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[Mod] Deidre and Joluv in BG:EE

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Deidre and Joluv in BG:EE Version 1

Information:

Deidre and Joluv, the bonus merchants from Baldur's Gate2, make a stop in Baldur's Gate before they head to Amn. These merchants bring along their treasure trove of goods from the far off places they have visited. Their items are exotic, magical and expensive. What they sell is not for everyone's tastes along the Sword Coast. Their feelings won't be hurt if you don't buy from them.

Deidre is found in the Elfsong Tavern and Joluv can be found at the Sorcerous Sundries.

The items are the same items you find in Baldur's Gate 2 with the exception of Jerrod's Mace. It had a +5 vs demons but looking over the effects, the item had a non-existent wamacea.eff and wamaceb.eff reference that didn't exist in BG2. I removed that part of the mace so as not to cause possible crashing.

More information can be found here: http://www.baldursgatemods.com/forums/index.php?topic=7815.0




*******************************
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.org/ "Still Building Worlds"

http://teambg.info/ A site that takes you back into the history of IE modding.

PaintBG for all BG platforms

Mod Tutor(s) request

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I wanted to try modding, but I am clueless how to start doing it. I tried reading some tutorials but they are still kinda off the table for me. Does anyone have time and will to give me tips or teach me some basics to help me start?

:3

Need help with Dungeon Crawl mod for BG2:EE

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I have to talk to Durnkrag, but I can't go to Slums during the night because game crashes, and I have no idea which mod causes it. And I don't want to reinstall game again, since I'm quite far.

So my question is: Is there a console command that would skip this part of the quest and go to next part ?

Hexxat request *MASSIVE SPOILERS*

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I would like to keep Clara in the party so I'm asking for a small mod just to keep her alive - revive her.

To the scripting gods: Giving your character an ability via script at the start of the game...

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Hey folks,

so I want my child of bhaal to be really that powerful as all the people say. Until now, I've always given him a permanent innate ability via 2DA-file which allows him to cast spells without the 6-seconds-delay.

Now here's the problem: If my character is a mage-thief, that 2DA-file would give that ability every other character who is also a mage-thief, and I'd like to avoid that for obvious reasons.
Editing it in via the keeper is not an option because of rp-feelings :)

So I'd like to have a script which applies, let's say, ability "SPIN0101.spl" to my main char at the start of the game. Does anybody have an idea how to write such a script? Is it difficult? I could really use some help here, since I have no clue at all when it comes to scripting :-(

Thanks in advance!
Akuro

Can't get custom item description BAMs to display in BGEE

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They show up correctly in vanilla BG2, but in BGEE nothing is displayed when item description screen opens. Is this a known issue with engine currently, or am I doing something wrong or not doing something I should?

Do I have to restart?

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Hi guys, I have a short question:

I just installed several mods to my BG2:EE (i.e. SCS, aTweks) - how do I know for what changes I have to start a new game for and which changes also affect existing savegames?
As I see this most changes also affect existing games but I read that for some changes to work I have to start a new game. How do I know which these are? Is there a rule of thumb?

Some changes affect the lategame and I don't want to notice that I should have restarted when I'm already in the underdark.


[Utility] Baldur's Gate Hotkey Script Generator

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Baldur's Gate Hotkey Script Generator


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Overview

This is a small scripting utility I've been working on to make gameplay a little smoother by allowing easy creation of ability hotkeys. Basically this utility is designed to allow users to easily create AI scripts that contain hotkeys for various spells and abilities. By creating scripts and assigning them to Party Members, you can easily cast common preparation spells with only one keystroke, rather than having to click and scroll through taskbar menus every time.

Compared to hotkeys assigned via the BgConfig.exe tool, or ingame in the Extended Editions of the BG series, AI script hotkeys have the following differences:

- Because AI scripts are assigned per-character, each party member can have their own set of hotkeys.

- AI script hotkeys can be assigned any ability in the game, including special abilities such as setting traps and High-Level abilities in Throne of Bhaal. These also include the missing spells from the Extended Edition's in-game menu.

- Hotkey commands in AI scripts are sent to all selected characters, so one keypress can issue a command to your entire party. For instance, you could set up scripts so pressing 'R' on your keyboard while having the party selected will cause all of your mages to cast stoneskin.

- These commands are provided a target in the scripting, so they don't behave like normal spell hotkeys where upon pressing a targeted spell's hotkey you are prompted with a cursor to select a target. However, this means that some buff and summoning spells that normally require a target can be cast with one keystroke.

---

I've been playing with these generated scripts for a while now and it makes the gameplay significantly smoother. Being able to quickly re-buff after resting & easily summon a bunch of creatures helps reduce a lot of the tedious parts of playing. While this program doesn't totally replace the regular in-game hotkeys, you may be interested in it as it allows you to setup shortcuts for abilities you otherwise couldn't.

Let me know if you have any issues using it. I've only been using it myself so I haven't tested to see how well it works on too many different operating systems, but Windows 7 should work fine. Included in the .zip file is a readme containing additional information regarding the utility, including step-by-step getting started usage. There are also some example scripts included as well.

Download

http://www.tysonbt.com/BaldursGateHotkeyScriptGenerator.zip



Spell Revisions' compatibility with BG2 EE?

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Hi there,

so I was thinking: If I can play BG2 EE 'only' in English, why not trying out the great Spell Revisions mod, which also isn't available in my mother tongue by now...

I could install the spell revisions mod 3.4 without any problems and the ingame texts and effects changed properly as well. Nevertheless I could not find it in the "BGII:EE Compatible Mod List"-thread.

Does anybody know if that mod is compatible with BG2EE in the long run? So far I haven't had any problems but only one:
Whenever I summon monsters with the "Summon Monster I" spell, the appearing Hobgoblin archers steadily shout "forward march, forward march, forward march" when they attack an enemy and then stutter from time to time.
But then again, that could be a problem which occurs due to the bugs in the "vanilla" BG2 EE - who knows?

What do you guys think? Have you tested "Spell Revisions" so far?

SCS and UB question: accidentally played with wrong install

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I will admit I was lazy and kept playing with multiple installs after I got the beta of the patch. I continued to use that because I had some problem with the mods and the patch, though I don't remember precisely the problem. However I accidentally just played the wrong install and I don't know if these mods may have something wrong if I don't return to a save before due to me playing without them. I could always console the battles I did to kill everyone and then EEKEEPER in my experience levels that I currently have. The most I realize is that the genie's flask in UB after aerie's quest is missing and going back didn't play the scene to give it again. so, any known issues that I indeed should just go back to an earlier save?

DLTCEP help and/or a modest request

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Hello Forum,

I want to mod an item (more on that later) and, as you would expect, found that DLTCEP is the most suggested utility. I am running Windows 7 64-bit Ultimate, I downloaded the latest DLTCEP version from sourceforge, but it will not run. I can extract the .exe file, but if I try to run it it freezes up, I have to stop it, I get a hexcode error that means nothing to me, and the window explorer that is opened to the .exe containing folder freezes and must be killed via task manager. Tried running in various compatibility modes, graphic settings, and admin mode to the same effect. Any other Windows 7 Ultimate (64-bit) having these issues?

I just want to make a +6 Carsomyr equivalent for a Blackguard. I was thinking something like just adding +6 Carsomyr's dispel effect to Dark Justice +5.

I am more interested in modding though so I would appreciate any comments on DLTCEP or alternatives I should look to. Also, I know it has been asked but I didn't see a clear answer (that I remember), where the heck are the item files and the like for BGEE and BG2EE?

Thanks,

misterid

What's the current story with kit mods?

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I tried a mod from song and silence and it's greyed out, so I went looking. I found this thread: http://forums.gibberlings3.net/index.php?showtopic=25785&st=15 , but this is beyond me, I think.

So do they not work, period? Do they need an update to Weidu or BG2EE? Will they work if the individual author of the mod specifically updates it for BG2EE? Can I fix a kit to work?

If it can't be done, I'll live. I'm just hoping to get a sense of the situation.

Weimar's Item Upgrade bug?

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Howdy, all. I have the version of Item Upgrades that CamDawg tweaked for BG2EE installed, and recently discovered a problem.

Cromwell will notice the components for the Sorcerian Ring (Wizardry, Acuity, Prot Rings, and the Metaspell amulet) but the option to tell him to make it isn't showing up. I assumed it was due to the changes to the BG2EE version of the Ring of Wizardry, but that's a SWAG on my part. I've made sure the ring of protection is the norma; version, rather than the one that only has a saving throw bonus, rather than both that and a AC bonus (from the tweak pack).

Has anyone else noticed this issue?

[MOD] W_PackMule for BG:EE

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Pack Mule mod for BG:EE
Version 1.2
Creator: Kwiat_W (kwiatw.e[at]gmail.com)
Languages supported: Polish, English, German, Italian, French


CONTENTS
I. Overview
II. Installation and uninstallation
III. Known issues
IV. Acknowledgments
V. Version history


I. OVERVIEW

This mod adds a pack mule to the game. It will follow your party around and carry your equipment for you. To access the mule's inventory, talk to it and select appropriate option. The mule will try to avoid combat. However, it will defend itself if forced to. It cannot die. When badly injured, the mule will escape the area of combat and return when it's safe.
If you ever lose your pack mule (or you forget where you left it), you can use the "Call your pack mule" special ability. You can also use it to summon the mule into places where it wouldn't normally follow you (inside buildings, sewers and other such areas).

IMPORTANT NOTE: The game will not recognize items the mule carries as being in party possession.

You can buy the mule from a guy named Stedd, who can be found in the courtyard of the Friendly Arm Inn. Haggle with Stedd to buy the mule at the best possible price.

In the mule's spell menu, you can find three abilities you can use quickly to give orders to your pack mule. Those abilities are:
- Follow: this orders the mule to follow your party around
- Stop following: the mule stops following your party but will move with you to the next area
- Stay: the pack mule will become a neutral character (making it unselectable); it won't follow you and won't move to the next area until you talk to it and change this order


II. INSTALLATION AND UNINSTALLATION

Install this mod after any mods that add outdoor or dungeon areas to the game.

To install the Pack Mule mod, extract the archive content to your BG:EE main directory and run "install-w_packmule.bat".
The mod will be installed only for the english language. To install the mod for other laguage follow the instructions below:
a) Polish language
Open the "install-w_packmule.bat" with a text editing program, delete the first line, uncomment the second. Save and run the .bat file.
b) German, Spanish, Italian or French language
Open the "install-w_packmule.bat" with a text editing program, delete the first line, uncomment the second and replace all instances of "pl_PL" with your language code (de_DE, es_ES, fr_FR). Save and run the .bat file.
c) Czech Language
Replace all instances of "en_US" with "cs_CZ". Save and run the .bat file.

To reinstall or uninstall the mod, run "install-w_packmule.bat" again.


III. KNOWN ISSUES

Sometimes the pack mule's shadow can face other directions than the mule.


IV. ACKNOWLEDGMENTS

Thanks to:
Berelinde - for writing the "joining" dialogue
Miloch - for proofreading
ilot - for italian translation
Galathée - for french translation
Gerri - for german translation

Tools used in the creation of this mod:
WeiDU by Wes Weimer and the bigg - http://weidu.org/
DLTCEP by Avenger - http://forums.gibberlings3.net/index.php?showforum=137
BAM Workshop 1 by Glenn Flansburg - http://www.sorcerers.net/Games/IEmodding/index.php
BAM Workshop 2 by Andrew Bidges - http://www.sorcerers.net/Games/IEmodding/index.php


V. VERSION HISTORY
1.2 (10.03.2013)
- first release for BG:EE

http://www.shsforums.net/topic/55998-mod-w-packmule-for-bgee/

Localisation of mods for BGEE

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BGEE uses a new encoding for special characters used in international language such as French (à é ...). It is based on UTF8. That encoding stores special characters on 2 bytes instead of one in the past. BG and BG II were based on ISO-8859 encoding (special character on a single byte). It seems ISO-8859-1 was used for Western Europe, and at least another one for Poland and probably another one for Russian.
To adjust to different language charset, as far as I know, the games were using specific BAM files containing characters shape matching the encoding.

With BGEE, mods such as BG2 Tweak Pack don't install properly in language using special characters. In the game, the string is displayed only until a special character is found, so it is shortened, possibly a lot, so that's unreadable. I assume that this is because a byte with the most significant bit set (as is the case for special characters in ISO-8859 encoding) is invalid in UTF8.
In the cas of BPSeries, although the mod installs properly and the description are properly added to scrpdesc.2da, with StrRef matching the tlk file, as can be checked with Near Infinity, the BP scripts description don't display properly. It seems each line of a multiline text ends as soon as a special is found:
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The solution I found is to convert the tra files into UTF8 encoding before installing the mod. Since the original game don't handle UTF8, this means you have to choose either BG2 or BGEE if you still target international players.
Ideally, WeiDU would convert the tra files during installation. However this is not possible right now, and would require some addition in any case, since the encoding of texts for BG2 is not the same for all languages, and the proper encoding for each language should be either hardcoded into WeiDU or given to it an extended LANGUAGE instruction.

In the mean time, the solution is to convert the tra file during installation, depending on the language chosen by the user. I made a preliminary attempt based on BPSeries v1010, as it is very easy to check in game if the encoding is working. Here are my results so far.
First of all here how it looks with proper encoding for BGEE:
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I used a version of iconv compiled for Windows to perform the conversion. In principle Linux and MacOSX should have iconv already, so this solution can be used as well.
Here is the batch I used to convert:
convertbpseriestra.bat
:: The files to convert are the .tra files
:: Adding .tpa files is also necessary for BG2 Tweak Pack

:: ~nx is used to keep only the filename (n) with extension (x), without the full path
:: http://technet.microsoft.com/en-us/library/cc755694(WS.10).aspx
:: See iconv manual
:: -f to give the original file encoding (here CP1252 / WINDOWS-1252 / ISO8859-1 for French)
:: -t to give the final encoding (UTF-8)
for %%i in (BPSeries\LANGUAGE\FRENCH\*.tra) do BPSeries\winutils\iconv -f CP1252 -t UTF-8 "BPSeries\LANGUAGE\FRENCH\%%~nxi" > "BPSeries\LANGUAGE\FRENCH\%%~nxi_utf8"

:: Note: copying converted files back upon the original .tra files is performed in the tp2 file
:: in order to take benefit of the restore capabilities from WeiDU during uninstall
In order to integrate that conversion in the installation process, the only idea that came to me was to add a component at the beginning of the tp2 file for BPSeries. The following block was inserted just after the LANGUAGE instructions and the BEGIN @5001 for the first component:
// Isaya : special component, mandatory, to install first in case of BGEE, to convert tra files to UTF8
// BGEE test borrowed from BG2 Tweak Pack
BEGIN ~tra conversion for BGEE (French and Windows only, for now)~ // NO_LOG_RECORD
REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~oh9350.are~ ~Only for BGEE~

// Only applies for specific languages, here french

// Convert
// This could easily be done with Linux and Mac, since they must have built-in iconv
// But I don't know how to write a .sh script
ACTION_IF ("%WEIDU_OS%" STRING_COMPARE_CASE ~WIN32~ = 0) AND
("%LANGUAGE%" STRING_COMPARE_CASE ~french~ = 0) THEN BEGIN //Windows
AT_NOW ~bpseries/convertbpseriestra.bat~
END // ELSE BEGIN
// AT_NOW ~bpseries/convertbpseriestra.sh~
//END

// Replace the original tra files (Weidu should restore the original at uninstall)
// Note: unfortunately, MOVE does not remove the .tra_utf8 file after overwriting the tra file, it seems
// After conversion, we need to reload the tra file
// For french only, as example
ACTION_IF ("%WEIDU_OS%" STRING_COMPARE_CASE ~WIN32~ = 0) AND
("%LANGUAGE%" STRING_COMPARE_CASE ~french~ = 0) THEN BEGIN
MOVE ~bpseries/language/%LANGUAGE%/setup.tra_utf8~ ~bpseries/language/%LANGUAGE%/setup.tra~
LOAD_TRA ~bpseries/language/%LANGUAGE%/setup.tra~
END
A few notes:
  • I couldn't come up with a conversion script for Linux or MacOSX, so the code only check for Windows
  • I only dealt with French language, since it's mine and I could properly check the result. However I assume that the exact same script would work as well for other Western European languages such as Italian, Spanish and German, provided they are all based on Windows-1252 code page (or ISO8859-1).
  • additional batch/script files would be required for language using different languages, unless parameters are passed to the scripts to tell them the encoding of the original file (I assume that UTF8 applies to all languages in BGEE, why wouldn't it?)
  • I have an issue with the MOVE instruction, which doesn't remove the .tra_utf8 after overwriting the .tra file, maybe it's a bug in WeiDU 231
A huge drawback of this solution is that it only works if the user cooperates and installs the conversion component, which is also useless in English but will be offered nonetheless.
Maybe WeiDU gurus can find out a much better solution for this issue. I do hope so. Otherwise I'm afraid international players will be left out of the BGEE community as far as mods are concerned. I'm posting these findings in the hope more knowledgeable people find a much better way.

Generalized Biffing and The Bigg Tweaks?

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Is an updated version of Biffing going to to be made for BG:EE (1 and 2)? Is it even necessary?

Furthermore, is the Bigg Tweak Pack going to be updated?

[MOD] Psionics Unleashed ver. 0.3 (new update; bg2ee support)

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Psionics Unleashed is a BGII mod that aims to add a fully functional psionic system and psionic character classes based on 3.5 ed. Dungeons & Dragons. Because of the nature of the Infinity Engine and because Baldur's Gate games are based on the 2nd ed. of AD&D, this reproduction couldn't be 100% faithful and some compromises had to be made along the way.

The mod works with Baldurs Gate: Enhanced Edition, Baldurs Gate II: ToB and the following conversions: (Easy)TUTU, Baldur's Gate Trilogy, Classic Adventures.
PSION: Psionics is the art of tapping the mind's potential and the psion is its master. Unlike a priest or wizard, the psion relies on no outside energies to give him power. His power comes from within: he alone gives it shape. He depends on the intense and continual study of his own mind to unlock its full potential. As long as his mind and body are rested (that is, as long as he has not depleted his power points) his powers are available to him.

Advantages:
- Uses a special power point-based "spellcasting" system.
- Gains bonus power points for a high inteligance score.
- Can wear light armor (armor does not interfere with manifesting powers).

Disadvantages:
- Cannot wear helmets.
- Can only use the following weapons: spears, quarterstaff, crossbows, clubs and daggers.
- Is recognized as a mage.


Visit mod forum at SHS

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Help with music

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Hey all. So this is kind of silly, but I just installed a romance mod and it's really great, actually. Very smooth, feels like part of the canon game. Only problem is I kind of hate the music for it and it completely throws off the mood for me. I'd like to replace it with Aerie's romance music if I could just figure out how to move the proper files, because that music is really the only thing I actually like about Aerie.

Could anyone possibly point me to or give me a quick tutorial/rundown of how to move/rename music files for something like this?

Viability of a Golem NPC Mod

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One thing that always disappointed me was the "golem" that you get at the end of the Mage Stronghold. You can ask it to wait, patrol or follow you, but can't ask it to do much else. This is a shame because it has many strengths (though it can still be killed...I've had it happen before in the initial Lord Argrim ambush).

Basically my question is this: is it possible to make a golem NPC mod that would use the golem paper doll? The Big Metal Unit already makes a standard PC doll look like a golem, so it shouldn't be too hard to have something like this as an unremovable "suit of armor" for the golem NPC that gives it its buffed statistics.

Obviously such an NPC would have at most limited banters, but he could be upgradeable through quests or through giving up certain items and whatnot.
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