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The Beaurin Legacy NPC Mod for BGII:EE

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Hello everyone! I would like to introduce: The Beaurin Legacy Mod for BGII Current Version: v3.5 This modification is currently in English and includes content for SoA and ToB. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district. Portrait Artist - TamikaProud at DeviantArt Her statistics are as follows: Strength - 11 Dexterity - 19 Constitution - 12 Intelligence - 17 Wisdom - 12 Charisma - 16 As of now, the mod has only been tested for BGII:EE but should be able to work for the vanilla Baldur's Gate II and EET. Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated! Thank you so much for your time and I hope you enjoy the mod. :) EDIT: I decided to put a face to the NPC. ANOTHER EDIT: I updated the link here to direct you guys to the new G3 download page, sorry about that! The Beaurin Legacy now includes ToB! The Beaurin Legacy has a forum of its own and can be downloaded here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!

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

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The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

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

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

[v1.51] Emily, a Half-Elf* Archer for BG:EE + SoD

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Introduction

Meet Emily, an Archer all the way from Tethyr. Making the journey to meet her birthmother, the closing of the road to Baldur's Gate unfortunately has impeded her journey.

In the meantime however, she is happy to make herself helpful in her party, sporting skills in ranged combat and the ability after her talks have progressed to create arrows for the party, though only a limited amount of special arrows can be crafted. She can also modify certain bows, though only once ever, so choose the ranged weapon you wish her to enhance wisely.

In BG:EE/SoD she can be pursued for a romance with best success by any tall male, while in BG2 there is no gender restriction, the race restrictions still apply (No dwarf, no halfling, no gnome).

Details

Race: Half-Elf*
Class: Archer or Arcane Archer
Alignment: Neutral Good

STR: 13
DEX: 18
CON: 14
INT: 14
WIS: 14
CHA: 16
Total: 86

*Emily's actual race is revealed later.

Mod Content

– One new party member using the Ranger Archer Kit
-Can select Arcane Archer or Arcane Archer/Wizard if the Artisan Kit pack is installed.
-Can Craft Arrows once per day after her fifth BG1 Talk, and enhance a bow once only.
– 9 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 (No gender restriction in BG2)
– Crossmod content with Sirene, Vienxay, 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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Modding/Changing the Dices [HardCode?]

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Hi all I'm trying to find a way to amend the Dice count and Dice sides (for Character creation - Ability stat roll), but I'm unable to find the correct area to edit the Baldur.exe file in hex editor. I have already set the Max Stat from 18 to 25, through editing the 2da file (ABRACERQ.2da), so the preperation is done. Does anyone know and can assist me on this? Maybe it's possible to change outside Hex editor? /Groom

Mod for: Grandmastery for Weapon styles (Dual wield - Two weapon /Two handed / Sword Shield)?

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Hi
Is there any Grandmastery mod for weapon styles?

Why limit to only Mastery *** (three stars).
Surely one can be a GM in weapon styles, just like with a weapon of choice?

/Groom

[Tool] QDMULTI: A Library for Multiclass Kits

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QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+). The newest version of this library is available on GitHub.

Background

Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits. This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.

Usage

If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa). This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~ 
This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass
  STR_VAR 
      kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END 
Of the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.

Limitations

Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags. Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.

Applications

This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include: - giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage). - allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos). - allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit). - allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.

QDMULTI in Action

Mods that make use of QDMULTI include: - Eldritch Magic by @Abdel_Adrian - Might and Guile by @subtledoctor

Permissions and Support

I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile! Download: https://github.com/UnearthedArcana/Might_and_Guile/releases Readme: https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't. These mod components now contain: 1) Revisions to warrior and rogue classes and kits: - A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities - A psionics system, and a fighter and thief kit who can use psionics - A complete re-working of the way bards work, allowing bards to sing and fight simultaneously, and to use more thief skills, and to cast spells spontaneously like a sorcerer rather than memorize them like a mage - Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too) - Revised Berserker kit and Rage ability - Revised Stalkers, and Beastmasters - Revised Archers and an all-new set of called shots - Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time) - Revised monk fist weapons, toggling back-and-forth from non-magical to magical - Revised Blade and Skald kit abilities - Revised Shadowdancer with new "Shadow Pool" instead of HiPS 2) Warrior and rogue kits: - 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade) - 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger) - 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer) - 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger) - 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief) It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

Android BG1EE.2.5.17.0, BGSOD.2.5.17.0 & BG2EE.2.6.16.6 Modfiles

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Hi All,

The aim of these modfiles are to have a similar set of mods that are installed for all of the trilogy(+); for forumites that don't have the resources to do it themselves. The mods requested as content came from another thread of which it outgrew.



Modfiles Content
~~~~~~~~~~~~~~~~
BG1EE & BGSOD
=============

Override Fixes:
- Whispers of Silence (Non-Detection that works)
- Icestorm Spell (number of Rounds = 4)
- Beserker Rage spell
- Beserker Rage for Minsc
- Horror spell (duration = 1 turn)
- Broken doors and Area Transition (Area 3300)

Homemade Addon:
- GUI Console access

Mods:
- Animal Companions v1.5.7
% - Wandcase v1.3
%!- Thrown Hammers v6.0.3
%!- Convinient Ammunition v2.0
% - More Style for Mages v1.55
- Shadow Magic v1.9.8a
- Tomb and Blood v0.8.37
- Tweaks Anthology v8.0
- aTweaks v4.51
- One Pixel Production v4.0.1 (Smart Avatar and Armour Switching Only)
- Continuous Portraits v1 (Set for BG2EE portraits)

% - If you start a new game, the items would need to be consoled into the game. If coninuing from an import, the new items should come in with the saved game if on the PC.
If Wandcase doesn't appear with saved game import, it may need to be consoled: C:CreateItem("WANDCASE"). For me, it is sometimes there and sometimes not...
! - Not installed in BG2EE.


BG2EE
=====

Override Fixes:
- Whispers of Silence (Non-Detection that works)
- Beserker Rage spell
- Beserker Rage for Minsc
- Horror spell (duration = 1 turn)
- Flail of Ages +4 (Damage Order correct)
- Flail of Ages +5 (Damage Order correct and modified to allow Haste)

Homemade Addon:
- GUI Console access

Mods:
- Animal Companions v1.5.7
- Wandcase v1.3
- More Style for Mages v1.55
- Shadow Magic v1.9.8a
- Tomb and Blood v0.8.37
- Tweaks Anthology v8.0
- aTweaks v4.51
- One Pixel Production v4.0.1 (Smart Avatar and Armour Switching Only)

For the exact components of each mod, there is the WeiDU.log attached for the modfiles.

----

To install the mod BG1EE:
- Download the files to your device and place into a folder other than the games folder.

- Unpack 'BG1EE.2.5.17.0_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.baldursgateenhancededition/files'

- The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like:

'Android/data/com.beamdog.baldursgateenhancededition/files'
'Android/data/com.beamdog.baldursgateenhancededition/files/override' (folder)
'Android/data/com.beamdog.baldursgateenhancededition/files/save' (folder)
'Android/data/com.beamdog.baldursgateenhancededition/files/baldur.lua' (File)
'Android/data/com.beamdog.baldursgateenhancededition/files/lang-en_US.zip' (File)
and any other folders you may already have like portraits etc.

If your file manager can't handle .7z files, I know that 'RAR for Android' or 'ZArchiver' have no problems.

----

To install the mod BGSOD:
- Download the files to your device and place into a folder other than the games folder.

- Unpack 'BG1EE-SOD.2.5.17.0_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.siegeofdragonspear/files'

You will get a similar folder/file view as BG1EE except in the SOD folder.

To install the mod BG2EE:
- Download the files to your device and place into a folder other than the games folder.
- Unpack 'BG2EE.2.5.16.6_Modfile_Trilogy1.7z' into the following folder:

'Android/data/com.beamdog.baldursgateIIenhancededition/files'

You will get a similar folder/file view as BG1EE except in the BG2EE folder.

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You are now ready to test, if the games crash, then make sure you don't have the modfile itself as it will clash with the unpacked mod. If the game plays, then you are good to go.

I did a quick test for each game by generating a character (Shadow Monk) and examining the text to make sure there weren't any invalids (at least in the char gen section...). If there are any problems that arise during game play, let me know and I will see if I can do something.


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To uninstall (for All):

- Delete 'override' folder
- Delete lang-en_US.zip
You are now back at vanilla...
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Attached are the files for BG1EE. Below will be the files for BGSOD and BG2EE.


Happy Gaming
Gus

Edit: These modfiles are created for the English version of the game.

[MOD] OlvynTweaks Version 1.1

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OlvynTweaks
Version 1.1 

Download 

Here is a new tweak mod for your enjoyment! There are 22 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, which multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when there are the largest number of ranged enemies. Think about it: there are barely any enemies who use missile weapons in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that lots of enemies use missile weapons. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They serve no purpose other than being beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make it so the Jacil and Wiven encounters aren't replaced by other quests
Normally in BG1, you can permanently miss the fight with Jacil if you start the Mendas quest before going to the Merchant's League Counting House. This means you don't get Jacil's Spear +2. This component makes it so that if you fight Ulf in the Counting House during the Mendas quest and Jacil hasn't been killed, Jacil and his blink dogs will appear and join the fight,

The component also moves the Wiven encounter (which could be permanently missed if you did Rasaad's quest first). Wiven is now located in an alley somewhere in Baldur's Gate.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the speed of all creatures in the game (including party members)
This component makes everyone in the game - both enemies and party members - move faster. You can choose whether everyone's speed is doubled, tripled, quadrupled, or set to the maximum.

Add a different kind of chunked death animation
With this component installed, if a slain creature would be chunked, its corpse is sent flying into the air instead.

Modify Sneak Attack and Crippling Strike
If you have 3E Sneak Attack enabled, after you sneak attack an enemy, there is a delay of several rounds before that enemy can be sneak attacked again. This component lets you change that delay. You may either remove it or reduce it to one round.

Modify Fighting Styles
This component improves the four fighting styles, and allows characters to take up to five points in each style (only if the character could normally take 2 points in the style, or 3 points for Two-Weapon Style).

Here are the new fighting style bonuses:

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.


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-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.


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.

Replace the "I'm on it like ugly on an orc" quote with "I'm on it"
This component edits a quote I really hate from a BGEE soundset that I otherwise like.

Download

[MOD] Original-esque Spell Icons for IWD:EE

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In Icewind Dale: Enhanced Edition, spells in the spell select menu have stone icons, similar to the icons in Baldur's Gate and the other enhanced editions. But in the original Icewind Dale, the spell icons don't have that stone look.

This mod brings the spell icons in IWD:EE closer to the original. Some icons are also recolored or replaced with icons more similar to the original. You can see some screenshots here:

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

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

[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]

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Ishlilka Full Version can be found here: https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates Enjoy :) And here is a download link for the BG:EE only version

[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

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Hello, This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.5).

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.

Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.

Item description tweaks

Using this scrollbar.
You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.
Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.

Journal screens

Restore and fix the journal screens.

Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.
Restored confirmation prompt before un-memorizing a spell.
Spell description is opened by right-clicking the spell and showed on the other side of the book.
Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here. Back button on levelup from here. Tweak popup with modified image from v1.3:
Fix journal popup when the text is too long:
Pick party screen:
There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.
Changelog: v3.9: Update dialog code. Add character name in some screens. Abilities -> Ability Bonuses. Tweak inventory text box. v3.8: Remove compatibility with 2.3. Change tooltip 'World Map' to 'Area Map'. Take 'More Confirmation Prompts' into account when removing memorized spells. Tweak text scroll speed in chapter and dream. New dialog code by Adul. Spells screen. Buttons in character creation. v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v2.7: Restore adorned first letter in item and spell description. Update item description layout. v2.6: Minor tweaks. v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio. v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look. v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod. v2.2: Restore 'Pick for me' button in mage spell selection. v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel). v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position). v1.9: Journal fixes thanks to @HaHaCharade. v1.8: Fix small portrait aspect ratio. Re-add stats cheat. v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences. v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks. v1.5: EET bug fix. v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker. v1.3: Quickloot fix. v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size. v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions. v1: Mage spells screen tweaks. Weidu mod. v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD. v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area. v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen. v0.6.1: Fix scrolling. v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen. v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens. v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...) v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip. v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen. v0.1: Initial release.

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

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Kerzenburgforum


Brage's Redemption - Brage NPC Mod for BG

brage-png.5763
Author: jastey
Portrait Artist: Acifer
Languages: English, German

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



Description

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

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

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

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

Beginnings Quest: Brage's Sword (BG1)

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

Brage as a Joinable NPC

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

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

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

Brage's Stats and Portrait

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


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

English Discussion Thread at Gibberlings Three

German Discussion Thread at Kerzenburgforum

Modpage at Kerzenburgforum

Download at GitHub
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[MOD] Jastey's SoD Tweak Pack

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Jastey's Tweaks for SoD and EET (and BGT) This tweak pack is mainly meant for the SoD part of BG:EE (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game. Please let me know if you encounter any problems. From the readme: 1 Ending Independent on PC Replies 2 Do Not Miss NPC-PC Dialogues 3 Skip Korlasz's Dungeon 4 More Dialogue Choices & Prevent Dead Ends 5 Use Imoen's BG1 and SoD Portrait for BGII in EET&BGT 6 Restore scripted Abduction Scene Fight 7 Adjust PC's Starting XP at Beginning of SoD, by subtledoctor Read the Readme Visit the Forum Visit the Modpage Download from G3 Download from GitHub

[Mod] Imoen 4 Ever - Experience the BG Saga with Imoen - and the beginning of SoA without pressure!

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Gibberlings Three / Kerzenburgforum


Imoen 4 Ever
Mod languages: English, German, Polish

This mod aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD (not finished yet) and BGII.

Note: The SoD part is not finished yet.

The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen being there (BGII) or with Imoen catually being in the party (SoD).

The mod is compatible with SoD and all BGII games: BGII, BGT, BGII:EE, EET. For EET, install the mod dirctly into your EET game folder. For order of install, this mod is to be considered to be a questmod, i.e. should be installd before any NPC or other mods that add interjections into chapters 2&3 in BGII.

Promotion Artwork by Acifer!

Note to Compatibility:
If you are a player and want to know whether your favorite mods are compatible with I4E, have a look here and also, feel free to ask!
The same if you are modder and want to make your mod compatible with I4E, have a look at the link but also, feel free to contact me!

As of v2, the BGII and SoD parts are splitted into two optional components.
Content BGII:
This mod gives back Imoen in Chapter 2 and 3, right after the first dialogue with Gaelan. The player can then explore and play all quests without any time pressure or moral dilemma about a friend needing rescue.
The original game content kicks in again after the arrival in Brynnlaw: Imoen will now be kidnapped, and Yoshimo will be available for recruitment in the Brynnlaw tavern.

All(most all) lines referring to Imoen being taken and needing rescue where replaced with references to chasing Irenicus, instead.

Content SoD:
With this tweak, Imoen will remain in your group in the beginning of SoD if she was in BG:EE. She will be a party member in Korlasz's crypt up until the point where all party members leave and the PC finds themselves in the Ducal Palace. From there, Imoen will take her role as in the original game. (Planned: let her rejoin in the first coalition camp.)
Inside Korlasz' Crypt, Imoen will have a PID (player initiated dialogue) out of her original game dialogue. She will talk about Duke Jannath taking an interest in her, but she will only talk about her magic studies if she was already dual-classed to T/M in BG:EE.
After the attack in the Ducal Palace, she will be in no shape to accompany the PC because of the poison. Her "good bye" dialogue the evening before the PC heads out against the crusade is changed with her new motive to stay behind accordingly.
If Imoen was not in party in the endfight of BG:EE, her presence in Korlasz' Crypt will play like in the original game with no changes. (Planned: but she will rejoin at the first coalition camp.)


Link to Modpage and Readme
Forum at G3
German Discussion Thread (Kerzenburgforum)
Download the Mod G3

Imoen4Ever-Download.jpg.27980df70629f8850eeb52f0955df01f.jpg


[MOD] Neera dialogue expansion and flirts

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The Neera dialogue expansion mod has hit v1! This adds a series of dialogues to Neera in BG:EE, as well as a flirt menu for those who engage in a romance with her. It also includes components to make Neera and Rasaad same-sex romanceable (with thanks to Jalily). You can download the Neera Expansion here, and you can find the discussion forum here at Spellhold Studios. -- Original post: Hey guys and gals, Just letting y'all know that I've got a small Neera dialogue expansion mod in the works that should go into testing later this week, with somewhere between 10-15 extra dialogues between Neera and the PC for those who like a little more content and want something new to play with. There will be a few bits and bobs for the romantically inclined, but in keeping with Overhaul's preference to keep the actual romance out of BG:EE it definitely won't be the focus of the dialogues--they'll be more like the IEP friendships over at SHS for BGII. I'm wondering if anybody would be interested in testing the mod or proofreading/editing the dialogue? Just shoot me a PM or post here. :)

[BG:EE MOD] Saradas Magic [RELEASED] V_1.1

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Dear friends, I'm proud to announce my creature! I've worked hard on it for all the last summer, and now, after some thorough testing it's ready to be released. I've personally translated it to English so, if you find any error feel free to contact me and I'll update the texts. SO: WHAT'S SARADAS MAGIC?: Saradas Magic is a mod that introduces a new non-playable NPC, Saradas the archmage, which interactS in various ways with the Bhaalspawn's group. You can find him in the temple inside the Friendly Arm Inn. In addition to having several exclusive dialogues that take place as the plot takes shape, it offers: - Identification at reduced price - Cure the party when one or more members of the group are seriously injured - An advanced artificial intelligence scripted by me that offers an epic fight even to the game's veterans - A store with exclusive articles In the latter, you can find 7 brand new arcane spells: - Flawless Teleport - Lashing Wind - Gravitational Field - Horrid transformation - Drain Spell - Spectacular Combustion - Tenser's Supremacy (The prices are not very cheap but you can still try to steal from the store :] ) The aim is to improve the tactical approach to the game as a magician, in the battles of the Sword Coast, creating dozens of new devastating combinations. Teleport behind an opponent and turn it into a pathetic zombie. Summon a demon prince to tear your enemies apart. Turn yourself into a fearsome Lich and drain the life out of your rivals up to send them into the abyss. Crush the will of your enemies and then finish them off with a burst of spiritual energy. Get the appearance of a dragon and lay waste wherever you go! Turn the most dangerous of wizards to a meek kitten by stealing his spells or wrapping him in a burst of wild magic. All this is possible thanks to the epic level spells, available for each school of specialization, and taught by Saradas: - Spiritual Explosion (Invocation) - Impenetrable Defense (Abjuration) - Ego's Frailty (Transmutation) - Summon Devil of Baator (Conjuration) - Foreseeing the future (Divination) - Absolute abnegation (Enchantment) - Legion of shadows (Illusion) - Deathly Hallows (Necromancy) - Knowledge of the Scholar (Generalist) - Shroud of wild magic (Wild magic) - Dragonborn (Dragon Disciple) (working on pure mages, multi-classed mages, dual-classed mages) //--------------------------------------------------// More info in the READ ME file. Enjoy! Saradas DOWNLOAD: http://www.mediafire.com/download/rg5cyypji1om22o/Saradas%2520Magic%2520ENG%2520V_1.1.zip

[NEW NPC] Saradas Magic 2 [ENG] V_1.6 NOW FOR ToB

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Hi all. My testing on Saradas Magic 2 for Throne of Bhaal has just finished. Now my mod features new contents for the last chapter of the Bhaalspawns saga. What's new in Saradas Magic 2 for Throne of Bhaal? In Throne of Bhaal Saradas is finally a recruitable NPC! You can summon him through the Fate Spirit in your pocket plane. He is a human Priest of Lathander dual-classed to Mage. His stats are: image STR 10 DEX 13 CON 14 INT 18 WIS 20 CHA 15 Saradas features: - Banters and dialogues with many of the original BioWare NPCs - He expresses his thoughts regaring events and dialogues - He has a custom ring - 6 different epilogues - 1 custom skill - Dialogues with the protagonist and... - A small but enjoyable easter egg for all the Lord of The Rings lovers like me I wait for your feedbacks ;) DOWNLOAD LINK: http://www.mediafire.com/download/l5y34c214jcs04q/Saradas_Magic_2_v1_6.zip

My new mod in Alpha version. Testers required.

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Hello fellow players, I'm halfway through the creation of my new mod for BG2EE. It's called "Shadow of the Hierophant - Arena Project". Through a NPC you will be able to revisit your past adventures and meet some memorable characters of the BG saga. I need people to test it and to give me some impressions of the work so far. Feel free to give advices to make it a better experience and you can even propose your own ideas about future contents. If interested, leave your comment below and I'll send you the material. Thanks for your attention DOWNLOAD LINK ---» http://www.shsforums.net/files/file/1140-shadow-of-the-the-hierophant-arena-project-chapter-one/
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