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Restricting Specialist's extra Spell Slots to Specialist's School Spells

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This mod aims to implement proper spell slot restrictions for Specialist mages, forcing them to choose a spell from their school for their bonus spell slots. Weidu should be able to install it so long as the section dealing with the Mage Spellbook hasn't already been altered. It uses REPLACE_TEXTUALLY for all its changes, if there is a better way I am open to suggestions. The marker effects for this are applied to specialists at level 1 through the CLAB, so games already in progress will require force-casting a spell on existing specialists through the console. This marker effect will remain if the mod is uninstalled, but does nothing by itself and will not affect gameplay otherwise. This marker is a dummy sequencer, so the Sequencer Active portrait Icon will always be in effect, and it will show up as a blank line in the active Contingencies list. It needs to be installed after any mods that add or alter Mage spells or creatures with specialist kits, so they can receive proper recognition. ConsoleCast: C:Eval("ActionOverride(Myself,ReallyForceSpellRES(\"MSCHOOL\",Msyelf))") Only the 8 specialist mage kits will receive the marker, it will have no affect on others, including Wildmages and Mod-added kits. This effect will stack if used multiple times on the same creature. Two install modes, each with option for 1 or 2 spell slot devotion: - First option restricts slots even if none of a given school/level exist in game. - Second does not restrict slots for a given school/level if none exist. This will give free spell selection for Schools(levels): Illusion(9), Transmutation(5, 8), Divination(7-9), and Enchantment(6-9) without modded added/altered spells. At present this option will only detect spell filenames SPWI[1-9][00-50]. Two optional components: - First causes the extra spells slots from Edwin's Amulet to be treated the same way, requiring Conjuration Spells be put in them. The effect added to the Amulet can be added to anything, using "MSCHOOL#" as the resource, where # is the Spell School(as assigned to spells), forcing an extra slot of every spell level to go to that spell school. - Second causes items that double spell slots(Evermemory) to also double forced specialist school slots. Specialist School spells and slots are identified by colored background, specific to each school border:
If you would prefer to manually edit UI.Menu: Comment out "INCLUDE ~%MOD_FOLDER%\UIMENU.tpa~" in the "SPECIALIST_BOOK.tp2" file, its the last line. Replace these three functions:

function magePageInfo()
	if bookMode == 0 then -- Regular
		if characters[id].hasSorcererBook then
			return t("SPELLS_CAN_CAST_LABEL") .. ": " .. characters[id].mageDetails[currentSpellLevel].slotsRemaining .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		else
						local num = 0
			for k, v in pairs(specialistSlot) do
				if v.resref ~= "NULL" then
					num = num + 1
				end	
			end
			num = num + #bottomSpells
			return t("MEMORIZED_LABEL") .. ": " .. num .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		end
	elseif bookMode == 1 then -- Sequencer/Contingency
		return t("SPELLS_LABEL") .. " :" .. #bottomSpells .. "/" .. #bottomSpellsPlaceHolder

	end
	return ""
end

function refreshMageBook()
	if currentSpellLevel == nil then
		currentSpellLevel = 1
	end
	if bookMode == 0 then
		if characters[id].hasMageBook then
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			newBottomSpells = filterMemorizedMageSpells()
			
			if showMageMemorizationFlash == true then
				createMageMemorizationSparkle(0,0,36,36,"memorizedListMage", findFirstDifferenceInSpellList(bottomSpells, newBottomSpells))
				showMageMemorizationFlash = false
			end
			bottomSpells = newBottomSpells
			getSpecialistSlot()
			local x,y,w,z = Infinity_GetArea('memorizedListMage')	h = x - 72	newX = #specialistSlot * 36 - h
			adjustItemGroup({'memorizedListMage', 'spellframeMageList', },newX,0,0,0)
			bottomSpellsPlaceHolder = makeBlankTable(characters[id].mageDetails[currentSpellLevel].maxMemorized)
			for index = 1, #currentSchool[currentSpellLevel], 1 do
				table.remove (bottomSpellsPlaceHolder, 1)
			end 
		else
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			bottomSpells = {}
			bottomSpellsPlaceHolder = {}
		end
	elseif bookMode == 1 then
		bookSpells = filterContingencyMageSpells()
		bottomSpells = sequencerSpells
		bottomSpellsPlaceHolder = makeBlankTable(contingencyMaxSpells) 
		contingencyDescription = mageBookStrings[contingencyResRef].tip
	end
end

function setMageBookLevel(num)
	currentBookSpell = 0
	currentSpellLevel = num
		specialistBookFilter()
	mageScreen:SetSpellLevel(num-1)
	refreshMageBook()
end
and all of menu 'MAGE':

menu
{
	name 'MAGE'
	align center center
	greyscale lua "mageBookEnabled == false"
	modal lua "bookMode == 1"
	onopen "
		showMageMemorizationFlash = false
		mgpage = nil
		setMageBookLevel(1)
		if showContingency then
			Infinity_SetArea('bookListMage', nil, 374, nil, 200)
			Infinity_SetArea('bookDescription', nil, 374, nil, 200)
		else
			Infinity_SetArea('bookListMage', nil, 174, nil, 400)
			Infinity_SetArea('bookDescription', nil, 174, nil, 400)
		end
		if bookMode == 1 then
			contingencyDescription = mageBookStrings[contingencyResRef].tip
		end
		currentContingencyCondition = 0
		currentContingencyTarget = 0
		currentAnimationID = 1
		updateCounterMemorizationSparkles = 1
		"
	onclose "
	"
	button
	{
		enabled 	"CurrentlyInGame()"
		on escape
		action
		"
			--Return to world screen on escape 
			e:SelectEngine(worldScreen)
		"
	}
	template
	{
		label
		{
			enabled "showMemorizationSparkle(instanceId)"
			ignoreEvents
			area 0 0 45 42
			bam "FLASHBR"
			usealpha lua "true"
			frame lua "memorizationFlashes[instanceId][2]"
			align center center
		}
		name "TEMPLATE_mageMemorizationSparkle"
	}
	label
	{
		area 0 0 864 710
		mosaic "GUIMGB2"
	}
	label
	{
		area		82 10 700 44
		text lua	"mageBookTitle()"
		text style	"title"
	}
	label
	{
		area 		210 59 446 30
		text lua	"mageBookAction()"
		text style	"label"
	}
	button
	{
		area		168 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	0
		enabled		"maxMagePage > 0"
		action		"setMageBookLevel(1)"
	}
	button
	{
		area		227 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	1
		enabled		"maxMagePage > 1"
		action		"setMageBookLevel(2)"
	}
	button
	{
		area		286 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	2
		enabled		"maxMagePage > 2"
		action		"setMageBookLevel(3)"
	}
	button
	{
		area		345 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	3
		enabled		"maxMagePage > 3"
		action		"setMageBookLevel(4)"
	}
	button
	{
		area		404 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	4
		enabled		"maxMagePage > 4"
		action		"setMageBookLevel(5)"
	}
	button
	{
		area		464 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	5
		enabled		"maxMagePage > 5"
		action		"setMageBookLevel(6)"
	}
	button
	{
		area		523 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	6
		enabled		"maxMagePage > 6"
		action		"setMageBookLevel(7)"
	}
	button
	{
		area		583 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	7
		enabled		"maxMagePage > 7"
		action		"setMageBookLevel(8)"
	}
	button
	{
		area		644 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	8
		enabled		"maxMagePage > 8"
		action		"setMageBookLevel(9)"
	}
	list
	{
		column 
		{ 
			width 15
			label
			{
				area	0 0 -1 -1
				bam	lua "bookSpells[rowNumber].icon"
				enabled "specialistIcon(0)"
				align	center center
			}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		column 
		{ 
			width 85
			label
			{
				area		0 0 -1 -1
				text lua "Infinity_FetchString( bookSpells[rowNumber].name)"
				text style "normal_parchment"
				text align left center
			}
		}
		area 94 174 316 400
		name 		"bookListMage"
		rowheight	40
		table		"bookSpells"
		var		currentBookSpell
		scrollbar	'GUISCRC'
		action		
		"
			contingencyDescription = 0
			if cellNumber == 1 then
				if bookMode == 0 then
					if #bottomSpells < #bottomSpellsPlaceHolder or SpecialistMemorize() then
						createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
						Infinity_PlaySound('GAM_24')
						showMageMemorizationFlash = true
						
					mageScreen:MemorizeSpell( bookSpells[currentBookSpell].level, bookSpells[currentBookSpell].index )
				end
				elseif bookMode == 1 and #bottomSpells < #bottomSpellsPlaceHolder then
					mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
				end
			end
			if lastCurrentBookSpell == currentBookSpell and cellNumber == 2 then
				currentBookSpell = 0
				contingencyDescription = mageBookStrings[contingencyResRef].tip
			end
			lastCurrentBookSpell = currentBookSpell
		"
		actionalt
		"
			if cellNumber == 1 and bookMode == 0 and characters[id].hasSorcererBook == false then
				popup2Button(24485, 'REMOVE_BUTTON', function() mageScreen:EraseKnownSpell(bookSpells[currentBookSpell].resref) end)
			end
		"
	}
	label
	{
		area 100 178 314 192
		rectangle 1
		rectangle opacity 200 
		enabled "showContingency"
	}
	label
	{
		area 104 182 310 48
		enabled "showContingency"
		text "CONDITION_NORMAL"
		text style "normal"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyConditions[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 104 224 310 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyConditions"
		var		currentContingencyCondition
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyConditions[currentContingencyCondition].desc
		"
	}
	label
	{
		area 452 176 322 193
		rectangle 1
		rectangle opacity 200 
		enabled "showContingency"
	}
	label
	{
		area 464 176 310 48
		enabled "showContingency"
		text "TARGET_NORMAL"
		text style "normal"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyTargets[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 458 228 316 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyTargets"
		var		currentContingencyTarget
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyTargets[currentContingencyTarget].desc
		"
	}
	text
	{
		name		"bookDescription"
		area		452 174 316 400
		text lua 	"mageBookDescription()"
		text style	"normal_parchment"
		scrollbar	'GUISCRC'
	}

	list
	{
		column 
		{ 
			width 100
			label
			{
				area	0 0 -1 -1
				bam	"SPELFRMS"
				sequence 0
				align	center center
			}
		}
		area 72 658 714 36
		
			name "spellframeMageList"
			enabled "#bottomSpellsPlaceHolder ~= 0 or bookMode == 1"
		rowwidth	36
		table		"bottomSpellsPlaceHolder"
	}
	list
	{
		column
		{
			width 100
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		name "specframeListMage"
		area 72 658 714 36
		rowwidth	36
		table		"specialistSlot"
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
	}
	list
	{
		column
		{
			width 100
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '1')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '2')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '3')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '4')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '5')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '6')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '7')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '8')"	align	center center	}
		}
		name "specialistListMage"
		area 72 658 714 36
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
		rowwidth	36
		table		"specialistSlot"
		var		currentBottomSpell
		clickable lua	"specialistSlot[rowNumber].resref ~= 'NULL'"
		action	"actionSpecMemorize(currentBottomSpell)"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area	0 0 -1 -1
				bam	lua "bottomSpells[rowNumber].icon"
				align	center center
				greyscale lua "bottomSpells[rowNumber].castable == 0"
			}
		}
		area 72 658 718 36
		name 		"memorizedListMage"
		enabled 	"#bottomSpells ~= 0"
		rowwidth	36
		table		"bottomSpells"
		var		currentBottomSpell
		action		
		"
			if bookMode == 0 then
				showMageMemorizationFlash = false
				mageScreen:UnmemorizeSpell( bottomSpells[currentBottomSpell].level, bottomSpells[currentBottomSpell].memorizedIndex )
				Infinity_PlaySound('GAM_44')
			elseif bookMode == 1 then
				mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref )
				table.remove(sequencerSpells, currentBottomSpell)
				bottomSpells = sequencerSpells
				currentBottomSpell = 0
			end
		"
	}
	label
	{
		area 282 594 300 40
		text lua "magePageInfo()"
		text style "label"
		rectangle 0
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 0 and (#characters[id].contingencySpells > 0 or #characters[id].sequencerSpells > 0)"
		bam GUIBUTMT
		text "CONTINGENCY_BUTTON"
		text style "button"
		action "Infinity_PushMenu('MAGE_CONTINGENCY')"
		
	}
	button
	{
		area 52 594 230 44
		bam GUIBUTMT
		enabled "bookMode == 1 or characters[id].hasMageBook"
		clickable lua "SpecialistMemorize() and currentBookSpell ~= 0"
		text "MEMORIZE_BUTTON"
		text style "button"
		action 
		"
			if bookMode == 0 then
				createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
				showMageMemorizationFlash = true
				mageScreen:MemorizeSpell( characters[id].mageSpells[currentSpellLevel][currentBookSpell].level, characters[id].mageSpells[currentSpellLevel][currentBookSpell].index )
			elseif bookMode == 1 then
				mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
			end
		"	
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 1"
		bam GUIBUTMT
		text lua "contingencyDoneButtonText()"
		text style "button"
		action 
		"
			if contingencyComplete() then
				mageScreen:DoneSequencingSpells()
			else
				mageScreen:CancelSequencingSpells()
			end
			e:SelectEngine(worldScreen)
		"
	}
}
Replaced initial version with colored version. Added option to exclude empty spell levels. Fixed an issue updating CLAB's. Fixed issue with allowing non-standard spell filenames in specialist slots.

[v1.54] Vienxay, a Elven Shadowmage NPC for BG:EE + SoD

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m1yy73zlffay.png

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: Shadowmage
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

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 in Spring.

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




Can't install all SCS components

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I've tried installing SCS three times (four times really but the third attempt had a ran out of memory error for some reason) so far for BGII and each time it has failed to install some components. On the last two tries, SCS couldn't install improved golems, smarter beholders (I tried installing with the 1st option on the 2nd attempt and the 2nd option on the last), smarter mind flayers (1st option), improved vampires, spellcasting demiliches, and improved abazigal's lair. On the first try there were several more components it couldn't install like smarter priests (though it did install smarter mages). I might just play with the components I have right now if there's no other problems but I don't know what I'm doing wrong, I googled but it doesn't seem that this is a common problem and I couldn't find anything. I'm using the Steam edition of BGII but I don't have Steam installed in Program Files, BGII's folder is C:/Steam/steamapps/common/Baldur's Gate II Enhanced Edition. The version of SCS that I was trying to install was v31 (the one on the main page, I know of v32 but it seems to still be in beta)? Also, this is the only mod I'm trying to install, I'm not trying to install any other mods for now. OS is Windows 10 64-bit if that helps.

I posted this in the SCS forum as well but got no replies (not surprised, my problem looks to be pretty rare) but I'd like to fix this if possible and I'd appreciate any help. Sorry if I'm missing something obvious, this is the first time I've tried modding either of the BG games and I'm still pretty new to them.

Edit: I'll add the steps I went through as well, in case it helps;

1) Installed BG2
2) Downloaded SCS installer from main page into BG2 folder (main folder where chitin.key is)
3) Ran installer

That's all I did. If something needs to be disabled or installed or moved around to make the installer work perfectly then I don't know about it yet.

Edit #2: Just wanted to let anyone reading this know that I decided to give v32 RC #10 a try and everything's working fine now. I still don't know why some components in v31 just wouldn't install when everything in v32 installed with no problems whatsoever but I guess it doesn't matter anymore.

Did anyone try Gavin npc mod? Did you enjoy it?

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Was looking for some opinions around.

1 hand Carsomyr mod?

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Does anyone know if there is a mod that makes Carsomyr +5 and +6 a 1h weapon instead of a 2h weapon?

thank you

Poor Rasaad (spoilers)

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So, Rasaad has some really bad epilogues. Like, worse than Viconia levels of Diabolus Ex Maxhina. Are there any mods out there that gives our favorite monk some happier endings? I've done some looking myself, but without any luck. No EET mods please, I'm not interested in mega mods.

[v1.8] Sirene, a tiefling paladin of Ilmater NPC for BG2:EE

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Portrait by Isandir

Introduction

Sirene is a tiefling paladin of Ilmater, the Crying God, patron of endurance and martyrdom. While she is still new to her responsibilities and uncertain of herself, she is a loyal follower of her faith and devoted the protection of the innocent. At the same time, the stigma of her infernal heritage has made her a lonely and withdrawn individual who desperately seeks the comfort of friendship and trust. She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC. Her level is dependent on the PC’s upon joining. Race: Tiefling Class: Martyr (Paladin) Alignment: Lawful Good Strength: 16 Dexterity: 17 Constitution: 16 Intelligence: 10 Wisdom: 14 Charisma: 17

Mod includes:

    – One new party member
    – A romance with a PC of any gender or race with 10+ Reputation
    – Friendship dialogue for those uninterested in romance
    – Banters with every joinable NPC
    – One small encounter
    – A few new items and spells
    – Crossmod content

EEkeeper problems on mac

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Dear All,

I have seen some messages about EEkeeper and I was able to download it and use it before Catalina 10.15 . It seems impossible now and I would like to know if you knew people who could solve that problem. I tried to use wine apps and other solutions online , I tried to transform the exe file ... everything without success ... I am really not good at all that stuff so I would need a really easy solution ...

I hope everybody is ok, stay safe.

Mod: All Things Mazzy Version 1.049 - Mazzy Expansion and Keepable Clara

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Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more. Written, edited, & coded by BCaesar and Ratatoskr. First version posted on these forums: 1.027, posted on March 27, 2017. Latest update: Version 1.049. March 30th, 2020. Download location: This thread! (The mod is attached to this post). Available Languages: English, Russian Welcome to AllThingsMazzy. This mod is primarily an expansion for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest. We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes. AllThingsMazzy is still incomplete but we're working on it. I promise there will be a romance eventually. **Version 1.046 has a Russian translation courtesy of p_zombie325. See the spoiler section below for details of everything that's in our mod so far. AllThingsMazzy is getting large enough that the cut seemed necessary.
Mod Sections: The Main Mod: All Things Mazzy A: Playable Clara: (Also in TOB) - Exactly what it sounds like. We have reworked the end of the Hexxat intro quest so that you can kill Hexxat to keep Clara. - You do not need Mazzy in your party to trigger this option. Just murder Hexxat at the first opportunity and make sure you pick up her sack afterward. - Clara only has a little dialogue so far, but we have added interjections for her (brainwashed & otherwise) in other scenes. - She can be summoned in TOB as well and has a basic epilogue. - An additional intricate scene if you kick her out of your party while at war with the shadow thieves, particularly if you have active romances. B. Interjections, comments and reactions: Interjections and reactions by Mazzy, Clara, and other party members throughout the game (the vast majority of them are from Mazzy). C. Korgan and Mazzy conversations: 5 total (1 is an existing BG2 ToB conversation that was modified and moved. Parts of this series also play in TOB) - The first conversation takes place 10 days after both are in your party. - the 2nd when you rest in an inn after both the 1st conversation and their normal in-game banter have occurred. - The 3rd when they're both in your party and able to talk again. - The 4th conversation takes place several days after that. - There is also a stand-alone conversation in the docks if you talk to any of the commoner women there. D. Jan and Mazzy conversations: 1 total. (Also in TOB) - Takes place 3 days after both are in your party, upon rest in a dungeon or outside. E. Viconia and Mazzy: - Mazzy comments and reacts when Viconia is at the stake. - 4 additional conversations so far F. Expanded Maevar Quest - Both the Talos and Lathander Temples figure out that you stole from them for Mae'Var and you have the option of returning the necklace and statuette later. - This triggers whether you have Mazzy or not. G. Edwin/Mazzy conversations: 5 total (Also in TOB) - They all trigger after the first Mazzy/Edwin banter as game time passes. One will only play if you have an active Edwin romance. - Additions to the Maevar quest sequence with Edwin as well. Should be compatible with alternatives. H. Jaheira/Mazzy: 1 conversation (Also in TOB) I. Keldorn/Mazzy: 2+ conversations - Keldorn will help Mazzy join the Order of the Radiant Heart J: Other Content: - A short quest with the harlots at the Docks. Talk to a harlot w/ Mazzy in your party. - A fix in the Underdark so drow bands won't attack while you're disguised 2. For the Good: - Additional mod options that might be annoying for a truly evil party. With these, Mazzy and other party members will no longer sit idly by while you do horrible things. This makes things more consistent with other good characters' reactions and we recommend installing it for the full Mazzy experience. However, if you plan to be evil and want Mazzy anyway, you should probably skip this part. A. Hostile Mazzy: (Also in TOB) - Mazzy now correctly attacks you if your reputation gets too low (it was coded but seemed to be bugged). - Other characters now choose sides (or stay out of it) if Mazzy and Player 1 fight. Every character should talk so if a canon one doesn't, it's a bug. - None of the options in CDTweaks to keep your NPCs from leaving will stop this from triggering. This is coded differently than the canon ones. - Mazzy will also attack if you do anything super evil during certain quests (some still to be coded) B. Hexxat/Mazzy conflict (both SOA & TOB). - This includes a conflict both when you first get Hexxat involving most of your good characters and a Mazzy specific conflict if they are both in your party later. (If the conversation ends with Mazzy taking a couple people vampire hunting, try letting things play out). 3. For the Evil - Additional mod options that may be offputting to some good players. We write our evil characters as fairly awful people in the main mod and this explores them more in depth. However, this is actually less disruptive than Hostile Mazzy to a normal game and we quite like how most of it turned out. - These additions have nothing to do with Mazzy so you do not need to install them if you are only here for her or Clara. A. Korgan/Hexxat Friendship (SOA only) - A series of 7 banters that trigger if you keep both NPCs in your party, leading to an odd and somewhat creepy friendship. Several talks will only trigger on rests outside, so try mixing things up if they haven't talked in a while. B. Sarevok/Viconia (TOB only) - A series of about 6 talks following from their canon banters. The first will only trigger on rests in the pocket plane so keep that in mind. 4. Rest Check Tool: -Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here.
Compatibility & Installation: This mod should be generally compatible with all other mods, EET and other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE, regular BG2, and most other mods, but we cannot promise that everything will mesh thematically. We've tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance): Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017) NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance. Miscellaneous Mods: Alternatives When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. (This is becoming less true as our mod increases in size, but we believe you should still be okay as long as you don't have Clara in your party). However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy. This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos). Thank you.

EET MegaMods - Bug: losing maximum memorized spell slots after waiting

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Hi,

All my mage spellcasters lose some of their spell slots (mainly 3rd level so far) after a few seconds after resting. Has anyone encountered something similar? EEKeeper shows their proper max spell slots and once I rest, they are restored for a few seconds but then disappear. Waiting seems to trigger the loss. I'm using EET with a lot of mods; how can I single out the issue?

Thank you for any help or suggestions.

Pics of what it looks like. Khalid (lvl 5) is worse with going from 3/3 to 3/1
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[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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image -Overview- The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.

-Here are all the collections I've made- So far I've made 4 collections that add an additional 74 soundsets to your games. Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets

[spoiler] image Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer Pictures imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage [/spoiler]

Volume 2: IWD2 Soundsets

[spoiler] image 42 Soundsets from Icewind Dale 2 (and IWD 1) [/spoiler]

Volume 3: Planescape Torment NPC Soundsets

[spoiler] image Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David Pictures [/spoiler]

Volume 4: Monkey Island Soundsets

[spoiler] image Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr Murray: (c) 1998 LucasArts, voice actor: Denny Delk. Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane Wally: (c) 1998 Lucasarts, voice actor: Neil Ross Pictures [/spoiler] Here's a link to a mod shell so that you can make your own soundset collections with subtitles [spoiler] Awesome Soundsets Vol. 0 Soundset Mod Shell image [/spoiler] If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer. If you are interested in contributing to these mods or have suggestions, please post below "Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available. The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like. This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

[KIT MOD] Pale Master Sorcerer Kit v1.4.5 (re-upload)

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The Pale Master is a component of The Artisan's Kitpack mod. Download it here:

Kit Description

PALE MASTER: Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Advantages: - 1st level: Gains Boneskin. BONESKIN: The pale master's tough, cadaverous flesh gives them a +1 to AC (+2 at 7th, +3 at 13th). - 2nd level: May use Animate Dead once per day. ANIMATE DEAD: As per the mage and cleric spell, summons an allied skeleton warrior to serve the caster. - 3rd level: Gains Deathless Vigor. DEATHLESS VIGOR: The pale master’s body becomes more akin to the undying flesh of his undead associates. Gains infravision, immunity to sleep and +1 to saves vs. death (+2 at 8th, +3 at 13th). - 6th level: The pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. May use Undead Graft twice per day. UNDEAD GRAFT: The pale master touches a target with a ghoulish hand. Target must save vs. death or be held for 5 rounds. - 10th level: Undead Graft saving throw at -1. - 12th level: Gains Tough as Bone. TOUGH AS BONE: The pale master becomes more and more like one of the implacable undead. Immunity to hold, stun and poison. - 14th level: Undead Graft saving throw at -2. - 15th level: May use Create Skeleton Abomination once per day. CREATE SKELETON ABOMINATION: Summons a powerful skeleton abomination to serve the caster for 2 hours. - 16th level: The pale master's touch becomes deadly and can instantly kill a target. May use Deathless Master's Touch twice per day. DEATHLESS MASTER'S TOUCH: The pale master touches a target with a life-snuffing hand. Target must save vs. death with a -3 penalty or die instantly. - 18th level: Undead Graft saving throw at -3. - 20th level: Gains Deathless Mastery. DEATHLESS MASTERY: The pale masters are practically undead creatures themselves. Immunity to death magic and level drain. - Hit Die: d6 Disadvantages: - May cast one fewer spell of each level per day. - Alignment restricted to non-good. - Incurs a -2 penalty to Charisma.

Custom Biography

"Despite your foster father's many attempts to dissuade you, necromancy has always been your foremost fascination. Over the years, you have learned to focus the raw magic within you in ways that confound even the most sagacious priests of Oghma. The dead, you have often claimed, make for better company than the living, and when they speak to you now, they promise even greater power beyond the walls of Candlekeep. You know little of how you came to be a ward of Gorion's, but over the years you have gleaned something of your mother's tale from his vague allusions and from the words he sometimes uttered in tear-filled sleep. She was a human from Silverymoon and a friend of his for many seasons. As you have no memory of her, nor any keepsakes to remind you of her existence, you have come to believe that she died while giving birth to you. Perhaps it was the pain of such a parting that led Gorion to cloister himself within the narrow halls of Candlekeep and raise you as his own. Of your father, you have learned nothing."

Abilities

ANIMATE DEAD

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st - 6th: a 3 HD skeleton warrior wielding a long sword. 7th - 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th - 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned.

UNDEAD GRAFT

When this spell is cast, the Pale Master touches the target with his undead prosthesis. The target must save vs. death or be held for 5 rounds. Saving throws decrease by -1 every four levels until -3 at level 18.

CREATE SKELETON ABOMINATION

This spell causes a powerful skeleton abomination to rise and serve the caster under any conditions. The skeleton abomination strikes as a +3 magical weapon. The skeleton abomination can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 2 hours pass, or it is turned. This spell cannot be dispelled.

DEATHLESS MASTER'S TOUCH

When this spell is cast, the Pale Master touches the target with his undead prosthesis. The target must save. vs. death with a -3 penalty or die instantly.

Extra: Ring of Wizardry Change

The Ring of Wizardry is extremely buggy when used together with mages that have modified spell slots. To work around it, this optional component modifies the ring to provide four bonus level 1 spells instead of doubling the base amount.

Download Link

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[Work In Progress 18%] Skitia's NPCs For Baldur's Gate 2

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Release Date: Spring 2020 (Current Progress: 18%)

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

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

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

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

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerun v0.41 is now available for download.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms. The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system. (All other components of this mod require this component to be installed.) EXPANDED RACE OPTIONS This component allow races other than Humans to become Monks. - Monk: Any race - Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling - Dark Moon: Human, Half-Elf, Elf, Half-Orc MONK MULTICLASSES (Yes, you read that right.) This component introduces 6 multiclass kits for Monks. - Fighter/Monk, Cleric/Monk, Mage/Monk - Illusionist/Monk (for Gnomes, if available) - Fighter/Sun Soul Monk, Cleric/Sun Soul Monk - Illusionist/Dark Moon Monk (Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.) NEW KITS This component adds four more Monk kits to the mix. - Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn - Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters - Long Death Monks: sneaky assassins devoted to the idea of death - Broken One Monks: resilient devotees of Ilmatar who protect the weak If you installed the Monk Multiclasses component, you also get the following multiclass options: - Fighter/Hin Fist Monk - Mage/Shining Hand Monk - Fighter/Long Death Monk - Cleric/Broken One Monk - Fighter/Broken One Monk ITEM RESTRICTIONS PATCH (This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions. A full readme is available on the Monastic Orders GitHub page.
INSTALLATION Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.4 - Multiclass monks receive the Set Snare innate ability. - Dual-classing removes the Monk animations. - The non-human Monk animations have slight graphical issues when wielding weapons. [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.42 - Changes to various Monk items to be usable by Thieves. - Slight fix to IWDEE components (no multiclass kits right now). Version 0.41 - Slight refinement of inter-component compatibility - Added the Illusionist/Monk multi-class kit for Gnomes Version 0.4 - Total feature overhaul (available on GitHub) - Improved compatibility with mods and EET - Removed the items component (for now) Version 0.3 (available via the attached .rar) - Fixed Shadowstep ability bug (discovered by @Draylyn). - Added Polish translation (courtesy of @Cahir). Version 0.2 - Renamed to Monastic Orders (of Faerun) - Added IWD:EE compatibility - Fixed a text string with the improve fists - Fixed bugs with the fist progression Version 0.1 - First public release as Monks Remastered [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

[v1.54] 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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Imoen Romance V3.0 Release

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For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

Oversight HQ from Dark Horizons missing

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Hello, I worked my way through the Section Part in Beregost, had the talk with Nikita afterwards where she gives me the Password scroll, but I can't find or access the Oversight HQ in Zentral BG.
AS far as I Know, it should be in the House behind House in http://www.forgottenwars.com/bg1/ar0700.htm.
but it isn't there.

Am i in the wrong location or can anybody tell me which Variables neet to best for the access?

[v3.0] 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

[v1.31] 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 Spring.

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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Cam's Handy Soundset Guide for BGEE, SoD, BG2EE, and IWDEE

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Simple Soundsets

Adding simple soundsets is fairly straightforward for the EEs: drop some properly named files into the lang/XX_XX/sounds in your game folder and you're good to go. Replace XX_XX with the name for your language (English is en_us, for example). The files themselves are the same as other wav files in the game--proper wav files or ogg files renamed as wav files. Pick a name for your soundset (up to seven letters) and then append the proper letter or number to assign it to the correct slot. For example, if you want to name your soundset Tough, then your files would be named tougha, toughb, toughc, etc. The slots are as follows: XXXXXXXa.wav: Battle Cry 1 XXXXXXXb.wav: Becoming Leader XXXXXXXc.wav: Tired XXXXXXXd.wav: Bored XXXXXXXe.wav: Badly Wounded XXXXXXXf.wav: Selected 1 XXXXXXXg.wav: Selected 2 XXXXXXXh.wav: Selected 3 XXXXXXXi.wav: Action Acknowledgement 1 XXXXXXXj.wav: Action Acknowledgement 2 XXXXXXXk.wav: Action Acknowledgement 3 XXXXXXXl.wav: Being Hit XXXXXXXm.wav: Dying XXXXXXXn.wav: In Forest XXXXXXXo.wav: In City XXXXXXXp.wav: In Dungeon XXXXXXXq.wav: Daytime XXXXXXXr.wav: Nighttime XXXXXXXs.wav: Action Acknowledgement 4 XXXXXXXt.wav: Action Acknowledgement 5 XXXXXXXu.wav: Action Acknowledgement 6 XXXXXXXv.wav: Action Acknowledgement 7 XXXXXXXw.wav: Reaction to Party Member Death XXXXXXXx.wav: Rare Action Acknowledgement 1* XXXXXXXy.wav: Rare Action Acknowledgement 2* XXXXXXXz.wav: Critical Hit XXXXXXX0.wav: Selected 4 XXXXXXX1.wav: Critical Miss XXXXXXX2.wav: Target Immune XXXXXXX3.wav: Inventory Full XXXXXXX4.wav: Pickpocket Successful XXXXXXX5.wav: Hide in Shadows Successful XXXXXXX6.wav: Spell Disrupted XXXXXXX7.wav: Trap is Set Successfully XXXXXXX8.wav: Battle Cry 2 XXXXXXX9.wav: Battle Cry 3 * Though these are listed in the IDS files and elsewhere as selection sounds, the rare sound files are action sounds. You do not need to have all 36 of these files for the soundset to be available in the game.

Expanded Soundsets

The EEs support additional sound slots and text for the sound files through the use of charsnd.2da. As of the 2.6 patch, this 2da is being standardized across platforms to make adding soundsets even easier, and I've written a small mini-mod to assist players or modders who want to add soundsets to the game. The rest of the tutorial will be using this mod. charsnd.2da simply matches a normal game string, with associated sound file, to a slot. The macro in the attached mod will create these strings and slot them into their proper place in charsnd.2da for you. You should follow the naming convention for the simple sound set, above, and place those wav files into the 'sounds' folder in the tool. While the extended sounds can use any naming convention, this is what I've been using internally for the extended soundset files: XXXXXXX_.wav: Battle Cry 4 XXXXXXX-.wav: Battle Cry 5 XXXXXXX$.wav: Happy XXXXXXX%.wav: Morale Break XXXXXXX&.wav: Rare Action Acknowledgement 3* XXXXXXX^.wav: Rare Action Acknowledgement 4* XXXXXXX@.wav: Selected 5 XXXXXXX#.wav: Selected 6 XXXXXXX!.wav: Unhappy, Breaking Point XXXXXXX=.wav: Unhappy, Annoyed XXXXXXX~.wav: Unhappy, Angry * The third and fourth rare action sounds are supported in IWDEE only. These sounds, unlike the 'core' sound set, should be placed in the 'wav' folder in the tool. With the sound files in their proper folders, we'll move on to how to associate text with them. Open up english/setup.tra and you'll see stuff like
 @1 = ~action sound 1~ [bobi]
 @2 = ~action sound 2~ [bobj]
 @3 = ~action sound 3~ [bobk]>
These are WeiDU strings. The first line is associating the text between the tildes--in this case "action sound 1"--with the sound file named in the brackets--in this case bobi.wav--to a WeiDU string named @1. If you're making a soundset named Tough, for example, and your first action sound is "Let's do this!" then you modify @1 to read
 @1 = ~Let's do this!~ [toughi]
One more trick for the tra file is that if you want no text for a sound, e.g. your damage sound is just a grunt, you can use either one of these options:
 @24 = ~~ [bobl]
or
 @24 = ~[grunt]~ [bobl]
Text inside brackets is ignored by the engine when the game is being played, so either one of these options would play the grunt without text. Next open up cd_soundsets.tp2 with a text editor. At line 18, edit this line if your soundset is not for English:
COPY ~%MOD_FOLDER%/sounds~ ~lang/en_us/sounds~ // change en_us to the appropriate language folder
Change that en_us as appropriate for your language. If the soundset is for English, no change is needed. Around line 23, you'll see a series of lines like
    cd_action1      = RESOLVE_STR_REF(@1)  // i
    cd_action2      = RESOLVE_STR_REF(@2)  // j
    cd_action3      = RESOLVE_STR_REF(@3)  // k
This bit in the tp2 is telling WeiDU to use strings from the tra file, e.g. the Action Acknowledgement 1 sound should use the @1 that we modified in the previous step. Again, you do not need to provide a full soundset: if you only want to use two action sounds, delete the lines related to action3-7 and the tool will adjust accordingly. Near the very end is this line:
  STR_VAR cd_name = "BOB"
Replace BOB with the name of your soundset, e.g. Tough. This is the name that will appear in the soundset selection menu and, as noted above, is limited to seven letters. Once this is done, simply run the resulting mod by double-clicking setup-cd_soundsets.

Prepping Your Soundsets for Distribution

It will be a bit of a problem if everyone creates and distributes a mod for their soundset with the same mod name. If you want to distribute your soundsets for use by other players, rename all files with cd_soundsets in it (basically the setup-cd_soundsets WeiDU program, the cd_soundsets folder, and cd_coundsets.tp2 file) to something unique. Open up english/setup.tra and change the @0 text to the name of your mod. In addition, open up the tp2 again. At line 1, change the backup folder (cd_soundsets/backup) to match your new folder name (e.g mymod/backup). At line 2, change the author line to your email address. If you want to distribute multiple soundsets, you can duplicate the entire soundset section, from LAF cd_add_soundset through its END statement, as many times as desired. Be sure to use different string references for them, e.g. start the second soundset from @48 and add strings as necessary to the tra file.
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