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[v1.98] Shadow Magic

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SHADOW MAGIC

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

Component 1: SHADOW MAGIC MAIN COMPONENT

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

OPTIONAL: ALTERNATE SPELL COSTS

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

SORCERER KIT: SHADOW DISCIPLE

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

BARD KIT: NIGHTSINGER

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

ITEM PACK

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

FAMILIARS

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

Component 2: SHADOW MONK

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

Component 3: QUESTS & ENCOUNTERS

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

[Mod] Imoen 4 Ever - Experience the BG Saga with Imoen - and the beginning of SoA without pressure!

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Gibberlings Three / Kerzenburgforum


Imoen 4 Ever

This mod aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD (not finished yet) and BGII.

Note: The SoD part is not finished yet.

The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen being there (BGII) or with Imoen catually being in the party (SoD).

The mod is compatible with SoD and all BGII games: BGII, BGT, BGII:EE, EET. For EET, install the mod dirctly into your EET game folder. For order of install, this mod is to be considered to be a questmod, i.e. should be installd before any NPC or other mods that add interjections into chapters 2&3 in BGII.

Promotion Artwork by Acifer!

Note to Compatibility:
If you are a player and want to know whether your favorite mods are compatible with I4E, have a look here and also, feel free to ask!
The same if you are modder and want to make your mod compatible with I4E, have a look at the link but also, feel free to contact me!

Content BGII:
This mod gives back Imoen in Chapter 2 and 3, right after the first dialogue with Gaelan. The player can then explore and play all quests without any time pressure or moral dilemma about a friend needing rescue.
The original game content kicks in again after the arrival in Brynnlaw: Imoen will now be kidnapped, and Yoshimo will be available for recruitment in the Brynnlaw tavern.

All(most all) lines referring to Imoen being taken and needing rescue where replaced with references to chasing Irenicus, instead.

Content SoD:
With this tweak, Imoen will remain in your group in the beginning of SoD if she was in BG:EE. She will be a party member in Korlasz's crypt up until the point where all party members leave and the PC finds themselves in the Ducal Palace. From there, Imoen will take her role as in the original game. (Planned: let her rejoin in the first coalition camp.)
Inside Korlasz' Crypt, Imoen will have a PID (player initiated dialogue) out of her original game dialogue. She will talk about Duke Jannath taking an interest in her, but she will only talk about her magic studies if she was already dual-classed to T/M in BG:EE.
After the attack in the Ducal Palace, she will be in no shape to accompany the PC because of the poison. Her "good bye" dialogue the evening before the PC heads out against the crusade is changed with her new motive to stay behind accordingly.
If Imoen was not in party in the endfight of BG:EE, her presence in Korlasz' Crypt will play like in the original game with no changes. (Planned: but she will rejoin at the first coalition camp.)


Link to Modpage and Readme
Forum at G3
German Discussion Thread (Kerzenburgforum)
Download the Mod G3

Imoen4Ever-Download.jpg.27980df70629f8850eeb52f0955df01f.jpg


[Mod] Todd the Super Tester Guy, a new shop for BGT / BGEE / BG2(EE) and IWDEE

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Todd is a merchant who sells 200+ items from Morrowind and Arcanum. You can install it in a ever started game.
You can find it in differents places depending on the game on which it is installed:

BGEE: on the docks on Baldu'rs Gate

SOD: in the "Three Old Kegs" tavern

BG2(EE): on the Docks

TOB: in the "Zakee's Tavern" in Amkethran

IWDEE: In the Kuldahar tavern

BGT : in all these places except those of SOD and IWD.

Languages : french and english.

Download link for version 6, latest.

The Beaurin Legacy NPC Mod for BGII:EE

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Hello everyone! I would like to introduce: The Beaurin Legacy Mod for BGII Current Version: v3.3.1 This modification is currently in English and includes content for SoA and ToB. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district. Portrait Artist - TamikaProud at DeviantArt Her statistics are as follows: Strength - 11 Dexterity - 19 Constitution - 12 Intelligence - 17 Wisdom - 12 Charisma - 16 As of now, the mod has only been tested for BGII:EE but should be able to work for the vanilla Baldur's Gate II and EET. Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated! Thank you so much for your time and I hope you enjoy the mod. :) EDIT: I decided to put a face to the NPC. ANOTHER EDIT: I updated the link here to direct you guys to the new G3 download page, sorry about that! The Beaurin Legacy now includes ToB! The Beaurin Legacy has a forum of its own and can be downloaded here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!

List of BG2EE Compatible Mods

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Note: Previously there was a list found here http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1 this list has been incorporated into this thread. Normally when it comes to installing mods it should be good to follow this structure: 1) non-weidu mods 2) story mods 3) NPC mods 4) item mods 5) kit mods 6) BG2Tweaks 7) other tweak/overhaul mods (for example SCALES of BALANCE) 8) SCS 9) aTweaks An example of installation order would be as follows [spoiler] Ascension Tales of the Deep Gardens Dungeon Crawl Assassinations Back to Brynnlaw The Sellswords I Shall Never Forget Adalon's Blood CoM Encounters Weimer's Item Upgrade Amber NPC Ajantis NPC Ajantis Portrait Pack for BG(II):EE Tashia NPC Kivan and Deheriana Companions Kindrek NPC Xan NPC Yasraena NPC Alora NPC Auren Aseph Tiax NPC Sarah NPC Angelo NPC Vampire Tales Ninde NPC Saerileth NPC Arath NPC Dace NPC de'Arnise Romance Banter Packs IEP Extended Banters Viconia Friendship Mazzy Friendship Yoshimo Friendship Yoshimo Romance Edwin Romance Tsujatha NPC Imoen Friendship Coran NPC Sarevok Friendship Branwen NPC Unfinished Business Almateria's Restoration Project Dungeon-be-Gone Wheels of Prophecy Kelsey NPC Keto NPC Nathaniel NPC Iylos NPC Faren NPC Adrian NPC Isra NPC NPC Flirt Packs Romantic Encounters Haer'Dalis Romance Nephele NPC Petsy NPC Gibberlings Three Anniversary Mod Sarevok Romance BG2 Tweak Pack Rogue Rebalancing Sword Coast Stratagems BPSeries AI Scripts Wizard Slayer Rebalancing aTweaks Item Randomiser [/spoiler] This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later. If this is getting to unclear I will add more sections. -------------------------------------------------------------------- Released Mods --------------------------------------------------------------------

Fix Pack & Bugfixing

[spoiler] https://github.com/BiGWorldProject/BiG-World-Fixpack#readme If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation. Please read this thread for important information about the Fix Pack: https://forums.beamdog.com/discussion/comment/836218/#Comment_836218 Fix for disappearing simulacrum & similar abilities https://forums.beamdog.com/discussion/comment/850917/#Comment_850917 [/spoiler]

Installer/Mega Mod

[spoiler] EET - Enhanced Edition Trilogy http://gibberlings3.net/forums/index.php?showforum=195 EET 1.0 Release Candidate 1 http://gibberlings3.net/forums/index.php?showtopic=28161 Direct Links: https://github.com/K4thos/EET/releases BWS / Big World Setup https://bitbucket.org/BigWorldSetup/bigworldsetup/get/master.zip link with more information: https://forums.beamdog.com/discussion/44476/tool-big-world-setup-bws-mod-manager-for-baldurs-gate-enhanced-edition-trilogy-for-windows [/spoiler]

Kit Packs & Class changes

[spoiler] Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks) https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1 [Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE] https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/ The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :) https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13 [Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable) https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1 Might & Guile https://github.com/subtledoctor/Might_and_Guile [MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 [MOD] [BETA] Faerunian Monastic Orders http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1 [MOD] Eldritch Magic https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1 The Divine Remix http://www.gibberlings3.net/readmes/readme-divine_remix.html Song & Silence http://www.gibberlings3.net/sns/ JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16 https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1 Psionics Unleashed -- Not compatible with 1.3 patch and newer! http://www.shsforums.net/forum/634-psionics-unleashed [/spoiler]

Single Kit's

[spoiler] The Mercenary (Fighter Kit EET Compatible) https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee The Militia Officer (Fighter Kit) https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee The Charlatan (Bard Kit EET Compatible) https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/ [MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers https://forums.beamdog.com/discussion/66390/p1 Will of the Wisps - Shamanic enhancements https://forums.beamdog.com/discussion/61754/will-of-the-wisps-shamanic-enhancements/p1 [Kit] Mystic Fire Paladin (beta) https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1 [Kit] Arcane Archer Redone (Fighter Kit) v1.1 https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1 [BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1 [MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE) http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1 Pale Master Kit for Sorcerers http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1 [/spoiler]

Single Kit Rework and Changes

[spoiler] UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE) https://forums.beamdog.com/discussion/37503/wizard-slayer-2-0 Relieve Wizard Slayer https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee Kensai Kit Revision Mod NEW VERSION (v2.0) https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1 [MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT) http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1 Wizard Slayer Rebalancing https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1 http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/ [MOD]Monk Overhaul http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1 Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1 http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1 Shapeshifter paw weapon tweak http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1 Wild Mage Additions http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1 [/spoiler]

Rule Rebalance and Reworks

[spoiler] [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0/p1 Raduziel's Universal Wizard Spells https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1 [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0 https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases [Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice Enchant the Missile Launchers (Ranged Weapon Tweak) https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak Rogue Rebalancing http://www.shsforums.net/files/category/62-rogue-rebalancing/ SCALES of BALANCE! Post-hac kits and tweaks http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 https://github.com/subtledoctor/Scales_of_Balance Hardcore Dual-Classing https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1 APR on Spec https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1 [MOD]: Spellcasting in light armor http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1 High Level Abilities as Innate Abilities http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1 Use Any NPC Item - Add-on for Use Any Item HLA. http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1 Experience cap remover and new High Level Ability pools for F/M/C and F/M/T http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1 [/spoiler]

Content Packs (Spells, Items, etc.)

[spoiler] Weasels! - weasel-oriented spells and items for BGEE / BG2EE / IWD EE https://forums.beamdog.com/discussion/65516/mod-weasels/p1 IWD Divine spells in BGEE, SoD and BG2EE https://forums.beamdog.com/discussion/59668/iwd-divine-spells-in-bgee-sod-and-bg2ee IWDification http://www.gibberlings3.net/iwdification/ [/spoiler]

Content Restoration

[spoiler] Unfinished Business http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=101&Itemid=80 Almateria's Restoration Project http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ [/spoiler]

TWEAK Packs

[spoiler] The Tweaks Anthology https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1 http://gibberlings3.net/forums/index.php?app=downloads&showcat=90 aTweaks http://www.shsforums.net/files/category/99-atweaks/ klatu tweaks and fixes http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/ BG2 Tweak Pack (Out of date use Tweak Anatholgy) http://www.gibberlings3.net/bg2tweaks/ [/spoiler]

Tactical Encounters and Story Change

[spoiler] [MOD] Test Your Mettle! https://forums.beamdog.com/discussion/70489/mod-test-your-mettle Quest Pack v3.1 http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100 Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2! https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-1-20-2016/p1 https://github.com/BiGWorldProject/Ascension/releases Wheels of Prophecy *(Reported to have install problems without using BWS) http://www.gibberlings3.net/wheels/ CoM Encounters http://www.baldursgatemods.com/forums/index.php?board=22.0 [/spoiler]

AI & Difficulty

[spoiler] [mod] Universal party AI script https://forums.beamdog.com/discussion/65032/ elminster's Difficulty Adjustments https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1 Sword Coast Stratagems *(needs a fix to work fine with 2.3 or later) http://www.gibberlings3.net/scs Fix for SCS for version 2.3 Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present BPSeries AI Scripts http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/ Level adder v0.3 http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1 [Release] Difficulty and Tweak mod ver 7 http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1 [/spoiler]

Convenience Tweaks

[spoiler] [MOD] Skip Chateau Irenicus https://forums.beamdog.com/discussion/60934/mod-skip-chateau-irenicus Item Randomiser http://forums.gibberlings3.net/index.php?showtopic=25430&hl=&fromsearch=1 MOD so Cromwell does NOT take a day? http://forum.baldursgate.com/discussion/39906/mod-so-cromwell-does-not-take-a-day/p1 [/spoiler]

Item Packs

[spoiler] BGII:EE - Unofficial Item Pack https://forums.beamdog.com/discussion/56567/bgii-ee-unofficial-item-pack/p1 [MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released) http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1 [MOD] Golem Construction for Spellcasters https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters Item Pack (for BG2 can someone verify that it works on EE?) http://www.shsforums.net/files/file/824-item-pack-v18/ [/spoiler]

Item Reworks and Upgrades

[spoiler] Weimer's Item Upgrade [in progress] http://weidu.org/item.html Useful Plot Items for BG2:EE https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1 Foebane +3 and +5 improvement mod http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1 Upgradable Dak'kon's Blade http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1 Brick +2 mod http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1 Unbiased Ir'revrykal+5 mod http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1 [mod] Improved Cloak of Non-Detection. http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1 Cloak of Displacement remove Blur effect mod http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1 [/spoiler]

New Items

[spoiler] Long bow of Stealth +5 http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5/p1 [/spoiler]

Quest & Story Mods

[spoiler] Check the Bodies EE: http://www.shsforums.net/topic/59973-ctb-ee-v22-for-bg2eeeet-and-bg2tobbgt/ Shadows Over Soubar (BGII:EE and EET compatible) https://github.com/weigo87/SoS-EE/releases/tag/release1.14a http://www.shsforums.net/topic/30451-shadows-over-soubar-mod-description/ Ascalon's Questpack https://forums.beamdog.com/discussion/69160/mod-ascalons-questpack-kerzenburgforum Innershade - New village with its own quest http://www.shsforums.net/files/file/910-innershade-v92/ Will of the Wisp - a Stronghold for shamans (as well as items, kit and a NPC) https://forums.beamdog.com/discussion/61754/mod-will-of-the-wisps-shamanic-enhancements/p1 Alternatives http://gibberlings3.net/forums/index.php?showforum=173 Tower of Deception for BG2EE https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee Eilistraee's Song http://www.shsforums.net/files/file/938-eilistraees-song/ Tales of the Deep Gardens http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/ Dungeon Crawl http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117 Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Back to Brynnlaw http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125 The Sellswords http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126 I Shall Never Forget http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/ Adalon's Blood https://www.baldurs-gate.de/index.php?resources/adalons-blood-silberdrachenblutmod.5/ Gibberlings Three Anniversary Mod http://www.gibberlings3.net/g3a/ The Undying Mod BG2:EE Compatible http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible Freedom's Reign/Reign of Virtue Now Enhanced http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced The White Queen (v4.0) for BG2EE http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee [/spoiler]

NPC Tweaks, Class & Kit changes

[spoiler] La'Viconia - tweak that allows to change Viconia to Cleric/Thief http://www.shsforums.net/files/file/882-laviconia-tweak/ NPC_EE https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone NPC Kitpack - Note: Not all component work with EE (please check the forum) http://www.gibberlings3.net/npckit/ [MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet [/spoiler]

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

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

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

[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

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image by @Smeagolheart and @bob_veng Preview image image WHAT IS IT?: ----------------------------------------------------- Portraits Portraits Everywhere (PPE) - core component ----------------------------------------------------- The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive. If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits. If you start a new game, then all NPCs that should get portraits will get them. ----------------------------------------------------- Category Portraits (Recommended) ----------------------------------------------------- This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs. There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked. This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait. ----------------------------------------------------- Isandir's CHARNAME Portraits ----------------------------------------------------- A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits. Preview of some of the portraits: [spoiler] image [/spoiler] ----------------------------------------------------- Replace Low Quality TOB & SOA Portraits ----------------------------------------------------- This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition engine. ----------------------------------------------------- Edwin/Edwina ----------------------------------------------------- This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If you've replaced the portrait for Edwin with a custom one, you might not want to load this component. ----------------------------------------------------- Ust Natha Drow NPCs ----------------------------------------------------- This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component. ----------------------------------------------------- Vampire NPCs ----------------------------------------------------- This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component. "Vampirized" NPC portraits provided by lefreut. ----------------------------------------------------- CREDITS and Additional Information ----------------------------------------------------- This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are: Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 ) BG1NPC ( http://www.gibberlings3.net/bg1npc/ ) Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection. If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum. This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders. If there are any copyright issues or this statement needs revision then please contact me to let me know what to do about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game. Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod. Thank you all and enjoy, Smeagol ====================================================================== ====================================================================== [spoiler] Technical Details and how you can add your own portraits -------------------------------------------------------- All pictures are 169x266 or greater. The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name. You can reference the creature name to the actor in tools such as NearInfinity. The Portrait names in the tbl are filenames in the portrait folder. ====================================================================== ====================================================================== KNOWN ISSUES -------------------------------------------------------- None at this time ====================================================================== ====================================================================== [/spoiler] Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do. Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance. Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input and assistance on the Baldur's Gate Forums. The mod name was suggested by Cahir. ====================================================================== v1.01 21 Sept 16 - Updated 57 portraits with bob_veng v.1.00 08 Sept 16 - Updated 42 portraits with bob_veng - revised code for Isandir's CHARNAME Portraits component V.0.99 03 Sept 16 - Downgraded Weidu from beta version to stable version 239 - Added additional install components Isandir's CHARNAME Portraits Replace Low Quality TOB & SOA Portraits Edwin/Edwina Ust Natha Drow NPCs Vampire NPCs - Modified & replaced a few portraits with bob_veng Version History: V0.91 20 Aug 16 - Fixed a few entries V0.90 20 Aug 16 - Initial Release

BG1NPC Project - Npc theme music list


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][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post. REVISED SPECIALISTS This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield. REVISED DRAGON DISCIPLES This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons. MAGUS This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge. FAVOURED SOUL This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers. REVENANT DISCIPLE This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor. SYLVAN DISCIPLE This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey. AMORPHOUS DISCIPLE This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins. INNATE FIND FAMILIAR This component makes Find Familiar an innate ability for all Mages and Sorcerers. ARMORED CASTING FOR BARDS This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors. ARCANE CRAFTING This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls. CANTRIPS Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells. SPELL TWEAKS This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected. METAMAGIC This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters. ABILITY SCORE BONUSES This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses. SPELL SELECTION DIALOG This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.7 None to my knowledge. Go out and find some! [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.7 - Total overhaul of all existing components. - New Feature: Added the Ability Score Bonuses component. - New Feature: Added the Level One Cantrips subcomponent. - New Feature: Added the Innate Familiar component. - New Feature: Added the Favoured Soul component. Version 0.62 - Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls. - Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat. - Compatibility: Added compatibility for More Style for Mages. Version 0.61 - Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.) - Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected. - Spell Tweaks: Added an installation requirement to prevent odd behavior. Version 0.6 - General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions). - General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions. - Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors. - Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level. - Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance. - New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod. - Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system. - Numerous small bugs and string fixes. Version 0.5 - Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6. - Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions. - Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets. - Expanded Weapons: Fixed an issue where Mages were not able to equip arrows. - Oracle: Added the Oracles of Murder and Oracle of Eyes kits. Version 0.4 - Core Revisions: Conjurers now receive a d6 hit die. - Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar. - Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu. - Updated Schools: Dispel Magic is moved from Abjuration to General. - Arcane Crafting: Changes the number of charges on crafted wands. - Magus: Removed the bonus attack per round from specialization and at 7th or 13th level. - Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod. - General: Fixed an issue where kit bonus spells were sometimes not being granted. - Core: Fixed text issues with the names of Brass Dragon Disciples. - Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed. - Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known. - Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds. - Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one. - Oracle: Fixed text issues with the names of Oracles of Winter. - New Feature: Added the Specialist Mage Kits component. - New Feature: Added the Dynaheir, Xan and Edwin components. - New Feature: Added the Specialist Kits for NPCs component. - New Feature: Added the Bloodline Kits for NPCs components. - New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting. Version 0.31 - Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet. - Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor. - Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in. - Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls. Version 0.3 - General: Updated class descriptions for all kits (existing and mod) - Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class. - Core: Revised opposed schools and specialists. - Core: Incorporated Divination spells into Generalist and removed Diviners - Core: Allowed Dragon Disciples to choose a draconic ancestor. - Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline. - Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline]. - Added the Spell Select through Dialogue component - Added the Updated Spell Schools component. - Added the Armored Casting component. - Added the Universal Weapon Usability component. - Added the Oracle component. - Added the Magus component. - Added the Arcane Crafting component. Version 0.2 - Renamed to Tome and Blood - Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines. - Changed specialists to have 2 opposed schools. - Allowed Gnomes to become Sorcerers and Dragon Disciples. - Allowed Mages and Sorcerers to use Crossbows and Clubs. Version 0.1 - First public release (as Sorcerous Bloodlines) - Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant). [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey, Updated to 1.1 to look for sod-dlc.zip where GOG puts it. People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested. You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before. If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.
This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files. I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success. @elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.

[v2.0] Glam's NPC Pack for BG:EE, BGTutu and BGTrilogy! 4 new NPCs inside!

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WHAT IS THIS?
Glam's NPC Pack includes the original Vynd, Drow Assassin NPC mod as well as four brand new NPCs, all of whom will interact with each other and the classic Baldur’s Gate cast. Each one includes a friendship track and an array of player-initiated dialogue, with more options opening up as the game progresses.

You want quests? This time we got ‘em! Three of the four new characters come with their own personal missions, which must be completed to unlock all their player-initiated dialogue, plus a final, loyalty-inspired talk in the endgame.

You want loot? There’s plenty of new and unique items to be had; some supplied with the characters, others found through their quests, or just indiscriminate slaughter. Hoard them all!

You want romance? Nope. Sorry.


WHO ARE THEY?

LITTLUN PLUNKETT
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“I don’t necessarily like shooting people. Some people just need shot.”

When asked about her past, Littlun proudly informs you of how she was taken in as a baby by a tribe of elves, who raised her as one of their own. However, while she is very much a product of the wilds, the mechanical, rapid-fire crossbow she carries is the work of her long-deceased father, once a master craftsman and wandering scholar. She is a walking contradiction, a juxtaposition of untamed nature and advanced technology.

Race: Halfling
Class: Archer
Alignment: Neutral Good
STR: 13
DEX: 18
CON: 16
INT: 12
WIS: 14
CHA: 12
Proficiencies: Crossbow, Axe, Dagger

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VYND
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“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?”

When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery.

Race: Drow
Class: Assassin
Alignment: Neutral Evil
STR: 16
DEX: 19
CON: 15
INT: 16
WIS: 10
CHA: 11

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MOIDRE
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“Violence is a fact of life, war is a corpse mill, and blood is red juice that stains. I won’t put out my eyes to see glory where there is none.”

When asked about her past, Moidre says little, which you've quickly come to realise is normal for her. Her helmet, which she refuses to remove even when ordered, hides her countenance from the world, and her voice rarely wavers from its flat inflection, making her as easy to engage with as a brick; however, her intense discipline marks her as something more than common sellsword.

Race: Dwarf
Class: Dwarven Defender
Alignment: Lawful Neutral
STR: 18/87
DEX: 15
CON: 19
INT: 11
WIS: 10
CHA: 6
Proficiencies: War Hammer, Sword & Shield Style

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DAVE
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“See, killing a Talassan is easy for you. Same way killing a Helmite is easy for us. But killing Joe Such-and-Such, who it turns out grew up in same town as you and makes wood carvings on his days off and still misses his mum sometimes...that's not easy. Not for anyone.”

When asked about his past, Dave chuckles and says it's not the past you should be interested in, but the present. Born to a single mother in a quiet village, Dave seems to have joined the church of Talos on a whim, for there was no outside force, nor troubled childhood, nor deranged power-hunger to compel him. Despite this, he expresses no doubts or regrets over his chosen path, and refuses to be swayed from it.

Race: Human
Class: Priest of Talos
Alignment: Chaotic Evil
STR: 13
DEX: 16
CON: 12
INT: 12
WIS: 18
CHA: 14
Proficiencies: Flail/Morning Star, Sling

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FLARA
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“Perhaps there are beings as wise as dragons, or as strong, or as majestic, but never all three. We are second to gods, and only some even then.”

Before you even had the chance to ask about her past, Flara insisted she was once a powerful red dragon, who is now trapped in human form. This may be true, or it may not; she can offer no concrete explanation for how such a predicament came about, nor does she recall much of her time before it. Nevertheless, the air around her ripples with heat, and her fiery breath is difficult to argue with, though not as much as her temperament.

Race: Human(?)
Class: Dragon Disciple
Alignment: Chaotic Neutral
STR: 17
DEX: 9
CON: 15
INT: 18
WIS: 13
CHA: 15
Proficiencies: Dagger

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WHERE DO I FIND THEM?
DAVE: Beregost, near the obelisk
FLARA: Nashkel, Belching Dragon Inn
LITTLUN: Bear River (Area N of Gnoll Stronghold), southwest corner
MOIDRE: Beregost, Red Sheaf Inn
VYND: Beregost, Burning Wizard Inn


DO THEY FIGHT WITH OTHER NPCS?
Only Vynd and Kivan will come to blows, and it can be prevented by talking to Vynd before things escalate too far.


ANYTHING ELSE?
Flara and Moidre must be recruited before completing the Nashkel mines! If they haven't been in the party before chapter 3, they'll disappear.

While it is intended that none of these characters (except Littlun) care about the party’s reputation, this feature still doesn’t work in the Enhanced Edition. If you want to use them all together, I recommend installing the Happy Patch component of the Tweaks Anthology. It’s okay. You’re not breaking the rules.

While Moidre is neutral, she responds best to a high reputation. If you want to get the most out of her, be good.

Keep Gorion’s letter! Having it in your inventory unlocks some additional player-initiated dialogues for each character.

Don’t tell Vynd you love him. You’ve been warned.


WHAT IF I JUST WANT VYND?
Vynd is the same snarky drow he always was, and aside from his interactions with the new NPCs, nothing’s changed. If you’ve played or intend to play the Vynd mod by itself, don’t worry. You’re not missing anything.

Mod that removes armor restriction for mages?

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I recently did a BGEET install, including Tome and Blood. It's a mod for mages and sorcerers. I was adding it primarily for cantrips. But it also has a portion in it for allowing bards to cast in armor.

When I fired up my game, I found that I had all of my armor modified, so that mages could wear it. Weird, right?

So I redid the whole thing, and this time only set up T&B to just add in cantrips, figuring that it was the cause(it was the only new mod I added in)

But I'm still seeing armor as having the mage restrictions removed. This is on a brand new game. I deleted the BG folders before running the mod installer.

Does anyone know what other mods might alter the armor restrictions? I'm just digging through my Weidu log now, using the EET Installer. I can upload it if that helps. Kind of just hoping someone has an idea of what happened.

TL;DR

I ran a BGEET install. Everything was peachy. Found the Tome and Blood mod, redid my install. Didn't like that mages could now wear armor, redid the whole thing again, disabling everything in T&B beyond the cantrips piece. Mages can still wear armor in a new game

Smaller fonts

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Hi guys,

I would like to try a smaller font ( I mean a smaller policy in the dialog box) . Is there a way or a mod avaible please ?

[MOD] Improved Heart of Fury Mode Version 3.4

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Icewind Dale's Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies. Icewind Dale's difficulty also suffers from the enemies' terrible AI, and previously there was no good AI-enhancing mod (like Sword Coast Strategems) for Icewind Dale. This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features: * Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), occasionally adding more enemies in an encounter, giving enemies better AI, and making enemies stronger all around, rather than simply by giving them lots of hit points. When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like). * There are multiple ways the mod improves the AI:
- Enemies are generally much quicker to select a different target, rather than chasing the same target for a long time. - Enemies generally prioritize attacking characters who don't have Stoneskin or Mirror Image. - Enemies usually don't attack characters that they can't do anything to (e.g. because of Protection from Magical Weapons). - Enemies rarely ever use spells or abilities on creatures that are immune to those spells or abilities. - Enemy spellcasters, particularly ones later on in the game, will only use many of their spells on party members, rather than wasting all of their spells on summoned creatures.
I'm not sure if the mod's AI is comparable with SCS, but it's the closest thing for Icewind Dale. * The mod powers up most of the magic items in the game, like in Icewind Dale 2's Heart of Fury Mode. Example items: [spoiler] [/spoiler] * Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though. * The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18. (Keep in mind that enemies will also have stats like this) The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold. If you are playing with mod NPCs, they will get +2 to all stats to reflect the higher stats PCs start with. * Throughout the game items are added, removed, and switched around. There are new random item selections. The random items you get are more likely to actually be useful. * Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells. The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast. I've released Version 3.4! This patch lets you start Heart of Winter right after beating the final boss, without having to start a new game and lose your money and containers. It also sends you back to the inn in Lonelywood after beating Icasaracht so that you can start Trials of the Luremaster. There are various other changes as well. You can download the mod here. Change Log: [spoiler] Version 2.0: * The Heart of Winter expansion has been modded. * I made druid shapeshift forms more powerful. Since the characters and creatures in the game are more powerful, the shapeshift forms need to be more powerful otherwise they could be less useful than the normal character. * Some spectral undead creatures (shadows, spirits on the Burial Isle) can now go through walls. Spectral undead that don't realize that they're undead (e.g. shadowed elves, spectral guards in Trials of the Luremaster) do not have this ability. * The enemy that you fight if you wish to be more experienced using Limited Wish now has some really badass abilities that no one else has (for context, this mod makes it so that this wish makes you fight a single, extremely powerful enemy rather than several golems; I won't spoil what this enemy is, but it gives 250000 experience (or more depending on the difficulty), and it's no pushover). * Skeleton Warriors were removed from Kresselack's tomb. I plan to put a more powerful version of them somewhere else in the game later. I made a few other changes to the Vale of Shadows. * Presio no longer casts Great Shout with Chain Contingency. She doesn't summon nishruus, and she doesn't use her Spell Trigger in the duel. * Geelo no longer casts triple Shout with Spell Sequencer. * I made some changes to items and put some more items in the game. * Chain Lightning and Soul Eater now only harm enemies like I intended them to and don't produce blue fires flying all over the place. * Know Alignment now offers no save, as I intended. * Star Metal Cudgel now deals 4d6 extra damage against unnatural creatures, as I intended. * Flame Strike, Iron Body and Abi-Dalzim's Horrid Wilting have been modified. Version 3.0: * I finished my Trials of the Luremaster modifications. * Party members will be less likely to die permanently. I'm doing this because party members are going to die a lot in this mod, so it would be good not to have to reload as often. * Some enemies now require higher enchantments to hit. * Enemies now have better attack AI. * Goblin archers no longer shoot Goblin Arrows. * The prologue cave now has fewer Orc Archer Elites. * The Goblin Marshals and Orc Archer Elites in the prologue now use Whirlwind Attack instead of Greater Whirlwind Attack. * I made Lysan tougher. * I changed the powers of basic wights around a little to make them simpler and more sensible. They no longer drain luck on hit, nor do they have that weird life-draining ability I had given them that they only used on luck-drained creatures. Instead, they drain one level on hit. * Ettins now only have two attacks per round while throwing boulders. * Sahuagin leaders now correctly buff their allies as I intended. * Icasaracht now uses her aura of fear. * The moonblade created by the Moonblade spell now counts as a silver weapon and deals the extra damage against lycanthropes. * Wall of Moonlight now deals the full 5d10 damage against lycanthropes. * Cloak of Fear now lasts 1 turn and the save against the fear is made at -2.c * Mass Cause Light Wounds now offers no save. * Enchant Weapon now only sets the weapon enchantment to +5. * Rangers and Druids can now cast Dispel Magic. * I made the Wisdom requirements for the Wish spell higher. In order to get the best selection of wishes, you need to have 25 Wisdom. * Larrel's Sending no longer kills the party with Meteor Swarm at the Severed Hand entrance. I had originally made Larrel cast Meteor Swarm on the squirrel, but I had tested this revised cutscene before I had modified Meteor Swarm to have a larger area of effect. Now the party is in the area of effect, so they tend to get killed by it. Now Larrel casts Comet on the squirrel instead of Meteor Swarm. I have tested this and the comet doesn't hit the party. * Mirek now actually gives the reward he's supposed to. * The Unstrung Harp now actually takes three rounds to use. * I increased the power of some katanas. Version 3.1: * One new component: Change the summoning limit. Since this mod doesn't power up summoned creatures, having a lot of them wouldn't be game-breaking. * Neo-Orog Marauders and Avengers no longer have a chance to drop permanent HP-increasing potions. While I don't mind giving PCs a lot of extra HP over the course of the game, they probably shouldn't be getting it from regular enemies. * Many giant-kin enemies, such as verbeegs and ettins, now have worse saving throws, but they now use Barbarian Rage or Berserker Rage to protect themselves against mind-affecting spells. If you sneak up and cast Dire Charm on them before they get their bearings and use their rage, you could gain a very valuable companion! * Several temples in the game now sell an unlimited supply of Potions of Extra Healing. * Rikasha (the friendly jackalwere in the last Trials of the Luremaster dungeon) now sells an unlimited supply of permanent HP-increasing potions for you to spend your fortune on. The final stretch of Trials of the Luremaster is among the most challenging parts of the mod, and this won't make it much easier. * I added a Quiver/Case/Bag of Plenty to Conlan's store. * I added a ring to Mother Egenia's store that protects against level drain. * Larloch's Minor Drain now deals 12 damage and grants 12 temporary hit points, which last for 1 hour. It should be quite good to make up for the fact that it doesn't work on undead. * If EEex is installed, the game will show invisible enemies when a character under the effect of Detect Invisibility is selected. * If EEex is installed, Know Alignment becomes Identify Creature, which displays the stats of the target creature. * Haste no longer causes fatigue. This way you'll be less likely to need to rest after every battle. * Enchanted Weapon gives the creature's weapons +5 enchantment rather than +6. The only creatures that require +6 weapons to hit are creatures under the effect of Absolute Immunity. I'd rather not make Absolute Immunity this easy to penetrate. * The Phantom Blade is significantly stronger. * Shroud of Flame now offers no save (it needs to be quite good to compete with Sunfire). * The spells that can be cast with Seven Eyes are actually good now. * Power Word, Kill now kills a creature with 120 HP or less. * Circle of Bones lasts longer and doesn't prevent movement. * Cloudburst has been overhauled and is much better. * Negative Plane Protection now lasts 15 rounds. * Fire Seeds now creates 20 seeds. * Sol's Searing Orb can be cast more quickly, and undead make the saving throw with a -6 penalty. It deals magical fire damage now. * The Chaos Dagger no longer casts the entire Sphere of Chaos spell whenever it hits a creature. * Full Plate +1 is less expensive. * The Shadows of the Void summoned by Belhifet now have the correct animation. Version 3.2 * Enemies no longer call for help simply by taking damage. * Enemies no longer open doors. This had caused problems with the call for help AI, where enemies would open doors and call the enemies behind those doors, who were supposed to be in different encounters. * Orcs no longer have a Blindness ability. * Cold Wights, Skeleton Archers and Skeleton Bolters no longer interrupt spells from characters that don't take damage from them. * I made Undead Lieutenants a bit less tanky. * I changed Presio's legions quite a bit. * Sunscorch now deals magical fire damage. * I decreased the cost of Pig's Eye. * The Celebrant's Blade now grants -50% slashing resistance on hit, but it doesn't stack. * Orrick now sells a Ring of Free Action, but he no longer carries one. * The Ring of Negative Plane Protection now displays the right icon. Version 3.3 * Mod NPCs now start with +2 to all stats and additional 5000 experience to reflect the bonuses PCs get at the start of the game. Mod NPCs affected this way are: Dusky, Turald, Holvir, Korin, Nella, Severn, Teri, and Afaaq. These NPCs should be installed before Improved Heart of Fury Mode. * More enemies now don't interrupt spells if the target is immune to the extra damage they deal. * Standing in the heated room in the frost salamander aquarium now gives immunity to the Lower Cold Resistance ability of frost salamanders. * The Spear of Kerish does not stun creatures that are immune to cold. * Apocalyptic Boneguards and the Idol now have more hit points. * Belhifet and Icasaracht now have protection from time stop. Version 3.4 * I made it so that after you beat Belhifet, you can go straight to the expansion without starting a new game. And after you beat Icasaracht, you are sent to the tavern in Lonelywood where you can talk to Hobart and start Trials of the Luremaster. * A new component is added: Modify Fighting Styles. This component improves the fighting style bonuses and lets a character take up to five points in a fighting style (only if the character could normally take the maximum number of points in the style). * I weakened the orcs in the prologue cave. The orcs now have reasonable THAC0 for their level, and there are fewer orc archers in the fight in the center of the cave. * Belhifet and Yxunomei no longer cast Imprisonment if there is only one character in the party. * Yeti Hide Armor now protects against the Chilling Gaze ability of yetis. * Yeti pelts now sell for twice as much. * Conlan's store no longer has depreciation: selling yeti pelts will not decrease the value of later pelts. * Conlan's store now has a large supply of basic +1 and +2 ammunition. * Potions of Healing now restore 20 Hit Points, Potions of Extra Healing now restore 40 Hit Points, and Spirit Essences (which are quite rare) now restore 120 Hit Points. Elven Healing Wine now restores 12d8 Hit Points (but it still causes intoxication). * Some scroll description errors have been fixed. * Many spell projectiles have been tweaked to apply the effects of the spell instantly, rather than waiting for the projectile to spread out. This means that a spell like Fireball will be more likely to damage a creature moving at the edge of the area of effect. * Sleep is now more powerful. It puts any number of creatures with 6 HD or less to sleep (e.g. goblins, orcs, orc elites), regardless of the total HD of all the creatures. There is no Saving Throw, but targets will wake upon taking damage. I meant this spell to be a crutch for getting past the prologue; it won't be too useful after that. * I fixed a serious bug with Whirlwind that made it damage targets many times per second. * I fixed a bug with the Cynicism sword that had made it say lines more frequently with each time it was equipped, eventually causing it to say multiple lines per second. Now it just says one line per turn. This is actually a bug in the base game, but since this mod lets you get Cynicism early enough that it might actually be useful, I decided to fix this here. * The Rhino Beetle Shield will no longer play an expiration sound every couple seconds (which was caused by the periodic reflection effect repeatedly expiring). [/spoiler] Tips: - Do not play this mod on the game's regular Heart of Fury mode. The changes this mod makes to the game are separate from the regular HoF mode bonuses, so if you play on HoF mode, creatures will get the ridiculous HP that HoF gives them IN ADDITION to the even more ridiculous things that this mod gives the creatures. Play on another difficulty, like Insane, or Core Rules. When I was playtesting my mod I went through the game on Insane with double experience and max HP rolls. My team still got killed a lot. - Don't try to solo the game unless you really know what you're doing. - Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2.

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

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

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

How to enable the Console

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

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

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

Frequently Asked Questions

Q: What can be installed? A: Almost everything*. If you wanna install mods that add or update areas, make sure they DON'T biff their own content. And don't forget about the Worldmap folder (if any!). * I said almost everything because there are some mods that may still not work... A couple of examples:
  1. EET: well, this speaks for itself.......
  2. Dragonspear UI++, Lefreut enhanced UI (for BG1EE/SoD): the problem here is SoD: unlike the desktop version (where BG1EE and SoD are combined into a single game), SoD is a standalone game on iOS ----> As a result, I don't know if they'll work properly on iOS.......
  3. Probably something else........
Q: What about PST:EE and IWD:EE? It seems my iOS device is not able to recognize files whose extension is .pstdata or .iwddata........ A: Yes, you're right. This does sound like a bug and it's already been reported (hopefully it'll be fixed soon.......). Q: Is it possible to edit in-game resources with NearInfinity? A: Yes, sure. Simply put NearInfinity in the game folder (where chitin.key is) and open it. Once you're done with your edits, the standard procedure applies: zip & rename /override and send it to your iOS device. Q: What about SoD? A: Siege of Dragonspear (SoD) uses the same file extensions of BG1:EE, so: .bg1override, .bg1data and the like..... Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file? A: It doesn't matter. Q: Do I have to do this every time I start the app or only the first time? A: Just the first one. Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time? A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device. Q: How do I uninstall a specific mod? A: Uninstall the mod on the desktop as normal. Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.5, so as to avoid using 2.5GB of extra bandwidth.). Re-zip (no compression) and re-send the override files and lang folder. Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55 ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55 ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55 ~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1 ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 ~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7 ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2 ~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0 ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7 ~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0 ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
A personal reminder:
The following file extensions are recognized in the game on iOS.
  • bg1character, bg2character, iwdcharacter
  • bg1data, bg2data, iwddata
  • bg1portrait, bg2portrait, iwdportrait
  • bg1override, bg2override, iwdoverride
  • bg1sounds, bg2sounds, iwdsounds
  • bg1save, bg1mpsave, bg1bpsave, bg1mpbpsave,
  • bg2save, bg2mpsave, bg2bpsave, bg2mpbpsave,
  • iwdsave, iwdmpsave
These file types are split up into 6 types.
  • *character - extracts to home:/characters
  • *data - extracts to home:/
  • *portrait - extracts to home:/portraits
  • *override - extracts to home:/override
  • *sounds - extracts to home:/sounds
  • *save - extracts to home:/save, bpsave, mpsave, etc.
home:/ resolves to the writeable location inside the app.

EE Keeper Advice for BG:EE (SoD) in CrossOver

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The most recent post on the thread pertaining to EE Keeper for OSX seems to date back to 2k17... so I wasn't entirely sure how to approach this...

I’m running my GOG/PC version of BG:EE on an MBP (OSX 10.9.5) via CrossOver. Game plays/runs fine.

Looking to adjust Glint’s endgame skills by reallocating the 75 I recklessly put in ST to DI in the hopes that an 85 in the latter will give me a few more cracks at Belhifet. Never did set any traps, so I suppose that’s my (self) justification…

I’ve managed to successfully install/open skinned/wrapped EE-Keeper, but am facing certain (given my setup… perhaps predictable?) hurdles re my inability to direct Keeper down the installation path or towards the chitin.key. At least I think thats the overriding issue here.

Per the required steps (and various suggestions)… here’s what I’ve managed to locate/attempted to apply so far:

1- Installation Directory:

Z:\Users\vskn\Applications\CrossOver\GOG.com\Baldur's Gate - Enhanced Edition\Baldur's Gate - Enhanced Edition.app\Contents\Resources\

This strikes me as being a bit of a dead end though, because "Resources" does not contain any files other than the various available languages.

2- Game Language:

Have yet to encounter a scenario where the drop-down offers me any options. I’ve typed in “English” but am not sure if this is a valid way around the issue.

3- User Save Directory Data

To the best of my knowledge all bg and sod saves are contained here:

C:\users\vskn\My Documents\Baldur's Gate - Enhanced Edition\

I haven’t been able to find anything in the library/container folder. If I’ve understood things correctly, it “needs” to be this main folder as opposed to the sub \save or \sodsave…?

Wasn’t able to find any info on the aforementioned setup I'm using, so I’d greatly appreciate a bit of advice from someone in the know.

[Help needed]Game's crashes while talking with various merchants

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Hi Folks! I'm in a kind of a pickle here, had some problems with cromwell, meaning that when the banter that he'll look through my stuff for crafting ingredients starts the game crashed. The only probable reason i found was problem with the item upgrade mod. I've reinstalled that mod, and now the game crashes when i try to speak to other merchants too (the german accent one on waukeens promenade & the new one on Umar hills). I'm not very apt at this, so i'd be really greatful fo any advise how to troubleshoot & find a solution for this matter (if possible w/o loosing my saves). Cheers!

Icewind Dale spell effects mod for Baldur's Gate?

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

[Kit Mod] The Artisan's Kitpack

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The Artisan's Kitpack is a collection of original kits and kit reworks for the PC and certain NPCs.

The Hivemaster and Warhorn Shaman are compatible with Deities and Avatars.

Fighter
Arcane Archer
  • Emily (must be installed after kitpack)
Berserker
Kensai
Vanguard
  • Khalid

Ranger
Dark Hunter
Rashemi Berserker
  • Minsc only

Paladin
Divine Champion Mystic Fire

Druid
Hivemaster
Thief
Assassin
  • Montaron
  • Hexxat
Magekiller
Rogue Archer
  • Imoen

Bard
Go check out Bardic Wonders.

Shaman
Warhorn Shaman
  • M'khiin

Sorcerer
Dragon Disciple
Pale Master
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