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Already talked options during dialogue (greyed color)?

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Hey there!
I am not sure how to put question better way..
Basically what i am looking for is a possibility show "already talked options" in conversation as "greyed out" ?
Right now , everything is red..even if i just asked NPC a question , then another..they will reappear again Red..Can those be greyed out?

Nearinfinity how to re-name a kit? (I have done it before but need a little help now!)

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Hey everyone,

Following on from my recent post asking about Lovecraftian mods, which there appears are not many available! I figured the least I could do was re-name a class kit to something more to my liking - for example, I could change 'Priest of Helm' to 'Acolyte' - or something like that.

Now, I've done this plenty of times before. But it was all years and years ago, and honestly, I have now forgotten absolutely everything. I'm looking at Nearinfinity now and it's hardly even ringing a bell - I do remember it was a very quick and easy process though.

I do not mind if I change every npcs kit name, or just mine (I seem to remember it was easier to change everybody's).

I don't just change the name in the KITLIST.2DA do I? Was there something more than that?

Would anybody be kind enough to talk me through step by step on how to change a kit name? Or at least point me in the right direction so it'll hopefully jog some cog in my memory?

Thank you very much for reading!

Custom army spells

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Well I have several summoning spells that summon either hostile or friendly creatures. One summons friendly liches who will start doing lich things on enemy sight.
Another one summons four hive mothers who do hive mother things on enemy sight. I also have the hostile version of these.

I even had dragon summons but I lost that file and don't feel like making them again.

I have one for slayers, more specifically, a OP buffed slayer .cre I made. Now it work for the hostile summons, but on the spell I have the creature set as friendly, still summons them as hostile.

I'd like someone to take a look at the .cre if you would,

Thanks!

Baldur's Gate Arms and Armour Emporium

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Hello I am looking for some moral support in making some new Baldur's Gate content (instead of feeling like a troglodyte). The idea: Baldur's Gate should have a proper arms and armour shop in the trade district (seems weird without one eh?). Here is the project so far: Downstairs: Upstairs: Context: More useful information: Custom sound files are already made from this guy's voice for the Dwarven blacksmith: https://www.youtube.com/channel/UCGca03sbLq7OUnXMdvRHyBQ (I didn't ask him I just ripped them off of youtube and made them more 'Baldur's Gate-y' in Audacity). The upstairs sells +2 standard magical weapons and armour and some +1 exotic and rare weapons and armour as well as some other exotic magical equipment. Progress: Currently I am being a lazy bastard and want to talk to people about this project. I feel that I should do a small mod first and get some stuff into the community from my work pile of new Baldur's Gate high quality content. It seems that I must finish up brushing / blending and gutting and adding nice looking arms and armour do-dads from other Infinity Engine games. Such as Baldur's Gate and Baldur's Gate II; I have some appropriate do-dads picked out I just need to work more (Any do-dad suggestions?) Also I want to add a chimney to the roof out side (and I got one picked out): If you like reading: Here is an interesting chunk of additional information: https://www.deviantart.com/withinamnesia/art/Baldur-s-Gate-Arms-and-Armour-Emporium-Level01-751406924

[N.P.C. Item Pack] Xan's New Groove! Version 1.0 Release!

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Xan's New Groove is in full swing; quite literally! This module sets out to make Xan relevant (again) while also properly giving the Non-Player Character a more fleshed out backstory of supporting items and a chance to live out his potential throughout the Original Baldur's Gate! Xan gets a remastered Moonblade +3 and some new supporting personal magical items that allow him to become a melee wizard right off the bat! The treasure chest in Mulahey's Lair is now jam packed with crucial early game spells that best work for Xan's Enchanter Mage Specialization limited spell pool and new found roll of a blast and slash melee wizard! There are some extra bonus items added in for that extra level of polish and quality! The Ring of Accurate Striking +1 is a very solid item that can be used by any early game melee character to avoid those frustrating string of low level misses; a great extra value item designed to naturally blend with and enhance the Original Baldur's Gate gameplay experience. So why not give Xan's New Groove a spin? The module works great with Baldur's Gate: Enhanced Edition version 2.0+! Also please feel free to give any feedback; this is my first proper independent content release. Everyone please enjoy my early Christmas gift to the community :-D! Additionally Big Thanks to @Arunsun @CamDawg @Gwendolyne and @AstroBryGuy

[Mod] Multi-portrait mod - BG - SoD - BG2 - IWD - WeiDU installation

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This mod replaces the standard, one picture at a time, portrait chooser with a screen that shows 10 pictures at a time. The mod is also a part of AncientCowboy's EE UI Tweaks. I took AC's WeiDU code and edited it down to make a WeiDU script to install my mod as a standalone. BG screenshot:
BGII screenshot:
SoD screenshot:
IWD screenshot:
Installation instructions: Download the zip file attached to this post and unzip it into your game folder (the one with chitin.key in it). If you don't have UI.menu in your override already, extract it with Near Infinity. Run setup-BYMultiPort.exe and follow the instructions like any WeiDU mod. Now, start the game and you have your new portrait chooser. In the portrait screen, you can click on the portrait or the button underneath to choose the portrait. The smaller arrows move forward or backward one screen, while the big arrows move forward or back five screens (50 portraits). The portraits wrap around just like the standard chooser does. This is fully functional and should be able to handle any number of portraits. Comments and suggestions welcome.

[MOD] - Portrait Picker for BGEE+SOD and BG2EE (v2.1+)

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So... I finally got around to finishing a few things off with the Portrait Picker. And here's the first official launch! Manual fix for v2.3:
BG1EE+SOD (non-scaled) and BG2EE = For v2.3 of the games you will need to make one slight amendment to ensure compatibility. After installing as per the instructions - go in to the UI.menu file in a text editor and search for 'rectangle 5' ... there should be only one instance in the whole file. Change this to 'rectangle 6'.
Screenshots:
Thanks to everyone that's helped me along the way! I really appreciate it. Features: - For v2.1+ of BGEE+SOD and BG2EE - Updated Interface - Supports scaled/non-scaled interface - Supports French, Czech, German, Italian, Polish, Brazilian Portuguese and English - Ability to give descriptions to all default portraits - Ability to give descriptions and genders to all custom portraits - Filters portraits by Male & Female - Ability to make portraits appear in both Male/Female lists - Ability to exclude portraits - Four sorting options: Default > Custom, Custom > Default, Alphabetical and Reverse Alphabetical - Powerful searching: Two filters supporting simultaneous AND filtering and toggles to turn them individually into NOT filters (eg search for Mage AND elf, or search for NOT Dwarf AND NOT Cleric) - Automatic registration of portraits available via WEIDU installer - Large / Medium portrait management to allow different portraits to appear in the character screen vs sidebar - Comprehensive Instructions with pictures for installation - Coming soon: a graphical interface for creating and editing the M_BG.lua To make the most of the portrait picker you will need to edit the M_BG.lua and M_nicks.lua files manually with descriptions. This does not need to be done straight away. If there are any questions, suggestions, or problems, please let me know! To Install: Just download Portrait Picker v1 .zip and follow the instructions.

SCS vs 32 - Insane settings + difficulty slider

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I was planning on doing an scs run on insane difficulty (monsters do double damage). With the new scs, it says strongly not recommended to uncheck the box which adds the extra damage stuff even if you are on insane. Why is this? Is it because insane settings already edit enemies?

I want my game to be kinda similar to old scs + insane settings in game, but want to follow suggested scs settings.

Braegar Mod English version

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Greetings and salutations all, I have the EET installed and it installed the Braegar dwarf mod. However, the mod installed it using the German text language one. Is there any way I can re-install it using the English version if there is? I like the dwarf and I've never used him before, plus he's hella good with an axe. I'd like to keep him but he has quite a bit of dialogue with everyone in the party and then they all start speaking German, which I don't know. =(

Thanks, in advance, for your time and aid. I'm going to go back to playing and I will check back here in a bit.

Luck & Loot,
Mereinid

Android Modfile BG1EE v1.3.2070 & 2.5.17.0

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@Guyfives, give this a go. I essentially put together Unfinished Business, some convient mods and some item mods. Below will list the mods themselves used but the WeiDU.log will tell you the components of the mods that have been installed. == BG1EE 1.3.2070 (Android) == BG1 Unfinished Business Companion Animals - Druids Gets Pets as well, Name of Pet - 'Slasha' Chatty Imoen Wandcase Thrown Hammers Distingustable Clubs Barbed Club of Pain Convinient Ammunition Short Sword of Backstabbing Ioun Stone of Charm Protection More Style for Mages Tweaks Anthology aTweaks One Pixel Production v4.0.1 Smart Avatar and Armour Switching To install the mod: - Download the files to your device. - place 'BG1EE 1.3.2070 Android ModFile.zip' into the following folder: 'Android/data/com.beamdog.baldursgateenhancededition/files' - The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like: 'Android/data/com.beamdog.baldursgateenhancededition/files' 'Android/data/com.beamdog.baldursgateenhancededition/files/override' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/save' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/baldur.ini' (File) 'Android/data/com.beamdog.baldursgateenhancededition/files/lang-en_US.zip' (File) and any other folders you may already have like portraits etc. - Delete or move 'BG1EE 1.3.2070 Android ModFile.zip' to another folder on your device (as a backup) You are now ready to test, if the game crashes, then make sure you have moved the modfile as it will clash with the unpacked mod. If the game plays, then you are good to go. Happy Gaming Gus Edit: Updated for 2.5.17.0 in a comment below

Cross-platform Infinity Engine Mod Package

[HOW TO] Install mods on iOS devices (NO Jailbreak)

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WARNING: the following procedure requires a Mac/PC with iTunes v12.6.5 installed or the tool iMazing!

  1. As the title says, you first need to download a special (old) version of iTunes (more info here). You can download it here (This version of iTunes is not compatible with macOS Mojave or later...). As an alternative, you can download iMazing to get your .ipa files (the free/trial version is enough for this task...)
  2. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE/SoD. For example, on a Mac:
    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE/SoD
  3. Locate that file. For example, on a Mac:
    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications
  4. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:
    Baldur's Gate 2.5.17 -> Payload -> right-click on Baldur's Gate -> Show Package Contents
  5. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  6. Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
  7. Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
  8. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  9. Take your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  10. The app will launch. This operation may take some time depending on the size of your /override folder.
  11. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  12. Rename it to: lang.bg1/bg2/iwd/pstdata.
  13. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  14. Take again your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  15. The app will open and may be unresponsive for some time depending on the size of your /lang folder.
  16. Restart the app for changes to take effect.
  17. Enjoy!!!
It may not be straightforward, but it works!!! "No more differences" between desktop and mobile!! Huzzah!!!!

How to enable the Console

In case you're interested in enabling the Console, please follow the instructions provided here.

A special note about UI mods & mods that add additional areas

If you wanna use UI mods and/or mods that add extra areas, you need this tool (courtesy of @argent77 ) ---> I recommend choosing option #7 "PVRTC 4bpp: Override files only (iOS recommended)"). It's a PVRZ conversion mod (iOS uses the "PVRTC 4bpp RGBA" texture format) and it should be installed after all your other mods or at the very least after every mod that installs PVRZ files. Please read:
  • UNFORTUNATELY, the utility linked above doesn't work on macOS or Linux :( (The problem is that the input format is BC1 and the tool does not support DXTC on Mac or Linux. This is related to the S3TC patent. This patent has expired recently and the development team should be able to add support for these formats, but they haven’t got around to do it.".....)
  • Make sure the mod you're interested in DOES NOT biff its own content. Not only does the converter ignore biffed content (unless "All game files" is selected), it is also much more difficult to transfer biff archives to iOS. I don't know if there is a way to transfer biffed content to iOS -> As a workaround, you could ask the author(s) of the mod you're interested in to remove biff creation from their mod. Biffing isn't really needed for EE games anyway.
  • Some mods that add additional areas may also create a Worldmap folder (they make changes to the World Map) -> This extra folder must be imported to your iOS device along with /override and /lang. Follow the standard procedure:
    Worldmap -> Worldmap.zip (no compression) -> Worldmap.bg1/bg2/iwd/pstdata

Frequently Asked Questions

Q: What can be installed? A: Almost everything*. If you wanna install mods that add or update areas, make sure they DON'T biff their own content. And don't forget about the Worldmap folder (if any!). * I said almost everything because there are some mods that may still not work... A couple of examples:
  1. EET: well, this speaks for itself.......
  2. Dragonspear UI++, Lefreut enhanced UI (for BG1EE/SoD): the problem here is SoD: unlike the desktop version (where BG1EE and SoD are combined into a single game), SoD is a standalone game on iOS ----> As a result, I don't know if they'll work properly on iOS.......
  3. Probably something else........
Q: What about PST:EE and IWD:EE? It seems my iOS device is not able to recognize files whose extension is .pstdata or .iwddata........ A: Yes, you're right. This does sound like a bug and it's already been reported (hopefully it'll be fixed soon.......). Q: Is it possible to edit in-game resources with NearInfinity? A: Yes, sure. Simply put NearInfinity in the game folder (where chitin.key is) and open it. Once you're done with your edits, the standard procedure applies: zip & rename /override and send it to your iOS device. Q: What about SoD? A: Siege of Dragonspear (SoD) uses the same file extensions of BG1:EE, so: .bg1override, .bg1data and the like..... Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file? A: It doesn't matter. Q: Do I have to do this every time I start the app or only the first time? A: Just the first one. Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time? A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device. Q: How do I uninstall a specific mod? A: Uninstall the mod on the desktop as normal. Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.5, so as to avoid using 2.5GB of extra bandwidth.). Re-zip (no compression) and re-send the override files and lang folder. Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55 ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55 ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55 ~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1 ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 ~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7 ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2 ~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0 ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7 ~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0 ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

Request Modfile for Android IWDEE 2.5.17.0

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@Xhoblaim, I have moved the request for the IWDEE modfile to the IWDEE Mods area just in case someone out there also wants to use it... The mods installed here are: - IWD NPC v6.0 - LavaIt - IWD: an item pack for IWD EE v1.0 - Shadow Magic v1.9.3 - Wildmage v1.7 - A Frosty Journey: The IWDEE Kitpack v2.92 - Warlock v0.8 - I Hate Undead Kitpack v2.8 - Tweaks Anthology v5.0 (various components based on your previous BG2EE choices) The actual components installed for each mod can be viewed in the WeiDU.log. This would be about as large as I would go. It is 3 times the max size of an individual file. The big mods are Shadow Magic and IWDNPC in case you are looking at adding something different. For those who wish to try but unsure how to install: - Download the .zip files to device - Remove any previous modfiles and 'lang.zip' - Delete or rename any current 'override' folder - Unpack (keeping paths) all the files into the following folder on your internal SDCard: android/data/com.beamdog.icewinddale/files/ - you should now end up with an 'override' folder and a file called 'lang-en_US.zip' in the root. Note: The folder could be 'android/data/com.beamdog.icewinddaleenhancededition/files/' (I forgot to grab hold of the actual name when I modded someone elses eariler, sorry). To uninstall: - Delete the override folder and lang-en_US.zip. - You should now be running vanilla I haven't tested it on my device as I don't have IWDEE for Android... so when you install it, can you report back if all works fine or not. Happy gaming Gus Edit: Removed modfile. Updated later in discussion

[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]

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Ishlilka Full Version can be found here: https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates Enjoy :) And here is a download link for the BG:EE only version

Icewind Dale spell effects mod for Baldur's Gate?

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Does anyone know if there is a mod to use the spell effects graphics from Icewind Dale in BG:EE and BG2:EE? I know there is a mod for the casting graphics, but what I am looking for is the actual "hit" effect. For instance: when you hit a monster with an ice effect spell or weapon in BG, there is a blueish white cloud, but in IWD it looks like icy spikes, and they both have a different sound.


Tresset's Choice Tweaks

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Tresset's Choice Tweaks

Tweaks and Fixes for BG that I make for myself, but share with everyone!

Since I started playing the Enhanced Editions of BG, I have always had a few odds and ends in my override folder that I made myself. Most of these are pretty simple and their functions range from bug hotfixes I make while waiting for an official fix from the devs to minor tweaks that make the game much more enjoyable to me. I have now decided to share my tweaks with everyone just in case someone would be interested in them. Most of these tweaks will be in the format of simple override files but a few will be done using Weidu (Weidu and I don't get along very well so I usually try to avoid it). This thread will likely change occasionally and have new tweaks added to it every once in a while, because I often get new ideas and modify my old works as well. Feel free to ask any questions you may have and make sure to let me know if you have found an issue with my tweaks so that I can fix it. I also take requests, so if you have something you want tweaked or fixed then let me know by leaving a comment below and I will see what I can do.

BG1:EE/SoD Tweaks

Infinite Use Algernon's Cloak
In the original BG1, Algernon's Cloak had infinite uses. The devs decided to nerf it to one use/day for some reason. Not sure why... The Nymph Cloak still has a practically bottomless supply of charges (100 max) so why they didn't nerf that one too is beyond me. I simply restored the cloak to its infinite usability. This was the first tweak I ever applied to my EE game. I also added a projectile to the cloak so that I could fix my arch nemesis bug.
Actual Werewolf Claws, Not Modified Bear Paws BG1:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG1:EE and will likely cause string issues in BG2:EE.
Kahrk's New Katana
This will give Kahrk, the self proclaimed "Mightiest of Ogre Magi", a Katana +2 to wield instead of his ordinary one. If you can kill him he will drop it so that you can use it. I mainly decided on doing this to make the Katana proficiency a more viable choice in BG1:EE, and I figured that Kahrk was nasty enough to be a worthy guard of such a valuable item.
Durlag's Infinite Skeleton Trap
This will make the false stairway trap which summons skeleton warriors when tripped reset after it has been triggered, allowing you to grind on skeleton warriors. This trap always used to reset itself in the original and even in earlier versions of the Enhanced Edition, but the devs have since decided to remove this feature.
Longer lasting Priest Kit Specials BG1:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. Now that patch 2.5 is out, all three of these spells were changed to last only 1 round/level. I have updated this tweak so that they last for 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I have not changed the priest of Tempus specials. I should note that the descriptions of these spells will show the wrong duration if you install this one. This tweak was designed for BG1:EE and will likely cause String Issues if used in BG2:EE
Staggered Probabilities Fix BG1:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG1:EE and would probably cause string errors if used for BG2:EE.
NRD Contingencies and Sequencers BG1:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG1:EE and may cause string issues if used in BG2:EE.
Korlasz has Bag of Holding
This will move the Bag of Holding from the Quartermaster's store to the chest in Korlasz's personal room inside her tomb. I did this because I want to be a pack rat with my party members' inventories, especially with the ones that don't come back. Makes it much easier to prepare for things. This may be my only SoD tweak for a while since I, uh, haven't finished my first playthrough yet...
Self Stacking Writhing Fog BG1:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG1:EE and will likely cause string issues if used in BG2:EE.
Fe Ag Hammer
That means "Iron Silver Hammer" for those of you who don't know chemistry (yes, I am a nerd). Anyway, This tweak was requested by @JuliusBorisov. He wanted me to add a weapon for solo clerics that could beat down Greater Wolfwere and Loup Garou since they had absolutely nothing in that category. It took me a while, but I eventually decided to go with a very special weapon that was perfectly usable by any cleric: Spiritual Hammer! While I was at it I fixed a minor cosmetic issue with the +1 version of the hammer by adding an on hit sound effect that the +2 and +3 version had.
Fixed Grease Sound for Less Sonic Damage Done to Player
Much like the official web sound effect change that the devs made in response to complaints of the offensive sound that spell made, this will change grease to use a less offensive sound as well. Come to think of it, I believe the exact same sound effect was to blame in both cases... In any case, I believe this is truly a fix and not a tweak because of the nomenclature used by some of the relevant files. The of the 3 files associated with grease, eff_m31a.wav, eff_m31b.wav, and eff_m31c.wav, only two were actually in use by the spell. The third, eff_m31c.wav was replaced by the somewhat loud and offensive cre_m01.wav file for some reason. Thanks to @Alonso for setting me on the quest to solve this problem!
Broken Doors and Area Transition Fixes BG1:EE Description here. BG2 Style Sandthief ring for BG1. Descritpion here. Waylaid by Enemies with Music Hotfix. Description here.

BG2:EE Tweaks

Staggered Probabilities Fix BG2:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
  • Rasaad's Cloak of Atonement not functioning (except to drain your constitution).
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG2:EE and would probably cause string errors if used for BG1:EE.
NRD Contingencies and Sequencers BG2:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG2:EE and may cause string issues if used in BG1:EE.
Increased Rate of Banter
Party banters are actually somewhat rare considering how many of them there are. Sometimes you can play through a whole game of SoA without even hearing all of the ones for your specific party. The problem is even worse in ToB, where it is near impossible to hear them all by the end unless you spend great deals of time just standing around fidgeting. This mod will increase the rate at which banters happen. With it, you will likely hear most or all of the SoA ones by around mid way through the campaign. In ToB you will likely hear most or all of them by around the last third of the campaign.
Cloaks of More Stars
This improves both the Cloak of the Stars and the Cowl of the Stars. Despite the usefulness of a +5 dart I never really wound up using the Cloak of the Stars because 6 was not enough darts for me. I have simply changed the Cloak of the Stars so that the darts do not vanish after a day; allowing them to be stockpiled. The Cowl of the Stars on the other hand was intended to create a number of Melf's Minute Meteors equal to the level of the wearer, but unfortunately, due to an engine peculiarity, it would only look for mage/sorcerer levels and anyone else who wore the cowl only got 5 meteors, regardless of their level. I decided to abandon the level dependency thing and make the cowl simply create 12 meteors every time.
Chaos Shields Stack with Hayes
This will change the two Chaos Shield spells and the Robe of Goodman Hayes so that their wild surge bonuses stack with each other. It also makes the robe usable by wild mages of any alignment. Though simple, this tweak seriously ups the power of wild mages by significantly reducing the risk of their surges and increasing the chance of success of their spells.
Self Stacking Writhing Fog BG2:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG2:EE and will likely cause string issues if used in BG1:EE.
Actual Werewolf Claws, Not Modified Bear Paws BG2:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG2:EE and will likely cause string issues in BG1:EE.
Longer Lasting Priest Kit Specials BG2:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. Now that patch 2.5 is out, all three of these spells were changed to last only 1 round/level. I have updated this tweak so that they last for 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I have not changed the priest of Tempus specials. I should note that the descriptions of these spells will show the wrong duration if you install this one. This tweak was designed for BG2:EE and will likely cause String Issues if used in BG1:EE
Drow Illusion Makes Wilson a Spider Description here. Deathbringer Assault Fix Description here. Prevent Melissan From Turning Undead Party Members Description here.

General Tweaks (Works in both games)

Original BG1 Casting Sound Effects
Taken directly from the data files, this will make games use casting sound effects from vBG1. IMHO these sounds are much more awesome. The only issue I have noticed is some minor crackling sounds in a few of the male priest chants. There is nothing that can be done about that though, and it is not... too bad I don't think. I must admit that, while I could have easily compiled this tweak myself, the idea and work for this was actually that of @Akuro.
Instant Trap Spells
This makes trap spells such as Skull Traps, Glyphs, and Symbols explode the instant something comes near them. I know I already uploaded this one in another thread somewhere, but I think I may keep most of my mods in this thread from now on. Anyway, This is a painfully easy fix considering how ridiculous the length of time is that some of these things take to explode. It is really a wonder that the devs have not implemented their own fix to this issue, especially considering how often I have seen people complain about it.
Shadow Armor for Rangers
This simply makes the Shadow Armor usable by rangers. Why not? They get stealth too! I mainly did this for the Stalker kit, but decided to let all rangers use it.
Limited Wish Rabbit Horde Fix
In the current version of the games one of the effects of the limited wish spell is nerfed in that it will only summon 5 rabbits instead of a whole horde of them. This will make the spell will once again summon a whole ton of rabbits.
Bigger Bard Songs Description here. Indoor Lightning Description here. Improved Luck Spell. Description here.

Custom Portraits for EET?

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Hey there,
had some trouble with my latest EET-install. I picked the wrong portraitpack and than everything looked ugly. So I got the right Portraipack as a .zip file and put the pictures....everywhere. I put them into the Portraits-Folder in the BGIIEE and BGEE Installdirectory, as in the Overridefolders of both, as in the Portraitsfolder under Documents\BGEET and BGEE and BGIIEE... but in Chractercreation the game still told me when I clicked on "Custom" that I need to put the files into Documents\BGEET\Portraits and what resolution they should have. The resolution is all correct, the naming is all correct, the filesizes are all correct, the format is all correct. It did simply not load any of the portraits!
How do I make that work??? Im now setting up a fresh install of EET...again...if this doesnt work this time, Im simply giving up on it. Having a tool to sort modinstallation for you is a good idea, but with the barebone description of the mods, the inability to deinstall single components or change them a once finished installation and a barely understandable process of how it solves the modconflicts shown to you, it is probably easier if I install the mods the hard way and read up on the correctinstallationorder =/.

I do still think the tool is great and the idea behind it is simply awesome, but it needs a lot more accessability, Im no coder, modder, programmer or any of that. Without any understandable descriptions in the program itself, Im prone to make errors in the installationprocess. And that process takes literally HOURS.

Can anyone please tell me what I did wrong? How can I add custom portraits? How can I choose freely what portraitselectionmethod I want (I want to use the one that shows 10 protratis at a time, I selected it, but it was automatically overritten by some other tool)? Is there anyway to update/change a once completed installation of EET; removing single components you dont want (like a wrong portraitpack that changes every NPC portrait in the game...) and replace it with the one you wanted without having a 3hours reinstallation to be done???

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

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Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more. Written, edited, & coded by BCaesar and Ratatoskr. First version posted on these forums: 1.027, posted on March 27, 2017. Latest update: Version 1.039. January 24, 2019. Download location: This thread! (The mod is attached to this post). Welcome to AllThingsMazzy. This mod is primarily an expansion for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest. We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes. AllThingsMazzy is still incomplete but the next update should an expanded getting Clara quest, a series of Korgan/Hexxat and Sarevok/Viconia banters, and hopefully parts of the friendship coded in. **Update version 1.039 also now has a Russian translation courtesy of p_zombie325. Mod Sections: 1. All Things Mazzy: The main portion of the mod. Contains both SoA and ToB content. -Playable Clara - she's a human shadowdancer and can join your party if you kill Hexxat during her intro quest. She's also summonable in TOB whether you rescue her or not. -Additional conversations between Mazzy and Edwin, Jaheira, Keldorn, Jan, Korgan, and Viconia. -Additional interjections and expanded quest dialogues for Mazzy -Mini bonus quest in the docks See the mod Readme for details and the complete changelog. 2. For the Good: -An optional addition to the main mod that may annoy an evil player. Currently contains Mazzy's more disruptive interjections and a hostile scene that will trigger if your reputation gets too low. 3. Rest Check Tool: -Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here. Compatibility & Installation: This mod should be generally compatible with all other mods, EET and hopefully other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE, regular BG2, and most other mods. We've also tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance): Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017) NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance. Miscellaneous Mods: Alternatives When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy. This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos). Thank you.

[Mod] An "Unseeing Eye" Quest Bug fix

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I ran across this bug recently: I have a multiple stronghold mod. When I went to the Temple area for the first time, Gaal did his rousing speech as per usual but no priest came to talk to me. My character's alignment is good so I was expecting the Lathander representative to approach me but he was nowhere to be found. I tried looking for the default Helm representative but he was nowhere to be seen either. So then I went on Google and began a quest for this bug fix. I tried to CreateCreature for the various priests but they were unresponsive. CreateCreature was a little problematic also, because I wasn't sure what the names for all the priests were. I also tried to use the EE Keeper with marginal success. I finally ran across a post in a PocketPlane forum that was the exact fix I needed. It uses the CLUAConsole CreateCreature but with a little twist: you must add a "bh" in front of their creature title. High Mornmaster Arval - "bharval" for good characters High Watcher Oisig - "bhoisig" for neutral characters (or default with no mods and you're not a priest of Helm) Stormherald Nallabir - "bhnalla" for evil characters So I am posting this in case anyone else might need it.

[v1.9.7] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: – Hit Die: d6 – May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, is killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. INTELLIGENCE: Bonus spell slots WISDOM: Increased spell duration CHARISMA: Bonus saving throws and elemental resistance – Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness. – May cast one additional spell per level. – +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. – 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. – 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. – 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist. FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar. – 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and caster level while in daylight. – -2 penalty to saving throws against spells of the Invocation and Alteration schools. – May not learn or use spells from the Weave. – Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.
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