Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[MOD] v3.2 Dorn romance expansion for BGII:EE

$
0
0

CURRENT VERSION: 3.2


ABOUT

I strongly recommend you read this whole post again if you intend to install this mod. This mod is a romance expansion for Dorn, and NPC character added into BG2:EE by Beamdog. This brings content to about 29 talks in SOA and 6 talks in TOB, including some interjections for TOB. The expansion adds new talks, expands and modifies existing ones and sometimes changes their order. It adds Bodhi abduction and new/modified epilogues for romanced Dorn. Some of Dorn's unused voiced lines in bg2:ee and few voiced lines from other games (bg:ee and sod) were added to make the talks feel more alive. With the permission from Aeryn, author of Haer'Dalis Romance over at Spellhold Studious, I used her code and template from her mod to add three additional talks in Underdark. This adds some content to otherwise empty stretch of the game. I believe this mod brings the content to the same level as the vanilla romances, at least quantity-wise. If you happen to like it, I'm glad, if not, it's ok, I'm interested in feedback in both cases. :)

INSTALLATION INSTRUCTIONS:

when you download rar file from github (simply click download button when you open link), unrar it and drop "dorn" folder and "setup-dorn.exe" file into installation folder of your BG2:EE game, double click setup-dorn.exe and follow instructions.

DOWNLOAD LINK

: https://github.com/trinit2/Bg2Dorn/archive/master.zip
README- 1. Install this mod before any other mod that affects Dorn. Starting a new game is STRONGLY recommended, as the romance might not make sense otherwise. Post 2.0 patch update of the Infinity games, the mod seems stable. 2. I tried to remain in-character for Dorn, taking into account what we learned from bg1:ee. It is still the same character, but with added talks comes a bit more depth and reasons for affection toward CHARNAME. I guess it makes him a bit more tolerant over time, although he he is still evil. 3. The expansion is written for Dorn FREE OF PATRON. Seriously, it will not make sense otherwise. Consider it like this- if Dorn has a patron, he is effectively slave/bound to someone else. He has no reason to open up to CHARNAME or make any concrete plans for the future, even if he does care for CHARNAME. Perhaps he might have an ulterior motive for romancing you. Thus, the original romance (no bodhi abduction, old epilogues etc.) makes sense and this mod should not be installed. Different romance path (as presented in this mod) is a roleplaying reward for making Dorn mechanically weaker, something often used in CRPGs. 4. Somewhere in the romance (SOA), there is an alignment shift on chaotic/lawful scale. Dorn stays evil! There are no variables tracks implemented because of my limited coding knowledge, so try to give Dorn more or less consistent responses for the sake of your roleplay. 5. If you notice grammar and similar errors, point them out to me please. 6. CREDITS: - Credit must go to Grim Squeaker, since I took his code from Tyris Flare mod (on G3 site) to make a few interjections for Dorn in Watchers Keep and TOB. I also used his code to make bodhi abduction and epilogues work. - Big credit also goes to @EekanImp for great suggestions, hunting typos and corrections of the text that helped to integrate this mod more seamlessly into the game. Thank you very much! - Thanks to @WhiteAgnus for help with the coding side of the mod, eliminating "begin" for installation. The mod should be safe(r) to use. - Thanks to Aeryn who permitted me to use her template and code from her Haer'Dalis Romance mod (Spellhold Studios) to create few additional talks - PaulaMigrate added EET compatibility - Thanks to Aeryn, author of Haer'Dalis Romance over at Spellhold Studious, for her permission to borrow the code from her excellent mod Thanks, all of you! 7. I take no responsibility for any damage caused to your game, computer, mental health or otherwise if you decide to download, install and play this mod. You have been warned. 8. KNOWN BUGS- - stuttering bug when initiating terpfen questline should be fixed in version 3.1! - when you exit underdark, sometimes the cutscene will interrupt romance talk. If dorn doesn't talk to you after elhan, try talking to him manually (click talk icon and then click on dorn).
This is it, I hope at least someone enjoys this mod :) Please leave feedback and such. I would appreciate it and it might help me improve this mod. also, if someone wants to help and improve the technical part of the mod, I welcome it!

(request) bg1 style ui

$
0
0
Hi, I liked the atmosphere of the old bg1 green ui, and i think a lots of us liked it but nobody wants to create it :) Im not an ui modder, but a requester if somebody see some nostalgic feeling to create a bg1 style ui i would be very pleased:D Just a green high resolution bg1 style mod.

MacOS WeiDu Launcher: easy mod installation on Macs!

$
0
0
This is an app for easy, double-click launching of WeiDu on MacOS. It should make mod installation even easier on Macs than it is on Windows. https://github.com/subtledoctor/MacOS_Weidu_Launcher/releases HOW TO USE THIS - FOR PLAYERS: First, follow steps 1 and 3 here (you can skip step 2!): Then, for step 4, just drop this app into your game folder along with your mods, and double-click it. Choose which mod to install from the list. It will open up the Terminal and start the WeiDU installer for that mod. Just follow the prompts. After the first mod is done and you have "typed enter to exit" in Terminal, just run this app again and you can install a second mod. Just use this app every time, for each mod you want to install - simple! PLEASE NOTE: This app does NOT display your mods in any kind of order; do NOT just install them from top to bottom in the dialog box. Mod install order matters greatly with BG. It's not like Oblivion/whatever game where you can just check a box to 'enable' a mod. It's more like *layering* mods on top of each other. Think of a pizza: if you layer the ingredients out of order (cheese on the bottom?) it just doesn't work. So, I highly recommend planning ahead. Get all the mods you want to use, read up about them and about BG mod install orders. Maybe find the latest "BiG World Guide" .pdf that has installation notes for getting literally hundreds of mods to work together. Then write out the list, in order, so you can keep track as you go. That is kind of anal, but it is worth it in the end, because most people end up going through this process more than once (because they reinstall mods that are updated, or because they get the bug and end up finding more and more mods they want to try). NOTE FOR MODDERS:: This app can take the place of the dedicated "setup-X.command" scripts found in (e.g.) some of G3's Mac-packaged mods. One of my goals is to make *your* life easier, by simplifying mod packaging. All the player needs is a single copy of this app, a single generic copy of Weidu, and your .tp2 and mod folder. You don't need to do anything specific to the Mac OS, unless your mod uses some special tool like OggDec (and my understanding is that even those audio-handling tools are now cross-platform). With most mods out there, you can really just make a single package for your mod download, rather than one for each OS. Feel free to include this app in your mod package instead of a .command installer script. It's open-source, I don't mind it being re-distributed, altered, improved, whatever. As long as you don't claim you invented it, it's all good.

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

$
0
0

Faiths and Powers

2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod. The first few posts will contain the most up-to-date information about the mod itself. Goals This mod has a few goals: -To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character. -Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities. -To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible) -To expand role-play options based on these selections (a very long term goal) Features With these goals in mind, the plan (already in motion) is to include the following: - A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR). - "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.) - Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites. In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described. (Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!) - Compatibility See attached document: "FnP_kit_compatibility (1).zip" Special Thanks: Extra special thanks to Requiem and Mordeus for Inspiration and Resources. See their wonderful Faiths of Faerun mod here. Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations. Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games. Avenger: DLTCEP is essential. http://gibberlings3.net/forums/index.php?showtopic=23917 Argent77: As is Near Infinity. https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 Sam for Bam Resizer http://www.shsforums.net/files/file/1093-bam-resizer/ The keepers of IESDP: Again, essential. http://gibberlings3.net/iesdp/index.htm Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential. http://weidu.org/WeiDU/README-WeiDU.html Playtesters: @iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa . Feedback and bug hunting: @Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell @Roughwithanr @Raduziel @Wise_Grimwald @Satrhan @Mordekaie @Gusinda @Mantis37 (From a quick scan of recent postings. Let me know if I have missed your contribution!) Extra special thanks to @ineth for being so helpful! Another big thanks to @ineth for help with the readme! Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues: http://gibberlings3.net/forums/index.php?showforum=16 Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod. http://www.shsforums.net/topic/38261-atweaks-v442-released/ Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational: http://gibberlings3.net/forums/index.php?showforum=29 Aquadrizzt: I've learned a lot from this guy. Also check out tnb: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Special thanks to Kjeron for some timely help with code for the sphere system CrevsDaak: For his lovely tutorial found here: http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1 ( also, feedback and insightful advice/suggestions, etc.) kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me Wolpak: Very knowledgeable fellow. Learned a lot from him. Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod: https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1 Smeagolheart : I have learned a lot from his mods, especially https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1 Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah, Wise_Grimwald : Helpful Suggestions Red_Carnelian for graciously providing bam creation resources: https://forums.beamdog.com/discussion/42011/blazing-bams Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

Another Weidu Question

$
0
0
After I've installed a mod, can the original mod folder be deleted?

I have NTotSC installed and a folder called "ntotsc" with a while bunch of subfolders?

Project Infinity - public BETA for all

$
0
0

Project Infinity


Discord:
https://discord.gg/aQvnbaY

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

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

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

Acknowledgments:

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

How to use:
  1. Extract all the mods you want (also extract Gibberlings3 exe's) into a folder of your choice, for example, "G:\Mods-Extracted". Alternatively, you can click on the green "Mods" button.
  2. Run Project Infinity.
  3. During the first run, you’re presented with the "Settings" dialog box. Select the path to the IE games you have installed and press OK.
  4. At the top left corner of the application, from the drop-down list select the game you want to mod.
  5. In the main window locate the text box labeled "Extracted mods". Use the browsing button to it's right to select the folder where you extracted all your mods. After a few seconds, the mods panel will be refreshed and "Default/Unassigned" can now be expanded.
  6. In the mods panel expand the "Default/Unassigned" section in order to see all detected mods.
  7. In the mods panel expand the mod in order to load its components.
  8. Select all the components you want to install. Alternatives are:
    - import WeiDU.log from a previous installation via the "Import Weidu.log" button
    - paste previously generated install sequence data from "Installation Sequence" window
  9. Click "Set-InstallationSequence" button, all selected mod components should be added to the "Installation Sequence" window.
  10. Set the install order via one of the features, please see F.A.Q.
  11. Click the "Start-Installation" button to start the installation.
Features:
  • Mods installation, including private and unreleased mods.
  • Quick uninstallation of all the currently installed mods.
  • EET full installation, please see F.A.Q.
  • One-click Delta Updates for mods hosted on Github.
  • Download mods from sites that provide support.
  • Install Order Groups.
  • Create your own install order for mods.
  • Ability to share and reuse the mod list.
  • Ability to share and reuse install order.
  • Unlimited sub-folders in the folder with extracted mods.
  • Importing a WeiDU log as an installation sequence with localized component names.
  • Launching currently selected game by clicking at the game icon.
  • Drag and drop support for changing the install order.
Features for modders:
  • Downloading all your mods directly from the mod manager ( please make request )
  • Support for Mod metadata.
  • Support for Delta Updates for mods hosted at Github.
  • Support for Mod config. (the guide will be provided later )
  • Support for Infinity Engine Mod Package, universal for all operating systems. (the guide will be provided later )
Planned Features:
  • Caching
  • Multi-threading
  • Mod Categories/Tags
Long-term goals:
  • Online Install Order and the ability for modders to contribute.
  • Automation of the mod installation for multiple games at once aka testing framework.
  • Resolve conflicts and dependencies between the internal components of a single mod.
  • Resolve conflicts and dependencies between multiple mods.
  • Cross-platform.
Not planned features:
  • Built-in custom backup system - nothing can beat Beamdog, Steam or GoG backups reliability.
  • Built-in mod list, compilations, install order, conflict, and dependencies - requires 24/7 maintenance.
System requirements:
Technical limitations of current tech stack:
  • Scanning, copying, downloading and updating mods hang the GUI.
DOWNLOAD 
CHANGELOG | ROADMAP
(For Windows 7/8.1, you need to install first .NET Framework 4.5.2 or above and Powershell 5.1.)

New versions of NearInfinity available

$
0
0
Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

Spotted a sort of problem with DarkHorizons Mod

$
0
0
Hi,

I found the Merchant behind the temple at the FAI, I can't remember her name but its "Ms, something" and found she had loads of Scroll Cases, Ammo Belts, etc. for sale. So I bought 2 Scroll Cases (to make life easy as I have two mages and so I don't have to leave scroll behind when I don't actually need them). So met PC has one Scroll case and I have Neera (NPC) the other. Now I find that whenever I add or remove a scroll from one book it magically appears in the Other! Interestingly, I've just got the Scroll base from Firebeard and that one is independent of the others, so if I add or remove a scroll it doesn't affect the other two.

I'm not really that bothered because I wouldn't normally bother to buy two of them, it was just I was amazed at seeing hundreds of then for sale so I thought I'd be a glutton!

Cheers
Dave

[MOD] OlvynTweaks Version 1.2

$
0
0
OlvynTweaks
Version 1.2 

Download 

Here is a new tweak mod for your enjoyment! There are 24 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, while multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when ranged enemies are the most threatening. Think about it: there are barely any dangerous ranged enemies in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that enemies with missile weapons are dangerous. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Turn Paladin Detect Evil into a passive ability that can be toggled on and off
Since there's not a huge benefit in using Paladin Detect Evil, I usually just forget about the ability. This component makes it so Paladin Detect Evil lets the paladin passively detect evil. While it's on, any creature that comes within 30 feet of the paladin will automatically glow red if evil. A creature will only be detected as evil once per 8 hours. Allies will not be detected regardless of their alignment (this way, if you have an evil party member, things won't get annoying - "YES, I KNOW VICONIA IS EVIL; OKAY, OKAY!").

Paladin Detect Evil can be turned on by using the Detect Evil ability and turned off with the End Detect Evil ability, which you gain after you turn it on.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They're just beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make it so the Jacil and Wiven encounters aren't replaced by other quests
Normally in BG1, you can permanently miss the fight with Jacil if you start the Mendas quest before going to the Merchant's League Counting House. This means you don't get Jacil's Spear +2. This component makes it so that if you fight Ulf in the Counting House during the Mendas quest and Jacil hasn't been killed, Jacil and his blink dogs will appear and join the fight.

The component also moves the Wiven encounter (which could be permanently missed if you did Rasaad's quest first). Wiven is now located in an alley somewhere in Baldur's Gate.

Give Belhifet more reasonable immunities
Belhifet is notorious for having really ridiculous immunities. In Icewind Dale, Belhifet is completely immune to all magic. Even Bolt of Glory, which is supposed to be an anti-fiend spell, won't affect Belhifet, one of the few fiends in the game! That's just wrong.

The component affects any game that has Belhifet. With it installed, Belhifet doesn't have crazy immunity to magic; rather, he is merely as resistant as you'd expect a powerful fiend to be. He is immune to fire and resistant to cold, and he has great saving throws and 50% Magic Resistance (in the other game that has Belhifet, he will have 30% Magic Resistance on lower difficulties and 50% Magic Resistance on higher difficulties). But he's not immune to anything a mage could do to him.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the speed of all creatures in the game (including party members)
This component makes everyone in the game - both enemies and party members - move faster. You can choose whether everyone's speed is doubled, tripled, quadrupled, or set to the maximum.

Add a different kind of chunked death animation
With this component installed, if a slain creature would be chunked, its corpse is sent flying into the air instead.

Modify Sneak Attack and Crippling Strike
If you have 3E Sneak Attack enabled, after you sneak attack an enemy, there is a delay of several rounds before that enemy can be sneak attacked again. This component lets you change that delay. You may either remove it or reduce it to one round.

Modify Fighting Styles
This component improves the four fighting styles, and allows characters to take up to five points in each style (only if the character could normally take 2 points in the style, or 3 points for Two-Weapon Style).

Here are the new fighting style bonuses:

SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon.

Proficient (1 slot): The wielder gets a +1 bonus to THAC0, a -1 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a one-handed weapon.

Specialized (2 slots): The wielder gets a +2 bonus to THAC0, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a one-handed weapon.

Master (3 slots): The wielder gets a +3 bonus to THAC0, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 17 to 20 when using a one-handed weapon.

High Master (4 slots): The wielder gets a +4 bonus to THAC0, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 16 to 20 when using a one-handed weapon.

Grand Master (5 slots): The wielder gets a +5 bonus to THAC0, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 15 to 20 when using a one-handed weapon.


SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received.

Proficient (1 slot): The wielder gets a +1 bonus to AC against all weapons, and an additional +2 bonus to AC against missile weapons.

Specialized (2 slots): The wielder gets a +2 bonus to AC against all weapons, and an additional +4 bonus to AC against missile weapons.

Master (3 slots): The wielder gets a +3 bonus to AC against all weapons, and an additional +6 bonus to AC against missile weapons.

High Master (4 slots): The wielder gets a +4 bonus to AC against all weapons, and an additional +8 bonus to AC against missile weapons.

Grand Master (5 slots): The wielder gets a +5 bonus to AC against all weapons, and an additional +10 bonus to AC against missile weapons.

NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses.


TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses.

Proficient (1 slot): The wielder gets a +2 bonus to damage rolls and a -1 bonus to Speed Factor.

Specialized (2 slots): The wielder gets a +3 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon.

Master (3 slots): The wielder gets a +5 bonus to damage rolls, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon.

High Master (4 slots): The wielder gets a +6 bonus to damage rolls, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon.

High Master (5 slots): The wielder gets a +8 bonus to damage rolls, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon.


TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon.

Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon.

Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon.

Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon.

High Master (4 slots): The wielder gets no penalties from wielding two weapons.

Grand Master (5 slots): The wielder gets no penalties from wielding two weapons and gets a +1 bonus to AC while doing so.

Replace the "I'm on it like ugly on an orc" quote with "I'm on it"
This component edits a quote I really hate from a BGEE soundset that I otherwise like.

Download

[v1.3] Bardic Wonders, a kit and item pack for bards

$
0
0
Link to mod page at my site: https://artisans-corner.com/bardic-wonders/ This mod adds new bard kits with specialized bard songs to the game, as well as a new merchant to Baldur's Gate II who carries new bardic items.

BARD KITS

These components can be installed in either BG:EE or BG2:EE.

ABETTOR OF MASK

ABETTOR OF MASK: Contrary to popular belief, the trickster god Mask's favor extends past those who walk the path of stealthy arts and trickery. The Abettor is a faithful Maskarran, a deceptive agent of the Lord of Shadows whose gall is tested through tasks that typical bards would balk at due to their dark natures. ADVANTAGES: – Receives a +5% bonus to Pick Pockets per level. – Gains a backstab multiplier of x2. – The Abettor's song, "One's Loss, Another's Gain", provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects: 3rd level: Party members passively detect traps 6th level: Party members gain Blur (+3 to AC, +1 to all saving throws) 9th level: The singer has a 50% chance to gain Improved Invisibility for one round 12th level: Party members gain Non-Detection 15th level: The singer has a 100% chance to gain Improved Invisibility for one round – From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn. – From 12th level onwards, gains one use of Shadowstep. SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. – May learn the Assassination high level ability upon reaching 24th level. DISADVANTAGES: – Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment. – Only has one-half normal Lore value. – May not learn the Magic Flute high level ability. – May only be proficient in weapons usable by thieves.

DANCER

DANCER: The dancer is an entertainer, an acrobat and a surprisingly dangerous combatant when drawn to battle, emphasizing speed and agility to confuse and unnerve his opponents while inspiring allies to fight with increased confidence. ADVANTAGES: – May place 3 slots in Two-Weapon Style. – +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels. – +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels. – +2 to movement rate. – The Dancer's Bard Song, "Dance of the Floating Lily", immobilizes the dancer while inspiring allies, providing immunity to fear and morale failure and grants the following bonuses: 1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class 6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class 11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class 16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class 21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class – From 4th level onwards, may use the Adrenaline Rush ability once per day. ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. Attacks per round are also doubled. However, their Armor Class is reduced by four points and they are unable to use their Bard Song, and after the duration ends, they become winded, suffering a huge penalty to fatigue and inability to use their Bard Song for one turn. From 18th level onwards, the dancer is no longer fatigued after the effect expires. DISADVANTAGES: – May not wear any armor. – May memorize one less spell per level. – Only has one-half normal Lore value.

STORM DRUMMER

STORM DRUMMER: Storm Drummers are particularly powerful bards whose music has the power to summon lightning storms. Their drums and booming voices, loud as thunder, can unnerve both enemies and allies alike. However, their unique abilities have led them to shun metal weapons and armor in order to optimize their abilities. ADVANTAGES: – +20% bonus to electrical damage dealt from all sources. – +10% resistance to electrical damage. Gains an additional 5% every three levels. – The Storm Drummer's Bard Song, "Thunder and Lightning", does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies. 1st level: 20% chance of dealing 2d6 electrical damage 4th level: 25% chance of dealing 2d8 electrical damage 7th level: 30% chance of dealing 2d10 electrical damage 10th level: 35% chance of dealing 3d8 electrical damage 13th level: 40% chance of dealing 3d10 electrical damage 16th level: 45% chance of dealing 4d8 electrical damage 19th level: 50% chance of dealing 4d10 electrical damage Due to the song's magical nature, it can be used indoors. – From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. – From 10th level onwards, may use the Thunderclap ability once per day. THUNDERCLAP: The Storm Drummer claps their hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell's effects. DISADVANTAGES: – May not use any metal weapons. - May not wear armor heavier than studded leather. – Only has one-half normal Lore value. – Only has one-half normal Pick Pockets percentage.

TROUBADOUR

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobairitz. Advantages: – May cast spells while wearing armor. – The troubadour's Bard Song, "Song of Healing", gradually heals their allies and provides them with resistance to any attempts to impair their movement, magical or otherwise. 1st level: allies regenerate 1 hit point per round and are immune to slows. 9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects. 18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects. – Gains the following priest spells in their spellbook: 1st level: Cure Light Wounds 2nd level: Aid 3rd level: Cure Medium Wounds 4th level: Cure Serious Wounds 5th level: Mass Cure 6th level: Heal – 10th level: May use the Voice of Peace ability once per day. VOICE OF PEACE: Chanting a soft melody, the troubadour soothes their allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect. – 14th level: May use the Sacred Breath ability once per day. SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life. Disadvantages: – May not wear armor heavier than studded leather. – May only be proficient in weapons usable by thieves. – Only has one-half Pick Pockets percentage. – May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

DEATHSINGER

DEATHSINGER: A morbid class of bards, deathsingers take pleasure in singing tales of the macabre, and their magical songs are capable of raising the dead from their graves. Advantages: – Receives a +15% bonus when scribing scrolls from the Necromancy school. – Receives a +2 bonus when making Saving Throws against spells from the Necromancy school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school. – The Deathsinger's Bard Song, "Call of the Grave", does not assist allies. Instead, the deathsinger may summon undead creatures under control. While singing, the Deathsinger takes a -4 penalty to Armor Class. Each round while the Deathsinger sings, there is a 35% base chance plus 2% for each level of the Deathsinger that a skeleton will answer the call, up to a maximum of 75% at level 20. Any summoned skeletons will be destroyed if the Deathsinger stops singing. The strength and maximum amount of skeletons summoned increases with level. 1st – 5th level: Summons up to two skeletons with 3 HD. 6th – 11th level: Summons up to three skeletons with up to 5 HD. 12th – 17th level: Summons up to four skeletons with up to 7 HD. 18th level: Summons up to five skeletons with up to 9 HD. – Gains the following spells as mage spells: 1st level: Doom 2nd level: Death Armor 3rd level: Bestow Curse 4th level: Cloak of Fear 5th level: Slay Living 6th level: Destruction Disadvantages: – May not learn or cast any spells of the Illusion school. – Receives a -15% penalty when scribing scrolls from other schools. – May not be good-aligned. – Only has one-quarter Pick Pockets percentage.

Enhanced Song HLAs

ABETTOR OF MASK: Symphony of the Dark Children This song is a powerful aid to both the Abettor and to his allies. In addition to all existing effects, the song now provides +50% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but he is unable to take any action for the duration. DANCER: Swift-As-Flowing-Water This oriental dance is a powerful aid to both the Dancer and to his allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives his allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance that the entire party will become affected with Adrenaline Rush. STORM DRUMMER: Drums of Raijin This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range. TROUBADOUR: Holy Hymn of Eldath This song is a powerful aid to both the Troubadour and to his allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points. DEATHSINGER: Legion of the Dead This macabre hymn allows the deathsinger to rouse the bones of the dead to fight on behalf. The deathsinger's song now always summons a 9 HD skeleton each round up to the maximum cap, and there is a 25% chance that a 15 HD skeleton will be summoned instead. Additionally, the deathsinger now gains a +10 bonus to Armor Class, a +6 bonus to all Saving Throws, +20% Magic Resistance and +50% Magic Damage Resistance while singing.

Component 2 - Item Pack

This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes. All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here. Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey. The Item Pack adds the following items to the game: - Unseen +4 (short sword) - Armor of the Grey Fox +3 (leather armor) - Resonating Shield +1 (buckler) - Harp of Tranquility (casts Eldath's Mist 1x/day) - Haven Lute (casts Otiluke's Resilient Sphere 3x/day) - Dancing Heels (boots) - Silence (amulet) - Cacophonic Voice +4 (halberd) - Whispering Links +2 (chain mail) - Cloak of the Wild Singer (cloak) Leanne's two legendary weapons: - Dirge +5 (long sword) - Lament +5 (shortbow) NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield. Also, the armor is now significantly more colorful. No self-respecting jester would settle for less. My apologies if the names come off as bland or generic. I am the award-winning giver of lame names :p Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:

Unseen +4

Armor of the Grey Fox +3

Resonating Shield +1

Harp of Tranquility

Haven Lute

Dancing Heels

Silence

Cacophonic Voice +4

Whispering Links +2

Cloak of the Wild Singer

Dirge +5

Lament +5

[How to] Install mods on Android

$
0
0

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

$
0
0
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.

[MOD] Mod NPC

$
0
0

TABLE OF CONTENTS


Download Introduction Compatibility Configuration & Installation Components Versions Thanks


Download (click here) [↑] Introduction [↑] This mod attempts to fulfill and bring together two of the following longstanding wishes of Baldur's Gate players: to enroll interactive NPCs and to create your own party. What it does is allow you to modify any recruitable NPC from pregenerated characters (file extension .chr). The scope of the modification is partially customisable. The default configuration modifies everything but what makes each NPC unique, notably: Sex, Race, Portrait, Sounds, Dialogue, Innates, Items. So, for example, you could turn Jaheira into a Cleric/Ranger with custom ability scores. Or Minsc into a true Berseker. Compatibility [↑] The mod only works for BG:EE, BG:SoD and BG2:EE. Configuration & Installation [↑] First, download the provided archive and extract its contents to your game folder. - If you have the Steam version of the game, the relevant folder is: 'C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition' (BG:EE) - If you have the Beamdog version of the game, the relevant folder is: 'C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766' (BG:EE) The default settings should satisfy most users but you can choose what fields should be copied from the chosen pregenerated character to the jionable NPC. To do that, open the file 'configuration.tph' with a text editor. The file is located in 'abel_modnpc_mod\library' of your game folder. You'll find instructions inside the file. Before executing the mod, make sure you have at least one pregenerated character file. To make one, simply select the 'Pregenerate Character' in the game menu (BG:EE and BG2:EE) and go through all the steps from creating to exporting your character. Sex, Race, Appearance and Name don't matter if you keep the default settings (NPCs will keep their original values). For BG:SoD, this option doesn't exist (why?) so you need to export a character from a game (in the character record screen, shortcut 'c'). Please note that Level is copied by default! When all is good, install the mod by double-clicking the 'setup-abel_modnpc_mod.exe' file and just follow the instructions. Components [↑]

Mod NPC

The main component allows you to modify a given NPC from a chosen .chr file. You pick a NPC first and then the CHR to modify from. You can remove or overwrite any modification. Repeat until satisfied and the mod will patch all NPCs to modify. All modifications are saved which means that if you want to reinstall the mod, you can choose to restore your previous modifications. NPC and CHR resources are kept so you can easily keep track of the changes. In most cases (non EE NPCs), you need to start a new game to benefit from the changes. That's because NPCs are generated then. There's no way to bypass this unless you create additional copies of the NPCs with the console (I could provide a list of codes if needed).

Remove ability score requirements for NPC items

This second component may be necessary if you want to wear NPC restricted items. Most of these items have ability score requirements (Strength, etc.). Since by default ability scores are copied from CHR to NPC, it's likely you won't be able to use them after modifying a NPC. This component solves that problem by setting all ability score requirements to 0. Versions [↑] v1 – August 30, 2016 Initial release v1.1 - December, 17, 2019 Updated syntax for dynamic arrays (a WeiDU probably broke them) Thanks [↑] Many thanks to @Wisp and his predecessors for the work on WeiDU. To @argent77 (check out his amazing mods) and his predecessors for the work on Near Infinity. To @subtledoctor and to my fellow modders for their support.

More holy water needed

$
0
0
I am using the item upgrade mod and in order to update the Daystar sword I need two vials of holy water. I only got three from the Elves and used two on the vampire pools. So I am one short. Is there someplace I can get more vials?

Personal thought - How is holy water not available in every temple?

The Beaurin Legacy NPC Mod for BGII:EE

$
0
0
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!

[MOD] Bubb's Spell Menu (Update v3.0!)

$
0
0
Update v3.0 brings support for game versions v2.5.16.6+. EEex is currently required to use this mod, (download here). Note that EEex is only available on Windows platforms as of the time of writing.

Overview:

This mod seeks to replace the standard hotbar spell selection with a more powerful version. The set of enhancements over the default spell selection includes a searchable spell list, and the ability to sort spells based on name, primary type, and level.

Versions:

Normal

Screenshots:

Searching for "Summon"

Sorting by Name

Sorting by Primary Type

Sorting by Level

Changelog: v1.3: Switched to github for hosting. v1.2: Fixed bug where duplicate spell entries were being shown. Cleaned up code. v1.1: Added Type category. Fixed alignment issue with search bar. Refactored code. v1.0: Initial release.

Light

Overview:

I'm sure some have felt like the normal version of this mod goes over the top. The menu is big, it's bulky, and it is somewhat intrusive to the world screen. In consideration to this feeling I've made a "light" version of this mod, which only includes a search bar. This version is much more integrated with the vanilla GUI, as the search results are displayed in the hotbar itself; nice and tucked away on the bottom of the screen.

Standalone features:

The spell selection uses the default behavior until a term is inserted into the search bar. Once a search term is entered the hotbar transforms into a list of search results; these results mimic the default spell selection behavior. Note: The green slot in the search results is the slot that will be picked if "enter" is pressed while typing in the search field. This is useful for quickly picking a spell when you've typed enough characters to narrow the list down to one entry.

Screenshots:

Searching for "Summon"

Searching for "Protection from"

Changelog: v1.6: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.5: Fixed WeiDU bug. Added spell count for mage and priest spells. v1.4:
Fixed alignment of slots to match vanilla. Made compatible with quickspell selection. Honors if the game was paused like extended edition. Will no longer bug-out if spell button was disabled when pressed. Fixed spellUUIDs being shown in temple healing services.
v1.3: Switched to github for hosting. v1.2: Reverted unintentional edits to message box. Cleaned up code. v1.1: Critical fix regarding a failure to pick spell when hotbar was moved before inputting search term. v1.0: Initial release.

Extended

Overview:

If the list view from the normal version of this mod doesn't strike your fancy, this version very well might. This version emulates the slots from the default spell selection, and arranges them in such a way that all spells will be visible at once. This is useful for players who are irritated by the lack of visibility in the default spell selection.

Screenshots:

Cleric / Mage All Spells

Cleric / Mage Filter By Mage Spells

Cleric / Mage Filter By Cleric Spells

Cleric / Mage Left Align

Changelog: v2.0: - Complete refactor of code, many bug fixes, many code style improvements. - Slots are now variable in size, being able to be optimized and changed at runtime - either manually or automatically. - Added settings menu, including the ability to toggle the following options: Auto-Pause: Controls whether the game is paused when the spell menu is opened. Automatically Optimize Slot Size: Attempts to fit all slots on the screen without the use of arrows. Darken Background: A slight dimming of the background, can be used with “Modal” turned off to create a much more tolerable background. Modal: Whether or not background GUI elements are blocked. This overlays a hardcoded darkening effect on all background GUI elements, so this must be turned off to completely disable any darkening effects. It is unknown what bugs can occur with this setting turned off. - Spell levels are now displayed in the spell menu. - Spell levels can now occupy more than one row; a maximum of 18 rows are able to be displayed at one time. - Expanded maximum slot count per row to 50, for high resolution monitors with Scale User Interface turned off. - Improved installer; installation time reduced from several minutes to seconds. - Many more internal and minor changes.
v1.17: Added support for BGEE with SoD. v1.16: General fixing of bugs revolving around opcode 214. v1.15: Added support for spells that use opcode 214. v1.14: Fixed SPELL_UUIDs appearing in places. Fixed dialog history changing dialog text to "|". Fixed NO TEXT spell names being displayed in message box. v1.13: Started escaping backslashes in spell names in BGEE.lua to fix installation bug. v1.12: Fixed typo in lefreut's Improved Record Screen compatibility patch. v1.11: Improved spell icon detection and fixed SPELL_UUIDs showing on HLA screen. v1.10: Fixed bug in UIUtil.exe regarding reading .uipatch files. v1.9: Added compatibility with lefreut's Improved Record Screen. v1.8: Added cross-platform safeguards. v1.7: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods. v1.6: Ported search bar from light edition. Fixed bug in extreme case where first and last spells were hidden. v1.5: Fixed WeiDU bug. Added spell count to mage and priest spells. v1.4: Switched to github for hosting. Fixed quickspell selection. Fixed spell uuids showing in temple healing services. v1.3: I was an idiot and accidentally changed something in WeiDU that broke the mod when you cast a spell, all is fixed now. v1.2: Added spell type filtering. Added optional left align. v1.1: Fixed Spell UUIDs appearing in the priest spell selection in character creation. v1.0: Initial release.

Known Issues:

None at the moment.

Installation:

Download normal version: Here Download light version: Here Download extended version: Here Download the zip file of the version you wish to install from one of the links above, and copy the contents into your game's base folder. Run the setup-bubb_spell_menu.exe, and you are good to go!

[Mod] Ascalon's Questpack (Kerzenburgforum)

$
0
0
Ascalon's Questpack From the readme: During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my (Ascalon's) ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific. The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII. CONTENT Baldur's Gate I: - A Job Well-Paid What happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out. - A Feast for the Gnolls It was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son. - The Great Carlini Once a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss). - Fangirls True fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate... - A Home for the Gibberlings What does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently. - The Lost Son All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards. - Of Wolves and Men Aiwell the mage has barred her doors - from the outside. Find out why near High Hedge. - Flopsy An epic tale of honour, friendship and bunny-rabbits. - The Serpents of Abbathor A mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started. Baldur's Gate II: - A Halfling among the Eyeless Who will help Mrs Lawner to find her missing son? Download from official Download Site Download from Jastey's GitHub

[MOD] DLC Merger: Merge Steam/GOG SoD DLC or custom DLCs with the main game

$
0
0

Download: DLC Merger (latest)

Overview

Enhanced Edition games provide a feature that lets you use self-contained DLC archives to add or modify content. Best known example is the "Siege of Dragonspear" expansion, which comes as a DLC archive on GOG and Steam platforms. The downside of this distribution method is the limited ability to mod the game however, since files contained in DLC archives can't be easily accessed or further modified without recreating the whole DLC. This mod attempts to solve this restriction by merging DLCs with the main game. The mod provides three options. You can specifically merge "Siege of Dragonspear" with BG:EE, merge a user-defined DLC archive or all DLCs found in the search paths of the game, such as DLCs created by the DLC Builder. DLC Merger is meant to be an alternative to modmerge, that was the only way to make Siege of Dragonspear available for modding until now. However, unlike modmerge, this mod is platform-independent and fits seamlessly into the stack of other WeiDU mods. It allows you to merge any DLC archives and provides an option to revert the whole merge operation.

Components

1. Merge "Siege of Dragonspear" with BG:EE (BG:EE and the SoD DLC required) Merges the "Siege of Dragonspear" from any of the supported DLC locations with Baldur's Gate: Enhanced Edition. 2. Merge a user-defined DLC archive (Enhanced Edition game required) Merges a single DLC archive with the game. The mod prompts for the name of the DLC archive, which can be located in any of the supported DLC paths. Supported DLC paths are (in order of application): - Documents directory of the game - Installation directory of the game - "dlc" folder in install directory - "workshop" folder in install directory (requires DLC files with .mod extension) 3. Merge all available DLC archives (Enhanced Edition game required, 64-bit WeiDU installer strongly recommended) This option scans all supported DLC search paths of the game for available DLC archives. Each DLC will be merged in the same order as it would be loaded by the game, so that multiple DLC archives may safely override files from other DLCs without causing issues. Because of technical reasons, this operation may fail under certain circumstances if the mod is not invoked by a 64-bit WeiDU installer. (The mod packages from the download link already contain Windows and macOS 64-bit WeiDU installers. WeiDU installers for Linux can be found here.)

[MOD] Original-esque Spell Icons for IWD:EE

$
0
0
In Icewind Dale: Enhanced Edition, spells in the spell select menu have stone icons, similar to the icons in Baldur's Gate and the other enhanced editions. But in the original Icewind Dale, the spell icons don't have that stone look.

This mod brings the spell icons in IWD:EE closer to the original. Some icons are also recolored or replaced with icons more similar to the original. You can see some screenshots here:

xoiflhkwkubb.png
1a0s8d0j447i.png
os46jhnntp0p.png

The Enemy Within, a New Mod Coming! [Work in progress]

$
0
0
The plot will start with speaking to Lord Kuldak in the Old Plough tavern in Cragmyr Village and him asking for your help. Lord Kuldak is a retired adventurer and the Lord of the Cragmyr Lands. For the last decade he has been keeping the ogre hordes of the area, led by Ogre Magi, at bay. Luckily, they have been reoccupied fighting among themselves and Cragmyr has been left mostly untouched. Recently however, two of the three Ogre Magi leaders suddenly disappeared and now the threat has become tangible. Lord Kuldak had a firsthand realization of this, when Cragmyr Militia was ambushed and killed by the ogres. Both his sons perished in this very same ambush. Lord Kuldak tries to act strong for his people, but everyone knows that he is filled with grief for the loss of his sons, and angry towards the ones responsible. And this is not all, due to the ogre threat and the Flaming Fist and Amn both trying to establish an alliance with Cragmyr, the caravans for some odd reason seem to be avoiding Cragmyr. Rumors say that Lord Kuldak has had to rely on smuggling to get basic supplies to the village. But there is no proof. Due to the Iron Crisis, a war is looming in the horizon. Both the Flaming Fist and Amn (Cowled Wizards especially) want Lord Kuldak as an ally, since Cragmyr Keep is located critically between Nashkel and Beregost. Furthermore, even though Cragmyr Keep is known of having rather incompetent militia, it is also known of having a huge supply of inactive Helmed Horrors. Both Amn and the Flaming Fist fear that not only the Keep, but also these constructs, could be used to gain a huge advantage in case of a war. Will you stay neutral, or side with Amn or the Flaming Fist? What will be the future of Cragmyr Keep? Canon Info About Cragmyr Keep [spoiler] Cragmyr Keep was described by Ed Greenwood in Dragon #200 Here is a map with Cragmyr Keep and some other rarely seen locations on the Sword Coast: http://www.forgottenadventures.com/FRMaps/Baldur's%20Gate%20West%20Area.htm [/spoiler] What is included in the mod? [spoiler] I have tried to make all the stuff in the mod as canon as possible. Many new NPCs for example are canon NPCs from Volo's Guide to Sword Coast or Gold & Glory. Adds encounters and other stuff to existing areas making many of them more interesting. At the moment areas included are Spiderwood, Ulcaster Ruins, Central Baldur's Gate, Nashkel Carnival, Bandit Camp and many more! At the moment there is at least 30 new magic items (plus some transformation potions and such), which all should be fairly balanced with the existing Baldur's Gate content. There is definitely more to come! Several new Stores and new additions to the old ones. A few new spells: most are heavily quest related: for example Speak with Dead (4th lvl arcane, 3rd lvl divine) There are 39 new areas at the moment (of various sizes). Four of these are full sized areas. At the moment, the TRA file of the mod contains 24797 words of new text (dialogue, item descriptions, journal info etc.) and there is more to come! Companion reactions: For example, there is a quest involving Harpers, if you decide to go against them, Jaheira and Khalid (if they are in the party) will turn hostile. One new companion. Excellent companion for any loner mage! [spoiler] Your very own Helmed Horror! [/spoiler] Difficult fights: the important fights will use modified Black Pits 2 scripts. However, as it is with Black Pits, if you set the difficulty setting to easy, the fights become considerably easier. A lot more is to be added! [/spoiler] Here are some areas for small spoilers, feel free to express opinions and give feedback :) [spoiler] image image image image image image image image [/spoiler]
Viewing all 11774 articles
Browse latest View live