Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[MOD] Journal Portrait Conversations for PSTEE

$
0
0
This Mod will make it so when you initiate dialogue, it will show a portrait that is scaled down to half size of the appropriate bestiary entry that is located in your journal. Example: image In the future this will probably be integrated into Portraits Portraits Everywhere. Please note the following: - Portraits for dialogue will not show up in PSTEE without modifying the UI. This can be done manually, or you can install this component to copy over a pre-modified UI.menu. If you do copy it over, it will overwrite any custom ui.meu you may already. Instructions on how to manually do this are in the readme if you don't want to overwrite a custom ui.menu. - This will behave differently on a games in progress and a new game. When installing or reinstalling this mod on a game in progress, NPCs in areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits. If you start a new game, then all NPCs that should get portraits will get them. Important: Please do not distribute the included WeiDU binary! This is an unofficial version which contains experimental code and may contain bugs or other incompatibilities. Version History: v0.52 19 Apr 17 -Added code to copy over NPC portraits to alleviate stretched portrait issue on existing games v0.51 16 Apr 17 -Added code to modify UI.menu by patching instead of overwriting by argent77 v0.50 16 Apr 17 - first Release, no weidu for UI.meu Additional screenshots: [spoiler] image image image image [/spoiler] Here is a link to the .pstoverride file for iOS users provided by @AstroBryGuy Be sure to note that this is only for the current patch and that uninstalling the mod on iOS requires uninstalling/reinstalling the PST:EE app. [spoiler] Link for .pstoverride file for iOS users https://www.dropbox.com/s/n09ng4gapwpofq6/s9journalportraits.pstoverride?dl=0 [/spoiler]

[mod] LavaIt - IWD: an item pack for IWD EE

$
0
0
ABOUT THE MOD LavaIt-IWD is an item pack for Icewind Dale EE. After playing IWD for yet another time, I realized I would like to see something new, some items perhaps. The mod was made for me, my friend and our multi-player run, but after a year I decided that perhaps it would be a good idea to publish the mod for those who would also like to give IWD EE another run, but are worried that they will end up with using exactly the same set of items. You'll find the items in many different places - carried by certain creatures, sold by merchants or left in specific containers. I never made a list of what may be found where and to be honest, after a year I myself forgot where they may be found. That may be even better. You'll need to look for those items, check places, talk to merchants. Hope you'll enjoy them. Number of items: ~30 HOW TO INSTALL THE MOD Just like any other WeiDU mod - unzip it to your main IWD EE directory and run Setup-LavaIt-IWD.exe and then follow the instruction. CREDITS Mod author: Lava Del'Vortel Proofreader: Typo Tilly Some items were requested by Soul. Some of the bams are based on graphics by BeamDog. Thanks to everyone who decided to give this mod a try! I hope you'll enjoy using them!

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

$
0
0
8/28/19 update: v0.1.0 of the mod is completed!
10/14/19 update: v0.2.0 has been completed!
10/15/19 update: v0.2.1 released
10/16/19 update: v0.2.2 released
10/17/19 update : v0.2.3 released
10/18/19 update : v0.2.4 released
11/12/19 update : v0.3.0 released
11/14/19 update : v0.4.0 released
11/14/19 update : v0.4.1 released
11/26/19 update : v0.5.0 released
11/29/19 update : v0.5.1 released
12/22/19 update : v0.6.2 released


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

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

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

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

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

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





What this mod does:

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

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

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

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

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

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

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


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

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

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

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

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

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

Crown of Lies
Firkraag, Windspear Hills Dungeon

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

"Green" Dragonscale Armor
Kyland Lind, Druid Grove Area

Stalker's Gauntlets
Shade Lord, Umar Hills Dungeon

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

Cloverleaf
Haer'Dalis' starting equipment

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

Backwhacker +2
Cohrvale, Slums

Bow of the Banshee +2
Gallchobhair, Temple Distric sewers

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

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

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

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

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

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

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

Trollblood Ioun Stone
Nalia's starting equipment

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

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

Vexation +2
Ithafeer, Druid Grove Area

Astral Crossbow +2
Keldorn's starting equipment

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

Dragonscale Shield +3
Forged using green scales

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

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

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

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

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

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

Wizzard Hat
Lanneth, Neera's quest (SoA)

Archer's Eyes
Kuo-Toa Lair, Underdark

Robe of Red Flames
Edwin's starting equipment

Belt of the Skillful Blade
Ust Natha shop, Underdark

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

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

Bard Hat
Aawill, Planar Prison

Helm of Dumathoin
Tarnor, Temple District sewers

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

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

Tangled Strings
Shop, Bridge District

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

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

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

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

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

Helm of Opposition
Undead Mayor, Unseeing Eye Cult Area


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

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

Soft Feet
Liquid Mercury + 7500gp

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

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

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

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

Sundermaul +3
Rune of Clangeddin + 5,000gp

Cloverleaf
5 scrolls of Luck + 5,000gp

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

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

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

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

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

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

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

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

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

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

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

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

Astral Crossbow +2
Gesen bowshaft + 5,000gp

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

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

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

Ring of Purity
Eye of Tyr + 5,000gp

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

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

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

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

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

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

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

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

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

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

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

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

Adding kits to enemies?

$
0
0
Hypothetically if I wanted to add the Barbarian kit to Tazok, would the following suffice:

BEGIN
COPY_EXISTING_REGEXP GLOB ~tazok.*.CRE~ ~override~
PATCH_IF SOURCE_SIZE > 0x2d3 BEGIN
WRITE_LONG	0x244 0x00004000 
END

or do I need to add the individual abilities from the kit, for example immunity to rage, backstab and movement rate bonus ect...?

Unfinished bussiness bg1

$
0
0
Hello,
1) Do you instlal all components?

2) In roxanne's bws it is written that chapter 6 restoration is bugged. Is it true?

of .DLG and .TLK

$
0
0
Hey Everyone,

It's been a long time since I've been here. Glad to see everyone is doing great. I'm playing BGEE on my vacation.

I'm looking to edit a .DLG file. I understand the structure of the conversations but I don't know if editing a .DLG file necessitates editing the .TLK file.

Also. I have some outdated Mod Tools... and I can't access GITHUB from where I am. Could someone send me the latest Near Infinity and WEIDU ?

Assistance Creating spells in Nearinfinity

$
0
0
Hi all,

Total noob here to NearInfinity. I want to create a few spells, specifically to add to my Avenger druid to make him a little stronger late game. I wanted to give him the ability to use the Level 9 Wizard spell "Shapechange". Obviously since its a Wizard spell he can't cast it, so I wanted to make either an innate ability or a level 7 cleric spell version of this he could use.

I really don't have any experience with Nearinfinity, and I have no idea how to find the current shapechange spell, as all the spells have numerical names, sorting through it would take forever. Is there an easy way to find what number is associated with Shapechange? Or any spell for that matter.

Also, am I correct to assume that, if I find the Wizard version, I can "export it", then edit it to change it to a level 7 cleric spell, and then somehow import it back into the spell list. And then assign it to my char using EEKeeper?

Any help would be appreciated!

[MOD] More Style for Mages (v1.56)

$
0
0
image This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files. Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible. In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.
Mod components are following: Group 1: Wizard’s Staffs WIZARD’S STAFF FOR BG:EE STAFF OF WIZARDRY FOR BG2:EE STAFF OF WIZARDRY FOR IWD:EE CUSTOM INVENTORY ANIMATION FOR SOW STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS Group 2: Other Items and Tweaks CIRCLETS CIRCLET OF REVELATION FOR BG:EE WIZARD'S HAT WAND CASE STONE OF TELEPORTATION VISUAL TWEAKS FOR ROBES ROBE COLORSETS FROM COSMETIC CHANGES MOD Group 3: Familiars CUSTOMIZABLE FAMILIARS CUSTOM NAMES FOR FAMILIARS FAMILIARS FOR NPC MAGES ANIMATION TWEAKS FOR SOME FAMILIARS FIND FAMILIAR SPELL IN SHOPS Navigation: UPDATE LOGS INSTALLATION SCREENSHOTS
image There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages. The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too). image This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices. image In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally. Warning: Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix). Activated staffs have following abilities: [spoiler]Staff of Abjuration - 25% chance of casting Spell Thrust, on successful hit - can cast Minor Spell Turning once per day Staff of Conjuration - 25% chance of casting Summon Insect, on successful hit (like the priest spell) - can cast Monster Summoning III once per day Staff of Divination - 25% chance of casting Know Enemy, on successful hit Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds - can cast Oracle once per day Staff of Enchantment - 25% chance of casting Rigid Thinking, on successful hit - can cast Hold Monster once per day Staff of Illusions - 25% chance of casting Sensory Collapse, on successful hit Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect) - can cast Shadow Door once per day Staff of Invocation - 25% chance of casting Lightning Bolt, on successful hit (only effects the target) - can cast Cloudkill once per day Staff of Necromancy - 25% chance of casting Vampiric Touch, on successful hit - can cast Animate Dead once per day Staff of Alteration - 25% chance of casting Slow, on successful hit - can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly) Staff of Wild Magic - 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit - can cast Wildstrike once per day Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds Staff of Dragon Power - 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage) - can cast Dragon Fear once per day Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead. Staff of Wizardry (Empowered) - Wielder can cast any 5th-level spell, once per day[/spoiler] Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below: [spoiler]Fist floor of Watcher's Keep - container with candle in the back room Fourth floor of Watcher's Keep - tomb of the demilich Saradush - underground with vampires - secret room opened by tortured spirit Yaga-Shura's Lair - guarded container with skull wardstone Dead body of Draconis Room of the Lich in the Sendai's Enclave Stock of Amkethran Tavern[/spoiler] Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.) Additional spells are: [spoiler]-Staff of Abjuration +5: Pierce Shield -Staff of Conjuration +5: Summon Fire Giant Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained. -Staff of Divination +5: Prediction Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds. -Staff of Enchantment +5: Thrall Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections. -Staff of Illusions +5: Simulacrum -Staff of Invocation +5: Incendiary Cloud -Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting -Staff of Alternation +5: Mass Polymorph Other Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty. -Staff of Wild Magic +5: Wild Sphere Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds -Staff of Dragon Power +5: Lesser Dragon Form Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack. -Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day[/spoiler] image Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same. image This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original. image Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color. Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice. Choices are following: -keep original -remove invisibility -replace invisibility with 50% magic resistance -replace invisibility with immunity to time stop -replace invisibility with increased casting speed by -3 -replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first) image In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them. In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations. In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop. image This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up. This component adds a Wizard's hat. An item with some magical properties and completely new custom animation made by @Smiley for human male mages and sorcerers (the limit is there because the animation only exists for them). image This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops. [BETA] This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers. In the below spoiler is the location of the artifact in both campaigns: [spoiler]Inside chest in Umar Hills cave and inside chest in Amkethran smuggler cave[/spoiler] image Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...). Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead. Note, that as a side effect, I had to make all robes automatically identified. This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however. image This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. image When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name. The race options are: Drake Imp (for evil) or Mephit (good and neutral) Cat Rabbit Groundhog Small spider Lim-Lim Floating Skull For now, all races have the same statistics, so this is mostly just about choosing the appearance. There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are: 0 XP 89 000 XP (100 000 XP for IWD:EE) 500 000 XP 2 500 000 XP 6 000 000 XP (5 000 000 XP for IWD:EE) Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack. There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own. image As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again. image NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component. When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move. image UPDATE: The Lim-Lim tweak below is fixed, the animation works differently now. There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars). The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE. image This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it. image v1.0 of BG:EE, v1.0 of BG2:EE -Staffs, circlets and visual tweaks for robes added v1.1 -BG:EE and BG2:EE mods combined into single mod v1.2 -Dialog bug of SoW for multi-classes fixed -Various typos fixed -Melee characteristic of SoW fixed -Speed factor of SoW fixed -Added own projectiles for WS and SoW -Robes remain in armor slots after changing -Blue SoW colorset slightly tweaked v1.3 -SoW can be upgraded by Cespenar -On-hit chance of SoW increased from 15% to 25% -Circlet of Revelation added to BG:EE -Added ranged attack to the Staff of the Magi -SoW available in the Black Pits 2 v1.35 -Enchantment level of staffs fixed -Thrall spell fixed v1.36 -Polish translation added (credits to @Cahir ) v1.4 -Compatible with IWD:EE v1.41 -Fixed invalid strings for some of SoW's on-hit effects in IWD:EE v1.42 -Russian translation added (credits to @Saigon1983 ) v1.43 -Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields) v1.5 New content: -Customizable Familiars component added -Familiars for NPC mages component added -Wand Case component added -Tweaks for the Staff of the Magi component added Fixes and tweaks: -New color options for WS and SoW (14 total) -Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp -Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration) -Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party -Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration) -Staff of Alteration: Teleport renamed to Phase Shift, changed visual effect -New icons for added spells -Red and Purple missiles animation slightly tweaked -Added missing DD restriction to the Staff of Dragon Power -SoW spells are cast at caster level instead of level 10 -Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had) -Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them Technical: -Prefixes of mod files changed to RG -WeiDU updated to 239 -Tp2 structure and folder structure significantly altered v1.51 -Lim-Lim animation fix -Dragon form animation fix -Dual-classed character not receiving a specialist bonus spell fix -Alternation string fixed to Alteration v1.53 -Stone of Teleportation component -Some other grammar string corrections v1.54 -Added Wizard's hat component -Some more string corrections -Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger -Complete polish translation added v1.55 -Added polish readme -Some typos in the polish tra file fixed v1.56 -Russian translation added (credits to @Saigon1983 ) image

Download the latest release

Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory. You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs. Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install DLC Merger before installing any mod. I hope you enjoy it. image Wizard's Staffs and circlets in BG:EE: [spoiler]image[/spoiler] Staffs of Wizardry in BG2:EE: [spoiler]image image image[/spoiler] Circlets in BG2:EE: [spoiler]image[/spoiler] Robe Tweaks: [spoiler]image image[/spoiler] Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

$
0
0

View Readme

Download Djinni Companion (latest version) (22 MB)

Download Djinni Companion (mirror)

Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well! image Content - The djinni Afaaq who acts as your "seventh party member" - Extensive dialog content between Afaaq and the protagonist - Banters with the original Bioware/Beamdog NPCs (still in the works) - Interjections and commentaries - An extensive player-initiated dialog with Afaaq - Up to five new interesting quests - Six new areas - A couple of unique artifacts - Several easter eggs ;) This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself. When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later. Initial Statistics Class: Fighter/Mage at level 10/11 Alignment: Chaotic Good Strength: 15 Dexterity: 16 Constitution: 13 Intelligence: 15 Wisdom: 16 Charisma: 11 If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

[spoiler]Q: Where can I find the djinni? A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures. A: (Icewind Dale) You can find it somewhere in Dragon's Eye. Q: Could you be more specific where I can find the djinni? A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise. A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove. A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye. Q: What's the deal with the full version and the light version of Afaaq? A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale. Q: How useful is the djinni if he doesn't join like a regular party member? A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;) Q: Does he have a quest? A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest. Q: Does he get along with evil characters? A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists. Q: Can you romance the djinni? A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on. Q: How does he get along with other NPCs? A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party. Q: Will there be crossmod content? A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs. Q: I want Afaaq to retreat into his lamp. How do I do that? A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button. Q: Afaaq is badly hurt. What are my options to heal him? A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack. Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar? A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable. Q: Will Afaaq become stronger later in the game? A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well. A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game. A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp. Q: Afaaq picked a fight with me. How does it affect the game? A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual. Q: Quest "Vengeance": How can I disable the barriers around the temple complex? A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map. Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest? A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however. Q: Quest "An unexpected encounter": How can I enter House Arabani? A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation? Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave? A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem. Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni? A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game. A: (Light Version) You can find the djinni after you have beaten Illasera. A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.[/spoiler]
Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme. Feel free to post your thoughts, suggestions, questions or bugs either here or on SHS Forums. Have fun! :)

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

$
0
0
I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE! HUGE update for version 2! Here is the download link: https://github.com/UnearthedArcana/NPC_EE/releases And here is a link to the readme: https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue: Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows. It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian! Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out: - ranger/clerics: choose a ranger kit - fighter/clerics: choose a cleric kit - cleric/thieves: choose a cleric kit - cleric/mages: choose a cleric kit - fighter/druids: choose a druid kit - fighter/thieves: choose a thief kit - fighter/mages: choose a mage kit - thief/mages: choose a mage kit So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage. YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use. I'll keep the old v1 main post in spoiler tags, for posterity: [spoiler]What is this mod? Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB. So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.) The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief). Okay, so what are the options? Here's the list (class changes noted in parentheses): [spoiler]Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief) Jaheira: Totemic druid, or Elementalist Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair Minsc: Berserker, or Barbarian Ranger Kivan: Archer, or Stalker Coran: Sniper, or Swashbuckler Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric) Safana: Swashbuckler, or Bounty Hunter Ajantis: Inquisitor, or Cavalier Montaron: Assassin (single-class thief) Yeslick: Alaghor of Clangeddin Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric) Faldorn: Avenger, or Purifier, or Lost Druid Skie: Assassin, or Shadowdancer Eldoth: Blade, or Jongleur Garrick: Gallant, Chorister (S&S), or Meistersinger Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief) Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard) Shar-Teel: Berserker Tiax: Strifeleader of Cyric (DR) Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief Yoshimo: Swashbuckler, or fighter/thief Valygar: Mage Hunter, or fighter/thief Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage) Haer'Dalis: Jongleur, or Gallant, or Skald Mazzy: Hearthguard of Arvoreen (fighter/cleric) Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage) Keldorn: Paladin, or Cavalier Cernd: Totemic druid, or Elementalist, or Purifier[/spoiler]Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively. Can I change things around later? Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else. I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod? No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.) Great. But, don't take this the wrong way, there aren't many options. Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!) Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see. Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs. Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread. Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow. Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options! What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow! Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera. Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.[/spoiler] Cheers!

Simple Question: Response Trigger

$
0
0
Hi.

In Near Infinity I see the following conditions in Response Triggers
GlobalLT("chapter","GLOBAL",3)
GlobalGT("chapter","GLOBAL",3)

Obviously Chapter 3 is what decides if the Response is Valid.
What does the "LT" and the "GT" mean here?

Simple Question: State Trigger

$
0
0
Would someone know what happens if you have a state trigger check a global variable that hasn't been set yet?
Would it default to true or false? Or would something terrible happen?

For example. If I want to have a state (rumor) happen only if
!GlobalTimerExpired("Samuel","GLOBAL")

And that global hasn't been set yet. What would happen?

[MOD] BG2: Enhanced Edition cosmetic item enhancement

$
0
0
Now that I have "completed" my SOD-BG2 Item upgrade mod (quoted because, quite frankly, these things are never really done, lol), I have decided to revisit my BG2:EE Cosmetic Item Enhancement mod. Ironically enough, things I discovered while making this mod served as an inspiration for the the item upgrade mod... go figure.


Now, it's come full circle and I am going to use techniques I have learned to bring this mod up to par with my original intent. Here is a list of things I will be changing:


1. Compatibility - This is the major kicker, I am going to rewrite this mod such that it will play nicer with other mods. I was very much a novice at modding when I created this one, and its compatibility is pretty bad.

2. New projectiles - Some item's projectiles are either colored wrong, or just flat out stupid and lazy (throwing hammers come to mind, they use a throwing axe animation). I will be creating new projectiles for these items.

3. Hit visual effects - Some items, especially those that do acid damage on hit, show no visual effect, due to what as far as I can tell, is a bug in the game. I found a way to work around it, and will be implementing a visual effect for these items. Other items, the hit visuals look really out of place (booming thunder, for example). I will change these to something more fitting.

4. Icons - some item icons are either really mundane, or do not match the avatar graphics at all. I will be correcting these so that they are a better match, by either changing the icon, or the item's avatar graphic

5. Color corrections and enhancements for items similar to, or the same, as the original mod, just implemented in a more mod-compatible way. The list of items I am making changes to is going to be different, but will include much of the original list.




Also, I would like to solicit input from the community here. Are there any items in BG2 that you think look far too mundane for what they are? Or just flat out plain wrong? If so, how would you like to see them changed?



Until this mod has been completed, I will leave the original up for those who wish to continue using it. All previous mod information and download links are in the spoilers below:
As I was working on my Dragon Armor Remastered mod, I began thinking of all the other items in BG1 and 2 that I thought sorely needed a makeover. So, I decided to get to work on them.

In all I have made cosmetic enhancements to more than 40 items spread across BG1EE and BG2EE. The majority of the items touched up are in BG2. This mod mostly focuses on high-end items. For the most part, My goal was to make the look of the items fit their matching icon and description in-game. Some items received a lot of attention, and some just got a touch-up. No stats or abilities were changed - this is purely cosmetic.

Here is a small collage of some of the items I changed. Please keep in mind that these stills simply do not do it justice, you really must see it in game to get the full effect of it all

21mnhk8smnwo.png


For those that would like to know see the list without discovering it themselves:
BG1:
Dragonscale Armor
Dragonscale Shield +3
Robe of Red Flames
The Guardian Devil
Echo of the Fiend
Helm of Balduran

BG2:
Blackrazor
Foebane +3
Foebane +5
Heartseeker +3
Tuigan Bow +1
Club of Detonation
Firetooth (crossbow) +3
Firetooth (crossbow) +5
Dagger of the Star +4
Dagger of the Star +5
Ice Star +4
Angurvadal +4
Angurvadal +5
Spectral Brand +4
Spectral Brand +5
Short Sword of Mask +5
Ir'rvrykal +5
Dwarven Thrower
Red Dragonscale
Shadow Dragonscale
Blue Dragon Plate
White Dragonscale
Silver Dragonscale
Gorgon Plate +4
Human Flesh +5
Studded Leather of Thorns
Helm of the Rock (basic)
Helm of the Rock (upgraded)
The Visage
Helm of Brilliance
Robe of Red Flames
Robe of Vecna
Dragon Scale Shield +2
Kazrah's Shield
Helm of Balduran
Brass Blade - yes, I know its not attainable by normal means, but it looked like hell, and I am using it as a sort of "proof of concept" for another item mod I have in mind.

This mod should be installed prior to any other Item-changing mods or packs, like the G3 Tweaks Anthology

I will get some screenshots up when I am able to. Please enjoy and I appreciate any feedback. I am a novice at Weidu, so go easy on me ;)

Download:
https://github.com/DaerosTrollkiller/InfinityEngineMods/raw/master/EE%20Cosmetic%20Item%20Enhancements.zip

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

$
0
0

Faiths and Powers

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

[Kit Mod] Dreamwalker Shaman Kit

$
0
0
Updated to v1.1, I consider this the final version, content wise. Change-Log: [spoiler]Added two additional Dreamwalker specific spells: Nightmare Invocation, Nightmare Imprisonment Dream Dust spell: Changed description text, changed sound, added immunity for undead creatures, spell can now be cleared by "zone of sweet air" effects [/spoiler] Yes, another shaman kit. I just finished this one up and haven't played with it yet myself. I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.) Without further due, here is the kit description: [spoiler] DREAMWALKER: Dreamwalkers are Shamans with a strong divine connection to the Region of Dreams. They not only tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, but also those of the Region of Dreams and the Demiplane of Nightmares and shape these energies to obey their will. Class features: May only wear leather, studded leather, and hide armor May not equip shields larger than bucklers May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow May only become Proficient (one slot) in any weapon class May only become Proficient (one slot) in any fighting style May cast druidic spells Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Dream Dust, Nightmare Invocation, Spirit Fire, Recall Spirit, Nightmare Imprisonment, and Ether Gate Gains use of Detect Illusion skill with 20% points as a base, with an additional 4 points per level, up to a maximum of 100% at level 20 May use Shamanic Dream Dance at will. Dreamwalkers can take their Dream Forms from the Region of Dreams to the Ethereal Plane by performing a ritualistic dance. While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman can not be perceived by others and can walk about unhindered and unobstructed but can not take any actions like attacking or casting spells. At level 6 Gains the ability to switch between Dream Dance and Nightmare Dance at will Does not gain bonus spells per day for high Wisdom Hit Die: d8 May not Dual-class SHAMANIC DANCE: While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. DREAM DANCE: After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman is immune to most mind altering effects like fear or confusion, both in Dream Form and physical body. The Dream Form moves at four times the Dreamwalker's normal movement rate, is completely invisible and can not be affected by attacks or spells. After one turn or when physical body takes damage, the Dream Form disperses and the Shaman returns to body. NIGHTMARE DANCE: After one round the Dreamwalker will fall asleep and infuse Dream Form with essence from the Demiplane of Nightmares, turning it into a Nightmare manifestation. The Nightmare then enters the Material Plane for up to one turn. While in Nightmare Form the Shaman is immune to most mind altering effects like fear or confusion, both in Nightmare Form and physical body. Should the Shaman's physical body take any damage or the Nightmare Form be destroyed the Shaman will wake immediately. Nightmare Form: Nightmare Grasp: Opponents struck are slowly pulled toward the Nightmare for 3 seconds. Level 6: HP 60, 4 APR, 3d4 magic/cold/slashing damage, Thac0 10, Saves 12, Cold Resist 100, Each Resist 50, AC 2 Level 12: HP 120, 4 APR, 3d6 magic/cold/slashing damage, Thac0 4, Saves 6, Cold Resist 100, Each Resist 50, AC -2 Level 18: HP 180, 4 APR, 6d8 magic/cold/slashing damage, Thac0 -2, Saves 0, Cold Resist 100, Each Resist 50, AC -6 Level 24: HP 240, 4 APR, 6d10 magic/cold/slashing damage, Thac0 -8, Saves -6, Cold Resist 100, Each Resist 50, AC -10 [/spoiler] Custom spells: [spoiler] ******************** Dream Dust (replaces Writhing Fog): (Conjuration) Level: 2 Sphere: Summoning Range: Visual range of the caster Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Special This spell conjures a cloud of Dream Dust from the Region of Dreams. Any creature other than the caster that enters the cloud must save against spells or have its spirit pulled to the Region of Dreams for one round, effectively putting them asleep. Creatures that remain in the cloud mast make a new save each round for the full duration of the spell. Elves have a very high chance to be unaffected by the effects of the cloud while Half-Elves will resist the effects one out of three times. ******************** Nightmare Invocation (replaces Spiritual Clarity): (Enchantment) Level: 3 Sphere: Wards Range: Long Duration: 3 rounds Casting Time: 1 Area of Effect: 30' radius Saving Throw: Spell negates By casting this spell, the Dreamwalker channels a burst of energy from the Demiplane of Nightmare into a powerful psychic attack. Enemies within 30' that fail a save vs. spell at -4 perceive the caster as embodiment of their worst fear, causing them to flee in terror for 5 rounds. The borrowed nightmare energy however returns quickly to its source, pulling the Dreamwalker with it. On a failed save vs. spell at -4 the caster is pulled back deep into the Demiplane of Nightmare and rendered unconscious for 3 rounds. For every 4 extra levels of experience, the caster's save penalty is reduced by one, up to no penalty at level 16.~ ******************** Nightmare Imprisonment (replaces Spiritual Lock): (Enchantment) Level: 6 Sphere: Wards Range: Long Duration: Special Casting Time: 6 Area of Effect: Target, and enemies within 5' Saving Throw: Special When the Nightmare Imprisonment spell is cast on sleeping targets their spirits are pulled into and trapped on the Demiplane of Nightmare. Those who succeed on a save vs. death at -6 are able to eventually fight their way back, waking after 5 turns. Victims that fail their saving throw will quickly succumb to fear and madness or have their spirits torn asunder by the horrors that dwell there and are lost forever. While trapped in the Nightmare a victim's physical body remains asleep and can not wake under any circumstances. ******************** HLA1: Dream Shroud Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The Shaman pulls a part of physical body into a space between the Region of Dreams and the Material Plane, rendering partially incorporeal. For the next 5 rounds, all attacks directed against and all attacks made by the Dreamwalker deal 50% of their normal damage. During this time, the Shaman is also under the effects of Improved Invisibility and can move at double normal speed. Shamanic Dances are disabled for the duration of the spell ******************** HLA2: Dream Escape Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The Shaman pulls physical body into a space between the Region of Dreams and the Material Plane, rendering incorporeal. For the next 5 rounds, the Shaman can not be attacked nor attack or cast spells. During this time, the Shaman also can not be perceived by other creatures and moves at four times normal speed. Shamanic Dances are disabled for the duration of the spell [/spoiler] DOWNLOAD LINK

[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu

$
0
0
TeamBG's Armor Pack Information For Baldur's Gate2: Enhanced Edition This is the first installation of the "pack" mods that I will be making for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will sell you these armors. Some of the armors are color variations of what you find in the game and some of them are new. The magical armors are expensive so you will have to save a lot of gold to buy them. Discussion and information about the mod. http://www.baldursgatemods.com/forums/index.php?topic=8092.0 Download location http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192 Version History: V1.01 9/8/14 Added Polish translation thanks to Cahir Added .tra files for translations. Updated to Weidu 236 V1.00BG2EE First release Information For Baldur's Gate: Enhanced Edition This is the first installation of the "pack" mods that I will be making for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will sell you these armors. Some of the armors are color variations of what you find in the game and some of them are new. The magical armors are expensive so you will have to save a lot of gold to buy them. Discussion and information about the mod. http://www.baldursgatemods.com/forums/index.php?topic=7806.0 Download location http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182 Version History: V1.05 8/18/14 Added Polish translation thanks to Cahir V1.04 8/15/14 Added .tra files for translations. Updated to Weidu 236 V1.03 5/19/13 Fixed the Boots of Evasion - The useability settings still were not correct. Fixed the Boots of Quickness - The useability settings were not correct. Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in. V1.02 5/5/13 Fixed the Boots of Evasion - The useability settings were not correct. V1.01 1/7/13 Fixed the usability settings on the Elven Chainmail of the Hand +3 Fixed the unidentified text of the Elven Chainmail of the Hand +3 Changed the store so you can't steal. New cross platform for BG:EE, BGT and Tutu V1.00 First release Where the new store clerk is at in the Friendly Arm Inn. image ******************************* Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools! We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod. TeamBG http://www.teambg.net/ "Still Building Worlds" TeamBG http://www.teambg.org/ Modding news http://teambg.info/ A site that takes you back into the history of IE modding.

Enable Dual-classing into Kits (now with Proficiency Fix)

$
0
0
Dual-class into Kit Installation Order: * This mod should NOT be installed BEFORE any mod that adds new kits. * This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions. * This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da. * This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions. * The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da). Limitations(primary component): * Class/Kit description in the record screen will display the description of the unkitted second class. * Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.) * Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.) (These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity) Limitations(proficiency component) * This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows. * Level requirements for proficiency will continue to follow PROFSMAX.2da. * Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected. * Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options. * If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
Compatibility: * v2.3+: BGEE, BGSOD, BG2EE * v2.5+: IWDEE * Should work for any language. Only installation prompts are in English. * Supports multiple campaign files, as read from CAMPAIGN.2da. * The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would. * The Chargen Mage Spell Selection portion has a very minor edit, small chance of conflict with other UI mods. * The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.

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

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

Overview:

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

Versions:

Normal

Screenshots:

Searching for "Summon"

Sorting by Name

Sorting by Primary Type

Sorting by Level

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

Light

Overview:

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

Standalone features:

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

Screenshots:

Searching for "Summon"

Searching for "Protection from"

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

Extended

Overview:

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

Screenshots:

Cleric / Mage All Spells

Cleric / Mage Filter By Mage Spells

Cleric / Mage Filter By Cleric Spells

Cleric / Mage Left Align

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

Known Issues:

None at the moment.

Installation:

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

[Work In Progress 11.5%] Skitia's NPCs For Baldur's Gate 2

$
0
0
evttgkkdma8y.png
Release Date: Spring 2020 (Current Progress: 11.5%)

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

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

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

Q: When will this mod be complete?
A: Somewhere between March and June. I'm aiming for at least a semi-complete if not complete version to be released in Early Spring for bug testing, and then a true release version after some test review comes back.
Q: Will it be EE compatible upon release?
A: Yes.
Q: Where will the NPCs be located?
A: Emily is in the Mithrest Inn and Helga the Seven Vales in the Promenade. Vienxay is also in the Promenade's exterior. Kale is outside the Copper Coronet, and Recorder is in the Temple of Oghma in the Docks District.
Q: How many quests are there total?
A: Each NPC has one major quest tied to themself. Some are spanned out in segments, possibly extending for a few chapters, while others can be completed in a single chapter if so desired. They each are also a different style: Kale's for example requires a bit of detective sleuthing, while Helga's involves classic gladiator-arena style battling.
Q: What is the content rating of the mod?
A: Recorder has the darkest storyline, but no quest or romance content should exceed T presently.
Q: Will they conflict with other party members?
A: For the SoA portion, Vienxay and Valygar will not get along at all unless she is True Neutral, but the player can de-escalate conflict or just let it happen. Emily will refuse to be in a party with Dorn and will eventually leave if he stays, and will conflict with Hexxat. Recorder and Helga will also conflict with Hexxat, the former leaving, the latter picking a fight (Unless the PC puts a stop to it). Kale on the other hand, will get along with everyone. In ToB, there are no conflicts, though they won't be happy to work with the person they don't get along with either.
Q: Will there be Romance?
A: Everyone except Helga will have a romance, so long as the PC has enough approval with the desired NPC (Explained below). For Emily the PC will need to be any Tall race, Non-Evil, and 11 or greater reputation, for Kale any Short, for Recorder any Short Male, Non-Evil, and 11 or greater reputation, for Vienxay any Tall Male. Additionaly, and only for Kale, he will have a semi-romantic dialogue branch with Mazzy in ToB depending on if certain choices were made in his quest in Shadows of Amn, and he isn't romancing the PC. Romance conflicts will happen at different stages for each NPC.
Q: What is Approval?
A: Approval is the relationship system that measures the NPC's happiness with the player's actions. This is determined by quest decisions and responses during conversation. It's not always as simple as happy with good action, unhappy with evil, law and chaos is taken into effect as well, as well as violent or peaceful solution. It will be impossible to make every NPC happy because of this. A high approval bestows the NPC a +1 bonus to their luck.
Q: Will there be Flirts?
A: Yes, but not NPC initiated ones. I always find those to be strange and out of place.
Q: Where can I learn more about the kits used by the NPCs?
A: Skitias-Stories has more information on the kits used in BG1, which will also be used in BG2. You can also check the support page in BG:EE mods for each NPC.
Q: Do I have to use these NPCs with eachother, or can I take some/one of them?
A: They are designed to have the option of mixing them with other NPCs. So you could put Vienxay in with Wilson and she will say how far she's fallen to be in a party with a bear, if you were inclined to be so cruel. (In fact, Team Make Vienxay miserable would include Valygar, Wilson, Mazzy, and Jan.) Their content is richest when played with their counterparts however, so I recommend it be tried once that way.
Q: Will there be multiple epilogues?
A: Yes. They vary depending on if a romance was pursued, and what choices were made in their personal quests and in your own quest.
Q: Will there be crossmod?
A: If I get permission (Where possible.), then yes. I've played very few BG2 NPC Mods so I'll probably post a question asking for suggestions on a few to try out that would be good crossmod choices. Presently if I get permission it will be for Sirene, Petsy, and Yvette.

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

$
0
0
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
Viewing all 11774 articles
Browse latest View live