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[v1.4] Kale, a Halfling Barbarian for BG:EE + SoD

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Kale NPC for BG:EE
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Introduction:

Name’s Kale mate, hero of Gullykin. Well, self-proclaimed and all that. You won’t find a tougher, stronger, or faster halfling in the entire village, let alone the region. I've cracked down on bandits, monsters, and scoundrels for glory, gold, and girls, and I’ve earned my full share of tales for it. They’re only slightly dramatized, too! I’ll be a delightful hand of yours if you’ll have me on, doing whatever you need. Doesn’t always have to be saving, if it doesn’t profit our legacies of heroes, what’s the point? They’re all going to die anyway, right? Should only take the big tasks, and I think your personal dilemma is quite suiting.
You can find me in Gullykin, outside of my mother’s burrow. She’s getting on in age, but she won’t mind me leaving. Got a brother too, bit of an idiot, who finds himself in trouble with money a lot. But we don’t need to help him, I say let him handle his own problem, yours is far more interesting and perilous.
So come on, adventure awaits!

Overview

This mod adds a new joinable NPC to the game: Kale, a barbarian halfling.

He can be found in Gullykin, outside of a burrow at the north transition.. He will join a PC of any alignment, but low reputation parties will have a problem keeping him if it hits 1 as per all neutral NPCs.
His starting level depends on the player's, allowing him to be recruited early or later in the game.

Stats:
  • STR: 16
  • DEX: 17
  • CON: 18*
  • INT: 11
  • WIS: 9
  • CHA: 12
  • Total: 83

Proficiencies: 1 slot in Two Handed Sword, Two Handed, Sling, and Halberd.
Alignment: Chaotic Neutral
Race: Halfling

*Kale has a personal cloak giving an additional +2 con. This cannot be unequipped.
Quest & Relationship

Kale has 13 talks throughout the course of SoD. In SoD the relationship can become more romantic depending on player choices, so long as they are a dwarf, gnome, or halfling of either gender.


The P.C can also initiate dialogue with Kale, opening even more talks that appear as the game goes on, or they can ask how he is, get his opinion on what to do, or ask about a companion.

He has a simple quest that will start as time passes, or if you speak to his parent. He has a second quest that can be started around chapter 10 for SoD upon coming across a former flame from Kale's past.

Kale has at least one banter with every joinable NPC. He will begin to court Alora if their banters progress far enough and they are in the same party, though as she does not appear past BG1, this relationship will only last temporarily.

Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Kale.exe
If you get any errors, please post in the Kale topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:
Q: Is this compatible with EET?

A: Yes, it should be. If you have any issues let me know.


Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some Crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.


Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This should be sometime around September

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.
Future Planned Content:
V1.4: Additional Crossmod Content/Bug Fixes and tweaks.

Future MoDs:
Helga, Cleric of Haela Brightaxe: June (Hopefully!)

Recorder, Gnome Lorekeeper (Bard Kit): July

Credits

Author: Skitia
Portrait: Beamdog - Neverwinter Nights
Soundset: Bioware - Neverwinter Nights

Changelog:
10/20/2019 v1.31
-Added Crossmod files for Helga/Recorder, should fix unseen Helga installation issues with Kale.

06/17/2019 v1.3
-Content up to the end of SoD.
-Additional 3 talks in SoD.
-Many bug fixes.
-Kale should transition through every place in the game as needed, and be removed from the party when appropriate in the story.

05/08/2019 1.21:
-Fixed a few bugs with Banter progression.
-Removed unneceessary BDBaldur modifications.

05/04/2019 v1.2:
-Second expansion of SoD content covering to the end of Chapter 10. This includes interjects, 3 talks, another P.I.D. talk, complete banters, and more.
-Added optional music download which will add music to BG:EE Timed talks.
-Added conflict with M'khiin.
-Kale should now transition to all camps, including the coalition camp in chapter 10, if not in the party.
-Fixed several bugs/grammar/spelling errors.

03/12/2019v1.11:
Fixed a minor bug with Kale's banter with Faldorn popping up incorrectly.

03/09/2019 v1.1:
-First addition of Sod content covering to the end of Chapter 7. This includes interjects, a single P.I.D. Talk, a few banters, and more.
-Revised Talk 5 leads to a short-mini quest in place of it's previous form.
-Additional Talk with Montaron and Alora, and Fixed bugs in Party Banters and relationship checks for Alora/Kale.
-Additional 17 Interjects (I_C_T/I_C_T2), mostly across the main storyline, sometimes dependant on player dialogue selection.
-Bug/Grammar/Spelling fixes.
-Revised Changelog Style and Future Planned Content.
-Added "Is it compatible with EET?" Q and A under general questions.
-Special thanks to @kyudosha, for their helping and testing.

02/25/2019 v1.02:
-With the release of Emily NPC, updated Kale's banters with Emily to use the correct variable to check for race.

02/21/2019 v1.01:
- Several missed spelling errors fixed. Thanks for the aid, AionZ!

02/21/2019 v1.0:
-Initial Release.



[v1.4] Emily, a Half-Elf* Archer for BG:EE + SoD

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Emily NPC for BG:EE
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Introduction:

You know, it's getting pretty dangerous down in the Sword Coast, and you could probably use a good archer. Well, that's me, your archer, Emily. I'm trying to get away from the dreadful politics and troubles of nobility and joining you sounds like the perfect distraction. We can do plenty of good together and maybe solve this crisis as a team. I'd like to visit my biological mother though if you don't mind in Baldur's Gate, if you ever stop by the city. I've been dying to meet her my whole life. I'm sure it will be rather uneventful. No crazy people hunting her down or anything, right?

Overview

This mod adds a new joinable NPC to the game: Emily, a archer half-elf*

She can be found outside of the Feldepost Inn. She will join any party, though if your reputation hits 3 she will leave. Her starting level varies on the players, allowing her to be picked up at any point in the game.

Stats:
  • STR: 14
  • DEX: 18
  • CON: 14
  • INT: 10
  • WIS: 14
  • CHA: 16
  • Total: 86


Proficiencies: 2 slots in longbow and crossbow.
10% Acid, Cold, and Electrical Resistance.
Alignment: Neutral Good
Race: Half-Elf*
*Emily's actual race will replace Half-Elf when it is revealed.


Quest & Relationship

She has a quest that will trigger when you arrive in the city.

She has fifteen talks she initiates over the course of BG:EE and SoD with the player character, and the player can engage in several further talks by initiating interactions. Topics available change throughout the game,
so it would be wise to talk to her after every few talks, or at the end of her personal quest in each respective version.

She has at least one banter with every Baldur's Gate NPC.

Emily can craft arrows and bolts once her talks have gotten to a certain point. These require time to make, and for some options, can only be done so many times.

She can also enhance certain bows and crossbows, but only once ever, once one item is picked she will not be able to do the same to another bow.

In SoD the relationship can become a light romance, so long as the PC is a male of any race, non-evil, and has a reputation of 12 or higher.

She has a small optional and personal quest that starts in Chapter 10, upon entering the Dragonspear Fort and coming across a former companion.


Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Emily.exe
If you get any errors, please post in the Emily topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:


Q: Is this compatible with EET?

A: Yes.


Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This is vaguely scheduled to be done in September.

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.

Other Mods:
    i45y4ivrzgno.pngKale: The Halfling Barbarian Warrior

    813c3881hf6l.pngVienxay: The Elf Shadowmage of Evermeet

    9h8bim4013au.png Helga: The Dwarf Bloodmaiden of Haela Brightaxe (ETA: June 30th)

    f5c7llutqw15.png Recorder: The Gnome Lorekeeper Bard (Coming Soon!)

    Changelog:
    12/14/2019 v1.4:
    -Minor Bugfixes
    -New Crossmod Banter with Sirene (Will include 2 once the second is approved).
    -Delay in Music Playing if two would fire at once.
    -Spelling Corrections.
    6/23/2019 v1.34:
    -Fixed a minor syntax issue with non-SoD users.
    6/22/2019 v1.33:
    -Fixed a minor installation issue with non-SoD users.
    6/22/2019 v1.32:
    -Fixed Emily's music installation prompt from not appearing.
    6/22/2019 v1.3.1:
    -Fixed a possible issue regardning the Golden Pantaloons never being given out.
    -Fixed the Arcane Archer component to check for the installation of the Artisan's Kitpack.
    -Fixed an issue where Emily might travel across the map to find the player if seeing another party member.
    -Added all NPC mod pictures to website, with links if they were released.
    6/17/2019 v1.3:
    -SoD:
    -Added content for the remainder of SoD
    -Fixed a bug preventing some conversation options from firing.
    -Fixed some token issues that resulted in the PC being called female or male terms incorrectly.
    -Simplified Romance Criteria. So long as the PC is male, non-evil, and has 12 reputation by the fifth SoD Talk, and the player picks the right choices, the romance should progress.

    6/8/2019 v1.2:
    -BG:EE(1) and SoD Changes:
    -Added in an option to select Arcane Archer for Emily, or Arcane Archer/Mage. This requires the Artisan's Kitpack. If you don't have it, most likely you will end up with a regular fighter or fighter/mage respectively if you attempt to pick it. Pick the first option if you wish to use her default Archer (Ranger) kit.
    -Added a Dark Theme for Emily's soundtrack.
    -SoD Changes
    Added a Dorn conflict. High reputation/good alignment or High Charisma can allow both in the party.
    -Added in a full list of timed Talks (6).
    -Complete Banters with All NPCs, at least 2 each, and with all my other NPCs, released and unreleased.
    -Interjections up to the end of chapter 11.
    -Miscellaneous bug fixes/spelling fixes.
    -Added in an optional personal quest that can take place in chapter 11 which deals with a companion Emily was traveling with prior.

    5/29/2019 v1.1.1:
    SoD:
    -Additional interjects throughout chapter 9 and 10.
    BG:EE(1) :
    -Fixed bug where Emily vanishes forever in the Nashkel mines.
    4/9/2019 v1.1:
    SoD:
    -First addition of Sod content covering to the end of Chapter 8. This includes interjects, a timed talk, a single P.I.D. Talk, most banters, and more. Emily will have a small personal quest available in future content.
    -Revised Talk 1,6,7, and added a talk 8 and 9.
    -Repositioned certain quest NPCs.
    -Additional banter with Rasaad and Garrick.
    -Revised Emily's fletching. No materials required, though a max of 12 bundles of each special arrows can be made through BG:EE to SoD (The same variables are used, they should persist from a final save).
    -Emily can Craft Ice arrows and Bolts in SoD. This will require a P.I.D. talk if she hasn't talked about crafting before in BG:EE(1).
    BG:EE(1):
    -Additional Interjects added across the main storyline, sometimes dependent on player dialogue selection.
    -Bug/Grammar/Spelling fixes.
    -Fixed incorrect lines occurring for certain dialogue.
    -Added an optional music download. These will play during her BG:EE(1) Talks, though not SoD Talks. This may be expanded in future updates, but will remain optional.
    02/25/2019 v1.0: Initial Release.

    [MOD] High Power Baldur's Gate v2.2.2

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    High Power Baldur's Gate Version 2.2.2

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    High Power Baldur's Gate gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The mod aims to make Baldur's Gate 1 feel new and interesting, like it was when you first played it! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities. NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this. The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises. The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." Nearly every spellcaster in the game is given a unique AI and set of spells. In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt. More interesting items! The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique. (Enhancing items also enhances enemies that use those items. An enemy might wield these axes and use Critical Strike to get a critical hit on each attack.) Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items. The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item. The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod. More interesting spells! Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better. The mod adds over 40 spells from Icewind Dale, as well as over 70 new spells! And various other things! I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more. Additional components Aside from the main component, which installs most of the changes in the mod, there are currently 29 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them in the readme. Reasons to try out this mod: - Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party. - The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds. - You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1. - This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game. Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. Tips for playing this mod: - For the first playthrough, play on Normal difficulty. - I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000. - When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming. - Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you. Change Log: [spoiler] v2.2.2: - The game should no longer crash when selecting a spell for a sequencer. - I fixed a few errors in spell descriptions. v2.2.1: - New spell: Jump (1st-level spell that allows a creature to jump over obstacles). - I added a few more scrolls for some of the new spells to the game. v2.2.0: - I fixed more of the problems that were causing the game to crash a lot. - The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS. - Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures. - I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them. - I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move). - Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game. - Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't. - Tazok once again has his Fist Breath ability, but the breath cone isn't as wide. - I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS. - Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells. - The Gloves of Healing now increase the power of the wearer's healing spells. - The Avenger wyvern form's attack now properly deals poison damage. - Meteor Swarm no longer causes knockback, as this had been crashing the game. - The spell Null Healing will now prevent regeneration. - There is now a scroll of Extend Vision in the game. - Mordaine no longer crashes the game when she dies. - Pride now wields Durlag's Pride rather than a shortsword +1. - The Black Vultures have been removed from the game. - I've changed some NPC powers. - The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord. - The mod now gives new powers to Helga, a custom NPC by @Skitia. v2.1.0: - The game should crash much less often. - The mod now gives new powers to creatures in the Rough World mod. - Certain items that deal a non-physical damage type (e.g. Storm Star) now deal extra non-physical damage from Strength and other damage bonuses. - Birds no longer glow green, and you will be less likely to get random "you may not save at this time" messages in areas with birds. v2.0.3: - I fixed a problem from v2.0 that had crashed the installer if Siege of Dragonspear wasn't installed. v2.0.2: - Birds no longer fly away from their selection circle when the game is reloaded. v2.0.1: - Areas with birds are safe to save in. v2.0: - I improved most of the starting powers for PCs and put in a bunch more abilities. - PCs now start with new passive effects depending on their class and kit, not just innate abilities. - I overhauled the powers of many NPCs. - Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2. - Many mod NPCs will gain their own unique powers. - PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing. - Over 30 custom kits will now get their own unique starting powers. - I created over 70 new mage and priest spells that can be learned by the party. - Over 40 spells from IWD:EE can now be learned by the party. - Various items have been added throughout the game. - Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get. - Various items have been modified or rebalanced. - The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters. - Many bugs have been fixed throughout the game. - Expect plenty more surprises. - High Power Baldur's Gate is now compatible with Project Infinity. - Four new components: ⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep ⦁ Increase the rate at which warriors and bards get proficiency points ⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution ⦁ Modify shorty save bonuses - The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style. - I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character. - Birds can now be interacted with as creatures. - Wyverns and other airborne creatures can now fly over impassable areas while outside. - Shadows and other spectral undead can now go through walls. - Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature. - Squirrels no longer constantly switch places with enemies. - Cows have a much cooler Great Leap ability. - Phase Spiders have a better teleport ability. - Spiders are now animals, with the exception of Wraith Spiders, which are undead. - The Flaming Fist are tougher than they were before. - Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs. - Greater Death Shades and some spiders have been weakened. - Ochre Jellies and Fission Slimes now have more reasonable attacks. - Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books. - Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points. - The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to. - Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is. - Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area. - Identify Creature now tells you the target's stats. - Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it. - Dimension Door is now a 1st-level spell. - Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf. - Polymorph Other and most similar spells and items now last 8 hours. - Minor Sequencer now properly allows you to store more than 3 spells. - Oracle now lets you know the name of the spell an enemy just started casting. - Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity. - Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage. - Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons. - Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab. - Ranger Charm Animal now lasts 8 hours and can be cast instantly. - Paladin Detect Evil is now a passive ability that can be turned on and off. - All druid shapeshift forms now have powers reflecting the powers those creatures have. - Some of the evil Bhaalspawn powers have been changed. - All PC Bhaalspawn powers now have 0 casting time. - Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability. [/spoiler] Compatibility: Since the mod gives unique starting abilities to each kit, it should give starting abilities to custom kits as well. If your PC is one of the following kits, they will get their own starting abilities, usually based on the abilities of that kit. Alchemist by @semiticgod Arcane Archer (fighter and fighter/mage versions) by @AionZ Archer (fighter and paladin versions) by @semiticgod Chaos Sorcerer by @argent77 Charlatan by @Raduziel Dreamwalker Shaman by @Ulb Lost Druid by @zupsky Mercenary by @Raduziel Militia Officer by @Raduziel Pale Master by @AionZ Red Soul and Green Soul by @semiticgod Seducer by @semiticgod Shadow Magic Kits by @AionZ Shapeshifter Fighter by @semiticgod Storm Caller Shaman by @Ulb Sword Dancer by @semiticgod War Hulk by @semiticgod Warhorn Shaman by @AionZ Warlock by @AionZ Witchlight Shaman by @LavaDelVortel Since the mod gives unique powers to NPCs, it is only fair for mod NPCs to also gain unique powers. If you have one of the following NPC mods installed, this mod will give them their own powers. Aura by @AionZ Drake by @AionZ Ellyrian by @CaloNord Emily by @Skitia Finch by @Bons Gavin by @berelinde Helarine by @Jackkel_Dragon Helga by @Skitia Indira by @Ghreyfain Ishlilka by @WarChiefZeke Isra by @Rhaella Kale by @Skitia Korax by @semiticgod Mur'Neth by @Andyr Sirene by @AionZ Tenya by @Coutelier Valerie by @Tempest Verr'Sza by @LavaDelVortel Vienxay by @Skitia Vynd, Littlun, Flara, Moidre, and Dave by @Glam_Vrock White by @LavaDelVortel Will Scarlet O'Hara from Northern Tales of the Sword Coast by @Aurelinus The mod also gives powers to enemies in certain quest/encounter mods. BG1 NPC Project by the BG1 NPC Project Team BG1 Unfinished Business by icelus, SimDing0, Ascension64, devSin, Idobek, CamDawg, SixOfSpades, and Echon Extra Expanded Enhanced Encounters by WithinAmnesia Northern Tales of the Sword Coast by Aurelinus Rough World by elminster Shadow Magic by AionZ Kit, NPC and quest mods must be installed BEFORE High Power Baldur's Gate for it to give powers to the content of those mods. Since this mod makes many changes to items and spells, it is currently not compatible with Item Revisions or Spell Revisions. NOTE: You MUST install EEex in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so you will need to be on Windows to play this mod. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.

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    [BGEE mod]Misdrha'al Hymmet's Bladesinger kit

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    Thanks to the combined work of Nightfarer (translation) and Gertwenger (review), the famous Blasinger kit from Misdrha'al Hymmet (french community) is finally available in english :) This kit can be used on BG2, BGT, All EE editions, for PC and Mac. Summary of the kit (for an elven fighter) : BLADESINGER: Among the High Elves, magic is ubiquitous. It is very rare to see one who cannot cast some little cantrip from a very early age. Bladesingers are a caste that consist of highly trained fighters who combine a perfect mastery of their weapon with the ability to use powerful spells. A potent combination. The Bladesinger knows how to manipulate the flow of magic around him to protect himself and augment his abilities. In addition, he is also able to mold magical energy to his will to cast spells. However, there are a few trade-offs to such power. First, he must keep one hand free to be able to cast magic. Magic requires somatic gestures to be turned at the will of the conjurer. Second, he must not wear any armor. To compensate for this, a Bladesinger is given specialised armor during training which is tailor-made and allows him to cast will offer protection. The armor is also a badge of identification and a Bladesinger will not willingly part with it. Advantages: - Strengthening magic: +1 strength. - Force Shield: -1 to Armor Class every 2 levels. - He can cast spells like a wizard. He gains spells every two levels on average: Level 1: Druid Spells 1 Level 3: Enchantment Spells 1 Level 5: Evocation Spells 1 Level 8: Druid Spells 2 Level 10: Enchantment Spells 2 Level 12: Evocation Spells 2 Level 15: Druid Spells 3 Level 18: High Magic - At level 21, the Bladesinger achieves the "Ultimate Mastery", a secret reserved for the highest members of his caste. One extra use of the ability is gained at levels 23, 25, 28, 31, 35 and 38. Disadvantages: - Bladesingers train in long-blade swords. They cannot handle other weapons. - They cannot wear armor other than elven chain mail. - Their off-hand must be free in order to cast spells. ULTIMATE MASTERY: This ability significantly improves the abilities of the Bladesinger. By invoking this ability, for 2 rounds, he: - Gets 5 attacks per round. - Gets +3 to attack, +2 damage and +2 to armor class. - Can cast chain spells and casting speed improves by 4.] The archive is here : http://www.mediafire.com/download/cdulhbc7dhi7dwc/Chantelame_v6.zip

    [mod] Yoshimo's Remorse

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

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

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

    Mod Page
    Forum
    Download

    Enjoy, everyone! :)

    [v1.0] Recorder, a gnome lorekeeper NPC for BG:EE + SoD

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    8f4dx15wznft.jpg

    Introduction

    Recorder is a ministrel and scholar, better known as Lorekeeper, who was born in the nation of Lantan but works for the church of Oghma in Amn. Surprisingly soft spoken, she possesses a gentle demeanor but with the wisdom of her faith, devout in the belief of recording history as it happens so it not lost for future generations. While less effective with weapons than other bards, Recorder's strength is in her song and magic, allowing her to protect her party from dangerous enchantments and cast more magic than other minstrels could manage. She possess a feisty ferret named Gustav who will bravely scout ahead if asked, and also take all the snacks if it can get away with it.

    She can be seen in Candlekeep initially, though she won't join the party until later, where she is found before the ramp in Ulcaster's ruins of its school of magic.

    In Siege of Dragonspear, she can be found outside the Ducal Palace in the morning when you first begin the march.


    Details

    Race: Gnome
    Class: Lorekeeper (Bard)
    Alignment: Neutral Good

    Strength: 10
    Dexterity: 17
    Constitution: 11
    Intelligence: 17
    Wisdom: 15
    Charisma: 15

    Kit

    LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, with their talents ensuring history is not forgotten with the passing of time.

    Advantages:
    - +20 bonus to lore.
    - +2 Spell Slots for every spell level.
    - May use SONATA in place of the regular Bard Song.

    SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:

    Level 1: +1 Intelligence, +1 to All Saves, Immunity to Charm and Domination
    Level 15: +2 Intelligence, +2 to All Saves, Immunity to Charm, Domination and Sleep.
    Level 20: +3 Intelligence, +3 to All Saves, Immunity to Charm, Domination, Sleep, Rigid/Feeblemind and Maze.

    Disadvantages:
    - No Pickpocketing Skill.
    - Can only be proficient in club, dagger, crossbow, and quarterstaff.~

    Mod Content

    – One new party member with the Lorekeeper bard Kit
    – New spells and items
    – 9 friendship talks with the PC in BG1, 8 in SoD
    – Banters with every BG:EE and SoD NPC
    – Small quests in BG1 and SoD
    - A unique Approval System: Improve or worsen your bond with the choices you make in quests and conversations. High Approval grants a small luck bonus, very low approval may cause her to leave.
    – A romance with any male PC with sufficient approval in Siege of Dragonspear.
    – Crossmod content with Aura, Emily, Helga, Kale, and Vienxay.

    Changelog

    v1.0: First Release of Recorder.

    [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.

    Unfinished bussiness bg2

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    Hey,
    Do you use all the components?

    [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.

    Dark side of the sword coast

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    Is this mod available for BG EE?

    Mod: Remove "Stone/Steel" color from Stoneskin Spell?

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    Hello all,

    I'm trying to see if anyone's ever created a mod that makes it so that your mage doesn't change color when he/she casts stoneskin to that steel-grey and keep his normal colors?

    I recall there was a big mod that did it, but you couldn't just get the stoneskin - you had to take the whole mod and it was extensive.

    Anyone know of a mod that just changes stoneskin or includes it as a stand-alone option?

    Ascension v2.0

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    Over the last few months I've been quietly working on a complete recoding of the (classic, wonderful) Ascension mod, to take advantage of modern tools and techniques, adapt more completely to the Enhanced Edition (while remaining compatible with the original BG2) and fix a very large number of small (and some not-so-small) bugs.

    I'm pleased to say that - with the generous permission of Cuv (on behalf of the original authors), Wes Weimer (the now-retired maintainer of the original WEIDU version) and AlienQuake (the maintainer of v1.5-1.7) - I'm now ready to release version 2.0 of Ascension.

    A download link to version 2.0 is here, and the readme can be accessed here.

    I'm also pleased to announce - again, with the generous permission of Cuv, Wes and AlienQuake - that the Gibberlings Three will be providing a discussion forum for the new version of Ascension (link to follow soon once it's live), since the official forum at pocketplane.net has been moribund for many years.

    EDIT: the new forum is here.

    I'll put a fuller list of the changes in v2.0 in the next post down, but the biggest changes are:
    • Many small coding changes to accommodate the Enhanced Edition more fully
    • A large number of small (and a small number of large) bugs fixed
    • reorganization of the component structure for greater clarity
    • breaking the main component into subcomponents
    • extensive documentation (including of all changes)

    [How to] Making kit mods for the EE!

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    How to: Making kit mods for the Enhanced Editions!

    First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.) Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already. Third, to make a kit mod, you need to have some things done by your own, they are:
    • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
    • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
    • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
    • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
    • (optional) new icons for the new Innate abilities/spells.
    For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9). When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
    2DA         V1.0
    ****
                1           2           3           4           5           6           7
    ABILITY1    GA_SPCL213  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  GA_SPCL212  
    ABILITY2    GA_SPCL212  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213  GA_SPCL213
    ABILITY3    GA_SPCL212  ****        ****        ****        ****        ****        ****
    ABILITY4    GA_SPCL212  ****        ****        ****        ****        ****        ****
    ABILITY5    GA_SPCL212  ****        ****        ****        ****        ****        ****
    ABILITY6    AP_SPCL241  ****        ****        ****        ****        ****        **** 
    ABILITY7    AP_SPCL242  ****        ****        ****        ****        ****        ****
    
    This is a Paladin CLAB (the Undead Hunter's). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus. If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50). For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own. Here's an example of a LU*.2DA:
    2DA V1.0
    *
            ABILITY       ICON        STRREF    MIN_LEV   MAX_LEVEL  NUM_ALLOWED  PREREQUISITE EXCLUDED_BY   ALIGN_REST
    1       GA_SPPR721     *          *         16        99         1            *            *             *
    2       GA_SPPR722     *          *         16        99         1            *            *             *
    3       GA_SPPR723     *          *         16        99         1            *            *             *
    4       GA_SPPR725     *          *         16        99         1            *            *             *
    5       GA_SPPR726     *          *         16        99         1            *            GA_SPPR727    ALL_EVIL
    6       GA_SPPR727     *          *         16        99         1            *            GA_SPPR726    ALL_GOOD
    7       GA_SPPR728     *          *         16        99         1            *            *             *
    8       GA_SPPR729     *          *         16        99         1            *            *             *
    9       GA_SPPR730     *          *         16        99         1            *            *             *
    10      AP_SPCL928     *          *         1         99         1            *            *             *
    11      AP_SPCL929     *          *         1         99         1            AP_SPCL928   *             *
    12      AP_SPCL930     *          *         1         99         1            AP_SPCL929   *             *
    13      GA_SPWI920     *          *         32        99         1            *            *             *
    14      GA_SPWI921     *          *         32        99         1            *            *             *
    15      GA_SPWI922     *          *         32        99         1            *            *             *
    16      GA_SPWI923     *          *         32        99         1            *            GA_SPWI924    ALL_EVIL
    17      GA_SPWI924     *          *         32        99         1            *            GA_SPWI923    ALL_GOOD
    18      GA_SPWI925     *          *         32        99         1            *            *             *
    19      *              *          *         *         *          *            *            *             *
    20      *              *          *         *         *          *            *            *             *
    21      *              *          *         *         *          *            *            *             *
    22      *              *          *         *         *          *            *            *             *
    23      *              *          *         *         *          *            *            *             *
    24      *              *          *         *         *          *            *            *             *
    
    The GA_ and AP_ stuff from CLAB*.2DA files is the same here. The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127). ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files). PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before. EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later. In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
    APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
    The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
    2DA      V1.0
    0
             SIDES    ROLLS    MODIFIER
    1        6        0        6
    2        6        0        6
    3        6        0        6
    4        6        0        6
    5        6        0        6
    6        6        0        6
    7        6        0        6
    8        6        0        6
    9        6        0        6
    10       6        0        6
    11       6        0        2
    12       6        0        2
    13       6        0        2
    14       6        0        2
    15       6        0        2
    16       6        0        2
    17       6        0        2
    18       6        0        2
    19       6        0        2
    20       6        0        2
    21       6        0        2
    22       6        0        2
    23       6        0        2
    24       6        0        2
    25       6        0        2
    26       6        0        2
    27       6        0        2
    28       6        0        2
    29       6        0        2
    30       6        0        2
    31       6        0        2
    32       6        0        2
    33       6        0        2
    34       6        0        2
    35       6        0        2
    36       6        0        2
    37       6        0        2
    38       6        0        2
    39       6        0        2
    40       6        0        2
    
    It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level. Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
    BACKUP "example/backup"
    AUTHOR CrevsDaak
    VERSION "v2.3.67.3"
    These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used. This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
    BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
    This command includes the .tpa with the code that does the real work to install the kit.
    INCLUDE "example/library/fl#add_kit_ee.tpa"
    This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
    ADD_KIT ~7C#KIT~
    These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
    ~7C#KIT                1           1           1           1           1           1           1           1~
    These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
    ~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
    Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
    ~7C#KIT                0       9       0       0       0       0~
    These are the stat modifiers at character creation. Both positive an negative values are accepted.
    7C#KIT                0       0       0       0       0       0~
    Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
    ~7C#KIT               69      666      0       0       7      42~
    Stats requirement to dual-class FROM this kit to another class. No memes here.
    ~7C#KIT                0       15      0       0       0       0~
    Alignments that can be chosen at character generation time with this kit selected.
    //                     LG      LN      LE      NG      TN      NE      CG      CN      CE
    ~7C#KIT                0       1       1       1       1       1       1       1       1~
    This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
    	//       F  C  M  T  D  R
    	~7C#KIT  1  1  1  0  0  0~
    This is the path of your kit's own clab*.2da.
            ~example/7C#KIT.2da~
    This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
    	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
    These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
    ~0x00080000	4~
    This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
    ~7C#K~
    These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
    ~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
    This is the lowercase name of the kit, you can use a .tra reference as well if you like.
    SAY ~batman~
    First uppercase, the rest lower case.
    SAY ~Batman~
    The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
    SAY ~BATMAN: I heard he's cool, didn't test tho.~
    Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
    LAF fl#add_kit_ee
    This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
    biography = 29492
    This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
    briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
    Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
    fallen = 0
    This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
    fallen_notice = RESOLVE_STR_REF (~Lost Class: Defender of Gotham City.~)
    The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
    kit_name = ~7C#KIT~
    This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
    backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead. The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels. The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
    clswpbon = ~1 0 3~
    This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
    numwslot = ~2~
    This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
    thiefskl = ~40 20~
    This is the maximum amount of Thief traps the kit can set per area.
    traplimt = 6
    Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please. Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
    clascolr = ~35 67 67 25 80~
    This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
    clasiskl = ~10 10 10 10 10 10 10~
    This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
    thiefscl = ~100 100 100 100 100 100 100 0~
    This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
    hpclass = ~HP7C#K~
    This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
    clsrcreq = ~1 1 1 1 1 1 1~
    This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
    clasthac = ~0~
    These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
    sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    This END closes out the LAF action started before.
    END // nothin' to see 'ere
    Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
    COPY	"example/spl/your1.spl" "override"
    	SAY 0xC ~this is the spell's name~
    	SAY 0x50 ~this is the spell's description~
    
    COPY	"example/spl/your2.spl" "override"
    	SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).
    
    COPY	"example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
    	"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too
    
    /* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
    Here's the clean, complete code without comments:
    BACKUP "example/backup"
    AUTHOR CrevsDaak
    VERSION "v2.3.67.3"
    
    
    BEGIN "Example kit mod"
    INCLUDE "example/lib/fl#add_kit_ee.tpa"
    
    ADD_KIT ~7C#KIT~
    	~7C#KIT 1 1 1 1 1 1 1 1~
            ~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
    	~7C#KIT 0 9 0 0 0 0~
    	~7C#KIT 0 0 0 0 0 0~
    	~7C#KIT 0 15 0 0 0 0~
            ~7C#KIT 0 17 0 0 0 0~
    	~7C#KIT 0 1 1 1 1 1 1 1 1~
    	~7C#KIT 1 1 1 0 0 0~
    	~example/7C#KIT.2da~
    	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
    	~0x00080000 4~
    	~7C#K~
    	~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
    	SAY ~batman~
    	SAY ~Batman~
    	SAY ~BATMAN: he is mothafreakgngin awesum~
    
    LAF fl#add_kit_ee
    	INT_VAR
    		biography = 29492
    		briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
    		fallen = 0
    		fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
    	STR_VAR
    		kit_name = ~7C#KIT~
    		backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    		clswpbon = ~1 0 3~
    		numwslot = ~2~
    		thiefskl = ~40 20~
    		traplimt = 6
    		clascolr = ~35 67 67 25 80~
    		clasiskl = ~10 10 10 10 10 10 10~
    		thiefscl = ~100 100 100 100 100 100 100 0~
    		hpclass = ~HP7C#K~
    		clsrcreq = ~1 1 1 1 1 1 1~
    		clasthac = ~0~
    		sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    		crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
    END
    
    COPY	"example/spl/your1.spl" override
    	SAY 0xC ~this is the spell's name~
    	SAY 0x50 ~this is the spell's description~
    
    COPY	"example/spl/your2.spl" override
    	SAY 0xC #-1
    
    COPY	"example/tables/HP7C#K.2DA" override
    	"example/tables/LU7C#K.2DA" override

    Helpful links:

    Have fun modding!

    Attacks per Round (Round Base file association) Info Dump

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    RNDBASE1.BMP - RNDBASE2.BMP - RNDBASE3.BMP - RNDBASE4.BMP - RNDBASE5.BMP
      These are the default files controlling when each attack (real, fake, or cosmetic) occurs each round, based on the creature's APR value prior to being modified by Haste and/or Slow effects.
      • APR values 1 and 1/2 use RNDBASE1.BMP.
      • APR values 2 and 3/2 use RNDBASE2.BMP.
      • APR values 3 and 5/2 use RNDBASE3.BMP.
      • APR values 4 and 7/2 use RNDBASE4.BMP.
      • APR values 5 and 9/2 use RNDBASE5.BMP.
      These files can be overriden, based on the creature's animation, by specifying a custom file through it's *.INI file, as some monster animations already do:
      [general]
      combat_round_0=RNDBASE1
      combat_round_1=RNDBASE2
      combat_round_2=RNDBASE3
      combat_round_3=RNDBASE4
      combat_round_4=RNDBASE5
      
      Each of these files is an 11x101 bitmap image.
      • Each row corresponds to the characters effective weapon speed [ 0 (top) - 10 (bottom) ] for that round.
      • Each column represents 1 tick (1/15 second) of time, excluding the final column, which isn't used, totaling 100 ticks (a combat round).
      • Red pixels mark the attack roll, and therefor when the attack actually counts.
      • Green, Yellow, Blue, Magenta, and Cyan pixels mark the beginning of the attack, and will generate 1 attack roll for each Red pixel following them until the next Green/Yellow/Blue/Magenta/Cyan/Teal pixel occurs.
        • Green pixels mark Attack #1.
        • Yellow pixels mark Attack #2. They serve no function in RNDBASE1.BMP.
        • Blue pixels mark Attack #3. They serve no function in RNDBASE1.BMP or RNDBASE2.BMP.
        • Magenta pixels mark Attack #4. They only function in RNDBASE4.BMP and RNDBASE5.BMP.
        • Cyan pixels mark Attack #5. They only function in RNDBASE5.BMP.
        • 1/2 attacks will always use the color with the highest attack # for each file, regardless of what order they may appear in the file.
      • Teal pixels mark the beginning of a cosmetic attack, these are ignored if cosmetic attacks are disabled.
      • Black and Grey are visual aids showing the length of the attack animation. (further effects unknown)
      Offhand attacks depend on whether the character makes a 1/2 attack.
      • Using RNDBASE1.BMP with: Offhand attacks don't occur.
      • Using RNDBASE2.BMP with:
        • (3/2 APR), Offhand attacks are governed by Green pixels, the 1/2 attack will use the Yellow pixels.
        • (2 APR), All attacks after the first Yellow pixel are offhand attacks, even if other colors proceed them.
      • Using RNDBASE3.BMP with:
        • (5/2 APR), Offhand attacks are governed by Yellow pixels, the 1/2 attack will use the Blue pixels.
        • (3 APR), All attacks after the first Blue pixel are offhand attacks, even if other colors proceed them.
      • Using RNDBASE4.BMP with:
        • (7/2 APR), Offhand attacks are governed by Blue pixels, the 1/2 attack will use the Magenta pixels.
        • (4 APR), All attacks after the first Magenta pixel are offhand attacks, even if other colors proceed them.
      • Using RNDBASE5.BMP with:
        • (9/2 APR), Offhand attacks are governed by Magenta pixels, the 1/2 attack will use the Cyan pixels.
        • (5 APR), All attacks after the first Cyan pixel are offhand attacks, even if other colors proceed them.
      A 1/2 attack will occur on every other of it's (color) pixel, not every other Red pixel.
      • If the number of it's (color) pixels is even: It will start with the first instance every round.
      • If the number of it's (color) pixels is odd: On the first round, it will start with the first instance. One the second round, it will start with the second instance (which is normally lacking, hence one less attack in the second round).
      • Each skipped instance still results in an attack animation, fulfills the "AttackedBy()" trigger, and counts as an attack to end Sanctuary/Invisibility. These are NOT the same as cosmetic attacks, which only result in the attack animation.
      Improved Haste and Slow do not alter how any of this works, they simply half/double the round timer.
      Normal and Weak Haste however do alter which file is used (in addition to halving the round timer):
      • (# APR + N Haste, 1/2 APR + N/W Haste, 1 APR + W Haste): Uses RNDBASE1.BMP as if 1/2 APR.
      • (1 APR + N Haste, 3/2 APR + N/W Haste, 2 APR + W Haste): Uses RNDBASE1.BMP as if 1 APR.
      • (2 APR + N Haste, 5/2 APR + N/W Haste, 3 APR + W Haste): Uses RNDBASE2.BMP as if 3/2 APR.
      • (3 APR + N Haste, 7/2 APR + N/W Haste, 4 APR + W Haste): Uses RNDBASE2.BMP as if 2 APR.
      • (4 APR + N Haste, 9/2 APR + N/W Haste, 5 APR + W Haste): Uses RNDBASE3.BMP as if 5/2 APR.
      • (5 APR + N Haste, #/# APR + N/W Haste, # APR + W Haste): Uses RNDBASE3.BMP as if 3 APR.

      [MOD] Bubb's Spell Menu (Update v3.0!)

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      Update v3.0 brings support for game versions v2.5.16.6+. EEex is currently required to use this mod, (download here). Note that EEex is only available on Windows platforms as of the time of writing.

      Overview:

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

      Versions:

      Normal

      Screenshots:

      Searching for "Summon"

      Sorting by Name

      Sorting by Primary Type

      Sorting by Level

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

      Light

      Overview:

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

      Standalone features:

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

      Screenshots:

      Searching for "Summon"

      Searching for "Protection from"

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

      Extended

      Overview:

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

      Screenshots:

      Cleric / Mage All Spells

      Cleric / Mage Filter By Mage Spells

      Cleric / Mage Filter By Cleric Spells

      Cleric / Mage Left Align

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

      Known Issues:

      None at the moment.

      Installation:

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

      Wizard Slayer Rebalancing for BG:EE and BGII:EE

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      Per popular demand, the Wizard Slayer Rebalancing mod is now fully compatible with BG:EE and BGII:EE. Enjoy! :) Download location Readme Component 1: Wizard Slayer kit revision
      WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions. Advantages: - Starts with 10% base magic resistance - Gains an additional +2% bonus to magic resistance for every level of experience - Gains the Disrupt Magic passive ability at first level - Gains the Shatter Magic ability at first level and every 8 levels thereafter Disadvantages: - Cannot use any magic items except for weapons, armor and healing potions - Cannot dual-class Disrupt Magic: Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect. Shatter Magic: A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.
      Component 2: Wizard Slayer High Level Ability revision
      Reflect Magic (replaces Resist Magic) An experienced Wizard Slayer eventually learns to channel his innate magic resistance in a manner which allows him to reflect magic back to its source. For 3 rounds after this ability is activated, all spells targeted directly against the Wizard Slayer are redirected back to the original caster. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to any spells that are not directly targeted at him. This vulnerability takes effect when the ability is activated and persists for 3 rounds after it expires. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it. Arcane Bane (replaces War Cry) An experienced Wizard Slayer can apply a special technique to his attacks making them extremely effective against wielders of arcane magic. For 2 rounds after this ability is activated he gains a +5 bonus to damage against all arcane spellcasters. Furthermore, the Wizard Slayer's attacks become so forceful that his opponents must save vs. death with a -4 penalty or lose one of their memorized spells on each hit.
      Component 3: Revised Wizard Slayer item restrictions
      This component slightly loosens the item restrictions that are normaly imposed on the Wizard Slayer. It can be installed in two ways. The "Minimal changes" option will allow the Wizard Slayer to use items which increase magic resistance, such as the Amulet of 5% Magic Resistance, Kaligun's Amulet of Magic Resistance, the Cloak of Balduran and the Potion of Magic Protection. In addition to everything mentioned above, the "Moderate changes" option allows the Wizard Slayer to also use items which provide protection from magic in some form, such as the Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Shielding and Potion of Magic Blocking.
      Disclaimer Although I am a Beamdog/Overhaul developer this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog/Overhaul does not support it.

      Why UI mods don't use diff/patch?

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      Or simple regexp replacement for that matter?

      Manual editing of game files according to instructions seems a more time consuming, error prone and unneceessarily complex way of doing things.

      [MOD] Mod NPC

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      TABLE OF CONTENTS


      Download Introduction Compatibility Configuration & Installation Components Versions Thanks


      Download (click here) [↑] Introduction [↑] This mod attempts to fulfill and bring together two of the following longstanding wishes of Baldur's Gate players: to enroll interactive NPCs and to create your own party. What it does is allow you to modify any recruitable NPC from pregenerated characters (file extension .chr). The scope of the modification is partially customisable. The default configuration modifies everything but what makes each NPC unique, notably: Sex, Race, Portrait, Sounds, Dialogue, Innates, Items. So, for example, you could turn Jaheira into a Cleric/Ranger with custom ability scores. Or Minsc into a true Berseker. Compatibility [↑] The mod only works for BG:EE, BG:SoD and BG2:EE. Configuration & Installation [↑] First, download the provided archive and extract its contents to your game folder. - If you have the Steam version of the game, the relevant folder is: 'C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition' (BG:EE) - If you have the Beamdog version of the game, the relevant folder is: 'C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766' (BG:EE) The default settings should satisfy most users but you can choose what fields should be copied from the chosen pregenerated character to the jionable NPC. To do that, open the file 'configuration.tph' with a text editor. The file is located in 'abel_modnpc_mod\library' of your game folder. You'll find instructions inside the file. Before executing the mod, make sure you have at least one pregenerated character file. To make one, simply select the 'Pregenerate Character' in the game menu (BG:EE and BG2:EE) and go through all the steps from creating to exporting your character. Sex, Race, Appearance and Name don't matter if you keep the default settings (NPCs will keep their original values). For BG:SoD, this option doesn't exist (why?) so you need to export a character from a game (in the character record screen, shortcut 'c'). Please note that Level is copied by default! When all is good, install the mod by double-clicking the 'setup-abel_modnpc_mod.exe' file and just follow the instructions. Components [↑]

      Mod NPC

      The main component allows you to modify a given NPC from a chosen .chr file. You pick a NPC first and then the CHR to modify from. You can remove or overwrite any modification. Repeat until satisfied and the mod will patch all NPCs to modify. All modifications are saved which means that if you want to reinstall the mod, you can choose to restore your previous modifications. NPC and CHR resources are kept so you can easily keep track of the changes. In most cases (non EE NPCs), you need to start a new game to benefit from the changes. That's because NPCs are generated then. There's no way to bypass this unless you create additional copies of the NPCs with the console (I could provide a list of codes if needed).

      Remove ability score requirements for NPC items

      This second component may be necessary if you want to wear NPC restricted items. Most of these items have ability score requirements (Strength, etc.). Since by default ability scores are copied from CHR to NPC, it's likely you won't be able to use them after modifying a NPC. This component solves that problem by setting all ability score requirements to 0. Versions [↑] v1 – August 30, 2016 Initial release v1.1 - December, 17, 2019 Updated syntax for dynamic arrays (a WeiDU probably broke them) Thanks [↑] Many thanks to @Wisp and his predecessors for the work on WeiDU. To @argent77 (check out his amazing mods) and his predecessors for the work on Near Infinity. To @subtledoctor and to my fellow modders for their support.

      [MOD] Multikits

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      INTRODUCTION & DISCLAIMER
      This mod adds multikits to the enhanced editions. A multikit is a multiclass with several kits.

      Some if not most of these multikits are very powerful. The game difficulty may take a hit and it is thus recommended to increase it in the game settings or with other mods.

      COMPATIBILIY
      The mod only works for BG:EE, BG:SoD, BG2:EE and IWD:EE.

      It is compatible with Mod NPC. So you could give multikits to recruitable NPCs:
      h3a2n14atkrh.jpg

      CONFIGURATION & INSTALLATION
      First, download the provided archive and extract its contents to your game folder.
      - If you have the Steam version of the game, the relevant folder is: 'C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition' (BG:EE)
      - If you have the Beamdog version of the game, the relevant folder is: 'C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766' (BG:EE)

      Then install the mod by double-clicking the 'setup-abel_multikits_mod.exe' file and just follow the instructions.

      COMPONENTS

      Multikits
      The main and only component adds a number of built-in multikits that can be selected at character creation. The following class combinations get multikits:
      - Fighter/Mage/Thief (Half-Elf)
      - Fighter/Mage/Cleric (Half-Elf)
      - Fighter/Mage (Elf and Half-Elf)
      - Fighter/Cleric
      - Cleric/Ranger (Half-Elf)
      - Fighter/Thief (all but Human)

      The following classes and kits can be assigned (if legal) to most of these:
      - Berserker, Kensai, Dwarven Defender (Dwarf)
      - Conjurer, Mage
      - Assassin, Swashbuckler
      - Priest of Lathander, Tempus and Tyr
      - Stalker
      with a few extra:
      - Wizard Slayer/Wild Mage, as a meme multikit for Xzar-like loonies
      - Kensai/Shadowdancer

      Please note that due to internal limitations, sneak attacks won't work for Stalker and Shadowdancer multikits (but backstab will).

      CHANGELOG
      v1 - December, 17, 2019 - initial release

      THANKS
      This mod wouldn't exist, weren't it for the work of @Aquadrizzt, helped by fellow modders @subtledoctor, @AionZ and @argent77 on QDMULTI. My thanks to you!

      BG EE 2.0 and Siege of Dragonspear Compatible Mods

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      Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine. Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread. So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list. The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation. Good modding and have fun!

      Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

      AI Enhancements

      Sword Coast Stratagems SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

      Banter packs

      Ajantis BG1 Expansion Mod Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project. Chatty Imoen This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2. Coran's BG Extended Friendship Talks This mod expands Coran's Friendship talk sequence. Delainy/Durlyle Same-Sex Romance Options Mod This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs.. Garrick's infatuation "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. Neera Banters for BGEE Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party. Neera dialogue expansion and flirts Adds additional dialogue between Charname and Neera, as well as flirts. Xan's friendship path Xan-initiated banter.

      Equipment

      Barbed Club of Pain Convenient Ammunition Distinguishable clubs Golem Construction for Spellcasters Nerfed Ankheg Armor Wand Case Thalantyr sells a container to store wands. Xan's New Groove!

      GUI & Graphics

      BG2EE GUI To BGEE Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET EEUITweaks Mod Collection Lefreut's enhanced UI Journal Fixes Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages. Lighting Pack Multi-portrait Mod The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections. Portrait Picker Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions. Recolored toolbar buttons Portraits Portraits Everywhere The Picture Standard for BGEE 1 & 2 Dragonspear UI++

      Kits & Races

      Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details. Arcane Archer Redone Bardic Wonders Chaos Sorcerer Kit The Charlatan (Bard Kit for Charname and Eldoth) Deities of Faerûn - A Kitpack for Clerics Eldritch Magic FG Cleric Kits I Hate Undead Kitpack Improved Archer Kit The Mercenary (Fighter Kit for Charname and Kagain) Might and Guile *Fully compatible* The Militia Officer (Fighter Kit for Charname and Khalid) Mystic Fire Paladin Kit Warrior Monk Mod Pale Master Sorcerer Kit Planetouched Races Shadow Magic Way of the Assassin The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english Warlock Wizard Slayer Rebalancing Relieve Wizard Slayer

      NPCs

      Aura, a gnome artificer NPC for BG:EE + SoD Drake NPC for BG:EE and SoD Gavin A cleric of Lathander Emily, a Half-Elf* Archer for BG:EE + SoD Finch v4.0 BETA 7 Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release] Isra Kale, a Halfling Barbarian for BG:EE + SoD Sirene NPC BG:EE Shar-Teel NPC mod (SoD) Verr'Sza NPC An evil rakshasa ranger. Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD Vynd, drow assassin

      Portrait packs

      Artastrophe portraits

      Quests & expansions

      Ascalon's Questpack Dark Side of the Sword Coast for BG:EE Extra Expanded Enhanced Encounters! Baldur's Gate Mini Quests & Encounters Baldur's Gate Romantic Encounters BG1 NPC BG1 Unfinished Business Critter Parts mini-mod for Baldur’s Gate: EE Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets. Lure of Sirine's Call (Download is at the side, current version is v15) Northern Tales of the Sword Coast The Stone of Askavar

      Tools

      EE Autoroller

      Tweaks

      Animal Companions Disable Enhanced Edition NPCs 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) Rough World The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving. Jaheria Recast Non-Player Characters Enhanced NPC Tweaks mod Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs. Quick Save Slots Tweaks 1.2 High-Power Baldur's Gate This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game. Random Character Generation Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install. No Race Restrictions SCALES of BALANCE! Simple XP cap remover SoD Dialog Banters This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2) Tweaks Anthology BETA True Berserker Minsc Raduziel's Universal Wizard Spells

      Spells

      Taunt Spell
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