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[v2.0] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: – Hit Die: d6 – May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, is killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. INTELLIGENCE: Bonus spell slots WISDOM: Increased spell duration CHARISMA: Bonus saving throws and elemental resistance – Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness. – May cast one additional spell per level. – +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. – 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. – 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. – 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist. FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar. – 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and caster level while in daylight. – -2 penalty to saving throws against spells of the Invocation and Alteration schools. – May not learn or use spells from the Weave. – Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.

[v1.2] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class. WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power. CLASS FEATURES: – May not wear armor heavier than chain mail. – May not equip shields larger than bucklers. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – Thieving abilities: Pick Pockets. – Eldritch Lore: The warlock gains 10 base Lore per level. – May cast Invocations. – May use the Eldritch Blast ability at will. ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it. As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms. 3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast. 7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path. 11th level: ELDRITCH CHAIN: Eldritch Blast chains to one extra target per 3 levels, dealing 1d6 reduced damage per target. 15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage. 19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage. – 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35. – 8th level: The warlock regenerates one hit point per three rounds. – 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40. – 12th level: Deceive Item: The warlock gains the ability to use Mage scrolls. – 16th level: Regeneration rate increased to one hit point per two rounds. – 22nd level: Becomes immune to non-magical weapons. – 24th level: Regeneration rate increased to one hit point per round. – Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil. – Hit Die: d6 Invocations & High Level Activities Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

NEW ITEMS

Three new items usable by warlocks only are added to Baldur's Gate. In BG1, they can be found in various parts of the Sword Coast, while in BG2 they can be bought from Ribald at a high price. Darkfire Gauntlets (BG)
This pair of black iron gauntlets was enchanted by a powerful warlock, using infernal magics to combine the contradictory elements of fire and ice. Those same enchantment prevent its magic from being accessed by anyone other than a warlock. STATISTICS: Charge abilities: – Darkfire Shield (Fire Shield Blue and Red) once per day Range: Self Duration: 1 turn Equipped abilities: – Casting Time: +1 – Fire Resistance: +20% – Cold Resistance: +20% Weight: 2 Location in BG1: Sorcerous Sundries
Frozen Ring of Stygian Winds (BG)
The frozen sea of Stygia is a deathly cold place. Once, eons ago, the archdevil Asmodeus imprisoned the Prince of Stygia, Levistus, within a tomb of impenetrable ice as punishment for a slight against him. The Lord of the Fifth's icy prison was reinforced by the cold winds of his plane, and although the devil's minions chip away at the ice without rest, for every inch they break, two more inches build from the sleet and snow constantly blowing across its surface. This ring is suggested to be chiseled from a piece of the Prince of Stygia's prison, and contains significant power of its own. STATISTICS: Equipped abilities: – Cold Resistance: +50% – Physical Resistance: -15% – All cold damage inflicted by the wearer is increased by 40% – May only be removed with a Remove Curse spell Weight: 0 Location in BG1: Dezkiel in Ice Islands
Hellfire Blade of Azythanoth +2 (BG, may be upgraded by Cromwell)
The blade of this weapon appears dull and useless in the hands of a regular wielder. When drawn from its sheath by a warlock, however, it becomes engulfed in a blazing hot tongue of flame, impossible to extinguish by any normal means short of resheathing it. The markings on the weapon's hilt are words in the Abyssal language, suggesting its origin from the Nine Hells. The raging hellfire that empowers this blade burns through metal and flesh, and maims even those resistant to regular fire. Even being close to the flames makes one feel drained and weak. STATISTICS: Equipped abilities: – All fire damage inflicted by the wielder is increased by 20% – Constitution: -2 Combat abilities: – Deals an additional 2 points of unmitigated fire damage per round for 3 rounds on a failed Save vs. Death at -2 THAC0: +2 Damage: 2d4, +2d6+2 unmitigated fire damage Damage type: slashing Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 Location in BG1: Death Knight in Durlag's Tower
Demonic Ring of Reconstruction (IWD)
This ring was once the possession of Zz'thaen, a powerful dark elven warlock. It is believed that Zz'thaen once performed an act which angered his demonic patron, the tanar'ri Bo'atha. Yet in an audacious turn of events, Zz'thaen was able to strike back against his patron's retribution and cleaved a finger from his ex-patron's hand. This ring was supposedly carved from the tanar'ri's knucklebone, and carries with it some amount of demonic power... though it will only submit to one who is similarly empowered. STATISTICS: Equipped abilities: – Maximum Hit Points: +10 – Regenerate 2 Hit Points per round Weight: 0 Location: Kieran Nye's store
Chain Mail of Abaddon (IWD)
This suit of pitch-black chainmail is unusually light, silent and carries the acrid scent of ash. Despite its ancient and ragged appearance, the magic that enhances it is undeniably powerful – yet there is something strange, something otherworldly, about it... the armor almost seems alive, its obsidian links falling away when one attempts to wear it, save for those whose souls are bound to supernatural pacts. STATISTICS: Equipped Abilities: – Magic Resistance: +20% – Luck: +2 – Save vs. Death: +5 Armor Class: 0 (-2 vs. slashing, 2 vs. crushing) Requires: 8 Strength Weight: 12 Location: Kieran Nye's store

[mod preview] Hephernaan BG2 (SoD spoilers)

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I am not sure if it's not too soon to announce one of the project's I've been working, but here it is: Hephernaan for BG2EE.

Baldur's Gate series still miss some evil characters. With BG2EE we were given Hexxat and Dorn, but... then SoD introduced some new characters many of us miss. As some may have noticed, I have a weak spot for less popular NPCs. I made Quayle BG2 mod. Not long ago I released Skie: The Cost of One Girl's Soul. I like those characters that could use some more spotlight. That is why I've decided to bring back Hephernaan - Belhifet's right hand and the one that was whispering to Caelar Argent's ear.

Hephernaan BG2 will include:
-Hephernaan as a joinable NPC for both SoA and ToB portion of the game
-An ability to turn into his natural form... for a price, because who would speak fondly about someone working with a devil?
-At least 2 small areas that are tied to Hephernaan and his quest
-A chance to meet his new master and trade with him... not the usual way, though, because devils always were interested in something else than gold
-Reactions from other NPC, as many of them won't accept working with someone like Belhifet's former servant

The beginning of the mod will also introduce a story about how he managed to escape his final death in Avernus.
The mod won't include a romance - I do not consider Hephernaan someone who would be interested in a relationship like that.

Screenshots:
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The mod is still in early development, I am not going to rush myself, as I have much less time for modding than I had a year or two ago. But I will slowly work on new talks and other new content.

I would also like to tad @Raduziel here, as he is a great help with some items and spells I designed to be included in this mod. Thanks!

[REQUEST] Romance mod BGEE+

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I'm essentially looking for a mod that enables f/f romances for all female romance options in bgee (+expansion) that also tweaks dialogue to suit the new f/f interaction.

I'm mostly curious as to whether or not a mod like this exists, and where to find it.

Any bonuses would be mods that add new female NPC's which can be romanced by a female PC.
I'll also be playing BG2EE as well so similar mods for that game would be welcomed.

[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

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

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Hi All,

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



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

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

Homemade Addon:
- GUI Console access

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

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


BG2EE
=====

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

Homemade Addon:
- GUI Console access

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

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

----

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

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

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

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

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

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

----

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

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

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

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

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

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

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

----

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

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


----

To uninstall (for All):

- Delete 'override' folder
- Delete lang-en_US.zip
You are now back at vanilla...
----

Attached are the files for BG1EE. Below will be the files for BGSOD and BG2EE.


Happy Gaming
Gus

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

NearInfinity and dialog.tlk - did I mess things up?

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Ahoy!
I edited a weapon's description in Baldur's Gate EET via NearInfinity and forgot to backup dialog.tlk although I was reminded.
I did not add anything, just changed two numbers to make the description fit its weapon's stats. I wasn't aware that the complete dialog.tlk would be changed / rebuild / recompiled whatever.
After having done this I read here in this Forum that dialog.tlk should not be edited via NearInfinity. I didn't edit it directly but via the identified item's description. So did I mess up the dialog.tlk or even the whole installation?
Would be nasty to run into a plotstopper in a few months because of my mistake.
The modification itself worked and so far there have been no errors.
Also: How do I know that there is an error in these regards? Wrong dialogue for some situations or crash to desktop?
I would be happy for any helpful thoughts on this matter.
Thanks in advance
Quichybo

[MOD] Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE

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Convenient Enhanced Edition NPCs

A mod for BG:EE, BG:SOD, BG2:EE and EET that allows you to tweak all Beamdog NPCs.

Download (SHS): Disable Enhanced Edition NPCs

Download (GitHub): Disable Enhanced Edition NPCs

Readme

Overview

The new NPCs introduced in the Enhanced Editions differ somewhat from the original cast and might not be everyone's taste. This mod provides a number of options to adapt them to your comfort level. You can make their first appearance more passive, giving you more control over whether or when to make the first contact. A small number of events will be slightly altered to make this possible.

Alternatively it is also possible to simply remove one or more NPCs from the game. In that case you have the choice to make their personal or quest-related items available to everyone in stores or as loot.

Additional components allow you to improve their portraits or customize their classes and/or kits to whatever you desire.

A detailed list of all available components and their descriptions can be found in the readme linked above.


[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

Turald NPC Mod - ver. 0.9

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Overview This mod adds a new recruitable companion to Icewind Dale: EE - dwarven wandering priest of Marthammor Duin Turald Ironfist. It was created as an addition to Kulyok's NPCs, though it can be played as a separate mod as well. The idea behind this project was to create a person who would look at the events of the game from the dwarven point of view and who will also be significanlty older than characters from IWD NPC Project. Turald MOD contains dialogs with main character, interjections, player-initiated talks and crossmod content with Kulyok's NPCs and LavaDelVortel's Dusky. Character info Name: Turald Gender: Male Race: Dwarf Class: Fighter/cleric Alignment: Neutral Good Location: Temple of Tempus in Easthaven Romance: No Current status The first proofreading was made so I decided to release the first beta version of mod. Currently it contains full content for vanilla game and should be fully playable, though there still may be some bugs (inform me of any problems, please), especially since this is my first modding experience. Thank you for your attention and any feedback is welcome! Art by Aerenwyn (commissioned by me for this mod) ==Download link==

[mod] Quayle BG2

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It looks like Quayle BG2 never got his own thread here so... here it is!

Are you tired of Aerie? Would you like to try out some other cleric/mage? Or maybe you'd like to team up with the SMARTEST of gnomes? If so, then try out Quayle BG2 NPC. Enjoy his new mini-quest. If you lose Aerie in the main fight, Quayle becomes available. Decide who to save... thus who to work with.

quaylen.jpg

Well, remember that this mod is quite old (well, it's actually one of my first mods ever, keep that in mind!), but after the recent update, it should work much better and Quayle should be a tiny bit less annoying.

Download
Forum

SCS breaks tutorial

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Newly installed BGEE. I installed a few tweaks from cdtweaks-v9, journal mod from EEUITweaks, and all the AI upgrades from SCS; no beta items were installed. During the tutorial I clicked on the SCS difficulty button. This did nothing but send me back to the tutorial, and after that all conversations and responses were Invalid. I had to terminate the game to exit.
I'm going to reset the game, but since it takes forever to mod everything again I'll wait until I hear back from someone as to what could have gone wrong.

[Item Mod] Wand Case

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Inspired by @Basillicum 's feature request for a much-needed wand case in the game. Feel free to post any suggestions or comments you may have. photo WandCasedescription.png photo WandCase.png The mod is attached to this post as an .rar and the files are WeiDU-installable (many thanks to @Alkalurops for the WeiDU-ification for both the BGEE and BG2EE versions). Installation instructions may be found in the readme file for each folder. The CLUA code for the item is "wandcase" -- it's also available for purchase from Thalantyr at High Hedge (AR3202) in BGEE. In BG2, it's available at Ribald's Adventurers Mart (SoA) and the Saradush Tavern (ToB). *UPDATE 10/28/13: - Updated WeiDU (fixed missing description on first install) - Moved item to new position in store (right after potion case) *UPDATE 11/15/13: - Wand Case now WeiDU-installable for BG2EE. *UPDATE 01/09/16 - v1.3: - Polish Translation - Fixed BGT and Tutu store patching - Added EET and vanilla BG2 support

[mod] Dusky NPC for IWD EE

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DUSKY NPC for IWD EE ABOUT THE MOD: Dusky is a new companion for IWD:EE (the mod won't work on any other version of the game). Just as in Baldur's Gate, he will join you once he's found and offered place in the player's group. You may join him quite soon as he's standing near the entrance to the cave near Easthaven. Dusky is a male half-orcish cleric/thief of chaotic neutral alignment and may be romanced by any male character of Charisma 11 or greater. The mod was written as an addition to Kulyok's IWD NPCs, which also offer joinable NPCs with and without romances. Since the mod did not provide male/male romantic relationship, I've decided to write yet another mod to fill that space in the game. Dusky should fit good, neutral, and evil themed teams. He will stay until the very end. The mod includes friendship talks, romance talks, a few interjections, and two banters with each Kulyok's characters (all approved by Kulyok). The progression of talks is slightly different than in BG2: most talks will appear while visiting new places and following the main quest. Note that the mod includes mature content. Thanks to people who made this mod happen, especially to @typo_tilly and @Artemius_I - our dear community members, who supported me greatly! Basic NPC information: => male half-orcish cleric/thief => chaotic neutral alignment => statistics: strength - 17 / dexterity - 18 / constitution - 16 / intelligence - 10 / wisdom - 16 / charisma - 9 DOWNLOAD LINK

Mod suggestions for first timer?

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Hello, just finished playing through the whole bhaalspawn saga and I enjoyed it a lot though at some point it got easy so I installed SCS to make it more challenging.

I'll play ID:EE next and I almost always make only one completionist playthrough. Trying to figure out what mods to include is confusing me a bit. I found this comment:
"My Fixpack, Unfinished Business, and Item Upgrade mods are built into the Enhanced Editions. IWD Tweaks--now Tweaks Anthology--is not."
which means some key mods are already included.

The Icewind Dale NPCs seems very appealing as I love banter.

Two mods that caught my eye are Baldurs-gate-dnd-3.5 and The Tweaks Anthology. What are your thoughts on them ? Are they compatible to each other ? Are there any other popular mods I should consider ? In what order should I install them ?

I'd be grateful for any kind of help, thanks.

(deleted, wrong forum)

Unfinished Business Kidnapping of Boo: broken quest, how to restore Minsc with console / ee-keeper?

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Dear readers,

(SPOILERS AHEAD)
Minsc is in trouble: he noticed Boo is missing. We hasted back to the docks as fast as possible, but Billy the boy is not in front of the tavern. If i console him in, he instantly is removed again, no chance to talk to him or anything.

I've tried several things with setting variables before spawning Billy, etc. etc. ... nothing is working, so i have to assume something is broken somewhere deep.

As i know the quest already, i wouldn't mind to skip it and go on with adventuring. But Minc without Boo is just not viable. Is there any way by console or ee-keeper to restore him to his initial status or - better - the status he has after the quest?

Thanks for your help
Beleg

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.

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!

Many old mods adapted for BG2EE

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I have converted many old BG2 mods to add to them the compatibility with BG2EE Shops : - Bolsa add a trader just near Ribald. - Mortis mini mod: add two traders who sells potions for polymorph the drinker into creatures or undeads. - Mystigan add a trader in the Government District. - The Unusual Oddities Shop : add a trader of overpowered items. - The under-represented item mod, classic from Wesley Weimer, add Conlan (weapons from IWD2 earth of fury mod) to the adventurer mart. Add-ons to existing shops : - IWD Item pack add items from IWD2 to Joluv. - RTT Item Pack add 51 powerfull items to the Ribald's special store after underdark. Added items in drop / quest / something else : - A mod for the Orderly add a keyring to the game, in shops or by a quest. - Demon Summon Ritual add a special drop (a book for summoning a demon 1x /day) to Tolgerias. - Earth of the Wood add a special drop (a wand for summoning forest monsters) to Kylan Lind the shadow druid. - Stuff of the magi add mage items to strong opponents. Wearing all the items cause the creator to come for thems - The Sword of Noober: Now, talking to Neeber worth it (or not). Item-upgraders : - Jan' Alchemy add to Jan the ability to "forge" new potions. - Nanstein transform the items forged by cromwell into items of over type. now in v2 : corrected (the items have a description) and with 9 (11) new items to transform. (texts and descriptions of the 9 new items only in french, sorry) - Rolles forge many powerful+ items. Sell "interesting" things. - Ruad forge 60+ items. Components are rares and hard to collect. Kits : - Chanter: (bard) No pickpocket, no arcanic spells. But all divine spells, choise between 6 powerfull chants, casting in armor and immunity to Spellcasting failure, uniques hlas. - Lion warrior: (ranger) no armor, no archery, grand mastery, +2 spells per spell lvl, minor taco, damage and CA bonus, shapeshift into a powerful lion. - Morituri: (warrior AND/OR paladin) no magic items except boots and weapons, combined powers of kensaï, monk and barbarian, many immunities and resistances. (Now in V5 with many fixes and engine optimisation.) - (french only) Pirate kit: (thief) protagonist only. Grand mastery with scimitar, invocations, treasure hunter parrot once a day. - (french only) Rôdeur de l'ombre: (ranger) stealth bonus per lvl, summon shadows and shadow wolfs, uniques hlas - (french only) Pretre de Bhaal: (cleric) special habities per day "Chaos", "Fireball" and "Chain lightining", immunity to poison, unique hlas. - Semi-Multi-Cleric not a kit but really cool for creating unique class combo : add 30+ cleric/druid spells to a mage / sorcerer /bard. And special : added compatibility with IWDEE mods which add a feature to the game : - Homeward Bound: Send your allies back to Amn when you are in Brinnlaw or the pocket plane. Recall them in the pocket plane and/or watch their epiloges. Also add a new shop to Brinnlaw. - Planar Sphere teleporter: Lavok drop an item for returning to the sphere at will. (as the "Pocket Plane ability", but in SOA) - Ribald's genie: Ribald sell a flute to call a genie. The genie can create a contact or a portal to Ribald, Bernard and a Noble Merchant of trademeet. - Teleport spell: add a 7th lvl spell for teleporting the party to previous visited areas. Work for TOB areas, but not mods area. Misc: - The Slithering Menace: a quick fight and funny dialogs in the pocket plane if you have Imoen in the party. Dialogs: - Korgan redemption: Mazzy can change Korgan if they are in the same party NOTES: - I have convert these mods because many french translated mods stay for BG2 only, so were no used, and the translators and their work become forgotten. My work made their efforts usefull again :) - All this mod have: the tp2 file ready for an OSX install, all available fixes included, and the last weidu. Last edit: ANOTHER NOTE: i'm fed up with these not really necessary requests: no more new conversions for an unspecified time.
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