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[BG:EE]Dark Horizons Released

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Dark Horizons for Baldur's Gate:Enhanced Edition released.

This is a large tactical quest and encounters mod. As you journey along the Sword Coast you will encounter undesirables trying to do harm to you. Not only that, but an organization for good, Section, has been contracted by someone to send its operatives to hunt you down. They don't want you alive, they want you dead. Your first encounter is behind the very walls of Candlekeep and it won't end until you defeat Section and their overseers at Oversight. If you are lucky, you may survive. And perhaps you may pick up a new friend or friends along the way.

There are a lot of new items to be found and new stores to shop at. There is an item upgrade store located at the Friendly Arm Inn. There are two new NPCs who will join your party. This mod would work best with my Level 40/HLAs mod for BG:EE.

Visit the forum: http://www.baldursgatemods.com/forums/index.php?board=101.0
Download the mod: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=189




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I'm working on Dark Horizons for BG:EE. I'm thinking it won't be too painful of a process to convert. There will be some new things though.

I already have a dragon quest, but in this version you will fight an actual dragon.
A few more bounty hunters and other lowlife. The Sword Coast is supposed to be a dangerous place after all.
I will be making use of some of the powerful spells and enemy scripting, so some fights will be hard. I've always considered this mod a tactical mod after all.

This will be part one. Part one I want to get released ASAP.

Part two I will finally add in the NPCs. At the moment they will have a few dialogs, nothing elaborate like you find in BG2 mods.

Unlocking NPC voicesets

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Could someone tell me how I can go about unlocking the NPC voicesets so I can use them for my PC? If I'm not being clear, I'd like to use some of party NPC voicesets in BGEE 1 and 2, as well as some of the Black Pit 1 and 2 NPC voicesets. Thank you.

Please, please help me out! XD [Creating a custom item]

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Hey guys! :D
An old BG veteran here! :)

Please I have a question so If you can provide any help whatsoever I would most thankful!

I have been trying to create a custom 2H sword by using the NearInfinity editor and changing the stats of the item in the save file itself. I had no luck with it though since whenever I try equipping it the game crashes. Did you guys had any luck with this?

And If it is such a big hassle I am even ready to pay you 5$ over paypal if you could create the item for me (Yes I am that desperate! ><

All right let me know if you can help! :D

And now to install the Kit mod! :)

Yours cordially

Cler1c

P.s. It is my long lasting wish to have "Heya it's just me Imoen" inscribed on my tombstone. Not kiddin'. ^^

Citizen NPC soundsets

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Is there a place where i can download the soundsets for the citizens and other npcs for use? if not, could someone direct me to the thread or topic that discusses how to extract them? Personally, I want the dwarf one. It's angry and salty, yet likeable.

I'm not necessarily experienced in this, but am willing to try things.

Is this multistronghold mod gonna work?

Male_Fighter_5 Sounds import

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Hey everyone,

Since I was a kid I've always loved the sound pack for Male_Fighter_5 from Icewind Dale II. If I still have those sound files on my computer, is there any way to import those into BGII:EE? I'm only able to find import directions for BG:EE, and from what I hear it doesn't always work. Is there a sure-fire way to import sounds yet?

EE Keeper

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Dever since installing the patch, EE Keeper no longer works. It is not recognizing my save games or new characters. Anyone have any idea why?

Cheat Engine

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Hey there Baldur's Gate community. I just wanted to let you cheaters out there that if you have an address editor, I use Cheat Engine, then to edit your ability points during character creation just the value type to "byte" on Cheat Engine! I would imagine the same data type works on other values throughout the game :)!

It took me a while to figure it out, thanks!

Ninde Romance crashes in BG2:EE

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I'm in the Underdark, and Ninde initiates a lovetalk on rest. Except that the dialogue causes a crash at a specific point, at the time when she says her piece beginning:

"Little did I know my family, the Amblecrowns, were about to fall into decline."

I can stop the crash by just blowing her off, but I'm assuming that ends the romance. I know this is a specific mod, but the forums for that mod have been dead for a long time now. Just seeing if anyone knows why this crash might be happening.

Cannot find RACE.IDS

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For the past hour or so I have been trying to install "Subraces for BG:EE" I have followed the instructions and it says the same thing it cannot find RACE.IDS in the override folder while true it's not there I have tried looking for this file with no success can anyone please help me it has become very frustrating.

Any help would be amazing, thank you.

[BG:EE] Battle Enhancer Mod (ver 1.33 RELEASED!)

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Battle Enhancer Mod ver. 1.33 (BG:EE 1.2 compatible)

Designed and created by Charan and lunar: Long awaited release of Harsh Faerun Mod - Now know as Battle Enhancer Mod!

Most important changes and features:
- ENEMY CORE AI IMPROVED:
Most enemies and NPC's have a chance to possess random potions and WILL use them in fight.
Enemies who use projectile weapons have a chance to possess random magical projectiles they can use and they WILL use them on the player.
Most enemies and NPC's use SMART TARGETING and attempt to chase your weakest members unless kited
Most mages and clerics will now reposition or attack between casting spells.
It's no longer possible to lure enemies from fog of war one by one. Attacking an enemy makes him call for help in a decent radius.

- GAME BALANCE REVISED:
Guards, soldiers and mercenaries recevied some proper training. A watcher in plate mail is no longer just cannon fodder that can't hit a gibberling. (Game is even harder for EVIL teams)
Human NPC's and monsters have received buffs by maxing their Hit Points rolls and stats for given levels.
Critter races have been separated into variety of tiers.
Some tiers received more significant overall buffs than others. Just try the Gnoll Stronghold now.
Exp rates revised and rebalanced according to challenge. Some rates went up, some rates went down.
It should be faster to leave the early game levels but overall pool of EXP per game did not go up too much.
Note: Most changes were HAND EDITED while stricktly following of AD&D rules and progression tables. Take care as the game WILL be HARDER now.

- DROP RANDOMIZER:
Most enemies have a chance to be in possession of random treasure which can be stolen or looted.
Drop chance and loot pool depends on the enemy tier.
Separate tier for spellcasters, which gives a better opportunity to get rare scrolls.
Some treasures in hidden stashes have been randomized in balancing purpose.
Drop rates have been adjusted so that during an average game course you will find: around 12 low tier items, around 6 medium tier items and 1-2 Legendary tier items.
Note: Critters who previously did not drop items did not receive the chance for loot.
It's impossible to find personalized/one of a kind items (for example, you won't find a second Helmet of Balduran)

- NEW FIGHTS
Some new encounters and new enemies added.
Some fight with mages have been reworked to be more difficult and interesting.
Reworked Ogre Mage fight mechanics to provide an ultimate and unique experience (Enjoy)
Chieftain and Leader critters received additional boosts and special abilities to strengthen their kin

- MEETING COMPANIONS AT MAX HIT POINTS ROLLS
All companions are met at their MAX HIT points rolls, regardless of player's level.

- HARSH TIMES
Shop prices are now higher but players won't receive more gold for their items (crisis right?)

Notes:
!WARNING!
THIS MOD IS NOT RECOMMENDED FOR BALDUR'S GATE BEGINNERS! It's perfectly possible to start a new game with it BUT you need to have at least slight idea on what you are doing.

1. Installation:
Simply put the Override folder into:
Steam Version: your BG Enhanced edition main directory (Example for steam version: D:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition)
Non-Steam Version: ...\Baldur's Gate - Enhanced Edition\data\00766\ folder

You can instal this mod at ANY moment of the game but it is just more fun and more balance to play with it from the beginning.

It should be compatible with all other mods (unless they change creature statistics and HP) and all game languages - especially if you install Battle Enhancer as last. Pr
"MEETING COMPANIONS AT MAX HIT POINTS ROLLS" can be overwritten with other mods that edit your companions (new kits, etc) and it will not affect the other features at all.

You can use ANYTHING included in this mod package without my permission - even for commercial use - I simply do not care. Just enjoy and make a good use of it.

PLEASE REPORT ANY BUGS IN THIS DISCUSSION SO I CAN HOTFIX THEM.

Chagelog:
Ver 1.11:
- Minor bugfixes with neutral NPC's sometimes assaulting the player.
Ver 1.12:
- Gnoll5 overbuffing and dialogNPC fix.
- Nashkel Mine lvl 3 crash fix.
Ver 1.2:
- Full compatibility with BGEE patch 1.2 (Rasaad required HP-Reroll due to change in his kit).
- Improved casters behavior between spell casts. Also they will no longer leave areas when repositioning.
- Enemy backup requests feature added (No longer possible to lure enemies from fog of war one by one).
- Slighty lowered drop chances.
- Improved potion using mechanism. Now enemies are much more likely to use their magical mixtures and will also do it faster than before.
Ver 1.21:
- Fixed potion using by neutral NPC's.
- Vampiric wolf is no considered Undead.
Ver 1.3:
- Smart targeting has been improved. Enemies won't attempt to chase your squishies too far - they will choose appropriate nearby target instead (it's almost impossible to keep them focused on the main party tank). Current design is more sofisticated and won't allow for hit'n'run exploit.
- Cosmetic fix for casters: They will now face nearest enemy after repositioning.
- Added Smart targeting to some enemies that were lacking it.
Ver 1.31:
- Script optimalization and cleanup.
- Smart targeting added to more enemies.
- Fix for Branwen starting HP.
Ver 1.32:
- Borda won't drink his cursed potions during fight.
- Improvement of script for creatures using both ranged and melee weapons. These enemies will sometimes attempt to increase their distance before switching to melee when approached by players(should be more annoying and harder to catch now). Also improved weapon switching response time.
- Some AI script performance improvements.
- Fix for quest to bring Worn Whispers boots. (Unfortunately it's not retrospective once you have killed the hobgoblin dropping the boots.)
Ver 1.33:
- Fix for Zombie Plague Quest.
- Fix for Xvarts attacking cow quest.
- Fix for Flind damage (they were dealing less than they should).

A Simple XP cap remover

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I´ve posted my links in some threads, but I just thought it would be simpler for those looking for a XP Cap remover to make a new thread.

First the download links:

http://www.4shared.com/zip/ELKeZtFp/override.html
You'll need an account to download from 4shared

https://www.sugarsync.com/pf/D907607_60_6722740606

Or just download the file attached to this post.

And now that I've given the download links, let's have some instructions and a word of warning.

XP Cap in BG:EE is controlled by three files:

XPCAP.2DA
STARTARE.2DA
STARTBP.2DA

Actually this had me scratching my head when I tried to make a simple XPCap remover as modifying XPCAP.2DA has always been enough. In BG:EE's case changing just the XPCAP.2DA did not remove the cap, so I went on looking for the cause.

STARTARE.2DA and STARTBP.2DA control the starting conditions of the main quest and Black Pits, respectively, controlling among other things your starting position, starting XP and XP Cap for that campaign, proving that the new EE engine is able to deal with multiple campaigns with their own individual limits.

The game has all the tables up to level 40 BUT there are no HLAs (High Level Abilities) present. That means that if somehow you reach a level where you'd normally get an HLA you have to hit ENTER on the character screen to skip that.

If you want to change the XP Cap to any other fixed value all you have to do is edit the 2DA files and change the -1 into whatever value you want. Actually you can also change the starting XP in the main quest and Black Pits as well. Just change START_XP from 0 to the value you want in both STARTARE.2DA and STARBP.2DA.

Notice you'll need a text editor to change the file, such as Editpad Lite. The game will not recognize the 2DA files if they're converted to Rich Text Files or Word Documents.

So you must be asking yourself how to make it work. It's very simple. Just copy the three files into your override folder. If you don't have one, create one in the same place the movies and scripts folders are located (usually bgee installation path/data/00766), In my computer, for instance, it would be placed in C:\Games\Baldur's Gate Enhanced Edition\Data\00766

If you are a Steam user, the default override folder path would look something like this:
C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

Divine Remix - Any updates?

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Hello, modders! I have a quick question about the Divine Remix mod. Are there any plans currently to recreate this mod for BG:EE (now that BG2:EE has been confirmed)? It's one of my all-time favorites, since I love getting as close as possible to P&P for these games, so I'm hoping the author is looking into it, but I haven't heard any updates in months.

Modify Epilogues?

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Hello all, I'm hoping somebody is able to help out here. I just started a game (couldn't find my original CDs, so I bought the EE) and I immediately remembered how depressing some of the Epilogues are. I've hated BW's penchant for having nearly no happy/satisfying epilogues to games they're involved with for some time now and I'm really hoping there's a way to rewrite these. I know certain mods that include new characters include custom epilogues and that it was possible in BG2, so I'm hoping somebody can point me in the right direction. I apologize if this has been covered before, but I searched through the forums and didn't find anything relevant.

Thanks in advance!

Possible to Import New BG:EE Videos into BG2:EE?

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I may be the only one, but I actually really liked the new Resting videos and what-not that came with BG1 EE and was rather dissapointed they weren't included in BG2 EE. Is there any way to add them to BG2 EE?

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T

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This mod removes experience cap for BG2:EE and allows multi-class F/M/T and F/M/C characters to choose level 10 Wizard spells as well as choose extra level 6-8 spell slots.

The choice of which HLAs to include and which to exclude is based on someone's mod (contents of readme.txt file attached below) a few years ago.

Since BG2:EE has 25 slots for HLA selection screen, in addition to abilities mentioned below I have also added Warcry to F/M/C HLA pool and Alchemy to F/M/T pool.


Removed experience cap means multi-class characters as well as a few single class characters can now attain level 40 in all classes.


How to install:

1. Download and extract 'BG2EE_HLA_XPCAP_remover.zip' to main BG2EE folder containing Baldur.exe.

2. Enjoy! Need to restart the program after installation but there is no need to restart the whole game or progress. New FMC/FMT HLA pools will appear on next level up screen.


How to uninstall:

Please delete LUABBR.2DA, LUFMC.2DA, LUFMT.2DA, STARTARE.2DA, startbp.2DA, XPCAP.2DA, and XPLEVEL.2DA files from 'override' folder.


Please feel free to add to your own mod, make weidu version of this mod, or modify the mod files as you see fit, as long as the proper credit is given to the original modder (KE_Sabre@hotmail.com).

Any question please feel free to post on baldursgate.com forum.

-leeho730


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This patch edit the High Level Abilities for the Fighter/Mage/Cleric and Fighter/Mage/Thief multi-class characters - obviously this is for people with Throne of Bhaal only.

Currently in the game, the Fighter/Mage/Cleric and Fighter/Mage/Thief multi-class only get abilities from the Fighter/Cleric and Fighter/Thief class, respectively. This is mostly because the Mage's abilities are no use until your character can cast level 9 spells - which is impossible without removing the experience cap - although the extra memorise slot for level 6 to 8 would have been nice.

There is only one problem with the edit, there is a limit to the number of abilities the game can handle - which is 24. If you add the abilities from the F/M/C and the F/M/T you'll get 28 and 29, respectively. Therefore 4 abilities are removed for the F/M/C and 5 for the F/M/T. The decision was done through a poll at GameBanshee forum, so it will not suit everyone, but at least it's not just my opinion.

Here is a list of the abilities that the multi-class will be able to get, listed according to class, abilities with * are mutually exclusive:

Fighter/Mage/Cleric:
Cleric
- Aura of Flaming Death
- Elemental Summoning
- Energy Blades
- Globe of Blades
- Implosion
- Mass Raise Dead
- Storm of Vengeance
- *Summon Deva
- *Summon Fallen Deva
Fighter
- Critical Strike (Need Power Attack)
- Greater Whirlwind Attack (Need Whirlwind Attack)
- Hardiness
- Power Attack
- Resist Magic
- Smite (Need Critical Strike)
- Whirlwind Attack
- Warcry
Mage
- Comet
- Dragon's Breath
- Extra Level 6 Spell
- Extra Level 7 Spell (Need Extra Level 6 Spell)
- Extra Level 8 Spell (Need Extra Level 7 Spell)
- Improved Alacrity
- *Summon Dark Planetar
- *Summon Planetar

Fighter/Mage/Thief:
Fighter
- Critical Strike (Need Power Attack)
- Greater Whirlwind Attack (Need Whirlwind Attack)
- Hardiness
- Power Attack
- Resist Magic
- Smite (Need Critical Strike)
- Whirlwind Attack
Mage
- Comet
- Dragon's Breath
- Energy Blades
- Extra Level 6 Spell
- Extra Level 7 Spell (Need Extra Level 6 Spell)
- Extra Level 8 Spell (Need Extra Level 7 Spell)
- Improved Alacrity
- Summon Dark Planetar*
- Summon Planetar*
Thief
- Alchemy
- Assassination
- Avoid Death
- Evasion
- Greater Evasion (Need Evasion)
- Set Exploding Trap
- Set Spike Trap
- Set Time Trap
- Use Any Item

As I said before, the Mage's abilities are useless unless you can cast level 9 spells - which means you need to remove the experience cap. I have included the Experience Cap Remover with this patch. So all you have to do it copy the files into the Override folder of BGII, it is recommended that you make backup of any files that are already in the Override folder.

This and other BGII customisations are available from my site http://www.users.bigpond.com/qtnt/index.htm, if you have any problems/suggestions, feel free to contact me at KE_Sabre@hotmail.com

Custom Races in BGEE 1&2

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Alright, so apart from making items that *simulate* racial traits, is there any other way?

Kits are (relatively) easy to make for someone who knows how, and they can be added right into the game, with customized descriptions and tables and all the bells and whistles... so why not races? Is the game hardcoded against it, or what? I know Overhaul could do this in a heartbeat, but they're currently busy patching and porting the game - the question is, why haven't any of the modders out there whipped up something like this?

True, there *are* a couple of sub-race mods floating around, but they're mostly item-based.

Now, adding a sub-race in a legitimate way (ie. having it show up under the right menu a la the Icewind Dale II ones) might call for more hacking/tweaking than the average modder is capable of, but what about inserting an entirely new one? There's room for at least 4 more 'slots' under the Race menu, if I'm not mistaken. So, it's not a matter of GUI, or the inherent limitations of the menu itself. With that in mind, what's to stop a modder from appending said menu and adding a few custom values to all the tables that regulate this kind of stuff?

Is there something technical I'm missing here, or is it just a matter of demand?

I had a blast playing IWD2, and one of the reasons was the customizability.

I can't be the only one who'd really like to see this in BG 1&2... can I? :/



All soundsets compilation?

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Hi there!

Does anyone have all the soundsets from both BGee and BG2ee all working in the same game?
I tried a few things to get the soundsets to work properly, but sometimes at random the quotes change to a different language.

And yes, I made sure I did not copy stuff from anything but the english folder :)

Any ideas?

Mr. Pennyway's Cosmetic Changes

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Download Link

Hello, all.

In playing around with some things in the game, I made a few discoveries.

First, that the "ordinary" mage robes (Traveler, Knave, and Adventurer) don't seem all that magical; they give minor situational bonuses to saves and AC, but these bonuses are barely useful enough to warrant an armor slot, much less require an identify spell.

That's not what this thread is about, though. :)

This thread is about an observation I made a few weeks ago, which was that if you change your character's armor, leather, and metal colors using Shadowkeeper or some other character/save editor, you only see those changes while wearing no armor at all. As soon as you put on any piece of armor, the armor you're wearing overrides what your character's natural colors are.

I don't like that.

So I did a few things. The first thing I did was remove all of the color effects from the "ordinary" mage robes listed above. Now, when you put on your adventurer's robe, the trim and straps will remain brown-ish if you haven't changed these colors for your character; and if you have, these changes will be reflected accordingly.

The second thing I did, because my first change made all of these robes identical, was to change the visual "Armor Level" for each robe. Previously all "ordinary" robes used Armor Level 3, which is the avatar with the cape and the shoulder pads. I've made the following changes:

Traveler's Robe: Now uses Armor Level 2 (the high color, no cape look)
Adventurer's Robe: Continues to use Armor Level 3 (Shoulder-guards and cape)
Knave's Robe: Now uses Armor Level 4 (cape, shoulder-guards, and hood)

The result is three distinct mage armors, all of which display the mage's natural colors for armor, leather, and metal.

~Screenshots forthcoming.~

So that's the first big thing here.

What's the Second big thing?
When I gave the Knave's Robe a hooded appearance, I realized that this left the Archmage robes looking somewhat lackluster. So I set about a much more involved process to make these robes look truly unique. Here's what I did:

I've added a color effect to each of these robes that overrides the wearer's Major and Minor clothing colors. Yes, this means that you will always look the same when wearing a given archmage robe (this has no effect on your character's feedback circle).

I also modified the existing colors to make a clearer distinction between "Good", "Neutral", and "Evil" archmage robes. Now, Good wears white and gold; Evil wears black and red and gold; and Neutral wears grey. They all continue to use the hooded appearance.

UPDATE (2013-03-06)
Attached you can find all of the above components, as well as my "uncolored" armor, helmets, and shields components. Briefly:
- All non-magical helmets and shields have had their color effects removed
- Non-magical Leather Armor (Leat01), Chain Mail (Chan01), and Plate Mail (Plat01) have had their color effects removed
- Many of the guards and soldiers running around in the game have been recolored to make better use of the uncolored armors, helmets, and shields.

It's all in the zip file, broken up into folders depending on which pieces you want. No WeiDU business here, so just grab what you want and drop it in your override folder.

SCREENSHOTS:
[spoiler]First, the minor robes, in order from left to right: Traveler, Adventurer, Knave. (Screenshots taken with Canderous as the PC to show a baseline of what they look like on the player's unaltered character.)
image image image

Next, the Archmage robes: Good, Neutral, Evil.
image image image

Finally, the armors. I have Dorn, Jaheira, and Minsc standing in a row, to show off their (new, unique) armor colors.

Leather:
image

Chain:
image

Plate:
image[/spoiler]

Item Codes for console commands

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I was looking for a list of item codes for the console command, found a list that included all items like Illithium Ore and Montaron's body, but the item codes don't seem to be working in the EE, any idea of there is a more complete list for the EE floating about?
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