Hi guys I've got a question regarding available characters in SoD. I've read that not all NPC are going to join us in the expansion, so which characters can we add to party besides four newly introduced NPCs?
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available characters
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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
Tome and Blood v0.62 is now available for download.
Tome and Blood is a mod that revises and expands the class options for Mages and Sorcerers. This mod began as the Sorcerous Origins kitpack, which took advantage of the newly added Sorcerer kit options to add several kits to Sorcerers. It has since grown into a mod that makes changes to all Mage and Sorcerer kits, spells and items as well as adding dozens of new kits, abilities and functionality.
The current release of Tome and Blood offers the following features. A more detailed explanation of changes is available in TomeAndBlood.pdf, attached at the bottom of this post. An updated ReadMe will be coming soon.
CORE REVISIONS
Core Revisions has only a single mechanical change, which is that Find Familiar is now an innate that is granted to all Mages and Sorcerers by default. Core Revisions also does some of the groundwork for systems that other mod components will utilize.
GNOME SORCERERS
This component allows Gnomes to become Sorcerers and Dragon Disciples. This will also allow Gnomes to access any of the Sorcerer kits introduced by other components of this mod.
EXPANDED SPECIALIZATION FOR ELVES AND HALF-ELVES
This component allows elves and half-elves to specialize in any school of magic.
CROSSBOWS AND CLUBS
This component allows all Mages and Sorcerers to place a single proficiency point into the Clubs and Crossbows proficiencies.
ARMORED CASTING
This component establishes a system for allowing arcane magic users to cast spells while wearing armor or using shields. Armor is divided into three general tiers: light (leather, studded leather; bucklers), medium (hide, chain, scale; small and medium shields), and heavy (plate and full plate; large and tower shields). Characters who have the appropriate tier of Armored Casting will be able to cast arcane spells while wearing applicable armor with no penalty. This component does not grant Armored Casting to any of the existing Mage or Sorcerer kits, but it does allow Bards to cast their spells while wearing leather or studded leather armor.
SPELL TWEAKS (by subtledoctor)
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
ARCANE CRAFTING (by Grammarsalad)
This component adds in four new crafting abilities: Scribe Scroll, Brew Potion, Craft Wand, and Recharge Wand. All Mages learn Scribe Scroll at 1st level. All Sorcerers and Mages learn Brew Potion at 5th level, Craft Wand at 10th level, and Recharge Wand at 15th level. In order to brew a potion, craft a wand, or scribe a scroll, two things are required: a sufficient amount of gold (see the table below) and having the relevant spell memorized. While any arcane spell can be scribed into a scroll, only certain spells can be infused into wands or brewed into potions. (This component is heavily based on the Scribe Scroll component of aTweaks by aVENGER ( @AlexT ) and @Wisp .)
METAMAGIC AND SPELL BATTLES (by subtledoctor)
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
CANTRIPS (by subtledoctor)
This component grants each Mage or Sorcerer a single minor ability that is usable once every 6 seconds. A full list of cantrips is provided below. Trueclass Mages and Sorcerers may pick a single cantrip from the main set of eight; kitted mages and sorcerers are assigned an appropriate cantrip.
MAGUS
This component adds the Magus kit for Sorcerers. The Magus trades some of a sorcerer’s arcane power for the ability to cast spells while wearing even the heaviest armors.
BLOODLINE SORCERER
This component adds a set of nine new Sorcerer kits that each offer unique class features and bonus spells. Bloodline Sorcerers may select a single sorcerous bloodline through the Declare Bloodline innate ability. Doing so will grant them a full host of class features and bonus spells.
DRAGON DISCIPLE EXPANSION
This component changes the progression of Dragon Disciple to be more spell-focused and also offers four new subkits, allowing players to choose the element of their Dragon Disciple’s ancestor.
SPECIALIST REVISIONS (by subtledoctor)
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
SPELL SELECT THROUGH DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu. [This component is only available for BG2EE and IWDEE and is required to install the Oracles component of this mod.]
ORACLES
This component adds the Oracle, a divine spontaneous spellcaster, and seven subkits to the game. Oracles cast spells much like Sorcerers, but select their known spells from the divine spell list, instead of the arcane.
BLADESINGER XAN
This component changes Xan into a Fighter/Mage and gives him the Bladesinger kit from Subtledoctor's Might and Guile mod.
HATHRAN DYNAHEIR
This component changes Dynaheir into a Sorcerer and gives her the Hathran kit.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.6
None to my knowledge. Go out and find some...
CHANGE LOG
A list of all mod version changes is available here.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
Tome and Blood is a mod that revises and expands the class options for Mages and Sorcerers. This mod began as the Sorcerous Origins kitpack, which took advantage of the newly added Sorcerer kit options to add several kits to Sorcerers. It has since grown into a mod that makes changes to all Mage and Sorcerer kits, spells and items as well as adding dozens of new kits, abilities and functionality.
The current release of Tome and Blood offers the following features. A more detailed explanation of changes is available in TomeAndBlood.pdf, attached at the bottom of this post. An updated ReadMe will be coming soon.
CORE REVISIONS
Core Revisions has only a single mechanical change, which is that Find Familiar is now an innate that is granted to all Mages and Sorcerers by default. Core Revisions also does some of the groundwork for systems that other mod components will utilize.
GNOME SORCERERS
This component allows Gnomes to become Sorcerers and Dragon Disciples. This will also allow Gnomes to access any of the Sorcerer kits introduced by other components of this mod.
EXPANDED SPECIALIZATION FOR ELVES AND HALF-ELVES
This component allows elves and half-elves to specialize in any school of magic.
CROSSBOWS AND CLUBS
This component allows all Mages and Sorcerers to place a single proficiency point into the Clubs and Crossbows proficiencies.
ARMORED CASTING
This component establishes a system for allowing arcane magic users to cast spells while wearing armor or using shields. Armor is divided into three general tiers: light (leather, studded leather; bucklers), medium (hide, chain, scale; small and medium shields), and heavy (plate and full plate; large and tower shields). Characters who have the appropriate tier of Armored Casting will be able to cast arcane spells while wearing applicable armor with no penalty. This component does not grant Armored Casting to any of the existing Mage or Sorcerer kits, but it does allow Bards to cast their spells while wearing leather or studded leather armor.
SPELL TWEAKS (by subtledoctor)
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
ARCANE CRAFTING (by Grammarsalad)
This component adds in four new crafting abilities: Scribe Scroll, Brew Potion, Craft Wand, and Recharge Wand. All Mages learn Scribe Scroll at 1st level. All Sorcerers and Mages learn Brew Potion at 5th level, Craft Wand at 10th level, and Recharge Wand at 15th level. In order to brew a potion, craft a wand, or scribe a scroll, two things are required: a sufficient amount of gold (see the table below) and having the relevant spell memorized. While any arcane spell can be scribed into a scroll, only certain spells can be infused into wands or brewed into potions. (This component is heavily based on the Scribe Scroll component of aTweaks by aVENGER ( @AlexT ) and @Wisp .)
METAMAGIC AND SPELL BATTLES (by subtledoctor)
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
CANTRIPS (by subtledoctor)
This component grants each Mage or Sorcerer a single minor ability that is usable once every 6 seconds. A full list of cantrips is provided below. Trueclass Mages and Sorcerers may pick a single cantrip from the main set of eight; kitted mages and sorcerers are assigned an appropriate cantrip.
MAGUS
This component adds the Magus kit for Sorcerers. The Magus trades some of a sorcerer’s arcane power for the ability to cast spells while wearing even the heaviest armors.
BLOODLINE SORCERER
This component adds a set of nine new Sorcerer kits that each offer unique class features and bonus spells. Bloodline Sorcerers may select a single sorcerous bloodline through the Declare Bloodline innate ability. Doing so will grant them a full host of class features and bonus spells.
DRAGON DISCIPLE EXPANSION
This component changes the progression of Dragon Disciple to be more spell-focused and also offers four new subkits, allowing players to choose the element of their Dragon Disciple’s ancestor.
SPECIALIST REVISIONS (by subtledoctor)
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
SPELL SELECT THROUGH DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu. [This component is only available for BG2EE and IWDEE and is required to install the Oracles component of this mod.]
ORACLES
This component adds the Oracle, a divine spontaneous spellcaster, and seven subkits to the game. Oracles cast spells much like Sorcerers, but select their known spells from the divine spell list, instead of the arcane.
BLADESINGER XAN
This component changes Xan into a Fighter/Mage and gives him the Bladesinger kit from Subtledoctor's Might and Guile mod.
HATHRAN DYNAHEIR
This component changes Dynaheir into a Sorcerer and gives her the Hathran kit.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.6
None to my knowledge. Go out and find some...
CHANGE LOG
A list of all mod version changes is available here.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
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[MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released)

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.
Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.
In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.
Mod components are following:
Group 1: Wizard’s Staffs
WIZARD’S STAFF FOR BG:EE
STAFF OF WIZARDRY FOR BG2:EE
STAFF OF WIZARDRY FOR IWD:EE
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS
Group 2: Other Items and Tweaks
CIRCLETS
CIRCLET OF REVELATION FOR BG:EE
WAND CASE
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD
Group 3: Familiars
CUSTOMIZABLE FAMILIARS
CUSTOM NAMES FOR FAMILIARS
FAMILIARS FOR NPC MAGES
ANIMATION TWEAKS FOR SOME FAMILIARS
FIND FAMILIAR SPELL IN SHOPS
Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS

There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages.
The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too).

This component adds 7 Staffs with unique animation 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. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices.

In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 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. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix).
Activated staffs have following abilities:
Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day
Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day
Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds
- can cast Oracle once per day
Staff of Enchantment
- 25% chance of casting Rigid Thinking, on successful hit
- can cast Hold Monster once per day
Staff of Illusions
- 25% chance of casting Sensory Collapse, on successful hit
Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect)
- can cast Shadow Door once per day
Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day
Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day
Staff of Alternation
- 25% chance of casting Slow, on successful hit
- can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly)
Staff of Wild Magic
- 24% 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
- 25% 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 cast any 5th-level spell, once per day
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day
Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day
Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds
- can cast Oracle once per day
Staff of Enchantment
- 25% chance of casting Rigid Thinking, on successful hit
- can cast Hold Monster once per day
Staff of Illusions
- 25% chance of casting Sensory Collapse, on successful hit
Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect)
- can cast Shadow Door once per day
Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day
Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day
Staff of Alternation
- 25% chance of casting Slow, on successful hit
- can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly)
Staff of Wild Magic
- 24% 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
- 25% 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 cast any 5th-level spell, once per day
Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern
Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)
Additional spells are:
-Staff of Abjuration +5: Pierce Shield
-Staff of Conjuration +5: Summon Fire Giant
Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained.
-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.
-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.
-Staff of Illusions +5: Simulacrum
-Staff of Invocation +5: Incendiary Cloud
-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting
-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.
-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds
-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack.
-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day
-Staff of Conjuration +5: Summon Fire Giant
Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained.
-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.
-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.
-Staff of Illusions +5: Simulacrum
-Staff of Invocation +5: Incendiary Cloud
-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting
-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.
-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds
-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack.
-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day

Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.

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.

Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.
Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice.
Choices are following:
-keep original
-remove invisibility
-replace invisibility with 50% magic resistance
-replace invisibility with immunity to time stop
-replace invisibility with increased casting speed by -3
-replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first)

In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them.
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.

This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up.

This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops.

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. 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.
This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however.

This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod.

When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name.
The race options are:
Drake
Imp (for evil) or Mephit (good and neutral)
Cat
Rabbit
Groundhog
Small spider
Lim-Lim
Floating Skull
For now, all races have the same statistics, so this is mostly just about choosing the appearance.
There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are:
0 XP
89 000 XP (100 000 XP for IWD:EE)
500 000 XP
2 500 000 XP
6 000 000 XP (5 000 000 XP for IWD:EE)
Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack.
There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own.

As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again.

NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component.
When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move.

There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars).
The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE.

This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it.

v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added
v1.1
-BG:EE and BG2:EE mods combined into single mod
v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked
v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2
v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed
v1.36
-Polish translation added (credits to @Cahir )
v1.4
-Compatible with IWD:EE
v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE
v1.42
-Russian translation added (credits to @Saigon1983 )
v1.43
-Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields)
v1.5
New content:
-Customizable Familiars component added
-Familiars for NPC mages component added
-Wand Case component added
-Tweaks for the Staff of the Magi component added
Fixes and tweaks:
-New color options for WS and SoW (14 total)
-Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp
-Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration)
-Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party
-Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration)
-Staff of Alternation: Teleport renamed to Phase Shift, changed visual effect
-New icons for added spells
-Red and Purple missiles animation slightly tweaked
-Added missing DD restriction to the Staff of Dragon Power
-SoW spells are cast at caster level instead of level 10
-Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had)
-Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them
Technical:
-Prefixes of mod files changed to RG
-WeiDU updated to 239
-Tp2 structure and folder structure significantly altered

Extract the "msfm v1.5.rar" file 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. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.
I hope you enjoy it.

Wizard's Staffs and circlets in BG:EE:

Staffs of Wizardry in BG2:EE:



Circlets in BG2:EE:

Robe Tweaks:


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. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.
(OP edited 15.03.2015)
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BG2:EE: Neera's Comet does nothing!
1. Load the attached save.
2. Select Neera.
3. Cast Comet from the "Cast Spell" menu.
Observed
Comet does not happen. No animation is played and no damage is dealt.
Expected
Comet should do something, play an animation, and deal damage.
Notes
Started game in SoA; achieved HLA selection for Neera at the end of SoA. Leveled up at the start of ToB and selected Comet.
-Casting Comet through Nahal's Reckless Dweomer doesn't do anything either.
-Casting Comet during Time Stop doesn't do anything either.
-Casting Comet in or out of combat does nothing.
Running Windows 10 and got the game through Steam.
https://onedrive.live.com/redir?resid=8328427402D74D9!18060&authkey=!AKK2tXjNjpRfiwk&ithint=file%2crar
I've also reported this via Redmine. Has anyone else experienced this? I only finished SoA this morning, so selecting the HLA happened after the update.
2. Select Neera.
3. Cast Comet from the "Cast Spell" menu.
Observed
Comet does not happen. No animation is played and no damage is dealt.
Expected
Comet should do something, play an animation, and deal damage.
Notes
Started game in SoA; achieved HLA selection for Neera at the end of SoA. Leveled up at the start of ToB and selected Comet.
-Casting Comet through Nahal's Reckless Dweomer doesn't do anything either.
-Casting Comet during Time Stop doesn't do anything either.
-Casting Comet in or out of combat does nothing.
Running Windows 10 and got the game through Steam.
https://onedrive.live.com/redir?resid=8328427402D74D9!18060&authkey=!AKK2tXjNjpRfiwk&ithint=file%2crar
I've also reported this via Redmine. Has anyone else experienced this? I only finished SoA this morning, so selecting the HLA happened after the update.
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The creator of Forgotten Realms chimes in
Ed Greenwoods FB page
I am saddened by what I hear of the current kerfluffle raging about Siege of Dragonspear and the trans character Amber Scott designed and included in it.
Folks, the Realms have ALWAYS had characters (mortals and deities) who crossdressed, changed gender (and not just to sneak past guards in an adventure, by way of shapeshifting magic or illusions), were actively bisexual, and openly gay. How underscored this was by TSR and later Wizards varied over time, and was always softpedaled, because D&D wasn't a sex game, and we generally don't rub the reader's nose in sex unless there's a good in-story reason for it.
But even deities have changed gender, sometimes for good, and the servants of deities (Elminster, in ELMINSTER: THE MAKING OF A MAGE) have sometimes been forced by the deity to "spend time as the other" to learn what life is like.
So it has always been there, and is an integral part of the Realms. With that said, I've never met a gamer yet who doesn't tinker with every adventure to "make it their own" at their own gaming table, so if trans, LGBT, or sexual matters at all don't suit your tastes and needs in your gaming sessions, leave it out or change it.
But D&D has half-orcs, and half-dragons, and half-elves, and has magic items that specifically change gender, right there in the rules. Surely, if you can handle the basic notion of cross-SPECIES sex, having a full variety of gender roles should be something that doesn't blow your mind. If it's not for you, that's fine. I hate wearing certain shades of yellow. But I don't scream and yell at someone I see wearing those shades of yellow, and call them names, and threaten things. My right to dislike yellow applies to me; it doesn't extend to others. Because somehow, through an incredible oversight on the part of the universe that still hasn't been rectified, no one made me a god. (I'm still crushed.)
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↧
My heart is broken :'I
I romanced Rasaad in SoD.
It was lovely and fluffy and charming.
Now I proceeded onwards to BG2 and he doesn't rembember us being a couple.
Not okay. Not okay.
I had hoped that with the new patch something like that would be avoided but meh![:/ :/]()
Hope you are gonna do something about that in the next patch.
It was lovely and fluffy and charming.
Now I proceeded onwards to BG2 and he doesn't rembember us being a couple.
Not okay. Not okay.
I had hoped that with the new patch something like that would be avoided but meh

Hope you are gonna do something about that in the next patch.
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Dark Souls 2, Scholar of the first Sin
So yeah the Dark Souls 2 remaster, Scholar of the first Sin, has been out for a little while now.
I picked it up and it's DS2 on steriods. At least PVE wise, I'm not a high enough level for decent PVP so I can't really comment on that, although I am extremely excited for 6 man PVP.
The PVE is alot better and a much bigger challenge, just by changing enemy placement and adding more enemies to certain areas, From has managed to take some of the more mundane areas and turn them into a into a hellish challenge "heide's tower of flame was actually a mission to get through."
I haven't found any of the extra lore yet, but I've been playing for about 8 hours so it's still early days on this run.
So yeah if you wanted to try DS2 now the time to get it, Scholar of the first Sin comes with all the previous DLC and guys please if you already have it just upgrade and we can meet up at the Old Iron Keep and have a few honourable duels over the lava.
Dragon Bros for Life!
I picked it up and it's DS2 on steriods. At least PVE wise, I'm not a high enough level for decent PVP so I can't really comment on that, although I am extremely excited for 6 man PVP.
The PVE is alot better and a much bigger challenge, just by changing enemy placement and adding more enemies to certain areas, From has managed to take some of the more mundane areas and turn them into a into a hellish challenge "heide's tower of flame was actually a mission to get through."
I haven't found any of the extra lore yet, but I've been playing for about 8 hours so it's still early days on this run.
So yeah if you wanted to try DS2 now the time to get it, Scholar of the first Sin comes with all the previous DLC and guys please if you already have it just upgrade and we can meet up at the Old Iron Keep and have a few honourable duels over the lava.
Dragon Bros for Life!
↧
Can a thief with UAI use non-thief weapons?
... like a warhammer for exemple?
↧
[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows
Don't send PM to this account because they will be ignored!
Forum update fucked-up spoilers, will fix soon
Because Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + IWD2:EE ) will be released soon, we need to rise awareness of this community about this tool and encourage people to provide feedback.
Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://bitbucket.org/BigWorldSetup/bigworldsetup/commits/all
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/
- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- ability to add you own mods
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + partial IWD2-in-EET ) (not yet enabled!)
- Baldur's Gate 2 (standalone game) / Baldur’s Gate Trilogy ( BG1 + BG2 )
- Icewind Dale / Icewind Dale: Enhanced Edition
- Icewind Dale II / Icewind Dale II: Enhanced Edition
- Planescape: Torment
- Classic Adventures
Allowed folders for you game installation:
Warning for non-EE games (BG2/BGT/IWD/IWD2/PST, skip for Enhanced Edition): If you just moved you game folders, use this tool: IEGL to fix paths inside *.ini
Prerequisites:
- run each game at least once (especially after you moved non-EE game) and create a save game.
- quit Steam, all games, game/file editors
- create backups of each game
- disable you antivirus.
- disable User Account Control: Windows 7 / Windows 8 / Windows 10
0. Download Big World Setup zip archive and extract it anywhere but not inside game directory:
![image]()
1. Execute "BiG World Setup.vbs"
![image]()
2. Select GUI Language. It has nothing to do with game/mods language!
![image]()
3. Choose you game:
![image]()
4. Provide paths for you game:
![image]()
5. Select default language for all mods:
![image]()
![image]()
6. Choose compilation: for the first usage of the tool use "Recommended" compilation:
![image]()
7. Read "Installation F.A.Q." and then you can choose mods and components:
![image]()
[i] - button will open mod homepage/forum
Gray - forced mod, can't be un-selected
Green - recommended mod, based on the community
Blue - stable mod, it should install without errors/bugs
Orange - tactical mod, it increase difficulty or adds difficult fights
Red - expert mod, it can cause problems/it can overwrite files, read description
Yellow background - mod with warring, please read description
Gray background - mod must be downloaded manually to BiG World Downloads folder
![image]()
8. If the mods have conflicts, you will have to solve them:
a) some mods needs another mods/componets
![image]()
b) some mods cannot be installed together, choose one of them
![image]()
9. Test download of the mods. Test locally present mods:
Download missing mods (don't extract) which require manual download and put them into to BiG World Downloads.
![image]()
10. Start installation.
community and rules especially about providing working hosting for mods and fixing mod bugs,
Big Word Setup itself is not capable to fix/improve some aspects of automated mod installation.
Despite our best efforts, you will face some minor problems.
It often depends of how many mods you trying to install.
Big World Setup is an overlay for Big World Project which itself is an overlay for mods.
Overlay for overlay for another overlay.
- BWS cannot fix mod bugs: there is Big World Fixpack, all mod fixes should be added to it
- BWS cannot change installation order: BWS use Big World Project from Leonardo Watson
- BWS cannot host mods: there will be always mods which fails to download, please ask author to provide proper link You cannot distribute you mod via forum attachments. If you don't have you own hosting site, the best option is to use GitHub.com or please provide download links which:
- do not require chapta after several downloads (http://prntscr.com/6pk42t)
- do not advertise some adware/crapware/downloader etc
- do not expire after 30 or more days without download (every popular hosting site like speeedyshare, mediafire has such terms)
- do not require user interaction to be downloaded ( mediafire.com,googledrive.com has JavaScript download link generator that require user click)
- do not depend on the filename (dropbox.com/s/q72jpl132fj53lv/ModName-v1.zip?dl=1)
- do not depend on the file version if you enable SEO: mods.sitename.com/modnamev7 -> mods.sitename.com/modnamev7_1/
- it will not change when uploading/updated the same file
- it can be used by wget to check file size: wget.exe url --spider --no-check-certificate
Forum update fucked-up spoilers, will fix soon
Because Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + IWD2:EE ) will be released soon, we need to rise awareness of this community about this tool and encourage people to provide feedback.
Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy
by dabus

Information:
Project page: https://bitbucket.org/BigWorldSetup/bigworldsetup/overviewDiscussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://bitbucket.org/BigWorldSetup/bigworldsetup/commits/all
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/
Features:
- downloading mods (please see remarks!)- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- ability to add you own mods
Supported games:
- Baldur's Gate: Enhanced Edition (standalone game)- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + partial IWD2-in-EET ) (not yet enabled!)
- Baldur's Gate 2 (standalone game) / Baldur’s Gate Trilogy ( BG1 + BG2 )
- Icewind Dale / Icewind Dale: Enhanced Edition
- Icewind Dale II / Icewind Dale II: Enhanced Edition
- Planescape: Torment
- Classic Adventures
Supported mods:
- almost all of themInstallation:
Forbidden folders for you game installation, don't install you games here:C:\<anything>... | C:\Program Files\... | C:\Program Files (x86)\... | C:\Program Files (x86)\Steam\steamapps\common\...
Allowed folders for you game installation:
C:\Users\<YouUserName>\Games | D:\Games | Other non-OSdrive locations
Warning for non-EE games (BG2/BGT/IWD/IWD2/PST, skip for Enhanced Edition): If you just moved you game folders, use this tool: IEGL to fix paths inside *.ini
Prerequisites:
- run each game at least once (especially after you moved non-EE game) and create a save game.
- quit Steam, all games, game/file editors
- create backups of each game
- disable you antivirus.
- disable User Account Control: Windows 7 / Windows 8 / Windows 10
0. Download Big World Setup zip archive and extract it anywhere but not inside game directory:

1. Execute "BiG World Setup.vbs"

2. Select GUI Language. It has nothing to do with game/mods language!

3. Choose you game:

4. Provide paths for you game:

5. Select default language for all mods:


6. Choose compilation: for the first usage of the tool use "Recommended" compilation:

7. Read "Installation F.A.Q." and then you can choose mods and components:
Don't install any of the mod/component without reading mod README!

[i] - button will open mod homepage/forum
Gray - forced mod, can't be un-selected
Green - recommended mod, based on the community
Blue - stable mod, it should install without errors/bugs
Orange - tactical mod, it increase difficulty or adds difficult fights
Red - expert mod, it can cause problems/it can overwrite files, read description
Yellow background - mod with warring, please read description
Gray background - mod must be downloaded manually to BiG World Downloads folder

8. If the mods have conflicts, you will have to solve them:
a) some mods needs another mods/componets

b) some mods cannot be installed together, choose one of them

9. Test download of the mods. Test locally present mods:
Download missing mods (don't extract) which require manual download and put them into to BiG World Downloads.

10. Start installation.
Remarks - please read!
Before you start to complain, you must acknowledge that due to nature of Baldur’s Gate mods,community and rules especially about providing working hosting for mods and fixing mod bugs,
Big Word Setup itself is not capable to fix/improve some aspects of automated mod installation.
Despite our best efforts, you will face some minor problems.
It often depends of how many mods you trying to install.
Big World Setup is an overlay for Big World Project which itself is an overlay for mods.
Overlay for overlay for another overlay.
- BWS cannot fix mod bugs: there is Big World Fixpack, all mod fixes should be added to it
- BWS cannot change installation order: BWS use Big World Project from Leonardo Watson
- BWS cannot host mods: there will be always mods which fails to download, please ask author to provide proper link You cannot distribute you mod via forum attachments. If you don't have you own hosting site, the best option is to use GitHub.com or please provide download links which:
- do not require chapta after several downloads (http://prntscr.com/6pk42t)
- do not advertise some adware/crapware/downloader etc
- do not expire after 30 or more days without download (every popular hosting site like speeedyshare, mediafire has such terms)
- do not require user interaction to be downloaded ( mediafire.com,googledrive.com has JavaScript download link generator that require user click)
- do not depend on the filename (dropbox.com/s/q72jpl132fj53lv/ModName-v1.zip?dl=1)
- do not depend on the file version if you enable SEO: mods.sitename.com/modnamev7 -> mods.sitename.com/modnamev7_1/
- it will not change when uploading/updated the same file
- it can be used by wget to check file size: wget.exe url --spider --no-check-certificate
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Discuss all things Shaman
I am liking this new class.
I fiddled with it a bit in both BG and BG2 and I think it has a lot of tools to compliment a party without relying on non melee stats (Int, wis, Chr)
I fiddled with it a bit in both BG and BG2 and I think it has a lot of tools to compliment a party without relying on non melee stats (Int, wis, Chr)
- Detect Illusion allows your party thief to ignore this skill.
- You no longer have to memorize spells like slow poison and cures for those just incase moments
- Meta gaming allows you to have your spirits already summoned for meat shields during tough battles
- Weapon choices are much better than druids. (Axes!)
- Not needing a high spell casting stat (int/wis) makes them less squishy. Half-orcs in particular.
- Their class specific spells are a nice touch (besides the freezing AoE one I haven't explored them fully)
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Once you go Cloudkill you never go back
I mean just wow... could there possibly be a better spell in BG series?
The fact you can get this from a wand as soon as chapter 1 is just icing on the cake.
Cloudkill can be used without fail to absolutely destroy any non lich mage encounter be it SCSII or not. The fact is, mages CANNOT make themselves immune to its effect and the poison damage no matter if they are level 20+ with one million prebuffs. This ensures they will get disrupted forever. And it can be stacked. Doesn't matter if they have enough AI to know when to move out of the cloudkills of doom, you can just fill the entire area with more and more and MORE Cloudkills from wands! No need to rest, take that Vance! And they can be recharged too.
It's a reason I don't even bother with dispels. Dispeling a spellcaster in SCSII is far too annoying and time consuming. They know when to cast improved invis, many might start with protections of a level you can't even dispel when you meet them at the first time, you have to deal with their prebuffed/contingecy/sequencer simulacra and projected images and SI:Abjuration and SI:Divination and gods know what else and usually by the time you actually get to dispel them they have already cast a lot of high powered spells, like the damned first round Time Stop.
SO much easier and satisfying to just watch them melt away from poison as their spells fumble and fumble.
And don't forget its secondary uses! Instantly killing a lot of enemies including some trolls and umber hulks? Yes, please!
The fact you can get this from a wand as soon as chapter 1 is just icing on the cake.
Cloudkill can be used without fail to absolutely destroy any non lich mage encounter be it SCSII or not. The fact is, mages CANNOT make themselves immune to its effect and the poison damage no matter if they are level 20+ with one million prebuffs. This ensures they will get disrupted forever. And it can be stacked. Doesn't matter if they have enough AI to know when to move out of the cloudkills of doom, you can just fill the entire area with more and more and MORE Cloudkills from wands! No need to rest, take that Vance! And they can be recharged too.
It's a reason I don't even bother with dispels. Dispeling a spellcaster in SCSII is far too annoying and time consuming. They know when to cast improved invis, many might start with protections of a level you can't even dispel when you meet them at the first time, you have to deal with their prebuffed/contingecy/sequencer simulacra and projected images and SI:Abjuration and SI:Divination and gods know what else and usually by the time you actually get to dispel them they have already cast a lot of high powered spells, like the damned first round Time Stop.
SO much easier and satisfying to just watch them melt away from poison as their spells fumble and fumble.
And don't forget its secondary uses! Instantly killing a lot of enemies including some trolls and umber hulks? Yes, please!
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Lack of reviews in gaming media, why?
It look like huge marketing fail, it's few days from launch date. On metacritic there's single gaming media review from GamesBeat besides I find only total 4 other reviews. Even low budget indie crap get more reviews. Is the recent controversy some kind of desperate attempt to get gaming media attention, or what?
Another marketing fail, there no localised versions despite Baldur's gate great popularity in Europe, in Poland and Russia it has even cult following among rpg fans. CD Projekt build their success because one day they decided to do BG localisation, and they propably made all the way from that photo to making of witcher 3, because of that localisation.
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Another marketing fail, there no localised versions despite Baldur's gate great popularity in Europe, in Poland and Russia it has even cult following among rpg fans. CD Projekt build their success because one day they decided to do BG localisation, and they propably made all the way from that photo to making of witcher 3, because of that localisation.

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Imoen's thief level in lore *possible spoilers*
I like to follow the lore for continuity and that has previously meant dualclassing Imoen at lvl 7. Thus she has her thief skills back before SoD begins and has no reason not to come along. (Her studying magic is what I've read is the cause, but I'm stuck waiting for the ios version, so I can't verify it).
Is there perhaps a mod that raise her thief level to 10 (and the mage level to 11) in BGEE2? Do SoD maybe offer a reason why Imoen as a lvl 10 thief would drop 3 levels?
Is there perhaps a mod that raise her thief level to 10 (and the mage level to 11) in BGEE2? Do SoD maybe offer a reason why Imoen as a lvl 10 thief would drop 3 levels?
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What's your cheapest/cheesiest tactic?
Having played BG through again and wiping the chessboard in Durlag's Tower out with a few well placed fireballs, it made me wonder what cheesy tactics I don't know about.
Also those horrible Greater Wyverns are susceptible to trying to chase the first character they see through a closed door and will ignore other characters pelting them with ranged weapons...
Also those horrible Greater Wyverns are susceptible to trying to chase the first character they see through a closed door and will ignore other characters pelting them with ranged weapons...
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Shaman
Anyone try this class yet? Waiting to finish my mage playthrough before trying it. What are your thoughts?
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Reputation Gained from Temples Costs Significantly More
It seems that the amount of gold needed to gain reputation points at temples has been changed since the new patch. While it used to cost 500+ gold to increase a parties reputation value from a 1 to a 2, it now costs much more. Is this a bug or has the necessary amount of gold to obtain reputation points been increased? Upon hitting a reputation of 1 I had my party donate 2000 gold coins at once but still could not raise my reputation. Using the console I was able to donate ~1,000,000 coins and generate an increase, but that seems a little bit hefty of a price for a single point. Has anyone else had similar problems with this?
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Ultimate Party for Bg1 -> Siege -> bg2 playthrough
Once I finish siege, I want to start a new game from the begining of bg1 and use all the same characters till the end of bg2. I'll be using the new party creation feature (probably the best part of the patch) I know most people like the npcs, but I think it is much more enjoyable to create my own party like in IWD. Heres what I was thinking although I have 2 spots I'm debating on about which class to use and could use the opinions of others to help me out:
Fighter - Berserker Half Orc Dual Wield/Longswords will be using the +1 strength/constitution/charisma books on him since he is the party leader
Paladin - Cavalier Human Two Handed Weapon Style/2handed Swords - I am debating on making this spot a Berserker instead focusing on 2 handed weapons. I feel like the paladin would be better for bg1/siege but at higher levels in bg2 the berserker would be better
Fighter/Cleric - Half Orc Dual Wield/Morning star/Mace/War hammers (1 of the best class combinations in the game IMO) (Will be using at least 2 of the wisdom books on him)
Fighter - Berserker Human - Dual Class to Druid @ level 13 Dual Wield/Scimitars
This spot I'm debating on going shaman instead, I was skeptical of them at first but I am using 1 in my Siege runthrough at the moment and she is incredible
Illusionist/Thief - Gnome - shortbows/crossbows/darts (will use the +1 dex book on him)
Conjurer - Elf - Slings/Darts? (will use the +1 intel book on him)
I'm open to advice on the party, I will most likely play on core difficulty although I might bump that up to the next level of difficulty (forget what it's called). Also if anyone is interested in a multiplayer run through from bg1 - bg2 let me know I feel like that would be fun as well.
Fighter - Berserker Half Orc Dual Wield/Longswords will be using the +1 strength/constitution/charisma books on him since he is the party leader
Paladin - Cavalier Human Two Handed Weapon Style/2handed Swords - I am debating on making this spot a Berserker instead focusing on 2 handed weapons. I feel like the paladin would be better for bg1/siege but at higher levels in bg2 the berserker would be better
Fighter/Cleric - Half Orc Dual Wield/Morning star/Mace/War hammers (1 of the best class combinations in the game IMO) (Will be using at least 2 of the wisdom books on him)
Fighter - Berserker Human - Dual Class to Druid @ level 13 Dual Wield/Scimitars
This spot I'm debating on going shaman instead, I was skeptical of them at first but I am using 1 in my Siege runthrough at the moment and she is incredible
Illusionist/Thief - Gnome - shortbows/crossbows/darts (will use the +1 dex book on him)
Conjurer - Elf - Slings/Darts? (will use the +1 intel book on him)
I'm open to advice on the party, I will most likely play on core difficulty although I might bump that up to the next level of difficulty (forget what it's called). Also if anyone is interested in a multiplayer run through from bg1 - bg2 let me know I feel like that would be fun as well.
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Le topic à complaintes et suggestions de la VF
Chers gens,
La VF qui est proposée en jeu n'est pas encore parfaite, et des erreurs peuvent encore subsister. Je vous avais demandé dans un précédent message de nous rapporter les erreurs que vous pouviez rencontrer. Pour ne pas encombrer les forums, je vous demande de nous en faire part sur ce sujet, ce sera plus simple pour s'y retrouver![:) :)]()
Je vais créer sur ce message une liste des erreurs détectées, que je corrigerai et qui seront intégrés dans les divers patches au fur et à mesure.
LE PROBLÈME DE L'ABSENCE DE VOIX EN VF :
En ce qui concerne le problème des voix du jeu : oui, il n'y a pas encore les voix en français. Pour une raison toute simple : les équipes de traduction en langue étrangère n'ont pas encore accès à certaines ressources censées nous permettre la localisation complète des voix. Par exemple, les dialogues de BG:EE en VO subissent de constantes modifications, corrections et ajouts depuis la sortie du jeu en novembre dernier (modifications que nous répercutons sur la VF). Or, pour finaliser la VF et faire commencer les enregistrements de nouveaux doublages en langue étrangère par des professionnels, nous avons besoin d'avoir une version finale des textes du jeu (ce qui n'est, donc, pas encore le cas).
Il a été au départ question du temps que prenait la conversion des sons du jeu dans les différentes versions localisées ; ce problème n'en est plus un depuis longtemps.
LES MANUELS DU JEU EN VF
Si vous ne les avez pas trouvés, ils se trouvent dans le répertoire du jeu, section manuals/fr_FR.
PROBLÈME D'AFFICHAGE : "MISSING STRING [xxxxx]"
Ce type problème résulte d'une ligne de texte ajoutée à la version originale que nous n'avons pas eu le temps d'implémenter dans notre traduction avant la release du jeu. En règle générale, nous sommes prévenus de l'ajout de nouveaux textes, mais lorsque ces ajouts ne concernent qu'une ou deux lignes, parfois, les développeurs oublient de nous en faire part. Dans tous les cas, pour le moment, nous sommes au courant de la présence de toutes les nouvelles lignes (qui ne sont pas nombreuses, une dizaine tout au plus au moment où j'écris ces lignes, mais qui peuvent apparaître très souvent pour certaines), qu'elles sont traduites et bonne et due forme sur notre document de travail, et qu'elles seront comprises dans la VF lors d'un prochain patch.
LA LISTE DES ERREURS ET SUGGESTIONS :
Une première fournée de corrections a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au 04/12 ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Anios, @Anomaly, @Dritzeen, @Joker, @Kerozevok, @Ketzac, @Kylban, @lefreut, @LibraLeFourbe, @Lothringen, @Maximaxou, @Piecefuldays et @Zarek.
22/12 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au jour de la fin du monde ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @Aranthys, @AvoK, @Dritzeen, @Erkios, @Kerozevok, @Krimgal, @Lothringen, @Marcmad, @Maximaxou et @Rib.
Les développeurs n'ayant pas réceptionné la mise à jour envoyée, les erreurs listées n'ont pu être corrigée pour la nouvelle version, et seront donc répercutées dans la version suivante.
24/01 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs, qui comprend la correction de toutes les erreurs mentionnées jusqu'ici, et la traduction des dialogues de Baeloth. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Bergil, @LeChatMG.
Cette fois, je me suis fait confirmer que cette mise à jour de la VF sera bel et bien comprise dans la prochaine update du jeu.
11/02 : Une nouvelle version des textes vient d'être envoyée, comprenant les corrections suggérées par @Anios. Merci à lui !
- #15383 : veillez à ne rien cassez --> à ne rien casser (signalé par @Bergil)
- #17278 : correction d'une lettre qui s'affichait mal sur la description de l'objet (signalé par @Bergil)
- #20335 : il est grande --> il est grand (signalé par @Bergil)
- #20792 : a-t-elle --> a-t-il (signalé par @Bergil)
- #21733 : une correction d'une majuscule en fin de mot. (signalé par @Bergil)
- #22947 et #27260 : correction des guillemets et retrait d'un mot en trop. (signalé par @Bergil)
- #26902 : le livres --> le livre (signalé par @Bergil)
- #27242 : rajout d'une lettre manquante (signalé par @Bergil)
- #27481 : tour de durlag --> Tour de Durlag (signalé par @Bergil)
- #31906 : avanceaient --> avançaient (signalé par @Bergil)
La VF qui est proposée en jeu n'est pas encore parfaite, et des erreurs peuvent encore subsister. Je vous avais demandé dans un précédent message de nous rapporter les erreurs que vous pouviez rencontrer. Pour ne pas encombrer les forums, je vous demande de nous en faire part sur ce sujet, ce sera plus simple pour s'y retrouver

Je vais créer sur ce message une liste des erreurs détectées, que je corrigerai et qui seront intégrés dans les divers patches au fur et à mesure.
LE PROBLÈME DE L'ABSENCE DE VOIX EN VF :
En ce qui concerne le problème des voix du jeu : oui, il n'y a pas encore les voix en français. Pour une raison toute simple : les équipes de traduction en langue étrangère n'ont pas encore accès à certaines ressources censées nous permettre la localisation complète des voix. Par exemple, les dialogues de BG:EE en VO subissent de constantes modifications, corrections et ajouts depuis la sortie du jeu en novembre dernier (modifications que nous répercutons sur la VF). Or, pour finaliser la VF et faire commencer les enregistrements de nouveaux doublages en langue étrangère par des professionnels, nous avons besoin d'avoir une version finale des textes du jeu (ce qui n'est, donc, pas encore le cas).
Il a été au départ question du temps que prenait la conversion des sons du jeu dans les différentes versions localisées ; ce problème n'en est plus un depuis longtemps.
LES MANUELS DU JEU EN VF
Si vous ne les avez pas trouvés, ils se trouvent dans le répertoire du jeu, section manuals/fr_FR.
PROBLÈME D'AFFICHAGE : "MISSING STRING [xxxxx]"
Ce type problème résulte d'une ligne de texte ajoutée à la version originale que nous n'avons pas eu le temps d'implémenter dans notre traduction avant la release du jeu. En règle générale, nous sommes prévenus de l'ajout de nouveaux textes, mais lorsque ces ajouts ne concernent qu'une ou deux lignes, parfois, les développeurs oublient de nous en faire part. Dans tous les cas, pour le moment, nous sommes au courant de la présence de toutes les nouvelles lignes (qui ne sont pas nombreuses, une dizaine tout au plus au moment où j'écris ces lignes, mais qui peuvent apparaître très souvent pour certaines), qu'elles sont traduites et bonne et due forme sur notre document de travail, et qu'elles seront comprises dans la VF lors d'un prochain patch.
LA LISTE DES ERREURS ET SUGGESTIONS :
Une première fournée de corrections a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au 04/12 ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Anios, @Anomaly, @Dritzeen, @Joker, @Kerozevok, @Ketzac, @Kylban, @lefreut, @LibraLeFourbe, @Lothringen, @Maximaxou, @Piecefuldays et @Zarek.
22/12 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au jour de la fin du monde ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @Aranthys, @AvoK, @Dritzeen, @Erkios, @Kerozevok, @Krimgal, @Lothringen, @Marcmad, @Maximaxou et @Rib.
Les développeurs n'ayant pas réceptionné la mise à jour envoyée, les erreurs listées n'ont pu être corrigée pour la nouvelle version, et seront donc répercutées dans la version suivante.
24/01 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs, qui comprend la correction de toutes les erreurs mentionnées jusqu'ici, et la traduction des dialogues de Baeloth. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Bergil, @LeChatMG.
Cette fois, je me suis fait confirmer que cette mise à jour de la VF sera bel et bien comprise dans la prochaine update du jeu.
11/02 : Une nouvelle version des textes vient d'être envoyée, comprenant les corrections suggérées par @Anios. Merci à lui !
- #15383 : veillez à ne rien cassez --> à ne rien casser (signalé par @Bergil)
- #17278 : correction d'une lettre qui s'affichait mal sur la description de l'objet (signalé par @Bergil)
- #20335 : il est grande --> il est grand (signalé par @Bergil)
- #20792 : a-t-elle --> a-t-il (signalé par @Bergil)
- #21733 : une correction d'une majuscule en fin de mot. (signalé par @Bergil)
- #22947 et #27260 : correction des guillemets et retrait d'un mot en trop. (signalé par @Bergil)
- #26902 : le livres --> le livre (signalé par @Bergil)
- #27242 : rajout d'une lettre manquante (signalé par @Bergil)
- #27481 : tour de durlag --> Tour de Durlag (signalé par @Bergil)
- #31906 : avanceaient --> avançaient (signalé par @Bergil)
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On the lack of Jaheira's Voice.
Now I just want to say I'm not mad, just disappointed about this. I understand that they couldn't find the original VA for her and couldn't find a voice actress with a similar enough voice, but it's just so incredibly jarring to be walking around the map when a party convo pops up and half of the conversation is silence. It's like a gaping lack of content, and it just stuns me that they didn't just bite the bullet and put another voice actress in the game (Heck, Minsc sounds somewhat different despite having the same VA, due to general aging.). Yes, people would be disappointed, but I think it would have been preferable to what we currently have. That being said, I understand Beamdog's reasoning and hope at somepoint they find the VA and get her to do the lines for the patch, or come across someone who can replicate the voice well. So, what are your thoughts on the lack of our clubwielding half-elf's voice?
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Request for a toggle.
That new renderer that came with the new patch kind of alters the look of the whole game somewhat. Makes it look rather cartoony. I am not getting the BG feel at all from this, and a toggle would be nice. One that brings back the classic look of the characters. The whole game looks like Ultima VIII now (that is a bad thing). Why change the look of the game in the first place? What was the point?
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