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Mods in Bluestacks?

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I am new to Baldur's Gate and I am looking to mod the game in Bluestacks. For those of you who don't know, Bluestacks is an Android emulator for PC. I've seen some stuff for modding on Android, but I haven't seen anything that looks updated. Does anyone have any knowledge about this?

[MOD] Siege of Dragonspear 2 Baldur's Gate2:EE Item Upgrade - v1.0.0 released!

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8/28/19 update: v0.1.0 of the mod is completed!
10/14/19 update: v0.2.0 has been completed!
10/15/19 update: v0.2.1 released
10/16/19 update: v0.2.2 released
10/17/19 update : v0.2.3 released
10/18/19 update : v0.2.4 released
11/12/19 update : v0.3.0 released
11/14/19 update : v0.4.0 released
11/14/19 update : v0.4.1 released
11/26/19 update : v0.5.0 released
11/29/19 update : v0.5.1 released
12/22/19 update : v0.6.2 released
1/31/20 update : v1.0.0 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.

Starting with v1.0.0 - There is now an optional component that upgrades Cromwell's equipment to be more in-line with his skills. I always thought his gear was a bit mundane for what he could create :) This is meant as an easter egg of sorts, and is just for fun.

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

Varscona +2 – can be upgraded twice
1st upgrade: Hilt or Blade of the Equalizer + 5,000gp
2nd upgrade: Soul of Frost + 10,000gp

Stonefire +3
Heart of Flame + 10,000gp

Wizzard Hat – can be upgraded twice
1st upgrade: Circlet of Netheril(component version) + 10,000gp
2nd upgrade: Bronze Ioun Stone + 5,000gp

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.

WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).

Version 2.5 of BG2EE (and potentially of other EE games) doesn't work properly with the method described below. :( However @Gusinda wrote a new guide for setting up mods for this version.

Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.

Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.

  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)
    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression
    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive
    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command
    centralfix Mods.zip
    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files
    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.
In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

Shadows of Amn XP cap

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At the request of @JuliusBorisov I have made a simple adjustment to the XP cap for BG2. With this file in your override folder you will stop leveling just before you get high level abilities. This mod is designed for those who don't want HLAs available in Shadows of Amn. You will still gain XP in the background, but you will not be able to level up until you remove the xpcap.2da file from your override folder. Remove the file when you reach ToB, or whenever you feel like getting your HLAs, and you will instantly gain all the levels for any experience you earned above and beyond the cap.

BG1NPC v24-Beta

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

IWD:2 Mod Needed

[MOD] Lost Items - small mod to restore removed items from original Icewind Dale by Heart of Winter

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Some time ago I made this small mod to add removed items to the random treasure table. They can be found in the same locations as in vanilla Icewind Dale.

Only items which cannot be found anymore was added.

List of added items:
Forgotten Temple:
Greater ring of warrior
Spiked long sword +1
Two-handed sword of Resistance +1
Two-handed sword Hammering +1

Dragon Eye:
Potion of Constitution
Shadowed Studded Leather +2
Morning Star +2: Hammer
Sloth +2
Reinforced Large Shield +2

Dorn's Deep:
Potion of Arcane Absorption
Potion of Aura Enhancement

Wyrm's Tooth:
Two-Handed Axe of Resistance +3
War Hammer of Phasing +2

Lower Dorn's Deep:
War Hammer +4: Defender
Shocking Flail +4
Demon's Breath +3
Morning Star of Action +4
War Hammer of Phasing +3
Shadowed Studded Leather +4
Short Sword +4: Hammer
Ring of Greater Resistance
Ring of the Warrior Thief
Potion of Dissipation
Foe's Fate
Long Bow +4: Hammer
Static Two Handed Sword +4
Bastard Sword +3: Incinerator
Two Handed Sword +4: Life Giver
Long Sword of Action +4
Bhaal's Fire


Not added:

Forgotten temple:
Charged Battle Axe +2 - moved to Kalabac in Dorn's Deep.
Two Handed Fire Axe +1 - moved to 5th level of Dragon Cave to Yuan-ti Champion.

Dorn's deep:
Doom Halberd +3 - moved to containers behind Ilmadia
Star-Forged Halberd +3 - moved to containers behind Ilmadia

Undead Crypts:
Studded Leather of Resistance +3 - moved to containers in Marketh's room
Large Shield of Strength +1 - moved to another container in the same room
Fire Flail +3 - moved to Joril
Star-Forged War Hammer +4 - moved to containers in Marketh's Domain level 1 near Fleezum
Morningstar of the Gods +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Two-Handed Sword +3: Bane - moved to Kontik
Bastard Sword of Greater Phasing +3 - moved to Kontik
Bastard Sword +3: Defender - moved to containers near Ilmadia
Ring of Aura Transfusion - Moved to Mavalon
Ring of Reckless Action - Moved to Mavalon

Wyrm's Tooth:
Two-Handed Axe of Greater Phasing +2 - moved to containers near Ilmadia
Static Star +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Sanctified War Hammer +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Two-Handed Sword +4: Backbiter - moved to containers near Ilmadia

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

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Gibberlings Three / Kerzenburgforum


Imoen 4 Ever
Mod languages: English, German, Polish

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

Note: The SoD part is not finished yet.

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

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

Promotion Artwork by Acifer!

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

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

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

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


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

Imoen4Ever-Download.jpg.27980df70629f8850eeb52f0955df01f.jpg



Project Infinity - public BETA for all

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Project Infinity


Discord:
https://discord.gg/aQvnbaY

Overview:
Project Infinity is a mod manager for games based on the Infinity engine. Project Infinity aims to provide the same functionality BWS did, but without the need for constant 24/7 maintenance of the tool itself, for the cost of a few additional user actions.

Project Infinity offers a graphical interface that allows you to create and manage modded installations in a way that is much easier and more convenient than the command-line programs used to install mods one by one. It allows you to select multiple mods and components you want to install at once and offers several ways to choose the installation order.

Supported Games:
  • every Infinity Engine game and version
Origin of the project:
The idea of Project Infinity comes from my 'mod template generator', but the project uses knowledge and experience from various other projects, like WeiDU, BWP, and BWS.

Acknowledgments:

I want to thank the following people:
wisp for providing features and for his patience.
Argent77,AstroBryGuy,CamDawg,DavidW,GeN1e,GrimLefourbe,lynx,Sam,Subtledoctor,qwertyqwerty and others for their feedback.
Every modder who removed ACTION_READLN or adopted his mod to use features of this tool.
The Gibberlings3 site and all the other modders for using Github.
W.K. for his code feedback.

How to use:
  1. Download and extract all the mods you want to install into a folder of your choice, for example, "G:\Mods-Extracted".
  2. Run Project Infinity.
  3. During the first run, you’re presented with the "Settings" dialog box. Select the path to the IE games you have installed and press OK.
  4. At the top left corner of the application, from the drop-down list select the game you want to mod.
  5. In the main window locate the text box labeled "Extracted mods". Use the browsing button to it's right to select the folder where you extracted all your mods. After a few seconds, the mods panel will be refreshed and "Default/Unassigned" can now be expanded.
  6. In the mods panel expand the "Default/Unassigned" section in order to see all detected mods.
  7. In the mods panel expand the mod in order to load its components.
  8. Select all the components you want to install. Alternatively, you can import WeiDU.log from a previous installation, use the "Import Weidu.log" button.
  9. Click "Set-InstallationSequence" button, all selected mod components should be added to the "Installation Sequence" window.
  10. Set the install order via one of the features, please see F.A.Q.
  11. Click the "Start-Installation" button to start the installation.
Features:
  • Mods installation, including private and unreleased mods.
  • Quick uninstallation of all the currently installed mods.
  • EET full installation, please see F.A.Q.
  • One-click Delta Updates for mods hosted on Github.
  • Download mods from sites that provide support.
  • Install Order Groups.
  • Create your own install order for mods.
  • Ability to share and reuse the mod list.
  • Ability to share and reuse install order.
  • Unlimited sub-folders in the folder with extracted mods.
  • Importing a WeiDU log as an installation sequence with localized component names.
  • Launching currently selected game by clicking at the game icon.
  • Drag and drop support for changing the install order.
Features for modders:
  • Downloading all your mods directly from the mod manager ( please make request )
  • Support for Mod metadata.
  • Support for Delta Updates for mods hosted at Github.
  • Support for Mod config. (the guide will be provided later )
  • Support for Infinity Engine Mod Package, universal for all operating systems. (the guide will be provided later )
Planned Features:
  • Caching
  • Multi-threading
  • Mod Categories/Tags
Long-term goals:
  • Online Install Order and the ability for modders to contribute.
  • Automation of the mod installation for multiple games at once aka testing framework.
  • Resolve conflicts and dependencies between the internal components of a single mod.
  • Resolve conflicts and dependencies between multiple mods.
  • Cross-platform.
Not planned features:
  • Built-in custom backup system - nothing can beat Beamdog, Steam or GoG backups reliability.
  • Built-in mod list, compilations, install order, conflict and dependencies - requires 24/7 maintenance.
System requirements:
Technical limitations of current tech stack:
  • Impossible to disable top-level checkboxes that have no purpose.
  • Scanning, copying, downloading and updating mods hang the GUI.
DOWNLOAD 
CHANGELOG | ROADMAP
(For Windows 7/8.1, you need to install first .NET Framework 4.5.2 or above and Powershell 5.1.)

[MOD] Artaport 4.0

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Introduction

Artaport is package containing portraits made by Artrastrophe . It's dedicated only for Enhanced Edition Baldur's Gate games and future Enhanced Edition Trilogy. It includes over 100 portraits for PC installed manually and NPC portraits installed by WeiDU. If you want to have Artrastrophe portraits in BG1/BG2/BGT/Tutu, then check LavaDelVortel PaintBG mod. There's also portraits preview.

Installation

1) If you want to use portraits for PC you need to copy-paste folder "portraits" into either C:\Users\user\Documents\Baldur's Gate - Enhanced Edition or C:\Users\user\Documents\Baldur's Gate II - Enhanced Edition Last 8 male and 2 female portraits (those with exclamation mark) was used by me for components 4) and 5) described below. If you don't use them, feel free to use those portraits for you own PC. But if so, don't be surprised when you will meet you own doppelganger! 2) If you want to change NPC portraits then simply unzip folder "artaport" + "setup-Artaport.exe" into one of the Enhanced Edition game folder (the one with chitin.key) and run "setup-Artaport.exe". You can chose which components you want. To uninstall run "setup-PaintBG.exe" again and select the uninstall option. This mod covers some changes made by one of the most famous and mandatory mod for BGII:EE - Unfinished Business 2 (Baldur's Gate II) and it needs to be installed after it.

Components

1) Change portraits in BGI:EE - it replaces all NPC and default PC portraits in Baldur's Gate I: Enhanced Edition. 2) Change portraits in SoD - it replaces all NPC and default PC portraits in Baldur's Gate I: Siege of Dragonspear. 3) Change portraits in BG2:EE - it replaces all NPC and default PC portraits in Baldur's Gate II: Enhanced Edition. 4) Add portraits to non-joinable NPCs in BG1:EE - it adds portraits in dialogue box to 14 plot-important, non-joinable NPCs Preview: [spoiler] Angelo Belt DavaeornDrizztElminster Eltan Gorion Liia Mulahey Rieltar Sarevok Scar Tamoko Tazok [/spoiler] 5) Add portraits to non-joinable NPCs in BG2:EE - it adds portraits in dialogue box to plot-important, non-joinable NPCs. So far only 2 NPCs had them. This component adds them to 11 more. Preview: [spoiler] AranArdulaceBodhiDrizztEllesimeElminsterGaelanGorionIrenicusPhaereSaemonSolaufeinTazok [/spoiler] 6) Restore BG1:EE NPC portraits - it restores portraits for non-joinable NPCs in BG2:EE known from BG1:EE. 7) Add portrait to Edwina - component made by Wendy Yung (cliffette) for Tweaks Antology (previously BG2 Tweaks). It changes Edwin portrait for female one during his quest. Preview: [spoiler] [/spoiler]

Notes

Current version of this mod doesn't have portraits for plot NPCs in Siege of Dragonspear and Wilson NPC from Baldur's Gate II. If Artastrophe will create them, then they will be added here. If you want to support her and accelerate process of making those portraits, feel free to order commissions.

Credits

Artastrophe - created all portraits Lava Del'Vortel - resized most of them Wendy Yung (cliffette) - created Edwina portrait component AstroBryGuy and Cahir - helped with code Ayeotiee - shared his portraits

Change log

1.0 Initial release. 1.1 Changed Davaeorn, Anomen and Edwin portraits. 1.2 Changed Drizzt portrait. 2.0 Reorganized everything and added WeiDU installation with components for non-joinable NPCs for BG1:EE and BG2:EE. 2.1 Gave Ardulace more unique portrait and fixed Viconia and Minsc secondary portraits. 2.5 Added BG2:EE component restoring portraits to NPCs known from BG1:EE. 3.0 Fixed one bug and components order for it to work with EET. 3.1 Added missing Sarevok and Illasera portraits and compability with @Pecca Dragonspear UI++. 3.5 Weidu upgraded to version 23903 and BWS support. 4.0 Added 7 new portaits for PC and fixed 1 bug with Irenicus portrait. Unfinished Business 2 (Baldur's Gate II): http://forums.pocketplane.net/index.php/topic,29677.msg339528.html#msg339528 LINK: https://github.com/Eltamin/artaport

[v1.52] Kale, a Halfling Barbarian for BG:EE + SoD

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Introduction

A teller of tall-adventures he may or may not have had, Kale is a heroic seeming haflling from Gullykin, with a quick grin and a dashing cloak. However, he seems more grim than he appears, a smile hiding insecurities and frustrations with the inability to be great.

Your party provides a chance for him to prove himself to himself and the rest of the world, and he'll gladly bring on his canny ability to take a lot of hits and keep standing, his wit and charm, and his swing to help the party through whatever they are to endure.

In BG:EE Kale can be found in Gullykin, ready to get out into some action with the right group.

In SoD, Kale can be found in the Elfsong Tavern.

Details

Race: Halfling
Class: Barbarian OR Warden

STR: 16
DEX: 17
CON: 18
INT: 11
WIS: 9
CHA: 12
Total: 83

Kit

Kale uses the Barbarian Class in BG:EE, but in BG2 and optionally in BG:EE he comes with the Warden Kit

Warden: A warrior tradition placing emphasis on fighting in pairs, these warriors work best with a partner next to them, who they choose to elevate their ability in combat. The Warden takes on the defensive role in the pair, while their partner, the Ward, receives elevated offensive prowess. This comes at the cost of the own Warden’s skill with weapons being inferior to other fighter traditions, but there are few other partners one would wish to stand next to.

Advantages:
-Hit Die:d12
-May use WARD once per day. Gains one use at level 1, one use at level eight, an additional use every eight levels thereafter.

WARD: Designates Target as the Ward. The Ward is granted greater offensive prowess, while the Warden gains penalties for the same amount in place of bonuses to their defense for one turn. The bonuses vary on level. It does not stack with itself, and if the ward is changed, the previous ward loses their bonuses.

Level 1: The Ward receives +1 Damage bonus, -1 Thaco. The Warden receives penalties for the same amount, but gains 10% resistance to physical damage and regenerates 1 Hitpoint per 6 seconds.

Level 8: The Ward receives +2 Damage Bonus, -2 Thaco. The Warden Receives penalties for the same amount, but gains 20% Resistance to Physical Damage, and regenerates 1 hitpoint per 3 seconds.

Level 16: The Ward receives +3 Damage bonus, -3 Thaco. The Warden receives penalties for the same amount, but gains 30% Resistance to Physical Damage and regenerates 1 hp per second.

Disadvantages:
-May only become specialized in ranged weapons, and may not exceed mastery in any other weapon.


Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~

Mod Content

– One new party member with the Barbarian class and a unique item
– 7 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1 and SoD
– A romance with any gnome, dwarf, or halfling PC in Siege of Dragonspear.
– Crossmod content with Emily, Helga, Vienxay, and Recorder.
- Optional Music Soundtrack

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Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
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[v1.54] Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD

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Introduction

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

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

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

Details

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

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

Kit

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

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

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

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

Mod Content

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

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Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
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[mod] Skie - The Cost of One Girl's Soul

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I prepared a new mod for everyone who believes that Skie's story should be continued in BG2EE, especially after everything that happened in Siege of Dragonspear DLC. I present you my project: Skie - The Cost of One Girl's Soul.
SKIE: THE COST OF ONE GIRL'S SOUL AUTHOR: Lava Del'Vortel | PLATFORM: BG2EE ABOUT THE MOD: The mod gives the player a chance to continue the Skie plot begun in Siege of Dragonspear. The DLC gave the Silvershield girl a very important role in it's plot, but I felt it was so important that it should be somehow continued in BG2 portion of the game. The mod has three different components: => component A - Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE => this component provides a new quest that gives player a chance to save Skie Silvershield after what happened in Siege of Dragonspear. You should be warned, though, that saving her comes with a price. The mod starts in Irenicus' Dungeon, when you find the main quest item. => component B - Allow Skie to return as a joinable NPC => this components allows you to join Skie if you decide to help the Silvershield girl and succeed. She will find you after some time. She will start to look for you in certain inns, so remember to stop and rest a while from time to time. The NPC comes with some timered and situation talks, banters with each NPC (at least 2 in SoA + 1 in ToB), interjections, an epilogue and other things joinable companions should include. Note that there is no romance here, as I wanted to stress companionship and loyalty based on friendship rather romantic love. The NPC component was written to enjoy Skie's presence in the group, rather than provide hundreds of lines, but she should talk to you once in a while. In terms of size, she could be compared to Kulyok's Tiax or Coran. => Component C - Add brand new SoD oriented items to BG2 => this component adds new SoD refferences to BG2 by adding new few items that somehow correspond to Siege of Dragonspear characters, places and happenings (Skie included). The items are sold by a new merchant at the promenade. He's standing new Lord and Lady Ophal. This component is independent an may be installed without components A and B. Note that Skie in this mod is supposed to continue the Siege of Dragonspear character, so Skie may be a tiny bit mature, but still a bit reckless and will not hesitate to tell how she feels about people and events. The change in her character may be seen in both dialogues and soundset. Also, to make her portrait blend in better with Baldur's Gate II style of portraits, the mod uses edited version of her original picture.
The mod includes some crossmod. Check the up to date readme file for details. Special thanks to @typo_tilly - she is the one who proofread the whole text and helped me to release this mod. How to join Skie:
After your talk to Missini, wait for 2-3 days and rest in any of Athkatla's Inns.
DOWNLOAD LINK

[v1.29] Recorder, a gnome lorekeeper NPC for BG:EE + SoD

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Introduction

Recorder is a ministrel and scholar, better known as Lorekeeper, who was born in the nation of Lantan but works for the church of Oghma in Amn. Surprisingly soft spoken, she possesses a gentle demeanor but with the wisdom of her faith, devout in the belief of recording history as it happens so it not lost for future generations. While less effective with weapons than other bards, Recorder's strength is in her song and magic, allowing her to protect her party from dangerous enchantments and cast more magic than other minstrels could manage. She possess a feisty ferret named Gustav who will bravely scout ahead if asked, and also take all the snacks if it can get away with it.

She can be seen in Candlekeep initially, though she won't join the party until later, where she is found before the ramp in Ulcaster's ruins of its school of magic.

In Siege of Dragonspear, she can be found outside the Ducal Palace in the morning when you first begin the march.


Details

Race: Gnome
Class: Lorekeeper (Bard)
Alignment: Neutral Good

Strength: 10
Dexterity: 17
Constitution: 11
Intelligence: 17
Wisdom: 15
Charisma: 15

Kit

LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, with their talents ensuring history is not forgotten with the passing of time.

Advantages:
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.

SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:

Level 1: +1 Int, +1 Saves vs Spells, Immunity to Charm and Sleep.
Level 15: +2 Int, +2 Saves vs Spells, Immunity to Charm, Sleep, and Rigid/Feeblemind.
Level 20: +3 Int, +3 Saves vs Spells, Immunity to Charm, Sleep, Rigid/Feeblemind and Confusion


Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~

Mod Content

– One new party member with the Lorekeeper bard Kit
– New spells and items
– 9 friendship talks with the PC in BG1, 8 in SoD
– Banters with every BG:EE and SoD NPC
– Small quests in BG1 and SoD
- A unique Approval System: Improve or worsen your bond with the choices you make in quests and conversations. High Approval grants a small luck bonus, very low approval may cause her to leave.
– A romance with any male PC with sufficient approval in Siege of Dragonspear.
– Crossmod content with Aura, Emily, Helga, Kale, and Vienxay.
- Can play between five songs for the player, if asked.
- Optional Music Soundtrack

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Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

Q: What is the Approval System?
A: Approval is the character's thoughts on the PC. When high, the character receives a luck bonus, which has them take less damage and other benefits. If approval gets too low, the character will threaten to leave the party. If not satisfied enough, they leave for good. Significant approval is required for a successful SoD romance as well. This will be expanded upon and used for all my NPCs in Baldur's Gate 2

If you have other questions, post below and I will respond swiftly.
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[v1.53] Emily, a Half-Elf* Archer for BG:EE + SoD

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Introduction

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

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

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

Details

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

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

*Emily's actual race is revealed later.

Mod Content

– One new party member using the Ranger Archer Kit
-Can select Arcane Archer or Arcane Archer/Wizard if the Artisan Kit pack is installed.
-Can Craft Arrows once per day after her fifth BG1 Talk, and enhance a bow once only.
– 9 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear (No gender restriction in BG2)
– Crossmod content with Sirene, Vienxay, Helga, Kale, and Recorder.
- Optional Music Soundtrack

vrnc5gnk0ds9.png

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
bi1bphuvqfow.png






[MOD] Dragonspear UI++ (v2.42) - Now compatible with BG2:EE

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Dragonspear UI++

Download the latest release

This mod (previously named SoD GUI Overhaul) makes many changes to the user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. It is compatible with BG:SoD and BG2:EE. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel) v2.31 - Compatibility with 2.5 patch v2.32 - Fixed contingency screen - Fixed missing Charisma value for bards in the record screen - The mod moved to github v2.4 - Compatibility with BG2:EE, including new menu images by Seldar - Several minor fixes - Chapter screens converted to BAMs to save space v2.41 - Fixed bug - store/healing and store/identify screens crash - Fixed bug - class and biography scrollbar not draggable v2.42 - UI.menu fix for 8. and 9. memorized mage spells not being shown
Screenshots:
Installation: Download the mod from github and extract the zip file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-dragonspear_ui++.exe". 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.

Wilson Chronicles - expansion of the furry paragon

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

The Beaurin Legacy NPC Mod for BGII:EE

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Hello everyone! I would like to introduce: The Beaurin Legacy Mod for BGII Current Version: v3.6 This modification is currently in English and includes content for SoA and ToB. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district. Portrait Artist - TamikaProud at DeviantArt Her statistics are as follows: Strength - 11 Dexterity - 19 Constitution - 12 Intelligence - 17 Wisdom - 12 Charisma - 16 As of now, the mod has only been tested for BGII:EE but should be able to work for the vanilla Baldur's Gate II and EET. Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated! Thank you so much for your time and I hope you enjoy the mod. :) EDIT: I decided to put a face to the NPC. ANOTHER EDIT: I updated the link here to direct you guys to the new G3 download page, sorry about that! The Beaurin Legacy now includes ToB! The Beaurin Legacy has a forum of its own and can be downloaded here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!

[v2.9] Aura, a gnome artificer NPC for BG:EE + SoD

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Introduction

Aura Glimmershine is a young lawful good-aligned gnome artificer and inventor from the island nation of Lantan. She is kind and idealistic at heart, and while she can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise. While she is rather weak in combat, her unique thief kit, Artificer, which grants her the ability to create a large assortment of potions, traps, arcane runes and magical items that become more versatile as she gains levels. She can be found at the Beregost town square and carries with a small selection of personal items. If the PC is female, she may show hints of romantic attraction, though there is no full romance within BG1. In Siege of Dragonspear, she can be found in the Coast Way Forest, after leaving Baldur's Gate. Race: Gnome Class: Artificer (Thief) optional: Illusionist/Artificer, Priestess/Artificer Alignment: Lawful Good Strength: 8 Dexterity: 16 Constitution: 13 Intelligence: 19 Wisdom: 14 Charisma: 15

Mod includes:

    – One new party member with the Artificer thief kit
    – New items and item upgrades
    – 10 friendship talks with the PC in BG1, 8 in SoD
    – Banters with every joinable NPC
    – Small quests in BG1 and SoD
    – A romance with a female PC with 12+ Intelligence and 10+ Charisma in SoD
    – Crossmod content

[v1.5.5] OlvynSpells: 100 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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Version 1.5.5

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This mod adds up to 100 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

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And here's an 8th-level spell that lets you reverse gravity:

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The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.

I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.

A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.

Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
1.
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
Turning Weapon (Paladin only)
2.
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
Critical Boon (Paladin and Ranger only)
Ghostwalk (Shaman only)
3.
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
Guardian Magic (Paladin only) - Requires EEex
Wind Shots (Ranger only)
Fly (Ranger only) - Requires EEex
4.
Disarm (Cleric/Paladin)
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
5.
Prolongment (Cleric/Paladin) - Requires EEex, P
Wall of Force (Cleric/Paladin) - Requires EEex, P
Protection from the Elements (Druid/Ranger/Shaman)
Ethereal Jaunt (Shaman only) - Requires EEex
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
Living Lightning (Druid/Ranger/Shaman)
7.
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Colossal Growth (Druid only, HLA)
Enhance Attribute (All divine casters)
Contingent Resurrection (Cleric only, HLA)
Reanimate (Non-good Cleric) - Requires EEex

New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
Levitate (Alteration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
Familiar Spell (Conjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
Vampiric Link (Necromancy) - Requires EEex
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
Warrior Simulacrum (Illusion)
Wall of Force (Abjuration) - Requires EEex, P
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
Mind Fog (Enchantment)
Empower Familiar (Conjuration)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
Reanimate (Necromancy) - Requires EEex
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (Universal) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
Polar Ray (Evocation)
Clone Other (Illusion)
Contingency Curse (Enchantment) - Requires EEex, P
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)
Damage Turning (Abjuration)
Eclectic Recall (HLA, Universal)
Teleport Step (Alteration) - Requires EEex

New Innate HLAs:
Temporal Duel (Paladins)
Armored Thieving (Bards, Fighter/Thieves, Fighter/Mage/Thieves, Cleric/Thieves)
Armored Casting (Bards, Fighter/Mages, Fighter/Mage/Clerics, Fighter/Mage/Thieves, Cleric/Mages)

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