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[MOD] Dark Side of the Sword Coast for BG:EE

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DSotSC v1.02 for BGEE and SOD. Dark Side of the Sword Coast adds many new quests and new NPCs to join your adventures. This version fixes the introduction screen after meeting Jetlaya and also provides support for the World Map. Download DSotSC v1.02 Compatibility: I have tested DSotSC with Dark Horizons, NTotSC and The Stone of Askavar with the Worldmap mod installed as well without any issues.

Sword Dancer Kit for Fighters

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I've always loved having high APR in the Infinity Engine games, and I've long wanted to somehow exceed the hardcoded cap of 10 attacks per round. Normally, the only way to do this is to use ranged weapons with a projectile that strikes twice, and the only item that has this property is the Scorcher Ammunition--which you only get at the end of the game!

So, I've created a kit that will emulate extremely high APR. The Sword Dancer gets extremely high natural APR, has a constant Improved Haste effect, and deals lingering damage with certain weapon types, imitating the effects of actually striking more than once with the same attack roll! As with all of my kits, the crazy advantages come with equally crazy disadvantages, and aside from an inability to wear armor (yawn), this kit deals 75% less damage with all weapons (yikes).

The Sword Dancer is a high-intensity fighter who specializes in repeatedly poking his or her opponents with an absurd number of embarrassingly weak attacks--basically, the polar opposite of the War Hulk kit. The Sword Dancer works great with weapons that have on-hit effects like the Dagger of Venom and Celestial Fury, but it will never outshine other fighters in terms of damage output.

Kit Description:

Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.

CLASS FEATURES:

Advantages:

- Improved Haste
- +1/2 attack per round every 5 levels
- Immune to slow
- May cast Blade Barrier once per day at level 10
- Deals 1 extra lingering damage per hit when using short swords, katanas, scimitars, daggers, staffs, darts, short bows, and longswords, with an additional 1 damage at levels 4, 8, and 12

Disadvantages:

- Deals 75% less damage with all weapons
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, staffs, darts
- Can only attain Specialization (two points) in longswords, clubs, spears, and shortbows
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, crossbows, and longbows
- Cannot wear armor

High-Level Abilities:
- Twin Fencer
- Counterattack
- Whirlwind Attack
- Globe of Blades
- Flying Daggers

- Hit Die: d8

Korgan redemption

[MOD] Improved Heart of Fury Mode Version 4.0.1

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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." 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. Additional components: [spoiler]- Change the summoning limit This component lets you either remove the summoning limit (so you can summon as many creatures as you want) or set it to a value of your choice. - Modify Fighting Styles This component improves the bonuses granted by Single Weapon Style, Two-Handed Weapon Style, Sword and Shield Style, and Two Weapon Style. It also allows a character to take up to five points in a style if that class/kit could normally take the maximum number of points in a style. For example, warriors can now take up to five points in each style, and Swashbucklers and Blades can now take up to five points in Two Weapon Style. Here's what the fighting styles now do: SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon. Proficient (1 slot): The wielder gets a +1 bonus to THAC0, a -1 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a one-handed weapon. Specialized (2 slots): The wielder gets a +2 bonus to THAC0, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a one-handed weapon. Master (3 slots): The wielder gets a +3 bonus to THAC0, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 17 to 20 when using a one-handed weapon. High Master (4 slots): The wielder gets a +4 bonus to THAC0, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 16 to 20 when using a one-handed weapon. Grand Master (5 slots): The wielder gets a +5 bonus to THAC0, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 15 to 20 when using a one-handed weapon.~ TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses. Proficient (1 slot): The wielder gets a +2 bonus to damage rolls and a -1 bonus to Speed Factor. Specialized (2 slots): The wielder gets a +3 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. Master (3 slots): The wielder gets a +5 bonus to damage rolls, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. High Master (4 slots): The wielder gets a +6 bonus to damage rolls, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. High Master (5 slots): The wielder gets a +8 bonus to damage rolls, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received. Proficient (1 slot): The wielder gets a +1 bonus to AC against all weapons, and an additional +2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a +2 bonus to AC against all weapons, and an additional +4 bonus to AC against missile weapons. Master (3 slots): The wielder gets a +3 bonus to AC against all weapons, and an additional +6 bonus to AC against missile weapons. High Master (4 slots): The wielder gets a +4 bonus to AC against all weapons, and an additional +8 bonus to AC against missile weapons. Grand Master (5 slots): The wielder gets a +5 bonus to AC against all weapons, and an additional +10 bonus to AC against missile weapons. NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses. TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon. Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon. High Master (4 slots): The wielder gets no penalties from wielding two weapons. Grand Master (5 slots): The wielder gets no penalties from wielding two weapons and gets a +1 bonus to AC while doing so. - Disable the normal Heart of Fury Mode bonuses This component makes it so nobody gets those ridiculous HP and AC bonuses that creatures normally get on Heart of Fury Mode. - Class and Kit Enhancements This component increases the level cap to 50 and overhauls many classes and kits so that they get more interesting abilities, many of which will scale all the way to level 50. This is meant to make single-classed characters more viable. In a six-character party with double experience enabled, a single-classed character will reach level 50 by the end of the game, but a multi-classed character won't (so a single-classed character will get extra bonuses that a multi-classed character won't obtain).[/spoiler] I've released Version 4.0! This version adds a large new component: Class and Kit Enhancements. This component raises the level cap to 50 and overhauls many of the classes and kits in the game, giving them interesting abilities and balancing them to accommodate the fact that the party will reach very high levels in this mod. You can download the mod here. Change Log: [spoiler] Version 4.0.1: * The Blade Offensive Spin ability now can be used with Haste and Improved Haste. * Class and Kit Enhancements now gives Monks Evasion. * Class and Kit Enhancements now alters Monk Fist progression a little more so that they get +1 fists starting at level 5. Version 4.0: * New component: Class and Kit Enhancements. Here are the things it does: - The level cap is raised to 50; all classes can reach level 50 (though in a six-character party a multi-classed character is unlikely to ever reach level 50 in their classes). - Classes and Kits are overhauled, with many of them continuing to get new abilities long after level 20. * New component: Disable the normal Heart of Fury Mode bonuses. * Familiars have been improved. * Some arrows have been empowered, and magical ammunition items now have reasonable prices (some of them were previously overpriced). * Some more potions have been empowered. * New items have been added to various stores. * The component Modify Fighting Styles now gives certain enemies 4 or 5 points in the fighting style they use. * Magical armor can now can be worn together with a single item of protection. * The durations of most mage and priest spells with level scaling (e.g. 1 round/level) now scale up to level 50. * Protection from Magical Weapons now lasts 3 rounds, but Absolute Immunity now lasts 5 rounds (Mantle and Improved Mantle still last 4 rounds). This is to encourage you to use Mantle, Improved Mantle and Absolute Immunity as defenses rather than just Protection from Magical Weapons all the time. * Bless, Curse, and Aid now improve every 10 caster levels. * Armor of Faith now gives 10% resistance, plus 5% per 10 levels, to a maximum of 35% for a 50th-level caster (the maximum is the same; it's just harder for multi-classed characters to reach it). * The Flame Blade now counts as a +3 weapon. * Goodberries now heal 10 Hit Points each. * Silence, 15' Radius now has the classic -5 penalty to the save that it has in the Baldur's Gate games. * Cause Disease now has a -2 penalty to the save and a casting time of 3. * The Moonblade now has a +4 bonus to attack rolls. * Mold Touch now has a -4 penalty to the save and a casting time of 1. * Free Action now has a shorter duration (the same duration as in BG:EE) to discourage you from putting it on every single party member before every single fight. However, it also now has a shorter casting time. * Death Ward now has a casting time of 2. * Holy Power now sets the caster's Strength to 21 unless they already have better than 21 Strength, in which case their Strength is unchanged. * Negative Plane Protection now lasts 8 hours. * Produce Fire now has a casting time of 4. * Blood Rage can now affect lawful creatures. * Unfailing Endurance now has a casting time of 1. * Raise Dead now works on elven characters. Considering how often party members are going to die in this mod, not being able to raise an elven party member until one gets Resurrection is kind of terrible. * The spell Magic Resistance now +10% Magic Resistance, plus an additional 1% per level, to a maximum of +60% at level 50. * Blade Barrier no longer prevents movement (that had made it almost unusable). It now has a -3 penalty to the save and a casting time of 7. * Fire Seeds now has a casting time of 3. * Heal now cures the bleeding effects of Flaying and Mass Flaying. * False Dawn now has a casting time of 3. * Dolorous Decay now has a -6 penalty to the save. * Symbol, Fear now has a -6 penalty to the save. * Symbol, Death is now a simple save or die effect, with no HP limit. * All symbol spells now have a casting time of 6. * Earthquake now has a -4 penalty to the save. * Web now has a -2 penalty to the save, and Stinking Cloud now has a -3 penalty to the save (Stinking Cloud should be better than Web because a ton of enemies in the game - namely undead - are immune to it). However, both spells are no longer stackable. Putting down two Webs won't force enemies to make two saving throws. But casting one Web and one Stinking Cloud will force enemies to make saves for both spells. * Deafness now has a -4 penalty to the save. * Ray of Enfeeblement now has a -6 penalty to the save. * Ice Storm now deals 10d6 cold damage (with no save). Auril's Blizzard now deals 12d6 damage. * Minor Globe of Invulnerability now lasts 3 turns. * Wizard Eye now lasts 1 hour. * Shroud of Flame now has a casting time of 2, and the burning creature deals 2d6 (rather than 1d4) fire damage to nearby creatures. It can be cast on a creature that's immune to fire; they won't take damage or have their spells interrupted, but they'll still burn nearby creatures. * Globe of Invulnerability now also protects against 5th-level spells. * Soul Eater now deals 12d8 damage. * Finger of Death now deals 2d8+30 damage on a successful save and has a casting time of 2. * Control Undead now has a -3 penalty to the save and a casting time of 3. * Prismatic Spray's poison effect now deals 1000 poison damage on a failed save rather than an instant kill, as the instant kill effect had bypassed both Death Ward and poison resistance. * * The Sanctified War Hammer (which can be dropped by Mytos) now causes the wielder to regain one 1st-level priest spell with each hit. * The Kinetic Spear can now be thrown unlimited times per day. * Ioun Stones now give immunity to critical hits. * Spirit Essences are now less expensive. * Burning Oils now deal damage in a small area of effect. * Orrick now sells a Stoneskin scroll at the start. * Rikasha no longer sells potions for 1 gold each. * The Temple of Tempus now sells unlimited potions of extra healing as I intended. * The shadows outside in the Vale of Shadows are now Cold Shadows (which deal extra cold damage on hit but are weak to fire), to signify they were created by Lysan. * Tough Lizard Men and Ettins now use magical weapons. * Mage/thieves and salamanders in the first area of Lower Dorn's Deep no longer respawn. * Dragons now deal more damage with their attacks. Version 3.5: * I revised some of the encounters in Dragon's Eye. I made some of the minor encounters easier, but I made some of the big fights (e.g. Lizard King, Talonites) tougher. * Slow Poison now has a casting time of 0 (so you're less likely while casting it to be interrupted by the poison damage), and it cures the poison outright. * Remove Paralysis now has a casting time of 1. If one of your party members is stunned and being attacked, they need help quickly. * Unholy Blight now affects non-evil creatures rather than just good creatures, and the penalties it gives have no save. * Cure Disease now has a casting time of 1, and it grants immunity to disease for 2 rounds. It should be more powerful than Mummy's Tea. * Neutralize Poison now has a casting time of 0, and it grants immunity to poison for 3 rounds. * Lesser and Greater Restoration no longer cause fatigue, and they remove various stat-draining effects other than just level drain. * Cloud of Pestilence no longer deals damage or causes blindness (there are already plenty of spells that cause AoE blindness), but the save against the stat loss is now made at a -2 penalty. The stat loss now also counts as a disease, so Cure Disease and Mummy's Tea will remove it. * Fire Storm now offers no save. * Mist of Eldath now affects a larger radius and lasts for 1 turn, similar to other cloud spells. Each round, it heals 25 Hit Points. However, it still heals both enemies and allies, so it's not quite a Mass Heal. * I fixed some more bugs. 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). 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 3.2 * 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 3.1: * 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 3.0: * 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 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. [/spoiler] Tips: - 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. The readme below gives information on all the changes to classes and kits by Class and Kit Enhancements.

WeiDU Issue – Installing Mods on OS X

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Alright so chances are, I'm just an idiot about this modding thing. But I've literally never gotten any mods to work because WeiDU refuses to work for me. Every time I've gotten curious over the years and tried BG1 NPC mod or some other little thing, nothing doing. I'm on Mac OS X. Here is the error message I'm currently getting, attempting to install BG1 NPC project:
[/Applications/Baldur's Gate - Enhanced Edition/Game Data/00777/setup-bg1npc] WeiDU version 24200 Please run this program in your Infinity Engine game directory. FATAL ERROR: Failure("Not a game directory") Press ENTER to exit.
This IS my game directory, it DOES have chitin.key in it, so I'm really confused. A little help would be great because chances are I'm just stupid and missing something. Thanks.

[MOD] Skin for IWD1 EE/ BG1 EE/ BG2 EE

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I am not so good at English. So please be good to understand my awkward English. This is for IWD1 EE, BG1 EE and BG2 EE please follow red line. first of all, download skin.zip and.... just put in there.. and use keeper, open the game change the appearance what you want... fighter male BARBARIAN => diablo2 barbarian fighter male TWOHANDED => diablo2 paladin fighter female AMAZON => diablo2 amazon MAGE FEMALE DIAROGUE => diablo2 corrupted rogue MAGE FEMALE ROGUEGIRL => diablo2 corrupted rogue (armed) Succubus => diablo1 succubus elf female cleric low => Lineage1 female lord elf female fighter low => Lineage1 female elf halfling female cleric low => Lineage1 female monk THIEF FEMALE BIKINI => Planescape:Torment woman ASIAN DRAGON => Asian Dragon Golem clay => baslt golem Minotaur => diablo2 minotaur UNICORN => unicorn DIABLO ABYSSAL LORD => DIABLO 2 DIABLO FIGHTER MALE WARRIOR => DIABLO 1 WARRIOR ROGUE => DIABLO1 ROGUE BOXER => Lineage1 male monk there is video (Click to play the video.) https://youtu.be/jqROmF55chk made by 지온트, 베르모드 http://cafe.naver.com/nextrealm/88336

Previous update

====== 2018-01-25 new version updated. ===== 2018 April 23 new version updated. ===== 2018 September 03 new version updatede (skin ver1.0) ========= 2019 2 25 updated (skin 1.2ver) ======= 2019 2 26 updated (skin v 1.25) ========= 2019 3 18 little updated (skin v 1.28) =============== 2019 3 19 little updated (skin v 1.29) ====================== 2019 April 11 Update (skin v 1.3) Do you like unicorn? diablo: no diablo: hahahahaha i'm king of the world! Demogorgon: somebody help me! warrior: i must stop him! Bring it on!! (v 1.3: D2 Diablo, Unicorn, D1 Warrior, D1 Rogue update)

2019 december 06 Update

Boxer and female monk updated Boxer made by me (지온트"hanhwisoo") female monk made by 베르모드
Feel free to use this skin. Anyone can modify it. Anyone can use it in any way. If you want to add it to your mode. Use as much as you like. It's good for me and 베르모드, too.

Balduran's sea tower quest mod

Kivan and Deheriana Companions for BG2EE

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I know I'm not alone when I say we eagerly await this mod for BG2EE, any news?

Northern Tales of the Sword Coast (NTotSC) for BG:EE (and BGT and EET) - Download

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NTotSC for BGT, BG:EE, and EET Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other. This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are: -for BGT/EET: version by k4thos -for BG:EE: version by Red Carnelian (this mod is still beta, too). To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, this is no longer needed, thank you to AstroBryGuy for providing the worldmap tweak! Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated. All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.1.0. Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss. Visit the Forum Read the Readme Official download at SHS Official NTotSC GitHub Mirror

Unifnished bussiness bg1

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Hello,
1) Do you instlal all components?

2) In roxanne's bws it is written that chapter 6 restoration is bugged. Is it true?

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

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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 is available on Github here.
INSTALLATION In order to install this, simply extract the TomeAndBlood.rar file from GitHub 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.
CHANGE LOG A list of mod version changes (up to v0.7) 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.

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)

Download Djinni Companion (mirror)

Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well! image Content - The djinni Afaaq who acts as your "seventh party member" - Extensive dialog content between Afaaq and the protagonist - Banters with the original Bioware/Beamdog NPCs (still in the works) - Interjections and commentaries - An extensive player-initiated dialog with Afaaq - Up to five new interesting quests - Six new areas - A couple of unique artifacts - Several easter eggs ;) This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself. When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later. Initial Statistics Class: Fighter/Mage at level 10/11 Alignment: Chaotic Good Strength: 15 Dexterity: 16 Constitution: 13 Intelligence: 15 Wisdom: 16 Charisma: 11 If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

[spoiler]Q: Where can I find the djinni? A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures. A: (Icewind Dale) You can find it somewhere in Dragon's Eye. Q: Could you be more specific where I can find the djinni? A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise. A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove. A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye. Q: What's the deal with the full version and the light version of Afaaq? A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale. Q: How useful is the djinni if he doesn't join like a regular party member? A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;) Q: Does he have a quest? A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest. Q: Does he get along with evil characters? A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists. Q: Can you romance the djinni? A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on. Q: How does he get along with other NPCs? A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party. Q: Will there be crossmod content? A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs. Q: I want Afaaq to retreat into his lamp. How do I do that? A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button. Q: Afaaq is badly hurt. What are my options to heal him? A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack. Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar? A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable. Q: Will Afaaq become stronger later in the game? A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well. A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game. A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp. Q: Afaaq picked a fight with me. How does it affect the game? A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual. Q: Quest "Vengeance": How can I disable the barriers around the temple complex? A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map. Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest? A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however. Q: Quest "An unexpected encounter": How can I enter House Arabani? A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation? Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave? A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem. Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni? A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game. A: (Light Version) You can find the djinni after you have beaten Illasera. A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.[/spoiler]
Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme. Feel free to post your thoughts, suggestions, questions or bugs either here or on SHS Forums. Have fun! :)

BG1 Unfinished Business v16.0

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

Sandrah Saga For EET

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I found this very interesting mod, so i wanted to share it with all of you: [FILES] http://www.shsforums.net/files/file/1154-sandrah-saga-for-eet/ [FORUM] http://www.shsforums.net/topic/59012-mod-sandrah-saga-for-eet/ [BUG SUPPORT] http://www.shsforums.net/topic/59011-sandrah-saga-for-eet-bug-and-support-forum/

[mod] (3.5 Edition) Weapon Style Rebalance

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

Imoen Romance V3.0 Release

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For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

[MOD] The Power of Belief

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The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels). The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones. The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class. The specialization bonuses are: - 7th level: +1 Wisdom - 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance The Priest specialiation tattoos, available from Fell, are: - Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.) - Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.) This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).

Upcoming Changes

I am currently working on the following features: - New divine spells. - New spell acquisition methods (including alignment, factions, and quests). - New items for Priests, including The Nameless One and Fall-from-Grace. Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded. - Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check. - If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.

Want to Help?

I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.

Feedback

If you encounter any bugs while using this mod, please let me know. As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

Item randomizer?

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The item randomizer mod for bg2, does it work for the current version of the game? Remember it being tons of fun to use. Really scratch my itch for looting everything

Extracting 2da from base_2da.bif ?

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.
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