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Item Edit with NI

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Im playing BG2EEi bought off GOG. Ive edited a ring of regeneration with NI and saved it to the override folder. As far as I can tell the only thing That changed is the item description text. I also Edited the winged's guantlets to be usable by anyone but that doesnt seem to work either. Anybody have a bit of help, or know where a tutorial is. I couldnt find one.

[v3.5] Epic Thieving: More Benefits from High Thieving Skills

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Epic Thieving Version 3.5 Single-classed thieves (particularly unkitted ones) are quite boring at high levels. Regardless of how good or bad they are, what makes them boring is that there isn't much for them to do with the high thieving skill stats they have. Since having more than 100 in Open Locks, Find Traps, Detect Illusions, and Set Traps is almost completely pointless, as thieves attain high levels there reaches a point where there isn't much advantage in using a single-classed thief over a multi-classed one, or an unkitted thief over an assassin or bounty hunter, since even the latter can max out their skills one way or another by that point. This mod has multiple components that give thieves things to do with thieving skills over 100: Epic Locks An epic lock is a lock that requires a lockpicking skill of over 100 to pick. This component turns many magical locks that previously couldn't be picked into epic locks that can be picked, allowing for some minor sequence breaking if you have a master lockpicker in your party. Epic locks cannot be unlocked by a Knock spell (that would be too easy); they can only be picked. However, you can still unlock an epic lock through any way it could previously be unlocked (whether by a plot event or using a key), so this component will not make it impossible to complete the game if you don't have a thief. Examples of epic locks in this mod include: * The drawer in Durlag's Tower that contains the switch for the wine engine (requires 115 Open Locks to unlock) * The sliding doors on the doppelganger floor in Durlag's Tower (requires 130 Open Locks to unlock) * The doors in Chateau Irenicus that the Sewage Golem opens (requires 105 Open Locks to unlock) * The shadow door in the Temple Ruins that was previously impossible to open (requires 130 Open Locks to unlock) * The gate to Ust Natha (requires 205 Open Locks to unlock) * And lots of others! In addition, this component turns a couple of normal locks in the game into epic locks. It does not do this to bar players from obtaining their favorite magic items; it does this only when a lock could be justified in being epic - the only normal lock in Baldur's Gate 1 that this component turns into an epic lock is the lock on the treasury in the Ducal Palace. None of these locks are critical to the plot. I even made a few new unique magic items for some of the newly epic-locked containers! I'll leave it up to you to discover what those magic items are. Epic Traps An epic trap, similarly, is a trap that requires a Find Traps skill of over 100 to disarm. The main thing this component does is to turn various non-disarmable triggers in the game into disarmable epic traps. Examples include: * The trap in Durlag's Tower that releases a fireball each round (requires 110 Find Traps to disarm) * The traps on the runic carpet in Durlag's Tower (requires 150 Find Traps to disarm) * The summoning trap on the first floor of the Guarded Compound in Baldur's Gate 2 (requires 155 Find Traps to disarm) * The fleshy portal traps that transport you into a room in the Planar Prison (requires 230 Find Traps to disarm) * And many more! The mod also turns a couple of regular traps into epic traps, mainly in Throne of Bhaal. Some of these traps trigger really cool spells that no one else in the game casts! Epic Trap Setting This component overhauls all the trap setting abilities (Set Snare, Set Special Snare, Set Spike Trap, Set Exploding Trap, and Set Time Trap) so that rather than improving based on the thief's level, they improve based on the thief's Set Traps skill. They get more powerful for every 50 Set Traps points the thief has, with the highest threshold being a Set Traps skill of 250 or higher. For characters less skilled at setting traps, the traps will be less powerful than in the base game. However, for characters with extremely high Set Traps skills, the traps will be potentially slightly more powerful than in the base game. In addition, since trap power is no longer based on level, if you have your thief put all of their points into Set Traps at each level up, they could get high-power traps really early (though at the cost of forsaking their other thieving skills). Epic Pickpocketing This component does two things. First, it changes the minimum Pick Pockets requirements necessary to steal items that a creature is holding in certain inventory slots. In the base game, it is impossible to steal a creature's helmet, shield, boots, or armor. With this component: *Stealing a creature's helmet requires at least 105 Pick Pockets *Stealing a creature's shield/off-hand weapon requires at least 120 Pick Pockets *Stealing a creature's boots off their feet requires at least 180 Pick Pockets *Stealing a creature's armor requires at least 290 Pick Pockets (think of this as the thief equivalent of being Elminster). Even with this component, you cannot steal from a hostile creature. There doesn't seem to be anything I can do about that. The second thing this component does is allow you to steal from a couple of stores you couldn't steal from before. This is far less comprehensive than the changes to locks and traps in the other components. Only a few stores were changed, mainly some of the major, high-profile stores in Baldur's Gate 1 and 2. I'm going to list all of the stores I changed because I don't want you to be afraid when you're about to steal from some random store that I might have made it super-difficult to steal from. * High Hedge - Stealing Difficulty: 105 * Sorcerous Sundries - Stealing Difficulty: 115 * Thunderhammer Smithy - Stealing Difficulty: 120 * Sorcerous Sundries (in Siege of Dragonspear) - 160 (because there's a whole big crowd of people there) * Adventurer's Mart (both the regular goods and the secret goods) - 180 (because the Amnian Soldier is watching you carefully the whole time) For comparison, the hardest store to steal from in Baldur's Gate II normally is the Copper Coronet, with a stealing difficulty of 128. The merchant in Trademeet who sells you the Girdle of Inertial Barrier has a stealing difficulty of 30. NOTE: How the stealing difficulty works is that you have a 1% chance to steal an item successfully for every 1 point of Pick Pockets you have greater than the stealing difficulty of the store. In order to be able to steal an item from the Adventurer's Mart 100% reliably, you need 280 Pick Pockets (which is still easier than stealing someone's armor). Epic Detect Illusions This component makes it so that if a thief has over 100 in Detect Illusions, they have a chance to detect illusions even when they aren't actively trying. A thief will have a 1% chance to passively detect illusions for every 1 point of Detect Illusions above 100. This component also makes it so that characters with a Detect Illusions skill of at least 100 can effectively see invisible creatures and target them with spells or abilities. This also affects shamans, once they reach 100 Detect Illusions. New Skill: Use Poison This component adds a brand new skill to the game: Use Poison! Thieves can put points in this skill like the other skills. Having a high Use Poison skill increases any poison damage dealt by the thief, whether from traps, an assassin's Poison Weapon, or from weapons and missiles that poison the target. Assassins start with +20% to their Use Poison skill. Thieves get +4% to the skill for every point of Intelligence they have over 10. Before installing this component, you must install EEex, which allows the creation of new thieving skills. Prevent multiple Potions of Perception or Master Thievery from stacking Since it would be too easy to deal with these epic locks and traps simply by having your mage-thief chug lots of Potions of Perception and Potions of Master Thievery, this component lets you prevent the effects of more than one Potion of Perception/Master Thievery from stacking. You can download the latest version of the mod here!

Many old mods adapted for BG2EE

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I have converted many old BG2 mods to add to them the compatibility with BG2EE Shops : - Bolsa add a trader just near Ribald. - Mortis mini mod: add two traders who sells potions for polymorph the drinker into creatures or undeads. - Mystigan add a trader in the Government District. - The Unusual Oddities Shop : add a trader of overpowered items. - The under-represented item mod, classic from Wesley Weimer, add Conlan (weapons from IWD2 earth of fury mod) to the adventurer mart. Add-ons to existing shops : - IWD Item pack add items from IWD2 to Joluv. - RTT Item Pack add 51 powerfull items to the Ribald's special store after underdark. Added items in drop / quest / something else : - A mod for the Orderly add a keyring to the game, in shops or by a quest. - Demon Summon Ritual add a special drop (a book for summoning a demon 1x /day) to Tolgerias. - Earth of the Wood add a special drop (a wand for summoning forest monsters) to Kylan Lind the shadow druid. - Stuff of the magi add mage items to strong opponents. Wearing all the items cause the creator to come for thems - The Sword of Noober: Now, talking to Neeber worth it (or not). Item-upgraders : - Jan' Alchemy add to Jan the ability to "forge" new potions. - Nanstein transform the items forged by cromwell into items of over type. now in v2 : corrected (the items have a description) and with 9 (11) new items to transform. (texts and descriptions of the 9 new items only in french, sorry) - Rolles forge many powerful+ items. Sell "interesting" things. - Ruad forge 60+ items. Components are rares and hard to collect. Kits : - Chanter: (bard) No pickpocket, no arcanic spells. But all divine spells, choise between 6 powerfull chants, casting in armor and immunity to Spellcasting failure, uniques hlas. - Lion warrior: (ranger) no armor, no archery, grand mastery, +2 spells per spell lvl, minor taco, damage and CA bonus, shapeshift into a powerful lion. - Morituri: (warrior AND/OR paladin) no magic items except boots and weapons, combined powers of kensaï, monk and barbarian, many immunities and resistances. (Now in V5 with many fixes and engine optimisation.) - (french only) Pirate kit: (thief) protagonist only. Grand mastery with scimitar, invocations, treasure hunter parrot once a day. - (french only) Rôdeur de l'ombre: (ranger) stealth bonus per lvl, summon shadows and shadow wolfs, uniques hlas - (french only) Pretre de Bhaal: (cleric) special habities per day "Chaos", "Fireball" and "Chain lightining", immunity to poison, unique hlas. - Semi-Multi-Cleric not a kit but really cool for creating unique class combo : add 30+ cleric/druid spells to a mage / sorcerer /bard. And special : added compatibility with IWDEE mods which add a feature to the game : - Homeward Bound: Send your allies back to Amn when you are in Brinnlaw or the pocket plane. Recall them in the pocket plane and/or watch their epiloges. Also add a new shop to Brinnlaw. - Planar Sphere teleporter: Lavok drop an item for returning to the sphere at will. (as the "Pocket Plane ability", but in SOA) - Ribald's genie: Ribald sell a flute to call a genie. The genie can create a contact or a portal to Ribald, Bernard and a Noble Merchant of trademeet. - Teleport spell: add a 7th lvl spell for teleporting the party to previous visited areas. Work for TOB areas, but not mods area. Misc: - The Slithering Menace: a quick fight and funny dialogs in the pocket plane if you have Imoen in the party. Dialogs: - Korgan redemption: Mazzy can change Korgan if they are in the same party NOTES: - I have convert these mods because many french translated mods stay for BG2 only, so were no used, and the translators and their work become forgotten. My work made their efforts usefull again :) - All this mod have: the tp2 file ready for an OSX install, all available fixes included, and the last weidu. Last edit: ANOTHER NOTE: i'm fed up with these not really necessary requests: no more new conversions for an unspecified time.

Extract both portrait and soundset from Warcraft 2

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I would like to play an archer, and would love to use the portrait from WC2 (ranger) + soundset.

Would that be possible?

Adding more races?

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I just want to say now that I don't know how modding works, I don't know the limitations of modding and I don't know the process... That said, I was just wondering if it would be possible to add races to the EE games, I'm thinking like, maybe if someone created rules for a gnoll or something and then used the gnoll graphics to represent that character in-game. even if this is possible, it would probably only work for IWDEE because in BGEE1/2 it would be much harder to implement due to all the PC interactions.

[Kit Mod] The Artisan's Kitpack

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

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

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

Ranger
Dark Hunter
Rashemi Berserker
  • Minsc only

Paladin
Divine Champion Mystic Fire

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

Bard
Go check out Bardic Wonders.

Shaman
Warhorn Shaman
  • M'khiin

Sorcerer
Dragon Disciple
Pale Master

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

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

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

[MOD] Siege of Dragonspear 2 Baldur's Gate2:EE Item Upgrade - v0.6.2 released!

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8/28/19 update: v0.1.0 of the mod is completed!
10/14/19 update: v0.2.0 has been completed!
10/15/19 update: v0.2.1 released
10/16/19 update: v0.2.2 released
10/17/19 update : v0.2.3 released
10/18/19 update : v0.2.4 released
11/12/19 update : v0.3.0 released
11/14/19 update : v0.4.0 released
11/14/19 update : v0.4.1 released
11/26/19 update : v0.5.0 released
11/29/19 update : v0.5.1 released
12/22/19 update : v0.6.2 released


**** A note for those who have been following my mod****

Going forward, this mod will be hosted over at Gibberlings 3. I will still keep an eye on this forum and update my thread here as well, so please feel free to leave me feedback here. (Any and all feedback and/or suggestions are welcome) I have now included in spoilers the locations and upgrade recipes since they will not likely change in newer revisions.

Also, you may have noticed I skipped ahead quite a few versions since my last update. I've overhauled many of the item icons, along with avatar/projectile graphical changes and other corrections.

Most importantly, I've overhauled the way new projectiles, portrait icons, and display strings are added via my mod to prevent compatibility issues with other mods that also add these (provided they do so "correctly") A HUGE thanks to the folks over at G3 who pointed these issues out to me and showed me how to correct them.

As a nice bonus of moving over to G3, my mod now has OSX and Linux compatibility!

There are some content changes since the last update, mostly involving rearranging where some items are located, which is outlined in the spoilers.





What this mod does:

Imports more Siege of Dragonspear items into logical (to me at least) locations in BG2:EE during the Shadows of Amn campaign. They are attainable in a variety of ways – quest rewards, drops from enemies killed, shops, and containers.

Includes an optional component to force all import-able SoD items to be present in their normal locations. Since the Voidsword +3 and Voidhammer +3 are mutually exclusive, a choice is given for which to import. I included this component since many players (myself included) have had trouble with these items not importing into BG2:EE properly.

Adds upgrade options for the majority of the imported SoD items via Cromwell and Cespenar. All recipes are on both, so the player should not run into any issues upgrading items. Many of these new recipes require existing upgrade components within the game, keeping in the spirit of having to choose one upgrade over another for strategizing and replay-ability. In addition, I have also created a few entirely new upgrade components to fit with the theme for some of the upgraded items. I included an upgrade path for one importable item from BG1 as well, since I felt it deserved a future in BG2.

Adalon now drops silver scales, correcting what I felt was an oversight. (These scales are used in some of the new upgrades.)

Imports Helm of Opposition from BG1 - simply because it's fun, and if you know how to use it, it can be very useful.

All of the upgrades were created with balance in mind, and most have unique effects to keep things fun and fresh.

You may download my mod here:https://gibberlings3.net/files/file/1016-sod-to-bg2ee-item-upgrade/


New SoD Items This Mod Imports:
KeyRing
Tongue of Acid +3
Soft Feet
Crown of Lies
Star-Strewn Boots
"Green" Dragonscale Armor
Stalker's Gauntlets
Sundermaul +3
Cloverleaf
Uncursed Staff +1
Backwhacker +2
Bow of the Banshee +2
Nimblefinger Gloves
Screaming Bagpipes
Bullet of Darkness +3
Void-Tipped Arrow +3
Cloak of Minor Arcana
Element's Fury +2
Storm Pike +2
Trollblood Ioun Stone
Green Dragon Scales
Shield of Egons +2
Vexation +2
Astral Crossbow +2
Shadowed Spear +2
Dragonscale Shield +3 (forged using green scales)
The Forest Queen's Benediction
Jester's Bracers (corny joke component does not currently work properly, I temporarily removed from item until it can be implemented properly)
The Night's Embrace +3
Ring of Purity
Dervish Crescent +2
Headband of Focus
Wizzard Hat

Existing SoD Items Force-Imported by Optional Component:
These items can be imported normally.

Archer's Eyes
Robe of Red Flames
Belt of the Skillful Blade
Biter +2
Voidhammer +3/Voidsword +3
Bard Hat
Helm of Dumathoin
Buckler of the Fist +2
Dragon Blade +3
Tangled Strings

Location Spoilers:
KeyRing
Table by Jailkeep Golem in Irenicus' dungeon

Tongue of Acid +3
Shadow Dragon (Thaxll'ssillyia), Shade Lord's Dungeon

Vexation +2
Pirate Captain in Hideout of Sea's Bounty Tavern

Crown of Lies
Firkraag, Windspear Hills Dungeon

Star-Strewn Boots
Unseeing Eye, Beholder Area in Sewers (Unseeing Eye sidequest)

"Green" Dragonscale Armor
Kyland Lind, Druid Grove Area

Stalker's Gauntlets
Shade Lord, Umar Hills Dungeon

Sundermaul +3
Therndle Daglefodd, Underdark, reward for rescuing the Svirfneblin child

Cloverleaf
Haer'Dalis' starting equipment

Uncursed Staff +1
Sorcerous Amon, Den of Seven Vales in Waukeen's Promenade

Backwhacker +2
Cohrvale, Slums

Bow of the Banshee +2
Gallchobhair, Temple Distric sewers

Nimblefinger Gloves
Renal Bloodscalp, reward for killing Mae'Var after proving his treachery

Screaming Bagpipes
Pooky, Den of Seven Vales in Waukeen's Promenade

Bullet of Darkness +3
Enge's Shop, Waukeen's Promenade

Void-Tipped Arrow +3
Enge's Shop, Waukeen's Promenade

Cloak of Minor Arcana
Mekrath, Sewers, Haer' Dalis sidequest

Element's Fury +2
Pai'Na, Lower Tombs in Graveyard District

Storm Pike +2
Anarg, Bridge District (Fallen Paladins quest)

Trollblood Ioun Stone
Nalia's starting equipment

Green Dragon Scales
Green Dragon, Watcher's Keep, Test of Bravery

Shield of Egons +2
Guardian Terpfen, Helmite Camp, Dorn's quest

Vexation +2
Ithafeer, Druid Grove Area

Astral Crossbow +2
Keldorn's starting equipment

Shadowed Spear +2
Tor'Gal, De'Arnise Keep

Dragonscale Shield +3
Forged using green scales

The Forest Queen's Benediction
Vaelasa, Windspear Hills (reward for returning dryad's acorns, or by killing her)

Jester's Bracers
Enge's Shop, Waukeen's Promenade

The Night's Embrace +3
Mae'Var, his guild hall, Docks District

Ring of Purity
Guardian, King Strohm's tomb, Windspear Hills dungeon

Dervish Crescent +2
Trademeet, reward from Djinn for Ithafeer's head

Headband of Focus
Alorgoth, Rasaad's quest (SoA)

Wizzard Hat
Lanneth, Neera's quest (SoA)

Archer's Eyes
Kuo-Toa Lair, Underdark

Robe of Red Flames
Edwin's starting equipment

Belt of the Skillful Blade
Ust Natha shop, Underdark

Biter +2
Jaye's store (at night), Waukeen's Promenade

Voidhammer +3/Voidsword +3
Blood pool near Lassal, Bodhi's Lair

Bard Hat
Aawill, Planar Prison

Helm of Dumathoin
Tarnor, Temple District sewers

Buckler of the Fist +2
Shop near temple (at night), Slums

Dragon Blade +3
Tazok, Firkraag's dungeon, Windspear Hills

Tangled Strings
Shop, Bridge District

Heart of Flame
Saladrex, Watcher's Keep (Machine of Lum the Mad level)

Eye of Ichor
Chromatic Demon, Watcher's Keep (Elemental Level)

Soul of Frost
Ka'Rashur, Watchers Keep (Maze Level)

Breath of Wind
Bookshelf, Watcher's Keep (Ritual Level)

Black Dragon Scales
Black Dragons in Suldanessellar, Hell (if you decide to fight it)

Helm of Opposition
Undead Mayor, Unseeing Eye Cult Area


Recipe Spoilers
New Upgrade Components Created for This Mod
Heart of Flame
Eye of Ichor
Soul of Frost
Breath of Wind
Black Dragon Scales
Upgrade Requirements

Tongue of Acid +3 — can be upgraded twice with branching paths
1st upgrade: Silver Hilt +10,000gp
2nd upgrade: Eye of Ichor + 15,000gp
1st upgrade (alternate): Angurvadal + scroll of disintegrate +10,000gp

Soft Feet
Liquid Mercury + 7500gp

Crown of Lies
emerald + star sapphire + diamond + potion of insight + 5,000gp

Star-Strewn Boots
2x potions each magic protection, magic blocking, magic shielding + 5,000gp

"Green" Dragonscale Armor — can be upgraded twice with branching paths
1st upgrade: Red Dragon Scales + 7,500gp
2nd upgrade: shadow, white, silver, blue, or green scales + 15,000gp
1st upgrade (alternate): Shadow Dragon scales + 7,500gp
2nd upgrade: red, white, blue, silver, or green scales + 15,000gp

Stalker's Gauntlets
Bracers of Blinding Strike + Improved Haste Scroll +2 potions of power +2 potions of master thievery + 10,000gp

Sundermaul +3
Rune of Clangeddin + 5,000gp

Cloverleaf
5 scrolls of Luck + 5,000gp

Uncursed Staff +1
Wand of Fire + Wand of Frost + 5,000gp (can be repeated to recharge)

Backwhacker +2
Wyvern Tail + Gnasher + 5,000gp

Bow of the Banshee +2
Screaming Bagpipes + Gesen Bowstring (or Gond) + 10,000gp

Nimblefinger Gloves
Bracers of Archery + Bracers of Defense AC3 + Gloves of Pickpocketing + 5,000gp

Bullet of Darkness +3
Bag of plenty +2 and 5,000gp

Void-Tipped Arrow +3
Quiver of plenty +2 and 5,000gp

Cloak of Minor Arcana
Amulet of Metaspell Influence + Cloak of Displacement + 5,000gp

Element's Fury +2 — can be upgraded twice
1st upgrade: Boomerang dagger +2 and 5,000gp
2nd upgrade: Soul of Frost + 5,000gp

Storm Pike +2 — can be upgraded twice with branching paths
1st upgrade: Wave Shaft + 7,500gp
2nd upgrade: Hammer of Thunderbolts +3 + Scroll of Crom Faeyr + 10,000gp
2nd upgrade (alternate): Wave Blade + Scroll of Crom Faeyr + 10,000gp

Trollblood Ioun Stone — can be upgraded twice
1st upgrade: Pale Green Ioun Stone + 5 scrolls of Resist Fear + 5 potions of regeneration + 5 potions of heroism + 5,000gp
2nd upgrade: Wong Fei's Ioun Stone + 5,000gp

Shield of Egons +2 — can be upgraded twice
1st upgrade: Shield of the Lost +2 + Illithium ore + 7,500gp
2nd upgrade: Symbol of Amaunator + 5,000gp

Vexation +2
Heart of the Damned + 7,500gp

Astral Crossbow +2
Gesen bowshaft + 5,000gp

Shadowed Spear +2 — can be upgraded twice
1st upgrade: Breath of Wind + 7,500gp
2nd upgrade: Ixil's spike + 7,500gp

Jester's Bracers
2 Demon Hearts + 5,000gp

The Night's Embrace +3
Black Dragon Scales + 7,500gp

Ring of Purity
Eye of Tyr + 5,000gp

Dervish Crescent +2
Belm +2 + Oil of Speed (murky variant) + 5,000gp

The Burning Earth +1 — can be upgraded twice
1st upgrade: Sword of Flame +1, + Blade of Searing +3, + 5 scrolls of Agannazar's scorcher + 7,500gp
2nd upgrade: Heart of Flame + 15,000gp

Dragonscale Shield +3
Black dragon scales + 7,500gp

Archer's Eyes
Scroll of Wizard Eye + scroll of Farsight + 2 potions of perception + 5,000gp

Robe of Red Flames
Robe of Vecna + 10,000gp

Belt of the Skillful Blade
Gauntlets of Weapon Expertise + Gauntlets of Weapon Skill + scroll of disintegrate + 10,000gp

Biter +2
5 scrolls of Melf's Acid Arrow + 5 sphene gems + 5,000gp

Voidhammer +3/Voidsword +3
Skull of the Lich + 15,000gp

Bard Hat
Gold Ioun Stone + Dusty Rose Ioun Stone + 7,500gp

Helm of Dumathoin
Left Horn + Right Horn + 5,000gp

Buckler of the Fist +2
Reflection Shield +1 + 2 scrolls of protection against normal missiles + 2 potions of mirrored eyes + 10,000gp

Dragon Blade +3 — can be upgraded twice
1st upgrade: Silver Blade + 7,500gp
2nd upgrade: Soul of Frost + 10,000gp

[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

[MOD] Spontaneous Casting For Clerics and Druids (v1.32)

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This mod adds spontaneous casting for clerics and druids, which is based on the idea of 3e spontaneous casting ability. It works with BG:EE, BG2:EE, IWD:EE and EET. As of version 1.3, it should also compatible with other mods that add cleric or druid spells and kits. This mod must be installed after such mods. Spontaneous casting contains three innate abilities, that upon activating, transform all memorized divine spells of the caster to healing, harming or summoning spells of their respective levels. Good clerics receive spontaneous healing, evil clerics spontaneous harming, and neutral clerics both. Druids receive spontaneous summoning. This last for 6 hours or until the chosen divine spell is cast, then all spells are transformed back. For this to work properly I had to add some new low-level spells. They are: First level: Cause Light Wounds, Lesser Animal Summoning I Second level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II Third level: Cause Medium Wounds, Lesser Animal Summoning III IWD:EE has its own low level cause and heal spells, so it only adds these summoning spells to the game. Healing and harming spells are added to priests and summoning spells to druids repertoire as normal spells, that they can use. When memorized spells are transformed, they change their icon into the respective spontaneous spells, but names of those spells remain. You can use tooltip to determine which spell are you going to cast spontaneously. Spontaneous spells are: 1. level: Cause Light Wounds, Cure Light Wounds, Lesser Animal Summoning I 2. level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II 3. level: Cause Medium Wounds, Cure Medium Wounds, Lesser Animal Summoning III 4. level: Cause Serious Wounds, Cure Serious Wounds, Animal Summoning I 5. level: Cause Critical Wounds, Cure Critical Wounds, Animal Summoning II 6. level: Harm, Heal, Animal Summoning III 7. level: Finger of Death, Resurrection, Conjure Earth Elemental Note 1: Spontaneous spells can be cast immediately after spontaneous casting is activated. There is no pause between them, such as there usually is between spells. However, in the first round after activation, you can only cast divine spells, wizard spells (for cleric/mages) and innate abilities are disabled in that round. Also, because of this, when activated spontaneous casting will end Improved Alacrity spell cast by cleric/mage, as they both use the same mechanics. In version 1.3, I added an optional component - Magic Fang spell. This adds two spells to all druids, Magic Fang and Greater Magic Fang. The first is a level 1 spell and adds a +1 to an attack and damage (as well as a +1 enchantment level to targeted summoned animal). The second is a level 3 spell and adds +1 enchantment per 4 caster levels (to the maximum of 5). Only animals summoned by all Animal Summoning spells (plus Conjure Animals) are affected by this spell (when they are, they glow green). 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-spontaneous_casting.exe". You need to start a new game for your divine caster to receive spontaneous casting ability. Alternatively you can point a cursor over the caster and enter console command "C:AddSpell("rgspheal")" or "C:AddSpell("rgspharm")" or "C:AddSpell("rgspsumm")". 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. Change log: v1.1 (8.7.2014): - contains polish and czech translation and also improved spell icons (old icons had some distorted colors) v1.2 (27.11.2014): - the mod now works with IWD:EE v1.3 (1.3.2016) - the mod is now compatible with other mods that add priest spells or kits v1.31 (4.3.2016) - added optional component - Magic Fang spell v1.32 (24.5.2016) - added italian translation

What's the general consensus on friendship mods?

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Are they well done? Did you enjoy them?

Curious to hear opinions.

Wilson Chronicles - expansion of the furry paragon

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Have you wished you could have more conversations with your furry companion - Wilson, the bear paragon? Do you think other party members should share their thoughts with him? Wilson Chronicles can make that wish come true! The mod includes party dialogues and some encounters to make sure those groups who travel with the bear companion won't suffer from a lack of interesting events. The added dialogue maintains the style of the original game: bears have their own language and I respect that. The mod offers:
  • Wilson-CHARNAME dialogues (both timer-based and triggered under other circumstances) in both SoA and ToB
  • Additional small encounters in SoA and ToB, including 2 miniquests in SoA and 1 miniquest in ToB, with journal entries
  • At least 2 banters in SoA and 1 in ToB with each of the BioWare and Beamdog companions
  • Some new interjections here and there in both SoA and ToB
  • A few new items, including one new item that may be forged by Cromwell in SoA and one new item that may be forged by Cespenar in ToB
  • Item usability restrictions modified to allow Wilson to use necklaces, amulets and a few special items
  • New skills Wilson may learn during the game (1 in SoA, 1 in ToB) - including new icons!
  • Possibility to raise Wilson's dexterity during the game (up to +2 in SoA and an additional +1 in ToB) - for a price!
  • Unlocked possibility to summon Wilson through the Fate Spirit in ToB even if you did not meet him in SoA (something for those who would like to start a new ToB-only game)
  • New ToB-exclusive joining and kick-out dialogues (Wilson originally used SoA dialogues in ToB)
  • A small patch to ensure that Wilson's race is properly displayed on the character sheet
The conditions for meeting Wilson, the amazing furry paragon, do not change with this mod. You can gain a quest to find him by speaking with Zaviak (Neera's Quest), although it is not necessary. You will find Wilson for the first time during Rasaad's quest: after crossing the bridge towards the heretics' temple, look to the southeast (outside the temple). Be sure to speak with Wilson before taking other actions. He will leave temporarily, but if you spoke with him first, you will find him waiting for you in the northwestern part of the area. Wilson's friendship talks (added by this mod) will not start immediately; just be patient, and remember to rest from time to time! I would like to thank some people who helped me greatly. First of all, @agb1 who proofread the mod and made sure that everything works fine. I also got some great help from @argent77 and @Artemius_I So? What are you waiting for? Start your adventure and fight arm by arm with your big furry brother-in-arm!

Game Data Editing Tutorial (Hex Style) - Android Friendly

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Editing Infinity Engine Game Data (on Android) COPYRIGHT: I have found this tutorial posted elsewhere with others taking credit! Beamdog forums has the only official and author authorized post. If you reproduce it, be courteous enough to give me credit - in fact, I insist upon it. You must give credit to "Trasd" and link to this post. If you follow this very simple and reasonable requirement, you are free to repost it. Please Note: These techniques work with any OS, but I chose to demonstrate on Android for the reasons sited. It seems, once again, as far as convenience, Android users are left out in the cold. Specifically, I am referring to the Beamdog Infinity Engine game ports' modding and console cheats. I don't blame Beamdog in the least (in fact, I both praise them for their efforts and applaud them for their accomplishments), but it would be nice if we could enjoy the same benefits as players of other OSs! I find it highly unlikely Android users will ever be able to load most Infinity Engine game mods or that all users will be able to get to the console. To help close the gap just a little, I've decided to write a couple tutorials on editing saved games. This is essentially what a saved-game editor does, we're just going to do it manually and, we're going to do it all on Android itself (these same techniques work perfectly well on other OSs, but there are usually much easier methods for those). Theoretically, you can change nearly all values associated with your characters (any dynamic game data, for that matter), but it can get very complicated. I'm going to keep the tutorials fairly simple. My goal is not to show you how to change every modifiable value in your game, but to give you the knowledge and techniques necessary to do this for yourself. For sanity's sake, though, I would suggest using these procedures for nothing more than simple game tweaks. Be aware, you will be editing the games' raw data (I hesitate to call it hacking because I believe executable code is hacked, data is edited). Even keeping it simple, it's easy to get confused (hopefully not with this tutorial, though), I still do and I've been doing this stuff for over 35 years (see Notes at the bottom of this post)! Always make a backup (you only need to copy the files to somewhere safe). Also, be aware, sometimes problems won't show up until much later; simple changes can have unexpected and catastrophic consequences and sometimes, a cascading effect. If you have problems with your Beamdog Infinity Engine game after editing one of its files, do not (I repeat, do not) blame me or Beamdog or, bother them with bug reports (unless you can reproduce the problem with a clean game). You are on your own! Take responsibility for your own actions. OK, this was actually the disclaimer, but if I put "disclaimer" at the beginning, no one would read this paragraph! If you are not technically inclined, stop here or proceed with extreme caution (I don't give specific step-by-step instructions on what I consider to be prerequisite knowledge). At a minimum, you will need to be able to manipulate hexadecimal values. If you decide to do this, you will need a hexadecimal editor and calculator (for my recommendations, see the app links below). If you are not comfortable with these procedures, you should be able to transfer the data to your PC, then edit it with a saved-game editor (I haven't tried this, but it should work fine). The apps needed (or something similar) are:
  • A hexadecimal calculator (I use NeoCal*, but there are alternatives)
  • A hexadecimal editor (I use Hex Editor Pro*, but there may be alternatives, though I haven't found one)
* I link to and use the Pro version of these apps because I believe people should be paid for their work (and I hate ads), but some do offer a free and or ad-supported version. I also suggest bookmarking the following sites:
  • BGII item code list (many of these item codes work across all Beamdog's Enhanced Editions (in theory) as they share the same engine)
  • IWD item code list (Sorcerer's Place)
  • Infinity Engine game data file formats, which give you a rough idea of where to look, what to look for, and its format and size (in this tutorial we're specifically interested in the CRE layout)
Don't worry if all this looks intimidating, this tutorial should, at the least, get you through editing your ability scores and manipulating inventory items. After that, you should be knowledgeable enough to proceed on your own. Editing Ability Scores Screenshots at the bottom. This procedure can be used on both saved game files (BALDUR.gam) and character files (*.chr). One thing you need to be aware of (you can see this by examining the CRE file format linked above) is that ability scores are in a different order than they are presented in-game. Instead of: Str, Dex, Con, Int, Wis, then Cha, the data files store them as: Str, Str Bonus, Int, Wis, Dex, Con, then Cha. Since we will be using the ability scores to locate specific characters in the BALDUR.gam file (character names are not necessarily stored with their data), I suggest you write them down in the data file's order (translating them to hex at this point can save time). If you happen to have more than one character with the same ability scores, examine the data beneath the scores to help determine which toon you are viewing. In this tutorial's example, we will be editing the Strength Bonus ability score in a BALDUR.gam file. Editing ability scores is quite easy. I will be using the following scores in the example (you will use your own toon's scores for your game, that's why we write them down), most likely, your values will be different than my example's:
Ability Decimal Hexadecimal
Strength1812
Strength Bonus311f
Intelligence100a
Wisdom110b
Dexterity1610
Constitution1812
Charisma808
For the example, lets say this is a Dwarven fighter and we want the strength bonus to be 100% (hex 64, aka 0x64). We need to change the 31 (0x1f) to 100 (0x64).
  1. Write down the ability scores of the character(s) you want to modify making sure to put them in the data file's order: Str, Str Bonus, Int, Wis, Dex, Con, Cha, then convert them to hexadecimal and put them together (side-by-side) [in the example, the resulting value would be: 121f0a0b101208 - from the hexadecimal column above]
  2. Open the BALDUR.gam save file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) keeping in mind that you usually only need the first three or four values to uniquely identify the character [in the example, we'd use 121f0a0b, then verify the rest (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Tap the ability score you want to modify in Hex Editor Pro's left pane [in the example, we would tap 1f]
  5. In the resulting Edit dialog box, confirm the value displayed (to make sure you tapped the correct entry) and change it to whatever value you want (in hex) [in the example, we'd change it to 64 (hex for 100)]
  6. Tap the disk icon in the Edit dialog box to commit your changes
  7. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new ability score (make sure you load the modified saved game). If the toon's score is not what you expected, restore your backup and try again. Manipulating Inventory Items Screenshots at the bottom. In this tutorial, we are going to add a Bag of Holding (BAG31) to our inventory! At the beginning of a game, I use this procedure to add a Find Familiar scroll (SCRL6D) to my main magic user's inventory so I don't have to worry about finding the spell or wasting a spell slot. Rather than trying to calculate exactly where each inventory slot's data address begins (based off the CRE data format information linked above), which is fraught with danger, I'm going to teach you a much easier method. The best way I've found to insure I'm editing a valid address is to put a cheap, unique item into an empty slot before saving the game; a placeholder. I don't recommend using a stackable item, but if you do, make sure there is only one and not a stack (even if it appears to work with a quantity greater than one, the data will not be what the engine expects and this translates to trouble). For the example, we will assume our Dwarven fighter (from the previous tutorial) does not normally carry a dagger and so, we'll use one as the placeholder. Grab an ordinary dagger (DAGG01) from somewhere in the game and put it into one of your character's inventory slots, then save the game.
  1. Use the procedure outlined in the previous tutorial to identify the character who's inventory you want to modify
  2. Open the BALDUR.gam file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) [in the example, if we continue with the modified Dwarven character from the previous tutorial, we'd search for the hex value 12640a0b (notice the 64 now, instead of 1f), then verify the rest of the scores (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Look for DAGG01 (in Hex Editor Pro's right pane) below the ability scores (if you examine the CRE format, you'll see a character's inventory items are below the ability scores), it shouldn't be too far down
  5. In the left pane, tap on 44, the capital letter D's hexadecimal value (this should be on the same row as the 'D' in DAGG01 you found in the right pane - count the spaces if needed to insure you're editing the correct 'D' if there is more than one on that row, the correct one begins the "44 41 47 47 30 31" sequence), and you will get Hex Editor Pro's Edit dialog box
  6. In the Edit dialog box, tap the small white down-arrow and select the ASCII radio button (the 44 on the edit line will change to the letter D)
  7. Change the 'D' to a 'B', then to get to the next value, tap the '>' icon in the dialog box (Item codes are case-sensitive: there are a few Bag of Holding codes, but from my experience, BAG31 is the only one that works correctly)
  8. Continue changing DAGG01 to BAG31 until you get to the final '1' and, as the Bag of Holding code is shorter than the dagger's item code, be sure to replace the final '1' in DAGG01 with 00 (do not use the space bar, either switch back to hex and enter 00 (zero zero) or just delete the value from the edit line altogether (Hex Edit Pro will replace an empty edit line with 00), this final value must be 00 in the left pane); in the right pane, "DAGG01" should now be replaced with "BAG31." (zero zero from the left pane is represented as a period in the right pane) and in the left pane, "44 41 47 47 30 31" should now be "42 41 47 33 31 00"
  9. Tap the disk icon in the Edit dialog box to commit your changes
  10. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new Bag of Holding (make sure you load the modified saved game). If something did not work, restore your backup and try again. Do not try to add quest items with this method - it will not work (no triggers are activated) and will usually result in a corrupt game. You've been warned. I hope this helps! Remember, with knowledge comes responsibility. Be careful as you can easily make the game boring by over-powering your party. If any part of these tutorials is unclear or if you find a mistake, please send me a PM so I can correct it. Have fun! Screenshots
Search Edit ASCII Before After
Notes One of the ways working on raw data can become confusing is in an understanding of which method a system chooses to store its values in memory. All Android devices (from my understanding) use a technique called little-endian, though strictly speaking, they don't have to (it depends upon a number of factors). This topic is far to complicated for me to try to explain here, so I will just give an example and leave it to you to explore further, if you feel the need. Lets say your party currently has 964 (0x03c4) gold pieces and you want to change it to 2000 even (0x07d0). The easiest way would be to simply search for your current number of gold pieces and change the value, but because the data is stored in little-endian, you have to reverse the hexadecimal numbers (this is because the value here is 2 bytes wide, not 1, like with ability scores). Instead of searching for 03c4, you'd have to search for c403 (the bytes in the word are stored with the least significant byte at the lowest address) and replace it with d007! I told you it can get confusing! For numbers that are larger than a single byte (greater than 8 bits: 4 bits = a single hexadecimal digit), just remember to reverse the hexadecimal values (the hex digit pairs) when manipulating them.

BG1NPC v24-Beta

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BG1NPC Project has been updated and officially released with BGEE compatibility! BG1NPC Project This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down). Project Website: https://www.gibberlings3.net/mods/npcs/bg1npc/ Download: https://github.com/Gibberlings3/BG1NPC/releases/latest README: https://github.com/Gibberlings3/BG1NPC/blob/master/README.md Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable. https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 Changes for version 24 (Beta) - 2018-12-31 [spoiler]
  • Fix script variable reference for AR0112.BCS
  • Moving component code blocks to .tpa files for organization
  • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
  • Updated Kivan-Tazok encounter
    • Moved interjections to separate files.
    • Simplified scripting/dialogs for compatibility with BGEEv2.5
    • Implemented separate BGEEv2.5/Tutu versions of encounter
  • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
    • Update bandit scripts for killing lead bandit by stealth
    • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
    • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
  • Fix Dueling Interjections on BRILLA.DLG
  • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
  • Update Jaheira' Quest for BGEEv2.5 compatibility
  • Implement SUBCOMPONENTs for romance component timing options
  • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
  • Transferring the following components to Tweaks Anthology:
    • NPCs Wait at Inns
    • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
    • Make Shar-Teel Unkillable until In Party
    • Cloakwood areas availability in Chapter One
  • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
  • Add new component: Coran's "Murder in Baldur's Gate" portrait
  • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
[/spoiler] Changes for version 23.3: 2017-12-29 [spoiler]
  • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
  • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
[/spoiler] Changes for version 23.2: 2017-12-24 [spoiler]
  • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
[/spoiler] Changes for version 23.1: 2017-12-03 [spoiler]
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!
[/spoiler] Changes for version 23: 2017-11-13 [spoiler]
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations
[/spoiler] Changes for Version 22.8 - 2017-03-25 [spoiler] * Fixed issue with Faldorn-Izefia quest. #26 * Deprecating Non-Joinable NPC Portraits component due to copyright issues [/spoiler] Changes for Version 22.7 - 2017-03-01 [spoiler] * Fixed issue with some portrait BMPs having negative heights in the image header. [/spoiler] Changes for Version 22.6 - 2017-01-28 [spoiler] * Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23 [/spoiler] Changes for Version 22.5 - 2017-01-08 [spoiler] * French translation updates * Fixed item flags for Romance Challenge dragons [/spoiler] Changes for Version 22.4 - 2017-01-04 [spoiler] * Updates for Jaheira's "Bury Gorion" dialogue * Updates to Kagain's Quest * Update BGEE Banter Tweak prompts * Change Shar-teel's interjection on meeting Kagain * Update Lord Foreshadow's Ring Description * Ajantis Bhaaltalks - variable correction * Fixing Minsc's interjection with Vitiare * Check before adding "missing" items to BGEE games (SoD adds many of the previously missing items) * Portraits: Make filenames consistent with naming scheme, i.e. %SOURCE_RES%s.bmp * Portraits: Replaced BGEE portraits with new 169x266 images * Portraits: Added a few new portraits * Fix for 2 Legacy of the Masters gauntlets in Bandit Camp * Make Amulet of the Apprentice Mage unusable by Monks * Updates to dragon animations for Romance Challenges * Update BGT_VAR for EET support * Update x#tqbh2.cre sex to match animation * Enforce LoveTalk timer on Branwen romance post-rest talks * Fix Colquetle Family Amulet bug * [/spoiler] Changes for Version 22.3 - 2016-04-16 [spoiler] * Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn * Updating Jaheira's interjection to ELMIN2.DLG * Moving SetGlobal actions to before non-INSTANT actions * Updating CRE sounds for Xan's quest CREs * Update for Coran Wyvern Quest fixes for BGEEv2 * No Dynaheir Romance endgame cutscene on SoD * Disable "your voice is strange" PID function on BGEE and BGT. [/spoiler] Changes for Version 22.2 - 2015-12-12 [spoiler] * Fix for bug in NPC Starting Location Component - Thanks Lollorian! [/spoiler] Changes for Version 22.1 - 2015-12-01 [spoiler] * Correcting typos in German tra files [Isaya] * More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Minor bug fixes * Fix: Invulnerable Lake Poets * Fix: Xzar's Quest journal entries not working on BGEE * Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf * Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog * Adding timer for Jaheria's "Bury Gorion" talk * Adding death variable for Bheren * Fix: Minsc stutter bug at Lighthouse * Fix for Minsc-Vitiare stutter issue * Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him [/spoiler] Changes for v22 - June 14, 2015 [spoiler] * David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901. * Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed. * Dynaheir's Journal Quest: Fix for quest failing to start * Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE * Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod. * Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them * Romance Challenges: Fix Battle song reference for x#ch12.are * Fixed redundant usability sections in item descriptions for BGEE * Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE * Incorporated fixes from BWP Fixpack v15.1.1 * New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE. * Updated WeiDU to v238 * Adding Polish translation credits to README. * Various dialog typo fixes. [/spoiler] Changes for Version 21 - February 10, 2015 [spoiler] * BGEE compatibility * "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya) * Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3 * Create version of x#bgreplace_X for BGEE. * Create version of X_area_script_assign.tph for BGEE. * Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk * Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6 * Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg * Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix * For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds. * Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest. * Fixes for x#cutspy creating errors in BGEE. * Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE) * Fixed spell name for Imoen's Artifact in BGEE. (Mike1072) * Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre. * Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter. * Romance Challenges area files included with BG1NPC for BGEE. * Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE). * Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files) * Updated Open Cloakwood components to work in BGEE. (Isaya) * Updated Imoen's death variable in x#pcbury.d. (Jastey) * Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin. * Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE. * Pink Xan portrait updates for BGEE * Alora starts in Gullykin AND the Hall of Wonders bug in BGEE * Colquetle Family Amulet Fix for BGEE * Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE. * Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing. * Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing. * Updated to WeiDU v237 * German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734) * General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks) * Updated cross-platform libraries with latest fixes for all platforms. (Jastey) * New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE. * New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE. * Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files. * Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne. * BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod. * Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey) * Ajantis Romance/SCS Wait at Inns component incompatibility fix. * Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup. * Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms). * Update x#garwyl to use GHAST sounds like a spectre (all platforms). * Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog. * Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel. * At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead. * Updates for Tiax's Quest to close open quest entries at their conclusions. * Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir * Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue. * Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle. * Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern. * In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu. * Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed). * Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered. * Correcting "Bruno" DV in x#yeint2.baf. (MadMate) * Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate) * The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire. * Updates to Coran's Succubus Quest * Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries. * If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia. * Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete. * Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses). * Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1. * HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats. * Only immune to non-magical weapons * On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings). * Updated combat script, inspired by Kirinhale's from TotSC * Many dialog typo fixes. [/spoiler] Also, there are expansions for several BG1 NPCs available: Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0 Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1 Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82 Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

New versions of NearInfinity available

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

Download latest release

Near Infinity Wiki

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

[Work In Progress] Skitia's NPCs For Baldur's Gate 2

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evttgkkdma8y.png
Release Date: Spring 2020 (Current Progress: 6%)

An exiled elf who is torn between finding redemption and falling to the enticing whispers of Shadow magic. A noble aasimar who greatly desires to help the world's issues and ignore her personal issues from within. The old dwarf cleric who doesn't know the meaning of the word retirement, pressing on with a bad leg. A devout Lorekeeper whose records the present, and ignores the past that is catching up to her. And a halfling warrior that really should keep his mouth shut every once in while, but what can he say? He's just too fun to stay quiet.

These five NPCS are all included together in one mod for you to bring along in your adventures. Each includes their own quests, with a relationship system that is responsive to your overall decision in quests, while giving their own (Sometimes clashing) opinions, remarks, and banters that helps the party feel like a (dysfunctional) family.

Characters:
Emily.jpg
Emily strongly believes in helping people, no matter their issue or who they are. She is aasimar, that is what is in her blood, and what she is supposed to do, isn't it? But she is also a noble of mixed racial heritage and a canidate heir for her house, which holds influence and leadership over a small land in Tethyr in return to service for the crown. She can't ignore this responsibility, and risk the leadership being passed to her brother Thomas, who has less than benign ends and goals, but she can't ignore her heart's calling either. She intends to join the Bhaalspawn to try to do both, but will soon quickly learn her limits and the extent of her brother's scheming.
Helga.jpg
Helga is getting old, and after her leg didn't heal up right, most would hang up their shield in a dwarven hall and grab a pint of ale to replace their hammer. But Helga loaths idleness, and even if she must fight through pain, she'll take any opportunity to hit the road again. And when a chance comes to achieve the healing that she desperately wants for the pain to end, just how far will she push her own needs above others to get what she wants?
Kale.jpg
Family financial troubles always seem to spoil Kale's fun. First it was Sammy and his debt, and now it is his deceased dad, whose debts are supposedly his family's burden now. Time with the Bhaalspawn offers both reprieve from the responsiblity and aid, but when the details of the debt and his father's passing become clearer and more disturbing, will he choose to seek justice or revenge when the lines become blurred?
Recorder.jpg
A Lorekeeper with a desire to record everything happening now, especially as it pertains to Bhaalspawn, Recorder would eagerly take another opportunity to travel with them if given the chance. But secrets and lies can only be kept for so long, and not even the mask of a false name can protect her from the reckoning that comes for her.
Vienxay.jpg
A Shadowmage from Evermeet, exiled for the supposed wrongful accusation of a murder of another elf, Vienxay bitterly wanders the mainland in search of power and purpose. Recently she has learned information of an artifact that may help her master her power of Shadow Magic, but when the significance of the artifact becomes greater than she could imagine, will she follow through with her ambitions or take the chance that she has been wanting for so long that is offered?

Q: When will this mod be complete?
A: Somewhere between March and June. I'm aiming for at least a semi-complete if not complete version to be released in Early Spring for bug testing, and then a true release version after some test review comes back.
Q: Will it be EE compatible upon release?
A: Yes.
Q: Where will the NPCs be located?
A: Emily is in the Mithrest Inn and Helga the Seven Vales in the Promenade. Vienxay is also in the Promenade's exterior. Kale is outside the Copper Coronet, and Recorder is in the Temple of Oghma in the Docks District.
Q: How many quests are there total?
A: Each NPC has one major quest tied to themself. Some are spanned out in segments, possibly extending into ToB, while others can be completed in a single chapter if so desired. They each are also a different style: Kale's for example requires a bit of detective sleuthing, while Helga's involves classic gladiator-arena style battling.
Q: What is the content rating of the mod?
A: Recorder has the darkest storyline, but no quest or romance content should exceed T presently, unless people don't mind more mature rated content.
Q: Will they conflict with other party members?
A: For the SoA portion, Vienxay and Valygar will not get along at all unless she is True Neutral, but the player can de-escalate conflict or just let it happen. Emily will refuse to be in a party with Dorn and will eventually leave if he stays, and will conflict with Hexxat. Recorder and Helga will also conflict with Hexxat, the former leaving, the latter picking a fight (Unless the PC puts a stop to it). Kale on the other hand, will get along with everyone. In ToB, there are no conflicts, though they won't be happy to work with the person they don't get along with either.
Q: Will there be Romance?
A: Everyone except Helga will have a romance, so long as the PC has enough approval with the desired NPC (Explained below). For Emily the PC will need to be any Tall race, for Kale any Short, for Recorder any Short Male, for Vienxay any Tall Male. Additionaly, and only for Kale, he will have a semi-romantic dialogue branch with Mazzy in ToB depending on if certain choices were made in his quest in Shadows of Amn, and he isn't romancing the PC. Romance conflicts will happen at different stages for each NPC.
Q: What is Approval?
A: Approval is the relationship system that measures the NPC's happiness with the player's actions. This is determined by quest decisions and responses during conversation. It's not always as simple as happy with good action, unhappy with evil, law and chaos is taken into effect as well, as well as violent or peaceful solution. It will be impossible to make every NPC happy because of this. A high approval bestows the NPC a +1 bonus to their luck.
Q: Will there be Flirts?
A: Yes.
Q: Where can I learn more about the kits used by the NPCs?
A: Skitias-Stories has more information on the kits used in BG1, which will also be used in BG2. You can also check the support page in BG:EE mods for each NPC.
Q: Do I have to use these NPCs with eachother, or can I take some/one of them?
A: They are designed to have the option of mixing them with other NPCs. So you could put Vienxay in with Wilson and she will say how far she's fallen to be in a party with a bear, if you were inclined to be so cruel. (In fact, Team Make Vienxay miserable would include Valygar, Wilson, Mazzy, and Jan.) Their content is richest when played with their counterparts however, so I recommend it be tried once that way.
Q: Will there be multiple epilogues?
A: Yes. They vary depending on if a romance was pursued, and what choices were made in their personal quests and in your own quest.
Q: Will there be crossmod?
A: If I get permission (Where possible.), then yes. I've played very few BG2 NPC Mods so I'll probably post a question asking for suggestions on a few to try out that would be good crossmod choices. Presently if I get permission it will be for Sirene, Petsy, and Yvette.

General mod Questions thread

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Hello, ladies and gentlemen. We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place. - Site staff

script to execute player death (preventing perma-death)

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Hi, I was wondering if someone could point me in the right direction to either write this, or someone more familiar with what would need to be written.

OPCODE 295 does not protect party members from permadeath, at least not on LoB difficulty.
It seems the only reliable way to do it is to either set player2-6 as "player1" in addition to the protagonist cannot die mod... Or to use this OPCODE:

#208 (0xD0) HP: Minimum Limit V
Parameter #1: Minimum Value
Parameter #2: Irrelevant
Description:
The targeted creature(s) HP value will not drop below the value specified by the 'Minimum Value' field.
This effect sets stat #83 (MINHITPOINTS) to param #1.

I think if the MINHP is set to 1, in addition with OPCODE 13:
#13 (0xD) Death: Instant Death Variants: BG1 IWD1 PST
Parameter #1: Text Notification
Parameter #2: Death Type
Description:
Instantly kills the targeted creature(s), in the style specified by the 'Death Type' value.
Known values for 'Text Notification' are:
0 Show death message
1 Don't show death message
Known values for 'Death Type' are:
0 Acid death
Sets state STATE_ACID_DEATH (0x00000400), STATE_DEAD (0x00000800)
Kicked from party, drops inventory

1 Burning death
Sets state STATE_FLAME_DEATH (0x00000200), STATE_DEAD (0x00000800)
Character Tint Solid, character color ~[0x00404040] (Darkens avatar)
Kicked from party, drops inventory

2 Crushed death
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Kicked from party, drops inventory

4 Normal death
Sets state STATE_DEAD (0x00000800)
Drops inventory

8 Chunked death
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Sets ANIMATE[0x230][EXPLODING_TORSO]
Plays sound ("GORE.WAV")/("GORE2.WAV")
Kicked from party, drops inventory, sets all color indexes to 70

16 Stoned death
Sets state STATE_STONE_DEATH (0x00000080)
Any hostile action against the creature(s) applies an Exploding Stoned Death to them
Kicked from party, retains inventory, overlay's color index 72

32 Freezing death
Applies Exploding Freezing Death to the target with a (random) 0-5 second delay
Sets state STATE_FROZEN_DEATH (0x00000040)
Any hostile action against the creature applies an Exploding Freezing Death to the target
Kicked from party, retains inventory, overlay's color index 71

64 Exploding stoned death/Level Drain death
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Sets ANIMATE[0x100][CHUNKS]
Kicked from party, retains inventory, sets all color indexes to 72

128 Exploding freezing death
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Sets ANIMATE[0x100][CHUNKS]
Kicked from party, retains inventory, sets all color indexes to 71

256 Electrified death
Sets state STATE_FLAMING_DEATH (0x00000200), STATE_DEAD (0x00000800)
Character Tint Solid, character color ~[0x00404040] (Darkens avatar)
Kicked from party, drops inventory

512 Disintegration death
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Sets ANIMATE[0x100][CHUNKS]
Kicked from party, retains inventory, sets all color indexes to 72

1024 Destruction (in IWD2)
Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
Sets ANIMATE[0x230][EXPLODING_TORSO]
Plays sound ("GORE.WAV")/("GORE2.WAV")
Kicked from party, retains inventory, sets all color indexes to 70

Other
Removes all death states, but does not restore HP
Drops inventory

If effect #4 is chosen (4 Normal death
Sets state STATE_DEAD (0x00000800)
Drops inventory)


... Then that combined with some sort of trigger to happen when a players 2-6 reach 1 hp would thereby prevent every death OPCODE aside from 512, and 16 from perma-killing the party member while still retaining the ability to die normally.

Obviously the resurrection spells would have to be modified so they resurrect the target with 2 HP instead of 1.

In addition to maybe using Spell Revisions version of FtS with a permastun rather than turning a target to stone.
Disintegration could be changed to just do a lot of damage instead.



I think the script would maybe be placed in the BALDUR.bcs area in NI?

With something along the lines of...

IF player2 MINHP=1
THEN OPCODE13 #4

I tried this through EEKeeper, but there doesn't seem to be a way to make an effect trigger combing two of them.

Identification UI elements

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When you right-click an unidentified item, depending on your memorized spells and scrolls you possess, there are two buttons: the left button says "spell" and the right button says "scroll."

I would like to change the text of the right button from "scroll" to something else. Anyone of the UI modding wizards around here know whether it needs actual UI modding, or can I just change an underlying string?

Cant finish Fading Promises

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First of alll sorry for posting this here, but i try to register since almost one week at the shs forum now, but i never get an verification email back from the forum.which is neeeded to post something ;( I also tried to contact the admins but they dont answer me ;(
so this is kinda my last hope for my little problem.

all right so here we go

---Spoiler---

I got the Fist of Amaunator from the lich in the underdark then went to the temple dungeon near the umar hills . In this dungeons there are two altars. I know I am supposed to put the mace on one of the altars but when I do it at the top left corner altar nothing happens. When I put the mace on the altar behind the lava basin i get a little xp and the mace vanishes from the altar menu and its gone.

but shouldnt Aidan spawn and thank me for my work or something ? or does he give me another task to do ? i dont know because nothing happens ;(

if somebody could give ge a global command or something so i can finish that great questline that would be highly appreciated!

have a nice week end guys and sorry again for posting here.


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