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EE Keeper, Updated to v1.0.4

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links

Download

There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer. Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc. The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation. Previous versions of EE Keeper can be found on SourceForge. Download (ZIP) Sorcerers.net mirror (ZIP) Download (EXE Installer) Mac Wineskin Wrapper - Current Version: v1.0.4.0

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility

Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release. Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'. Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find. As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits

Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@egbertTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

[v1.43] 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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Is there any way of making a spell bypass SR AND Saving Throws 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?

[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.

BG1 Unfinished Business v16.0

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

Bgee, how to make strings appear over objects?

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Hi everyone,

Been testing some line of codes for my mod, but it doesn't seem to work.

Let's say the action in the script is by interacting with an NPC, I want to make a string appear over its head, like it does for some scripts (exemple: *gulps a potion*). They also have this feature in Planescape Torment, BG2EE and Siege of Dragonspear when you click on an area, a string will appear and describe what you see for a few seconds.
It is because this code don't work in BGEE?

Here's what i tried:

IF
InteractingWith(*Object*)
THEN
RESPONSE #100
DisplayStringHead(*Object*,*Line referenced in my .tra)
END

I've also tried

NumTimesInteractedGT(*Object*,0)

But it says that my NPC isn't referenced in NPC.ids, so it wont work either.

I just don't wanna have to create a bunch of .cre with .dlg just for a few lines to settle the mood in Planescape.

Any pointers would be appreciated. Thx for your time!

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)

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Download:

Improved Archer Kit (SHS)

Improved Archer Kit (GitHub)

Improved Archer Kit 2.0

Improved Archer Kit 1.0

Readme

Overview

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the early parts of the game, it becomes less useful later on. This mod attempts to improve the kit by giving the Archer a couple more features which make the kit interesting even against very powerful enemies.

Components

1. Improved Archer Kit (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE) Improves the Archer kit by balancing stat progression and adding a couple of unique skills and abilities. This is the main component of the mod. 2. Add fighter kit: Marksman (requires main component "Improved Archer Kit") Installs the fighter kit "Marksman" to the game. 3. Add paladin kit: Bow Knight (requires main component "Improved Archer Kit") Installs the paladin kit "Bow Knight" to the game. 4. Add thief kit: Sharpshooter (requires main component "Improved Archer Kit") Installs the thief kit "Sharpshooter" to the game. 5. Add +4 arrows, bolts and two powerful bows to the game (requires BG2:ToB, BGT, BG2:EE or IWD:EE) Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep. BG2, BGT, BG2:EE and EET: - Adds a powerful longbow somewhere to the third level of Watcher's Keep - Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave IWD:EE: - Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4 This component can be installed independently from the main component.

Kit Description

[spoiler]ARCHER: The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor. Advantages: - +1 bonus to hit and damage rolls with any missile weapon as well as to AC vs. missile weapons every 6 levels. - +5% chance to score a critical hit at level 9, 13 and 18. - May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows. - May use Rooting Shot ability once per day every 4 levels. Can not be used together with other shot abilities. - May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities. - May use Create Blessed Ammunition ability once per day every 8 levels, starting at level 4. ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the level of the Archer:   4th level: Target is entangled for three rounds if failed save vs. Spell.   8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.   12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.   16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.   20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty. POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according to the level of the Archer:   8th level: Knock back target if failed save vs. Breath.   12th level: Knock back target if failed save vs. Breath at -1 penalty.   16th level: Knock back target if failed save vs. Breath at -2 penalty.   20th level: Knock back target if failed save vs. Breath at -3 penalty. EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical damage to nearby targets in 15' range, according to the level of the Archer:   8th level: 1d4 damage to nearby targets   12th level: 1d4+2 damage to nearby targets   16th level: 1d4+4 damage to nearby targets   20th level: 1d4+6 damage to nearby targets Caution: Damages enemies, allies and innocent bystanders alike. CREATE BLESSED AMMUNITION: Create a spiritual arrow or bolt blessed by the Archer's worshipped god or goddess for 8 hours containing one score of charges. Number of charges doubles at levels 8 and 16 respectively.   4th level: +1 enchantment, +1 to hit and damage rolls, additional 1d6 damage and slow for two rounds to undead if failed save vs. Death.   8th level: +1 enchantment, +2 to hit and damage rolls, additional 1d6+2 damage and hold for two rounds to undead if failed save vs. Death.   12th level: +2 enchantment, +2 to hit and damage rolls, additional 1d6+4 damage and instant death to undead if failed save vs. Death.   16th level: +3 enchantment, +3 to hit and damage rolls, additional 1d6+6 damage and instant death to undead if failed save vs. Death at -2 penalty.   20th level: +4 enchantment, +4 to hit and damage rolls, additional 1d6+8 damage and instant death to undead if failed save vs. Death at -4 penalty. Disadvantages: - -1 CON penalty. - May not wear any metal armor. - May only become Proficient (one slot) with melee weapons. Furthermore, the Archer gains access to two special HLAs (BGT, BG2 and BG2:EE only): - Missile Trap allows the Archer to set a powerful spring-loaded missile trap in the chosen location when no hostile creatures are in sight. It does 3d10 missile damage and each 1d10 damage of various elemental types to the unsuspecting creature that sets it off. - The Sure Shot ability calls forth every bit of skill and experience to target vital areas of the opponent with frightening speed and precision. By enabling this ability, the Archer takes up his/her stance and shoots missiles in rapid succession. For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is considered a critical hit. Since this technique requires utmost skill and concentration, the Archer is rooted to the spot for the next two rounds. It can not be used together with other shot abilities. [/spoiler] Fighter kit: Marksman This kit provides the same characteristics as the Archer kit with the following restrictions: - Create Blessed Ammunition ability not available. - Set Missile Trap HLA not available. - May become Specialized (two slots) with melee weapons. - May only allocate one slot in any fighting style. Paladin kit: Bow Knight This kit provides the same characteristics as the Archer kit with the following restrictions: - Explosive Shot ability not available. - Set Missile Trap HLA not available. - No bonus proficiencies for Darts. - May only become Proficient (one slot) with melee weapons. - May only allocate one slot in any fighting style. Thief kit: Sharpshooter This kit provides the same characteristics as the Archer kit with the following restrictions: - +1 bonus to hit and damage with missile weapons as well as AC vs. missile weapons only every 8 levels. - Create Blessed Ammunition ability not available. - Sure Shot HLA not available. - May only distribute 15 skill points per level among thieving skills. - May not use Backstab ability.

Longbow Descriptions

[spoiler]Great Sun-Reacher +3 The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Great Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Great Sun-Reacher with him. STATISTICS: Charge abilities: - Protection From Normal Missiles twice per day Combat abilities: - When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage THAC0: +4 Weight: 3 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By:  Druid  Cleric  Mage  Thief [/spoiler] [spoiler]The Defender +5 Composite longbows are bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite quality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the ergonomic design allows the user to shoot missiles in rapid succession. STATISTICS: Equipped abilities: - +4 AC bonus against melee weapons - 3 shots per round THAC0: +6 Damage: +2 (missile) Weight: 5 Speed Factor: 2 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By:  Druid  Cleric  Mage  Thief  Bard [/spoiler]

The Darkest Day

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Will "The Darkest Day" Mod be included? Cause it WAS quite awesome. :) http://www.sorcerers.net/forums/showthread.php?t=36470

[v1.54] Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD

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m1yy73zlffay.png

Introduction

Vienxay is an exiled shadowdancer and mage from the Elven homeland, Evermeet. Arrogant and pretentious, she takes her time away from her home bitterly, seeking revenge against her old mentor who framed her for the murder of an elf, or so she claims. Her talents in both thievery and magic promise utility and great skill at moving in and out unseen, but she will be slow to develop in either skillset.

She can be found outside of the Friendly Arm Inn, looking for mercenaries or adventurers to help her achieve revenge.

In Siege of Dragonspear, she can be found in the prison in Baldur's Gate. Enlisting her grants her freedom and her company.

Details

Race: Elf
Class: Shadowdancer/Mage
Alignment: Neutral Evil

STR: 15
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 81

Kit

SHADOWMAGE: Shadowmages are mage-thieves that can draw both on shadow magic and the weave, with the cunning and stealth of the shadowdancer and the mage's arsenal of spells.
While shadow magic is not the same as the shadow weave, many are drawn to it and can learn to use it. It's dark magic gives it poor public opinion, and most of its practicioners are non-good.

Advantages:
- + 15% Bonus to Hide in Shadows and Move Silently
- Slippery Mind: +1 bonus to saving throws
- May cast Shadow Jump once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.

SHADOW JUMP: Manipulating shadow, the shadowmage teleports to the selected living creature, be it ally or enemy, unseen as per the invisiblity spell. For the next twelve seconds, they gain +2 to their backstab modifier and remain unseen until they make an attack.

Disadvantages:
- Alignment restricted to any non-lawful and non-good
- Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5.
- May only distribute 20 skill points per level (30 at level 1) among thieving skills
- Cannot Hide in Plain Sight.
- Cannot put points into Set Trap
- Hit Die: d5

Mod Content

– One new party member with a unique shadowdancer/mage multi-class.
– New spells and items
– 7 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear.
– Crossmod content with Drake, Emily, Helga, Kale, and Recorder.
- Optional Music Soundtrack

vrnc5gnk0ds9.png

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.
bi1bphuvqfow.png




How can you make a summon follow you when changing areas?

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Just wondering if there's something I can do. I'm planning to create a spell that summons a shadow permanently or until it dies, to mimic a Shadowdancer ability. I could make it castable at will to bypass the issue, but I don't like that solution. I have no knowledge of scripting, if that's necessary. Thanks

Anurgath NPC mod - Lonelywood to Kuldahar

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Hello. Last time I have incidentally started Heart of Winter expansion and I had no idea how to return to Kuldahar. That's why I've created a mod which adds NPC to Lonelywood. This NPC allows to pause the expansion and return to Kuldahar. More information (and download) is available on github: https://github.com/micrak/IEMods

Mod: All Things Mazzy Version 1.046 - Mazzy Expansion and Keepable Clara

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Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more. Written, edited, & coded by BCaesar and Ratatoskr. First version posted on these forums: 1.027, posted on March 27, 2017. Latest update: Version 1.046. August 19, 2019. Download location: This thread! (The mod is attached to this post). Available Languages: English, Russian Welcome to AllThingsMazzy. This mod is primarily an expansion for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest. We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes. AllThingsMazzy is still incomplete but the next update should get even more banters for both Mazzy and Clara, friendship talks and hopefully parts of the romance as well. **Update version 1.039 also now has a Russian translation courtesy of p_zombie325. See the spoiler section below for details of everything that's in our mod so far. AllThingsMazzy is getting large enough that the cut seemed necessary.
Mod Sections: The Main Mod: All Things Mazzy A: Playable Clara: (Also in TOB) - Exactly what it sounds like. We have reworked the end of the Hexxat intro quest so that you can kill Hexxat to keep Clara. - You do not need Mazzy in your party to trigger this option. Just murder Hexxat at the first opportunity and make sure you pick up her sack afterward. - Clara only has a little dialogue so far, but we have added interjections for her (brainwashed & otherwise) in other scenes. - She can be summoned in TOB as well and should have a basic epilogue. - An additional intricate scene if you kick her out of your party while at war with the shadow thieves, particularly if you have active romances. B. Interjections, comments and reactions: Interjections and reactions by Mazzy, Clara, and other party members throughout the game (the vast majority of them are from Mazzy). C. Korgan and Mazzy conversations: 5 total (1 is an existing BG2 ToB conversation that was modified and moved. Parts of this series also play in TOB) - The first conversation takes place 10 days after both are in your party. - the 2nd when you rest in an inn after both the 1st conversation and their normal in-game banter have occurred. - The 3rd when they're both in your party and able to talk again. - The 4th conversation takes place several days after that. - There is also a stand-alone conversation in the docks if you talk to any of the commoner women there. D. Jan and Mazzy conversations: 1 total. (Also in TOB) - Takes place 3 days after both are in your party, upon rest in a dungeon or outside. E. Viconia and Mazzy: - Mazzy comments and reacts when Viconia is at the stake. - 4 additional conversations so far F. Expanded Maevar Quest - Both the Talos and Lathander Temples figure out that you stole from them for Mae'Var and you have the option of returning the necklace and statuette later. - This triggers whether you have Mazzy or not. G. Edwin/Mazzy conversations: 5 total (Also in TOB) - They all trigger after the first Mazzy/Edwin banter as game time passes. One will only play if you have an active Edwin romance. - Additions to the Maevar quest sequence with Edwin as well. Should be compatible with alternatives. H. Jaheira/Mazzy: 1 conversation (Also in TOB) I. Keldorn/Mazzy: 1 conversation J: Other Content: - A short quest with the harlots at the Docks. Talk to a harlot w/ Mazzy in your party. - A fix in the Underdark so drow bands won't attack while you're disguised 2. For the Good: - Additional mod options that might be annoying for a truly evil party. With these, Mazzy and other party members will no longer sit idly by while you do horrible things. This makes things more consistent with other good characters' reactions and we recommend installing it for the full Mazzy experience. However, if you plan to be evil and want Mazzy anyway, you should probably skip this part. A. Hostile Mazzy: (Also in TOB) - Mazzy now correctly attacks you if your reputation gets too low (it was coded but seemed to be bugged). - Other characters now choose sides (or stay out of it) if Mazzy and Player 1 fight. Every character should talk so if a canon one doesn't, it's a bug. - None of the options in CDTweaks to keep your NPCs from leaving will stop this from triggering. This is coded differently than the canon ones. - Mazzy will also attack if you do anything super evil during certain quests (some still to be coded) B. Hexxat/Mazzy conflict (both SOA & TOB). - This includes a conflict both when you first get Hexxat involving most of your good characters and a Mazzy specific conflict if they are both in your party later. (If the conversation ends with Mazzy taking a couple people vampire hunting, try letting things play out). 3. For the Evil - Additional mod options that may be offputting to some good players. We write our evil characters as fairly awful people in the main mod and this explores them more in depth. However, this is actually less disruptive than Hostile Mazzy to a normal game and we quite like how most of it turned out. - These additions have nothing to do with Mazzy so you do not need to install them if you are only here for her or Clara. A. Korgan/Hexxat Friendship (SOA only) - A series of 7 banters that trigger if you keep both NPCs in your party, leading to an odd and somewhat creepy friendship. Several talks will only trigger on rests outside, so try mixing things up if they haven't talked in a while. B. Sarevok/Viconia (TOB only) - A series of about 5 talks following from their canon banters. The first will only trigger on rests in the pocket plane so keep that in mind. 4. Rest Check Tool: -Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here.
Compatibility & Installation: This mod should be generally compatible with all other mods, EET and hopefully other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE, regular BG2, and most other mods. We've also tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance): Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017) NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance. Miscellaneous Mods: Alternatives When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. (This is becoming less true as our mod increases in size, but we believe you should still be okay as long as you don't have Clara in your party). However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy. This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos). Thank you.

IWD Divine spells in BGEE, SoD and BG2EE

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OKay, so I've converted all IWD divine spells to BGEE and BG2EE. My plan is to add them to the Faiths and Powers mod, but I figured why not release it as a standalone mod. So...

B_Spells

This mod will add and modify spells to the enhanced edition IE games. As of now, four five components are planned: - IWDEE Spells: This component adds all unique IWDEE spells to other enhanced engine games ( both divine and arcane). The plan is to release this component in all languages supported in iwdee - New Spells: This component will add new divine and arcane spells to any EE game. Shortly, I hope to outline a list of spells and their descriptions. - Revised Spells: This component will make changes to various spells to either balance them or make them more broadly useful. The plan is to primarily focus on spells not addressed by Spell Revisions. As such, the spells that will be primarily addressed will be the new IWDEE spells. That said, a few of the global changes will also modify some SR spells. Each modification will be offered in a separate subcomponent so you can just take what you want. - Zero Level Spells: aka as Cantrips and Orisons for arcane and divine casters respectively. These will be a number of minor but useful magical abilities that casters can use pretty much at will. The idea here is that spell casters should, umm, cast spells. This gives casters something to do even when they are out of spells or the encounter doesn't merit casting a full spell, but you want your wizard to do something magic-y. - IWDEE/BG(2)EE Style spells: There are a few spells that are implemented differently in IWDEE than BG(2)EE. This component will allow one to use the spells as implemented in the other game. See this and this to see the differences (though, if you notice any others, let me know!) On this note, I have noticed a few differences between summoned IWDEE creatures and their BG(2)EE counterparts. - Shambling Mounds: Are different between games. In IWDEE, their unarmed weapon have a chance to grapple opponents, and they have a lot more resistances - Ceremonies, Rites and Rituals: Rites and Rituals are stronger versions of normal spells that have an additional material requirements. Casters cannot perform a Ritual or Rite if an enemy is nearby, and they burn slots as normal. Ceremonies are special rituals that can be performed to produce special objects. This would be a much expanded version of item creation found on Tome and Blood Right now, this is a mod that adds all IWD divine spells into BGEE, BG2EE, and EET I'm reasonably confident that this mod is bug free, the spells in this mod are functional, but please do report any bugs you find and I'll fix it asap. I do also plan to add all IWD wizard spells to BG (etc.), but that's a longer term goal. I will probably add some custom spells eventually. Updates: 2017-03-14 Version 0.87 - Updated Exaltation, blood rage, Imp Sanctity of mind and Entropy Shield to new block system - Fixed Shadow Monsters - Fixed Recitation (though, still want to update 'friendly' bam 2017-03-11 Version 0.86a - Fixed bugs with Prayer and Recitation spells - Other stuff (I accidentally deleted progress documentation...) - Anybody that has the latest version 86 installed*, install this little mini-mod on top of it (titled "pr_rec"). It should fix the issues with Prayer and Recitation. Be sure to uninstall this mini-mod before uninstalling the main mod, however. *Which was previously called 84a. I need to mind the gaps... 2017-02-27 Version 0.86 - Updated with a proper marker. - (2017-03-11: Undocumented, but sometime in the past (?) I also added three 4th level wizard spells: Emotion: Courage, Emotion: Fear and Emotion: Hope) If you already have this installed, there is no need to reinstall. Just place the itm file in the attached zip into your override folder. Version 0.84 - Added Acid Storm, Shadow monsters and Shades wizard spells. - I am aware that I still need to add wizard scrolls. That will come when I seriously start adding wizard spells. Right now, I'm just doing the minimum for faiths and powers mod. Version 0.82 - Added 7 7th level IWD spells that I missed. Oops! - Fixed a compatibility error with Spell Revisions. You shouldn't be getting those installation errors anymore. - Some bug fixes - Added an IWD wizard spell: icelance. I'll be adding a few wizard spells seemingly at random. It's not random as those spells are being used in Faiths and Powers. But, anyway, the plan is to add IWD wizard spells, so, I'm fine with that. Version 0.81 - Apparently, I inadvertently removed Whirlwind. Also, Spiritual Wrath was using the Whirlwind pro in version 0.80. That must have been interesting. Fixed - Bug fixes - Added a missing file for symbol, pain. - Changed portrait icons for symbol spells to existing ones in the bg(2)ee engine. Version 0.80 - This one is all about the static charge spell. Added the projectile in secondary spell to make it actually work correctly (and not target the caster!), updated text notification to something less wacky, and sec spell rename to match default implementation 2016-06-23 Version 0.79 - Numerous bugs squashed - Increased compatibility with spell revisions ( install after sr!) most notability, it will no longer install duplicate spells such that both the sr and iwd versions are memorizable (e.g. cause light wounds) - Compatibility code for future, and in progress projects - Updated secondary spells an icons to use the standard (i.e. the spell name + some letter suffix) _____________________________________________________ Links: Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 IWD and new Arcane spells will eventually find a home in this mod Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1 Divine spells will go here. Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153 A great spell mod. I'll eventually create a mod to use these spells in IWD (as they are not currently available in that game). I will also work to ensure compatibility with this mod http://www.d20pfsrd.com/magic/spell-lists-and-domains Inspiration https://forums.beamdog.com/discussion/19962/g3-announces-iwdification-beta-3-available/p1 More inspiration (duh!) ----------------------------------------------- Special Thanks: Upcoming. Don't want to miss anybody... ----------------------------------------------- Programs and websites used: DLTCEP: http://gibberlings3.net/forums/index.php?showtopic=23917 Near Infinity: https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 ConText text Editor: http://www.contexteditor.org/index.php BAM workshop: http://www.shsforums.net/topic/57564-bamworkshop/ Sounds: https://freesound.org Audio File conversions: https://www.zamzar.com

Mod add Spells to BG2

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Can you please recommend any mod that add spells to Bg2 EE?
Is it only TomeAndBlood-0.8sd45 ?

[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] DLC Merger: Merge Steam/GOG SoD DLC or custom DLCs with the main game

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Download: DLC Merger (latest)

Overview

Enhanced Edition games provide a feature that lets you use self-contained DLC archives to add or modify content. Best known example is the "Siege of Dragonspear" expansion, which comes as a DLC archive on GOG and Steam platforms. The downside of this distribution method is the limited ability to mod the game however, since files contained in DLC archives can't be easily accessed or further modified without recreating the whole DLC. This mod attempts to solve this restriction by merging DLCs with the main game. The mod provides three options. You can specifically merge "Siege of Dragonspear" with BG:EE, merge a user-defined DLC archive or all DLCs found in the search paths of the game, such as DLCs created by the DLC Builder. DLC Merger is meant to be an alternative to modmerge, that was the only way to make Siege of Dragonspear available for modding until now. However, unlike modmerge, this mod is platform-independent and fits seamlessly into the stack of other WeiDU mods. It allows you to merge any DLC archives and provides an option to revert the whole merge operation.

Components

1. Merge "Siege of Dragonspear" with BG:EE (BG:EE and the SoD DLC required) Merges the "Siege of Dragonspear" from any of the supported DLC locations with Baldur's Gate: Enhanced Edition. 2. Merge a user-defined DLC archive (Enhanced Edition game required) Merges a single DLC archive with the game. The mod prompts for the name of the DLC archive, which can be located in any of the supported DLC paths. Supported DLC paths are (in order of application): - Documents directory of the game - Installation directory of the game - "dlc" folder in install directory - "workshop" folder in install directory (requires DLC files with .mod extension) 3. Merge all available DLC archives (Enhanced Edition game required, 64-bit WeiDU installer strongly recommended) This option scans all supported DLC search paths of the game for available DLC archives. Each DLC will be merged in the same order as it would be loaded by the game, so that multiple DLC archives may safely override files from other DLCs without causing issues. Because of technical reasons, this operation may fail under certain circumstances if the mod is not invoked by a 64-bit WeiDU installer. (The mod packages from the download link already contain Windows and macOS 64-bit WeiDU installers. WeiDU installers for Linux can be found here.)

[v1.98] Shadow Magic

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SHADOW MAGIC

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

Component 1: SHADOW MAGIC MAIN COMPONENT

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

OPTIONAL: ALTERNATE SPELL COSTS

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

SORCERER KIT: SHADOW DISCIPLE

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

BARD KIT: NIGHTSINGER

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

ITEM PACK

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

FAMILIARS

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

Component 2: SHADOW MONK

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

Component 3: QUESTS & ENCOUNTERS

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

Calin NPC Mod Bg2EE

Question about dialog.tlk and language of mods

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If I have mod that was created in English, with English language and I have Baldur's Gate 2 in diffrent language - then when I install that mod over my diffrent dialog.tlk/language then what's happen?
It will break the game or not?

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

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Version 1.3.1

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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:

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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)
Guardian Magic (Paladin only) - Requires EEex
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
Colossal Growth (Druid only, HLA)
Enhance Attribute (All divine casters)

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)


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