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Portraits utility for version 2.x - Updated for version 2.2

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This is a utility that goes through a directory of portraits that start with "M" for male and "F" for female and produces the Lua code that will register these portraits so they show up in character creation under the correct gender. EDIT: Version 2.2 introduced a new feature for modders that allows me to simplify this script greatly. You can see the details in another post by @Dee here: New Modding Feature. Now, instead of having to insert the portrait list directly into BGEE.lua, I can simply create a separate file and the game will read it directly from the override folder. Original post
With the upgrade to 2.0 and 2.1 came a new way to add custom portraits to BG/SOD and BG2. You can still put them in the portraits folder and the appearance editor will cycle through them. Or you can put them in the override file and edit your BGEE.lua file to divide them into male and female portraits as detailed by @Dee here: On Portraits Scroll down a little in that thread and you'll find a utility I wrote that would go through a directory full of portraits and create the LUA code to paste into your BGEE.lua for those of us who like to keep a lot of portraits around and who use a naming scheme where the files start with M or F to denote gender. I was playing around with my portraits yesterday and decided I could go one step better on this. So here's my improved version of this utility. Instead of creating a text file that you can open and copy & paste the contents from. This version will insert the code directly into your BGEE.lua file for you. And, if you add or delete some portraits, just run it again and it will bring the BGEE.lua file up to date.

How to use

This is a PowerShell script, so it only works on Window 7 or later. If you have Windows XP, you can download PowerShell from Microsoft and install it. If you've never run PowerShell scripts before you need to do this:
1. Find Windows PowerShell in your Start menu. 2. Right click on it and choose Run as Administrator. 3. At the command prompt type this: PS C:\WINDOWS\system32> Set-ExecutionPolicy -ExecutionPolicy RemoteSigned 4. Type Y for Yes and hit enter.
PS C:\WINDOWS\system32> Set-ExecutionPolicy -ExecutionPolicy RemoteSigned

Execution Policy Change
The execution policy helps protect you from scripts that you do not trust. Changing the execution policy might expose you to
the security risks described in the about_Execution_Policies help topic at http://go.microsoft.com/fwlink/?LinkID=135170. Do
you want to change the execution policy?
[Y] Yes  [A] Yes to All  [N] No  [L] No to All  [S] Suspend  [?] Help (default is "N"): y
Close the PowerShell window. You only need to do this once and you'll be able to run scripts forever.
You can put your portraits in the override or portraits folder. Download the zip attached to this post and unzip the Register-Portraits.ps1 file into the folder with your portraits. The script assumes that it is in the same folder as the portraits. Double-click on the Register-Portraits file to bring up the PowerShell ISE and click the green "Play" button on the toolbar.
This will produce a file named M_MyPort.lua. If you did this in the override folder you're done. If you did this in the portraits folder, move M_MyPort.lua to the override folder and you're done. And that's it. Any time you need to update your portraits list, double-click the script, hit play, and move the Lua file to override if needed.

The script

$outfile = ".\M_MyPort.lua"

"function addPortrait(name, gender)" | Out-File -FilePath $outfile -Encoding ascii
"`ttable.insert(portraits, {name, gender})" | Out-File -FilePath $outfile -Append -Encoding ascii
"end" | Out-File -FilePath $outfile -Append -Encoding ascii

$females = Get-ChildItem | Where-Object Name -Like "F*L.bmp"
$males = Get-ChildItem | Where-Object Name -Like "M*L.bmp"

foreach ($lady in $females)
{
    $length = ($lady.BaseName).Length - 1
    $charname = ($lady.BaseName).SubString(0,$length)

    $outstring = "addPortrait('" + $charname + "', 2)"
    $outstring | Out-File -FilePath $outfile -Append -Encoding ascii
}

foreach ($dude in $males)
{
    $length = ($dude.BaseName).Length - 1
    $charname = ($dude.BaseName).SubString(0,$length)

    $outstring = "addPortrait('" + $charname + "', 1)"
    $outstring | Out-File -FilePath $outfile -Append -Encoding ascii
}

Customization

Line 1 has the filename of the output file M_MyPort.lua. You can change it in the script, or change the filename after running the script, but be aware that the file must be no longer than eight characters before the dot and the first two must be M_. So you only have six letters to play with in the file name. Lines 7 & 8 of the script contain the file pattern for male and female:
$females = Get-ChildItem | Where-Object Name -Like "F*L.bmp"
$males = Get-ChildItem | Where-Object Name -Like "M*L.bmp"
If you use a different naming scheme you can change those lines. For example, if you use B & G for boy and girl instead of M & F, just edit those lines to:
$females = Get-ChildItem | Where-Object Name -Like "G*L.bmp"
$males = Get-ChildItem | Where-Object Name -Like "B*L.bmp"
If some of your portraits are M & F and some are B & G, then we can get a little more fancy and change to:
$females = Get-ChildItem | Where-Object {($_.Name -Like "F*L.bmp") -or ($_.Name -Like "G*L.bmp")}
$males = Get-ChildItem | Where-Object {($_.Name -Like "M*L.bmp") -or ($_.Name -Like "B*L.bmp")}
Try it out and let me know what you think. If anyone wants to translate it into a bash script for Mac or Linux, feel free.

[mod] Yoshimo's Remorse

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I am happy to let you all know that we - @jmaeq and myself - just released a new mod: Yoshimo's Remorse!

Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself?

Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace.

Mod Page
Forum
Download

Enjoy, everyone! :)

Issue installing certain mods

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Hey all,

I am getting this weird string of text when trying to install Assassinations, Romantic Encounters, Isra (NPC) and skip Chateau Irenicus. A couple of other mods installed just fine however.....

[C:\Users\Gabe\Beamdog Library\00783\Setup-Assassinations.exe] WeiDU version 24600

Choose your language:
0 [English]
1 [Russian]
2 [Spanish (Translated by Memnoch)]
3 [German (Translated by Toran)]
4 [Italian (Translated by ilot)]
5 [Polish (Translated by Cuttooth)]
6 [French (Translated by Le Marquis)]
7 [Chinese (Translated by Merzbau)]
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Using Language [English]

Using .\lang\en_us\dialog.tlk

Couldn't open the readme: file not found.
0
Continuing despite error.

Install Component [UNDEFINED STRING: @0]?
nstall, or [N]ot Install or [Q]uit?

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerun v0.41 is now available for download.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms. The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system. (All other components of this mod require this component to be installed.) EXPANDED RACE OPTIONS This component allow races other than Humans to become Monks. - Monk: Any race - Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling - Dark Moon: Human, Half-Elf, Elf, Half-Orc MONK MULTICLASSES (Yes, you read that right.) This component introduces 6 multiclass kits for Monks. - Fighter/Monk, Cleric/Monk, Mage/Monk - Illusionist/Monk (for Gnomes, if available) - Fighter/Sun Soul Monk, Cleric/Sun Soul Monk - Illusionist/Dark Moon Monk (Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.) NEW KITS This component adds four more Monk kits to the mix. - Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn - Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters - Long Death Monks: sneaky assassins devoted to the idea of death - Broken One Monks: resilient devotees of Ilmatar who protect the weak If you installed the Monk Multiclasses component, you also get the following multiclass options: - Fighter/Hin Fist Monk - Mage/Shining Hand Monk - Fighter/Long Death Monk - Cleric/Broken One Monk - Fighter/Broken One Monk ITEM RESTRICTIONS PATCH (This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions. A full readme is available on the Monastic Orders GitHub page.
INSTALLATION Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.4 - Multiclass monks receive the Set Snare innate ability. - Dual-classing removes the Monk animations. - The non-human Monk animations have slight graphical issues when wielding weapons. [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.42 - Changes to various Monk items to be usable by Thieves. - Slight fix to IWDEE components (no multiclass kits right now). Version 0.41 - Slight refinement of inter-component compatibility - Added the Illusionist/Monk multi-class kit for Gnomes Version 0.4 - Total feature overhaul (available on GitHub) - Improved compatibility with mods and EET - Removed the items component (for now) Version 0.3 (available via the attached .rar) - Fixed Shadowstep ability bug (discovered by @Draylyn). - Added Polish translation (courtesy of @Cahir). Version 0.2 - Renamed to Monastic Orders (of Faerun) - Added IWD:EE compatibility - Fixed a text string with the improve fists - Fixed bugs with the fist progression Version 0.1 - First public release as Monks Remastered [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

Thalantyr Item Upgrade [BG:EE, EET]

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After fixing the dialogue bug from v2.5 I think it's time now this mod gets it's own thread here.

What this mod does is very simple: it lets Thalantyr upgrade a few items for the player for a bunch of gems and gold, sometimes scrolls as well. It's in the spirit of Item Upgrade, just for BG1.

Note that I'm not the original author of this mod, just the current maintainer.

In the future I might make content modifications to the items this mod adds in case the user has IR installed, since some of the upgrades don't really go well with the base items IR changes.

The newest updates for it can always be found here.

Please report any issues you have with this mod in this thread.

EE Keeper spell change for Sorcerer

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Hi everyone, Not a modding question maybe but I have a sorcerer in my group who recently went to level 5. I made a mistake when I selected the additional first level spell I was given - I was looking at Chromatic Orb, but somehow selected Identify (which was my second choice).

So, I figured, "No prob," and went to EE Keeper to correct my error after I discovered it sometime later (none of my saves would help).

Anyway, when I did, I can delete Identify and add but if I try to add in memorizations in CO, it tells me I already know the max number of spells for that level. Nothing I do seems to get me past that error.

I can live with Identify, but it wasn't my choice as I wanted another attack spell. Does anyone know of anything I can do to work around the error? Thanks CT

Has anyone converted Planescape:Torment portraits to Baldur's Gate EE?

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Hi, I searched around but couldn't find this.

Has anyone taken the Planescape:Torment portraits and converted them to Baldur's Gate EE? Is that a mod that's available anywhere?

Thanks.

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile! Download: https://github.com/UnearthedArcana/Might_and_Guile/releases Readme: https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't. These mod components now contain: 1) Revisions to warrior and rogue classes and kits: - A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities - A psionics system, and a fighter and thief kit who can use psionics - A complete re-working of the way bards work, allowing bards to sing and fight simultaneously, and to use more thief skills, and to cast spells spontaneously like a sorcerer rather than memorize them like a mage - Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too) - Revised Berserker kit and Rage ability - Revised Stalkers, and Beastmasters - Revised Archers and an all-new set of called shots - Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time) - Revised monk fist weapons, toggling back-and-forth from non-magical to magical - Revised Blade and Skald kit abilities - Revised Shadowdancer with new "Shadow Pool" instead of HiPS 2) Warrior and rogue kits: - 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade) - 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger) - 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer) - 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger) - 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief) It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

[mod] Innershade

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

Android Mod Request

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Hi guys, I'm currently playing BGEE on Android (version 1.3.2079). I would like to mod it but unfortunately, I have no PC right now. I've noticed some request threads for Android mods here so how does this work? Can I post a list of things that I want and some good soul will upload these files for me? I'm a minimalist so I'm looking only for a very few modules from BG2 Tweaks and BGT Tweaks.

[List] IWD:EE compatible Mods

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Again I try to make a list to help organize the available Mods ;) Please let me know if you find mods that are not in the List. Right know I have no recommended install order for this list. But normally it should be good too follow this structure: 1) story mods 2) NPC mods 3) item mods 4) kit mods 5) BG2Tweaks 6) other tweak/overhaul mods ------------------------------------------------------- Released Mods: ------------------------------------------------------- Overhauls [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0/p1 (It also works with Icewind Dale ENHANCED EDITION 2.5) Scales of Balance https://github.com/subtledoctor/Scales_of_Balance Might & Guile https://github.com/subtledoctor/Might_and_Guile The Divine Remix http://forums.gibberlings3.net/index.php?app=downloads&showcat=46 The sphere system component is not working with IWD:EE. Rogue Rebalancing (RR) v4.80 is available for IWD: EE http://www.shsforums.net/topic/27169-rogue-rebalancing-v480-released/ [MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 [MOD] [BETA] Monastic Orders of Faerun http://forum.baldursgate.com/discussion/18620/mod-beta-monastic-orders-of-faerun/p1 [MOD] Eldritch Magic https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee#latest Raduziel's Universal Wizard Spells https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1 Relieve Wizard Slayer https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee [mod] Weasels! https://forums.beamdog.com/discussion/65516/mod-weasels Improved Shamanic Dance https://forums.beamdog.com/discussion/58676/mod-improved-shamanic-dance/p1 Kits [Kit Pack] Deities of Faerûn [Cleric Kitpack for IWD, BG(2)EE and EET] https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-cleric-kitpack-for-iwd-bg-2-ee-and-eet/p1 Chaos Sorcerer Kit https://forums.beamdog.com/discussion/66390/ The Mercenary (Fighter Kit) https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee The Militia Officer (Fighter Kit) https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee The Charlatan (Bard Kit) https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/ [Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE] https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/ [Mod] The Deratiseur Unused Kits Pack https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13 A Frosty Journey: The IWDEE Kitpack http://forum.baldursgate.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1 http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/ Wizard Slayer Rebalancing for BG:EE, BGII:EE and IWD:EE http://forum.baldursgate.com/discussion/36803/wizard-slayer-rebalancing-for-bg-ee-bgii-ee-and-iwd-ee#latest Wizard Slayer 2.0 http://forum.baldursgate.com/discussion/37503/wizard-slayer-2-0#latest [MOD] Runescarred Berserker v 1.0 (for IWD EE) http://forum.baldursgate.com/discussion/37373/mod-runescarred-berserker-v-1-0-for-iwd-ee#latest [MOD] Duskblade Kit v1.1 (For IWD EE) http://forum.baldursgate.com/discussion/36825/mod-duskblade-kit-v1-1-for-iwd-ee#latest [MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT) http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt#latest [BGEE mod]Misdrha'al Hymmet's Bladesinger kit http://forum.baldursgate.com/discussion/34950/bgee-mod-misdrhaal-hymmets-bladesinger-kit#latest Class/Kit Attempt: Warlock http://forum.baldursgate.com/discussion/38113/class-kit-attempt-warlock#latest Tweaks [Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice Tweaks Anthology https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1 BG2 Tweaks works on IWDEE http://forum.baldursgate.com/discussion/36180/bg2-tweaks-works-on-iwdee#latest aTweaks v4.5 available for IWD: EE http://www.shsforums.net/files/file/709-atweaks-windows-version/ Hardcore Dual-Classing https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual#latest No restrictions http://forum.baldursgate.com/discussion/37479/no-restrictions#latest [MOD] Lighting Pack for the Enhanced Edition http://forum.baldursgate.com/discussion/36828/mod-lighting-pack-for-the-enhanced-edition#latest House Rules for IWD:EE (IWDEE tweaks) http://forum.baldursgate.com/discussion/37290/house-rules-for-iwd-ee-iwdee-tweaks [Mod Release] APR on Spec http://forum.baldursgate.com/discussion/36197/mod-release-apr-on-spec#latest Thieving Mod for IWDEE http://forum.baldursgate.com/discussion/36405/thieving-mod-for-iwdee#latest Stronger Creatures - Simple Difficulty Mod http://forum.baldursgate.com/discussion/40026/stronger-creatures-simple-difficulty-mod#latest Jester song enhancement http://forum.baldursgate.com/discussion/40263/jester-song-enhancement#latest Items LavaIt - IWD: an item pack for IWD EE https://forums.beamdog.com/discussion/63278/lavait-iwd-an-item-pack-for-iwd-ee [Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, Now in IWD:EE http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1#sowiwd Add Morningstar of Action +4 to random treasure list http://forum.baldursgate.com/discussion/36798/add-morningstar-of-action-4-to-random-treasure-list#latest Spells and Magic Golem Construction for Spellcasters https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters/p1 [Mod] Spontaneous Casting For Clerics and Druids (now works with IWD:EE) http://forum.baldursgate.com/discussion/29604/mod-spontaneous-casting-for-clerics-and-druids-now-works-with-iwd-ee/p1 Wild Mage Additions http://mods.jo-ge.net/bg/shaper.htm http://forum.baldursgate.com/discussion/comment/598983/#Comment_598983 NPCs Turald NPC Mod https://forums.beamdog.com/discussion/71342/turald-npc-mod-ver-0-8 [mod] Dusky NPC for IWD EE https://forums.beamdog.com/discussion/64535/mod-dusky-npc-for-iwd-ee Afaaq, the Djinni Companion https://forums.beamdog.com/discussion/41108/mod-afaaq-the-djinni-companion-for-bg2-and-bg2-ee-released/p1 IWD NPC v6 for IWD EE http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=174&Itemid=122 [MOD] Minor NPC Portraits for IWDEE http://forum.baldursgate.com/discussion/37001/mod-minor-npc-portraits-for-iwdee IWD:EE Portrait Variations https://forums.beamdog.com/discussion/45897/mod-iwd-ee-portrait-variations/p1 Soundsets Awesome Soundsets http://forum.baldursgate.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee#latest Alveus Custom Soundset mod http://forum.baldursgate.com/discussion/37107/alveus-custom-soundset-mod#latest Scripts Convenience Script - Instant store access, Easy prebuffing, Bard song, Find traps http://forum.baldursgate.com/discussion/40051/convenience-script-instant-store-access-easy-prebuffing-bard-song-find-traps#latest ------------------------------------------------------- Under development ------------------------------------------------------- Soulmarine's IWD:EE FrostWood GUI http://forum.baldursgate.com/discussion/36154/soulmarines-iwd-ee-frostwood-gui#latest [MOD] Starlight - new weapons and spells for IWD:EE [WIP] http://forum.baldursgate.com/discussion/38121/mod-starlight-new-weapons-and-spells-for-iwd-ee-wip#latest

Latest mods?

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

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

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

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

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

Enchant the Missile Launchers (Ranged Weapon Tweak)

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Enchant the Missile Launchers: A Small Ranged Weapon Tweak

Download Link In the tabletop version of AD&D, magical ranged weapons bestow their full enchantment value on any ammunition that is used with them. In the Baldur's Gate series, that behavior wasn't possible; when you equip a nonmagical arrow, the engine didn't know how to see the launcher's enchantment level. We now have an opcode that can get around that, but it needs to be applied. That's what this mod is for. This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them. That means if you have a +2 shortbow and normal arrows, it'll bypass creature defenses as if they were +2 arrows. (+3 arrows will still function like +3 arrows; your equipped launcher can't make your equipped ammunition less magical than it is). This also means that an end-game longbow doesn't also have to be paired with end-game ammunition in order to be usable against end-game monsters It also means that infinite-ammo launchers like Firetooth and Gesen Bow are made more powerful by equipping real ammunition, not less. Just install it like any other mod. It should work fine with BG:EE, SoD, and BGII:EE. Feedback is welcome!

New Component: Ammunition Recovery

I spent a lot of time thinking about how best to handle ammunition. It doesn't make sense to me, for instance, that you can't recover arrows that you use in combat--and picking up a dozen stacks of arrows obsessively because you don't want to go back to town seems like a huge waste of time. That's the reason for increasing stack sizes in a number of tweak mods: to remove the headache of inventory management so that you can focus on the parts of the game that are fun. Unfortunately, the inventory management is still there, it just happens less often. So. This thing. The skinny: Any ammunition you purchase from a store is now treated as a rechargable quiver with a specific number of charges, which recharges itself after every rest. This means that when you buy arrows, you're buying a quiver of 20 arrows; it will always be limited to 20, but you'll start every day with a full quiver. Each ammunition type has its own number of charges, as laid out below: - Bolts: 20 - Bullets: 20 - Arrows: 20 - Throwing Daggers: 5 - Throwing Axes: 2 - Darts: 15 In addition, to keep things somewhat balanced, magical ammunition and thrown weapons have a maximum charge limit based on their particular enchantment. A given weapon will use this limit or the base weapon's limit, whichever is lower: - +1, +2, +3, +4: 10 - Minor Secondary Effect (such as Fire, Acid, Cold, or Electricity damage): 5 - Powerful Secondary Effect (such as Poison, Stunning, or Polymorph): 1

Optional Components: Eldoth and Jan

Eldoth in BG:EE and Jan in BGII:EE have the ability to make their own ammunition as a 1/day ability, and the ammunition they create is pretty powerful. No one wants to spend fifteen days stocking up on Poison Arrows, and when you forget to do it in the middle of a dungeon that can be frustrating. To that end, I've taken away from those characters the ability to create new ammunition, and instead given each of them a rechargeable version of their special ammunition that has 5 charges. That means you won't be able to stock up on Flasher Master Bruiser Mates, but it also means you'll always have five of them (and only five of them) on hand, ready to go.

Optional Component: Fix Fuller's Bolts

Fuller wants you to bring him some bolts. But because of the way the ammunition component above works, Bolts now cost 7 gp - and Fuller won't take them from you. So this component just adds a single stack of bog-standard non-renewable bolts to the Candlekeep store, right at the top of the list so you'll be able to spot them more easily.

Notes

Pay attention to your characters if you use this component. There's a bit of a hitch where running out of charges on an ammunition item won't prompt the character to switch to the next ammunition; they'll just stand there idly, waiting for death. You can fix it on the fly pretty easily by switching ammo slots manually, but you'll want to pay attention to remember to do it. (Original post below) [spoiler] Working on something for myself here, and trying to make the work go faster so that I can get it working and installed to test it out. I'm sure someone's already created a mod that does this, so if there is, just post a link to it and I'll be happy to take a look. Otherwise, any intrepid WeiDU experts are welcome to offer solutions.

The Concept:

Make all magical ranged weapons grant their enchantment level to whatever equipped ammunition is being used.

Context:

As of Icewind Dale: Enhanced Edition, there's an opcode (345) that allows an effect to change the target's effective enchantment level with all their attacks. I want to use that effect to give every magic launcher the same treatment that infinite-ammo launchers give to their weapon-created ammunition. Gesen Bow +4 is treated as a +4 weapon when you don't equip arrows on it; I want it to be treated as a +4 weapon even if you've equipped normal, nonmagical arrows.

What I need

A way to quickly add an appropriate 345 effect onto every ranged launcher item that has an enchantment value of at least 1, based on that value. Here's my terrible pseudocode for what I'm trying to achieve:
item.enchantment = enchantment

if item.launcher == true then
  if enchantment >= 1 then
    apply effect(345, enchantment, "permanent/while equipped")
  end
end
I'll zip up and attach a sample item with the effect already applied.[/spoiler]

Freedom's Reign/Reign of Virtue Now Enhanced

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This old classic is now friendly with Baldur's Gate 2: Enhanced Edition. What is this old classic? These two mini-mods have been combined into one package. What they bring to the game is: Freedom's Reign - Features * 80-90 New Items spread throughout Baldur's Gate 2 in the Shadows of Amn section of the game. This modification will work fine with or without Throne of Bhaal installed. * Edits/Replaces creatures throughout the game to hold/carry new weaponry * 2 Completely new Stores Reign of Virtue - Features Reign of Virtue aims to bring you more of the same as Freedom's Reign. Reign of Virtue is designed to be used in conjunction with Throne of Bhaal, and aims to bring you : * 3 Completely New Stores with Totally Original New Items * 5 New Encounters using new scripts, items, sounds and other niceties Forum: http://www.baldursgatemods.com/forums/index.php?board=105.0 Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=155

Searching for profesionally done kits that are flavourful

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Professionally done = it means that their style of writing matches the origianl game and they would be confused for original content provided that a player didn't know about the original kits. Also, they should have HLA

Flavourful = they should explore new concepts, but I'm not against mods that rework certain classes if they are necessary.


So far, I've found that professionalism and flavourful + quality is reached by:

Mastefully done kit
  • Geomantic sorcerer kit/druid sorcerer kit
  • Wild Sorcerer (argent77)


Could be worth a look
  • Pale master sorcerer kit
  • War Hulk kit by Semiticgod


Any other mod that actually adds flavourful and roleplayable kits?

Warlock Kit (Beta release v0.2.2)

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Hey guys, Before anything, this is my very first mod, it has gone through some technical testing but some bugs might have slipped in (e.g. a spell dealing incorrect damage at a certain level). Make sure to report them here. I'll make a playthrough myself to check the balance of the mod, but it might very well be totally unbalanced, and I think it might be too strong, especially at higher levels. Drop your suggestions here, I'll take them into account. I tried to make an effort concerning aesthetics but many spells, especially Eldritch Blast derivatives, might look similar or identical on screen. I'll change that soon. Last, but not least, I am not a native, so my English is quite far from perfect. If some descriptions sound weird to you, it's normal, just tell me and I'll correct them. Mod Features: A brand new Rogue kit, with 32 unique spells and 13 unique HLAs, and hopefully more than that shortly. Features in the spoiler below. Quite the wall of text actually. [spoiler] For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class: http://nwn2.wikia.com/wiki/Warlock Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will. It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc... So here's what the kit looks ike: Rogue Kit 0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses Cannot set traps Cannot backstab Cannot dual-class I will explain why below the rest of the features, but it's not to be played like a rogue Has access to Eldritch blast: this ability has a casting time of 1, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage. Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler. [spoiler] Spell progression: Same as in NWN2 http://nwn2.wikia.com/wiki/Warlock Invocations implemented: Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9. Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first. Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damage output. Might not be balanced. Least invocation: Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for 2 rounds Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for 3 rounds Beguiling Influence: +6 to Charisma for 24hours Dark One’s Own Luck: +1 to all saving throws per 5 levels and +1 to luck for 24 hours. Leaps and Bounds: +4 to dexterity for 1 hour. See the Unseen: grants Infravision for 1 turn per two levels. Also grant a bonus 10% per level up to 100 at level 10 to your Detect Illusion and Detect Traps skills. Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted). Poisoning Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or suffer 3 poison damage per round for 5 rounds. Cloak of Shadow: +10 per level, up to 200 at level 20 to your HiS, your MS and your PP skills for 8hours. Lesser invocations: Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 1 turn. Brimstone Blast: Deals fire damage. 1d3+1 per level on a single target, up to 15d3+15. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels, up to 5 rounds at level 20. Truecold Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -4 or suffer a -4 AC Penalty for 5 rounds Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell. The Dead Walk: Basically a copy of Animate Dead Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included. Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used. Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round Greater invocations: Eldrith Cone: 1d3+1 damage per level up to 15d3+15 in a cone. Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 4 rounds Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 4 rounds Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance. Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round. Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80. Tenacious Plague: Carbon Copy of Insect Plague Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back. Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half. Dark Invocations: Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half. Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained. Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round. Dark Foresight: Protects the caster from any physical attacks for two rounds. Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage. Crack the Weave: Removes one Spell protection, as well as all specific and combat protections. High-level abilities: Note on HLAs: unless specified otherwise, these HLAs can only be picked once, and only be used once a day. Word of Changing: Demon: Allows the Warlock to assume the form of a Balor or a Marilith for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Devil. Can be picked multiple times. Word of Changing: Devil: Allows the Warlock to assume the form of a Cornugon or a Pit Fiend for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Demon. Can be picked multiple times Fiendfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Fiendfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will. Fiendfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Fiendfire Shield. Can be picked multiple times. Requires Fiendfire Blast Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Word of Changing: Devil Summon the Infernal Host: Summons a Marilith. Extra least invocation: Allows you to pick an extra least invocation. Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation Living Portal: This spell replaces its target with a Balor under the control of the caster, with no save. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Word of Changing: Demon. Fiendish Constitution I: Gains +1 Constitution. Fiendish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I Fiendish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II Use Any Item Time Stop (as a one-cast-a-day special ability, pickable only once) Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Fiendfire Shield [/spoiler] Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points: Hit die: rogue and warlock both have d6 Armor restriction: Both are restricted to medium armors Weapon choice: More or less in line with what a Warlock gets in 3E. 2 Quick-weapon slots: That's what you have on most spellcasters. Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them. No spellcasting except your special abilities. Some "strange choices" you might have noticed: Why would I give a warlock UAI as an HLA? Warlocks have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class. Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons. What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities. Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA. What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will. Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Crack the Weave) that is my own creation (or so I think). Most HLAs are brand new though some are derivatives from either existing invocations, 3E epic spells or 2E spells. [/spoiler] Current state: First version of the mod released. Writing the README. Mod attached to the post. How to install: Much like most WeiDu mods, copy the zkwarlock folder and the setup-zkwarlock.exe file into your game folder, and execute the setup. Changeplan: Pending for your feedback and my playthrough. So far the kit appears to be quite balanced. Quite strong early and midgame, but the fact it doesn't have improved alacrity, stoneskin or a spell that protects from magic to some extend makes it a bit weak in ToB game. What I am looking to add is an additionnal invocation, probably a greater one, that will give some martial defense (kind of like stoneskin) and a dark one that will give some spell defense, like a spell deflection or something along those lines. I'm happy with not having improved alacrity (it would litterally mean instadeath of any enemy with robe of vecna since you'd have no cast time on most blasts), as mages must still have some advantage over warlock, as well as the fact the warlock's really good at duelling but not that good when it comes to AoEs. I am also happy with the number of invocations. Changelog: 07/14/17: V0.1.1: First public release. EDIT: made a slight mistake, so the uploaded file will cause bug upon leveling up. Just fixed it and it should be fine. You may reinstall the mode midgame if you haven't experienced the bug yet. Besides I notice a few disappearing spells upon playing. I'm checking that out right now.. Partially solved, you shouldn't experiment the issue anymore but you'll have an extra cast of each of these spells everytime you cast them. This is purely cosmetic though, no gameplay influence since you have unlimited uses anyway. 28/10/17: V0.2.1: Various bugfixes. Buff spells (cloak of shadow and dark one's own luck) should no longer stack and are now dispellable. Eldritch Blasts were modified: They no longer have a flat damage component (except Fiendfire Blast). Additionnally their effective spell level now scales with the Warlock's level. Most spells should now have an adequate effect level. 25/10/17: V0.2.2: Various bugfixes and balance changes: -Modified Leaps and Bounds so that it no longer stacks with itself. -Nerfed Cloak of Shadows to 7 HiS, Pickpocket and Move Silently per level, up to 105 at level 15. It now properly gives the pickpocket bonus mentioned in the description. -Edited the descriptions of the spells affected in this patch and the previous one. -Corrected a bug which cause Imoen to be stuck trying to open your cell in the opening cinematic of BG2, if you didn't skip it. The result might look weird (In my game, Imoen's behaviour is kind of inconsistent and sometimes she walks above the cell to talk to you) but it should be functional. -Living Portal will now display some fancy visuals and only affect creatures that are vulnerable to imprisonment. As opposed to the imprisonment spell however, the target will drop their inventory. The Balor that is summoned now lasts 5 minutes. 17/02/18: V0.2.3: Minor bugfixes: -Cloak of Shadows now properly gives +2 AC at level 12, instead of +1 -Tenacious Plague and Devour Magic are no longer swapped in the spell selection dialog

Improved spell descriptions

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This mod attempts to improve the descriptions of spells and special abilities in Baldur's Gate 2.

DETAILED DESCRIPTION
Some spell and ability descriptions in the original game are incorrect or inaccurate. Some are incomplete. Some are unnecessarily wordy or repetitive. This mod attempts to fix these shortcomings.

GENERAL IMPROVEMENTS
  • Added the stat “Party friendly” to some offensive spells. It can have the values Yes or No.
  • Removed duplicated titles: The original spell descriptions include the name of the spell in the description. This duplication seems unnecessary, so I’ve removed it.
  • Visual range: Casters cannot cast spells at points beyond their visual range. Since the visual range of every creature is 30, all the ranges higher than 30 are incorrect. To fix this, I’ve replaced all ranges 30 and above with “Visual range”.
  • Saving throw: Added the kind of saving throw used (breath, death, etc.) and the bonuses or penalties applied.
  • Added stats at the beginning of some abilities.
  • Many stats corrected.
  • Other minor improvements.
Removed wordiness
  • Removed expressions like “also note that” and words like “effectively”, “completely”, or “automatically”.
  • Replaced expressions like “When this spell is cast, it does x” with “This spell does x”.
  • Moved information about the duration, area or saving throws to the stats summary, except when it’s too complex (like spells that have a saving throw for one effect but not for other) and removed duplicated information.
  • Removed the line “Saving Throw: None” from spells that can’t have a saving throw, like helpful spells, summoning spells, etc.
  • Removed the line “Area of Effect: Special” for summoning spells and other spells where it’s not helpful.
  • Several other improvements.
Consistency
The original descriptions are inconsistent about saying whether a spell is dispellable and whether it bypasses magic resistance. Sometimes they say it, sometimes they don’t. For the sake of consistency, I’ve followed these two rules:
  • Magic resistance: If a spell bypasses magic resistance, the description says so. If the description says nothing, it doesn’t bypass magic resistance.
  • Dispelling: If a spell is not dispellable, its description says so. If the description says nothing, it is dispellable. I’ve made an exception when dispelling is the only way of getting rid of the effects of a spell, like in the case of Polymorph Other.

IMPROVEMENTS OF SPECIFIC DESCRIPTIONS
Corrections
The original descriptions of Non-detection, Protection From Fire (both the cleric and the wizard version), Protection From Cold, End Slayer Change, Immunity: Abjuration, Time stop and Slow poison are completely incorrect, so I’ve written a new description. For other spells I’ve made specific corrections:
  • Mislead: The original descriptions says that the wizard is affected by Improved Invisibility. That’s incorrect, the invisibility of this spell is undispellable and can only be removed by killing his clone.
  • Simulacrum: This spell is bugged. Until the bug is fixed, the description describes the behaviour of the bug.
  • Breach: This spell is very difficult to describe. Hopefully my description is an improvement, but it still requires a thorough revision.
  • Farsight: Added missing stats. Like Breach, this spell is quite difficult to describe. My current description is meant to be an improvement over the original but it still requires a thorough revision.
  • Contingency: The original description says it cannot be an offensive spell because the target must be the caster. This is incorrect: Even using the caster as the target many offensive spells can be used, like Greater Malison or summoning spells.
  • Implosion: The duration is 1 round, not 2.
  • Enchanted Weapon: Clarified how it works for ranged weapons, which is ambiguous in the original description.
  • Blur: Clarified, the original uses a confusing explanation that essentially means that the spell provides an AC bonus.
  • Chaotic Commands: The original description is ambiguous and incomplete. The improved description attempts to be clear and comprehensive.
  • Chant: The original description is ambiguous, inaccurate and incomplete. Since the effects of this spell are very complex, the improved description is still somehow inaccurate, but it’s meant to be a significant improvement over the original.
  • Detect Invisibility: It reveals invisible creatures to everybody, not just the wizard.
  • (Minor) Spell Deflection, (Minor) Spell Turning, and Shield of the Archons: They absorb all the spells directed at the caster, not just the offensive ones.
  • Remove curse: It removes all curses, not just some.
Added missing information
For these spells I’ve added the information listed:
  • Blade Barrier and Globe of Blades: Area of effect.
  • Clairvoyance: It only works outdoors.
  • Blindness: It reduces the visual range of the victim.
  • Death spell: It doesn’t affect devas or planetars.
  • Tenser’s Transformation: The caster loses his ability to cast spells.
  • Emotion: Hopelessness: For gameplay purposes the creatures affected by this spell are sleeping.
  • Spell Immunity: Added a description of Spell Immunity: Abjuration, which works quite differently than the other versions of this spell.
  • Entangle: If there are no plants in the area of effect the spell creates them.
  • Holy power: The maximum hit points are increased by 1 per level.
  • Righteous Magic: The maximum hit points are increased by 1 per level.
  • Minsc’s Berserk: The maximum hit points are increased by 1 per level. You lose control of him and he can attack your own party.
  • Polymorph self: Added the information in this thread.
Removed incorrect information
In the descriptions of these spells I’ve removed the information listed because it is incorrect:
  • Animal Summoning III: “Only animals within visual range of the caster at the time the spell is cast will come”.
  • Immunity: x: “Grants the wizard protection from one spell school of his choice. After the spell is cast, the wizard must choose the school he wishes to be protected from”.
  • Glyph of warding: “Prevents unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box”.
  • Monster summoning I, II and III: “These monster(s) appear within spell range and attack the caster's opponents”. Actually, they do whatever the caster tells them to do, which might or might not be attacking opponents.
  • Fireball: The part about the flashing streak.

SPELL NAME CHANGES
  • Protection From Evil, 10' Radius: The radius in the name is wrong, corrected to Protection From Evil, 15' Radius.
  • Protection From Good, 10' Radius: The radius in the name is wrong, corrected to Protection From Good, 15' Radius.
  • Neutralize Poison: Name changed to Neutralize Poison, Blindness and Deafness to reflect the actuall effects of the spell.

Games supported: The only game supported at the moment is Baldur's Gate 2 EE. In the future I intend to make this mod compatible with BGEE and SoD.

Installation:
  1. Download the attached file and unzip it into the main folder of your game installation.
  2. Run setup-ImprovedSpellDescriptions.exe and follow the instructions provided.

Compatibility: This mod is not compatible with Spell Revisions. Other than that, I don't expect any compatibility issues.

This is my first mod, so it might have some issues. Still, I don't expect anything major because technically it's very simple. Any feedback will be greatly appreciated.

[Tool] QDMULTI: A Library for Multiclass Kits

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QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+). The newest version of this library is available on GitHub.

Background

Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits. This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.

Usage

If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa). This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~ 
This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass
  STR_VAR 
      kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END 
Of the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.

Limitations

Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags. Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.

Applications

This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include: - giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage). - allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos). - allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit). - allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.

QDMULTI in Action

Mods that make use of QDMULTI include: - Eldritch Magic by @Abdel_Adrian - Might and Guile by @subtledoctor

Permissions and Support

I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.

What Mods Add New Original Areas To Baldur's Gate?

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More of This: image image (Source: http://www.shsforums.net/topic/53006-syvishtars-journal/ ) Is it true that these Content Modifications add new custom areas to The Original Baldur's Gate? -Northern Tales of the Sword Coast -The Fields of the Dead -Secret of Bone Hill -Drizzt Saga (Source: https://baldurs-gate.eu/wiki/Kategorie:Modgruppen_(BG1_Quest_Mods) ) Any Help or Insights would do Wonders for my 'Content Creation Education'.
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