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Varshoon

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I was wondering if this mod works for bg2ee would rather not test it myself and wanted to know if anyone else has used him

Aerie blushing...

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... in her HLA description!?

I just installed November's update to the game and then afterwards tweakpack and flirtpack. I noticed afterwards that I had the game open during part of that (hope that didn't hurt) - I had ee keeper open as well. That looked really messed up, until I closed and opened it again, then everything was back to normal in ee Keeper.

However in BG2:ToB it isn't. Most of it is, but Jaheira's harper pin is read (as though she shouldn't be able to wear it - which means the game doesn't recognize her, probably because something somewhere changed?) - and more hilariously the HLA's are really messed up. One of the description texts (that pops up when you hold your mouse over the first screen shot attached) says "Oh, Waromyr. You like the silliest things sometimes."

No clue if those icons are simply wrong and there are supposed to be HLA in their place, or if that's just part of the error, but I thought it was cool enough to share it :-)

Any suggestions? Haven't tried anything yet besides restarting the game, which didn't work.

Julian

It happened to be Aerie that I was leveling up, but I just saw that Imoen has the same description on two of her HLA's so I assume it's at least two mage HLA that are affected.


EDIT: I just tried giving Aerie that ability. It's alchemy, and with the message quoted above (the silliest things) a potion appeared in her inventory. Great :D

Converting Old (Unsupported) Mods To BG2EE

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Hey all, I'm currently enjoying BG2EE (as are most of you, I'd guess).

I've seen the new mod list for BG2EE, and while many of the best mods are there, it's still missing a bunch of small, relatively unknown ones, many of which aren't even being supported by their authors anymore. There are lots of cool mods out there that will probably never get updated to BG2EE (for whatever reason), so I've been wondering if there's any way for players to do this themselves (for personal use only, of course)?

Here's an example of one such mod:

http://www.shsforums.net/topic/24786-rupert-the-dye-merchant-version-211/

Its last update was ages ago, but it's just such a fun, cool little mod that it would be a pity to skip it. I always install it when running BG2 - coupled with the avatar changing scripts, it allows for amazing customization of the party's appearance. And this is just one example; there are literally a dozen similarly 'minor' but very fun mods I'd like to include in my BG2EE runs.

So, is there any straightforward and (relatively simple) way to manually update these older mods to BG2EE status?

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?

SCS for BG1

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Wow, I just found out how bad I am at this game. Spent the last couple of days working on a playthrough of BG1EE with SCS installed, and Tarnesh managed to kill my Undead Hunter Charname 8 times. I think I'm over 100 reloads so far in Chapter 2 (exploring all the outdoor areas before doing Nashkel Mines). Charname has been wandering around with a weapon he's only proficient in because I've managed to break every single longsword (normal and Fine) that I've found. I'm going back to easy-mode. :P

Editing BG EE dialog.tlk with Near Infinity crashes game?

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Hey,

I'm trying to edit preexisting kit names/descriptions, and every time I try it crashes my game at the weapon proficiency section of the character creation page.

I'm able to edit spells and items without difficulty, but anything associated with characters crashes the game

I'm using the mac version BG EE 1.2.0 and NI 1.33 on a macbook pro running OSX 10.9

Thank you in advance!

[Mod] Faiths of Faerûn Kitpack v0.5c (Ready for testing)

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The Faiths of Faerûn Kitpack by @Requiem & @Mordeus

Version 0.5c is out for testing.

The following link will take you to the developer's dropbox where past and present versions of the mod are archived. It's recommended you download the latest version.

https://drive.google.com/folderview?id=0BwxUZXZbu5bpeTVBV3RUMFJTQjg&usp=sharing

Readme Documentation can be found here:

http://danpugh.eu5.org/

Also in the following link is a voting form where users can vote on their favourite D&D deities. Those with the highest votes will make it into the mod.

https://docs.google.com/forms/d/1HUcQC-wMWQZ-RJ8FB9p-uLcubS9zYtTcCVYtyphtxR4/viewform

[spoiler]
- Over 25 Cleric Kits from 2ed organized into just 1 Character Creation Kit Slot, each with their own deity specific spells.

image

- Pre-existing Divine Spells are organised into spheres with 30 additional new spells from 2ed.

image

- A new Usability Flag System allowing for unconventional equipment combinations.

image

- New enlarged spell icons that reflect the schools they come from.

Divination = White
Conjuration = Purple
Abjuration = Green
Alteration = Blue
Invocation = Red
Enchantment = Yellow
Illusion = Pink
Necromancy = Cyan

image

Beta Version ETA: Late March 2013

We are into the finer stages of the project. Most of the kits are done, the spells are nearly finished and the graphical work is close to complete. However before our first release, we're going to use this thread to test out our ideas so we can quickly course correct the more unpopular ones.

The first idea up for discussion is the new look for spell icons. I've tried to emulate the original white/red/blue look but I couldn't achieve the same look when it came to the stone interface icons. So instead the Conjuration/Divination/etc... glow effect icons shown above were created. The plan is to give an option to make them universal for all Divine priests, and to use the same effect when we start work on mage kits. When shown in the spellbook, the icons take on a drawn look.

So yes or no to changing the look of the divine spell icons?
[/spoiler]

A Simple XP cap remover

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I´ve posted my links in some threads, but I just thought it would be simpler for those looking for a XP Cap remover to make a new thread.

First the download links:

http://www.4shared.com/zip/ELKeZtFp/override.html
You'll need an account to download from 4shared

https://www.sugarsync.com/pf/D907607_60_6722740606

Or just download the file attached to this post.

And now that I've given the download links, let's have some instructions and a word of warning.

XP Cap in BG:EE is controlled by three files:

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

Actually this had me scratching my head when I tried to make a simple XPCap remover as modifying XPCAP.2DA has always been enough. In BG:EE's case changing just the XPCAP.2DA did not remove the cap, so I went on looking for the cause.

STARTARE.2DA and STARTBP.2DA control the starting conditions of the main quest and Black Pits, respectively, controlling among other things your starting position, starting XP and XP Cap for that campaign, proving that the new EE engine is able to deal with multiple campaigns with their own individual limits.

The game has all the tables up to level 40 BUT there are no HLAs (High Level Abilities) present. That means that if somehow you reach a level where you'd normally get an HLA you have to hit ENTER on the character screen to skip that.

If you want to change the XP Cap to any other fixed value all you have to do is edit the 2DA files and change the -1 into whatever value you want. Actually you can also change the starting XP in the main quest and Black Pits as well. Just change START_XP from 0 to the value you want in both STARTARE.2DA and STARBP.2DA.

Notice you'll need a text editor to change the file, such as Editpad Lite. The game will not recognize the 2DA files if they're converted to Rich Text Files or Word Documents.

So you must be asking yourself how to make it work. It's very simple. Just copy the three files into your override folder. If you don't have one, create one in the same place the movies and scripts folders are located (usually bgee installation path/data/00766), In my computer, for instance, it would be placed in C:\Games\Baldur's Gate Enhanced Edition\Data\00766

If you are a Steam user, the default override folder path would look something like this:
C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

Making a mod that allows casting spells while wearing armors...

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Hello.

I have a question for modding.

I'm now planning to make a mod for rebalancing classes/kits, and my first plan is to revise Bards.

I want to give Armored Arcana-like effect which reduces the spell casting failure chance while wearing armor to Bards, by allowing spell casting while wearing Light armors (Leather, Studded, and Hide, gradually according to Bard's level up)

However, as far as I know, the spell casting possibility (opcode) depends on armors, not characters... As a result, it seem that every armors, instead of Bard class/kits, should be modified for the implementation (Honestly, I'm not sure the implementation what I intend to do is really doable because of the gradual armor usability for allowing spell casting).

Could Such thing be implementable?

SCSII and Lavok crash

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Hi,

I am currently trying to kill Lavok in the Planar Sphere where I run into a bit of a problem. Everytime Lavok finishes casting a certain spell the game crashes before it writes out what spell it was that he cast. He does the usualy previously cast stuff, he does time stop, greater malison and, in some cases, Mordekainens Sword, before he casts a spell that causes the crash.

I have pretty much done everything that can be done up until you depart for Spellhold, except killing Lavok, Kangaxx, Shadow/Red Dragon and some other minor encounters. So far not a single crash.

Also, the only other oddity I have run into so far is that the Adventurers Mart is keeping a 0gp item in stock without an icon, and that the Berserk of Minsc shows the description for the spell Barkskin, though the Berserk works as intended. Also, Ruby Ray of Reversal seems to count as a summon(maybe intended?) and when I cast it with 5 other summons, it just complains I have too many summons and nothing happens.

I have no idea if I can do anything the the dump-files the game creates, or if they contain any useful information.

Attaching my Weidulog.

[BG:EE]Dark Horizons Released

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Current
Dark Horizons for Baldur's Gate:Enhanced Edition released.

This is a large tactical quest and encounters mod. As you journey along the Sword Coast you will encounter undesirables trying to do harm to you. Not only that, but an organization for good, Section, has been contracted by someone to send its operatives to hunt you down. They don't want you alive, they want you dead. Your first encounter is behind the very walls of Candlekeep and it won't end until you defeat Section and their overseers at Oversight. If you are lucky, you may survive. And perhaps you may pick up a new friend or friends along the way.

There are a lot of new items to be found and new stores to shop at. There is an item upgrade store located at the Friendly Arm Inn. There are two new NPCs who will join your party. This mod would work best with my Level 40/HLAs mod for BG:EE.

Visit the forum: http://www.baldursgatemods.com/forums/index.php?board=101.0
Download the mod: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=189




Old--------------------
I'm working on Dark Horizons for BG:EE. I'm thinking it won't be too painful of a process to convert. There will be some new things though.

I already have a dragon quest, but in this version you will fight an actual dragon.
A few more bounty hunters and other lowlife. The Sword Coast is supposed to be a dangerous place after all.
I will be making use of some of the powerful spells and enemy scripting, so some fights will be hard. I've always considered this mod a tactical mod after all.

This will be part one. Part one I want to get released ASAP.

Part two I will finally add in the NPCs. At the moment they will have a few dialogs, nothing elaborate like you find in BG2 mods.

Modifying Wilson with EE Keeper

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Using EE Keeper, what Affects do I have to remove/edit to make Wilson able to equip items, use potions, and talk? I seem to have figured out fixing talking, but due to the ambiguous nature of the Affects, I don't want to experiment too much and remove the bonuses to hit at the expense of drinking potions.

A friend of mine wants to use Wilson's class for their CHARNAME, and I feel that the quickest and easiest way to do that is by just editing Wilson, considering that everything is already in place.

Baldur's Gate II Tweak Pack v12 Available for Download

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The BG2 Tweak Pack is a WeiDU compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 12 introduces the Two-Handed Axes and Sensible Entrance Point tweaks as well as some bug fixes. v12 changelog:
  • Added two new components: Two-Handed Axes and Sensible Entrance Points
  • Unlimited Jewelry and Gem Stacks now alters the Nashkel shopkeep to take the Winter Wolf pelts one at a time instead of the whole stack (only applies to Tutu/BGT/BGEE games)
  • Shapeshifter Rebalancing will now add the new druid-available spells to joinable NPC spellbooks, precluding the wait for a level-up for them to become available
  • Alter Weapon Proficiency System: Rebalanced Weapon Proficiencies
    should now be a lot more dynamic and (hopefully) work in other languages. This should also solve the bug of ninja-tos not getting their descriptions updated on BGEE.
  • Fixed a bug where two High Watcher Oisigs could spawn in the Multiple Strongholds: No Restrictions component
  • Various components now better account for new BGEE 2da files
  • Cespenar and Cromwell now account for the alternate items in the various two-handed weapon components and the P&P protection items
  • Exotic Item Component now adds Power Word: Sleep again

Rule update?

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just how possible could it be to update the enhanced edition games to the 3.5 or NEXT set of rules?
AFAIK there has been a 3.5 attempt for either BG or Icewind dale, but I'd like more info on this :)

Item art creation questions

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In addition to portraits, I'm beginning to experiment with the creation of art assets for items as well. The art side is not a problem, but the technical side definitely is at this point. I've tried to track down good tutorials, but have thus far only found a few links at Spellhold Studios, all of which are either outdated or too broad in scope. (The closest I found was here: http://www.shsforums.net/topic/11353-creating-inventory-icons/)

Does anyone know of a good tutorial that explains A) how and where to save the inventory "outline" of the item (as indicated by the item I made in the large circle in the screenshot), and B) how and where to save the inventory icons (the 32x32 and 64x64 versions, as indicated in the small circle). As a follow-up, I need a simple answer that the guides seem to neglect: If I'm using Photoshop to create PNGs, which program will I need to save the files as BAMs?

image

EE Keeper, Updated to v1.0.2

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At the suggestion of @Aosaw, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.



Download

The program can be found on SourceForge (link below), and this post will be updated with links when a new version is ready. This PDF document details the programs' usage, it will only be required for people who are new to this program and don't understand how to use it. Unless otherwise stated, an archive unpacker will be required in order to open the RAR archive.

The source code for EE Keeper can be here. The Visual Studio solution is for VS2012, so you will need that in order to do anything (or you could make a quick edit to the solution so it will load in older versions).



Info

EE Keeper* uses MFC (Microsoft Foundation Class), which means that you will need a standard version of Visual Studio, rather than an express version. Even if you don't, but you have programming knowledge and would like to help, then over the course of the next few months the plan I have is to convert all the code to be Unicode friendly. The second part of the plan is to convert to Win32 or (better yet) use Qt or wxWidgets to make it cross-platform friendly. Either way, feel free to post your coding suggestions. I will also be taking suggestions, but please keep them realistic. I don't have a lot of time to spare on this project and so any suggestions will likely take weeks or months to implement; keep them short and sweet, modifications to the UI, tweaks, etc.

*Since EE Keeper seems to be the widely accepted name, that's what it is called officially. However, anyone can call it whatever they like.

Compatibility

Mac This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Windows The current version, 1.0.2.1, should work on everything from XP to Windows 8. If you encounter a problem, please see the details below on reporting it any problems you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits

Obviously, like any program, there are testers. If you've tested this to make sure it works in a trial stage, you'll be listed here.

@AstroBryGuyMaintainer of the Mac Wineskin version.
@MikaalTesting
@HeasTesting
@mlneveseTesting
@NifftTesting
@swnmcmlxiTesting
@AosawTesting
@AHFTesting
@IsayaTesting
@KunikosTesting
@AntonTesting
@ermoTesting
@ErgTesting
@mattinmWork on the Qt version so as to natively support other platforms.

[Request] Looking for improved NPC AI Scripts

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I was just wondering if anyone has written any better scripts for BG:EE/BG:EE2 than the default scripts. I looked around the Internet and couldn’t find any. Thanks.

Having trouble installing SCS with BG2:EE

Delayed duration spells

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This has been bothering me for awhile: is there any (direct) way to make a spell be both delayed and limited? For example, a spell that 10s after casting applies a status effect that then lasts for 60s more.

All the available timing modes only let you enter one value, seemingly meaning that if you delay a spell you can designate when it will take effect, but not how long it will last (with the exception of making it permanent) - meaning in turn that the only (direct) way to designate how long a spell will last is to make it instant rather than delayed.

I realize you can get around this e.g. by having a delayed spell cast a new spell that instantly applies a timed effect, but is it really not possible to do directly?

What is wrong with my syntax?

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I have looked, compared, and tried several variations, but I keep getting "syntax error" or "trigger not recognized".

// =========== REJOINED AFTER KICKED OUT =====================
// This series of exchanges describes rejoining the party after being kicked out.

IF ~Global("zkwHughBooted","LOCALS",1)~ THEN BEGIN CameBack
SAY ~Hi! Have you changed your mind?~
IF ~~ THEN REPLY ~Yes. We have had a change of heart. We would like you to join our party.~ GOTO Rejoined
IF ~~ THEN REPLY ~Yeah, but I still don't want you in the party.~ GOTO RefusedAgain
END
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