up automatically on the sidebar.

When you have a game in progress:

Go to the Record screen and click the Customize, then Appearance to bring up the portrait selection menu. Then follow the steps from “When creating a new character” above.

When you have an exported character:

When you start a new game with an imported character (or add them to your party while playing the original IWD), there’s no way to change their portrait from the Character Generation menu. You’ll have to start the game and then follow the steps for “When you have a game in progress”. After that, you may export the character again so you’ll have a copy that uses your custom portrait. Alternatively, you can use a game editor such as EEKeeper to open your exported character and change their portrait. If playing the originals, you need older editors: Gate Keeper (BG), Shadow Keeper (BG2) and Dale Keeper (IWD) or Dale Keeper 2 (IWD2).

FAQ

Help! My portraits don’t appear in-game

Check again - does the filename have 8 characters or less? In the EEs: Is one of these characters the letter L or M? If you only have a file ending with M, it will not show up in the portrait selection screen. As I said earlier, the Infinity Engine is often finicky with filenames. I’ve seen people say they’ve had problems with using spaces, special characters, numbers and even mixing uppercase and lowercase letters. Try using only uppercase letters. The BMP files also need to be 24-bit. That’s usually the standard when saving BMP files, but depending on the image editor you’re using, you may want to double-check to see if there’s a prompt that lets you save it as 32-bit. If there is, save it again and make sure to choose either 24-bit or a lower value. Finally, if you’re in the EEs and using an image that’s bigger than 210 x 330 pixels, make sure it’s not wider than 1024 pixels.

I don’t know how to crop or resize images. Can you help me?

If you don’t know how to crop or resize images using an image editor, don’t worry. You can do that online in just a couple of minutes, no experience required. The site I recommend is ImageSplitter because it’s easy to use, requires no registration, doesn’t ask to use Flash and most importantly, already lets you save your image in the correct format (check step 2).

I don’t know how to save or convert images to BMP. Can you help me?

As I said in step 2, pretty much any image editor will let you save your image as a BMP file. If that’s not the case, or if your files are already in the correct dimensions but in a different format, converting an image is easy:
  • If you’re on Windows, open the file in Paint (or Paint 3D) and use Save As to save it as a Bitmap.
  • On MacOS, it’s even easier – you can Save As from the image preview or the Photo app.
  • If you’re on Linux, there must be a Microsoft Paint equivalent, such as Pinta or gnome-paint. In any case, you can always use an online converter such as this.
That’s it! Let me know if you have any questions. Happy adventuring.

[v1.3] Kale, a Halfling Barbarian for BG:EE + SoD

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Kale NPC for BG:EE
8wa5y37pzix1.png

Introduction:

Name’s Kale mate, hero of Gullykin. Well, self-proclaimed and all that. You won’t find a tougher, stronger, or faster halfling in the entire village, let alone the region. I've cracked down on bandits, monsters, and scoundrels for glory, gold, and girls, and I’ve earned my full share of tales for it. They’re only slightly dramatized, too! I’ll be a delightful hand of yours if you’ll have me on, doing whatever you need. Doesn’t always have to be saving, if it doesn’t profit our legacies of heroes, what’s the point? They’re all going to die anyway, right? Should only take the big tasks, and I think your personal dilemma is quite suiting.
You can find me in Gullykin, outside of my mother’s burrow. She’s getting on in age, but she won’t mind me leaving. Got a brother too, bit of an idiot, who finds himself in trouble with money a lot. But we don’t need to help him, I say let him handle his own problem, yours is far more interesting and perilous.
So come on, adventure awaits!

Overview

This mod adds a new joinable NPC to the game: Kale, a barbarian halfling.

He can be found in Gullykin, outside of a burrow at the north transition.. He will join a PC of any alignment, but low reputation parties will have a problem keeping him if it hits 1 as per all neutral NPCs.
His starting level depends on the player's, allowing him to be recruited early or later in the game.

Stats:
  • STR: 16
  • DEX: 17
  • CON: 18*
  • INT: 11
  • WIS: 9
  • CHA: 12
  • Total: 83

Proficiencies: 1 slot in Two Handed Sword, Two Handed, Sling, and Halberd.
Alignment: Chaotic Neutral
Race: Halfling

*Kale has a personal cloak giving an additional +2 con. This cannot be unequipped.
Quest & Relationship

Kale has 13 talks throughout the course of SoD. In SoD the relationship can become more romantic depending on player choices, so long as they are a dwarf, gnome, or halfling of either gender.


The P.C can also initiate dialogue with Kale, opening even more talks that appear as the game goes on, or they can ask how he is, get his opinion on what to do, or ask about a companion.

He has a simple quest that will start as time passes, or if you speak to his parent. He has a second quest that can be started around chapter 10 for SoD upon coming across a former flame from Kale's past.

Kale has at least one banter with every joinable NPC. He will begin to court Alora if their banters progress far enough and they are in the same party, though as she does not appear past BG1, this relationship will only last temporarily.

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-Kale.exe
If you get any errors, please post in the Kale 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, it should be. If you have any issues let me know.


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 BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This should be sometime around 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:
V1.4: Additional Crossmod Content/Bug Fixes and tweaks.

Future MoDs:
Helga, Cleric of Haela Brightaxe: June (Hopefully!)

Recorder, Gnome Lorekeeper (Bard Kit): July

Credits

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

Changelog:
06/17/2019 v1.3
-Content up to the end of SoD.
-Additional 3 talks in SoD.
-Many bug fixes.
-Kale should transition through every place in the game as needed, and be removed from the party when appropriate in the story.

05/08/2019 1.21:
-Fixed a few bugs with Banter progression.
-Removed unneceessary BDBaldur modifications.

05/04/2019 v1.2:
-Second expansion of SoD content covering to the end of Chapter 10. This includes interjects, 3 talks, another P.I.D. talk, complete banters, and more.
-Added optional music download which will add music to BG:EE Timed talks.
-Added conflict with M'khiin.
-Kale should now transition to all camps, including the coalition camp in chapter 10, if not in the party.
-Fixed several bugs/grammar/spelling errors.

03/12/2019v1.11:
Fixed a minor bug with Kale's banter with Faldorn popping up incorrectly.

03/09/2019 v1.1:
-First addition of Sod content covering to the end of Chapter 7. This includes interjects, a single P.I.D. Talk, a few banters, and more.
-Revised Talk 5 leads to a short-mini quest in place of it's previous form.
-Additional Talk with Montaron and Alora, and Fixed bugs in Party Banters and relationship checks for Alora/Kale.
-Additional 17 Interjects (I_C_T/I_C_T2), mostly across the main storyline, sometimes dependant on player dialogue selection.
-Bug/Grammar/Spelling fixes.
-Revised Changelog Style and Future Planned Content.
-Added "Is it compatible with EET?" Q and A under general questions.
-Special thanks to @kyudosha, for their helping and testing.

02/25/2019 v1.02:
-With the release of Emily NPC, updated Kale's banters with Emily to use the correct variable to check for race.

02/21/2019 v1.01:
- Several missed spelling errors fixed. Thanks for the aid, AionZ!

02/21/2019 v1.0:
-Initial Release.


[v1.3] Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD

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Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD
m1yy73zlffay.png
Intro:

Listen here, peasant. I am Vienxay of a noble, powerful, and illustrious elven house. The eldest of my sisters, I had quite the prestige and influence in Evermeet’s high social circles. Then, I was set up, framed for murder by my master, who was secretly a practitioner of Shar’s shadow weave. Now, I am tracking her down, and I will have my vengeance. With a small bit of your help, of course. Find me outside the Friendly Arm Inn if you wish to aid, I tire of being idle in these human lands while she still remains at large. You’ll find no better mage, or thief, for I excel in the magic of Mystra’s weave, with the innate gift of shadow magic. I am an obvious choice.

Overview

This mod adds a new joinable NPC to the game: Vienxay, a Mage/Shadowdancer.

She can be found outside the Friendly Arm Inn. Due to her evil alignment, she will leave parties of 19 or 20 Reputation, unless her quest is complete, in which upon reaching 18 reputation, there is a chance to shift her alignment to neutral.

Her starting level and spells vary with the players level, allowing her to be recruited at any point.

Stats:

STR: 13
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 79

Alignment: Neutral Evil
Proficiencies: 1 Dagger, 1 Dart

Vienxay starts with custom gloves that give her 20% bonus to hide and move silently, 15% to pickpocket, and 10% to open lock. These cannot be removed.

Quest & Relationship
Vienxay has 13 talks with the PC over the course of SoD. If the player chooses, and is a male elf/half-elf/half-orc/human, they can attempt a deeper relationship.

The P.C can also initiate dialogue with Vienxay, opening up a variety of options that vary as the game progresses.

Vienxay's quest requires the party to track down and attack her master. There are multiple resolutions to most dialogues within the quest. 16+ Charisma can be useful to persuade Vienxay to stay if the player constantly chooses options that displease her during the quest.
Chapter 4 is required to be able to complete it.


Vienxay has no true quest in SoD, though there is an opportunity presented for her to delve into the Shadow Weave once more, learning a new spell.

At the end of this quest, depending on player choices, it is possible to change Vienxay's alignment.

Vienxay has at least one banter with every joinable NPC.
Vienxay also carries several crossmod banters with my other NPCs, Kale and Emily, and with the upcoming Recorder and Helga.

Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Vienxay.exe

If you get any errors, please post in the Vienxay NPC topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:

Q: Can I request crossmod content with a favorite character?

A: Yes. I will do my best to contact the author first. If they do not respond I will write up banters between them.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. ETA is around 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:

V1.4: Crossmod and Tweaks.

Future Planned Mods:
Helga, Cleric of Haela Brightaxe: June

Recorder, Gnome Lorekeeper (Bard Kit): July

Change Log

06/17/2019
SoD:
-Expanded Vienxay's talks from 4 to 6.
-Added content through to the end of the game.
-Fixed timed conversations that were not occuring.
-Various bug and spelling adjustments.
6/4/2019: v1.2:
BG:EE:
-Fixed Vienxay having the incorrect versions of spells.
-Gave Vienxay a conflict conversation with Baeloth. Having them all in the party is still possible with the right conditions.
-Adjustments of spelling/grammar.
-Made the location of Vienxay's master more clear in her quest.
-Added music to play during her talks.
SoD:
-Content through the end of Chapter 10.
-4 Additional Talks.
-Full set of Banters for all SoD NPCs/Skitia NPCs.
-Crossmod with Ishi
-Many interjections
-Conflict with Baeloth/Minor conflict with Viconia. Having them all in the party is still possible with the right conditions.
-A minor personal quest. This can only be started/completed in chapter 9.
-Shadowbolt no longer has a save.
-Vienxay no longer starts with Shadowbolt, this is determined by the outcome of her personal quest.
-Additional P.I.D. Content: New talks, and Vienxay can now be asked about more custom NPCs.
-Set up Vienxay's movement across chapters.

3/24/2019: v1.1:
BG:EE:
Fixed a conversation bug with crossmod Emily.
Fixed wrong dialogue popping up with Towncrier.
Removed Wandcrafting.
Expanded Final talk, redid 5th talk.
Added several interjections with story important NPCs.
Added crossmod for unreleased mod Recorder
Fixed level one bug that was granting an illegal level up for Shadowdancer.
Fixed spell slot issue, Vienxay should now follow mage/thief guidelines with spell slots and not be treated as a special class.
Fixed Nashkel mispelling.
Fixed other minor text issues.
Adjusted final boss battle.
Removed Instant Death for Apprentice Lacius, he is now a short battle like the rest of the apprentice.
SoD:
Vienxay now spawns in the cell of the Flaming Fist. It is not required to talk to her here to get her to come along, she will join under the terms of release for criminals in return for service to the Dragonspear expedition.
Added interjections and content spanning through chapter 7.
Some scripts are in place already for future chapters to allow faster updates.

Added a new spell: Shadowbolt:

Shadowbolt
(Illusion)
Level: 4
Range: 40
Duration: Instant
Casting Time: 2
Area of Effect: 1 Creature
Creature
Saving Throw: Spell for Half
This Shadow Weave spell is similar to magic missile. Shadowbolt creates up to 11 cold, airy missiles, which dart from the wizard to the intended target.
Each missile does 1d6+1 magic cold damage. At 7th level this is seven missiles, at eigth this is eight, ninth this is nine, tenth this is ten, up to eleven at level eleven.
While potentially more powerful, unlike magic missile, each bolt can be saved against for half damage, has less range, and is ineffective against cold immune creatures.

v1.0: Initial Released Version of Vienxay NPC.

[MOD] High Power Baldur's Gate Version 1.7

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High Power Baldur's Gate Version 1.7

Download

High Power Baldur's Gate is a big mod for Baldur's Gate: Enhanced Edition. It gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The goal of the mod is to make Baldur's Gate 1 feel new and interesting! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play around with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities. NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. The NPCs also have other things that make them special. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this. The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises. The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt. And, Quayle, of course, has 25 Intelligence. Although the enemies you face are much more powerful, I tried to avoid spectacle creep as much as possible. For the most part, this mod doesn't pit the party against monsters generally associated with epic level such as balors or liches. Instead, you will usually be facing the same enemies you would in the normal game, except that this mod makes them much stronger. In version 1.6 I did add a dragon to the game, but it's only a juvenile dragon. More interesting items! The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique. Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items. The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item. The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod. More interesting spells! Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better. And various other things! I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more. Additional components Aside from the main component, which installs most of the changes in the mod, there are currently 26 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them below: [spoiler] - Make it so that Resist Fear does not remove fear and Remove Fear does not protect against fear Fear in Baldur's Gate 1 is not a well done mechanic. Since there is a level 1 priest spell that makes the whole party completely immune to it for a whole hour, there is no reason to ever be affected by fear if you have a priest. Not to mention that making immunity to fear this accessible mostly obseletes the unkitted bard song, which is almost entirely meant to prevent fear. This component makes Remove Fear and Resist Fear less powerful by making them only do what their names suggest. This component does not affect the Cavalier's ability. - Allow the damage from multiple Writhing Fog spells to stack Normally, if someone gets hit by Writhing Fog, they're immune to other Writhing Fog spells for 1 round. Part of the fun of a Shaman is being able to spam spells over and over, so it's weird that the effects of multiple Writhing Fog spells don't stack. Depending on your playstyle, this component could make the spell more fun to use but possibly also more of a cheese tactic. - Make the Friends spell set Charisma to 20 rather than increase it In this mod, I wanted 25 Charisma to be something you'd work hard to get (through stat-increasing tomes). By the end of the game, one of your characters might have 25 Charisma through the use of these tomes. I think that being able to get 24 Charisma right at the start of the game with little effort is anticlimactic. - Adjust charisma-based store discounts This component decreases the store discounts for medium Charisma scores but lets the discount keep getting larger past 20 Charisma. Since characters can now get 25 Charisma through means other than Friends, I wanted to give them something for it. The discounts are as follows: Charisma Discount 11 1% 12 2% 13 3% 14 4% 15 5% 16 7% 17 9% 18 11% 19 13% 20 15% 21 17% 22 19% 23 21% 24 23% 25 25% (for comparison, in the unmodded game 25% is the largest discount you possible, which you get if you have at least 20 Charisma) - Give all classes four weapon slots The extra weapon slots can only be accessed through the inventory screen, but you can still equip weapons in them. - Remove helmet animations This component lets you make all helmets invisible, with the exception of nonmagical decorative helmets if you so choose. If you choose to have decorative helmets be visible, there is also a special visible version of the basic horned helmet, which is carried by Ajantis and dropped by most hobgoblins. - Increase chance to learn spells I don't know if this component will be everyone's thing, but it's something I prefer personally. I hate the mechanic of failing to learn a spell, because it ruins the satisfaction of obtaining a cool new scroll. The component has two options: either it sets the chance to learn a spell to 100% for all Intelligence scores between 9 and 24 (the chance at 25 Intelligence is 150% as always), or it sets the chance to 150%. There are sometimes some hidden penalties applied to the chance to learn a spell, so even if you supposedly have a 100% chance of success you can still fail. - Modify Fighting Styles This component modifies Single Weapon Style, Two-Handed Weapon Style and Sword and Shield Style in an attempt to make them more different from each other. It does not modify Two-Weapon Style. The descriptions are as follows: TWO-HANDED: Proficient (1 slot): The wielder gets a +1 bonus to damage rolls, a -2 bonus to Speed Factor. Specialized (2 slots): The wielder gets an additional +2 bonus to damage rolls, a further -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 (instead of just 20) when using a two-handed weapon. SWORD AND SHIELD: Proficient (1 slot): The wielder gets a -2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a -4 bonus to AC against missile weapons, as well as a -1 bonus to AC against all weapons. SINGLE-WEAPON: Proficient (1 slot): The wielder gets a -1 bonus to Speed Factor, gets a +1 bonus to hit rolls, and inflicts critical damage on an attack roll of 19 or 20. Specialized (2 slots): The wielder gets an additional -1 bonus to Speed Factor, gets an additional +1 bonus to hit rolls, and inflicts critical damage on an attack roll between 18 and 20. - Remove the limit of two proficiency points in a weapon at character creation Excluding new kits or changes to existing kits by other mods, this only affects the Fighter class and the Archer kit. My reasoning for this is that the main advantage of fighters in Baldur's Gate is the ability to get more than two proficiency points in a weapon. However, since a fighter can only put in two points in a weapon at character creation, they are initially no better at fighting than any other warrior (while those other warriors have cool abilities). This will allow a fighter to be noticably better at wielding a weapon than, say, a paladin, right from the start of the game. - Give proficiency-based extra attacks per round to non-warriors This only matters if those non-warriors can get more than one proficiency point in a weapon. I thought it would be nice for swashbucklers to get another 1/2 attack per round, since they don't get as many bonuses in BG1 as they do in ToB. - Make Assassin Backstab Multiplier Increase Faster One of the main features of assassins is the fact that their backstab multiplier keeps increasing after 5x. However, since they don't get to 6x or 7x until BG2, this feature is completely meaningless in BG1. This component allows assassins to become noticably better at backstabbing than a normal thief even in BG1. It makes it so that assassins get a multiplier bonus every three levels after 1, rather than than every four levels after 1. - Make bard songs improve earlier In BG1, bards are stuck with the same song for the whole game. It would be nice for the song to improve faster. After all, by the end of BG1 in this mod you start facing Throne of Bhaal-tier enemies, so shouldn't your bards have Throne of Bhaal-tier songs? This makes it so that the jester, skald and unkitted bard songs improve at levels 5 and 10, rather than at levels 15 and 20. - Improve Wizard Slayers This component does two things: it changes the progressive Magic Resistance gain to +5% per level (so it becomes noticable even in BG1) and makes the on-hit spell failure effect offer a Save vs. Breath at -10. - Improve Stalkers This component allows the Stalker to use their three special abilities at level 6 instead of level 12, and it makes them innate abilities rather than spells. Without this component, a Stalker does not get those abilities at all in BG1. - Improve Beast Masters The main ability of a Beast Master (which they sacrifice SO MUCH for) is the ability to summon animals. However, they can't summon any animals until level 8. This component lets them summon animals right from the start of the game. The Beast Master is given innate Animal Summoning abilities as he/she gains levels, as shown: - 1st level: Can cast Animal Summoning I as an innate ability once per day. - 2nd level: Can cast Animal Summoning I an additional time per day. - 4th level: Can cast Animal Summoning II as an innate ability once per day. - 6nd level: Can cast Animal Summoning II an additional time per day. - 8th level: Can cast Animal Summoning III as an innate ability once per day. - 10nd level: Can cast Animal Summoning III an additional time per day. - Improve Shapeshifters This component only affects the Shapeshifter kit; the normal druid shapeshifting forms are modified automatically to match the abilities those forms normally have. This component does two things: it gives the Shapeshifter access to the Greater Werewolf form at level 10 rather than level 13, and it powers up the Werewolf and Greater Werewolf forms. Here are their desriptions: Shapeshift: Werewolf Strength: 18 (if lower than 18) Dexterity: 18 (if lower than 18) Constitution: 20 (if lower than 20) Base Armor Class: 4 Number of Attacks: 3 Attack Damage: 1d6 (slashing), strikes as +2 weapon - Deals an additional 1d6 slashing damage on a critical hit (will not happen if the critical hit is averted) Special Abilities: - Magic Resistance: +20% - Invisible on transformation - Backstab Multiplier: 2x - Regenerate 1 HP per 2 seconds (in addition to regeneration due to Constitution) Shapeshift: Greater Werewolf Strength: 21 (if lower than 21) Dexterity: 21 (if lower than 21) Constitution: 25 (if lower than 25) Base Armor Class: -2 Number of Attacks: 4 Attack Damage: 2d6 (slashing), strikes as +3 weapon - Deals an additional 2d6 slashing damage on a critical hit (will not happen if the critical hit is averted) Special Abilities: - Immunity to non-magical weapons - Magic Resistance: +40% - Fire Resistance: +50% - Cold Resistance: +50% - Acid Resistance: +50% - Electricity Resistance: +50% - Invisible on transformation - Backstab Multiplier: 3x - Regenerate 1 HP per second (in addition to regeneration due to Constitution) - Improve Dragon Disciples This component lets a Dragon Disciple gain additional uses of the breath weapon at levels 6 and 9. I don't like how they normally only get one use of it. - Improve Monks Monks aren't great in BG1 normally. Sure, they make up for it by being awesome in BG2, but I don't care about BG2 in this mod. This component mainly gives monks more potential at high level. It changes the monk XP table so that a monk can reach level 9 in BG1, and it gives each monk kit a great ability at level 9. Unkitted Monks get Quivering Palm, Sun Soul Monks get Sun Soulbeam, and Dark Moon Monks get Darkness 15' Radius (it's a different file from the one in Siege of Dragonspear). Dark Moon Monks also now have a x2 backstab multiplier (which doesn't improve) and get Mirror Image at level 8 instead of level 11. - Make rangers and paladins get spells slightly quicker One advantage that rangers and paladins have over fighters is that they can cast a couple of divine spells. The problem is that it takes them so long to get these spells that they spend most of the game not having any spells at all. In fact, paladins don't get any spells in BG1 whatsoever! This component allows rangers and paladins to start learning spells earlier, though they still learn spells very slowly. At level 4, they get a single 1st level spell slot. At level 6, they get another. At level 8, they get a 2nd level spell slot. This component overwrites the original tables for ranger and paladin spell slots. - Allow Kensai to wear gloves The main advantage of a Kensai is their bonus to hit and damage. However, the fact that they can't wear gauntlets means that their THAC0 and damage are barely any better than a regular Fighter, who can wear the Gauntlets of Weapon Expertise and get almost the same bonuses. This component allows a Kensai to wear gauntlets. You may also choose to allow them to wear bracers as well (the argument against this is that it would defeat the purpose of their drawback of not being able to wear armor). - Put a Bag of Holding in the game This component makes a Bag of Holding obtainable in non-SOD Baldur's Gate 1. The component lets you choose whether to make it easily accessible right at the beginning of the game or to delay it until you can get to Baldur's Gate. It also lets you choose whether the bag can hold a medium number of items or a virtually unlimited number. - Raise the experience cap This component lets you set the experience cap for BG1 to whatever you want. Note that although increasing the experience cap won't necessarily make the mod too easy, the mod was heavily designed around the 161000 cap. This component is primarily intended for solo players who would otherwise reach the experience cap too fast. - Have all player-created characters start with some experience at the beginning of the game If you want to start the game at a higher level, this component lets you give starting experience to all player-created characters. You get to enter the amount of experience to give, though it cannot take the character past the XP cap. This component will NOT give experience to joinable NPCS (though as usual they will start at a higher level if the protagonist is high level). Note: With regards to the balance of this component, the early parts of the mod are designed in a way as to be beatable by a low level party but still challenging for a high level party. Even still, starting at max level will definitely make the Nashkel Mines a lot easier. If you want to start at a higher level without changing the difficulty of the early game much, I recommend choosing to start with 2500, 5000, or 10000 experience. Since the party reaches the XP cap very quickly in this mod even if they start with 0 experience, starting with slightly more experience won't matter much in the long run. - Move the starting locations of Quayle, Eldoth and Tiax to make them accessible at the beginning of the game This component allows these three characters to join your party early on. Quayle is next to the obelisk in the area between Beregost and the Friendly Arm Inn. Eldoth is in the Red Sheaf Inn. Tiax is near the road in the area just north of Nashkel. - Allow bard songs to stack Before the Enhanced Editions prevented bards songs from stacking, I had done multi-bard playthroughs. From my experience, stacking bard songs was powerful but not broken. This component allows songs from multiple bards of the same kit to stack. - Revise Wisdom bonus spell table Normally, as your Wisdom goes up you eventually stop receiving bonus spells for lower spell levels. This isn't a problem in the base game since your Wisdom score can only be so high. However, in this mod you can potentially increase your Wisdom up to 25 using tomes, so I wanted to give you a reward for doing so. This component makes it so that you will keep getting bonus divine spells as your Wisdom score reaches epic heights. It overwrites the normal Wisdom bonus spell table. [/spoiler] Reasons to try out this mod: - Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party. - The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds. - You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1. - This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game. Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. Tips for playing this mod: - For the first playthrough, play on Normal difficulty. - I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000. - When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming. - Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you. Compatibility: This mod is not compatible with Sword Coast Strategems, Item Revisions, or Spell Revisions. New items, NPCs, and creatures from other mods currently are not modified by this mod. However, if you start the game with a custom kit, your character will get the same special abilities as the base class for that kit. You can download the latest version below:

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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

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

AI Enhancements

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

Banter packs

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

Equipment

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

GUI & Graphics

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

Kits & Races

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

NPCs

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

Portrait packs

Artastrophe portraits

Quests & expansions

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

Tools

Big World Setup EE Autoroller

Tweaks

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

Spells

Taunt Spell

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

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EEUITweaks User Interface Mods Collection Version 2.6

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

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

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

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

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

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

Enjoy!

EEUITweaks-master.zip

Ascension, Pre 2.0 Issue, Assistance Requested

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So Ascension 2.0 came out while I was running BG2 again for the first time in a long time. I saw it, and decided I would do a fresh install of BG2 after I completed my current run. Anyways, I get into ToB and start WK, and am about to fight Improved Tougher Demogorgon... but he just stands around and lets himself be killed. I don't have SCS or any other mod that addresses Demogorgon, so I'm assuming this issue arises from old ascension and enhanced edition, and I was wondering if anyone knows of a workaround. If not, no biggie, I'll just choose to seal him in instead. I'd rather do the fight if at all possible, but if not, I'll survive.

Multiplayer Exclusive Dungeon: How to create?

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Hello! I have raided a lot of Classic World of Warcraft and I enjoy the social aspect of that game.

Baldur's Gate has no *need* to play the game in Multiplayer.

Idea: Have a Multiplayer Exclusive Dungeon with exclusive rewards.

I have some discord server notes (I have this discord server where people can come and talk about making content (if they like): Discord server invite link address: https://discord.gg/pfmybNM )
I did some tests of multiplayer (two players one computer) and its seems that its bugs if only one person can pause the game (the unable to pause players get pause locked). So player can pause the game.
I am thinking some sort of bhaalspawn spell would be needed (player only 'gate') to allow only players to access an area.

A new game would have to be made but there can be areas that the host can unlock in their game and load a save at the entrances of multiplayer only dungeons. Other people can import a character file when joining these 'looking for group' multiplayer games ready to tackle a multiplayer dungeon.
A time limit or some type of timed check would be needed to progress through a dungeon so a player must have other players to progress the dungeon. Maybe a series of gates where the player must use bhaal spawn only spells to activate to progress.

The dungeon would not allow saving (to prevent loot camping) and once the party leaves the dungeon they can save. Once a party enters a dungeon they must clear it or be trapped without a save and will either leave or clear it.
Somehow there should be a way to prevent items from being traded once they drop, like bind on equip or something.
Eh.

Maybe just have the dungeons be hard.
Some items cannot be dropped from an inventory.
Perhaps this could be used. An item would then have to be destroyed to open up the inventory slot.
I guess every bind on pick up item would need have a dialog option or something to equip the item and to destroy the item. Hmm.

Maybe a spell could be used.
The treasure could teach players an innate spell that would summon an item or something.
An item that have a limited time span but once per day spell recharge time could make sense. The items could be lent but after so much time the item would disappear. Only players with the ably to resummon the item would be able to have 'infinite' amounts of the item. Also once a player learns the innate spell they cannot easy dupe a whole bunch of the item to buff a new party.

I suppose a random treasure would be in order to make the dungeon re-runnable.
Some sort of specter boss would be in order to have the correct theme.

I am thinking that the fights / dungeon would have to be live in order to require human players to synergize together in order to progress (instead of 2 clients one computer multiboxing the content frame by frame). From experience in Classic World of Warcraft it was very hard to heal and tank and dps live with multiple client players and it is naturally more easy and fun to look for other players to full fill the roles required to progress the dungeon.
Although I would like more ideas from more people.

Specifically how to 'gate' the content with Baldur's Gate's multiplayer mechanics that were not designed for this task. Baldur's Gate was originally planned to be an MMORPG called Battleground Infinity https://forums.beamdog.com/discussion/44474/alpha-baldurs-gate-builds-any-exist/p2 . So perhaps this would be a proper thing to do for Baldur's Gate.

Any ideas of how to retrofit Baldur's Gate into an quasi-MMORPG? (Multiplayer 2-6 person dungeons with exclusive rewards?)

ModRelease - create new Github Release with optional assets

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Hi,

Script for creating new Github Release with optional assets.

Download: https://github.com/InfinityMods/ModRelease/archive/master.zip

Features:
  • cross-platform, single code for Windows, macOS and Linux
  • prevent creating new release if the same release already exist
  • prevent creating new release if there are uncommitted file modifications
  • checking of the mod "VERSION" keyword, prevent creating '2.1.3' release when you mod version is '2.1.2'
  • release description can be edited before creating new release
  • initial release description is generated from commit messages between two latest tags

Requirements:
Installation:
  1. Download and extract this repository, move everything from 'ModRelease-master' folder directly into the folder where you keep all other top-level mod folders.
  2. Open https://github.com/settings/tokens, and create "personal access token" with "public_repo" privilege, it's not you password, you can revoke it at any time, more info here.
  3. Save it to "#ModRelease-Github-Key-Example.txt" file and rename it to #ModRelease-Github-Key.txt
  4. Put #ModRelease.bat inside mod top-level directory, reffer to included mod example.

Usage:
  1. Increase mod version inside mod file.
  2. Create new commit. Do not create new tag for release, it will be created automatically from mod version.
  3. Optionally, create assets, wait until all packages are created with proper names:
    ModId-$tp2Version.exe
    ModId-$tp2Version.iemp
    ModId-$tp2Version.zip
    
  4. Run #ModRelease.bat and follow further instructions.

Editing .ini file with SCS v32

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Hi all,

I'm wondering if someone would be kind enough to clarify the process of editing some SCS v32 options via the .ini file (Windows 10 install), as I don't seem to be having any luck.

For example, let's say I want to allow clones to use items in the items slot in BG2. The default setting disallows this, so I go into my 00783 folder, open the Strategems folder, open the stratagems.ini file, and change the '0' to '1' in the 'no_initial_change_clone_slots = 0' line. Sounds easy, but when I start a new game and test it, I discover that this change hasn't taken place: item slot items are still greyed out for clones.

Now, I have read in other posts that you have to change the .ini file before installing, but this confuses me for two reasons:

First, the SCS v32 download is an .exe file that you have to run/install before the Stratagems folder appears in the 00783. So the mod is already installed before you even get access to that stratagems.ini file.

Secondly, when I try to change/install components after the mod is installed, first by editing the .ini file and then by running 'setup-stratagems.exe', I'm not seeing any options for the components I want to change. In the case of the above example, I'm not getting an option to change the rule on clones using items.

Can anyone explain what I'm doing wrong? It's probably something very obvious and silly, but for the life of me I can't seem to figure it out and I don't want to muck up my install by tinkering any further.

Thanks in advance for your help!
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