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How can I add specialist wizard bonuses to an item or character with Nearinfinity?

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So I'm creating a custom character with a wide array of abilities, but defined in-game as a cleric thief. I would like to add to this character the bonus specialist wizards (specifically, necromancers) have against their school of magic, and the saving throw penalty for enemies targeted by their spells.

I kinda know my way around Nearinfinity, but I'm not sure how to do that or if it's even possible. I don't know how to even access the specialist kits to get a hint as to how to do this.

Anyone can give me some pointers? Thanks

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.) Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already. Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.
For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9). When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
            1           2           3           4           5           6           7
ABILITY1    GA_SPCL213  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  
ABILITY2    GA_SPCL212  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213
ABILITY3    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY4    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY5    GA_SPCL212  ****        ****        ****        ****        ****        ****
ABILITY6    AP_SPCL241  ****        ****        ****        ****        ****        **** 
ABILITY7    AP_SPCL242  ****        ****        ****        ****        ****        ****
This is a Paladin CLAB (the Undead Hunter's). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus. If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50). For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own. Here's an example of a LU*.2DA:
2DA V1.0
*
        ABILITY       ICON        STRREF    MIN_LEV   MAX_LEVEL  NUM_ALLOWED  PREREQUISITE EXCLUDED_BY   ALIGN_REST
1       GA_SPPR721     *          *         16        99         1            *            *             *
2       GA_SPPR722     *          *         16        99         1            *            *             *
3       GA_SPPR723     *          *         16        99         1            *            *             *
4       GA_SPPR725     *          *         16        99         1            *            *             *
5       GA_SPPR726     *          *         16        99         1            *            GA_SPPR727    ALL_EVIL
6       GA_SPPR727     *          *         16        99         1            *            GA_SPPR726    ALL_GOOD
7       GA_SPPR728     *          *         16        99         1            *            *             *
8       GA_SPPR729     *          *         16        99         1            *            *             *
9       GA_SPPR730     *          *         16        99         1            *            *             *
10      AP_SPCL928     *          *         1         99         1            *            *             *
11      AP_SPCL929     *          *         1         99         1            AP_SPCL928   *             *
12      AP_SPCL930     *          *         1         99         1            AP_SPCL929   *             *
13      GA_SPWI920     *          *         32        99         1            *            *             *
14      GA_SPWI921     *          *         32        99         1            *            *             *
15      GA_SPWI922     *          *         32        99         1            *            *             *
16      GA_SPWI923     *          *         32        99         1            *            GA_SPWI924    ALL_EVIL
17      GA_SPWI924     *          *         32        99         1            *            GA_SPWI923    ALL_GOOD
18      GA_SPWI925     *          *         32        99         1            *            *             *
19      *              *          *         *         *          *            *            *             *
20      *              *          *         *         *          *            *            *             *
21      *              *          *         *         *          *            *            *             *
22      *              *          *         *         *          *            *            *             *
23      *              *          *         *         *          *            *            *             *
24      *              *          *         *         *          *            *            *             *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here. The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127). ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files). PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before. EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later. In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
         SIDES    ROLLS    MODIFIER
1        6        0        6
2        6        0        6
3        6        0        6
4        6        0        6
5        6        0        6
6        6        0        6
7        6        0        6
8        6        0        6
9        6        0        6
10       6        0        6
11       6        0        2
12       6        0        2
13       6        0        2
14       6        0        2
15       6        0        2
16       6        0        2
17       6        0        2
18       6        0        2
19       6        0        2
20       6        0        2
21       6        0        2
22       6        0        2
23       6        0        2
24       6        0        2
25       6        0        2
26       6        0        2
27       6        0        2
28       6        0        2
29       6        0        2
30       6        0        2
31       6        0        2
32       6        0        2
33       6        0        2
34       6        0        2
35       6        0        2
36       6        0        2
37       6        0        2
38       6        0        2
39       6        0        2
40       6        0        2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level. Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used. This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
~7C#KIT               69      666      0       0       7      42~
Stats requirement to dual-class FROM this kit to another class. No memes here.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT                0       1       1       1       1       1       1       1       1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
	~7C#KIT  1  1  1  0  0  0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
~0x00080000	4~
This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
~7C#K~
These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
This is the lowercase name of the kit, you can use a .tra reference as well if you like.
SAY ~batman~
First uppercase, the rest lower case.
SAY ~Batman~
The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
SAY ~BATMAN: I heard he's cool, didn't test tho.~
Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
LAF fl#add_kit_ee
This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
biography = 29492
This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
fallen = 0
This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
fallen_notice = RESOLVE_STR_REF (~Lost Class: Defender of Gotham City.~)
The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
kit_name = ~7C#KIT~
This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead. The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels. The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
clswpbon = ~1 0 3~
This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
numwslot = ~2~
This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
thiefskl = ~40 20~
This is the maximum amount of Thief traps the kit can set per area.
traplimt = 6
Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please. Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
clascolr = ~35 67 67 25 80~
This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
clasiskl = ~10 10 10 10 10 10 10~
This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
thiefscl = ~100 100 100 100 100 100 100 0~
This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
hpclass = ~HP7C#K~
This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
clsrcreq = ~1 1 1 1 1 1 1~
This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
clasthac = ~0~
These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This END closes out the LAF action started before.
END // nothin' to see 'ere
Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
COPY	"example/spl/your1.spl" "override"
	SAY 0xC ~this is the spell's name~
	SAY 0x50 ~this is the spell's description~

COPY	"example/spl/your2.spl" "override"
	SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).

COPY	"example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
	"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too

/* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
	~7C#KIT 1 1 1 1 1 1 1 1~
        ~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~7C#KIT 0 9 0 0 0 0~
	~7C#KIT 0 0 0 0 0 0~
	~7C#KIT 0 15 0 0 0 0~
        ~7C#KIT 0 17 0 0 0 0~
	~7C#KIT 0 1 1 1 1 1 1 1 1~
	~7C#KIT 1 1 1 0 0 0~
	~example/7C#KIT.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00080000 4~
	~7C#K~
	~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
	SAY ~batman~
	SAY ~Batman~
	SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
	INT_VAR
		biography = 29492
		briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
	STR_VAR
		kit_name = ~7C#KIT~
		backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		clswpbon = ~1 0 3~
		numwslot = ~2~
		thiefskl = ~40 20~
		traplimt = 6
		clascolr = ~35 67 67 25 80~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HP7C#K~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY	"example/spl/your1.spl" override
	SAY 0xC ~this is the spell's name~
	SAY 0x50 ~this is the spell's description~

COPY	"example/spl/your2.spl" override
	SAY 0xC #-1

COPY	"example/tables/HP7C#K.2DA" override
	"example/tables/LU7C#K.2DA" override

Helpful links:

Have fun modding!

[v1.51] Drake, a human priest of Tyr NPC for BG:EE and SoD

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

Overview

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

Biography

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

[Kit Pack] Deities of Faerûn - v 1.9.7.4 [49 Cleric Kits and more for IWD, BG(2)EE and EET]

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Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 49 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Deneir, Eldath, Garagos, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Solonor, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Urdlen, Valkur, Velsharoon, and Yondalla. Those deities also receive multiclass kits! Check the next post to know more details. All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much. Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle. The Holy Symbol is automatically granted once the cleric reaches level 25. On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info! Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.

Install Order

DoF should be installed after mods that introduce items to the game and that introduces spells to the game (as IWDification, B_Spells, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail. DoF should be installed before mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. DoF should be installed before Tome and Blood. This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing! DoF is not compatible with Faiths and Powers. DoF is not compatible with Spells Revision. Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about: Know Issues * A multiclass R/C or F/C of one deity that gives d10 as HD will have 2 extra HP when created in ToB. I have no idea why. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Branwen for BG2 (Battleguard of Tempus) * Dave (Stormcaller of Tempus) * Drake (Holy Justice of Tyr) * Dusky (Silentwalker of Mask) * Finch* (Glyphscriber of Deneir) * Gavin (Dawnbringer of Lathander) * Helarine (Doomguide of Kelemvor) * Korin (Hawkeye of Solonor) * Nephele (Horn Guard of Solonor) * Quayle for BG2 (Hoodwinker of Baravar) * Shar-Teel for SoD (Bloodreaver of Garagos) * Tenya (Waveservant of Umberlee) * Tiax for BG2 (Strifeleader of Cyric) * Turald (Trailblazer of Marthammor) * Yeslick for BG2 (Alaghar of Clangeddin) * Yvette (Heartwarder of Sune)
* Finch's original thread can be found here. I've linked the Beamdog thread because I don't know if the original one works with Enhanced Edition.
Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! :) Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list! [spoiler]-Arvoreen: Helm, Fighter - Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Deneir: Lathander, Wizard - Eldath: Lathander, Druid - Garagos: Talos - Haela: Helm, Fighter - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Marthammor: Lathander - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Shiallia: Druid - Solonor: Ranger - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Ulutiu: Helm - Urdlen: Talos - Valkur: Lathander - Velsharoon: Talos, Wizard - Yondalla: Helm, Ranger[/spoiler] This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items. That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one. All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it. --- For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel Thanks. --- I need to say thanks to some people here: @kjeron , dude, you deserve a statue. You're the most helpful person I ever met. @Gwendolyne I would never have started modding if it wasn't for your kindness and patience. @subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system. @CamDawg and @argent77 for the helpful codes and tools. @Aquadrizzt for the multiclass-kit tool that made the NPC kits possible. @Arctodus for the brainstorming. @Necromanx2 for all the patience and bug reports that made this mod better.

What mods to install to turn my Fighter-Thief into a Kensai-Thief?

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Hi everyone, I'm a relative newcomer to the EE edition of Baldur's Gate. I dabbled in installing mods on the older version of BG but that was a while ago. Now I'd like to try it again for my Fighter-Thief character on my Steam version of BG:EE for MacOS. Specifically, I'd like to change him into a Kensai-Thief, remove the restriction on weapon proficiencies so that he can attain grand mastery/full mastery in all weapons, and if possible, make it so he can wear any armor, bracers, or helmets that a thief could wear. My question is, are there any mods that work with BG:EE (Mac/Steam version) that would let me do that, and if so, can you point me in the direction of how to obtain them?

Thanks in advance!

[v1.8] Artemius_I's House Rule Tweaks

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Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason. All previous kit components have been migrated over to The Artisan's Kitpack. Adds new racial enemies. This component unifies the racial enemy selection between BG:EE, BG2:EE and IWD:EE and offers an expanded variety of choices. The available racial enemies include:
  • Ankheg
  • Basilisk
  • Bear
  • Beholder
  • Carrion Crawler
  • Doppleganger
  • Dragon
  • Drider
  • Dwarf
  • Elemental
  • Elf
  • Ettercap
  • Ettin
  • Fairy
  • Fiend
  • Genie
  • Ghoul
  • Giant
  • Gibberling
  • Githyanki
  • Goblin
  • Golem
  • Gnoll
  • Gnome
  • Half-elf
  • Half-orc
  • Halfling
  • Hobgoblin
  • Human
  • Imp
  • Kobold
  • Kuo-toa
  • Lich
  • Lizardfolk
  • Lycanthrope
  • Mephit
  • Mind Flayer
  • Minotaur
  • Myconid
  • Ogre
  • Orc
  • Otyugh
  • Rakshasa
  • Sahuagin
  • Salamander
  • Shadow
  • Shambling Mound
  • Skeleton
  • Slime
  • Spider
  • Troll
  • Umber Hulk
  • Vampire
  • Wolf
  • Wyvern
  • Yeti
  • Yuan-ti
  • Zombie
Modifies the weapon style proficiencies to be more diverse and useful. This component rebalances the bonuses granted by the weapon styles, giving each style its own niche.
Two-Handed Weapon Style 0 points: -1 penalty to Armor Class 1 point: +1 Damage, +2 Speed Factor, +1 Critical Hit Rate 2 points: +3 Damage, +4 Speed Factor, +1 Critical Hit Rate Sword and Shield Style 0 points: -1 penalty to THAC0 1 point: +1 Armor Class, +1 Armor Class vs. Missiles 2 points: +2 Armor Class, +4 Armor Class vs. Missiles Single Weapon Style 0 points: Nothing 1 point: +1 THAC0, +1 Armor Class, +1 Critical Hit Rate 2 points: +2 THAC0, +2 Armor Class, +2 Critical Hit Rate Two Weapon Style 0 points: -4 penalty to THAC0, -8 penalty to Off-Hand THAC0 1 points: -2 penalty to THAC0, -4 penalty to Off-Hand THAC0 2 points: -2 penalty to THAC0, -2 penalty to Off-Hand THAC0 3 points: +2 Armor Class, -2 penalty to Off-Hand THAC0
Provides more versatile and powerful shapeshifting for druids. This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a 'Wild Shape' ability which, three times per day, allows them to shapeshift into five different animal forms.
Wild Shape: Animal Forms BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage. WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death. SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds. BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death. PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds. The avenger also has gotten a slight overhaul. Besides its forms gaining a slight boost to match the new forms, it also gets a new form - winter wolf - to make up for the spider being moved into the standard druid selection. Wild Shape: Avenger Forms RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage. WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half) WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage. Additionally, the Fire Elemental Transformation and Earth Elemental Transformation HLAs have been removed. Instead, the druid gains one use of Elemental Shape at level 14, allowing them to shift into elementals of the four major elemental planes. The forms get a power boost upon the druid reaching level 15: Wild Shape: Elemental Forms FIRE ELEMENTAL: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +25% bonus hit points, +20% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 2d10 damage (half fire, half slashing). Enemies who strike the druid within melee range suffer fire damage in retaliation. LEVEL 15: Strength and Dexterity increased to 20. Attacks per round increased to 4. EARTH ELEMENTAL: 22 STR, 14 DEX, base AC 2, 1 attack per round, +50% bonus hit points, +50% physical resistance. Attacks deal 2d12 crushing damage. LEVEL 15: Hit point bonus increased to +100%. Physical resistance increased to 75%. AIR ELEMENTAL: 18/75 STR, 22 DEX, base AC 0, 2 attacks per round, +25% bonus hit points, +20% physical resistance, +100% missile resistance, +100% electrical resistance, increased movement rate. Ranged attacks deal 4d6 damage (half magic, half crushing) and knock all enemies in a 10' radius unconscious on targets who fail a save vs. breath weapons at -2. LEVEL 15: Base AC increased to -6. Dexterity increased to 24. Attacks deal 8d6 damage and knock enemies unconscious on a failed save vs. breath weapons at -4. WATER ELEMENTAL: 19 STR, 18 DEX, base AC 2, 2 attacks per round, +50% bonus hit points, +30% physical resistance, fire and cold resistance set to 80%, regenerates 1 hit point/round. Attacks deal 2d10 damage (half cold, half crushing). LEVEL 15: Strength increased to 21. Regeneration rate increased to 3 hit points/round.
The totemic druid and shapeshifter are not affected by this component. Modifies racial stat bonuses and proficiencies. This component alters the racial bonuses of the playable races as follows:
  • Dwarves, halflings and gnomes suffer a -2 penalty to THAC0 when wielding two-handed melee weapons
  • Elves gain a +2 bonus to THAC0 when wielding bows, longswords and shortswords
  • Dwarves gain a +2 bonus to THAC0 when wielding axes and warhammers
  • Halflings gain a +2 bonus to THAC0 when wielding darts, daggers and slings
  • Half-Orcs gain a +2 bonus to THAC0 when wielding two-handed melee weapons
  • Dwarves no longer suffer a -1 penalty to Dexterity
  • Halflings no longer suffer a -1 penalty to Wisdom
  • Half-Orcs suffer a -2 penalty to Charisma instead of Intelligence
Gives monks the ability to use and be proficient in quarterstaves. This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with proper animations. All classes get equal hit point bonuses for constitution. Regeneration rates increased all around. This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes. Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled. As an addendum: Dragon Disciples will absolutely LOVE this change. New constitution table:
2DA V1.0
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           OTHER      WARRIOR    MIN_ROLL   REGENERATION_RATE FATIGUE_BONUS 
1          -3         -3         1          0                 -4            
2          -2         -2         1          0                 -3            
3          -2         -2         1          0                 -3            
4          -1         -1         1          0                 -2            
5          -1         -1         1          0                 -2            
6          -1         -1         1          0                 -1            
7          0          0          1          600               -1            
8          0          0          1          600               0             
9          0          0          1          600               0             
10         0          0          1          600               0             
11         0          0          1          600               0             
12         0          0          1          600               0             
13         0          0          1          600               0             
14         0          0          1          600               0             
15         1          1          1          600               0             
16         2          2          1          600               1             
17         3          3          1          600               1             
18         4          4          1          300               2             
19         5          5          1          60                2             
20         5          5          2          30                3             
21         6          6          3          24                3             
22         6          6          3          18                4             
23         6          6          4          12                4             
24         7          7          4          6                 5             
25         7          7          4          2                 5
Modifies the HLAs Resist Magic, Critical Strike, War Cry These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly: Resist Magic This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration. Critical Strike A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits). War Cry With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels. Makes a couple interactions more convenient for the player. Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel. Removes the 90% physical resistance from Candlekeep's rats. Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode. Allows the player to acquire items that previous required evil actions. Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative. Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days. Deck of Many Things: After playing the game with Aesgareth the cambion, assuming a peaceful resolution, he may be persuaded to trade the deck... for a rather steep price, naturally. Removes annoying micromanagement. Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory. Grants stat bonuses to the EENPCs in BG2 (except Hexxat). This component gives a boost to the stats of the EENPCs, in line with the returning BG1 party members.
  • Rasaad: +1 Strength, Dexterity, Constitution
  • Neera: +2 Constitution, +1 Intelligence
  • Dorn: +1 Dexterity, +2 Charisma
Gives abilities to the plot items that stay in the inventory. This component (originally its own mod) gives special abilities to the Mask of King Strohm III, Shadow Dragon Wardstone and Symbol of Amaunator. Makes killing trolls less annoying. This component modifies the troll's near death mechanic to make them fall over a lot faster than usual. Restores the reputation increase sound for BG2. This component brings the reputation increase jingle from BG:EE into BG2:EE. Adds character record text for all races. This component adds text to the character record screen for all races in the game. Changes the unarmored thief avatar. This component restores the hoodless avatars for unarmored thieves from vanilla BG2. Options for each race can be chosen individually.

[MOD] Bubb's Spell Menu (Update: v2.0!)

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This mod doesn't support BG2EE v2.5.16.6 currently, though I am working on an update to make it compatible.

Overview:

This mod seeks to replace the standard hotbar spell selection with a more powerful version. The set of enhancements over the default spell selection includes a searchable spell list, and the ability to sort spells based on name, primary type, and level.

Versions:

Normal

Screenshots:

Searching for "Summon"

Sorting by Name

Sorting by Primary Type

Sorting by Level

Changelog: v1.3: Switched to github for hosting. v1.2: Fixed bug where duplicate spell entries were being shown. Cleaned up code. v1.1: Added Type category. Fixed alignment issue with search bar. Refactored code. v1.0: Initial release.

Light

Overview:

I'm sure some have felt like the normal version of this mod goes over the top. The menu is big, it's bulky, and it is somewhat intrusive to the world screen. In consideration to this feeling I've made a "light" version of this mod, which only includes a search bar. This version is much more integrated with the vanilla GUI, as the search results are displayed in the hotbar itself; nice and tucked away on the bottom of the screen.

Standalone features:

The spell selection uses the default behavior until a term is inserted into the search bar. Once a search term is entered the hotbar transforms into a list of search results; these results mimic the default spell selection behavior. Note: The green slot in the search results is the slot that will be picked if "enter" is pressed while typing in the search field. This is useful for quickly picking a spell when you've typed enough characters to narrow the list down to one entry.

Screenshots:

Searching for "Summon"

Searching for "Protection from"

Changelog: v1.6: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.5: Fixed WeiDU bug. Added spell count for mage and priest spells. v1.4:
Fixed alignment of slots to match vanilla. Made compatible with quickspell selection. Honors if the game was paused like extended edition. Will no longer bug-out if spell button was disabled when pressed. Fixed spellUUIDs being shown in temple healing services.
v1.3: Switched to github for hosting. v1.2: Reverted unintentional edits to message box. Cleaned up code. v1.1: Critical fix regarding a failure to pick spell when hotbar was moved before inputting search term. v1.0: Initial release.

Extended

Overview:

If the list view from the normal version of this mod doesn't strike your fancy, this version very well might. This version emulates the slots from the default spell selection, and arranges them in such a way that all spells will be visible at once. This is useful for players who are irritated by the lack of visibility in the default spell selection.

Screenshots:

Cleric / Mage All Spells

Cleric / Mage Filter By Mage Spells

Cleric / Mage Filter By Cleric Spells

Cleric / Mage Left Align

Changelog: v2.0: - Complete refactor of code, many bug fixes, many code style improvements. - Slots are now variable in size, being able to be optimized and changed at runtime - either manually or automatically. - Added settings menu, including the ability to toggle the following options: Auto-Pause: Controls whether the game is paused when the spell menu is opened. Automatically Optimize Slot Size: Attempts to fit all slots on the screen without the use of arrows. Darken Background: A slight dimming of the background, can be used with “Modal” turned off to create a much more tolerable background. Modal: Whether or not background GUI elements are blocked. This overlays a hardcoded darkening effect on all background GUI elements, so this must be turned off to completely disable any darkening effects. It is unknown what bugs can occur with this setting turned off. - Spell levels are now displayed in the spell menu. - Spell levels can now occupy more than one row; a maximum of 18 rows are able to be displayed at one time. - Expanded maximum slot count per row to 50, for high resolution monitors with Scale User Interface turned off. - Improved installer; installation time reduced from several minutes to seconds. - Many more internal and minor changes.
v1.17: Added support for BGEE with SoD. v1.16: General fixing of bugs revolving around opcode 214. v1.15: Added support for spells that use opcode 214. v1.14: Fixed SPELL_UUIDs appearing in places. Fixed dialog history changing dialog text to "|". Fixed NO TEXT spell names being displayed in message box. v1.13: Started escaping backslashes in spell names in BGEE.lua to fix installation bug. v1.12: Fixed typo in lefreut's Improved Record Screen compatibility patch. v1.11: Improved spell icon detection and fixed SPELL_UUIDs showing on HLA screen. v1.10: Fixed bug in UIUtil.exe regarding reading .uipatch files. v1.9: Added compatibility with lefreut's Improved Record Screen. v1.8: Added cross-platform safeguards. v1.7: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.6: Ported search bar from light edition. Fixed bug in extreme case where first and last spells were hidden. v1.5: Fixed WeiDU bug. Added spell count to mage and priest spells. v1.4: Switched to github for hosting. Fixed quickspell selection. Fixed spell uuids showing in temple healing services. v1.3: I was an idiot and accidentally changed something in WeiDU that broke the mod when you cast a spell, all is fixed now. v1.2: Added spell type filtering. Added optional left align. v1.1: Fixed Spell UUIDs appearing in the priest spell selection in character creation. v1.0: Initial release.

Known Issues:

None at the moment.

Installation:

Download normal version: Here Download light version: Here Download extended version: Here Download the zip file of the version you wish to install from one of the links above, and copy the contents into your game's base folder. Run the setup-bubb_spell_menu.exe, and you are good to go!

[MOD] More Style for Mages (v1.56)

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image This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files. Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible. In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.
Mod components are following: Group 1: Wizard’s Staffs WIZARD’S STAFF FOR BG:EE STAFF OF WIZARDRY FOR BG2:EE STAFF OF WIZARDRY FOR IWD:EE CUSTOM INVENTORY ANIMATION FOR SOW STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS Group 2: Other Items and Tweaks CIRCLETS CIRCLET OF REVELATION FOR BG:EE WIZARD'S HAT WAND CASE STONE OF TELEPORTATION VISUAL TWEAKS FOR ROBES ROBE COLORSETS FROM COSMETIC CHANGES MOD Group 3: Familiars CUSTOMIZABLE FAMILIARS CUSTOM NAMES FOR FAMILIARS FAMILIARS FOR NPC MAGES ANIMATION TWEAKS FOR SOME FAMILIARS FIND FAMILIAR SPELL IN SHOPS Navigation: UPDATE LOGS INSTALLATION SCREENSHOTS
image There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages. The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too). image This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices. image In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally. Warning: Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix). Activated staffs have following abilities: [spoiler]Staff of Abjuration - 25% chance of casting Spell Thrust, on successful hit - can cast Minor Spell Turning once per day Staff of Conjuration - 25% chance of casting Summon Insect, on successful hit (like the priest spell) - can cast Monster Summoning III once per day Staff of Divination - 25% chance of casting Know Enemy, on successful hit Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds - can cast Oracle once per day Staff of Enchantment - 25% chance of casting Rigid Thinking, on successful hit - can cast Hold Monster once per day Staff of Illusions - 25% chance of casting Sensory Collapse, on successful hit Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect) - can cast Shadow Door once per day Staff of Invocation - 25% chance of casting Lightning Bolt, on successful hit (only effects the target) - can cast Cloudkill once per day Staff of Necromancy - 25% chance of casting Vampiric Touch, on successful hit - can cast Animate Dead once per day Staff of Alteration - 25% chance of casting Slow, on successful hit - can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly) Staff of Wild Magic - 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit - can cast Wildstrike once per day Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds Staff of Dragon Power - 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage) - can cast Dragon Fear once per day Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead. Staff of Wizardry (Empowered) - Wielder can cast any 5th-level spell, once per day[/spoiler] Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below: [spoiler]Fist floor of Watcher's Keep - container with candle in the back room Fourth floor of Watcher's Keep - tomb of the demilich Saradush - underground with vampires - secret room opened by tortured spirit Yaga-Shura's Lair - guarded container with skull wardstone Dead body of Draconis Room of the Lich in the Sendai's Enclave Stock of Amkethran Tavern[/spoiler] Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.) Additional spells are: [spoiler]-Staff of Abjuration +5: Pierce Shield -Staff of Conjuration +5: Summon Fire Giant Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained. -Staff of Divination +5: Prediction Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds. -Staff of Enchantment +5: Thrall Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections. -Staff of Illusions +5: Simulacrum -Staff of Invocation +5: Incendiary Cloud -Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting -Staff of Alternation +5: Mass Polymorph Other Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty. -Staff of Wild Magic +5: Wild Sphere Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds -Staff of Dragon Power +5: Lesser Dragon Form Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack. -Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day[/spoiler] image Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same. image This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original. image Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color. Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice. Choices are following: -keep original -remove invisibility -replace invisibility with 50% magic resistance -replace invisibility with immunity to time stop -replace invisibility with increased casting speed by -3 -replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first) image In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them. In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations. In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop. image This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up. This component adds a Wizard's hat. An item with some magical properties and completely new custom animation made by @Smiley for human male mages and sorcerers (the limit is there because the animation only exists for them). image This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops. [BETA] This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers. In the below spoiler is the location of the artifact in both campaigns: [spoiler]Inside chest in Umar Hills cave and inside chest in Amkethran smuggler cave[/spoiler] image Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...). Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead. Note, that as a side effect, I had to make all robes automatically identified. This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however. image This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. image When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name. The race options are: Drake Imp (for evil) or Mephit (good and neutral) Cat Rabbit Groundhog Small spider Lim-Lim Floating Skull For now, all races have the same statistics, so this is mostly just about choosing the appearance. There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are: 0 XP 89 000 XP (100 000 XP for IWD:EE) 500 000 XP 2 500 000 XP 6 000 000 XP (5 000 000 XP for IWD:EE) Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack. There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own. image As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again. image NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component. When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move. image UPDATE: The Lim-Lim tweak below is fixed, the animation works differently now. There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars). The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE. image This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it. image v1.0 of BG:EE, v1.0 of BG2:EE -Staffs, circlets and visual tweaks for robes added v1.1 -BG:EE and BG2:EE mods combined into single mod v1.2 -Dialog bug of SoW for multi-classes fixed -Various typos fixed -Melee characteristic of SoW fixed -Speed factor of SoW fixed -Added own projectiles for WS and SoW -Robes remain in armor slots after changing -Blue SoW colorset slightly tweaked v1.3 -SoW can be upgraded by Cespenar -On-hit chance of SoW increased from 15% to 25% -Circlet of Revelation added to BG:EE -Added ranged attack to the Staff of the Magi -SoW available in the Black Pits 2 v1.35 -Enchantment level of staffs fixed -Thrall spell fixed v1.36 -Polish translation added (credits to @Cahir ) v1.4 -Compatible with IWD:EE v1.41 -Fixed invalid strings for some of SoW's on-hit effects in IWD:EE v1.42 -Russian translation added (credits to @Saigon1983 ) v1.43 -Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields) v1.5 New content: -Customizable Familiars component added -Familiars for NPC mages component added -Wand Case component added -Tweaks for the Staff of the Magi component added Fixes and tweaks: -New color options for WS and SoW (14 total) -Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp -Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration) -Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party -Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration) -Staff of Alteration: Teleport renamed to Phase Shift, changed visual effect -New icons for added spells -Red and Purple missiles animation slightly tweaked -Added missing DD restriction to the Staff of Dragon Power -SoW spells are cast at caster level instead of level 10 -Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had) -Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them Technical: -Prefixes of mod files changed to RG -WeiDU updated to 239 -Tp2 structure and folder structure significantly altered v1.51 -Lim-Lim animation fix -Dragon form animation fix -Dual-classed character not receiving a specialist bonus spell fix -Alternation string fixed to Alteration v1.53 -Stone of Teleportation component -Some other grammar string corrections v1.54 -Added Wizard's hat component -Some more string corrections -Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger -Complete polish translation added v1.55 -Added polish readme -Some typos in the polish tra file fixed v1.56 -Russian translation added (credits to @Saigon1983 ) image

Download the latest release

Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory. You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs. Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod. I hope you enjoy it. image Wizard's Staffs and circlets in BG:EE: [spoiler]image[/spoiler] Staffs of Wizardry in BG2:EE: [spoiler]image image image[/spoiler] Circlets in BG2:EE: [spoiler]image[/spoiler] Robe Tweaks: [spoiler]image image[/spoiler] Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

About multiplayer inventory screen.

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Hi,

Is there any way to disable the grey filter/mask when you are looking at your mate's inventory in multiplayer?
Im talking about this.
Also is it possible to turn off the autopause while someones is looking at the journal?

Thanks.

[v1.6] Pai'Na, a half-drow hivemaster druid NPC for BG2:EE

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Link to mod page on my site: https://artisans-corner.com/paina-npc-for-bg2ee/

GITHUB MIRROR

(Hivemaster standalone kit linked at end)

Introduction

STR: 10 DEX: 18 CON: 15 INT: 14 WIS: 16 CHA: 15 Total: 88 This mod makes Pai’Na, the true neutral half-drow druid in the Graveyard tombs, a playable NPC with banters and interjections. She has a unique hivemaster kit. I originally started working on this mod while writing Sirene BG1 and long before Sirene BG2. The writing's not my favorite, but I hoped she'd be a simple, unique NPC that'd be fun to write during my free time. Now I've bothered to finish the bulk of the writing I had left and now she's a fully playable NPC with roughly Bioware-NPC levels of content (though still silent). The mod is compatible with Unfinished Business now... sort of. It doesn't mesh very well due to the different tone of speech, but you can recruit her after completing the Spider's Bane quest by talking to her a second time after receiving her reward.

Biography

“PAI’NA snarls when you ask about her past, telling you that it is none of your business and that it is enough to know that her half-drow heritage has made her an outcast from any form of civilized society. As a hivemaster druid, her duty of tending to the arachnids of the land is foremost, though she has decided to travel with you for now.”

Personality & Background

Pai’Na is the progeny of human and drow parentage – her mother was a human slave of the Underdark who escaped by some unknown means. Though she did not survive after reaching the surface, the newborn Pai’Na was taken in by a woman in the forest of Tethyr. Though a witch by reputation, the woman was actually a powerful hivemaster, and tutored Pai’Na in her ways. For reasons unknown, Pai’Na left her foster mother’s care not long after coming of age, before her training was complete. Well, what else can I say about Pai’Na… her original BG2 character did not have much in the ways of personality, aside from her devotion to her spiders – her children, as she likes to call them. Therefore, much of her character as written is my own creation. She is very much unlike Jaheira and Cernd – don’t expect her to preach on about the importance of balance, as her foremost concern is for the safety of her own charges. Personality-wise, she can be moody, unsociable and temperamental, but she isn’t that bad of a person if you get on her good side. In short, she’s less of a druid and rather someone looking out for herself and her ‘family’, so to speak. She also despises drow, whom she blames for making her a social outcast, and doesn’t care much for humans either due to their lack of care for where they step. If you’re not charismatic enough, she will come to blows with Viconia.

Hivemaster Kit

HIVEMASTER: The Hivemaster is a druid that focuses on fostering and protecting insects and arachnids, including giant versions thereof. Most commonly stylise themselves after either communal insects, such as ants or bees (hence the name), or predators like spiders, scorpions and dragonflies. Advantages: – Immunity to all poisons and the following spells: Web, Summon Insects, Insect Plague, Creeping Doom – Gains a +4 bonus to Armor Class and saving throws against attacks made by spiders and is ignored by them unless they are provoked. – May cast Web and Spider Spawn as 2nd and 4th level priest spells respectively. – May use the Poison Weapon ability once per day. Gains another use at levels 7 and 14. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st– Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th– Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th– Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th– Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) – 5th level: May shapeshift into a huge spider once per day. – 8th level: May shapeshift into a sword spider once per day. – 14th level: May shapeshift into a wraith spider once per day. Disadvantages: – May not wear heavier armor than leather. – May not shapeshift into default animal forms.

[MOD]CLUAConsole Cheats without keyboard (any device).

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Hello there, I've been searching frantically for a way to enable cheats in the android version of the game but I could never do it. Finally I decided to create my own solution for this problem. I edited the ui.menu file from each game (Baldur's Gate, Baldur's Gate 2, Icewind Dale, Planescape torment) and I've changed the function of the help key (The ? symbol) to open the cluaconsole and the menu that has explore,godbow, travel etc. functions. You don't even have to edit baldur.ini for this to work. I used versions 2.5 of the games (latest versions as of now). Downlload the zip file and then put the override folder of the respective game to android-data-com.beamdog.(game)-files and then run the game. when you are playing press the ? and then the console will come up. to dissable it either press the done button or the enter key when you write a code on the console. Hope it helps you put cheats on android. If you need more help or guidelines, please tell me. The code that I changed is this (for opening console): button { area 3 56 73 55 enabled "worldScreen == e:GetActiveEngine()" bam GUILS10 sequence 16 tooltip lua "Infinity_FetchString(31827)" --"getTooltipWithHotkey(16,31827)" tooltip force lua "sidebarForceTooltips == 1" tooltip force top clickable lua "sidebarsGreyed ~= 1" action " Infinity_PushMenu('HELP') Infinity_PushMenu('cheatConsole') Infinity_PushMenu('cheatMenu', 0, 0) " } and this for closing the console button { area 306 164 300 40 bam GUIBUTWT text "DONE_BUTTON" text style "button" action " Infinity_PopMenu('HELP') Infinity_PopMenu('cheatConsole') Infinity_PopMenu('cheatMenu', 0, 0) " } }

Shadowkeeper help

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Hi all,
https://dropbox.com/s/a044gqiqvcmthbf/000000001-Quick-Save-4.bg1save%202?dl=0

I'm currently playing through Baldurs Gate on an iPad and I'm struggling with a shadow keeper solution as I don't have a PC. Would any really kind person be able to add one point of strength and constitution to Morrodin the Blackguard in the linked save game file? (I want to pretend he's an Orc like Dorn). The game difficulty is on Legacy of Bhaal if that makes any difference to the edit...

Many thanks in advance!

A Simple XP cap remover. Now compatible with Siege of Dragonspear!

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Updated post with information about the new file added by Siege of Dragonspear. Thanks to @Avenger_teambg for pointing out the new file :)

Just download the file attached to this post. And now that I've given the download links, let's have some instructions and a word of warning. XP Cap in BG:EE is controlled by three files: XPCAP.2DA STARTARE.2DA STARTBP.2DA Siege of Dragonspear added a new file to the mix: SODSTRTA.2DA Actually this had me scratching my head when I tried to make a simple XPCap remover as modifying XPCAP.2DA has always been enough. In BG:EE's case changing just the XPCAP.2DA did not remove the cap, so I went on looking for the cause. STARTARE.2DA and STARTBP.2DA control the starting conditions of the main quest and Black Pits, respectively, controlling among other things your starting position, starting XP and XP Cap for that campaign, proving that the new EE engine is able to deal with multiple campaigns with their own individual limits. The release of SoD made it clear there was something new as modifying the original 3 files from the EE didn't remove the cap in the expansion. Thanks to a post by @Avenger_teambg pointing out wich file it was, it was quite seimply to remove the cap there as well. The game has all the tables up to level 40 BUT there are no HLAs (High Level Abilities) present. That means that if somehow you reach a level where you'd normally get an HLA you have to hit ENTER on the character screen to skip that. If you want to change the XP Cap to any other fixed value all you have to do is edit the 2DA files and change the -1 into whatever value you want. Actually you can also change the starting XP in the main quest and Black Pits as well. Just change START_XP from 0 to the value you want in both STARTARE.2DA and STARBP.2DA. To remove or change the cap in SoD you need to edit SODSTRTA.2DA. Notice you'll need a text editor to change the file such as Editpad Lite. The game will not recognize the 2DA files if they're converted to Rich Text Files or Word Documents. So you must be asking yourself how to make it work. It's very simple. Just copy the four files into your override folder. If you don't have one, create one in the same place the movies and scripts folders are located (usually bgee installation path/data/00766), In my computer, for instance, it would be placed in C:\Games\Baldur's Gate Enhanced Edition\Data\00766 If you are a Steam user, the default override folder path would look something like this: C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

[mod] Will of the Wisps - Shamanic enhancements

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

[MOD] Dragonspear UI++ (v2.41) - Now compatible with BG2:EE

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Dragonspear UI++

Download the latest release

This mod (previously named SoD GUI Overhaul) makes many changes to the user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. It is compatible with BG:SoD and BG2:EE. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel) v2.31 - Compatibility with 2.5 patch v2.32 - Fixed contingency screen - Fixed missing Charisma value for bards in the record screen - The mod moved to github v2.4 - Compatibility with BG2:EE, including new menu images by Seldar - Several minor fixes - Chapter screens converted to BAMs to save space v2.41 - Fixed bug - store/healing and store/identify screens crash - Fixed bug - class and biography scrollbar not draggable
Screenshots:
Installation: Download the mod from github and extract the zip file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-dragonspear_ui++.exe". Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod.

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release from GitHub (25 MB)

Download mirror (SHS) (25 MB)

You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you. This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction. Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally. The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem. There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types. Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.
  8. Identify all mod items: Identifies all items that are installed by this mod, which includes Golem Building Manuals as well as a number of special ingredients for building perfect golem variants.
  9. Add "Teleport" ability to golems: Adds the "Teleport" ability to all of your golem followers. It allows golems to jump to a party member in visual range instantly, but can only be used when no enemies are in sight.
Golem types taught by the Manuals of Golem Building: [spoiler] 1. Flesh Golems in lesser, regular, greater and perfect variants. 2. Clay Golems in lesser, regular, greater and perfect variants. 3. Stone Golems in lesser, regular, greater and perfect variants. 4. Iron Golems in lesser, regular, greater and perfect variants. 5. Mithral Golems in lesser, regular, greater and perfect variants. 6. Adamantite Golems in lesser, regular, greater and perfect variants. [/spoiler] Golem types taught by the Secret Manuals of Golem Building: [spoiler] [/spoiler] Golems that can be commissioned during the BG1 part of the game: [spoiler] [/spoiler] The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively. More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme. Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.

Upgradable Dak'kon's Blade

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Hey guys, this is my first attempt at modding. All it does is add a simple quest to the game and allows you to upgrade Dak'kon's Zerth Blade. I was disappointed by the lack of interesting unique katanas in this game. Basically theres Hindo's Doom and Celestial Fury, and thats it. And Hindo's Doom is pretty lackluster relatively for an endgame weapon. I've tried to keep the mod lore friendly and made the upgrade balanced in comparison to the other weapons in the game. I'm no expert in the lore though so if there is inconsistency, please correct me. You can upgrade the katana based on 1 of 3 options: attack, defense, and magic. This way, there should be a katana for all playstyles. Later, you will be able to upgrade them to even more powerful versions (+4, +5) with new effects (once I get to it). The mod is extremely simple so I doubt it will conflict with anything. Let me know what you guys think! Please leave any feedback/bugs you may find. image image more screenshots [spoiler] image image [/spoiler]

Druidic sorcerer kit

BG1 Unfinished Business v16.0

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BG1 Unfinished Business ("BG1UB") is a mod designed to restore many of the cut items, quests, and encounters from the original Baldur's Gate game's final release, as well as try to tie up some of the "loose ends." https://github.com/AstroBryGuy/bg1ub/releases/latest Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE. Here is a list of components that can be installed on BGEE: [spoiler]Ice Island Level Two Restoration The Mysterious Vial**** Finishable Kagain Caravan Quest**** Coran and the Wyverns* Kivan and Tazok**** Branwen and Tranzig**** Place Entar Silvershield in His Home**** Scar and the Sashenstar's Daughter Quoningar, the Cleric Shilo Chen and the Ogre-Magi Edie, the Merchant League Applicant Creature Corrections Creature Restorations Creature Name Restorations Minor Dialog Restorations Store, Tavern and Inn Fixes and Restorations** Item Corrections and Restorations Prism and the Emeralds Tweak**** Duke Eltan in the Harbor Master's Building Nim Furlwing Encounter Svlast the Fallen Paladin Mal-Kalen the Ulcaster Revenant ***Chapter 6 Dialog Restorations *Superceded in BGEE v2.x **Most of this component is already included in BGEE. ***New component for v15 ****Superceded in BGEE v2.5+ NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components. Also, Northern Tales of the Sword Coast and Jarl's Adventure Pack contain alternate restorations of Nim Furlwing and Svlast. BG1UB will skip those components if those other mods' components are present. [/spoiler] Version 16.0 CHANGES [spoiler]
  • Block the following components from being installed on BGEE v2.5:
    • The Mysterious Vial
    • Finishable Kagain Caravan Quest
    • Kivan and Tazok
    • Branwen and Tranzig
    • Place Entar Silvershield in His Home
    • Prism and the Emeralds
  • Moving code blocks for most components to external .tpa files
  • Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
  • Store, Tavern and Inn Fixes and Restorations:
    • Adding BGT to Red Sheaf Inn rumor fix.
    • Fixed Nashkel Inn name conflict with BGFixPack Game Text Update
    • Update Elfsong Tavern to use TAV0705.STO
  • Creature Corrections:
    • Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
    • Give Taurgosz Khosann FR-canon colors in BGEE v2.5
  • Nim Furlwing Encounter: Fix issue with reward scroll
  • Chapter 6 Dialogue Restorations: Fixed issue installing on BG1-TotSC
[/spoiler] Version 15.2 CHANGES [spoiler] * Updated French translations - Thanks Isaya! * Updated Italian translations - Thanks Aedan! [/spoiler] Version 15.1 CHANGES [spoiler] * Ch 6 Restorations: Updates to improve scripting and dialog options * Shilo Chen: Updated item description for Gloves of Pick Pocketing in BGEE * Updated Polish translations - Thanks @Cahir! [/spoiler] Version 15 CHANGES [spoiler] * NEW COMPONENT: Chapter 6 Dialog Restorations * Mal-Kalen updates: - Fear effect centered on caster - Reduce spell damage resistance to 50% * Updated German translations - thanks Clubboth! * Moving ALWAYS section to .tpa file * Moving Ice Island code block to .tpa file * Adding NTotSC check for Svlast component * Updating DV changes to write 32 bytes * Removing change of DV for %tutu_var%NOBW4.cre [/spoiler] Version 14.1 CHANGES [spoiler] * BUGFIX: Fixed bug on Tutu with Unshey's restored dialog * Updated Italian Translation - thanks Aedan! * Svlast, the Fallen Paladin: Made Svlast's items unidentified * Updating BGT_VAR for EET Support [/spoiler] Version 14 CHANGES [spoiler] * General Updates for BGEE Compatibility: Replace FILE_EXISTS checks to GAME_IS checks where appropriate. Add BGEE variables to getcpmvara/getcpmvarp calls. * Update to WeiDU v237, Windows and OS X binaries * Added UTF-8 support for BGEE via HANDLE_CHARSETS - Add iconv Windows binary for character set conversion. Redefine %LANGUAGE% variables to NOT include the tra directory, e.g., "english" instead of "tra/english". Changing %LANGUAGE% variables to lowercase to allow character set to be inferred. * Updating OSX sox binary to v14.4.0 (Intel CPU). * Updating lib files for BGEE compatibility - Adding g3_bgee_cpmvars.tpa. Updating rr_tutubgt_addvars.tpa for BGEE, rename rr_tutubgtbgee_addvars.tpa * TRA File Updates: Moving game content that uses Windows encoding to a separate file, bg1ub.tra. Setup.tra now only contains install text. This is done so that setup.tra can be excluded from UTF-8 conversion by HANDLE_CHARSETS. * Ice Island - Moving "tis" subdirectory to "tiz" to work with WeiDU function HANDLE_TILESETS. Moving tisunpack binaries to win32 and osx subdirectories of tiz. Also, renaming ar1010.tiz to ub1010.tiz for unpacking, since it will now unpack to the override directory. Changes to .tp2 file will rename ub1010.tis to the appropriate name after unpacking. BGEE has copies of AR1010 .wed and .bmp files, don't copy these files for BGEE. * Blocking the following components from installing on BGEE: * Additional Elminster Encounter * Angelo Notices Shar-teel * Safana the Flirt * Appropriate Albert and Rufie Reward * Flaming Fist Mercenary Reinforcements * Audio Restorations * Area Corrections and Restorations * Permanent Corpses * Elven Charm & Sleep Racial Resistance * The Original Saga Music Playlist Corrections * Sarevok's Diary Corrections * Kivan & Tazok - Change KIVANJ reference in ubkivan.d to %KIVAN_JOINED% for compatibility. * BGEE: Creature Restorations - Created BGEE version of ubcorian.cre. * Kagain's Caravan - Update DECOMPILE_BCS_TO_BAF to DECOMPILE_AND_PATCH. BGEE compatibility updates. Kagain's quest journal entry was not being removed in BGEE. Copied file bgKAGAIJ.d to bgeeKAGAIJ.d and added a block to remove journal entry. * BGEE: Coran & Wyverns - Skip IKCoranWyvernFix for BGEE (already included as DXCoran) * BGEE: Place Entar Silvershield in His Home - Add BGEE variable for AR0101 to getcpmvara call * BGEE: Scar and the Sashenstar's Daughter - Skip ubscar_fixes.d - not needed for BGEE * BGEE: Quoningar, the Cleric - ADD_JOURNAL command to add quest journal entries for BGEE. Created BGEE version ubquon.cre. * Shilo Chen and the Ogre Magi - Shilo Chen says the Ogre Magi are in the southwest corner of the Wood of Sharp Teeth. However, the Ogre Magi are found on the Bandit Camp map, which is at the north end of the Wood. Moving them to Larswood, which is the southwest part of the Wood. (BGEE) ADD_JOURNAL to add quest journal entries for BGEE. Created BGEE version of ubglove1.itm. * BGEE: Edie, the Merchant League Applicant - ADD_JOURNAL for quest journal entries in BGEE. * BGEE: Creature Corrections - Replace DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D blocks with DECOMPILE_AND_PATCH blocks. Skip fixes due to CamDawg's Inventory Checker - already included in BGEE. * BGEE: Creature Name Corrections - Skip Beresh fixes - already in BGEE. * Store, Tavern and Inn Fixes and Restorations - Add comments to indicate sections of component. Move ubba0133.dlg creation into Bartender Fixes section. Move Maltz' Weapon Shop and Unused General Store fixes into "Inn, Tavern, Store name restorations" section. (BGEE only) Block sections already implemented in BGEE. Add BGEE version of ubstores.d. * Item Corrections and Restorations - Add BUT_ONLY_IF_IT_CHANGES to item edit blocks. Updating item charges for ADD_STORE_ITEM: #1 #0 #0 for scrolls and bolts of polymorph, #0 #0 #0 for armor, helms, belts, bracers, etc.. (BGEE Only) Give Corsone "The Root of the Problem" since Amarande already has Mighty Oak +2 in BGEE. Updated Bala's Axe description for BGEE. * Audio Restorations: Moving .ogg files out of "tra" directory and into new "audio" directory. Update audio handling to built-in WeiDU function HANDLE_AUDIO. * Prism and the Emeralds - Add BGEE variable declaration: rr_bgee_addvars.tpa. ADD_JOURNAL for quest journal entries on BGEE. Move dialog to UBPRISM.D. * Duke Eltan in the Harbor Master's Building - BGEE compatibility updates. * Fix for TazokSays script blocks in AR2400.BCS and AR2900.BCS in BGEE. * Incorporating %FACE% variables to all CreateCreature strings for compatibility with BG1 (without TotSC). * Adding new component for BG1UB v14: Restore Nim Furlwing Encounter. Note: .tra files are temporarily updated with English text until translations can be provided. * Adding new component for BG1UB: Restored Elfsong Tavern movie. Thanks to Sams for the UBTAVERN.MVE file with soundtrack. Note: This component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams' BG:EE Classic Movies mod. * Adding new component for BG1UB: Svlast, the Fallen Paladin. * Adding new component for BG1UB: Mal-Kalen, the Ulcaster Ghost. * Restoring cut dialog for Unshey regarding Girdle of Gender Bending (Minor Dialogs Component). * Fixes for Lahl's dialog: TotSC, BGT, Tutu ONLY: Lahl's dialogs are random, rework the dialogs into a tree (already fixed in BGEE) - added to Minor Dialogs Component. * Updates to Ice Island Level 2: Give Dezkiel some additional defenses, including Snow Golems. * Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component * Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD. * Updated Italian Translation - thanks Aedan! * Added extra_tmp_ee.tra with BGEE Dialog.tlk strings [/spoiler]

[mod] (3.5 Edition) Weapon Style Rebalance

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Download Here This mod is the latest part of my 3.5 Edition/ Pathfinder style Tweaks Collection, which eventually will be combined into a single installer, once this last part has been play tested to my satisfaction. Like the rest of the mods in this collection, the purpose of this mod is to bring several balance features and rules introduced by 3rd edition D&D and Pathfinder into the Infinity Engine with minimally invasive tweaks, rather than a complete engine or rule overhaul, to preserve mod compatibility. Whereas the previous mods dealt with thac0 and Hit Dice, this mod rebalances the four “Weapon Style” proficiencies to make them conform more closely to how they function in 3.5 and Pathfinder, and moreover, to correct the rather large imbalance between Weapon Styles in BG2, in which investing 2 pips in any other Style than “2 Weapon” was rather useless and situational at best, and Dual Wielding was almost always the optimal build for a Warrior. The mod is divided into 5 optional Components, which are as follows: The first component, (3.5 Edition) Weapon Style Rebalance, is the core of the mod, which changes the weapon styles file and resets the test descriptions—I’ll mention this mod is fully compatible with BGEE, BG2EE, and IWDEE. The changes are as follows, firstly all weapon styles require only two proficiency points to be considered full, including two weapon style. Secondly, the second proficiency point in any weapon style is significantly more powerful than the first; like the vanilla game almost all classes can place at least one pip in any weapon style, while two proficiency points is generally reserved for the Warrior classes, with certain exceptions (detailed later). Thirdly, the weapon styles are modified as noted: Two-Handed Weapon Style: One point: a -1 bonus to to-hit rolls, a +1 bonus to damage rolls, and a -1 bonus to Speed Factor (Speed Factor being essentially equivalent to an initiative bonus from 3rd edition and later.) Two points: a -1 bonus to to-hit rolls, a +4 bonus to damage rolls, a -2 bonus to Speed Factor, and a +1 bonus to critical hit rolls (scoring a critical hit upon 19 & 20, rather than just 20.) A brief explanation, from 3rd edition onwards using two-handed weapons are most often the best method of maximizing melee damage, especially for high strength characters, since when using a two-handed weapon your Strength damage is multiplied by 1.5, so that, for instance, an 18 Strength Fighter would get a +6 damage bonus when using a two-handed weapon, rather than merely +4. However, in the IE games (based on 2e rules) High strength generally does not grant that many combat bonuses, unless it is exceptionally high, that is 18+, and is generally more used to limit the types of equipment you can equip. Moreover, most of your combat bonuses come from specializing (or mastering) in a specific type of weapon (longswords, axes, spears, etc.), and those bonuses do not differentiate between two-handed or one-handed weapons, thus favoring dual wielding. With this mod, now having two points in Two-Handed Weapons dramatically increases your damage output (+4) making it the best style for Offensive warriors—as it is in 3e, especially during the early game, and especially for warrior classes (like Paladins & Barbarians) who cannot gain damage bonuses from Mastery or Grand Mastery. Shield-Fighting Style (no longer called “Sword and Shield” to avoid confusion): One point: a -1 bonus to AC and an additional -1 bonus to AC against missile attacks when using a shield Two points: a -2 bonus to AC and an additional -2 bonus to AC against missile attacks when using a shield It’s commonly accepted among IE players that shields tend to be rather unpowered, since even the heaviest (non-magical) shields only grant +1 AC, and it is only worth using the rarer enchanted shields, and often even they are abandoned by the late game, as the extra missile protection can be more easily replicated otherwise. To say the least, in 3e Shields are much more powerful, as even the non-magical larger shields could grant +2 to +3 AC bonuses, and, moreover, magical shields granted a special unique “Shield” AC bonus that could not be easily obtained otherwise and, further, there is a whole slew of feats that a character can take to make combat with a shield even more powerful. With this mod, investing in the Shield-Fighting style will make shields much more effective as a defensive tool, granting total AC bonuses rather than just missile AC bonuses, though they still do grant a smaller additional missile AC bonus; even investing a single point as a thief will help mitigate the missile vulnerability of bucklers. Now using the Shield-Fighting Style is the best style for tanks and otherwise defensive warriors. Single Weapon Style: One point: a -1 bonus to to-hit rolls, a -1 bonus to Speed Factor, and a -1 bonus to AC Two points: a -2 bonus to to-hit rolls, a -2 bonus to Speed Factor, a -2 bonus to AC, and a +3 bonus to critical hit rolls (scoring a critical hit upon 17 and up, rather than just 20.) Single weapon style is a bit more complicated to explain, as it is meant to represent a whole bunch of feats, weapons, and prestige class aimed at low strength and high dexterity characters to make them more effective in combat, specifically things like Weapon Finesse (which substitutes Dexterity stat for Strength on melee attack rolls), classes that grant additional defense and attack bonuses for using a single weapon with a free hand, and generally builds the many high critical hit builds. Single weapon style is now a good defensive style for characters who cannot otherwise equip shields, either for class or strength restrictions, and a good offensive style for who characters who cannot easily obtain damage bonuses otherwise, as you now have a 1/5 change to strike a critical hit. Single handed style is now (with the addition of another component of this mod) meant to be the route for characters who want specialize in backstabbing, due to the to-hit and crit bonuses. Two-Weapon Style: Untrained: a +4 to-hit penalty to the main hand, a +8 to-hit penalty to the offhand, and a -2 damage penalty to the offhand One point: a +2 to-hit penalty to the main hand, a +4 to-hit penalty to the offhand, and a -2 damage penalty to the offhand Two points: no penalty to the main hand, a +2 to-hit penalty to the offhand, and a -2 damage penalty to the offhand Dual wielding is very overpowered in the BG2 engine (in some ways even more so than in AD&D), and was almost always the best offensive style by the late game. To say the least, Dual wielding was a little bit more balanced, in that it required a very specific build to make it work, and was usually reserved for Rogues and very specific warrior builds. The biggest changes I’ve made to two-weapon style is that now, like all the other weapon styles, it requires two Proficiency points to make it complete, and now the offhand weapon, regardless of style points, always receives a -2 penalty to damage roles, reflecting the rule in 3e in which an offhand receives of half of its user’s strength bonus. Also, I’ve changed the Two-Weapon Style test description to better explain to new players exactly what dual wielding does: it grants 1 extra APR; it does not double your APR. The second (optional) component, Expanded Weapon Styles for non-Warriors, allows Thieves and Bards to invest 2 points in Two-Weapon Style and Single Weapon Style, as per P&P, and allows Mages and Sorcerers to invest 1 point in Single Weapon Style and Two-Handed Weapon Style, also as per P&P. This is similar to Rogue Rebalancing weapon style component, except it expands style selection even further, thus should be used instead of that component it you are installing both this and Rogue Rebalancing. (This mod will account for any new Kits you add to the game as well, so long as it is installed after them.) The third (optional) component, Quarterstaves Cannot Backstab, patches all the Quarterstaves in the game so that they no longer allow backstabs. This is for balance purposes, to eliminate the problem from the base game where Quarterstaves were illogically the best weapons for backstabbing. (How does one ‘backstab’ someone with a blunt stick?) Again, this will account for any new Staves added by mods. The fourth (optional) component, Rangers Have No Offhand to-hit Penalty, grants all Rangers, kits, etc., an immediate removal of their offhand to-hit penalty at level 1, in accordance with AD&D P&P rules. Again, accounts for any new kits added by mods. The fifth (optional) component, Update Montolio's Cloak, is for BG2EE or EET, and updates Montolio's Cloak so that it now removes the offhand damage penalty for it’s user, since now Rangers by default remove their offhand thaco penalty, which is what the cloak originally did. Thanks to subtledoctor, Mike1072, and everyone else who lent a hand to me.
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