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How i install this vampire mod on Linux?

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I really love vampires. I wanna play as one. Found this amazing mod > http://www.shsforums.net/topic/59490-mod-vampire-world-for-eet/page-3

And decided to try. But there are a problem. I an on Linux and don't know how to install since the installer is a .exe, so i an re downloading BG1/2 with wine on steam(worked well with IWD2) and will try install the mod with wine + play on linux. But there are another way to install nativelly?

New traps detection

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Hello,
Can anyone make a BGT\EET tweak that makes it possible to detect traps immediately? as soon as they are within detection range provided that you got enough find traps?

Ardanis suggested this solution (that I'm not able to realize): just spawn a spy over the trap and force a modified Detect Traps with reduced radius to reveal it. Some traps however have pretty wild distance between their object's location (where OT text pops up) and their actual polygon, though, so there might be a few hiccups along the way.

[MOD] EEex (v0.6.0-alpha)

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Overview:

EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.

Just give me the link!

Alpha versions of this project are now available on GitHub. EEex will support MacOS and Linux on launch, however, the current alpha version only supports Windows. In addition, BG2:EE v2.5.16.6 is the only supported game at the time of writing.

What does it do?

EEex, when installed, directly modifies the game's executable in order to insert a loader. This loader is used to alter the game's code on startup; the modifications that are made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.

I'm a user, what do I need to do to install?

EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that since EEex alters the game executable itself, you should ensure that the game is closed before running the installer! EEex is currently in alpha, and as such it is highly unstable. All immediate crashes are believed to be fixed, though you still risk a crash at any time. Use with care.

I'm a modder, how do I use EEex?

EEex makes changes to many different parts of the engine. Accessing and making use of new opcodes, actions, triggers, and objects is as simple as installing EEex. The real power of EEex, however, comes from its ability to change hardcoded engine behavior. The hooks that enable these alterations are completely defined and controlled by the Lua environment, and as such, modders wishing to use these systems will have to either: a) Insert a M_*.lua file into the override folder. or b) Edit UI.MENU directly. Detailed documentation pending.
Previous post: [EEex v0.2.0-alpha] Who's up for some new LUA functions?
Edit: Alpha versions of this project are now available on GitHub. Documentation and post-overhaul pending™. I have been working on creating some new LUA functions via hex editing for a mod I am currently working on, and it has been going very well so far. In case any of you are curious, here's the two new functions I've made so far: Infinity_GetPCIdentifier(slot) - Gets the ID of the character in the given portrait slot. Can be used to access the characters table or in the following command... Infinity_GetLocal(creatureID, local) - Returns the value of the given local variable on the creatureID. Can be used in conjunction with the previous command to get local values of PCs. Currently in the works: Infinity_SetLocal(creatureID, local, value) - Sets the value of the given local variable on the creatureID. To give you guys some proof, here's a screenshot: Here's my question to you all - What new commands would you like to see? New UI behaviors are beyond me, but externalizing any other behavior the engine exhibits is definitely a possibility. I.E. any internal fields you would like to have access to, any existing function behaviors you would like changed.

[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers. I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink: Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes: - install HLAs on a class-by-class basis - patches HLA tables instead of overwriting them - patches HLA tables of mod kits in addition to base kits - specific compatibility with RR HLAs and simplified install order (RR, then Refinements) - the Sword Angel works in EE games https://github.com/UnearthedArcana/refinements/releases This is actually starting to look pretty complete. Cheers, and good luck!

Item art creation questions

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In addition to portraits, I'm beginning to experiment with the creation of art assets for items as well. The art side is not a problem, but the technical side definitely is at this point. I've tried to track down good tutorials, but have thus far only found a few links at Spellhold Studios, all of which are either outdated or too broad in scope. (The closest I found was here: http://www.shsforums.net/topic/11353-creating-inventory-icons/) Does anyone know of a good tutorial that explains A) how and where to save the inventory "outline" of the item (as indicated by the item I made in the large circle in the screenshot), and B) how and where to save the inventory icons (the 32x32 and 64x64 versions, as indicated in the small circle). As a follow-up, I need a simple answer that the guides seem to neglect: If I'm using Photoshop to create PNGs, which program will I need to save the files as BAMs? image

NPC Preview: Dark Side of the Sword Coast

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1 of 9. Who recognizes the first? image

Editing .ini file with SCS v32

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Hi all,

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

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

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

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

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

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

Thanks in advance for your help!

[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

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Hello, This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.5).

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.

Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.

Item description tweaks

Using this scrollbar.
You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.
Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.

Journal screens

Restore and fix the journal screens.

Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.
Restored confirmation prompt before un-memorizing a spell.
Spell description is opened by right-clicking the spell and showed on the other side of the book.
Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here. Back button on levelup from here. Tweak popup with modified image from v1.3:
Fix journal popup when the text is too long:
Pick party screen:
There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.
Changelog: v3.9: Update dialog code. Add character name in some screens. Abilities -> Ability Bonuses. Tweak inventory text box. v3.8: Remove compatibility with 2.3. Change tooltip 'World Map' to 'Area Map'. Take 'More Confirmation Prompts' into account when removing memorized spells. Tweak text scroll speed in chapter and dream. New dialog code by Adul. Spells screen. Buttons in character creation. v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v2.7: Restore adorned first letter in item and spell description. Update item description layout. v2.6: Minor tweaks. v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio. v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look. v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod. v2.2: Restore 'Pick for me' button in mage spell selection. v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel). v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position). v1.9: Journal fixes thanks to @HaHaCharade. v1.8: Fix small portrait aspect ratio. Re-add stats cheat. v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences. v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks. v1.5: EET bug fix. v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker. v1.3: Quickloot fix. v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size. v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions. v1: Mage spells screen tweaks. Weidu mod. v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD. v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area. v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen. v0.6.1: Fix scrolling. v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen. v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens. v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...) v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip. v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen. v0.1: Initial release.

[v1.81] 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.

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!

[MOD LIST] Mods by AionZ/Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/
  • Link to my Discord: https://discord.gg/MWraGyf
A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit. A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing. A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing. A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC. This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin. Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Warlock

A rough implementation of the 3e warlock as a unique class. Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars. Assorted personalized tweaks that fit no particular category Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[NPC MOD] Sheena - The Half Dragon Tale

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Sheena - The Half Dragon Tale Sheena's story begins in Firkraag's lair at level 8-10 in a prison cell next to Garren's child. Sheena is a neutral good half red dragon multiclass Fighter / Wizard. Her half dragon form is hidden most of the time (cities, forests...) to balance the game. Sheena is limited to two handed swords, quarterstaffs, halberds and darts (an animation limitation). Sheena's strength and constitution can not be raised by any item (potions and spells do work). Sheena has extensive banters with all Bioware NPCs, numerous interjections and a friendship path available to both male and female PCs. Sheena's flirts are available to male PCs of good and neutral alignment. She has also a small romance path (TOB like), which triggers if other romances are not active, you are through with the friendship talks and your character is of neutral or good alignment. Sheena leaves for good if is kicked out from your party. image Race: Human/Dragon STR: 16 DEX:12 CON: 16 INT: 15 WIS: 10 CHA: 15 - Infravision - 50% fire resistance - Half dragon form - Half dragon breath ability useable once per day - Slightly faster movement speed to speed up the half dragon animation Half dragon form: + 4 STR, +2 CON, +4 AC (lizard scale bonus), 100% fire resistance, immune to paralysis as any large creature would and immune to mind spells (charm, confusion and stun). This is the standard half dragon template. Languages: English, French, Spanish What needs to be done: - New better HD portrait - Extended romance (Right now is romance only in SoA) - Few more special items - Czech translation - Personal Q ? Additional informations: - The current version does not work well with vanilla BG or old versions of EE, you must use a game that has a current patches. I will try to fix this problem in the future releases of my mod. Actual version - V2.5 Link - https://www.dropbox.com/s/psvxbupszf39i4s/Sheena_v2.5.zip?dl=0 P.S. I really tried to contact Red Knight the original author, but all websites are dead and all profiles and emails are canceled. I hope he will not mind that I took over his mod.

[Kit Concept] Geomancer Sorcerer

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I wanted to play as a Geomancer but I'm not a fan of the Geomantic Sorcerer mod so I drafted my own version with some original ideas. I'm hoping to have it made soon.

Advantages:
- Hit Die: d6
3e geomancer rolls d6 for hit points. Furthermore some of the geomancer's spells require them to get up close and personal or benefit from having more hit points.

- May use Geomancy.

GEOMANCY: The geomancer, through manipulation of primal magic, is able to cast a selection of unique spells: Foundation of Stone, Stonefist, Creeping Cold, Moonbolt, Life Transference, Geomantic Field, Elemental Sphere, Whirlwind, Tidal Blast
Spells are in order of spell level. Effects are subject to change:
Foundation of Stone: +4 Armor Class and 50% resistance to physical damage, cannot be displaced (immunity to wing buffet), staggered (no damage animation) or knocked unconscious, unable to move for duration, caster only
Stonefist: 1d6 per level crushing damage, maximum 10d6, knocks unconscious for 1 round. Save to negate unconsciousness and half damage.
Creeping Cold: deals 1d6 cold damage on first round, 2d6 on second round, 3d6 on third round. Target is slowed for duration. Save vs. spells each round for half damage.
Moonbolt: reduces Strength by 1d4 per 10 levels. Paralyzes undead for 1d4 rounds. Save vs. spells to halve strength loss and avoid paralyze.
Life Transference: drains 25% target maximum hit points and heals caster for the same amount on enemy cast. Damages caster for 50% hit points and heals target for same amount on nonenemy cast.
Geomantic Field: drops a 10' radius field on the caster's location for 1 turn. Heals allies standing in area of effect for 3d4 hit points per round. If cast indoors, the geomancer gains Ley Lines while standing atop the field.
Elemental Sphere: launches sphere that deals 8d8 mixed damage (fire, cold, electrical, acid) and reduces elemental resistances in a 5' radius.
Whirlwind: summons uncontrollable whirlwind for 4d4 rounds that deals 6d6 slashing damage to all targets around it. Targets who fail a save vs. breath upon contact are stunned and dragged along with it (should be possible, unsure)
Tidal Blast: Launches a powerful wave of water. All targets in a wide line take 10d10 damage and are dragged with it and knocked unconscious for 3 rounds. Breathing creatures must make a save vs. death at -4 or drown. Fire-based creatures die with no save.


- May use Natural Magic.

NATURAL MAGIC: The geomancer draws upon natural energies for <PRO_HISHER> magic, allowing <PRO_HIMHER> to cast spells akin to those of a druid. The geomancer gains a spell for each level granting access to a selection of druidic spells:

1st level: Cure Light Wounds, Bless, Entangle, Sanctuary, Shillelagh
2nd level: Barkskin, Flame Blade, Goodberry, Resist Fire and Cold, Slow Poison
3rd level: Call Lightning, Cure Disease, Cure Medium Wounds, Summon Insects, Zone of Sweet Air
4th level: Call Woodland Beings, Cure Serious Wounds, Defensive Harmony, Neutralize Poison, Poison
5th level: Chaotic Commands, Cure Critical Wounds, Insect Plague, Mass Cure, Raise Dead
6th level: Dolorous Decay, Fire Seeds, Harm, Heal, Physical Mirror
7th level: Creeping Doom, Earthquake, Fire Storm, Nature's Beauty, Regeneration

Druid spells are not added directly to spellbook to reduce clutter. They are accessed via a Spell Immunity-esque list for each spell level.

- Gains Drift.

DRIFT: As the geomancer attunes <PRO_HIMHER>self with the natural energies of the land, they begin to evolve and gain natural attributes resembling those of other creatures attuned to nature, which may range from common animals to more exotic beings such as dryads or nymphs. For every three levels starting from level 4, the geomancer permanently gains a bonus:

4th level: +1 Charisma
7th level: +2 Armor Class
10th level: +1 Dexterity
13th level: Immunity to poisons and diseases
16th level: +1 Strength
19th level: +2 to Saving Throws
22nd level: +1 Charisma
25th level: +25% Resistance to Fire, Cold, Acid and Electricity
28th level: +1 Dexterity
31st level: +10% Magic Resistance (doubled while on Ley Lines)
Note that sorcerers normally cap at level 31
34th level: +1 Strength
37th level: +25% bonus to Elemental Damage
40th level: +1 Charisma

- At 2nd level, gain Ley Lines.

LEY LINES: The geomancer learns to create magical connections with a specific type of terrain, gaining a +2 bonus to casting level while outdoors. From 8th level onwards, the bonus increases to +4. From 16th level onwards, the geomancer gains a +2 bonus to casting speed.

Disadvantages:
- May cast one fewer spell per level per day.
- Incurs a -1 penalty to casting time (negated while on Ley Lines)
- Suffers a -2 penalty to saving throws vs. all spell schools (negated while on Ley Lines)

Ley Lines aren't quite so powerful in source material, but I wanted to emphasize the geomancer's strength in their element. They're at a disadvantage vs. regular mages while indoors, but more powerful when outdoors - and even more versatile.

War Hulk Kit for Fighters v1.0

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I've finally put together an old kit for fighters, revised to imitate the 3.x War Hulk class that a friend of mine told me about. The basic idea is that this fighter only gets one attack per round, but it hits like a truck, with unnaturally high STR values and bonuses to melee damage. Whenever it takes damage, it gains even more bonuses, but its AC and save vs. spell get penalized, and it has a chance of going berserk, making it easy for the War Hulk to spiral out of control as it gets stronger mid-combat. I've run it most of the way through BG1 and it's fairly well-balanced. At full rage and close to death, it's done over 100 damage on a critical hit (!), but it has a habit of losing control and can easily get worn down by multiple hits. When I got that critical, my War Hulk had an AC of 14 (guaranteed enemy hits), a save vs. spell of 20 (guaranteed failed saves), and was nearly dead. Despite having far more HP than any other class, he died many times, but it was a lot of fun. Kit description: [spoiler] WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow. CLASS FEATURES: - May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit) - May not use missile weapons - May place 3 proficiency points (Mastery) in two-handed swords and halberds - May place 2 proficiency points (Specialization) in bastard swords, longswords, katanas, scimitars, axes, war hammers, spears, flails, maces, quarterstaffs, Two-Handed Weapon Style, and Single Weapon Style - May place 1 proficiency point (Proficiency) in short swords, daggers, and clubs SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and +5% melee damage every level thereafter, along with additional bonuses every other level: Level 1, 3, 5, 7: +1 to hit and +5% melee damage Level 9, 11, 13, 15: +2 to hit and +10% melee damage Level 17, 19, 21, 23: +3 to hit and +15% melee damage Level 25, 27, 29, 31: +4 to hit and +20% melee damage Level 33, 35, 37, 39: +5 to hit and +25% melee damage CRITICAL STRIKE: Whenever the War Hulk lands a hit, the target has a 20% chance of being stunned for 6 seconds and pushed back on a failed save vs. death at -3. RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties: +15% melee damage +1 THAC0 +1 save vs. death +1 movement rate Immunity to fear -1 AC -1 save vs. spell All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round. UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun. - Hit Die: 2d8 (2d6 after level 9) [/spoiler] The current version is v1.1 and should be compatible with all IE games. It is attached below, "WarHulkKit.zip." I have also attached the older, game-specific versions, which granted flat bonuses to damage instead of percentage bonuses. Old versions: WarHulkKitBGEE.rar: This is the version for BG:EE without Item Revisions. WarHulkKitBGEE4IR.rar: This is the version for BG:EE with Item Revisions. WarHulkKitBG2EE.rar: This is the version for BG2:EE without Item Revisions. WarHulkKitBG2EE4IR.rar: This is the version for BG2:EE with Item Revisions. WarHulkKitIWDEE.rar: This is the version for IWD:EE.

[Mod] The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english v16

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This is the new release of my kits mod. Available for BG2/BGT, all EE versions, for PC and Mac. In this pack, you'll find: - A half-orc fighter kit: the hatred carrier.
On the Sword Coast, near the Ten Cities, ancient wars against the combined armies of orcs and goblins have left the inhabitants a deep hatred for these creatures. Also the half-orcs, resulting from human rape by orcs, should not exist. They are usually killed at birth. But among raped mothers, they can't help themselves abandoning their spawn, regardless of breed. And half-orcs, can still grown among humans. When this happens, these children are being grown up in secret, because population would have no pity for a bastard orc, even for a child. Grown in the dark of a cave, or a smelly attic, living under the constant fear of being discovered and killed, they have not even a social bond beside the mother teaching them the world hates them, the hatred carriers are half-orcs who have forged by an unstable mind based on a single thought: the world hates me, I hate it in return. These are brutes without a scruple that know only strength, resentment and anger. Their condition of half-orcs gives them an exceptional constitution, but their mental instability severely hampers their ability to think or learn anything. They only know how to use those "brutal" gifts and show no finesse. Advantages: - Intimidation once a day every 4 levels. This ability acts as the spell "charm person", but with a longer duration and reduced saving throws. The ability to intimidate increases in power as the hatred carrier levels up. The person intimidated like this is always hostile when the effect of this ability expires. - Roar of rage once a day every 5 levels from level 7. This ability acts as the spell "Horror", forcing all creatures surrounding the carrier hatred to pass a saving throw or risk being scared for 45 seconds. The ability to scare by Road increases in power as the hatred carrier levels up. - Fist of fury once a day every 6 levels from level 12. When using this gift, the hatred carrier puts all his aggressiveness in his attacks. He then shows so much violence and during the following 2 rounds he gains an extra attack and all attacks do maximum damage. In addition, each hit he inflicts has a chance to stun the opponent. - Indomitable: immune vs. charms - Brutal: +1 to damage Disadvantages: - Limited to chaotic neutral alignment, neutral evil and chaotic evil - Receive 10% experience points less (due to the weak ability of understanding) - -3 to intelligence, charisma and wisdom at creation (due to his chronic lack of education)
- A ranger kit: the Hunter of Vermin.
The best protected human cities insofar are never safe from the intrusion of harmful species such as rats, mold and others. In woodland cities, placed among trees, there are spiders, beetles and other giant insects that may nest in the area and disturb tranquillity. Vermin Hunters are trained with the aim to disledge and exterminate these harmful creatures. A long training in this field has provided them a natural resistance to toxins, as well as the ability to heal others. They are also able to move freely through the spider webs, entanglements and other forms of immobility. Among elves, these rangers are serving the community, while among humans, they are rather civil guards hired and paid. Advantages: - +3 to hit and damage against ankhegs, otyughs, silts and giant vermin. - At level 4, freedom of movement: immunity against webs, entanglements, immobility and slowdowns. - At level 8, immunity vs. poisons. - At level 10, immune against non-natural diseases. - At level 4 and every 4 levels, can slow poison once a day. - At level 7 and every 5 levels, can neutralize toxins once a day. - At level 12 and every 6 levels, can use "Vermin Summoning" once a day. - At level 15 and every 8 levels, can use "Giant Vermin Summoning" once a day. Disadvantages: - Can not be burdened with any armour than studded leather armour. - Can not learn any proficiency in two-handed weapons, but bows and clubs. Note: in order to match cleric, human vermin hunter must have at least 15 strength and dexterity, and 17 wisdom. VERMIN SUMMONING: At a high level, the hunter of vermin has so much experiences of harmful creatures that he can instinctively know where they are in the area and apply his skills of ranger to tame them. At every cast of this summon, up to 4 creatures will appear and join him for 2 minutes. GIANT VERMIN SUMMONING: After years of fighting the harmful creatures, the hunter of vermin is able to draw and and call to him the most feared creatures. At this skill level, he may call up to 3 creatures that will join him for 2 minutes.
- A cleric kit: the Preacher of Fire. (with unique hlas : sadistic pyromaniac OR pure elementalist)
Fire has often been admired among humanoids. Pyromancers light it for the simple pleasure of seeing it consuming all things. Mages (notably of Thay) admire it for its destructive power. Tacticians use it to scare, repel, corner the enemies. Sometimes it also happens that clerics fall in admiration for this force of nature. Some less reasonable than others may even find that power worthy of veneration. Rejecting their worshipped gods of the origins, they are deprived of their skill to cast spells of divine origin. Among these fallen priests, the most fanatics towards fire and destruction it can cause are sometimes marked by dark powers, mostly of demonic origin. These fanatic clerics then want to have back the skill to cast spells, though corrupted by the power of fire and having no more restoration abilities. The dark powers that thus boost the power into these deprived clerics make them a tool of pure and simple destruction, although they don't necessarily get in touch with them to explain... Advantages: - He gains additional spells, all based upon fire: Level 1: Agannazar's Scorcher, Burning Hands, Flame Dart. Level 2: Boiling Rain Storm, Explosion, Fire Seeds, Lava Bomb, Lower Fire Resistance. Level 3: Burning Weapon, FireBall, Fire Shield (Red), Flame Arrow, Lava burst, Melf's Minute Meteors. Level 4: Blazing, Conjure Lesser Fire Elemental, Fire Breath, Fire Form, Lower Fire Resistance II. Level 5: Ardent Mantle, Call Fire Servant, Fire Mark, Mass Protection From Fire, Pulverisation. Level 6: Aura of Eath, Conjure Fire Elemental, Detonate, Elemental FireBall, Exploding Mephits. Level 7: Fire Trap, Incineration. - He gains 10% fire resistance at level 1, then 3% for each following level. - At level 10 and all the following 3 levels, he can use "Burning Palm" once a day. - At level 13 and 20, he can charm a Fire Elemental once a day. Disadvantages: - The Preacher of Flames has not access to ANY healing, recovery or restoration spell. - He can not reject the undead. - His alignment can only be neutral, or neutral evil. - Obsessed by fire, he will never take under consideration embarking on another career. (can not dual-class) - He does not receive a divine symbol at level 21, no longer having any connection with any "god" whatsoever. BURNING PALM: Once the spell is cast, the preacher has two turns to touch his enemy, burning him for 1D6 fire damage points for two levels of the preacher. If the preacher fails to touch the enemy, the spell is lost. CHARM FIRE ELEMENTAL: The preacher may attempt to control any elemental of fire by casual contact. The target is entitled to a saving throw with a -1 bonus for every 5 turns of the preacher to stand, otherwise it falls under the control of the pyromancer for 5 turns.
- A druid kit: the Master of the Swarm. (with unique hlas for summoning even more powerful vermins and hords of vermin)
Opposing to druids who protect nature as a whole, the masters of the swarm follow an unconventional path and devote their existences to protect those who are little noticed, insects, arachnids and other undesirables. They can make themselves being understood to teeming and buzzing creatures, that they take as companions and friends. They use small arthropods for various spells, they summon the largest specimens to help them in fighting. Giant spiders sometimes are better allies than bears. This druidic branch is not widespread, teachers capable of teaching knowledge are rare. This is why full learning to these druids is long and difficult. Still, the power of the masters of the swarm is not bloodless as little possible formation pushes the most powerful of them to seek knowledge wherever it is located, and at druid meetings, teachers they encounter can exchange knowledge that go beyond the traditional teaching of druidic order. Advantages: - At level 7, can turn into a giant spider, a bark beetle and a carrion crawler. - At level 10 and the following 3 levels, can charm vermin like a ranger charms animals. - At level 12, is immune to poisons. - At level 13, can turn into a sword spider, huge spider and rhino beetle. - At level 15, is immune against swarms generated by spells such as "Insect Plague". - Have access to new spells using insects and worms: Level 1: Devouring Touch. Level 2: Giant Vermin, Mantle of Insects, Pass-through-Web. Level 3: Infestation, Lesser Nested Vermin Summoning, Spiderskin. Level 4: Carrion Summons, Giant Insect, Scent of Ankheg, Summon Spider. Level 5: Call Mastodon, Recall of the Spider, Spidery Summoning. Level 6: Parasite Plague, Spidersbane. Level 7: Extra-planar Vermin. Disadvantages: - Having rejected conventional Druidic teachings, he can not turn into animal or elemental, can not summon elemental prince and goes not gain elemental resistances at high level. - The swarm of insects on his body is not supportable under a heavy and suffocating armor, he carries no greater than studded leather armor.
- A thief kit: the Shadow Walker. (with unique hlas for enhance his magic or control the shadow)(TSR 9492)
The order of shadow walkers is a very ancient organization, whose members have a special affinity with shadows. Rumours say that the greatest masters of the order are true shadows, and that's shaped them. Whatever they are, this very special bond with shadows gives the shadow walkers a valuable benefit. Recruitment in the order is made only by appointment of masters. The initiate, if he's accepted, is paired to a mentor who is responsible for teaching him the techniques of shadows and magic associated with it. Any official member of the order knows how to use shadows to their advantage and conjures simple spells to help him in his task. The real magic of shadows, however, is only practised by the most ancient masters. Shadow Walkers are not conventional thieves. Resolutely turned towards good, they swear to use their special abilities to avenge victims. Acting as vigilantes, they hunt and beat criminals who escaped traditional justice. Advantages: - He can study all magic scrolls of abjuration, alteration, illusion and divination schools, and use magic of shadows to cast these spells like magic powers, up to 4 times per day per spell level. He masters a higher level spell every 4 levels, up to 4th level spell. - His magical skills make him benefit of a +1 bonus to his saving throws vs. wands and spells. - He sees in the dark as if he had Infravision. - At levels 3, 5 and 7 he can use "Aura of Shadows" once a day. - At levels 8, 10 and 12 he can use "Mantle of Shadows" once a day. - At levels 13, 15 and 17 he can use "Shape of Shadow" once a day. Disadvantages: - Only human, elves and half-elves can be designated. - Only a good soul can choose to follow the way of the Shadow walker. - The study of magic leaves him little time for martial training, he is a poor fighter: his THAC0 follows that of mages (-1 every 6 levels starting from level 5) and he use light weapons and short bows only. - The study of techniques of shadows goes hand in hand with his learning as thief, he receives only 20% to distribute among skills for every levelling up. SHADOW AURA: When he creates an aura of shadows, a half-magical aura covers the Shadow walker, which then has a +25% bonus in hiding. The aura can be kept a round per level. SHADOW CLOAK: When he covers himself with the mantle of shadows, the Shadow walker takes a shaded shape. In this partially translucent state, he has a +1 hiding bonus to AC and saving throws. He also gets a 50% bonus in hiding. If he stays firm for at least 1 round, he becomes invisible. While in the guise of the mantle (1 round per level) he can become invisible at will, staying firm 1 round. SHADOW FORM: The Shadow walker that uses this ability can become a living shadow. Under this shape he is almost invisible and gains a +4 to AC and saving throws. He can attack or cast a spell without returning visible, but the creatures may notice him a few moments from time to time, as a movement in the shadows. Detection of invisibility does not allow to reveal him and true sight reveals him only intermittently. If he comes to be attacked, only magical weapons can affect him. Under shape of shadow he can not use his weapons, as they ethereal they will pass through the targets without affecting them. But his touch will gain the properties of a shadow touch: 1D4 +1 damage points and strength reduction of 1 point for 2 turns when a saving throw vs. death at -3 is failed. He can remain in the shape of shadow for 1 round per level or return to normal state when he desires.
- A gnome thief kit : the Shadowmage. FRENCH ONLY. (with unique hlas for becoming a shade (quasi lich))
Parfois, l’incursion de créatures d'autres plans sur Toril laisse des traces plus ou moins discrètes. La communautés gnome n'est pas exempte de ses rencontres interplanaires, et plusieurs génération après, certaines marques profondes peuvent ressurgir de manière incongrue. Ainsi, lorsqu’un voleur gnome qui s’entraîne à se fondre dans l'ombre ressent l'impression bizarre qu'il fait vraiment corps avec elle, il peut prendre peur ou y voir une possibilité de dépasser sa condition. L'ombremage est un de ses voleur qui s'est découvert une ascendance particulière avec l'ombre. Profitant de cette manne inespérée et de son affinité particulière avec les illusions, il apprend à manipuler l’énergie sombre du demi-plan pour la modeler en pouvoirs magiques semblables à des sorts. Avantages : - Il peut lancer des sorts du registre de l'ombre et de l'illusion comme un sorcier. Il peut lancer jusqu'à 4 sorts par niveau de sorts et par jour et développe un niveau supérieur de sorts chaque tranche de 3 niveaux de voleur. - Il apprend a faire véritablement corps avec les ombres et gagne un bonus de 2% au camouflage dans l'ombre et 3% en furtivité chaque niveau. - Sa maîtrise de la manipulation de l'ombre augmente progressivement et la part d'ombre qu'il insuffle dans ses illusions de même. Il lance alors les sorts utilisant la matière d'ombre comme de niveau inférieurs à ceux des mages. Inconvénients : - Il ne peut lancer que des sorts du registre de l'ombre et de l'illusion. - Il ne peut utiliser aucun objet réservé aux magiciens. - Modeler l’énergie du demi plan de l'ombre est dangereux, surtout pour un débutant. 10% de chance moins 1% par niveau (plus aucune chance au niveau 11) chaque fois qu'il lance un sort qu'il perde un niveau d’énergie ou un point de constitution. Il récupère la constitution perdue après une nuit de sommeil mais un niveau d’expérience perdu ne peut être récupéré qu'à l'aide d'un sort dédié. - Il consacre beaucoup de temps à développer ses pouvoirs et n'évolue pas pleinement dans sa classe de voleur : seulement 15% à répartir dans ses talent de voleur à chaque niveau et 20% d'xp en moins.
- - A wizard kit: the Sorceler. (have to choose between dagger or staff)(hlas warrior/mage multiclass)
The sorceler, like the wizard whom he is very close to, has an innate sense of magic, inherited from an unknown origin such as god, demon or dragon. He can cast as him spells instinctively, that he chooses but does not learn. But he does not chose to devote himself to mysteries only, and spends part of his training in martial arts. In his hands, the traditional staff of mage becomes a deadly weapon, which he handles with a dexterity forcing admiration. The sorceler has less magic skills than a wizard, but unlike the latter, he does not lack resources when spells fail him. Advantages: +1 to THAC0 in melee every 2 levels. +1/2 to attack per round at levels 8 and 15. +1 level to staff proficiency at levels 1, 3, 9 and 15. +1/2 to attack when he gets levels of master and high master of staff. +1D2 life points per level up to level 10, +1 life point for every following level. (in EE version, have the thief hp table) +1 to saving throw vs. death every 4 levels. +1 to saving throw vs. polymorph every 8 levels. - Can use his proficiency skill points to evolve in fight style "Two Handed weapons". - Develops improved versions of some combat spells. - Can choose Hlas of fighter in addition to those of mage. Disadvantages: - No 1/2 to attack when he reaches the level of grand master of staff. - Can not use items reserved to fighters. - Ability to cast spell reduced of a spell per spell level. - Evolution slowed by the non-exclusive practice of magic: -15% of xp. IMPROVED SPELLS: when he casts certain spells, the sorceler can take advantage of improved effects, which vary according the spells: * Called Shot: extended duration: 1 round/3 levels * Armor: reduced casting time, reduced AC: -1 AC/3 levels * Strength: improved strength when casting upon himself: set at 19 * Fire Shield (Red/Blue): affected weapon: +1D8 damage
- A mage (conjurer) kit (replaces the vanilla conjurer): the Savant Artilleryman. (also install the Mordenkainen's Force Missiles spell to the game)
The spell Magic Missile is one of the representative icons of arcane magic, a good example of raw magic and one of the favourite spells of most young mages. It is no wonder that some mages focus their studies on this spell, determined to improve it more than any other. The Savant Artilleryman belongs to those, passionate about this spell due to its infallibility to hit the target. Obsessively exploring all runes and magical symbols composing the spell to break its limits, he eventually ended up developing the ability to pervert the original energy to create new effects. Embedding every facet of the spell into his mind, he becomes a true expert, able to transcend the dweomer to make a tool of major devastation. By using and abusing this spell, he forgave the principles of his school and earns a new title: he becomes a Savant Artilleryman. Advantages: - At level 3, he can surround himself once a day by a magic shield that reproduces the effects of the "Shield" spell and lasts three rounds per level. - At level 6, he can restructure the spell Magic Missile into an elemental spell. This custom spell can not be stopped by the spell Shield. - At level 7, if he learns the "Mordenkainen's Force Missiles" spell, he also begins to study it. - At level 9, he breaks the limit of the spell Magic Missile: +1 missile every 3 following levels up to 8th missile, +1 missile every 4 levels thereafter. - At level 11, his shield evolves and can stop magic missiles from wands, traps, special abilities, etc... - At level 14, he improves "Mordenkainen's Force Missiles" to be no longer stopped by the Shield spell and imposes a -2 to saving throws against the explosion. - At level 15, his Magic Missile spell penetrates more easily magic resistances: each missile has 5% chance to pierce the target magic resistance. - At level 18, his Shield sends back all Magic Missile whom he is the target. - At level 20, he further enhances "Mordenainen's Force Missiles" spell: area of impact of explosion is increased by 15% and, if the saving throw is failed, the impacted targets stay stunned for 1D2 rounds. - At level 25, he breaks the limit of "Mordenkainen's Force Missiles" spell: +1 missile every 4 following levels up to the 11th missile. Disadvantages: - He has the same restrictions as a summoner: enchantment school prohibited. - He does not have the option of improved memorization normally given to his specialization. - He does not use scrolls or wands of Magic Missile. It would be a mess, he has no control over these pre-memorized spells.
- A fighter paired to a mage kit: the Warlord. (with unique hlas : best arcanism with lvl 10 spells and magic applied to the group OR insta-magic as a sorcerer )
EXALTED FIGHTER: He is, among the fighters, a fanatic who lives only to fight, swearing only by war and dreaming only of victories. Some even more fanatical still try by all means to gain power to crush opponents. Such a fighter, if he discovers an innate magical potential, can see it as a new source of power and chooses to learn it to make use of it: if that is the case, he gains a new status: he becomes a Warlord. Advantages: - Nothing special as he did not embrace the career of mage. - To match a mage, he only needs 17 intelligence and 12 wisdom; his physical characteristics are not important. Disadvantages: - He believes that only the real weapons of war are worthy to being learned. - Obsessed by the idea of earning power, he can not be lawfull good. - Thinking about ranged fight tactics as cowardly, he refuses to use any ranged weapon. -------------- WARLORD: The warlord if a fanatical fighter who has seen his gift of arcane magic as a unique way to become a pitiless war machine. Continuing to train to combat, he has focused his discovery of "essential" magic, all that would allow him to become more powerful in combat or inflict heavy damage to his opponents. Ignoring traditional magic he forms his own panel of spells, whose whole purpose is shown in combat. Proud fighter, he does not use "loose" techniques as hiding behind invocations or fight from afar. On the opposite he does not look for nobility in battle, and therefore has no scruple about inflicting the worst torments to his targets, either mental destruction or total annihilation. Advantages: - Magic comes spontaneously to him, he can continue to lead the fight, and his fighting skills are only partly reduced: * He gains 1 additional hit point per level. * His saving throw vs. death increases by 1 every 4 levels (maximum +5). * His table of THAC0 is aligned to that of a cleric. * He can wear any amor without being bothered to cast spells (when he levels his levels of fighter). - An inner research during respited allows him to regularly discover new spells. - His skills of memorizing evolves faster than those of a traditional mage. Disadvantages: - Using gifts of innate magic, he understands nothing about arcane magic, and can not use or learn from magic scrolls. - Devoting a part of his time to train as a fighter, he can not fully evolve in his mage function (-15% xp). - Thinking about ranged fights tactics as cowardly, he refuses to use any ranged weapon.
- An elf multiclass fighter/mage kit: the Bladesinger. (TSR 2131)(can be installed without the casting malus and with an automatic mastery bonus)
Of all the elven fighters, few are as dangerous as bladesingers. They have spent their entire lives studying their weapon of choice, and have become absolute masters. In addition, they learned to cast spells while fighting, doubling their power. The sure steps of the Bladesinger do not only make him a beautiful creature when fighting, they also allow him to place in the best positions. He instinctively knows to grasp the flow of battle and draw the wise handlings that allow him to optimize his strikes. He also knows how to attract the flow of surrounding magic and convert it to his own advantage. Although he can not attack while casting a spell, he can defend himself against melee attacks thanks to it. Unwavering defender of the elven faith, the bladesinger not only has to devote himself all times to make the elven cause advance, but he must also assist any elf in need. Unless it is proved that this elf in an enemy of the Elven faith, the bladesinger must do everything to save him, even if it requires giving one's life. Advantages: - Instinctive use of best places: +1 to speed factor, +1 every 4 levels thereafter. - Superior mastery of his weapon: he can freely develop his proficiency in 1-handed long weapons, and when he becomes grand master (5 stars), he gains an exceptional bonus +1 to hit and damage. - Defensive use of magic flows: AC bonus equal to half of his own level +1. This bonus does not apply against missiles. - Combat Training: he can wear an armor without that this prevents spellcasting. Disadvantages: - Learning focused on a type of weapon: it can only be 1-handed long swords. - Learning focused on melee combat: he does not use projectile weapons. - Learning focused on 1-hand combat: if he holds a shield or a second weapon, he loses his exceptional mastery bonus and can not cast spells. - Primarily defensive magic: if he holds a weapon, he suffers from a -2 penalty to casting time. This penalty disappears if he has free hands. - Fighting Style claiming flexibility: he never wears an armor heavier than studded leather. Special: after character creation, the bladesinger automatically becomes a multi-class fighter/mage.
- A human multiclass cleric/entropist kit: the Theurgical Explorer. (Gain the symbol of Azouth at lvl 21)
The theurgical Explorer is a very hard priest of Azuth who has devoted to the sacred mission to add as many spells as possible to the great encyclopedia of Azuth. He does that for that choice to open himself to arcane magic and explore one of its most exotic branches: wild magic. If he is not the first to do so for worship, it is his deep passion for the magic that distinguishes him in the eyes of his god, and it is only when he wishes to devote himself completely to the exploration of magic in all its forms he can be given a complete change of divine abilities granted to him, in order to assist him in the mission he is given. He then ceases to be a priest to become a theurgical explorer. Advantages: - Dweomeric divine protection: his incantations can not fail: he is immune to miscast magic and Dispel Magic, and wearing an armor does not prevent him to use his mage spells. (He can still be stopped, paralyzed or muted) - Divine assistance: 100% chance of learning spells whatever intelligence level is. - Divine Advantage: -1 to casting time of spells, additional -1 at level 15. - Special Divine Spell: he can cast a special version of "Wondrous Recall", which allows him to remember two priest and two mage spells. Disadvantages: - Divine Balance: -1 divine spell memorizable by spell level. - Shared Entropy: divine spells he casts have a 5% chance to trigger an entropy Hiatus. Special: After character creation, the theurgical Explorer automatically becomes a multi-class cleric/wild mage.
For the Blasinger, start as an elvish fighter For the Theurgical Explorer, start as a human cleric For the Sorceler, on BG2/BGT, start as a wizard with at least 15 STR/DEX and set the specific player script to gain the kit. (On EE versions, you just have to select the kit under wizard selection) The archive is here: http://www.mediafire.com/file/9w1tdmbg0rcplg3/Derat%2527s_Unused_Kits_Pack_v16.zip Official forum for bug reporting, questions, remarks (french) : http://www.baldursgateworld.fr/lacouronne/derat-s-unused-kits-pack/ Important note : The Shadomage can't actually been installed on BGEE. To fix this, open the tp2, then search for "COPY_EXISTING ~B3-12.itm~ ~override/pxg5etti.itm~ WRITE_BYTE 0x88 6" and replece it by "COPY_EXISTING ~B3-24.itm~ ~override/pxg5etti.itm~ WRITE_BYTE 0x88 6". Update 05/13/17 --> V14 with many bug fixes. Check them in the updates listing. Update 10/09/17 --> a fix on Warlord (katanas usable) and Savant Artilleryman (MFM no more do fire animation), archive updated. Update 05/03/18 --> V15 with bug fixes and a new kit : the Shadowmage. Update 04/15/19 --> V16 with many fixes with the english translations (and a few improvements)

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits. - Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs. - Removes many existing main plot restrictions: [spoiler] Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own). Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6. Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences. Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well. Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes. If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.[/spoiler] - Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook. - Incorporates unused files and dialogues from the original game. - The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem. This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow [spoiler] Friendly Arm Inn - On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth. - The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later). Beregost - Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building. - Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor. - Adds a watch to the streets of Beregost (this occurs starting in Chapter 3). - Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day). - Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep. - Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and soldiers) - An Acolyte of Lathander is now serving the temple (instead of Kelddath). - A head smithy is now serving the smithy (instead of Taerom) - The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter. - Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented) High Hedge - An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water. South of High Hedge - You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region. South South of High Hedge - On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all! Nashkel - Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition). -The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar. - The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe. - The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level). - A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented) - The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops. - In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented) Carnival and Nashkel Mines - The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level). Archaeological Site/Brage Area - You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple. Gullykin - Gullykin is now a wild magic area. This is where you can find Yeorg. Firewine Bridge - The Firewine Bridge is now a wild magic area. Firewine Ruins - The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you. [spoiler]The wardstone is found in the inventory of a junk dealer in Baldur's Gate[/spoiler] Bandit Camp - The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres. - The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory. - In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment. - As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly. - Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it. Cloakwood Forest - You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her. - Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. - There are additional dialogue options for druid and avenger characters. Ice Island - The Ice Island now has remorhaz that appear instead of ankhegs. Werewolf Island - Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%. Baldur's Gate (the city) - The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented) - A temple dedicated to Mask now exists in the thieves guild. (not yet implemented) - The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented) - You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented) - 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented) - One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist. - The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented) - Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase. Final Battle - Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released. - (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level. Quests - Contains 12 new quests. Some mundane ones - You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch. - You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch. - There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi. - Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later) And some larger ones - You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains. - Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress) - Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented) [/spoiler] Yeorg - an evil Dragon Disciple NPC. [spoiler] Who is Yeorg Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region. Yeorg, Dragon Disciple (level 4) Human Neutral Evil STR: 16 DEX: 9 CON: 15 INT: 15 WIS: 16 CHR: 15 Total = 86 Starting HP: 24 hp (which includes the constitution bonus) Innate abilities: Dragon Disciple abilities. Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon. His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north. When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business. Character Conceptualization (most of what you see here probably won't get an in-game explanation for it) Stats Strength, Dexterity, Constitution Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility. Intelligence and Wisdom As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation. Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed). Alignment Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer. Starting Location: AR4013 (a small hut in the north-east part of Gullykin) Reason for his presence in Gullykin He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty. [spoiler]As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).[/spoiler] Spells: Level 1: Burning Hands, Identify, Shield Level 2: Agannazar's Scorcher [/spoiler] Daran Highhammer (Siege of Dragonspear only) [spoiler] (Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.) Class: Fighter/Thief Kit: Vermin Slayer Alignment: Neutral Good STR: 18/10 DEX: 17 CON: 14 INT: 11 WIS: 9 CHR: 11 Proficiencies: Short Sword: ** Crossbow: ** Short Bow: * Single Weapon Style: * Thief Skills His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else. Kit: Vermin Slayer VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons. Bonus - It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups. - It gives +5 to Find Traps, Hide in Shadows, and Move Silently Penalty - 10 to Pick Pockets Restrictions - Only accessible by Daran Highhammer Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar. Where you find him: You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault. Characterization: He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired. [/spoiler] Storyline (BGEE) [spoiler] Chapter 1 Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things. Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members. Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter. Chapter 2 The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms. Chapter 3 The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments. Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears. Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed. Chapter 4: With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a very real concern over if the situation has been adequately handled. As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation. Chapter 5 Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire. The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers. Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep): In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets. Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far. Chapter 7 The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes? It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod[/spoiler] Storyline (Siege of Dragonspear)
Chapter 7 You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn. Chapter 9 As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.

Will be released after the release of Siege of Dragonspear

[MOD] METweaks Version 1.0

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METweaks
Version 1.0

Download

Here is a new tweak mod for your enjoyment! There are 17 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, which multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when there are the largest number of ranged enemies. Think about it: there are barely any enemies who use missile weapons in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that lots of enemies use missile weapons. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They serve no purpose other than being beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the visual range and movement speed of all creatures in the game (including party members) significantly
This is another thing that I made simply because I thought it would be kind of cool. This component increases the visual range of all creatures in the game to the maximum possible in the game (which does not let them see the whole map), and triples the movement speed of all creatures in the game. This affects player characters, non-player characters, and enemies.

Note: If you install both this component and the reduced visual range subcomponent from the "Make Infravision actually do something" component, the increased visual range from this component will override the decreased visual range from that component, and a human will be able to see just as well as an elf at night. Also, since this is also a visual range component, it also presents a danger of breaking the AI in certain parts of the game. Don't install this component unless you're really interested in it and are fine with having some weird enemy AI sometimes.

You can download the latest version of the mod here!

Mod impressions: BG2:EE Quest Mods

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q6UlHZQ.png

In this thread I'd like to briefly introduce a wide range of quest mods, for the benefit of other players who are looking for more content to explore in Baldur's Gate: II: Enhanced Edition.

All of these can be installed on the current version of BG2:EE; most also on EET and on the original BG2:ToB.

The list is not exhaustive, but I may update it to add more entires in the future. I'm also interpreting "quest mod" pretty liberally. And although I'm ordering the mods by their original release date, please note that old does not have to mean outdated or unmaintained!

Table of contents:
  • 2000 - 2004
    • Tactics
    • Planar Sphere Mod
    • Check the Bodies
    • Quest Pack
    • Every Mod and Dog
       
  • 2005 - 2009
    • the bigg Quest Pack
    • Tower of Deception
    • Spellhold Gauntlet
    • Dungeon Crawl
    • Assassinations
    • Tales of the Deep Gardens
       
  • 2010 - 2014
    • Innershade
    • Eilistraee's Song
    • The White Queen
    • I Shall Never Forget
    • The Sellswords
    • Back to Brynnlaw
       
  • 2015 - 2019
    • Afaaq, the Djinni Companion
    • Foundling: Between the Shades
    • Reunion
    • Southern Edge
    • Ooze's Lounge
    • Test Your Mettle!
       
  • See Also

BGEE / SOD "Item Replacement" Fun Pack (v2.1 completed)

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Latest Update (2018):

Hi guys, I am back! I will doing just some touch up and finalising, which I put on hold in 2017. A great member here CrevsDaak previously helped me to convert the content into WeiDU mod. Thanks alot buddy! I currently have plans to update this mod with more new stuff and version, so just stay tune here! For now the latest version is v2.1

New plan for SOD for 2018 (V2.2)

The effect of all the new items have been finalised. Crafting dialogue, option from Jegg are almost done (extremely tedious job). You can craft 3 new items with 5 option (for now) to choose from. List of new items added in for V2.2 content:

BGEE:

Ring of Lockpicking (Removed from SOD) - Loot from Black Lily Ring of Danger Sense (Removed from SOD) - Loot from Meklin Small Shield of Rapidity (New) - Reward from Undead Knight Quest at Firewine Dungeon.

SOD:

Elixir of Warmth (New) - Kanagylm scroll cache Oil of Insulation (New) - BD6000 cache Firetooth +3 (BG2EE) - Given to you by Thrix as a 4th option item after answering her riddles. Foebane +3 (BG2EE) - Loot from Idyletia in Avenus Skullcrusher +3 (BG2EE) - Loot from Ashatiel in DS Castle Assault Spear +3 - Chorster at Underground River Surface Aeger's Hide +3 (BG2EE) - Sold by Nazramu Boots of Elvenkind (BG2EE) - Sold by Waizahb Ring of Anti-Venom (BG2EE) - Sold by Waizahb Rogue Warden +2 (New) - Sold by Nazramu

SOD Crafting:

Shield of Rapidity +1 (New Crafting) - Forged by Jegg Fleshripper +3 (New Crafting) - Upgraded by Jegg* Rogue Warden +3 (New Crafting) - Upgraded by Jegg* Dervish Crescent +3 - Upgraded by Jegg** Varscona +3 - Upgraded by Jegg**

List of Modified Items (SOD):

Bow of the Banshee - +3 enchantment now Guardian Devil - 15% Crushing resistance instead of Missile Helm of Dumanthoin - +5% PDR now Star Strewn Boot - +10% MR now for any class except Wizard Slayer Tongue of Acid - Slow has no save now, but cannot bypass MR

Others changes in BGEE:

1) Fixed the 6 general stores in BG City to allow bolts to be sold. 2) Hunter Ring is replaced by Mercykiller ring (BG2EE) in FAI spoiler cache. 3) Ghost knight in Firewine dungeon will now reward you the small shield of Rapidity 4) Fixed some reputation quest in BGEE (For eg Cordyor will now give u Sirine Quest at any reputation) 5) Black Lily in thieves guild can now be pickpocketed for the ring of lockpicking. 6) Meklin will now drop Ring of Danger Sense instead of Girdle of Fortitude. 7) Girdle of Fortitude will now be sold at Ulgoth Beard Inn 8) No more XP exploit on Elminister, but Daer'Ragh encounter will net you 14.5K XP. 9) Ring of Fire Control is dropped by Demon Knight instead of Ulgoth Beard store. 10) Cloak of Dampening is dropped by Cythandria instead of Ulgoth Beard store. 11) Ammo Pelt sold by Black Lily will be using BAG07 code instead of BAG05 12) Erdane in Durlag Tower will now sell Bag of Holding (BAG04), using IWDEE Bam for icon.

Others changes in SOD:

1) Some Easter Egg Items are added in the game for fun and surprises. (won't affect game balancing) 2) New set of tombs / manual (Total 5 of them excluding tome of wisdom) 3) Some items reshuffling in Dragon Cave (BD0710) 4) Nazaram store will include Aegis Hide +3, Removed Small Shield of Rapidity 5) Necklace of Form Stability is now found as loot on Dragon Cave instead of Nazramu store. 6) Adding crafting to upgrade Shield of Rapidity. 7) Increase item value of Dragonscale Shield/Armor to 10K GP 8) Update amulet of cheetah speed's Movement speed to opcode 176 9) Double capacity for both gem bag available at SOD 10) Introduce 2-3 different epic weapon (Long sword/ninjato) that are based on different element of Fire/Cold/Lightning. All of them are designed to be stronger than Twinkle +3 after upgrade. However for game balancing you can only choose 1 to craft as all they require "glove of strength", which is an unique item. Dervish Crescent +3 (Requires Glove of Strength, Ring of Fire Resistance) Varscona +3 (Requires Glove of Strength, Sable Cloak)

Some Eg. of New Item for V2.2 [BGEE/SOD]:

Damaged Shield of Rapidity +1 - Ghost Knight Quest Type: Small Shield AC: +2 Does not protect against missiles Special: 10% chance to trigger haste (2 rounds) on wearer on successful melee hit. Not Usable By: Non-Warrior, Kensai Shield of Rapidity +1 (Upgraded) Type: Medium Shield AC: +2 Physical Damage Resistance: +10% Permanent Haste Special: Using ranged attack will negate the Haste. Haste will resume 1 round after wearer stop attacking with ranged weapon. Not Usable By: Non-Warrior, Kensai Requires Boot of Speed (boot01), Cloak of Dampening and Small Shield of Rapidity +1 to upgrade. Restricted to warrior class.

Notable Changes in v2.1 (Completed since 11th Feb)

1) 3x Ring of Wizardry has been reduce to 1, Ring of acuity is added in for that change 2) 3x Gauntlets of Weapon Expertise has been reduce to 1, GoES is added in for that change 3) More new item added in to replace alot of duplicated items found in BGEE/SOD. Check detail log for more info. 4) Nazramu Store now sells better and more powerful UNIQUE magical items. 5) Improved XP of some quest and encounter (very small scale) 6) Fixed certain quest and bugs 7) EXP Cap on SOD has been raised (600K max)

Detailed Log V2.1 (11th Feb'17):

SOD Content:

1) UPGRADED MORENTHERENE TO A MATURE ADULT DRAGON 2) Add Dragon Bane +3 to Dragon Cave's Corpse 3) Add Necklace of Form Stability to Dragon Cave's Corpse 4) Raised XP cap to 600K & Start_XP to 161K 5) Increase XP of Gauth from 6K -> 9K 6) Duration of Improved Haste on Amul26 has been reduced to only 1 round. 7) Modify NPC inventories to certain unique items are not repeated (Adoy Belt, Relair's mistake for.eg) 8) Allow off-hand THAC0 bonus of Belt of Skillful Blade to apply to all class. 9) Replace Ring of Protection+2 with Royal Guardian +2** (Entar, Duchal Palace) 10) Replace Gauntlets of Weapon Expertise with Extraordinary Specialization (Nazramu Store) 11) Remove Ring of Free Action (Nazramu Store) 12) Replace Necklace of Form Stability with Black Wolf Talisman (Nazramu Store) 13) Replace Ring of Wizardry with Ring of Acuity (Kherriun, Kanaglym) 14) Add in Stonefire +3 to Daeros hidden cache. (BD4300) 15) Helm of Domathoin: Increase PDR (3% -> 5%) 16) Star-Strewn Boot: Increase MR (7% -> 10% MR, Wizard Slayer MR remains at +15%)

BGEE Content:

1) Added Cloak of Dampening** (Ulgoth Beard Store) 2) Added Ring of Fire Control (Ulgoth Beard Store) 3) Removed Orc Leather +3, replaced with Ammo Belt (Black Lily Store) 4) Replace Wakisashi +2 with +1 version (AR2100) 5) Buffed Girdle of Fortitude (Set to 18 Con once Equipped) 6) New BAM for Ulcaster Academy Ring. All charged abilities reduce to once per day. 7) Swap the item icon for Bow01 & Bow03 to the original BG Version

New Item List [SOD]:

*Item name* - *In-game location* (*Import from*) Dragon Bane +3 - Dragon Cave (BG2EE) Type: Halberd Damage: 1d10+3, +6 vs Dragon (Piercing) Thac0: +3 Speed Factor: 6 Not Usable By: Same as Halberd restriction Stonefire +3 - DS Castle Basement (BG2EE) Type: Axe Damage: 1d8+3, +2 fire (Slashing) Thac0: +3 Speed Factor: 4 Not Usable By: Same as Axe restriction Black Wolf Talisman - Nazramu Store (IWDEE) Type: Amulet AC: +1 Hit Points: +10 Save vs. Breath: +1 Cold Resistance: +10% Not Usable By: Wizard Slayer Royal Guardian +2 - Entar Silvershield (NEW) Type: Ring AC: +2 Saving Throw: +2 MR: +5% Not Usable By: Wizard Slayer Ring of Acuity - Kherriun (BG2EE) Type: Ring 2nd level Spell: +2 3rd & 4th level Spell: +1 Not Usable By: Non-Mage Class Gauntlets of Extraordinary Specialization - Nazramu Store (BG2EE) Type: Bracer Damage: +2 Thac0: +1 Extra 1/2 APR Not Usable By: Non-Warrior Class

New Item List [BGEE]:

Ring of Earth Control - Tracea Carol (BG2EE) Type: Ring AC: +1 Charm Earth Elemental, Flesh to Stone (once per day) Not Usable By: Non-Rogue Class Ulcaster Academy Ring - Ulcaster Ghost (IWDEE) Type: Ring Save vs. Spell: +2 Cast Larloch Minor Drain, Horror, Vampiric Touch (Once per day) Not Usable By: Non-Mage Class Ring of Human Influence - Dushai (BG2EE) Type: Ring Charisma: 18 Charm Person (once per day) Not Usable By: Non-Rogue Class Amulet of Cheetah Speed - Lothander (BG2EE) Type: Amulet Movement Speed: +2 Improved Haste 1 round (Once per day) Not Usable By: Wizard Slayer Girdle of Fortitude - Ulgoth Beard Store (BG2EE) Type: Belt Constitution: 18 Not Usable By: Wizard Slayer Cloak of Dampening - Cythandria (NEW) Type: Cloak Phy. Damage Resistance: +10% Not Usable By: Wizard Slayer The Stone Breaker - Siemmon (NEW) Type: Bracer Strength: +1 Not Usable By: Non-Warrior Class

MOD AVAILABLE FOR DOWNLOAD BELOW! To install the mod simply run setup-unique_items.exe, do the same to uninstall. Refer to my post (3rd one) below for more INFO

ModRelease - create new Github Release with optional mod packages

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Hi,

Script for creating new Github Release with optional assets.

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

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

Requirements:

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

Usage:
  1. Assuming that all mod files are ready for new release, increase mod version inside mod file and mod readme.
  2. Create new commit. Do not create new tag for release, it will be created automatically as 'mod version' and pushed into online repository.
    optional step: create mod packages (release assets), wait until all packages are created with proper names:
    	ModID-Version.exe
    	ModID-Version.iemod
    	ModID-Version.zip
    
  3. Run #ModRelease.bat (Win) | #ModRelease.command (Mac) | #ModRelease.bat (Lin) and follow further instructions.

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