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How can you make an ability re-add itself after using it (casting at will)?

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I'm playing through IWDEE for the first time, and I really like how some things are implemented as opposed to BG (and those beautiful visuals! seriously, get rid of BG's animations for fireball and cone of cold, use the ones in IWDEE!).

I loved how the paladin can detect evil *at will*. That's how it's supposed to be, unlike BG's system of just accumulating a lot of uses (which is capped at 50). I was wondering if any one of you could explain if you can easily do this for any spell using Nearinfinity, or is scripting required? I have many ideas about custom spells and importing these kinds of functionalities to BG, but I don't know what I need to know.

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers

2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod. The first few posts will contain the most up-to-date information about the mod itself. Goals This mod has a few goals: -To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character. -Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities. -To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible) -To expand role-play options based on these selections (a very long term goal) Features With these goals in mind, the plan (already in motion) is to include the following: - A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR). - "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.) - Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites. In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described. (Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!) - Compatibility See attached document: "FnP_kit_compatibility (1).zip" Special Thanks: Extra special thanks to Requiem and Mordeus for Inspiration and Resources. See their wonderful Faiths of Faerun mod here. Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations. Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games. Avenger: DLTCEP is essential. http://gibberlings3.net/forums/index.php?showtopic=23917 Argent77: As is Near Infinity. https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 Sam for Bam Resizer http://www.shsforums.net/files/file/1093-bam-resizer/ The keepers of IESDP: Again, essential. http://gibberlings3.net/iesdp/index.htm Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential. http://weidu.org/WeiDU/README-WeiDU.html Playtesters: @iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa . Feedback and bug hunting: @Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell @Roughwithanr @Raduziel @Wise_Grimwald @Satrhan @Mordekaie @Gusinda @Mantis37 (From a quick scan of recent postings. Let me know if I have missed your contribution!) Extra special thanks to @ineth for being so helpful! Another big thanks to @ineth for help with the readme! Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues: http://gibberlings3.net/forums/index.php?showforum=16 Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod. http://www.shsforums.net/topic/38261-atweaks-v442-released/ Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational: http://gibberlings3.net/forums/index.php?showforum=29 Aquadrizzt: I've learned a lot from this guy. Also check out tnb: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Special thanks to Kjeron for some timely help with code for the sphere system CrevsDaak: For his lovely tutorial found here: http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1 ( also, feedback and insightful advice/suggestions, etc.) kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me Wolpak: Very knowledgeable fellow. Learned a lot from him. Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod: https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1 Smeagolheart : I have learned a lot from his mods, especially https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1 Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah, Wise_Grimwald : Helpful Suggestions Red_Carnelian for graciously providing bam creation resources: https://forums.beamdog.com/discussion/42011/blazing-bams Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

Druid Multiclasses: Everything from Druid/Mages to Fighter/Cleric/Druid/Mage/Thieves

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This mod adds five new kits to the game, allowing the player to create Cleric/Druids, Druid/Mages, Cleric/Druid/Mages, Druid/Thieves and even Fighter/Cleric/Druid/Mage/Thieves! They have access to druid spells with extra spell slots to accommodate them when necessary, SCS-style shapeshifting tokens, and both cleric and druid item restrictions (so just clubs, staffs, slings, and leather armor). All of the classes aside from the Druid/Mage receive XP penalties to replicate the effect of a multi-classed or triple-classed character, so rather than getting HLAs via the HLA menu on reaching epic levels, they simply get a custom innate ability that lets them choose their HLAs. There's also a Fighter/Monk kit, which might become part of a future, larger class mod.

The druid stronghold should be available to every druid kit, and the mod should be compatible with the sphere system from Deities of Faerun.

You can create a Cleric/Druid as a cleric kit, a Druid/Mage or Cleric/Druid/Mage as a cleric/mage kit, a Druid/Thief as a mage/thief kit, and a Fighter/Cleric/Druid/Mage/Thief as a fighter/mage/thief kit. The kit descriptions are below:
CLERIC/DRUID: A cleric/druid is a student both of nature and their patron deity. A cleric/druid may draw upon both forms of magic to cast <PRO_HISHER> spells, but must follow the tenets of both faiths, and is forbidden from using both edged weapons and metal weapons or armor.

Class Features:

- All experience points gained are reduced by 50%.
- May cast twice as many spells per day of each spell level compared to a single-classed cleric.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.

- Hit Die: d8


CLERIC/DRUID/MAGE: A a student of nature, the Weave, and their patron deity, a cleric/druid/mage may draw upon all forms of magic to cast <PRO_HISHER> spells.

- All experience points gained are reduced by 33%.
- May cast twice as many priest spells per day of each spell level.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 13+ rather than during the level up screen.

Class Features:

- Hit Die: d8
-

DRUID/MAGE: A student of both nature and the Weave, a druid/mage may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.

Class Features:

- May cast druid spells.
- May not cast cleric spells.
- Cannot turn undead.
- May not use metal weapons or armor.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

- Hit Die: d6


FIGHTER/CLERIC/DRUID/MAGE/THIEF: A student of nature, the Weave, their patron deity, and the martial arts, a fighter/cleric/druid/mage/thief may draw upon all forms of magic to cast <PRO_HISHER> spells, though <PRO_HESHE> must abide by the item restrictions of both druids and clerics.

Class Features:

- All experience points gained are reduced by 25%.
- May cast both cleric and druid spells from the mage spellbook, and may cast three times as many spells per day.
- Does not gain bonus spells from Wisdom.
- May only wear non-metallic armor and use non-metallic weapons (staffs, clubs, and slings).
- Cannot use Turn Undead.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Must possess 18 Intelligence, and gains +1 Intelligence at level 1 in order to be able to learn mage spells alongside <PRO_HISHER> priest spells.
- Chooses High Level Abilities using innate abilities gained at mage level 12+ rather than during the level up screen. WARNING: The fighter/druid/cleric/mage/thief only learns HLAs upon gaining mage levels, which determine <PRO_HISHER> spellbook. While <PRO_HESHE> gains 5 HLAs for each level, beginning at level 12, it takes 4.5 million XP to reach level 13, with a long gap in between. Some fighter/druid/cleric/mage/thieves may never gain enough experience to learn more than 5 or 10 HLAs.


DRUID/THIEF: This character can use the abilities of a Druid and a Thief, though the Druid/Thief cannot be proficient in weapons outside druidic practice, and the Druid/Thief may not cast spells while wearing armor.

Class Features:

- May cast druid spells from the mage spellbook.
- Does not gain bonus spells from Wisdom.
- May not cast spells while wearing armor.
- May only achieve Proficiency in weapons usable by both thieves and druids (scimitars, daggers, clubs, staffs, slings, and darts) and may only wield weapons usable by thieves.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

[v1.41] Helga, a Dwarven Priestess of Haela Brightaxe for BG:EE and SoD

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Introduction

Coming from the Hall of Great Hunts far to the north, Helga comes out of retirement after years of temple duty and child caring to relive her younger fighting years. In BG1 and SoD she will gladly fight alongside a protagonist, so long as they help her protect her people or hunt her quarry.

Possessing remarkable strength despite her age, she is not as durable as her other warrior kin, and should position herself carry. Able to temporarily call into her hand a powerful blade, she is still nonetheless able to rip through enemy lines. She is not an available romance, but still provides a warm friendship for those who pursue it and enjoy battle as much as she.

She can be found between the Friendly Arm Inn and Beregost in BG1, and with the Dwarven Dig in SoD. The Dwarven Dig quest must be resolved for her to leave the area into chapter 9.

Details

Race: Dwarf
Class: Priest of Haela Brightaxe
Alignment: Chaotic Neutral

STR: 18
DEX: 14
CON: 14
INT: 11
WIS: 12
CHA: 11
Total: 80

Mod Content

– One new party member with a unique priest kit and spells.
– 6 friendship talks with the PC in BG1, 4 in SoD
– Banters with every BG:EE and SoD NPC
– A short questline in BG1, incorporated into the Dwarven Dig questline
– No romance
– Crossmod content with Emily, Helga, Kale, and Recorder.
- Optional Music Soundtrack

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Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
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Extra Expanded Enhanced Encounters! Module Download

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Extra Expanded Enhanced Encounters! Module Launch! ___________________________ Lots Of Items! Xan's New Groove! The Fire Drake! Gnolls Gnolls Gnolls! Bears Bears Bears! Bimmy's Badgering Bandits! Daenni's Bridge Bandits! Melia Quicknight, Crossroads! Undercity Magma Bulwark Encounter; Red Skeleton!-(U.M.B.E.R.S.) To Install: Unzip the .zip file into the Baldur's Gate: Siege of Dragonspear file directory (Copy The Picture): Run Modmerge at least once (enables module to work). Then run the Setup-ExtraExpandedEnhancedEncounters.exe. Enjoy Christmas Everyone! Special thanks to @Arunsun @CamDawg @Gwendolyne @Ardanis @AstroBryGuy @mlnevese for mostly technical help with WeiDU and support.

New Expansion Pack [Baldur's Gate Path of the Lost Odyssey]

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*This Post Will Be Expanded in the Future so Stay Tuned!* [Spoiler]This is a 'Trajection' of mine that I wish to pursue as an adventure in the undertaking. *The Finite Details and Problems will be worked out at a later date.* This is a Compilation of [My Own Unique ('100% Authentic, Real it is!') Ideas / Concepts for my Own Content along with (If everything Works Out my my Content First + Community Negotiations)] Previous Modifications 'Tweaked' and given [Updated + Refined Original and New] Unique Content, e.g. [Updated + New] Unique Maps with [Loads of] Research and T.L.C. -New Custom Content that I would like in the Game [Baldur's Gate] and Some Optional Features, Quests NPCs etc. e.g Ankheg Matriarch Quest Chain. Basically this is an Expansion Pack that [Focuses on my Own Content Plus wants to give] the 'A' Quality Mods a Chance to Shine with a New 'Professional' Coat of New Features and Unique 'Twists'. That is my Ambition and I hope that it Works! [There will be Problems; Yes! (That is what Passion is for, Others Quit when 'it' is Not Easy; but the Passionate Stay).] (Updated: 2:52 PM 21/05/2014) *Goes to Work* Stay Tuned Friends![/Spoiler]--------------------------------------------------------------------------------------------- Update: One (1.1) [??:?? ?? ??/05/2014][Spoiler] I'm Currently Looking for every great modification to Baldur's Gate and as it stands there is a great chance for these 'Great Mods.' to be implemented into the Expansion Pack. Please List Other Mods than These: - Dark Side of the Sword Coast - Stone of Askavar - Dark Horizons - The Grey Clan Episode One: In Candle Light - BG1 Unfinished Business - Fields of the Dead - BG 1 Adventure Pack - BG 1 CoM Forge/Item Upgrade - The Vault - Ease-of-use Pack by Tioma - Slime Quest - Team BG's Weapon Pack - Team BG's Armour Pack - North Side of the Sword Coast - Sword Coast Stratagems - Firewalker by Jason Higgins - TUTU - BG Mini-Quests and Encounters - Russian Bonus for Baldur's Gate I - BG Mini-Quests and Encounters - Back to Baldur's Gate - Drizzt Saga Also I'm Aware of These Mods: Revised World Map http://forum.baldursgate.com/discussion/16446/revised-world-map-test/p1 Here is the Working File that I'm Personally Using: "Known Great Mods" (As a Download Below). Take Care Friends and Have Fun! (Extra: Please Help Me Out on Creating this 'Community' Expansion Pack; I Would Most Like the Support.) [/Spoiler]--------------------------------------------------------------------------------------------- Update: Two (1.2) [9:09 PM 20/05/2014][Spoiler] I wish to also make my own '100% Custom' content and THEN see if I can get the 'A' quality Mods some time in the sun. Here are Two Maps that I made Today [Actually one file but I Screenshot'ed and Cropped the two different map 'types' beside one another into more 'bite [or byte] sized' pieces with two different programs] Baldur's Gate Path of the Lost Odyssey Alpha Map: -21 New Areas -Fields of the Dead -Expanded Gnoll Stronghold [If Beam Dog Does Not] -The Bronze Mines of the Sword Coast -The City Arylon -Mintarn Islands -Greenest -More Wilderness Areas -More Settlements -More Islands! -Damn it! I Forgot the Ankheg Matriarch Quest Locations! ARRRRRG! (I guess that is why it is Called the ALPHA Map) Drink Milk Guys; preferably Goat's Milk it is better for you. Update Two Out... For Now! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Three (1.3) [2:38 PM 21/05/2014][Spoiler] Production Plan! I'm Coping my Production Plan that I Gave in a Below Comment Reply for Updating here to make Finding Content Easier for my Readers. "As for Content [A Production Plan] Goes; here is how I Plan for 'it to go' (2:36 PM 21/05/2014): 1.) Research and Conceptualize Original Content / Brainstorm + Play Baldur's Gate + Mods for Inspiration. 2.) Learn, Improve and Research my 'Production' Skills e.g. Blender + Team BG Tools. 3.) [Working Time] Over the coarse of [Insert 'X' Years Here] Time I Will Work and Develop my Original Content 4.) Internally Test and Improve my Content via Adding and Removing Content to make 'It' Better. 5.) Public Beta Release, Q & A, 'Work out Bugs' Time and general Open Mindedness for New or Better Ideas. 6.) More Work 'Ironing Out' my Original ['Improved'] Content. (Community Feed Back = Change / Improvement.) 7.) Ask for Permission to Use, Integrate and or Update ('Good') Modifications via their Original Creators. 8.) - If Allowed: Work With the Original Creators for Inspiration and Refinement. - If Not Allowed: Ask for a Compatibly Allowance and (if every thing works out) a Recommendation 'Link' Included into My/Our Content as an Optional Feature. 9.) Refine, Refine, Refine; Continue Steps 4 and 5 + 'Resource Dump' of 'Professional Refinement'. 10.) Work at Publishing... Find Monetary, Find Lawyers, Find IP Owners; Negotiation Time. 11.) Publishing Time [Left Blank for now] 12.) Repeat Step 5. + If New Content 'Happens': Repeat Step 3,4,5 and 6. If (A+) Mods Happen repeat Steps: 7,8 and 9. For now friends, just throw your comments here and ask some critical questions, no matter how harsh; One Cannot see both sides if one always stands on the sunny side of things. So Please Don't Assume my Abilities nor Claims; for now just Hope and give Inspiration if you Want / Will. Take care on that Mundane Battlefield!" Update: Three (1.3) Over and Out... For Now (Dunt-Dunnn). [/Spoiler]--------------------------------------------------------------------------------------------- Update: Four (1.4) [10:29 PM 22/05/2014][Spoiler] "How in the Nine Hells are you Going to Release this 'Expansion' ahmmn?!"- 'Giving a harsh 'Drogulative' look'. Here is the plan so Far (10:24 PM 22/05/2014) [Quoted from a Below Comment to Dee] "I see a few possible ways this 'Expansion' could be Released to the Public: Step One: [Non-Professional Alpha Release] Options: A.) Internal Development of 'Roughed Out' Unique Content with Semi-Community Testing. Create Solid Content, 'win over the hearts' of the 'desired' modders, see if I can give them some 'time in the spotlight'. Add Updated + Improved 'Permission-ed' Mods into the Rough State Release for Rigorous Community Testing. B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.) C.) I Die and Nothing Happens. Step Two: [Rise to Power or Plunder] Options: A.) Education, Experience and Adventure in the Video Game Industry. Years Later: Create and Expand a Personal 'Video Game Developing' Company for 'Other Projects' of mine + New ones that I 'befriend' along the way. Start Focusing on 'Professional Development' and 'Very Fine Construction' of the 'Expansion'. B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.) C.) I Die and No 'Professional Release'; all that is left is an empty, hollow Ambition and a Roughed Out Spine of way could have been... Step Three: ['Professional' Release] Options: A.) VERY Do-able: Free Release with Minimal Effort in the 'Law End' of things. Company Non-Resourceful. 'Fair' Near-Professional After Launch Support. No Bonus Net Profit. B.) Fairly Do-able: Free Release with Fair Effort in the 'Law End' of things. Monetary Resources Semi-Successfully Found; I become in dept but fulfilled. 'Excellent' Near-Professional After Launch Support. No Bonus Net Profit. C.) Hard, but Do-able: Published Release with Extreme Effort put in the 'Law End' of things. Resources Fully Successful, with or without a Personal Company; Full 'Launch' and Professional After Launch Support. Modders get Fair Percent of Net Profit. The Rest goes Toward Company Expansion. D.) Option C.) But the 'Law End' of things 'fell through the floor' and was unsuccessful with securing the 'rights' for a Professional Publish. Although the 'Expansion' has Professional Support and my Personal Company is backing the Development; a free Launch happens with Professional After Launch Support. Modders get nothing. E.) I Die before Full Development and Project is Unfinished. No 'Professional' Release. No Future IPs, Just third party Memories and Mysteries. F.) Option D.) Around Ten Years after Step Three is Completed: Baldur's Gate becomes 'abandon ware'; Expansion Rights Secured, new non-filler unique excellent quality content is added. New System Compatibly is Included and Packaged with New Features / Content. Full 'Launch'; Professional After Launch Support. Alive Modders get Fair Percent of Net Profit. Dead Modders' Families get Fair Percent. G.) Free Launch Happens, I die before I can Secure Rights to publish a Full 'Launch' of the 'Expansion'. No 'Professional' Launch. Modders get nothing. That is what I have going around my head; well the short version that is. I hope that above clears 'things' up, if not please ask questions; I would be more than happy to reply (Hopefully in a timely fashion). Take care my Friend(s) and Readers alike, and Thank You Dee for the Support. No matter what a person will say to you face to face; we are all Very Emotionally Insecure in our own ways and Any Support goes Miles in the Long Run. Especially with Myself with this 'Bucket List' of an Ambitious Work. See You Later." Update: Four Discontinued [/Spoiler]--------------------------------------------------------------------------------------------- Update: Five (1.5) (2:12 PM 23/05/2014)[Spoiler] Production and Fan Confidence ['Pulled' from a Below Comment] How I Currently Plan on the 'Production' of the this 'Expansion': (2:10 PM 23/05/2014) "Picture these Events that I Currently Plan (23/05/2014): 1.) Tinker Around with Concept Art and Design [Internal] with some 'Releases' of 'Roughed Out' Ideas / Concepts to you Guys. [Over all Time Frame (Through out the 'Expansion's' Development.] 2.) Any where from 8 to 20 Months [Time May Vary] from now to start the 'Very Rough, Rough Production' with a 'Sea' of Concept Behind Me. [Internal: with Screenshots, [Videos] and General Progress Reports.] 3.) [Time Unknown] After "Very Rough, Rough Production", Start 'Rough Refinement' either A.) Do it all myself with 'Open Ended' Change 'Logs'; Community Feed Back Open. B.) Me and My 'Friends' Do Option A.) C.) Release Super 'Ca rp' 'Expansion' 'Mod' and let every one down but get new Ideas. D.) [Open For new Ideas as time 'Chugs' Along.] 4.) Polish, Polish, Polish. [I could Elaborate but I would need specifics of which I plan not to assume; and I will 'Cross that Bridge when it Comes'.] [Internal] 5.) Release 'Roughed Out Version' to the General Public. [Estimated Time of Release: 2-10 years from Now.] [Public] 6.) Professional Support Acquired! [If Not, I will just need more time or I would have 'Kicked the Bucket'] -[Intentionally Left Blank.] (e.g. My Personal Development Company (Other Game Produced Beforehand). [Internal] 9.) Expansion Gets New 'Professional' Content. [Intentionally Left Blank.] [Internal] 8.) Super Professional Polish Time [Intentionally Left Blank.] [Internal] 9.) Polish Until "The Time Comes" [Intentionally Left Blank.] [Internal] 10.) 'Professional Launch' [Estimated Time of Release: 8-15+ years from Now. (Time may Vary).] Options: A.) If 'Rights' Secured: Full Professional Launch. Net Profit Divided Fairly: Bonus; not Required. B.) If 'Rights' Not Secured: Free Professional Launch. Dept: Worth it. [Public] 'This' Is my Current (23/05/2014) 'Idea' of 'Things'. Note: 'Expansion' Planned (23/05/2014) Development Stages: = 'Rough Unfinished' 'Mod' Release to the General Public for Testing Purposes. V Next: Unknown Amount of Time Passes; Years Even. V Professional Development Resources Acquired [e.g. My Personal Company with Past Experience]. V Professional Development Begins and Ends Possibly Years Later. V Time to Ask for 'Rights' with 'Work in Hand'. V Open Beta [Time Unknown]. V Professional Launch: With Profit or Not. V Professional After-Launch Support. V Encourages / Supports / Lends Assets to the Modding Community [If there is one]. V New Horizons Await! Does this Make Any Sense? Where is it 'Weak' and or do you have any Questions? I Plan to Replay if So [Hopefully in a timely Manner :P]. Take Care Friend and Have a Nice: Day / Night / Noon / Morning. [Yes, Yes I Built the 'Great Wall of China' Here...]" Update: Five Out. [/Spoiler]--------------------------------------------------------------------------------------------- Update: Six (1.6) (2:57 PM 23/05/2014)[Spoiler] Here is a Progress Report from the Front! Files Attached: Unfinished "New Items" Sheet. There is a A Larger Separate 'All Items' One with a Table and More Information and then there is a Third File with Lore and Extra Things but for now it will be the Unfinished One with JUST SOME [Minority] of the New Items. I know I'm giving the 'Crappy End of The Stick' out First but eh; all in good time. There is also a Screenshot [Censored] that has the 'Current' actually now out dated 'Expansion' Master File. [/Spoiler]--------------------------------------------------------------------------------------------- Update: Seven (1.7) (6:25 PM 03/01/2015) [Belated][Spoiler] I have some new progress Images and the links to their 'master threads'. Resigned Osprey the Fighter / Mage: image 'Master Thread': http://forum.baldursgate.com/discussion/37893/new-non-player-character-osprey-the-fighter-mage?new=1 New Masterwork Armour! image 'Master Thread': http://forum.baldursgate.com/discussion/38326/new-masterwork-armour-big-table-included#latest Wow, I really should update more often.. But hey I'm working on three projects all at once plus working a job! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Eight (1.8) (2:25 AM 05/01/2015)[Spoiler] I have been working on some Armour Ideas for Baldur's Gate: Path of the Lost Odyssey. Behold! image "I plan to remodel all of the items to have 3D models for their BAMs [Icons] instead of blurry painted ones. Also I plan to re-sketch and or fix some discrepancies or down right errors with some items in-depth sketch (e.g. Doomplate +3)" - http://withinamnesia.deviantart.com/art/Armour-Imported-From-Baldur-s-Gate-II-505041833 (This is a lot better pace than one Update Every 6 months..) Also How does one input Spoilers? (I want to compact this 'mega' post).. Also any questions? Please ASK! Away! Also Larger Parties and Garrisons (Larger Parties MUCH later): http://forum.baldursgate.com/discussion/38269/larger-parties-garrisons-now-with-drawings#latest [/Spoiler]--------------------------------------------------------------------------------------------- Update: Nine (1.9) (9:53 PM 12/01/2015)[Spoiler] New BAMs (Icons)! image ^[Osprey's Unique Purple Two-Handed Sword +1] image ^[Redesigned Scimitar +1] The 'New BAM' Thread found here: http://forum.baldursgate.com/discussion/38575/new-excellent-bams-for-baldurs-gate-new-item-icons#latest Peace for Everyone! [/Spoiler]--------------------------------------------------------------------------------------------- Update: Ten! (1.10?:-P) (10:36 PM 13/01/2015)[Spoiler] (New Item: Buckler of Unexpected Might) 'Current' Dialog File: "Buckler of Unexpected Might or also less commonly know as, but rather more controversially The Existentialist's Arm. This particular buckler is very old and began its life as a mere heraldric wall adornment for a particularly wealthy noble family hailing from the trading port city of West Gate. The once proud family crest is now indecipherable from having been angrily dashed and defiled and a new overlaid symbol of the 6th Level Mage Spell Tenser's Transformation has been imprinted upon its boss. As the story goes, of which many noble Westhavian historians disagree and refute with one another for most of the records are blurry, bloodied and rewritten at best; but most can agree upon these following basic details. Around 257 to 260 DR the trading port city of West Gate also knows as the 'Gateway to the west' -from the Inner Sea to the east- was successfully invaded and the ruling powers were seized and violently replaced by pirate forces from the Pirate Isles. The inflicting upheaval of the ruling families brought much turmoil upon the city's wealthiest families of trade for they were forced into extortion and unfair trade laws and heavy taxation upon their family operations. A great deal of sources argue and contradict one another over which noble family's house has this buckler associated with its tumultuous history but most all historians will say that the buckler transformed into its current form soon after the new unfair jurisdiction of the recent self-proclaimed 'Pirate King of West Gate'. Most sources agree upon that after a particularly heavy taxation of trade was placed upon the wealthiest of noble merchant families of West Gate it caused one highly regarded noble to speak out against the heavy taxation. The following high noon the influential nobleman was slain outright by a gang of the King's pirates within the city's market in broad daylight, in view and a stone's throw from most noble trade family's major buildings of operation. This was seen by the trade families as a draconian declaration of unquestioning agreement of the new taxation or a swift heinous death. From here the story begins to fall apart and spiral into a contradiction of major details and heated debate among the leading historians of West Gate. Although a few details remain coherent and concise. Soon after the wicked and untimely death of a particularly charismatic noble of one of West Gate's influential trade families a young noble Half-Elven Mage or Arcane Spellcaster was pressured to align with the corrupt ruling party of the Pirate King or with an outside Cormyrian force wishing to overthrow the ruling party from within. The sources argue fiercely over the next few brief segments of the story but most agree that the Half-Elven Spellcaster did not choose a side and violently departed on bad terms from their noble house of West Gate. As to ask why that was in the wrong places of West Gate could result in heated shouting matches, violent brawls and even facticidal bloodshed in between of some of West Gate's more questionable of noble houses. Many believe that the once young noble Half-Elven Spellcaster is to be of the same blue blood as the last true king of West Gate and the sole survivor of the king's blood after the pirate upheaval. As a result of this violent debate there has been much clandestine bloodshed among some of the long existing noble families from time to time. Some of the noble families argue that they should rule the city of West Gate for they believe fiercely that their blood lineage hearkens back to the Half-Elven Spellcaster whom once owned this particular buckler. As to whether or not the the matter will resolve peacefully or will even subside is unknown but one thing is for certain, the magical enchantment placed upon this tiny shield is very very strong. Many agree that it would certainly make sense that only a very powerful or well trained Spellcaster could have placed the enchantment upon this particularly controversial bulwark. As to why and how such a strange and bizarre set of abilities and requirements were used for the unusual enchantment is an argued mystery. Also unknown is how it was used or how the uncommon magic was placed upon this item. There is a of great debate amongst historians and scholars alike over the usage and endeavours of said item; ranging from tales of great adventure to accountings of meek, cloistered cowardice and evasion. Either way of which one looks upon the history and the controversy of and or over this small yet surprisingly powerful buckler one can be sure that the shield is of surprising value and unexpected might, both physically and politically. STATISTICS: Armor Class Bonus: 2 Special: No Missile/Piercing Attack Protection Special: Once Per Day Cast Tenser's Transformation: Tenser's Transformation changes the caster into a heroic fighter for 1 round per level of the caster. Thus doubling the target's hit points, and giving them a +4 bonus to their armor class. All of the damage that the caster sustains takes away from the bonus hit points first. All of the wizard's attacks have the same chance to hit as a fighter of the same level, additionally the target is allowed to attack twice per round with a +2 damage bonus per attack. Weight: 1 Not-Usable By: Humans Everyone except Neutral Aligned Characters. Fighters Rangers Paladins Barbarians Clerics Druids Monks" It is intended to be a quest item / reward for Xan [To make him able to be a 'fighter' that he (supposedly) originally was before he got turned into "The only neutral mage". I 'currently' plan for the Quest to be Activated and Finished by Xan, but the party (You) can kick him after and keep the item: If one wishes:-P). Does Anyone have Suggestions? If so.. Please suggest them? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mini-Micro Update: 1.10.5 [or what ever] (Who Cares at Irrelevant O' Clock in some time in the year of 2015 ooOoO!) The Current [above] Buckler can be used by the ('Current') Non-Player Characters: -> Xan: Lawful Neutral: Elf: Enchanter -> Quayle: Chaotic Neutral: Gnome: Cleric / Illusionist -> Neera: Chaotic Neutral: Half-Elf: Wild Mage -> Deder: True Neutral: Halfling: Thief [/Spoiler]--------------------------------------------------------------------------------------------- Update: Eleven.. (1.11) (3:49 PM 24/01/2015)[Spoiler] (Osprey Attributes Increase!) image ^ Base Attributes. image ^ +1 Dexterity Bonus is from her Unique Purple Two-Handed Sword +1. "Osprey has now 9 Charisma, Her dexterity is still raised from 9 to 14 but her charisma is no longer 6 for the reasons of staying the same has her ill planned original version. Her 'new charisma is a result of needing to raise her likableness about that of the annoying and repulsive Quayle while also paying homage to her old dexterity value of 9; almost as 'useless' as charisma. Although to be fair if it is not 15 it can be around as low as 7 and still have the same combat effectiveness as 14. (16+14[+1]+13+15+10+9=78)" Source: http://withinamnesia.deviantart.com/art/Osprey-Character-Attributes-2-0-Sword-Equipped-509342952 [/Spoiler]--------------------------------------------------------------------------------------------- Update: Twelve! (1.12) (1:56 PM 11/05/2015)[Spoiler]I have completed a New Item BAM for Baldur's Gate: Path of the Lost Odyssey! (It is an improved version of a ring found within Icewind Dale). I christen it: Eye of the Gorgon! image Behold its majesty and splendor? deviantART Image Source: http://withinamnesia.deviantart.com/art/Eye-of-the-Gorgon-532378845?q=gallery%3Awithinamnesia%2F51118284&qo=17 + 'Micro Update': 7:09 AM 11/05/2015 (1.12.2?):-P Dead Man's Face. (The 6 Hour Perspective Change Helm..) image deviantART Source: http://withinamnesia.deviantart.com/art/Dead-Man-s-Face-Originals-Beside-Comparison-532404266?q=gallery%3Awithinamnesia%2F46496241&qo=7 [/Spoiler]--------------------------------------------------------------------------------------------- The Infamous Update Thirteen... (1.13) (6:24 AM 15/05/2015)[Spoiler] [I suppose that one of these posts was to be the 'unlucky' 13th update..] Here are some Freshly 'Reforged' Maces posted for your entertainment: image image The Above Mace is an Actually 'Improved' Item BAM for the Original Baldur's Gate; although it is not intended as a 'BAM Trade' ('Enhanced' Edition's Longbow and Composite Long Bow BAM Swap >.>). image image image image ^ Above are the Unique 'Blue Headed Maces' of +3 Enchantment. Here is the Quest Plot / Story for the Unique Maces Thus Far: "I should add a quest chain where the player within Baldur's Gate: Path of the Lost Odyssey starts a chain of encounters with a Cleric/Mage Elf and the player can steal two of three Gem stones (Jem parody somewhere?) to stop a ritual and the *Insert sub-race here* Elf takes flight with single remaining gem stone in tow and she clandestinely creates one of three maces +3 that have unique powers depending of which two tones the player took and what sole remaining ritual gem stone she has remaining of which to craft of of three possible weapons. Plot: The *Insert sub-race here* Elf Cleric/Mage want to desperately complete an 'almost summoning ritual' but she is interrupted by the player's party and has to flee. In light of her failed plans she realizes that she cannot reclaim her two missing ritual stones for they are either with the player character or with the foreign helping organization know as the their long name The Black Gaunt Hanging Tree or also they are more 'commonly' know as The Black Knights of the Gaunt Tree or just the abbreviated: Knights of the Gaunt Tree. So she instead re-focuses her efforts into creating a powerful Mace of +3 enchantment with unique power based upon what the player has 'given' her as the 'soul' gemstone in her possession after her failed 'dangerous' ritual; this new powerful mace is of course intended to end your life and any others whom wish to 'Further Interrupt' her 'Unique Ritual and her Cold Calculated Plans' Que: 1980's 'Bad Guy' reference." deviant ART Source: http://withinamnesia.deviantart.com/art/Epic-Blued-Mace-Quintuple-Colour-Reforge03-3-532596632?q=gallery%3Awithinamnesia%2F51118284&qo=13[/Spoiler]--------------------------------------------------------------------------------------------- Update: Fourteen (1.14) (4:45 AM 18/05/2015)[Spoiler] *As of (18/05/2015) Animation Restorations are being focused upon.* I will try my best to be able to add dual wielding into the Original Baldur's Gate Player Animations (I have found a solution with 'animation 3'). Also I may be able to add a new use unused Helm Animation into Baldur's Gate Enhanced Edition, and I may be able to restore more weapon variety for monster animations. Also I am thinking about a project where both the Original Baldur's Gate and Baldur's Gate II Animation are used. The Armour is speculated to work as such: -No Armour: To Be Decided / Mix for Non Recruitable Non-Player Characters. -Leather Armour: Baldur's Gate: Tales of the Sword Coast 'Leather Animation'. -Studded Leather Armour: Leather Armour: Baldur's Gate II: Throne of Bhaal 'Leather Animation'. -Hide Armour: Baldur's Gate: Tales of the Sword Coast 'Leather Animation'. -Chain Mail Armour: Mostly Baldur's Gate: Tales of the Sword Coast 'Chain Mail Animation' (Except for Rogues) -Splint Mail Armour: Case By Case Armour Animation Choice. -Plate Mail Armour: Baldur's Gate: Tales of the Sword Coast 'Plate Mail Animation' -Full Plate Mail Armour: Baldur's Gate II: Throne of Bhaal 'Plate Mail Animation'. I will try my very best to restore the old helm animations for Baldur's Gate Enhanced Edition. I will need help in 'setting it up' but I am confident that I can complete the laborious task of creating the restored helm assets.[/Spoiler] --------------------------------------------------------------------------------------------- With the Best of Intentions: Within Amnesia "Spite and Assumption Only Lead to Paths of Self-Inflicted Blight and Destruction" -Within Amnesia 2013.

[MOD] Skip Chateau Irenicus

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I've noticed that Dungeon-Be-Gone is becoming more and more popular for veteran players who played this game more than just a couple of times. So I have decided to create an alternate (and less silly) version of it for BG2:EE and EET (and since v3.0 for classic BG2 as well). This mod is unrelated to Dungeon-Be-Gone except for the fact that it also allows you to skip Chateau Irenicus. In addition it makes use of several EE-specific features, so that you won't lose any vanilla or mod-added items available in that dungeon.

Download (latest release)

Alternate Download (latest release)

From the Readme: [spoiler]Overview Are you tired of running through the whole initial dungeon over and over? Not anymore! This mod allows you skip all the boring details of Chateau Irenicus. You can even collect all the items normally found within the dungeon. Just inspect the rubble of the destroyed building on Waukeen's Promenade. As a bonus you will also gain some experience and may find a bit of pocket change. "Skip Chateau Irenicus" is meant as an alternative to the (in)famous Dungeon-Be-Gone mod which provides a similar option, but in a way that seriously breaks the fourth wall. This mod requires BG2 (with or without ToB), BG2:EE or EET (Enhanced Edition Trilogy). Installation This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run "setup-SkipChateauIrenicus.exe". Follow the instructions and you are ready to start. You must start a new SoA game to see any effect. Note: To get the most out of the mod, BG2:EE should be patched to v2.0 or higher. Components Main component: Skip Chateau Irenicus (requires BG2, BG2:EE or EET) The component triggers moments after you are released from your cell. A rogue appears and opens up the opportunity to use the magical portals to leave the dungeon. Each portal will transport you to the other level of the dungeon or directly to the surface. Afterwards the way back is blocked like in the unmodified game. To loot the items from the dungeon inspect the rubble of the destroyed building on Waukeen's Promenade. The item description of the dryads' acorns have been slightly altered to give you some information what you can do with it. For BG2:EE before patch 2.0 and original BG2 the mod uses less advanced methods to transfer dungeon loot to the surface. As a result you may miss out on some minor stuff or have duplicate items, depending on how much you looted the dungeon before teleporting to the surface. Note: For BG2:EE v2.0+ and EET there may be a general slowdown of the game for a few seconds after the initial cutscene on Waukeen's Promenade, which is caused by the item transference process. Optional component: Deal with skipped NPCs (requires main component, requires BG2:EE or EET) This component allows you to recruit NPCs which might have been missed because you skipped the dungeon. It comes in two flavors: 1. Vanilla NPCs only This option deals only with the vanilla NPCs Jaheira, Minsc and Yoshimo. They can be found at their designated locations as if you dismissed them from the party. 2. All available NPCs This option deals with every supported vanilla and mod NPC. In addition to the vanilla NPCs it adds code for Adrian Sianodel (by Rhaella), Chloe (by Lucythebeast) as well as Yasraena (by Sillara). They can either be found directly near the destroyed building at Waukeen's Promenade or at their designated waiting locations as if you dismissed them from the party. Other mod NPCs that can be encountered in Chateau Irenicus may be supported by their respective authors. In this case they will be handled by this mod component as well. This mod provides an easy mechanism to make it possible. You can read more about it in the following chapters. Compatibility This mod skips an important part of the SoA main story. Although items will be transferred to the surface you may still miss certain mod-added content, such as quests, journal entries or NPCs. The mod provides a feature to deal with skipped NPCs, but only code for the vanilla NPCs Minsc, Jaheira and Yoshimo are included in this mod. Modders can use this feature to add their own code though. More information can be found in the next chapter.The mod is designed so that you can transport back and forth between the two levels of Chateau Irenicus until you decide to teleport to the surface. Afterwards the way is blocked forever, like in the unmodified game. Information for modders The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically. Each 2DA file may contain information whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt". The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt". Credits Writing, coding and testing: Argent77 French translation: Gwendolyne Polish translation: Cahir Thanks to the authors of Dungeon-Be-Gone for inspiring me to create this mod. Copyright Notice The mod "Skip Chateau Irenicus" is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License". [/spoiler] Have fun! :)

[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

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The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

Download latest release (2.3 MB) This mod introduces the kit "Chaos Sorcerer" kit which can be seen as the Wild Mage counterpart for the Sorcerer class. It is available for BG1:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE. All patch versions are supported. The mod is currently available in English, German, Polish, Russian and French. Chaos Sorcerer A Wild Magic Sorcerer kit for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril. The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths. Advantages:
  • May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list).
  • May cast the 2nd-level spell Unluck (automatically added to spell list).
  • May cast the 3rd-level spell Chaos Shield (automatically added to spell list).
  • May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list).
  • May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list).
  • 1st level: +1 bonus to Saves vs. Spell.
  • 5th level: +1 bonus to Dexterity.
  • 6th level: +1 bonus to Saves vs. Spell.
  • 8th level: +5% Magic Resistance.
  • 11th level: +1 bonus to Saves vs. Spell.
  • 15th level: +1 bonus to Dexterity.
  • 16th level: +1 bonus to Saves vs. Spell.
  • 16th level: +5% Magic Resistance.
  • 21st level: +1 bonus to Saves vs. Spell.
  • 24th level: +5% Magic Resistance.
Disadvantages:
  • Incurs a -2 penalty to Strength and Constitution.
  • Alignment restricted to chaotic good, chaotic neutral and chaotic evil.
  • May cast fewer spells per level per day.
  • Upon casting a spell, there is a 5% chance of incurring a wild surge.
WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Chaos Sorcerer and his/her allies.
  • Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level.

The mod does also make some changes to the spell selection of Wild Mages:
  • New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
  • New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
  • "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels.
  • New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results.
These additions are also available to the Chaos Sorcerer. However, "Nahal's Reckless Dweomer" is replaced by "Chaotic Weave". Feel free to post your thoughts, suggestions, questions or any bugs you encounter.

Has some patch or mod changed rules regarding hiding in shadows?

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I've noticed during my newest modded playthrough that my thief cannot hide in shadows at all when party is outside during daytime, but hides very easily when we're in dungeon. Have some rules regarding hiding in shadows changed either with Beamdog EE patches or does some mod like Strategems of other rule change mod change these rules? My thief has Hide in Shadows of 90 in BG1, is not wearing armor and yet can only rarely hide while outdoors during daytime, even when no enemies or NPCs are in visual range.

Do some other equipment other than armor reduce Hide in Shadows skill?

Or is hiding in shadows been made more dependent on Move Silently? I don't remember having this kind of problems hiding before with 90 Hide in Shadows.

General BGEE Customization Pre V2.0

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FOR SOD AND BGEE V2.0 YOU WILL BE EDITING THE BALDUR.LUA AND NOT THE BALDUR.INI

SetPrivateProfileString('Program Options','Debug Mode','1')

1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too. Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
	section string,
	name string,
	value string
);
INSERT INTO options ROWS (
	'Program Options',	'Debug Mode',	'1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one. Start up your game and either create a new game or load a save. Hit Ctrl+Space This will bring up a window where you need to type in the following: New! Console commands were prefaced by CLUAConsole:, but now begin with C:

Useful Console Commands

C:ExploreArea() Set current area to fully explored C:SetCurrentXP("[Number]") Set XP for selected characters Example - C:SetCurrentXP("1000") will SET the current character at 1000 experience points. C:AddGold("[Number]") Sets the party gold Example - C:AddGold("1000") will give the party 1000 gold. C:CreateItem("[Item name]") Creates an item in the leaders inventory Example - C:CreateItem("SW1H01") will create a long sword. C:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway. Example - C:CreateItem("POTN08", 10) will create 10 potions of cure light wounds. C:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges C:CreateItem("scrl75",99) 99 Identify Scrolls For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items. C:CreateCreature("[CRE FILE]") Spawn a creature Example - C:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE Example: C:MoveToArea("[Area Name]") Move selected characters to an area Example - C:MoveToArea("AR2300") will move the player to the Friendly Arms Inn. From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes. C:WriteScript("[Directory Name]") Output scripts to directory Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts. Example - C:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install. C:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X Example - C:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2 C:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X Example - C:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting C:Eval("action") : execute a scripting action. Note that any quotes in the action itself need to have a "\" before them. A list of available script actions can be found in the IESDP. Example - C:Eval("ActionOverride(\"Cernd\",MoveGlobal(\"AR0406\",Myself,[1368.1922]))") Will move Cernd to the specified location. C:Exec("filename") : executes a series of console commands contained in the file specified by filename, where filename is in the game directory Example - C:Eval("test.txt") Will execute all the commands in the file test.txt

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window. CTRL + F : Change Selected face position CTRL + S/A : Change Selected Animation Sequence CTRL + I/L : Play Selected Animation effect on Selected CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use) CTRL + J : teleports selected party members to position under cursor CTRL + Q : auto-recruit creature under cursor into party CTRL + R : insta-restores any creature under cursor- also removes any effects CTRL + Y : insta-kills creature under cursor CTRL + T : Advances game time by 1 hour CTRL + P : Center screen Selected CTRL + G - Display loaded area ref CTRL + M/Enter : Display current info about your location CTRL + N : Freeze screen for 5 seconds CTRL + 1 - Display Selected Animation armour level CTRL + 3 - Fade Screen to black CTRL + 5 - Display Selected current Animation frame/Sequence CTRL + 6/7 : Change Selected animation CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00) I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting: 'Game Options', 'Color Circles', '0', You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed. 'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet. Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player. Navigate to this folder and place your scripts below to use in-game: \Baldur's Gate Enhanced Edition\Data\00766\scripts You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time. To use 'Hotkey' scripts: 1 - Assign the script to your character. 2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple. 3 - You can use the key as many times as you like. 4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs" For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI. Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC
IF
	HotKey(D)
THEN
	RESPONSE #100
		AddexperienceParty(24000)
END

IF
	HotKey(C)
THEN
	RESPONSE #100
		AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
	HotKey(D)
THEN
	RESPONSE #100
		AddSpecialAbility("spin101") // Cure Light Wounds
		AddSpecialAbility("spin104") // Larloch's Minor Drain
		AddSpecialAbility("spin105") // Horror
		AddSpecialAbility("spin106") // Vampiric Touch
		DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
	HotKey(A)
THEN
	RESPONSE #100
		SetGlobal("Chapter","GLOBAL",4)
		RevealAreaOnMap("AR0900")
		IncrementChapter("Chptxt5")
		AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
	HotKey(D)
THEN
	RESPONSE #100
		ClearAllActions()
		StartCutSceneMode()
		CutSceneId(Player1)
		FadeToColor([30.0],0)
		Wait(2)
		LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
		LeaveAreaLUA("AR0900","",[2830.2330],0)
		ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
		ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
		ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
		ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
		ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
		Wait(2)
		MultiPlayerSync()
		FadeFromColor([30.0],0)
		EndCutSceneMode()
END
Anyone can cast a spell
   
IF
	HotKey(D)
THEN
	RESPONSE #100
		ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info. http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder. image Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard. - Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc) - Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A - Do this for the entire series of sounds A-Z - Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses) - Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done Done! If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI. More stuff to come.

[Mod] Endless BG1 - A Mod for BG:EE, BG:SoD, BGT, and EET!

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Endless BG1 Modification

for BG:EE, BG:SoD, BGT, and EET!

For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace.
For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII).

For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died.

There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Two components are for SoD/EET only.

DESCRIPTION:
1 Main Component (Required):
For BG:EE, BG:SoD, and EET this component adds the following functionality:
-prevent end of game/transition to SoD after Sarevok's death: after the "Sarevok died" movie, the game returns to the Undercity Temple
-add basic dialogue to Duke Jannath (if Jannath is still alive and present)
-erase references to Sarevok as new Duke etc. in dialogues of city folk after his death (includes new lines with slightly altered text to consider that he is already dead)
-door to Palace will be open
-Duke Belt will be alive and inside the Palace
-Duke Belt will name the PC Hero of Baldur's Gate
-in dialogue with Duke Belt, player can decide to
A - remain in the BG1 world
B - leave the BG1 world and move on with the game (BG:EE: end of game, SoD/EET: SoD campaign starts)
C - (EET only) skip SoD completely and start BGII directly.

For BGT, some oversights with regard to references to Sarevok are removed.


2 More Flavor to Hero of Baldur's Gate (includes PC's Residence inside Palace):
For SoD and EET only, naming of the PC "Hero of BG" will happen on rostrum we all know from SoD (in a really short cutscene).

Room in the northwest of the 3rd level in the palace will be assigned to the PC. A servant will be there to instruct about the PC's personal chest: it is the "same" one that is used in SoD to transfer the items to the first camp. This chest (at the far west of the room) will now be unlocked. For SoD/EET the content will be moved to the "same" chest inside the SoD campaign (in bd0103.are) automatically.
For all EE games, all chests inside the PC's room will be emptied, the contents will now be inside the drawer on the 2nd level of the palace.

This component also changes the dialogues of the guards inside the palace to something more friendly (guards in the cellar will not turn hostile any more) and adds friendly guards in front of the palace, as well.


3 Sarevok's Unique Items:
This component adds unique items to Sarevok that he will drop upon his death: special armor, helmet, and sword.
The sword will not be usable. It is a story item only.
The armor will have AC -1, 30 % magic resistance bonus, and weights 70 pounds.
The helmet has 5 % magic resistance bonus.
The custom BAMs for armor and helmet were created by Tantalus for his Sarevok Recovery Mod, licensed under "Creative Commons" von Nicolas Peters. License: CC BY-NC-SA 3.0.

For BGT, the sword of Sarevok will be stolen at Labyrinth exit by someone the PC will meet again in BGII. (This is in accordance to what the Djinni tells about the sword in BGII.)
For EE games, Sarevok's sword can be handed to the Dukes. (This is in accordance to SoD where Imoen tells if asked that the sword was stolen from the palace.)


4 Imoen and Duke Jannath (Imoen gets Residence inside Palace):
With this component installed, Duke Jannath will be alive and inside the palace and talk to Imoen a little about possible magic training later.

On the third floor of the palace, Imoen will get the room in the southeast. If she is in party, a servant will welcome here and tell her about her personal chest: it's the one in the far west of Imoen's room ("Imoen's chest" in SoD). The chest will be unlocked. For all EE games, the content of most of the chests will be moved downstairs into the drawer on the 2nd level of the palace. For SoD and EET, the contents of this chest will be moved into the "same" one inside the SoD campaign automatically.
In case Imoen is not in party, she will have taken residence in the Palace top ground and tell the PC about her chest herself.
So far, the kickout dialogue of Imoen was not altered to reflect her new residence, because of compatibility issues with "Wait at Inn" component from Bg1NPC / Tweaks Anthology.

5 Duke Eltan is in the Palace:
With this component installed, Duke Eltan will also be alive and in the palace. This component also removes Duke Eltan from the Harbormaster's Building in case he was introduced there e.g. by bg1re and/or bg1ub mods.

For compatibility with bg1re's "Scar's Return" bonus quest, please note: this component will enable the final appearance of resurrected Scar, but nothing more. As in the original bg1re component, you need to have gathered all needed items and spoken to Duke Eltan up to the point where he will see to Scar's resurrection before killing Sarevok. Then you will be able to prolong Scar's appearance until after Sarevok is killed by talking to Duke Eltan inside the Palace.

Note for compatibility: this component introduces a cre file "C#STELTA.cre" which has the DV "DELTAN" and the dialogue "DELTAN2.dlg".


6 Flaming Fist Healer come into Undercity Temple
After Sarevok and his three minions inside the Undercity Temple are defeated, a Flaming Fist Healer and a FF Scout will come into the temple to take away their bodies. They also offer to heal and resurrect all party members and disarm the traps on the Bhaal symbol (note: this does not include the trigger points at the sides for the Battle Horrors). The player can chose not to benefit from this offer.

7 Elminster makes an Appearance
Elminster will turn up once again in front of the palace.


8 First Refugees come to Baldur's Gate (SoD/EET only):
Time and again, refugees will arrive in BG in front of the palace and talk about trouble far up in the north. There are three waves with a timer of ten ingame days to increase the number, but all are in front of the palace so overall, this is more of a cosmetic thing and will by no means swamp the city with refugees as it is in SoD.


9 Ophyllis the Treasurer in inside Palace Dungeon (SoD/EET only):
Ophyllis the Treasurer from SoD can be met in the Palace dungeon. He will be inside the small office and prepare to take in the PC's gold for safekeeping as per the Duke's request. This will not actually happen as long as the game is in BG1, though.


10 Denkod in Thieves Guild comments on Sarevok's Death:
Denkod in Thieves Guild who told the PC where Sarevok went will still be there when the group comes back and will talk to PC again before leaving.

The BAMs for Sarevok's unique items where taken out of Tantalus' Sarevok Recovery Mod, licensed under "Creative Commons" von Nicolas Peters (License: CC BY-NC-SA 3.0) and are subject to the same license.


Modpage at Kerzenburgforum

Download at GitHub

[MOD] Improved Heart of Fury Mode Version 4.0.1

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Icewind Dale's Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies. Icewind Dale's difficulty also suffers from the enemies' terrible AI, and previously there was no good AI-enhancing mod (like Sword Coast Strategems) for Icewind Dale. This mod presents a more interesting "ultimate difficulty mode." Here are the main features: * Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), occasionally adding more enemies in an encounter, giving enemies better AI, and making enemies stronger all around, rather than simply by giving them lots of hit points. When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like). * There are multiple ways the mod improves the AI:
- Enemies are generally much quicker to select a different target, rather than chasing the same target for a long time. - Enemies generally prioritize attacking characters who don't have Stoneskin or Mirror Image. - Enemies usually don't attack characters that they can't do anything to (e.g. because of Protection from Magical Weapons). - Enemies rarely ever use spells or abilities on creatures that are immune to those spells or abilities. - Enemy spellcasters, particularly ones later on in the game, will only use many of their spells on party members, rather than wasting all of their spells on summoned creatures.
I'm not sure if the mod's AI is comparable with SCS, but it's the closest thing for Icewind Dale. * The mod powers up most of the magic items in the game, like in Icewind Dale 2's Heart of Fury Mode. Example items: [spoiler] [/spoiler] * Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though. * The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18. (Keep in mind that enemies will also have stats like this) The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold. If you are playing with mod NPCs, they will get +2 to all stats to reflect the higher stats PCs start with. * Throughout the game items are added, removed, and switched around. There are new random item selections. The random items you get are more likely to actually be useful. * Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells. The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast. Additional components: [spoiler]- Change the summoning limit This component lets you either remove the summoning limit (so you can summon as many creatures as you want) or set it to a value of your choice. - Modify Fighting Styles This component improves the bonuses granted by Single Weapon Style, Two-Handed Weapon Style, Sword and Shield Style, and Two Weapon Style. It also allows a character to take up to five points in a style if that class/kit could normally take the maximum number of points in a style. For example, warriors can now take up to five points in each style, and Swashbucklers and Blades can now take up to five points in Two Weapon Style. Here's what the fighting styles now do: SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon. Proficient (1 slot): The wielder gets a +1 bonus to THAC0, a -1 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a one-handed weapon. Specialized (2 slots): The wielder gets a +2 bonus to THAC0, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a one-handed weapon. Master (3 slots): The wielder gets a +3 bonus to THAC0, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 17 to 20 when using a one-handed weapon. High Master (4 slots): The wielder gets a +4 bonus to THAC0, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 16 to 20 when using a one-handed weapon. Grand Master (5 slots): The wielder gets a +5 bonus to THAC0, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 15 to 20 when using a one-handed weapon.~ TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses. Proficient (1 slot): The wielder gets a +2 bonus to damage rolls and a -1 bonus to Speed Factor. Specialized (2 slots): The wielder gets a +3 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. Master (3 slots): The wielder gets a +5 bonus to damage rolls, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. High Master (4 slots): The wielder gets a +6 bonus to damage rolls, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. High Master (5 slots): The wielder gets a +8 bonus to damage rolls, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received. Proficient (1 slot): The wielder gets a +1 bonus to AC against all weapons, and an additional +2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a +2 bonus to AC against all weapons, and an additional +4 bonus to AC against missile weapons. Master (3 slots): The wielder gets a +3 bonus to AC against all weapons, and an additional +6 bonus to AC against missile weapons. High Master (4 slots): The wielder gets a +4 bonus to AC against all weapons, and an additional +8 bonus to AC against missile weapons. Grand Master (5 slots): The wielder gets a +5 bonus to AC against all weapons, and an additional +10 bonus to AC against missile weapons. NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses. TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon. Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon. High Master (4 slots): The wielder gets no penalties from wielding two weapons. Grand Master (5 slots): The wielder gets no penalties from wielding two weapons and gets a +1 bonus to AC while doing so. - Disable the normal Heart of Fury Mode bonuses This component makes it so nobody gets those ridiculous HP and AC bonuses that creatures normally get on Heart of Fury Mode. - Class and Kit Enhancements This component increases the level cap to 50 and overhauls many classes and kits so that they get more interesting abilities, many of which will scale all the way to level 50. This is meant to make single-classed characters more viable. In a six-character party with double experience enabled, a single-classed character will reach level 50 by the end of the game, but a multi-classed character won't (so a single-classed character will get extra bonuses that a multi-classed character won't obtain).[/spoiler] I've released Version 4.0! This version adds a large new component: Class and Kit Enhancements. This component raises the level cap to 50 and overhauls many of the classes and kits in the game, giving them interesting abilities and balancing them to accommodate the fact that the party will reach very high levels in this mod. You can download the mod here. Change Log: [spoiler] Version 4.0.1: * The Blade Offensive Spin ability now can be used with Haste and Improved Haste. * Class and Kit Enhancements now gives Monks Evasion. * Class and Kit Enhancements now alters Monk Fist progression a little more so that they get +1 fists starting at level 5. Version 4.0: * New component: Class and Kit Enhancements. Here are the things it does: - The level cap is raised to 50; all classes can reach level 50 (though in a six-character party a multi-classed character is unlikely to ever reach level 50 in their classes). - Classes and Kits are overhauled, with many of them continuing to get new abilities long after level 20. * New component: Disable the normal Heart of Fury Mode bonuses. * Familiars have been improved. * Some arrows have been empowered, and magical ammunition items now have reasonable prices (some of them were previously overpriced). * Some more potions have been empowered. * New items have been added to various stores. * The component Modify Fighting Styles now gives certain enemies 4 or 5 points in the fighting style they use. * Magical armor can now can be worn together with a single item of protection. * The durations of most mage and priest spells with level scaling (e.g. 1 round/level) now scale up to level 50. * Protection from Magical Weapons now lasts 3 rounds, but Absolute Immunity now lasts 5 rounds (Mantle and Improved Mantle still last 4 rounds). This is to encourage you to use Mantle, Improved Mantle and Absolute Immunity as defenses rather than just Protection from Magical Weapons all the time. * Bless, Curse, and Aid now improve every 10 caster levels. * Armor of Faith now gives 10% resistance, plus 5% per 10 levels, to a maximum of 35% for a 50th-level caster (the maximum is the same; it's just harder for multi-classed characters to reach it). * The Flame Blade now counts as a +3 weapon. * Goodberries now heal 10 Hit Points each. * Silence, 15' Radius now has the classic -5 penalty to the save that it has in the Baldur's Gate games. * Cause Disease now has a -2 penalty to the save and a casting time of 3. * The Moonblade now has a +4 bonus to attack rolls. * Mold Touch now has a -4 penalty to the save and a casting time of 1. * Free Action now has a shorter duration (the same duration as in BG:EE) to discourage you from putting it on every single party member before every single fight. However, it also now has a shorter casting time. * Death Ward now has a casting time of 2. * Holy Power now sets the caster's Strength to 21 unless they already have better than 21 Strength, in which case their Strength is unchanged. * Negative Plane Protection now lasts 8 hours. * Produce Fire now has a casting time of 4. * Blood Rage can now affect lawful creatures. * Unfailing Endurance now has a casting time of 1. * Raise Dead now works on elven characters. Considering how often party members are going to die in this mod, not being able to raise an elven party member until one gets Resurrection is kind of terrible. * The spell Magic Resistance now +10% Magic Resistance, plus an additional 1% per level, to a maximum of +60% at level 50. * Blade Barrier no longer prevents movement (that had made it almost unusable). It now has a -3 penalty to the save and a casting time of 7. * Fire Seeds now has a casting time of 3. * Heal now cures the bleeding effects of Flaying and Mass Flaying. * False Dawn now has a casting time of 3. * Dolorous Decay now has a -6 penalty to the save. * Symbol, Fear now has a -6 penalty to the save. * Symbol, Death is now a simple save or die effect, with no HP limit. * All symbol spells now have a casting time of 6. * Earthquake now has a -4 penalty to the save. * Web now has a -2 penalty to the save, and Stinking Cloud now has a -3 penalty to the save (Stinking Cloud should be better than Web because a ton of enemies in the game - namely undead - are immune to it). However, both spells are no longer stackable. Putting down two Webs won't force enemies to make two saving throws. But casting one Web and one Stinking Cloud will force enemies to make saves for both spells. * Deafness now has a -4 penalty to the save. * Ray of Enfeeblement now has a -6 penalty to the save. * Ice Storm now deals 10d6 cold damage (with no save). Auril's Blizzard now deals 12d6 damage. * Minor Globe of Invulnerability now lasts 3 turns. * Wizard Eye now lasts 1 hour. * Shroud of Flame now has a casting time of 2, and the burning creature deals 2d6 (rather than 1d4) fire damage to nearby creatures. It can be cast on a creature that's immune to fire; they won't take damage or have their spells interrupted, but they'll still burn nearby creatures. * Globe of Invulnerability now also protects against 5th-level spells. * Soul Eater now deals 12d8 damage. * Finger of Death now deals 2d8+30 damage on a successful save and has a casting time of 2. * Control Undead now has a -3 penalty to the save and a casting time of 3. * Prismatic Spray's poison effect now deals 1000 poison damage on a failed save rather than an instant kill, as the instant kill effect had bypassed both Death Ward and poison resistance. * * The Sanctified War Hammer (which can be dropped by Mytos) now causes the wielder to regain one 1st-level priest spell with each hit. * The Kinetic Spear can now be thrown unlimited times per day. * Ioun Stones now give immunity to critical hits. * Spirit Essences are now less expensive. * Burning Oils now deal damage in a small area of effect. * Orrick now sells a Stoneskin scroll at the start. * Rikasha no longer sells potions for 1 gold each. * The Temple of Tempus now sells unlimited potions of extra healing as I intended. * The shadows outside in the Vale of Shadows are now Cold Shadows (which deal extra cold damage on hit but are weak to fire), to signify they were created by Lysan. * Tough Lizard Men and Ettins now use magical weapons. * Mage/thieves and salamanders in the first area of Lower Dorn's Deep no longer respawn. * Dragons now deal more damage with their attacks. Version 3.5: * I revised some of the encounters in Dragon's Eye. I made some of the minor encounters easier, but I made some of the big fights (e.g. Lizard King, Talonites) tougher. * Slow Poison now has a casting time of 0 (so you're less likely while casting it to be interrupted by the poison damage), and it cures the poison outright. * Remove Paralysis now has a casting time of 1. If one of your party members is stunned and being attacked, they need help quickly. * Unholy Blight now affects non-evil creatures rather than just good creatures, and the penalties it gives have no save. * Cure Disease now has a casting time of 1, and it grants immunity to disease for 2 rounds. It should be more powerful than Mummy's Tea. * Neutralize Poison now has a casting time of 0, and it grants immunity to poison for 3 rounds. * Lesser and Greater Restoration no longer cause fatigue, and they remove various stat-draining effects other than just level drain. * Cloud of Pestilence no longer deals damage or causes blindness (there are already plenty of spells that cause AoE blindness), but the save against the stat loss is now made at a -2 penalty. The stat loss now also counts as a disease, so Cure Disease and Mummy's Tea will remove it. * Fire Storm now offers no save. * Mist of Eldath now affects a larger radius and lasts for 1 turn, similar to other cloud spells. Each round, it heals 25 Hit Points. However, it still heals both enemies and allies, so it's not quite a Mass Heal. * I fixed some more bugs. Version 3.4 * I made it so that after you beat Belhifet, you can go straight to the expansion without starting a new game. And after you beat Icasaracht, you are sent to the tavern in Lonelywood where you can talk to Hobart and start Trials of the Luremaster. * A new component is added: Modify Fighting Styles. This component improves the fighting style bonuses and lets a character take up to five points in a fighting style (only if the character could normally take the maximum number of points in the style). * I weakened the orcs in the prologue cave. The orcs now have reasonable THAC0 for their level, and there are fewer orc archers in the fight in the center of the cave. * Belhifet and Yxunomei no longer cast Imprisonment if there is only one character in the party. * Yeti Hide Armor now protects against the Chilling Gaze ability of yetis. * Yeti pelts now sell for twice as much. * Conlan's store no longer has depreciation: selling yeti pelts will not decrease the value of later pelts. * Conlan's store now has a large supply of basic +1 and +2 ammunition. * Potions of Healing now restore 20 Hit Points, Potions of Extra Healing now restore 40 Hit Points, and Spirit Essences (which are quite rare) now restore 120 Hit Points. Elven Healing Wine now restores 12d8 Hit Points (but it still causes intoxication). * Some scroll description errors have been fixed. * Many spell projectiles have been tweaked to apply the effects of the spell instantly, rather than waiting for the projectile to spread out. This means that a spell like Fireball will be more likely to damage a creature moving at the edge of the area of effect. * Sleep is now more powerful. It puts any number of creatures with 6 HD or less to sleep (e.g. goblins, orcs, orc elites), regardless of the total HD of all the creatures. There is no Saving Throw, but targets will wake upon taking damage. I meant this spell to be a crutch for getting past the prologue; it won't be too useful after that. * I fixed a serious bug with Whirlwind that made it damage targets many times per second. * I fixed a bug with the Cynicism sword that had made it say lines more frequently with each time it was equipped, eventually causing it to say multiple lines per second. Now it just says one line per turn. This is actually a bug in the base game, but since this mod lets you get Cynicism early enough that it might actually be useful, I decided to fix this here. * The Rhino Beetle Shield will no longer play an expiration sound every couple seconds (which was caused by the periodic reflection effect repeatedly expiring). Version 3.3 * Mod NPCs now start with +2 to all stats and additional 5000 experience to reflect the bonuses PCs get at the start of the game. Mod NPCs affected this way are: Dusky, Turald, Holvir, Korin, Nella, Severn, Teri, and Afaaq. These NPCs should be installed before Improved Heart of Fury Mode. * More enemies now don't interrupt spells if the target is immune to the extra damage they deal. * Standing in the heated room in the frost salamander aquarium now gives immunity to the Lower Cold Resistance ability of frost salamanders. * The Spear of Kerish does not stun creatures that are immune to cold. * Apocalyptic Boneguards and the Idol now have more hit points. * Belhifet and Icasaracht now have protection from time stop. Version 3.2 * Enemies no longer call for help simply by taking damage. * Enemies no longer open doors. This had caused problems with the call for help AI, where enemies would open doors and call the enemies behind those doors, who were supposed to be in different encounters. * Orcs no longer have a Blindness ability. * Cold Wights, Skeleton Archers and Skeleton Bolters no longer interrupt spells from characters that don't take damage from them. * I made Undead Lieutenants a bit less tanky. * I changed Presio's legions quite a bit. * Sunscorch now deals magical fire damage. * I decreased the cost of Pig's Eye. * The Celebrant's Blade now grants -50% slashing resistance on hit, but it doesn't stack. * Orrick now sells a Ring of Free Action, but he no longer carries one. * The Ring of Negative Plane Protection now displays the right icon. Version 3.1: * One new component: Change the summoning limit. Since this mod doesn't power up summoned creatures, having a lot of them wouldn't be game-breaking. * Neo-Orog Marauders and Avengers no longer have a chance to drop permanent HP-increasing potions. While I don't mind giving PCs a lot of extra HP over the course of the game, they probably shouldn't be getting it from regular enemies. * Many giant-kin enemies, such as verbeegs and ettins, now have worse saving throws, but they now use Barbarian Rage or Berserker Rage to protect themselves against mind-affecting spells. If you sneak up and cast Dire Charm on them before they get their bearings and use their rage, you could gain a very valuable companion! * Several temples in the game now sell an unlimited supply of Potions of Extra Healing. * Rikasha (the friendly jackalwere in the last Trials of the Luremaster dungeon) now sells an unlimited supply of permanent HP-increasing potions for you to spend your fortune on. The final stretch of Trials of the Luremaster is among the most challenging parts of the mod, and this won't make it much easier. * I added a Quiver/Case/Bag of Plenty to Conlan's store. * I added a ring to Mother Egenia's store that protects against level drain. * Larloch's Minor Drain now deals 12 damage and grants 12 temporary hit points, which last for 1 hour. It should be quite good to make up for the fact that it doesn't work on undead. * If EEex is installed, the game will show invisible enemies when a character under the effect of Detect Invisibility is selected. * If EEex is installed, Know Alignment becomes Identify Creature, which displays the stats of the target creature. * Haste no longer causes fatigue. This way you'll be less likely to need to rest after every battle. * Enchanted Weapon gives the creature's weapons +5 enchantment rather than +6. The only creatures that require +6 weapons to hit are creatures under the effect of Absolute Immunity. I'd rather not make Absolute Immunity this easy to penetrate. * The Phantom Blade is significantly stronger. * Shroud of Flame now offers no save (it needs to be quite good to compete with Sunfire). * The spells that can be cast with Seven Eyes are actually good now. * Power Word, Kill now kills a creature with 120 HP or less. * Circle of Bones lasts longer and doesn't prevent movement. * Cloudburst has been overhauled and is much better. * Negative Plane Protection now lasts 15 rounds. * Fire Seeds now creates 20 seeds. * Sol's Searing Orb can be cast more quickly, and undead make the saving throw with a -6 penalty. It deals magical fire damage now. * The Chaos Dagger no longer casts the entire Sphere of Chaos spell whenever it hits a creature. * Full Plate +1 is less expensive. * The Shadows of the Void summoned by Belhifet now have the correct animation. Version 3.0: * I finished my Trials of the Luremaster modifications. * Party members will be less likely to die permanently. I'm doing this because party members are going to die a lot in this mod, so it would be good not to have to reload as often. * Some enemies now require higher enchantments to hit. * Enemies now have better attack AI. * Goblin archers no longer shoot Goblin Arrows. * The prologue cave now has fewer Orc Archer Elites. * The Goblin Marshals and Orc Archer Elites in the prologue now use Whirlwind Attack instead of Greater Whirlwind Attack. * I made Lysan tougher. * I changed the powers of basic wights around a little to make them simpler and more sensible. They no longer drain luck on hit, nor do they have that weird life-draining ability I had given them that they only used on luck-drained creatures. Instead, they drain one level on hit. * Ettins now only have two attacks per round while throwing boulders. * Sahuagin leaders now correctly buff their allies as I intended. * Icasaracht now uses her aura of fear. * The moonblade created by the Moonblade spell now counts as a silver weapon and deals the extra damage against lycanthropes. * Wall of Moonlight now deals the full 5d10 damage against lycanthropes. * Cloak of Fear now lasts 1 turn and the save against the fear is made at -2.c * Mass Cause Light Wounds now offers no save. * Enchant Weapon now only sets the weapon enchantment to +5. * Rangers and Druids can now cast Dispel Magic. * I made the Wisdom requirements for the Wish spell higher. In order to get the best selection of wishes, you need to have 25 Wisdom. * Larrel's Sending no longer kills the party with Meteor Swarm at the Severed Hand entrance. I had originally made Larrel cast Meteor Swarm on the squirrel, but I had tested this revised cutscene before I had modified Meteor Swarm to have a larger area of effect. Now the party is in the area of effect, so they tend to get killed by it. Now Larrel casts Comet on the squirrel instead of Meteor Swarm. I have tested this and the comet doesn't hit the party. * Mirek now actually gives the reward he's supposed to. * The Unstrung Harp now actually takes three rounds to use. * I increased the power of some katanas. Version 2.0: * The Heart of Winter expansion has been modded. * I made druid shapeshift forms more powerful. Since the characters and creatures in the game are more powerful, the shapeshift forms need to be more powerful otherwise they could be less useful than the normal character. * Some spectral undead creatures (shadows, spirits on the Burial Isle) can now go through walls. Spectral undead that don't realize that they're undead (e.g. shadowed elves, spectral guards in Trials of the Luremaster) do not have this ability. * The enemy that you fight if you wish to be more experienced using Limited Wish now has some really badass abilities that no one else has (for context, this mod makes it so that this wish makes you fight a single, extremely powerful enemy rather than several golems; I won't spoil what this enemy is, but it gives 250000 experience (or more depending on the difficulty), and it's no pushover). * Skeleton Warriors were removed from Kresselack's tomb. I plan to put a more powerful version of them somewhere else in the game later. I made a few other changes to the Vale of Shadows. * Presio no longer casts Great Shout with Chain Contingency. She doesn't summon nishruus, and she doesn't use her Spell Trigger in the duel. * Geelo no longer casts triple Shout with Spell Sequencer. * I made some changes to items and put some more items in the game. * Chain Lightning and Soul Eater now only harm enemies like I intended them to and don't produce blue fires flying all over the place. * Know Alignment now offers no save, as I intended. * Star Metal Cudgel now deals 4d6 extra damage against unnatural creatures, as I intended. * Flame Strike, Iron Body and Abi-Dalzim's Horrid Wilting have been modified. [/spoiler] Tips: - Don't try to solo the game unless you really know what you're doing. - Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2. The readme below gives information on all the changes to classes and kits by Class and Kit Enhancements.

[MOD] Dragonspear UI++ (v2.42) - Now compatible with BG2:EE

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Dragonspear UI++

Download the latest release

This mod (previously named SoD GUI Overhaul) makes many changes to the user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. It is compatible with BG:SoD and BG2:EE. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel) v2.31 - Compatibility with 2.5 patch v2.32 - Fixed contingency screen - Fixed missing Charisma value for bards in the record screen - The mod moved to github v2.4 - Compatibility with BG2:EE, including new menu images by Seldar - Several minor fixes - Chapter screens converted to BAMs to save space v2.41 - Fixed bug - store/healing and store/identify screens crash - Fixed bug - class and biography scrollbar not draggable v2.42 - UI.menu fix for 8. and 9. memorized mage spells not being shown
Screenshots:
Installation: Download the mod from github and extract the zip file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-dragonspear_ui++.exe". Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod.

[v2.9] Aura, a gnome artificer NPC for BG:EE + SoD

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Introduction

Aura Glimmershine is a young lawful good-aligned gnome artificer and inventor from the island nation of Lantan. She is kind and idealistic at heart, and while she can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise. While she is rather weak in combat, her unique thief kit, Artificer, which grants her the ability to create a large assortment of potions, traps, arcane runes and magical items that become more versatile as she gains levels. She can be found at the Beregost town square and carries with a small selection of personal items. If the PC is female, she may show hints of romantic attraction, though there is no full romance within BG1. In Siege of Dragonspear, she can be found in the Coast Way Forest, after leaving Baldur's Gate. Race: Gnome Class: Artificer (Thief) optional: Illusionist/Artificer, Priestess/Artificer Alignment: Lawful Good Strength: 8 Dexterity: 16 Constitution: 13 Intelligence: 19 Wisdom: 14 Charisma: 15

Mod includes:

    – One new party member with the Artificer thief kit
    – New items and item upgrades
    – 10 friendship talks with the PC in BG1, 8 in SoD
    – Banters with every joinable NPC
    – Small quests in BG1 and SoD
    – A romance with a female PC with 12+ Intelligence and 10+ Charisma in SoD
    – Crossmod content

Is there any way of making a spell bypass SR only if friendlies are targeted?

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I'm thinking that it would be massively cool if you could make Otiluke's Resilient Sphere work as a way to protect teammates about to die. Is this feasible?

IWD:2 Mod Needed

Can i create a kit based on dark moon monk

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Used to i created kits for my own, but never a monk kit, and now i want to create it as based of dark moon monk mainly for detect illusion ability.
How can i do that ?

[Mod] Brage's Redemption - Brage NPC Mod for BG

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Kerzenburgforum


Brage's Redemption - Brage NPC Mod for BG

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Author: jastey
Portrait Artist: Acifer
Languages: English, German

Brage's Redemption is a Quest Mod for BG1 and an NPC Mod for the whole Baldur's Gate Epic. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu.



Description

Brage is the captain of the Nashkel guard and went missing after killing his family.

The mod makes Brage a joinable NPC and introduces a quest extention to the Brage quest in the game (BG1). The quest extention to prove his innocence was originally published as the component "Brage's Sword" in the mod bgqe. To gain Brage as a joinable NPC, the PC needs to prove his innocence as well as give him back his real sword. After leaving the temple once after that, Brage can be visited inside the temple of Helm in Nashkel and will offer to join the PC.
The quest to make Brage a joinable NPC can be completed before clearing the Nashkel mines. See the spoiler section in the readme for information.

Note for compatibility: bgqe component "Brage's Sword" and Brage's Redemption are compatible if bgqe component "Brage's Sword" is installed first. If you want to use bg1npc Project, install component "Brage's Sword" from bgqe first and Brage's Redemption as an NPC mod later.

As a second, optional component, the mod's portrait and soundset can be assigned to the original game Brage, as well. This will not change his very first line if met while he is still under the influence of the curse.

Beginnings Quest: Brage's Sword (BG1)

This content gives the player the possibility to prove that Brage fell victim to an intrigue and save him from a death by the gallows - if the PC wants to. There is an evil quest option, which will bring Brage to the gallows (i.e. he will be gone from the game). In this case, he will not be available as a joinable NPC.
Brage has to be brought to Nashkel alive. The mod also adds the possibility to bring him to Oublek (i.e. the Nashkel authorities) instead of to the temple. This was unfinished original game content. (For this possibility, please note the install order as mentioned above).

Brage as a Joinable NPC

BG1:
After proving his innocence, bringing him his sword, and leaving the temple once - representing the time that passes so Brage can come to terms with what happened - Brage will ask to join the PC's group to both repay them and also to be part of bringing the culprits of the intrigue to justice. He doesn't have to be accepted right away but can also be recruited later.
The BG1 part contains a friendship path with 11 dialogues, dealing with Brage's guilt and the loss of his family. The friendship path is best suited for a caring, friendly PC. Brage banters with some of the BioWare NPCs. As of version Beta 1, the mod includes banters for Brage with the following NPCs: Ajantis, Eldoth, Garrick, Imoen, Minsc & Dynaheir, Montaron, Viconia, Xzar, Yeslick. There are dialogues with interjections of Edwin, Jaheira, and Khalid, also. Brage reacts to the main game events. He has a lot of interjections in Nashkel as he is well-known in the town. As of version Beta 1, there are no other interjections to game events. Brage has s small player initiated dialogue (PID) which will not be updated throughout BG1.
To experience all banters with Eldoth and Viconia, most cursed items should be identified and placed in the group's inventory.
After 2/3 of the friendship path, Brage will tell that he wants to visit his family's grave in Nashkel. The PC does not have to be with him while it happens, but more content will be witnessed if they do (otherwise, Brage will talk about it upon rejoining).

SoD:
As of version Beta 1, there is no SoD content yet. Brage will remain in the group and can be taken along until he is kicked out.

BGII:
As of version 1, there is no official BGII content yet. There exists some BGII content which is not translated to German:
Brage will be inside the temple of Helm in the Temple's District after the PC received the quest for the Unseeing Eye from one of the temples. The quest has to be accepted for Brage to spawn. After that, he can be taken into the group.
In ToB, Brage can be summoned via the Fate spirit if he is not in party upon the transition from SoA.
Brage has banters with Anomen and Nalia.

Brage's Stats and Portrait

When first met, he will be a third level fighter with two pips in two-handed sword, two pips in crossbow, and one pip in two-handed fighting style. Brage will level up upon first joining when the PC's HP are higher than his. This will also happen in a continuous game upon rejoining after game-related times of separation at the beginning or SoD, SoA, and if summoned in ToB via the fate spirit.
Brage's alignment was changed to Lawful Neutral. (The original game cre had Chaotic Neutral which I think was meant to be due to the berserker rage he is in when met.)
His stats where taken from the original BG1 creature file:
  • STR: 18/23
  • DEX: 11
  • CON: 17
  • INT: 12
  • WIS: 8
  • CHA: 13


For the English version, Brage uses the soundset "HoW_Male_2" from IWD:TotLM.
Brage's portrait and promotion artwork was generously created and provided by Acifer.

English Discussion Thread at Gibberlings Three

German Discussion Thread at Kerzenburgforum

Modpage at Kerzenburgforum

Download at GitHub
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[v1.3.1] OlvynSpells: 81 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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Version 1.3.1

Download

This mod adds up to 81 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

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And here's an 8th-level spell that lets you reverse gravity:

yalpt5ru6tfx.gif


The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.

I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.

A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.

Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
1.
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
2.
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
3.
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
4.
Disarm (Cleric/Paladin)
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
5.
Prolongment (Cleric/Paladin) - Requires EEex, P
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
7.
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Enhance Attribute (All divine casters)
HLA.
Colossal Growth (Druid only)

New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (All) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)


Download

Mod Idea: Dynamic EXP/Money Multiplier Adjustment for Infinity Engine Games

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Greetings, all!

I've not seen this mod yet, but it may exist. The idea is simple: Through some in-game scripting (possibly via some innate ability usable at-will on the main character), you can change the EXP and money multipliers for all EXP and monetary awards, including quest/combat EXP, money found, and sell/buy prices. (Assume quest and combat EXP are separate multipliers, as are monetary multipliers for coins found/coins obtained on selling/buy prices/quest rewards.)

Since this likely involves dialog for each option, this is what I suggest for multipliers:

0%
5%
10%
15%
20%
25%
(increments of 5% or 10% up to 500%)

This way, people won't need to reinstall mods to tweak EXP values.

I chose increments of 5% or 10% so people can finely adjust things. Values above 100% exist for testing and extreme purposes, as well as to simulate Heart of Winter-level EXP boosts on normal difficulty.
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