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PLS DELETE! [MOD]: Original BG1 spellcasting sounds for BG2/1 EE!

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No more "Manus, Potentis, Paro", I say! Do you want to have the more evil casting sounds from BG1 back? So do I.
Extract the zip-file into your "override" folder (under Data\00783\Override) and there you go!

Enjoy! Long live Baldurs Gate <3

Akuro

EDIT:
Ho there, I guess I was too fast! This one was intended for BG1 EE - so forget about it, as they are unnecessary for BG2 EE! [;)]
(Changed the topic title to BG1)

Admin:
Please delete this post! Thank you!

I require modding tools!

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I'm making my first Baldur's Gate mod. A new NPC with all the things that go along with that.
Before I start blindly stumbling around, I figured I would ask those in the know.
So recommended tools, tutorials would be greatly appreciated.

Creating and implementing NPC's, dialogue, areas, items, music, voice. All that great complex stuff.

I had hoped with the release of the Enhanced Editions there would be some shiny new modding tools. But I have yet to see any. I guess it's old school for me!

Ascension problems BG2EE

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I can't install the ToB stuff (enhance all the boss fights).
It says: it can't find the [Data/25Dialog.bif]

Anyone know something about this? Any help is appreciated

BG2:EE Scripting Enhancements

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These are some notes I included in the BP Series changelog, but I thought some scriptors might find it handy. This is far from a complete list of new functions; one is new, one has been there since BG2 but hidden in code. Please, feel free to add more insights to this thread, dev's and modders alike. Nicer to keep them in one place, if possible. :-)
SCRIPTORS: Look for the new ACTION.IDS entry described above, installed by BP Series:

34 UseItemExt(S:Item*,O:Object,I:Slot*SLOTS,I:Abil*)

--First 2 entries, just like UseItem("potn08",Myself). Slot set to 0 by default, means Any Slot. Haven't tested non-zero. Ability is the item extended effect number (0=main,1,2). Works for weapons and also items with > 1 ability.

This works in BG:EE, BG2:EE, and BG2:ToB (the code was there all along, who knew until now?) *Thanks go out to Avenger_TeamBG, for this fine discovery!*

You can add this on your own, or to your own mod as you desire. Hopefully by posting it here, we can keep the same nomenclature between mods. It gets messy when you have > 1 name for the same function. This might be officially added to EE some day (???), but for now here it is.

TRIGGER.IDS (Available in BG2:EE, installed by default)

0x40E0 NextTriggerObject(O:Object*)

This is a VERY handy function. It allows you to check things like Globals, Range, etc etc on another creature! Things are now possible, that could only be dreamt of before. And there may be more goodies to come, in the future.

Example of use:

IF
HaveSpell(WIZARD_FIREBALL) // Locked & loaded
See(NearestEnemyOf(Myself)) // My fireball target, there they are
!Range(NearestEnemyOf(Myself),15) // Am I w/in the fireball's range?
NextTriggerObject(SecondNearestMyGroupOfType([PC])) //My second nearest buddy
!Range(NearestEnemyOf(Myself),15) //Is my buddy in fireball range?
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_FIREBALL) //Blast them!
END
This also works in an OR() function, and does not require an extra count on the OR's.
1 set of NextTriggerObject & Conditional Check = 1 count of OR

BG:EE / BG2:EE "Vanillalizer" ?

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Heya,

I was wondering : Does anyone else sometimes feels like a "Vanillalizer" mod would be... well, kinda cool for BG:EE / BG2:EE to remove any of the "new" content that ... well, kinda stands out ?

Not to be disrespectful, but due to my knowledge of the game, the new NPCs are screaming "LOOK AT ME I M MODDED CONTENT" whenever I play with them, and it irks me to no end to have to play with these.

It's not just the content itself, but how it was implemented : IE, new NPCs often don't have as much spoken (As in, "with a sound file") dialog as vanilla NPCs (A prime example of that is right before confronting Irenicus, where every NPC will talk to you, except... well, you got it : Modded ... err ... Enhanced NPCs)

Finally, and it's the cherry on the cake for me : There's no official foreign dub (except German for BG:EE) for these NPCs, and if I ever want to play the game I like with the sounds i love, I feel like I'll just have to part with these characters to feel a real experience.

[MOD] Psionics Unleashed ver. 0.3 (new update; bg2ee support)

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Psionics Unleashed is a BGII mod that aims to add a fully functional psionic system and psionic character classes based on 3.5 ed. Dungeons & Dragons. Because of the nature of the Infinity Engine and because Baldur's Gate games are based on the 2nd ed. of AD&D, this reproduction couldn't be 100% faithful and some compromises had to be made along the way.

The mod works with Baldurs Gate: Enhanced Edition, Baldurs Gate II: ToB and the following conversions: (Easy)TUTU, Baldur's Gate Trilogy, Classic Adventures.
PSION: Psionics is the art of tapping the mind's potential and the psion is its master. Unlike a priest or wizard, the psion relies on no outside energies to give him power. His power comes from within: he alone gives it shape. He depends on the intense and continual study of his own mind to unlock its full potential. As long as his mind and body are rested (that is, as long as he has not depleted his power points) his powers are available to him.

Advantages:
- Uses a special power point-based "spellcasting" system.
- Gains bonus power points for a high inteligance score.
- Can wear light armor (armor does not interfere with manifesting powers).

Disadvantages:
- Cannot wear helmets.
- Can only use the following weapons: spears, quarterstaff, crossbows, clubs and daggers.
- Is recognized as a mage.


Visit mod forum at SHS

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Brick +2 mod

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Can someone modify that weapon removing the aura of wild effect? I really want to use it but that area effect really make the weapon worthless. Oh, an if not to hard or too much to ask , to make the melee damage of this war hammer bludgeoning ( as it should be ) and not piercing or missile damage ( as it is now )?

How to change a characters stats?

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I played BG back in the old days and I'd like to start my character in BGIIEE with those stats. However BGIIEE on the mac crashes when I try to import either a character file or a saved game from tales of the sword coast.

so I'd appreciate any help on how to set character stats, I can live without the equipment. Thanks!

[Mod Request] Familiar Treatment

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Just wondering, would someone more competent than myself mind adding the following conversation option to the Familiar conversation tree?

"Here, drink this."
Close conversation, take one healing potion from your inventory and familiar uses it.

Without a healer or a regenerating familiar a nice in character treatment option like this would be wonderful, and stop me having to rest eleven days before my pet rodent stops being a sissy.

ranger wears robes mod?

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is there a mod where ranger or fighter wears robes? shooting arrows, with cloak, instead of armor?

Can't find the spell duration in DLTCEP

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As in title: I have almost every parameter but for some reason I cannot find the spell duration one. There is "simplified duration" box but it's greyed out and not possible to change.

There is something in "Tools" but all are set to 0 and if this is the way to go, then I don't know how to change it.

Basically I want to change Greater Elemental Summoning duration from 1 turn to 1 round/level.

[Mod Proposal] Playing BG2:EE content without the new NPCs.

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I've been fairly vocal about my dissatisfaction with having to take alone the new NPCs just so you can experience the new areas. So I decided to test out how much of it you can play without the NPCs. It seems like you can do alot of it, provided that you activate certain triggers via alternate means. For example you just need Rasaad to get the Heretic Temple map location, but you can then drop him from your party and complete the temple by yourself. Which got me thinking that maybe a mod could be created that removes such NPC centric triggers.

Here is an example of the very basic changes you need to make to Neera's questline, so you can do her content without having her in your party.

[spoiler]STEP 1: - At the Wild Forest (OH6000) Neera will be waiting. You can either have her join or dismiss her. If you dismiss her, she says she'll wait back and meet up with you at the campsite. However she never arrives to open the camp for you. So there needs to be something added to node #54 and 56 of NEERA.dlg to get her to trigger the open gate cutscene at the refuge map (OH6100). You don't need Neera to cross the broken bridge, since you can pick up the pebble item that does the same thing.

At the camp (OH6100), there needs to be a variation of OHCUT04.bcs that has Neera appearing without being in your party, so she can convince Hayes to open the gate. And then at the end of the cutscene, have her wait in her usual spot at the camp.

STEP 2: - Now when it comes to the campsite quests, you can receive and complete every single one without Neera. Except for the Daxus quest, you may receive it, but if you talk to Daxus without Neera he says that he wants to wait a bit until you bring different friends with you.

So we need to change that bit of dialog by setting this global (SetGlobal ("OHN_TELENA_PLOT","Global",3))
at somewhere like node #10 of OHNDAXUS.dlg , so we can actually talk to him.

Then when he refuses to come to the refuge we add this bunch of conditions somewhere in Order:4 of the dialog.

SetGlobal("OHN_TELANA_PLOT","GLOBAL",4)
SetGlobal("OHN_REFUGE_BURNED","GLOBAL",1)
HideAreaOnMap("OH6100")
RevealAreaOnMap("OH6200")
ClearAllActions()
StartCutSceneMode()
HideGUI()
StartCutScene("OHNCUT05")

That way the whole Red Wizard ambush can play out without Neera involved.

STEP 3: Now the last bit that is truly problematic is the burned camp (OH6200) because there is a bit of the script that hides the characters if you don't have Neera with you. So we go into the OH6200 script and remove lines 59 to 81 which have the OHN_REFUGE_INACTIVE Global. This will allows the characters to appear without Neera.

Now to get Telana to talk we need to go into OHNTELAN.dlg and remove the condition from the first dialog tree (Order:0) that says IfValidForPartyDialog("NEERA"), this will let us into the Red Wizard enclave. The only downside is that we need to provide some dialog paths for Telana to say what happened without getting cut off short, or else it seems a little abrupt.

Upon completing it, you can speak to each rescued mage and receive your reward like normal back at the refuge. However to get Telana to trigger the dialog tree (Order:6) we need to remove the IfValidForPartyDialog("NEERA") condition, but also provide an alternate path to the rest of the dialog without Neera's lines or else she will spam you with the same welcome line over and over while waiting for Neera to chip in.

Applying all these changes will let you do Neera's content with having to bring along Neera. However there is still the odd situation where we'd need to add alternate journal entries and dialog that exclude mentions of Neera. But this is just to show that it is possible to mod and rather easy.[/spoiler]

Rasaad's quest is equally easy.

[spoiler]STEP 1: - We need to have a bit of dialog with Rasaad in Trademeet that sets the global OHR_PLOT to 1 and the global time OHR_TIMER_CFIGURE to 6 or removes the timer completely.

STEP 2: - We need to remove InParty("RASAAD") and InMyArea("RASAAD") from AR0020.bcs or provide an alternate set of conditions if you don't have Rasaad. This will spawn the cloaked figure (OHRCLOAK).

Now in OHRCLOAK.dlg we need to provide an alternate bit of dialog that sidesteps Rasaad's dialog and sends us directly to Ext.ref #7 which will give us the Amphitheatre location.

STEP 3: - At the Amphitheatre (OH4000) we need to trigger Hammerhelm's recruitment speech without Rasaad in party. So we just remove IsValidForPartyDialog("RASAAD") from OHRHHELM.bcs. And in OHRHHELM.dlg we need to create a new dialog tree that activates without Rasaad, so we can get the location of the Heretic Temple.

From this point onwards you can complete the Heretic Temple like normal. There are no problems if you don't have Rasaad.[/spoiler]

Dorn's quest line is slightly harder.

[spoiler]STEP 1: - The wedding massacre is pretty unique to Dorn, so I think we could ignore it entirely.

STEP 2: - To gain access to the Helmite Camp, we need to spawn Guardian Telwyn and have him speak to you without Dorn. This is pretty straight forward. We could even make it that upon meeting with Telwyn, he'd talk about a massacre at a wedding by a half-orc, so he commissions you to hunt him down. Or say that he needs backup at the Helmite Camp because legions of undead are spawning at that point. That would trigger a condition to remove Dorn from the Temple District.

STEP 3: - If you have the Helmite Camp on your world map and you don't have Dorn, then you can simply enter it and talk to the priests for various one liners. There would could create an encounter with the undead, that upon purging each one, it would spawn Dorn who would try to convince you to join him or he would attack you and the priests. Upon killing Dorn, the priest at the camp could talk about Resurrection Gorge, how it could be used to summon whatever demon was behind Dorn, so that Helm could defeat it once and for all. That would trigger Resurrection Gorge to appear on your map.

STEP 4: - Once you have Resurrection Gorge on your map, you can enter it and complete it even without Dorn. That means you can collect all three summoning stones like usual. There an encounter could be created where you summon Dorn's patron to kill. All that would have to be decided is who would be the sacrifice to summon the demon. It could be a party member, a helm priest who volunteers or some other option.[/spoiler]

Hexxat's quest line is incredibly hard to mod, since you'll be crafting an entirely new storyline.

[spoiler]STEP 1: - You'll need to trigger the door to the tomb to open that involves messing with the area's script. Then you'll need to open the secret wall inside. From there on you can do everything like normal without Hexxat except the forcefield barrier will prevent you. If you cheat teleport ahead, her tomb does nothing.

STEP 2: - If you MoveToArea inside the Kara-Tur tomb, you can do everything like normal, however you don't get the reward from the ghost monks. Their dialog and scripts would have to be altered.

STEP 3: - If you MoveToArea inside the Al-Qadim tomb, you can do everything like normal, no editing out Hexxat at all.

I'm thinking that a quest could be created that you team up with the temple of Lathander to purge various tombs in the graveyard, eventually unlocking Dragomir's Tomb. Where inside you get past the forcefield thanks to a lathander priest with the determination to do so. There he would instruct you to stake Hexxat's heart, thus also freeing Clara from her domination charm. Afterwards, the Lathander priest would take the Casque and would every now and then use it to send you to go purge other tombs throughout Faerun (Kara-Tur and Al-Qadim). Alternatively you could instead team up with Talos to do the exact opposite, by looting and unleashing the undead within the tombs.[/spoiler]

---

So basically this thread is to gauge interest in such a mod. I'm currently developing another one that is rather massive, so I could probably only free up Neera and Rasaad's quests by myself. I'm going to do a version of this for my own personal use, but I'm just wondering if this would be used by others?

It's important to note that this is only for the SoA quests. I have absolutely no idea how to integrate such ToB quests like Dorn's raid on Lumia. There could be a way, but at the moment I have the vaguest of ideas.

Appearance Change

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I installed EE keeper for my recent purchase of bg2ee. It seems to work fine for stat changes and portrait changes but I cant seem to get my sprite animation to change. I am trying to change my main created character to look like elminster. I am also using some mods from the bg2tweakpack (maybe that has something to do with it). If anyone any advice it would be much appreciated, or maybe I'm just missing something basic. --- thanks

Dialog.tlk doesn't change in-game text?

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Hey, I have been editing Dialog.tlk with both Near Infinity, tlkeditor and Notepad++. For some reason whenever I make a change it is visible in the Dialog.tlk file but not in-game. For example I changed the Bard Jester description from:

Advantages:
- The Jester's song does not help allies. Instead, it affects every opponent within 30 feet, and they must save vs. Spell with a -4 penalty once per round or be Confused.

To:

Advantages:
- The Jester's song does not help allies. Instead, it affects every opponent within 30 feet.
At levels 1-14: Enemies must Save vs. Spell with a -2 bonus or be Confused for that round.
At levels 15-19: Same chance of Confusion as above, plus enemies must Save vs. Spell each round or be Slowed for that round.
At levels 20+: Same chances of Confusion & Slow, must also Save vs. Spells with a -2 bonus each round or be knocked Unconscious for that round.

(above from Volothamp's Guide)

The original is completely removed from the dialog.tlk file yet for some reason it still appears in-game, is there any reason for this?

It maybe something obvious as I am new to modding.

edit: it doesn't matter if the dialog.tlk in the lang/en_us or the dialog.tlk in the data folders both have the fix in them.

More Character Customization - appearance and soundsets

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What would be required in order to customize character appearance more, either via entirely new soundsets and via customized graphics?

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T

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This mod removes experience cap for BG2:EE and allows multi-class F/M/T and F/M/C characters to choose level 10 Wizard spells as well as choose extra level 6-8 spell slots.

The choice of which HLAs to include and which to exclude is based on someone's mod (contents of readme.txt file attached below) a few years ago.

Since BG2:EE has 25 slots for HLA selection screen, in addition to abilities mentioned below I have also added Warcry to F/M/C HLA pool and Alchemy to F/M/T pool.


Removed experience cap means multi-class characters as well as a few single class characters can now attain level 40 in all classes.


How to install:

1. Download and extract 'BG2EE_HLA_XPCAP_remover.zip' to main BG2EE folder containing Baldur.exe.

2. Enjoy! Need to restart the program after installation but there is no need to restart the whole game or progress. New FMC/FMT HLA pools will appear on next level up screen.


How to uninstall:

Please delete LUABBR.2DA, LUFMC.2DA, LUFMT.2DA, STARTARE.2DA, startbp.2DA, XPCAP.2DA, and XPLEVEL.2DA files from 'override' folder.


Please feel free to add to your own mod, make weidu version of this mod, or modify the mod files as you see fit, as long as the proper credit is given to the original modder (KE_Sabre@hotmail.com).

Any question please feel free to post on baldursgate.com forum.

-leeho730


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This patch edit the High Level Abilities for the Fighter/Mage/Cleric and Fighter/Mage/Thief multi-class characters - obviously this is for people with Throne of Bhaal only.

Currently in the game, the Fighter/Mage/Cleric and Fighter/Mage/Thief multi-class only get abilities from the Fighter/Cleric and Fighter/Thief class, respectively. This is mostly because the Mage's abilities are no use until your character can cast level 9 spells - which is impossible without removing the experience cap - although the extra memorise slot for level 6 to 8 would have been nice.

There is only one problem with the edit, there is a limit to the number of abilities the game can handle - which is 24. If you add the abilities from the F/M/C and the F/M/T you'll get 28 and 29, respectively. Therefore 4 abilities are removed for the F/M/C and 5 for the F/M/T. The decision was done through a poll at GameBanshee forum, so it will not suit everyone, but at least it's not just my opinion.

Here is a list of the abilities that the multi-class will be able to get, listed according to class, abilities with * are mutually exclusive:

Fighter/Mage/Cleric:
Cleric
- Aura of Flaming Death
- Elemental Summoning
- Energy Blades
- Globe of Blades
- Implosion
- Mass Raise Dead
- Storm of Vengeance
- *Summon Deva
- *Summon Fallen Deva
Fighter
- Critical Strike (Need Power Attack)
- Greater Whirlwind Attack (Need Whirlwind Attack)
- Hardiness
- Power Attack
- Resist Magic
- Smite (Need Critical Strike)
- Whirlwind Attack
- Warcry
Mage
- Comet
- Dragon's Breath
- Extra Level 6 Spell
- Extra Level 7 Spell (Need Extra Level 6 Spell)
- Extra Level 8 Spell (Need Extra Level 7 Spell)
- Improved Alacrity
- *Summon Dark Planetar
- *Summon Planetar

Fighter/Mage/Thief:
Fighter
- Critical Strike (Need Power Attack)
- Greater Whirlwind Attack (Need Whirlwind Attack)
- Hardiness
- Power Attack
- Resist Magic
- Smite (Need Critical Strike)
- Whirlwind Attack
Mage
- Comet
- Dragon's Breath
- Energy Blades
- Extra Level 6 Spell
- Extra Level 7 Spell (Need Extra Level 6 Spell)
- Extra Level 8 Spell (Need Extra Level 7 Spell)
- Improved Alacrity
- Summon Dark Planetar*
- Summon Planetar*
Thief
- Alchemy
- Assassination
- Avoid Death
- Evasion
- Greater Evasion (Need Evasion)
- Set Exploding Trap
- Set Spike Trap
- Set Time Trap
- Use Any Item

As I said before, the Mage's abilities are useless unless you can cast level 9 spells - which means you need to remove the experience cap. I have included the Experience Cap Remover with this patch. So all you have to do it copy the files into the Override folder of BGII, it is recommended that you make backup of any files that are already in the Override folder.

This and other BGII customisations are available from my site http://www.users.bigpond.com/qtnt/index.htm, if you have any problems/suggestions, feel free to contact me at KE_Sabre@hotmail.com

[Idea/Request] Vampire Player Character? [Mild Spoilers]

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Well, thanks to BGIIEE, we have not only a class for vampires, but even a means to walk under the sun.

As a massive vampire buff, a table-top player of many years, and so forth, I think it would be great to have the option to become a blood-sucker youself in the game. I have to admit, the lore of D&D has never particularly drawn me in, and I need extra hooks to string me along. I remember when I first heard about the character Bohdi, and party members being made into vampires, it was what inspired me to buy the original boxset years back... only to discover that it's played for a questhook.

I waited for years for a mod to come around that would have the option; the closest we came was Valen, people citing that it wasn't feasable.

Now, however, to coin a phrase: we have the technology. Or more aptly, we have the resources.

It could be handled in any number of ways. Perhaps aiding Dragomir, rather than being forced to fight him, and it leading up to becoming a vampire after a short questline, and a quest to make your own cloak, or not (since you could always simply be restricted to night-travel. Perhaps convincing Hexxat to turn the PC. Or even killing Hexxat, keeping the cloak, and then being the one turned by Bohdi.

I plead with anyone with the means and know-how. This has been something i've been hoping for, for so long.

Hell, even an option to simply choose Vampire as a starting race upon character creation would work from a roleplay perspective. Perhaps Bohdi was allowed/made to turn you, as a means of preservation and to amplify your physical attributes.

[Sound] Custom Ranger Soundset

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Since I found the amount of voices in BG2 to be a bit lacking I decided to do something myself, making a soundst for the ranger type character, it wont make much sense unless you use a bow.

Anyways simply drop all of the files into the Sounds folder in User/Documents/Baldur's Gate II - Enhanced Edition/ .
If there isn't a Sounds folder just create one, next time there should be a RANGERS option in the sound select.

Happy hunting!

https://www.dropbox.com/s/lvrx7wtte6dhvvd/Ranger.rar

[Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, for BG:EE

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This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.

It is is only meant for BG:EE, if you want to use it in BG2:EE, see More Style for Mages, for BG2:EE.

The mod consists of three parts. The first two add 7 Wizard's Staffs and 3 circlets to the High Hedge stock and to Xithiss in the Black Pits, after the first upgrade of his stock. The third part contains visual tweaks for robes.

====================================================================

1) Staffs have same characteristics (+1 enchantment), but have different color, mainly to fit different color styles of NPC mages. They have unique paperdoll animations which I have accidentally discovered some time ago, but lacked an inventory paperdoll, which I then drawn myself. I have also edited few existing icon bams to fit colors of individual staffs. Lastly I have edited several projectile files (PRO files) which, I believe, the game currently doesn't use (I guess they are leftovers) and created energy projectiles which all fit the color of their staffs' gems (See the screenshot below).
With the WeiDU install (the last rar file), proper descriptions and names are added. If you wish to use an override install (the first rar file), the description uses related string, but is rather vague and incorrect.

====================================================================

2) Circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock. They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drawn for them. These animations are in the separate rar file (the second rar file) and also a separate choice in the WeiDU install.

====================================================================

3) Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions (there are two folders in the rar file, and two choices in the WeiDU install). One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.

====================================================================

INSTALLATION:

The first three rar files below contain only game files for non-WeiDU override installation. If you want to install the mod this way, just extract them in the override folder, which is located in the game's core folder (the one with a file "chitin.key" in it). If there is no override folder, you must create it. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.

The fourth rar contains WeiDU installation. Extract the file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-more_style_for_mages.exe". It contains all three parts of the mod and they can all be installed individually.

Screenshots:
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(OP edited 10.8.2013)

[Item Mod] More Style for Mages, for BG2:EE

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Welcome adventures. More Style for Mages finally arrives for BG2:EE, bringing you more style than ever before (ehm). But first things first. This mod is a BG2:EE counterpart of my older BG:EE mod More style for mages: Ranged Wizard's Staffs, Circlets, Robe visual tweaks. As such these two mods are incompatible.
More style for mages for BG2:EE still consists of three parts, dealing with Wizard's Staffs, circlets and robe tweaks. The last two remain similar to what they were in BG:EE, but Wizard's Staffs changed a lot. In the following text, I describe each component of WeiDU installation (Oh, yes, there is only WeiDU this time, I could no longer do it without it.)

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Add Staffs of Wizardry [BETA]
This component adds 7 Staffs of different color variations into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them.
image

As I said, Wizard's Staffs changed a lot. They are now called Staffs of Wizardry and are +3 weapons. But the main difference is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage.

Activated staffs have following abilities:
[spoiler]Staff of Abjuration
- 15% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day

Staff of Conjuration
- 15% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day

Staff of Divination
- 15% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -4 each for 2 turns
- can cast Oracle once per day

Staff of Enchantment
- 15% chance of casting Hold Person, on successful hit
- can cast Domination once per day

Staff of Illusions
- 15% chance of casting Blackout, on successful hit
Blackout: Target is effected by Blindness and Deafness for two hours (Save vs. Spell negates the effect)
- can cast Shadow Door once per day

Staff of Invocation
- 15% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day

Staff of Necromancy
- 15% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day

Staff of Alternation
- 15% chance of casting Slow, on successful hit
- can cast Teleport once per day (similar to Dimension Door, but is cast instantly)

Staff of Wild Magic
- 16% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds

Staff of Dragon Power
- 15% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.

Staff of Wizardry (Empowered)
- Wielder can memorize one extra 5th level spell[/spoiler]
All these abilities are subject to change, as I haven't tested how powerful of weak they would be in game. So I can change them based on your responses. Therefore, consider this component to be in BETA stage.

Add Staff of Wizardry custom inventory animation
This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.

Screenshots:
[spoiler]image
image
image[/spoiler]

image
Add circlets
These circlets are no longer within the game files, so I ported them from BG:EE. As the staffs, they are available in the store of Garlena, on the top of Watcher's Keep. Unlike BG:EE, circlets have original inventory animations.

Screenshots:
[spoiler]image[/spoiler]

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Add robe tweaks
This component works exactly as in BG:EE. It lets you choose the visual type (no hood and no cape, no hood with cape, hooded with cape) for every robe in the game. You can change the animation through item abilities. New EE robes, as well as Robe of the Apprenti, will remain their original inventory icon with every change, but use original robes for icons in the items abilities menu.

With this component, you can choose if you want all robes with their original colorsets, or with no colorsets (see screenshots).

Add custom colorsets for Robes of Archimagi from "Mr. Pennyway's Cosmetic Changes" mod
The only new component, which isn't in BG:EE mod, allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. They are also tweaked so you can change their visual type.

Screenshots:
[spoiler]image
image[/spoiler]

image
Extract the rar file below in the game's core folder (the one with a file "chitin.key" in it) and run "setup-MSFM.exe". All parts can be installed individually.

I hope you enjoy it.

Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. And of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod.
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