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What mod NPCs would you like to see compatible with BG2EE?

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Hi all,

Just wanted to ask what NPC mods you guys and gals would like me to look into ensuring work with BG2EE. I'm not promising anything, and we're not there yet, but given my time commitments I figured getting an idea early would be a good idea!

BG:EE - Modding made easier

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Dear modders,

Overhaul have said that one of the selling points of BGEE is that modding is easier. Ive heard some modders say that it is actually easier, but noones really ever said why. So my question to you modders is, what does BGEE do that makes modding easier for you guys?

As someone who knows little about modding, it would be interesting to know.

Multiple romances

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I don't have the time to play the BG games that often, so I like to experience as much new content every time that I can. So I have the Ninde NPC installed, and I'm wondering whether romancing her will interfere with the romancing of Neera.

What happens here?

How to add a new animation?

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As the topic says, anyone with insight on this? My issue is that I've created a recoloured set of the BAMs for the air elemental. I don't just want to replace the regular air elemental BAMs with the recoloured ones as I don't want all air elementals to look that way - so I need to create a new animation "slot" that I can then use for a new creature.

Thoughts so far:

1. Animations seem to be listed in ANIMATE.IDS. The order seems somewhat arbitrary though - my last current entry is "0xE0D0". If I were to add a new entry, how do I know what 0x-designation it should have?

2. Even if I can properly add a new entry in ANIMATE.IDS, how do I attach the recoloured air elemental BAMs to it? I haven't managed to find a filetype yet that controls which BAMs are used by what animation slot.

Kelsey Hotkeys

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Does someone know how to remove these hotkeys under K and L button? Im using BPseriesAI which uses those buttons in scripts and its annoying coz Kelsey hotkeys overrides BPseriesAI ones :/

Unused items in BG:EE

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I've recently started tinkering a bit with Near Infinity and wanted to replace a few items with custom ones. I don't want to alter the game balance, so I'd rather not alter items that are actually found in game, even if just equipped by creatures to grant effects.

So what I'm asking is, does anybody have a list (even an incomplete one) of item files that were not added into the game? For example, I figure I can freely alter the various versions of Narbucchad's Demise, but thoughtlessly replacing a helmet with a custom sword might screw up whoever was equipping it.

Use Any NPC Item - Add-on for Use Any Item HLA.

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Attached is a zip file containing the following modified items:

[spoiler]Flasher Launcher
Jansen AdventureWear
Bow of Arvoreen +2
Corthala Family Armor
Cloak of the High Forest +1
Jansen Spectroscopes
Jansen Techno-Gloves
Firecam Full-Plate Armor
de'Arnise Signet Ring (also allowed item to be moved/dropped)
Delryn Family Shield
Staff of the High Forest +2
Sword of Arvoreen +2
Yoshimo's Katana +1
Hallowed Redeemer +2
Corthala Family Blade
Entropy +2
Chaos Blade
Moonlight Walkers
Glimmering Bands
Neera's Staff +1

I think that's all of them. If I have missed anything, do let me know.
[/spoiler]

Use Any NPC Item - Primary component.

I did not bother to make a WeiDU install script, but can do so if people would prefer. Just copy the files to the override folder. As standard, I have not removed the "Usable by [NPC Name]", but an optional blank item_use.2da is also attached if seeing the alignment and class restrictions is preferable.

Blank item_use.2da - optional, displays Usable/Unusable list instead of just the character name the item is intended for.

Please note that other restrictions such as class and alignment still apply to characters without the Use Any Item ability, but can still be used if they meet the requirements. I have left some items, such as Boo, as they currently are.

[spoiler=Hexxat]
Likewise for Hexxat's amulet. Hexxat, from a lore point of view, should not be able to use certain items (for what should be an obvious reason). I will, however, make an optional component if it is desirable.
[/spoiler]

A cool mod would be one that lets NPC's have strongholds

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I'd like to see Minsc and Boo as the epic rangers of Imnesvale
The Planar Sphere can belong to Edwin, Nalia, Imoen, etc.
Perhaps the Order can grant MAZZY the knighthood she so richly deserves (poor gal, love her)
Jan or Yoshimo with the Shadow Thieves
Archdruid Jaheira would make my day

My only problem would be Korgan being in charge of Nalia's keep... "work harder ye good fer nuttin' bastards"
It would be nice to see the keep go to Keldorn or Rasaad or even Valygar. Or maybe they can all rule... Korgan and Keldorn fighting over trade policy :D

PaintBG for all BG platforms

Player How-to: Getting Mods to work on EE, part II

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Step One

Install them as normal.

If you get some time of error message (likely along the lines of it not being to find dialog.tlk) because the mod is using an old version of WeiDU, replace the setup-foo.exe program (or just setup-foo for you OS X/Linux users) with the latest copy of WeiDU appropriate to your platform.

Step Two

Go look at the old directions. Seriously, go look. Now everyone go love on @Wisp for making them all completely unnecessary.

Please note: Some mods still need to be updated for other compatibility issues, but getting an EE-enabled WeiDU is a massive step forward. In the meantime, you can enjoy a slate of G3 mods that have received EE-compatibility updates: a couple of portrait packs, Mur'Neth NPC, or the ubiquitous BG2 Tweak Pack (which, despite its name, runs fine on EE).

When we get around to BGII:EE, we'll have P&P Celestials, G3 Anniversary, Amber, and Auren Aseph waiting (and hopefully more).

Here's how to use custom portraits

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Well, I guess the thread title is self-explanatory. This is an updated and expanded version of the original post, which I hope will be lot more helpful.

Many many thanks to everyone who contributed to this thread with further advice and/or questions.

1. PORTRAIT FILES

1.1 File format and dimensions

Portraits for BG:EE are 24-bit bitmaps (.BMP). You can save images in this format using practically any image editor such as MSPaint, Adobe Photoshop or GIMP. (Check Item 6 for more info)

To use a custom portrait, you need 3 versions of an image (only 2 are required, though) with different dimensions (width x height, in pixels):

Large - 210x300 (not required - character creation screen)
Medium - 169x266 (for the character record screen)
Small - 54x84 (for the right sidebar of the game screen)

1.2 File naming conventions

You can name your portraits however you want, as long as you follow these rules:

· NO spaces.
· Between 1 and 7 characters (not counting the size letter, see below)
· End with the letter L, M or S, according to size.

e.g.: mulderL.bmp (large), scullyM.bmp (medium), krycekS.bmp (small).


2. THE "PORTRAITS" FOLDER

In order for your portraits to show up in BG:EE, you must place them in an specific folder, named "Portraits" (without quotes). This folder is not created when the game is installed, so you must create it yourself.

2.1 Where to create your "Portraits" folder

On Windows: go to your User(s) folder. You know, the one that has My Music, My Pictures, and so on. Now follow this path: My Documents > Baldur's Gate - Enhanced Edition. That's where you must create your Portraits folder.


3. USING CUSTOM PORTRAITS

Once you have the right files on the right folder, all you have to do is select the portrait inside the game.

3.1 On a new character

When creating a new character, once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

(hit the spoiler button to see image)
[spoiler] image[/spoiler]

The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.2 On a previously created character

If you're already playing a character and want to change it's portrait, go to his/her Record screen and hit the button labeled "CUSTOMIZE", then "APPEARANCE".

Once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.3 On an exported character

Changing the portrait of an exported character is just a little trickier. There are two ways you can do so:

3.3.1 Via importing/re-exporting

Import your character into a new game (or into a loaded multiplayer game), and then follow the steps on 3.2. After doing so, you can export it again so it'll remember your portrait selection.

3.3.2 Using a game editor

You can also use EEKeeper. Open your exported character using the program and click the "Change Portrait" button. You will notice your custom portraits are now listed along the others.


4. HOW TO CHANGE NPC PORTRAITS

As you probably already know, it's not possible to edit a NPC's portrait or soundset using the Customize menu under their record screen.

If you want to do it, however, you don't really need to use a game editor. There's a simple method that will not only apply to any game (new or previously saved), but it's easily reversible.

All you need is to have portraits that use certain specific file names which will be recognized by the game as the original portraits and be shown instead.

These files can be put on your Portraits folder. In fact, be careful not to use these names if you don't want to change a NPC's portrait. Though you will be able to select it for your character, the substitution will still occur.

To revert the process, simply rename or remove the files from your Portraits folder.

Hit the spoiler button to view the list of NPCs and their respective file names:
[spoiler]Ajantis - AJANTISL.bmp, AJANTISM.bmp, AJANTISS.bmp
Alora - ALORAL.bmp, ALORAM.bmp, ALORAS.bmp
Baeloth - BAELOTHL.bmp, BAELOTHM.bmp, BAELOTHS.bmp
Branwen - BRANWENL.bmp, BRANWENM.bmp, BRANWENS.bmp
Coran - CORANL.bmp, CORANM.bmp, CORANS.bmp
Dorn - DORNL.bmp, DORNM.bmp, DORNS.bmp
Dynaheir - DYNAHEIL.bmp, DYNAHEIM.bmp, DYNAHEIS.bmp
Edwin - EDWINL.bmp, EDWINM.bmp, EDWINS.bmp
Eldoth - ELDOTHL.bmp, ELDOTHM.bmp, ELDOTHS.bmp
Faldorn - FALDORNL.bmp, FALDORNM.bmp, FALDORNS.bmp
Garrick - GARRICKL.bmp, GARRICKM.bmp, GARRICKS.bmp
Imoen - IMOENL.bmp, IMOENM.bmp, IMOENS.bmp
Jaheira - JAHEIRAL.bmp, JAHEIRAM.bmp, JAHEIRAS.bmp
Kagain - KAGAINL.bmp, KAGAINM.bmp, KAGAINS.bmp
Khalid - KHALIDL.bmp, KHALIDM.bmp, KHALIDS.bmp
Kivan - KIVANL.bmp, KIVANM.bmp, KIVANS.bmp
Minsc - MINSCL.bmp, MINSCM.bmp, MINSCS.bmp
Montaron - MONTARL.bmp, MONTARM.bmp, MONTARS.bmp
Neera - NEERAL.bmp, NEERAM.bmp, NEERAS.bmp
Quayle - QUAYLEL.bmp, QUAYLEM.bmp, QUAYLES.bmp
Rasaad - RASAADL.bmp, RASAADM.bmp, RASAADS.bmp
Safana - SAFANAL.bmp, SAFANAM.bmp, SAFANAS.bmp
Shar-Teel - SHARTEL.bmp, SHARTEM.bmp, SHARTES.bmp
Skie - SKIEL.bmp, SKIEM.bmp, SKIES.bmp
Tiax - TIAXL.bmp, TIAXM.bmp, SKIES.bmp
Viconia - VICONIAL.bmp, VICONIAM.bmp, VICONIAS.bmp
[/spoiler]

Example: placing IMOENM.bmp and IMOENS.bmp on your portraits folder will make Imoen use these portraits instead of the original.


5. TROUBLESHOOTING

5.1 My custom portraits don't show up at all! (may or may not include: The "CUSTOM" button on the portrait selection isn't even there!)

Are they in the right folder? Double-check the path and if yes, make sure there aren't any typos on the folder name.

Was the game running before you put them there? If you change the contents of the Portraits folder while the game is running, you need to restart it in order for any changes or additions to be applied.

5.2 The file names show up but not the portraits - all I see is a blue silhouette with a question mark!

Make sure the files are 24-bit bitmaps.

If you are using MSPaint, the program will often save .bmp files as 32-bit, even if you specifically select the "24-bit bitmap" file format.

Simply changing the extension of .JPG images will not work. Open up the files in an image editor and save them as bitmaps.

If you're not sure on how to do that, read the next section.


6. A QUICK GUIDE ON EDITING AND SAVING IMAGES

If you're having problems saving or resizing your custom portraits, here are a few tips:

6.1 Resizing and proportions

To learn how to resize an image using MSPaint, check out this link (thanks to @SableRhapsody).

Now, most of the times the image you want to use as a portrait is not on the right proportions, and you most likely don't want it to be all streched or distorted when you save it. So how do we get around that?

You need to edit the image so it'll better "fit" inside the portrait dimensions. Using MSPaint to do that isn't the most practical way (you'll find out why soon enough), but if you really want to try, @Dee posted a quick guide right here.

Truth is, you are better off using a more sophisticated image editor. It doesn't take a graphic designer to do simple resizing and cropping - only patience and a few minutes to learn. I'll give you some tips on how to do it using free software - I figure if you are an Adobe Photoshop user, you don't need help with this.

6.1.1 Using Paint.net

(coming soon)

6.1.2 Using GIMP

[spoiler]GIMP is a free (and pretty powerful) image editor. In fact, it might be overkill for the task at hand (it's a 70MB download and it'll take around 150MB once installed), but it's a nice option if you also want to start fiddling around with other stuff (brightness, contrast, colors, etc). However, that's beyond the scope of this guide, at least for now.

To make a portrait using GIMP, follow these steps (hit the spoiler buttons to see the images):

1) Start by clicking File > New. This will open a "Create a New Image" window, where you'll set the file's width to 210 and the height to 330. Keep every other option as it is and hit OK. Now you have a window that looks like this:
[spoiler]image[/spoiler]

2) Go to the folder where the image you want to edit is. Click the file and drag it into the GIMP window, more specifically, into the image area (trust me, it'll work). Once you do that, you should see only part of the image inside the portrait dimensions. Don't worry, we're making progress.
[spoiler]image[/spoiler]

3) Now, take a look at the right part of the screen. There's a small window there named "Layers - Brushes", right? Notice that now that you've dragged your image into GIMP, there's a layer there named after your original image. In my case, here, it's "wizard". Make sure this layer is selected by clicking on it.
[spoiler]image[/spoiler]

4) Now, take a look at the left part of the screen. There's a rather tall window there named "Toolbox - Tool Options". What we want to click there is the MOVE tool, which is highlighted on the next image. Click that icon.
[spoiler]image[/spoiler]

5) Now try clicking and dragging inside your new portrait area. You will notice this area is actually a canvas, or a bounding box. Although not completely visible, the entire image is still there. Move it around until it's "framed" exactly as you want. If you want to zoom out and show more of the image, follow the next step.

6) To resize your layer, select the SCALE tool (highlighted on the next image) by clicking on the icon and then click anywhere on the image. You will notice a small "Scale" window showed up, and the layer is fully visible, with a grid over it. Click on one of the layer's corners and drag it to resize it. If you hold CTRL, the aspect ratio will be kept, avoiding any distortions. Once it's done, you'll need to reposition your layer. Use the MOVE tool again as necessary.
[spoiler]image[/spoiler]

7) Once you're happy with how your portrait looks, it's time to save it. Hit File > Export, and on the Export Image window's lower right corner, hit the dropbox that says "All Export Images" and select "Windows BMP Image (*.bmp)". Select the folder where you want to save it, type in an appropriate name and hit Export.
[spoiler]image[/spoiler]

8) Now, before the image is saved, an "Export Image as BMP" window pops up. This is an important step - you need to expand the "Advanced Options" menu and select the "24 bits" option (R8 G8 B8). This will make sure the portrait works. Hit export and you're done...
[spoiler]image[/spoiler]

9) ...or almost. We still need the other sizes, right? To resize a whole image in GIMP, go to Image > Scale Image. On the "Scale Image" window, edit the width and height according to the M and S dimensions. Notice that unless you click the little "chain" button, the other axis will automatically adjust to keep the image proportional. Sometimes the measurements will be off by one or two pixels (the medium image will be 169x267, and the small 54x85, for example). This is okay.

10) Once you resized the image, follow step 7 to export it again to another BMP file.[/spoiler]

change ranger alignment restrictions?

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Is there a way to remove ranger alignment restrictions without creating a fallen ranger? I can't see any reason whatsoever that a stalker would *have* to be good. The alignment itself is obviously easy to change, but I want to avoid my character falling if my rep gets too low. Are there any mods that do this, or can I do it in shadowkeeper?

Any mods that add content (like sidequests and areas) to Throne of Bhaal?

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I always found Throne of Bhaal a bit... linear. I love the overall story and think it fits well into the Bhaalspawn Saga (SoA was a better game but a bit less integral in the story of your PC's divine essence) but I always felt it could use a bit more meat.

Is there anything that adds quests to ToB? Maybe some more encounters or something like Watcher's Keep?


PS: In addition to Ascension

The BG NPC project

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Hi,

I loved the NPC Project mod for the original game (the Tutu version I think), which added the ability for party members to engage in proper conversations with you and thus included a host of new dialogue.

Firstly, has this or something similar been included in the EE?

Secdonly, if not, can the EE be modded?

Thanks

Matt

Revised Hell Trials for BG2EE?

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This was originally part of the Quest Pack and added neutral choices to the Trials. I feel that there's no reason why a character couldn't end up somewhere on middle ground.

Sooo, anyone know if this bit is getting updated, or can be updated?

Looking for Icewind Dale, IWD2 plus the expansions, sound sets

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As the title says. Does anybody know where i can download the sound sets from IWD, IWD2 & the expansions?
Would be very grateful, cheers.

Mods you wouldn't go without - Tell people about your favorite BG I mods!

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Please note we are in BG1- section of forums!! Only BG1 mods please!


Most people present have been (occasionally..) playing Baldur's Gate for a very long time now. I think it likely most people have come across a mod or two they think so highly of that it has turned into an integral and essential part of their BG experience. Let's talk about those mods! Which ones are invaluable to you?Why?

Please provide name of the mod, status of compatibility with EE and some relevant link or another if you know of any.Describe the mod briefly! Excessive mod listings are welll and good and can be incredibly handy. It's just that bare name of a mod isn't a very meaningful thing for somebody who has never tried it or played BG all that much.

Ideally, this thread might increase visibility and generate well earned buzz around few excellent if a bit overlooked mods.

- - -


BG1 NPC Project

Starting such listing with the BG1 NPC Project makes a highly obvious choice for me. Not sure if I've ever seen a mod for *any* game enhancing and improving atmosphere of the vanilla experience as much as the NPC project does.

The BG1 NPC Project is all about ensuring the days of silent,empty joinable NPCs are over. The mod adds several hundreds of banters,few quests and romances. Significant portions of the content is of very high quality. Dialogue written usually suits mood of the game and the NPCs perfectly. The mod is all about immersion, atmosphere and making the NPCs and Player Character richer in flavor. Don't expect any additional mobs to kill etc. Great deal of the new dialogue is all about interjections and reactions to surroundings. Mod kicks in and shows it's teeth the moment PC and Imoen arrive to Gorion's body. It doesn't just make the NPCs richer but also adds great deal to the environment, world as a whole. I much appreciate how, despite adding a drastic amount of new content, NPC project still manages to stay loyal to the original atmosphere.

Due to the nature of this mod, there is nothing to consider in terms of game balance. It won't be handing you game breaking amounts of XP(or any XP at all, iirc)) or some imbalanced extra gear or such.

As made apparent enough by my rampart fanboyism, I've come to think extremely highly of the NPC Project. To a degree where any intention to start a single BG:EE playthrough without it flew out of window as soon as I heard our valiant @LiamEsler is busy(!!!;p) crafting a BG:EE friendly version of it.



BG:EE Compatibility status: In progress!

Relevant links:
http://forum.baldursgate.com/discussion/9744/the-bg-npc-project/p12
Local thread for local people, about the up and coming BG:EE version of the mod.

Original home&place of birth of the mod:
http://www.gibberlings3.net/bg1npc/

Pocket plane listing, comes with pile of other mods similar in nature and spirit
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=134&Itemid=94


There is an excellent G3 forum devoted to the mod. Seems to come with pretty interesting sub forums too
http://forums.gibberlings3.net/index.php?showforum=45



- - -



Nice to have seperate forums for BG&BGII now. Just wanna try bringing little more life here, really;p

Your turn! Please add mod you like to the list. Explain what makes it awesome. Is it available in BG:EE?

Way to keep neera and edwin, keep rashaad while siding with bodhi

General BGEE Customization

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1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition
Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too.

Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
section string,
name string,
value string
);
INSERT INTO options ROWS (
'Program Options', 'Debug Mode', '1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one.

Start up your game and either create a new game or load a save. Hit Ctrl+Space
This will bring up a window where you need to type in the following:
CLUAConsole:

Useful Console Commands

CLUAConsole:ExploreArea() Set current area to fully explored

CLUAConsole:SetCurrentXP("[Number]") Set XP for selected characters
Example - CLUAConsole:SetCurrentXP("1000") will SET the current character at 1000 experience points.

CLUAConsole:AddGold("[Number]") Sets the party gold
Example - CLUAConsole:AddGold("1000") will give the party 1000 gold.

CLUAConsole:CreateItem("[Item name]") Creates an item in the leaders inventory
Example - CLUAConsole:CreateItem("SW1H01") will create a long sword.

CLUAConsole:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway.
Example -
CLUAConsole:CreateItem("POTN08", 10) will create 10 potions of cure light wounds.
CLUAConsole:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges
CLUAConsole:CreateItem("scrl75",99) 99 Identify Scrolls

For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items.

CLUAConsole:CreateCreature("[CRE FILE]") Spawn a creature
Example - CLUAConsole:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE

Example:
CLUAConsole:MoveToArea("[Area Name]") Move selected characters to an area
Example - CLUAConsole:MoveToArea("AR2300") will move the player to the Friendly Arms Inn.
From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes.

CLUAConsole:WriteScript("[Directory Name]") Output scripts to directory
Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts.
Example - CLUAConsole:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install.

CLUAConsole:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - CLUAConsole:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2

CLUAConsole:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - CLUAConsole:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window.
CTRL + F : Change Selected face position
CTRL + S/A : Change Selected Animation Sequence
CTRL + I/L : Play Selected Animation effect on Selected
CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use)
CTRL + J : teleports selected party members to position under cursor
CTRL + Q : auto-recruit creature under cursor into party
CTRL + R : insta-restores any creature under cursor- also removes any effects
CTRL + Y : insta-kills creature under cursor
CTRL + T : Advances game time by 1 hour
CTRL + P : Center screen Selected
CTRL + G - Display loaded area ref
CTRL + M/Enter : Display current info about your location
CTRL + N : Freeze screen for 5 seconds
CTRL + 1 - Display Selected Animation armour level
CTRL + 3 - Fade Screen to black
CTRL + 5 - Display Selected current Animation frame/Sequence
CTRL + 6/7 : Change Selected animation
CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00)

I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting:
'Game Options', 'Color Circles', '0',

You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed.
'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet.

Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player.

Navigate to this folder and place your scripts below to use in-game:
\Baldur's Gate Enhanced Edition\Data\00766\scripts

You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time.
To use 'Hotkey' scripts:
1 - Assign the script to your character.
2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple.
3 - You can use the key as many times as you like.
4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs"

For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI.
Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC

IF
HotKey(D)
THEN
RESPONSE #100
AddexperienceParty(24000)
END

IF
HotKey(C)
THEN
RESPONSE #100
AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
HotKey(D)
THEN
RESPONSE #100
AddSpecialAbility("spin101") // Cure Light Wounds
AddSpecialAbility("spin104") // Larloch's Minor Drain
AddSpecialAbility("spin105") // Horror
AddSpecialAbility("spin106") // Vampiric Touch
DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
HotKey(A)
THEN
RESPONSE #100
SetGlobal("Chapter","GLOBAL",4)
RevealAreaOnMap("AR0900")
IncrementChapter("Chptxt5")
AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
HotKey(D)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
CutSceneId(Player1)
FadeToColor([30.0],0)
Wait(2)
LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
LeaveAreaLUA("AR0900","",[2830.2330],0)
ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
Wait(2)
MultiPlayerSync()
FadeFromColor([30.0],0)
EndCutSceneMode()
END
Anyone can cast a spell
   
IF
HotKey(D)
THEN
RESPONSE #100
ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info.
http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder.

image

Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL
Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard.

- Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc)
- Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A
- Do this for the entire series of sounds A-Z
- Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses)
- Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done
Done!

If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI.

More stuff to come.

Which mods for in-progress games?

$
0
0
Hi all.
Which mods from the Mod List can you safely add to in-progress games?
Thanks,
Daniel
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