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

[v2.0] Shadow Magic

$
0
0

SHADOW MAGIC

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

Component 1: SHADOW MAGIC MAIN COMPONENT

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

OPTIONAL: ALTERNATE SPELL COSTS

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

SORCERER KIT: SHADOW DISCIPLE

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

BARD KIT: NIGHTSINGER

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

ITEM PACK

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

FAMILIARS

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

Component 2: SHADOW MONK

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

Component 3: QUESTS & ENCOUNTERS

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

[v1.3] Warlock Mod

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

NEW ITEMS

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

[Mod] The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english v16

$
0
0
This is the new release of my kits mod. Available for BG2/BGT, all EE versions, for PC and Mac. In this pack, you'll find: - A half-orc fighter kit: the hatred carrier.
On the Sword Coast, near the Ten Cities, ancient wars against the combined armies of orcs and goblins have left the inhabitants a deep hatred for these creatures. Also the half-orcs, resulting from human rape by orcs, should not exist. They are usually killed at birth. But among raped mothers, they can't help themselves abandoning their spawn, regardless of breed. And half-orcs, can still grown among humans. When this happens, these children are being grown up in secret, because population would have no pity for a bastard orc, even for a child. Grown in the dark of a cave, or a smelly attic, living under the constant fear of being discovered and killed, they have not even a social bond beside the mother teaching them the world hates them, the hatred carriers are half-orcs who have forged by an unstable mind based on a single thought: the world hates me, I hate it in return. These are brutes without a scruple that know only strength, resentment and anger. Their condition of half-orcs gives them an exceptional constitution, but their mental instability severely hampers their ability to think or learn anything. They only know how to use those "brutal" gifts and show no finesse. Advantages: - Intimidation once a day every 4 levels. This ability acts as the spell "charm person", but with a longer duration and reduced saving throws. The ability to intimidate increases in power as the hatred carrier levels up. The person intimidated like this is always hostile when the effect of this ability expires. - Roar of rage once a day every 5 levels from level 7. This ability acts as the spell "Horror", forcing all creatures surrounding the carrier hatred to pass a saving throw or risk being scared for 45 seconds. The ability to scare by Road increases in power as the hatred carrier levels up. - Fist of fury once a day every 6 levels from level 12. When using this gift, the hatred carrier puts all his aggressiveness in his attacks. He then shows so much violence and during the following 2 rounds he gains an extra attack and all attacks do maximum damage. In addition, each hit he inflicts has a chance to stun the opponent. - Indomitable: immune vs. charms - Brutal: +1 to damage Disadvantages: - Limited to chaotic neutral alignment, neutral evil and chaotic evil - Receive 10% experience points less (due to the weak ability of understanding) - -3 to intelligence, charisma and wisdom at creation (due to his chronic lack of education)
- A ranger kit: the Hunter of Vermin.
The best protected human cities insofar are never safe from the intrusion of harmful species such as rats, mold and others. In woodland cities, placed among trees, there are spiders, beetles and other giant insects that may nest in the area and disturb tranquillity. Vermin Hunters are trained with the aim to disledge and exterminate these harmful creatures. A long training in this field has provided them a natural resistance to toxins, as well as the ability to heal others. They are also able to move freely through the spider webs, entanglements and other forms of immobility. Among elves, these rangers are serving the community, while among humans, they are rather civil guards hired and paid. Advantages: - +3 to hit and damage against ankhegs, otyughs, silts and giant vermin. - At level 4, freedom of movement: immunity against webs, entanglements, immobility and slowdowns. - At level 8, immunity vs. poisons. - At level 10, immune against non-natural diseases. - At level 4 and every 4 levels, can slow poison once a day. - At level 7 and every 5 levels, can neutralize toxins once a day. - At level 12 and every 6 levels, can use "Vermin Summoning" once a day. - At level 15 and every 8 levels, can use "Giant Vermin Summoning" once a day. Disadvantages: - Can not be burdened with any armour than studded leather armour. - Can not learn any proficiency in two-handed weapons, but bows and clubs. Note: in order to match cleric, human vermin hunter must have at least 15 strength and dexterity, and 17 wisdom. VERMIN SUMMONING: At a high level, the hunter of vermin has so much experiences of harmful creatures that he can instinctively know where they are in the area and apply his skills of ranger to tame them. At every cast of this summon, up to 4 creatures will appear and join him for 2 minutes. GIANT VERMIN SUMMONING: After years of fighting the harmful creatures, the hunter of vermin is able to draw and and call to him the most feared creatures. At this skill level, he may call up to 3 creatures that will join him for 2 minutes.
- A cleric kit: the Preacher of Fire. (with unique hlas : sadistic pyromaniac OR pure elementalist)
Fire has often been admired among humanoids. Pyromancers light it for the simple pleasure of seeing it consuming all things. Mages (notably of Thay) admire it for its destructive power. Tacticians use it to scare, repel, corner the enemies. Sometimes it also happens that clerics fall in admiration for this force of nature. Some less reasonable than others may even find that power worthy of veneration. Rejecting their worshipped gods of the origins, they are deprived of their skill to cast spells of divine origin. Among these fallen priests, the most fanatics towards fire and destruction it can cause are sometimes marked by dark powers, mostly of demonic origin. These fanatic clerics then want to have back the skill to cast spells, though corrupted by the power of fire and having no more restoration abilities. The dark powers that thus boost the power into these deprived clerics make them a tool of pure and simple destruction, although they don't necessarily get in touch with them to explain... Advantages: - He gains additional spells, all based upon fire: Level 1: Agannazar's Scorcher, Burning Hands, Flame Dart. Level 2: Boiling Rain Storm, Explosion, Fire Seeds, Lava Bomb, Lower Fire Resistance. Level 3: Burning Weapon, FireBall, Fire Shield (Red), Flame Arrow, Lava burst, Melf's Minute Meteors. Level 4: Blazing, Conjure Lesser Fire Elemental, Fire Breath, Fire Form, Lower Fire Resistance II. Level 5: Ardent Mantle, Call Fire Servant, Fire Mark, Mass Protection From Fire, Pulverisation. Level 6: Aura of Eath, Conjure Fire Elemental, Detonate, Elemental FireBall, Exploding Mephits. Level 7: Fire Trap, Incineration. - He gains 10% fire resistance at level 1, then 3% for each following level. - At level 10 and all the following 3 levels, he can use "Burning Palm" once a day. - At level 13 and 20, he can charm a Fire Elemental once a day. Disadvantages: - The Preacher of Flames has not access to ANY healing, recovery or restoration spell. - He can not reject the undead. - His alignment can only be neutral, or neutral evil. - Obsessed by fire, he will never take under consideration embarking on another career. (can not dual-class) - He does not receive a divine symbol at level 21, no longer having any connection with any "god" whatsoever. BURNING PALM: Once the spell is cast, the preacher has two turns to touch his enemy, burning him for 1D6 fire damage points for two levels of the preacher. If the preacher fails to touch the enemy, the spell is lost. CHARM FIRE ELEMENTAL: The preacher may attempt to control any elemental of fire by casual contact. The target is entitled to a saving throw with a -1 bonus for every 5 turns of the preacher to stand, otherwise it falls under the control of the pyromancer for 5 turns.
- A druid kit: the Master of the Swarm. (with unique hlas for summoning even more powerful vermins and hords of vermin)
Opposing to druids who protect nature as a whole, the masters of the swarm follow an unconventional path and devote their existences to protect those who are little noticed, insects, arachnids and other undesirables. They can make themselves being understood to teeming and buzzing creatures, that they take as companions and friends. They use small arthropods for various spells, they summon the largest specimens to help them in fighting. Giant spiders sometimes are better allies than bears. This druidic branch is not widespread, teachers capable of teaching knowledge are rare. This is why full learning to these druids is long and difficult. Still, the power of the masters of the swarm is not bloodless as little possible formation pushes the most powerful of them to seek knowledge wherever it is located, and at druid meetings, teachers they encounter can exchange knowledge that go beyond the traditional teaching of druidic order. Advantages: - At level 7, can turn into a giant spider, a bark beetle and a carrion crawler. - At level 10 and the following 3 levels, can charm vermin like a ranger charms animals. - At level 12, is immune to poisons. - At level 13, can turn into a sword spider, huge spider and rhino beetle. - At level 15, is immune against swarms generated by spells such as "Insect Plague". - Have access to new spells using insects and worms: Level 1: Devouring Touch. Level 2: Giant Vermin, Mantle of Insects, Pass-through-Web. Level 3: Infestation, Lesser Nested Vermin Summoning, Spiderskin. Level 4: Carrion Summons, Giant Insect, Scent of Ankheg, Summon Spider. Level 5: Call Mastodon, Recall of the Spider, Spidery Summoning. Level 6: Parasite Plague, Spidersbane. Level 7: Extra-planar Vermin. Disadvantages: - Having rejected conventional Druidic teachings, he can not turn into animal or elemental, can not summon elemental prince and goes not gain elemental resistances at high level. - The swarm of insects on his body is not supportable under a heavy and suffocating armor, he carries no greater than studded leather armor.
- A thief kit: the Shadow Walker. (with unique hlas for enhance his magic or control the shadow)(TSR 9492)
The order of shadow walkers is a very ancient organization, whose members have a special affinity with shadows. Rumours say that the greatest masters of the order are true shadows, and that's shaped them. Whatever they are, this very special bond with shadows gives the shadow walkers a valuable benefit. Recruitment in the order is made only by appointment of masters. The initiate, if he's accepted, is paired to a mentor who is responsible for teaching him the techniques of shadows and magic associated with it. Any official member of the order knows how to use shadows to their advantage and conjures simple spells to help him in his task. The real magic of shadows, however, is only practised by the most ancient masters. Shadow Walkers are not conventional thieves. Resolutely turned towards good, they swear to use their special abilities to avenge victims. Acting as vigilantes, they hunt and beat criminals who escaped traditional justice. Advantages: - He can study all magic scrolls of abjuration, alteration, illusion and divination schools, and use magic of shadows to cast these spells like magic powers, up to 4 times per day per spell level. He masters a higher level spell every 4 levels, up to 4th level spell. - His magical skills make him benefit of a +1 bonus to his saving throws vs. wands and spells. - He sees in the dark as if he had Infravision. - At levels 3, 5 and 7 he can use "Aura of Shadows" once a day. - At levels 8, 10 and 12 he can use "Mantle of Shadows" once a day. - At levels 13, 15 and 17 he can use "Shape of Shadow" once a day. Disadvantages: - Only human, elves and half-elves can be designated. - Only a good soul can choose to follow the way of the Shadow walker. - The study of magic leaves him little time for martial training, he is a poor fighter: his THAC0 follows that of mages (-1 every 6 levels starting from level 5) and he use light weapons and short bows only. - The study of techniques of shadows goes hand in hand with his learning as thief, he receives only 20% to distribute among skills for every levelling up. SHADOW AURA: When he creates an aura of shadows, a half-magical aura covers the Shadow walker, which then has a +25% bonus in hiding. The aura can be kept a round per level. SHADOW CLOAK: When he covers himself with the mantle of shadows, the Shadow walker takes a shaded shape. In this partially translucent state, he has a +1 hiding bonus to AC and saving throws. He also gets a 50% bonus in hiding. If he stays firm for at least 1 round, he becomes invisible. While in the guise of the mantle (1 round per level) he can become invisible at will, staying firm 1 round. SHADOW FORM: The Shadow walker that uses this ability can become a living shadow. Under this shape he is almost invisible and gains a +4 to AC and saving throws. He can attack or cast a spell without returning visible, but the creatures may notice him a few moments from time to time, as a movement in the shadows. Detection of invisibility does not allow to reveal him and true sight reveals him only intermittently. If he comes to be attacked, only magical weapons can affect him. Under shape of shadow he can not use his weapons, as they ethereal they will pass through the targets without affecting them. But his touch will gain the properties of a shadow touch: 1D4 +1 damage points and strength reduction of 1 point for 2 turns when a saving throw vs. death at -3 is failed. He can remain in the shape of shadow for 1 round per level or return to normal state when he desires.
- A gnome thief kit : the Shadowmage. FRENCH ONLY. (with unique hlas for becoming a shade (quasi lich))
Parfois, l’incursion de créatures d'autres plans sur Toril laisse des traces plus ou moins discrètes. La communautés gnome n'est pas exempte de ses rencontres interplanaires, et plusieurs génération après, certaines marques profondes peuvent ressurgir de manière incongrue. Ainsi, lorsqu’un voleur gnome qui s’entraîne à se fondre dans l'ombre ressent l'impression bizarre qu'il fait vraiment corps avec elle, il peut prendre peur ou y voir une possibilité de dépasser sa condition. L'ombremage est un de ses voleur qui s'est découvert une ascendance particulière avec l'ombre. Profitant de cette manne inespérée et de son affinité particulière avec les illusions, il apprend à manipuler l’énergie sombre du demi-plan pour la modeler en pouvoirs magiques semblables à des sorts. Avantages : - Il peut lancer des sorts du registre de l'ombre et de l'illusion comme un sorcier. Il peut lancer jusqu'à 4 sorts par niveau de sorts et par jour et développe un niveau supérieur de sorts chaque tranche de 3 niveaux de voleur. - Il apprend a faire véritablement corps avec les ombres et gagne un bonus de 2% au camouflage dans l'ombre et 3% en furtivité chaque niveau. - Sa maîtrise de la manipulation de l'ombre augmente progressivement et la part d'ombre qu'il insuffle dans ses illusions de même. Il lance alors les sorts utilisant la matière d'ombre comme de niveau inférieurs à ceux des mages. Inconvénients : - Il ne peut lancer que des sorts du registre de l'ombre et de l'illusion. - Il ne peut utiliser aucun objet réservé aux magiciens. - Modeler l’énergie du demi plan de l'ombre est dangereux, surtout pour un débutant. 10% de chance moins 1% par niveau (plus aucune chance au niveau 11) chaque fois qu'il lance un sort qu'il perde un niveau d’énergie ou un point de constitution. Il récupère la constitution perdue après une nuit de sommeil mais un niveau d’expérience perdu ne peut être récupéré qu'à l'aide d'un sort dédié. - Il consacre beaucoup de temps à développer ses pouvoirs et n'évolue pas pleinement dans sa classe de voleur : seulement 15% à répartir dans ses talent de voleur à chaque niveau et 20% d'xp en moins.
- - A wizard kit: the Sorceler. (have to choose between dagger or staff)(hlas warrior/mage multiclass)
The sorceler, like the wizard whom he is very close to, has an innate sense of magic, inherited from an unknown origin such as god, demon or dragon. He can cast as him spells instinctively, that he chooses but does not learn. But he does not chose to devote himself to mysteries only, and spends part of his training in martial arts. In his hands, the traditional staff of mage becomes a deadly weapon, which he handles with a dexterity forcing admiration. The sorceler has less magic skills than a wizard, but unlike the latter, he does not lack resources when spells fail him. Advantages: +1 to THAC0 in melee every 2 levels. +1/2 to attack per round at levels 8 and 15. +1 level to staff proficiency at levels 1, 3, 9 and 15. +1/2 to attack when he gets levels of master and high master of staff. +1D2 life points per level up to level 10, +1 life point for every following level. (in EE version, have the thief hp table) +1 to saving throw vs. death every 4 levels. +1 to saving throw vs. polymorph every 8 levels. - Can use his proficiency skill points to evolve in fight style "Two Handed weapons". - Develops improved versions of some combat spells. - Can choose Hlas of fighter in addition to those of mage. Disadvantages: - No 1/2 to attack when he reaches the level of grand master of staff. - Can not use items reserved to fighters. - Ability to cast spell reduced of a spell per spell level. - Evolution slowed by the non-exclusive practice of magic: -15% of xp. IMPROVED SPELLS: when he casts certain spells, the sorceler can take advantage of improved effects, which vary according the spells: * Called Shot: extended duration: 1 round/3 levels * Armor: reduced casting time, reduced AC: -1 AC/3 levels * Strength: improved strength when casting upon himself: set at 19 * Fire Shield (Red/Blue): affected weapon: +1D8 damage
- A mage (conjurer) kit (replaces the vanilla conjurer): the Savant Artilleryman. (also install the Mordenkainen's Force Missiles spell to the game)
The spell Magic Missile is one of the representative icons of arcane magic, a good example of raw magic and one of the favourite spells of most young mages. It is no wonder that some mages focus their studies on this spell, determined to improve it more than any other. The Savant Artilleryman belongs to those, passionate about this spell due to its infallibility to hit the target. Obsessively exploring all runes and magical symbols composing the spell to break its limits, he eventually ended up developing the ability to pervert the original energy to create new effects. Embedding every facet of the spell into his mind, he becomes a true expert, able to transcend the dweomer to make a tool of major devastation. By using and abusing this spell, he forgave the principles of his school and earns a new title: he becomes a Savant Artilleryman. Advantages: - At level 3, he can surround himself once a day by a magic shield that reproduces the effects of the "Shield" spell and lasts three rounds per level. - At level 6, he can restructure the spell Magic Missile into an elemental spell. This custom spell can not be stopped by the spell Shield. - At level 7, if he learns the "Mordenkainen's Force Missiles" spell, he also begins to study it. - At level 9, he breaks the limit of the spell Magic Missile: +1 missile every 3 following levels up to 8th missile, +1 missile every 4 levels thereafter. - At level 11, his shield evolves and can stop magic missiles from wands, traps, special abilities, etc... - At level 14, he improves "Mordenkainen's Force Missiles" to be no longer stopped by the Shield spell and imposes a -2 to saving throws against the explosion. - At level 15, his Magic Missile spell penetrates more easily magic resistances: each missile has 5% chance to pierce the target magic resistance. - At level 18, his Shield sends back all Magic Missile whom he is the target. - At level 20, he further enhances "Mordenainen's Force Missiles" spell: area of impact of explosion is increased by 15% and, if the saving throw is failed, the impacted targets stay stunned for 1D2 rounds. - At level 25, he breaks the limit of "Mordenkainen's Force Missiles" spell: +1 missile every 4 following levels up to the 11th missile. Disadvantages: - He has the same restrictions as a summoner: enchantment school prohibited. - He does not have the option of improved memorization normally given to his specialization. - He does not use scrolls or wands of Magic Missile. It would be a mess, he has no control over these pre-memorized spells.
- A fighter paired to a mage kit: the Warlord. (with unique hlas : best arcanism with lvl 10 spells and magic applied to the group OR insta-magic as a sorcerer )
EXALTED FIGHTER: He is, among the fighters, a fanatic who lives only to fight, swearing only by war and dreaming only of victories. Some even more fanatical still try by all means to gain power to crush opponents. Such a fighter, if he discovers an innate magical potential, can see it as a new source of power and chooses to learn it to make use of it: if that is the case, he gains a new status: he becomes a Warlord. Advantages: - Nothing special as he did not embrace the career of mage. - To match a mage, he only needs 17 intelligence and 12 wisdom; his physical characteristics are not important. Disadvantages: - He believes that only the real weapons of war are worthy to being learned. - Obsessed by the idea of earning power, he can not be lawfull good. - Thinking about ranged fight tactics as cowardly, he refuses to use any ranged weapon. -------------- WARLORD: The warlord if a fanatical fighter who has seen his gift of arcane magic as a unique way to become a pitiless war machine. Continuing to train to combat, he has focused his discovery of "essential" magic, all that would allow him to become more powerful in combat or inflict heavy damage to his opponents. Ignoring traditional magic he forms his own panel of spells, whose whole purpose is shown in combat. Proud fighter, he does not use "loose" techniques as hiding behind invocations or fight from afar. On the opposite he does not look for nobility in battle, and therefore has no scruple about inflicting the worst torments to his targets, either mental destruction or total annihilation. Advantages: - Magic comes spontaneously to him, he can continue to lead the fight, and his fighting skills are only partly reduced: * He gains 1 additional hit point per level. * His saving throw vs. death increases by 1 every 4 levels (maximum +5). * His table of THAC0 is aligned to that of a cleric. * He can wear any amor without being bothered to cast spells (when he levels his levels of fighter). - An inner research during respited allows him to regularly discover new spells. - His skills of memorizing evolves faster than those of a traditional mage. Disadvantages: - Using gifts of innate magic, he understands nothing about arcane magic, and can not use or learn from magic scrolls. - Devoting a part of his time to train as a fighter, he can not fully evolve in his mage function (-15% xp). - Thinking about ranged fights tactics as cowardly, he refuses to use any ranged weapon.
- An elf multiclass fighter/mage kit: the Bladesinger. (TSR 2131)(can be installed without the casting malus and with an automatic mastery bonus)
Of all the elven fighters, few are as dangerous as bladesingers. They have spent their entire lives studying their weapon of choice, and have become absolute masters. In addition, they learned to cast spells while fighting, doubling their power. The sure steps of the Bladesinger do not only make him a beautiful creature when fighting, they also allow him to place in the best positions. He instinctively knows to grasp the flow of battle and draw the wise handlings that allow him to optimize his strikes. He also knows how to attract the flow of surrounding magic and convert it to his own advantage. Although he can not attack while casting a spell, he can defend himself against melee attacks thanks to it. Unwavering defender of the elven faith, the bladesinger not only has to devote himself all times to make the elven cause advance, but he must also assist any elf in need. Unless it is proved that this elf in an enemy of the Elven faith, the bladesinger must do everything to save him, even if it requires giving one's life. Advantages: - Instinctive use of best places: +1 to speed factor, +1 every 4 levels thereafter. - Superior mastery of his weapon: he can freely develop his proficiency in 1-handed long weapons, and when he becomes grand master (5 stars), he gains an exceptional bonus +1 to hit and damage. - Defensive use of magic flows: AC bonus equal to half of his own level +1. This bonus does not apply against missiles. - Combat Training: he can wear an armor without that this prevents spellcasting. Disadvantages: - Learning focused on a type of weapon: it can only be 1-handed long swords. - Learning focused on melee combat: he does not use projectile weapons. - Learning focused on 1-hand combat: if he holds a shield or a second weapon, he loses his exceptional mastery bonus and can not cast spells. - Primarily defensive magic: if he holds a weapon, he suffers from a -2 penalty to casting time. This penalty disappears if he has free hands. - Fighting Style claiming flexibility: he never wears an armor heavier than studded leather. Special: after character creation, the bladesinger automatically becomes a multi-class fighter/mage.
- A human multiclass cleric/entropist kit: the Theurgical Explorer. (Gain the symbol of Azouth at lvl 21)
The theurgical Explorer is a very hard priest of Azuth who has devoted to the sacred mission to add as many spells as possible to the great encyclopedia of Azuth. He does that for that choice to open himself to arcane magic and explore one of its most exotic branches: wild magic. If he is not the first to do so for worship, it is his deep passion for the magic that distinguishes him in the eyes of his god, and it is only when he wishes to devote himself completely to the exploration of magic in all its forms he can be given a complete change of divine abilities granted to him, in order to assist him in the mission he is given. He then ceases to be a priest to become a theurgical explorer. Advantages: - Dweomeric divine protection: his incantations can not fail: he is immune to miscast magic and Dispel Magic, and wearing an armor does not prevent him to use his mage spells. (He can still be stopped, paralyzed or muted) - Divine assistance: 100% chance of learning spells whatever intelligence level is. - Divine Advantage: -1 to casting time of spells, additional -1 at level 15. - Special Divine Spell: he can cast a special version of "Wondrous Recall", which allows him to remember two priest and two mage spells. Disadvantages: - Divine Balance: -1 divine spell memorizable by spell level. - Desired Entropy: some spells he cast, random each day and with variable frequency, automatically undergo an entropy Hiatus. - Shared Entropy: divine spells he casts have a 5% chance to trigger an entropy Hiatus. Special: After character creation, the theurgical Explorer automatically becomes a multi-class cleric/wild mage.
For the Blasinger, start as an elvish fighter For the Theurgical Explorer, start as a human cleric For the Sorceler, on BG2/BGT, start as a wizard with at least 15 STR/DEX and set the specific player script to gain the kit. (On EE versions, you just have to select the kit under wizard selection) The archive is here: http://www.mediafire.com/file/9w1tdmbg0rcplg3/Derat%2527s_Unused_Kits_Pack_v16.zip Official forum for bug reporting, questions, remarks (french) : http://www.baldursgateworld.fr/lacouronne/derat-s-unused-kits-pack/ Update 05/13/17 --> V14 with many bug fixes. Check them in the updates listing. Update 10/09/17 --> a fix on Warlord (katanas usable) and Savant Artilleryman (MFM no more do fire animation), archive updated. Update 05/03/18 --> V15 with bug fixes and a new kit : the Shadowmage. Update 04/15/19 --> V16 with many fixes with the english translations (and a few improvements)

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

$
0
0
m1yy73zlffay.png

Introduction

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

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

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

Details

Race: Elf
Class: Shadowmage
Alignment: Neutral Evil

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

Kit

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

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

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

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

Mod Content

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

vrnc5gnk0ds9.png

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

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

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is in Spring.

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




[mod] v1 of Evandra for BG2 now Available at G3

$
0
0
Well, I am back after being away from modding for a while, and I've decided to go public with a project I've been playing with for the past year. This is basically the tribute to the Dragonlance setting that I've always wanted to write, but after working on Adrian and Ninde ToB, was a little bit nervous about writing another morally ambiguous, slightly mad elven mage. Obviously I finally decided I didn't care, and here is the result. Evandra is a True Neutral elven illusionist, and for those familiar with the Dragonlance setting, a Red Robed Wizard of High Sorcery. Given her background, her alignment in some senses represents a fall--a significant departure from what she had at one point expected out of life. Her status as a practitioner of illusion magic is also very important, as she has a rather interesting relationship with the concept of reality. Evandra can be found inside the Planar Sphere, trapped with the Knights of Solamnia. She is immediately recruitable. (Please note that the Mage Stronghold option to return the Solamnics to their homeworld is no longer available, though players of all classes will be able to resolve their situation eventually.) Learn more about the mod View the Readme Visit Evandra's Forum Download

[v3.0] Glam's NPC Pack for BG:EE, BGTutu and BGTrilogy! 4 new NPCs inside!

$
0
0
nowxojcuv4zu.jpg

WHAT IS THIS?
Glam's NPC Pack includes the original Vynd, Drow Assassin NPC mod as well as four brand new NPCs, all of whom will interact with each other and the classic Baldur’s Gate cast. Each one includes a friendship track and an array of player-initiated dialogue, with more options opening up as the game progresses.

You want quests? This time we got ‘em! Three of the four new characters come with their own personal missions, which must be completed to unlock all their player-initiated dialogue, plus a final, loyalty-inspired talk in the endgame.

You want loot? There’s plenty of new and unique items to be had; some supplied with the characters, others found through their quests, or just indiscriminate slaughter. Hoard them all!

You want romance? Nope. Sorry.


WHO ARE THEY?

LITTLUN PLUNKETT
3d8u8yjud0mc.jpg
“I don’t necessarily like shooting people. Some people just need shot.”

When asked about her past, Littlun proudly informs you of how she was taken in as a baby by a tribe of elves, who raised her as one of their own. However, while she is very much a product of the wilds, the mechanical, rapid-fire crossbow she carries is the work of her long-deceased father, once a master craftsman and wandering scholar. She is a walking contradiction, a juxtaposition of untamed nature and advanced technology.

Race: Halfling
Class: Archer
Alignment: Neutral Good
STR: 13
DEX: 18
CON: 16
INT: 12
WIS: 14
CHA: 12
Proficiencies: Crossbow, Axe, Dagger

UHnGZp9.jpg


VYND
xm3ljq3x9ii0.png
“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?”

When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery.

Race: Drow
Class: Assassin
Alignment: Neutral Evil
STR: 16
DEX: 19
CON: 15
INT: 16
WIS: 10
CHA: 11

4PlcwBT.jpg


MOIDRE
e7qdmxkw03m4.jpg
“Violence is a fact of life, war is a corpse mill, and blood is red juice that stains. I won’t put out my eyes to see glory where there is none.”

When asked about her past, Moidre says little, which you've quickly come to realise is normal for her. Her helmet, which she refuses to remove even when ordered, hides her countenance from the world, and her voice rarely wavers from its flat inflection, making her as easy to engage with as a brick; however, her intense discipline marks her as something more than common sellsword.

Race: Dwarf
Class: Dwarven Defender
Alignment: Lawful Neutral
STR: 18/87
DEX: 15
CON: 19
INT: 11
WIS: 10
CHA: 6
Proficiencies: War Hammer, Sword & Shield Style

4XjVYTx.jpg


DAVE
x64k9qywrpv7.jpg
“See, killing a Talassan is easy for you. Same way killing a Helmite is easy for us. But killing Joe Such-and-Such, who it turns out grew up in same town as you and makes wood carvings on his days off and still misses his mum sometimes...that's not easy. Not for anyone.”

When asked about his past, Dave chuckles and says it's not the past you should be interested in, but the present. Born to a single mother in a quiet village, Dave seems to have joined the church of Talos on a whim, for there was no outside force, nor troubled childhood, nor deranged power-hunger to compel him. Despite this, he expresses no doubts or regrets over his chosen path, and refuses to be swayed from it.

Race: Human
Class: Priest of Talos
Alignment: Chaotic Evil
STR: 13
DEX: 16
CON: 12
INT: 12
WIS: 18
CHA: 14
Proficiencies: Flail/Morning Star, Sling

1b5M8zC.jpg


FLARA
ngl30rpwbd51.jpg
“Perhaps there are beings as wise as dragons, or as strong, or as majestic, but never all three. We are second to gods, and only some even then.”

Before you even had the chance to ask about her past, Flara insisted she was once a powerful red dragon, who is now trapped in human form. This may be true, or it may not; she can offer no concrete explanation for how such a predicament came about, nor does she recall much of her time before it. Nevertheless, the air around her ripples with heat, and her fiery breath is difficult to argue with, though not as much as her temperament.

Race: Human(?)
Class: Dragon Disciple
Alignment: Chaotic Neutral
STR: 17
DEX: 9
CON: 15
INT: 18
WIS: 13
CHA: 15
Proficiencies: Dagger

pbLKRvB.jpg


WHERE DO I FIND THEM?
DAVE: Beregost, near the obelisk
FLARA: Nashkel, Belching Dragon Inn
LITTLUN: Bear River (Area N of Gnoll Stronghold), southwest corner
MOIDRE: Beregost, Red Sheaf Inn
VYND: Beregost, Burning Wizard Inn


DO THEY FIGHT WITH OTHER NPCS?
Only Vynd and Kivan will come to blows, and it can be prevented by talking to Vynd before things escalate too far.


ANYTHING ELSE?
Flara and Moidre must be recruited before completing the Nashkel mines! If they haven't been in the party before chapter 3, they'll disappear.

While it is intended that none of these characters (except Littlun) care about the party’s reputation, this feature still doesn’t work in the Enhanced Edition. If you want to use them all together, I recommend installing the Happy Patch component of the Tweaks Anthology. It’s okay. You’re not breaking the rules.

While Moidre is neutral, she responds best to a high reputation. If you want to get the most out of her, be good.

Keep Gorion’s letter! Having it in your inventory unlocks some additional player-initiated dialogues for each character.

Don’t tell Vynd you love him. You’ve been warned.


WHAT IF I JUST WANT VYND?
Vynd is the same snarky drow he always was, and aside from his interactions with the new NPCs, nothing’s changed. If you’ve played or intend to play the Vynd mod by itself, don’t worry. You’re not missing anything.

[MOD] High Power Baldur's Gate v2.3.0

$
0
0
High Power Baldur's Gate Version 2.3.0

Download

High Power Baldur's Gate gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The mod aims to make Baldur's Gate 1 feel new and interesting, like it was when you first played it! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities. NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this. The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises. The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." Nearly every spellcaster in the game is given a unique AI and set of spells. In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt. More interesting items! The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique. (Enhancing items also enhances enemies that use those items. An enemy might wield these axes and use Critical Strike to get a critical hit on each attack.) Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items. The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item. The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod. More interesting spells! Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better. The mod adds over 40 spells from Icewind Dale, as well as over 70 new spells! And various other things! I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more. Additional components Aside from the main component, which installs most of the changes in the mod, there are currently 29 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them in the readme. Reasons to try out this mod: - Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party. - The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds. - You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1. - This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game. Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. Tips for playing this mod: - For the first playthrough, play on Normal difficulty. - I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000. - When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming. - Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you. Change Log: [spoiler] v2.3.0: - I fixed the gamebreaking bug that had made it impossible to rest or leave Candlekeep if Siege of Dragonspear wasn't installed. - I added all the newer spells from my spell mod, as well as two new spells: Levitate, and Teleport Step. - Some creatures have been given new powers. - The Demonknight's Mirror of Opposition now creates actual clones of the party. - Charmed party members and hostile clones of party members will now use spells and abilities on the rest of the party. - I fixed some bugs in the Gorion battle cutscene. - The Fiery Blades ability now works again. - Quayle no longer has Gate as an innate ability (which I gave him by accident). v2.2.2: - The game should no longer crash when selecting a spell for a sequencer. - I fixed a few errors in spell descriptions. v2.2.1: - New spell: Jump (1st-level spell that allows a creature to jump over obstacles). - I added a few more scrolls for some of the new spells to the game. v2.2.0: - I fixed more of the problems that were causing the game to crash a lot. - The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS. - Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures. - I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them. - I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move). - Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game. - Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't. - Tazok once again has his Fist Breath ability, but the breath cone isn't as wide. - I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS. - Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells. - The Gloves of Healing now increase the power of the wearer's healing spells. - The Avenger wyvern form's attack now properly deals poison damage. - Meteor Swarm no longer causes knockback, as this had been crashing the game. - The spell Null Healing will now prevent regeneration. - There is now a scroll of Extend Vision in the game. - Mordaine no longer crashes the game when she dies. - Pride now wields Durlag's Pride rather than a shortsword +1. - The Black Vultures have been removed from the game. - I've changed some NPC powers. - The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord. - The mod now gives new powers to Helga, a custom NPC by @Skitia. v2.1.0: - The game should crash much less often. - The mod now gives new powers to creatures in the Rough World mod. - Certain items that deal a non-physical damage type (e.g. Storm Star) now deal extra non-physical damage from Strength and other damage bonuses. - Birds no longer glow green, and you will be less likely to get random "you may not save at this time" messages in areas with birds. v2.0.3: - I fixed a problem from v2.0 that had crashed the installer if Siege of Dragonspear wasn't installed. v2.0.2: - Birds no longer fly away from their selection circle when the game is reloaded. v2.0.1: - Areas with birds are safe to save in. v2.0: - I improved most of the starting powers for PCs and put in a bunch more abilities. - PCs now start with new passive effects depending on their class and kit, not just innate abilities. - I overhauled the powers of many NPCs. - Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2. - Many mod NPCs will gain their own unique powers. - PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing. - Over 30 custom kits will now get their own unique starting powers. - I created over 70 new mage and priest spells that can be learned by the party. - Over 40 spells from IWD:EE can now be learned by the party. - Various items have been added throughout the game. - Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get. - Various items have been modified or rebalanced. - The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters. - Many bugs have been fixed throughout the game. - Expect plenty more surprises. - High Power Baldur's Gate is now compatible with Project Infinity. - Four new components: ⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep ⦁ Increase the rate at which warriors and bards get proficiency points ⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution ⦁ Modify shorty save bonuses - The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style. - I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character. - Birds can now be interacted with as creatures. - Wyverns and other airborne creatures can now fly over impassable areas while outside. - Shadows and other spectral undead can now go through walls. - Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature. - Squirrels no longer constantly switch places with enemies. - Cows have a much cooler Great Leap ability. - Phase Spiders have a better teleport ability. - Spiders are now animals, with the exception of Wraith Spiders, which are undead. - The Flaming Fist are tougher than they were before. - Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs. - Greater Death Shades and some spiders have been weakened. - Ochre Jellies and Fission Slimes now have more reasonable attacks. - Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books. - Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points. - The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to. - Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is. - Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area. - Identify Creature now tells you the target's stats. - Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it. - Dimension Door is now a 1st-level spell. - Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf. - Polymorph Other and most similar spells and items now last 8 hours. - Minor Sequencer now properly allows you to store more than 3 spells. - Oracle now lets you know the name of the spell an enemy just started casting. - Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity. - Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage. - Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons. - Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab. - Ranger Charm Animal now lasts 8 hours and can be cast instantly. - Paladin Detect Evil is now a passive ability that can be turned on and off. - All druid shapeshift forms now have powers reflecting the powers those creatures have. - Some of the evil Bhaalspawn powers have been changed. - All PC Bhaalspawn powers now have 0 casting time. - Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability. [/spoiler] Compatibility: Since the mod gives unique starting abilities to each kit, it should give starting abilities to custom kits as well. If your PC is one of the following kits, they will get their own starting abilities, usually based on the abilities of that kit. Alchemist by @semiticgod Arcane Archer (fighter and fighter/mage versions) by @AionZ Archer (fighter and paladin versions) by @semiticgod Chaos Sorcerer by @argent77 Charlatan by @Raduziel Dreamwalker Shaman by @Ulb Lost Druid by @zupsky Mercenary by @Raduziel Militia Officer by @Raduziel Pale Master by @AionZ Red Soul and Green Soul by @semiticgod Seducer by @semiticgod Shadow Magic Kits by @AionZ Shapeshifter Fighter by @semiticgod Storm Caller Shaman by @Ulb Sword Dancer by @semiticgod War Hulk by @semiticgod Warhorn Shaman by @AionZ Warlock by @AionZ Witchlight Shaman by @LavaDelVortel Since the mod gives unique powers to NPCs, it is only fair for mod NPCs to also gain unique powers. If you have one of the following NPC mods installed, this mod will give them their own powers. Aura by @AionZ Drake by @AionZ Ellyrian by @CaloNord Emily by @Skitia Finch by @Bons Gavin by @berelinde Helarine by @Jackkel_Dragon Helga by @Skitia Indira by @Ghreyfain Ishlilka by @WarChiefZeke Isra by @Rhaella Kale by @Skitia Korax by @semiticgod Mur'Neth by @Andyr Sirene by @AionZ Tenya by @Coutelier Valerie by @Tempest Verr'Sza by @LavaDelVortel Vienxay by @Skitia Vynd, Littlun, Flara, Moidre, and Dave by @Glam_Vrock White by @LavaDelVortel Will Scarlet O'Hara from Northern Tales of the Sword Coast by @Aurelinus The mod also gives powers to enemies in certain quest/encounter mods. BG1 NPC Project by the BG1 NPC Project Team BG1 Unfinished Business by icelus, SimDing0, Ascension64, devSin, Idobek, CamDawg, SixOfSpades, and Echon Extra Expanded Enhanced Encounters by WithinAmnesia Northern Tales of the Sword Coast by Aurelinus Rough World by elminster Shadow Magic by AionZ Kit, NPC and quest mods must be installed BEFORE High Power Baldur's Gate for it to give powers to the content of those mods. Since this mod makes many changes to items and spells, it is currently not compatible with Item Revisions or Spell Revisions. NOTE: You MUST install EEex in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so you will need to be on Windows to play this mod. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.

Download

Android Mod Request

$
0
0
Hi guys, I'm currently playing BGEE on Android (version 1.3.2079). I would like to mod it but unfortunately, I have no PC right now. I've noticed some request threads for Android mods here so how does this work? Can I post a list of things that I want and some good soul will upload these files for me? I'm a minimalist so I'm looking only for a very few modules from BG2 Tweaks and BGT Tweaks.

[v1.31] Recorder, a gnome lorekeeper NPC for BG:EE + SoD

$
0
0
8f4dx15wznft.jpg

Introduction

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

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

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


Details

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

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

Kit

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

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

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

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


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

Mod Content

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

vrnc5gnk0ds9.png



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

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

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is Spring.

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

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

How to make a simple Mod

$
0
0
Hi All,

I'd like to make a very simple Mod installer that just installs/uninstalls the files needed to remove the XP Cap. Basically I just want to copy them into the override folder (which I've already done), but I'd like it packaged as a MOD for easy Uninstallation. If anyone could give me a a clue how to get started or an example .tp2 file to base it on I'd be eternally grateful!

The files I mean are:

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

Thanks a lot
Dave

Yet Another Weidu Question

$
0
0
Hi,

How does Weidu know if a mod is installed or not?

When I run the MacWeidu installer, if the mod is not already installed it gives the options "Install", "Uninstall", etc., but if it is already installed it gives "Reintall", "Uninstall", etc. How does it know?

Thanks a lot
Dave



[mod] ForgeIt - IWD: new forgeable artifacts for IWD EE

$
0
0
Now not only FindIt - IWD is an option. ForgeIt - IWD joins the list of IWD EE mods!

ForgeIt-IWD adds a set of 8 new powerful artifacts to your Icewind Dale EE game. But you don't just find them and put them to use. First you have to find all the needed elements and return them to their former glory: just like the Wave or The Equalizer in Baldur's Gate 2. Elements of the new items are scattered throughout the whole game, including HoW and TotL campaigns. There's also an optional component that makes Icasaracht Scale Armor a bit more powerful. While originally it had the statistics of usual White Dragon Scale, let's remember Icasaracht isn't just some white dragon, but a really powerful matriarch. The optional component adds some extra power to the armor made from her scales as well as makes the item icon a bit more shiny.

Download
Forum

How to edit "find Familiar" to have several Familiars in one party?

$
0
0
i am triyng to edit the "find familiar" Spell so several partymembers can summon one.
I´m using Near Infinity to do so and I found two related opcodes:
#192 (0xC0) Spell Effect: Find Familiar, that I think just picks the right familiar for the given alignment.
and
#196 (0xC4) Spell Effect: Familiar Block (or "disable Familiar)

But i cant find the #196 neither in the .cre nor in the .spl file of the Familiar/Spell.

Is it even possible to change that feature? Or is it hardcoded in the opcode #192 ?

I am greatful for every Hint.

Imoen Romance V3.0 Release

$
0
0
For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

[mod] Will of the Wisps - Shamanic enhancements

$
0
0
"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class. Some information from the readme: The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years. Screenshots:
NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest. Weasel Mods Download Link Dropbox Download Link

bg1 character transfer from gatekeeper

$
0
0
i am using bg1 and gatekeeper. made a load of modded character files in gatekeeper and they look good.
but, i have no idea how to get them to show up in the bg1 game. i mean showing up such as gold, xp, stats etc.
adjusted a bit. how do i move the modded stuff into my load file in bg1?

[Kit Mod] The Artisan's Kitpack

$
0
0

The Artisan's Kitpack is a collection of original kits and kit reworks for the PC and certain NPCs.

The Hivemaster and Warhorn Shaman are compatible with Deities and Avatars.

Fighter
Arcane Archer
  • Emily (must be installed after kitpack)
Berserker
Kensai
Vanguard
  • Khalid

Ranger
Dark Hunter
Rashemi Berserker
  • Minsc only

Paladin
Divine Champion Mystic Fire
Blackguard

Druid
Hivemaster
Thief
Assassin
  • Montaron
  • Hexxat
Magekiller
Rogue Archer
  • Imoen

Bard
Go check out Bardic Wonders.

Shaman
Warhorn Shaman
  • M'khiin

Sorcerer
Dragon Disciple
Pale Master

Any good Item pack mods?

$
0
0
Are there any good item pack mods other than unofficial and the item pack thats from spellhold? I tried the item pack from spellhold but it doesn't work well for EE. Most of the items when upgraded or merged with other items become unusable.

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

$
0
0

Simple Soundsets

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

Expanded Soundsets

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

Prepping Your Soundsets for Distribution

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

[MOD] Trials of the Luremaster for BG2:EE

$
0
0
The Icewind Dale expansion "Trials of the Luremaster", made available for BG2:EE, Siege of Dragonspear and EET.

Download: Trials of the Luremaster for Baldur's Gate (latest) (90 MB)

Alternate download: Trials of the Luremaster for Baldur's Gate (latest) (90 MB)

The quest starts by talking to the halfling Hobart Stubbletoes, who can be found either in the Umar Hills Inn (SoA), Amkethran Inn (ToB) or in the southeastern area of the Coalition Camp (SoD). In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs. The mod is available in the following languages: English, French, German, Italian and Russian, Spanish and Polish. Available components: 1. Trials of the Luremaster (requires BG2:EE, SoD or EET patched to 2.0 or higher) This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. (Recommended party strength: level 11 or higher.) The mod makes a number of slight changes to the adventure to bring it more in line with the Baldur's Gate universe. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. Moreover, several events, scripts and creature animations have been expanded, improved or adapted to Baldur's Gate style. 2. Rebalance weapons and equipment (requires the main component; not available for SoD) Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants. Note: Because of balance reasons this component is automatically installed by the main component "Trials of the Luremaster for Baldur's Gate" in a Siege of Dragonspear game. 3. Reduce experience from monsters and quests (requires the main component) The whole adventure allows you to earn about 300,000 to 400,000 XP which can be too much depending on when or where you start the quest. This component allows you to reduce the experience gained from killing monsters or granted by completing quest stages. You can choose from the following options:
  1. Reduce by 25 percent
  2. Reduce by 50 percent
  3. Reduce by 75 percent (Recommended if you start the quest in the Coalition Camp, Siege of Dragonspear campaign.)
  4. Grant no experience
Screenshots [spoiler]New items... New spells... New monsters... Challenging combat... The story begins... [/spoiler]
Viewing all 11774 articles
Browse latest View live