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Reed of Echoes removes Bard spells instead of adding them.

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The Bard only item Reed of Echoes is supposed to add 2 first level spells, one second level, and one 3rd level. Instead it does the opposite, even when I took it away from him. I've replaced my Bard with one of the recruits but that was pretty frustrating. The Bard was better in IWD one and two. Does anybody know a fix?

Spoiler request: bard items?

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Does anyone know if there is a comprehensive list of bard specific items in BGEE, SoDS and BG2EE? I know of a few, but I generally ignore these in other play-throughs.

[MOD] Dragonspear UI++ (v2.14)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

As of version 2.0, this mod is almost finished, I plan to release only one more bigger patch with widescreen overhaul of the chapter screens.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed


Screenshots:























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://docs.google.com/uc?id=0B6IgMgIWtPbReEJESmhuaUp6S00&export=download

Do Raise Dead scrolls work now?

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Hi, I've only played SoD once, before the latest patch came out. The version I played had a bug where Raise Dead scrolls did not work. Has that been fixed in the latest game version? Thanks.

Action as a result of a critical miss

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I notice that it is possible to trigger and action (cast spell) in the event of a critical miss. Is it possible to trigger an action based on an enemies critical miss?

For example if an enemy misses (critically) could that trigger a spell to give the target (PC or NPCs) a bonus APR for one round? Like a counter attack.

When will the saemon bug ever be fixed?

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Once again I am in brynlaw. Once again Saemon isn't at the docks. It's getting quite annoying. When can we expect this bug to be fixed?

You know you're spending too much time on this forum when.......

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1. You're not playing enough Baldur's Gate.

An Idea to Bring Yoshimo Back


WHEN TO DO GENERALISED BIFFING

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I am aware that widescreen mod and BG2 Tweaks are supposed to come at the end of an installation.

Widescreen often needs re-installing apparently, and other mods could over-ride what Tweaks does (That also might need re-installing fairly often as the player changes his mind over the set-up)

People seem to differ over the order of those two.

However, does biffing come before them or after them.

BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.5:
https://www.dropbox.com/s/x7lwmlptkte1xvx/Unofficial Item Pack V2.5.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech


Installation of this mode has six optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Guenhwyvar's Figurine - New drop from Drizzt


19) Cloak of Displacement - Blur is gone
20) The Claw of Kazgaroth - Blur is gone
21) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)

G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

Priest of Lathander or Priest of Tyr?

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I can't decide which of these would be better for me in the long run. I'm going in as a Human Cleric/Mage dual-class and the Boon of Lathander's extra attack per round and protection from level drain for 1 round sounds good, but is that better than the Divine Favor's +1 to attack and hit every 3 levels for 2 rounds? I'm not sure when I'll be switching to the Mage but likely not until I've reached level 9 Priest (or level 16, i'm fine exploiting the spell scroll XP which could mean +5 to both) so that's at least +3 to attack and hit for 2 rounds, combined with Bless and Chant etc that's +5 (or +7). I'm very confused.

You know it's a normal day in the forum when...

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1) You receive an insightful/agree/like on a comment you made two years ago in thread long dead...

2) Vegetables go to war...

[MOD] Artaport 3.1

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Introduction

Artaport is package containing portraits made by Artrastrophe . It's dedicated only for Enhanced Edition Baldur's Gate games and future Enhanced Edition Trilogy. It includes over 100 portraits for PC installed manually and NPC portraits installed by WeiDU. If you want to have Artrastrophe portraits in BG1/BG2/BGT/Tutu, then check LavaDelVortel PaintBG mod. There's also portraits preview.

Installation

1) If you want to use portraits for PC you need to copy-paste folder "portraits" into either C:\Users\user\Documents\Baldur's Gate - Enhanced Edition
or
C:\Users\user\Documents\Baldur's Gate II - Enhanced Edition
Last 8 male and 2 female portraits (those with exclamation mark) was used by me for components 4) and 5) described below. If you don't use them, feel free to use those portraits for you own PC. But if so, don't be surprised when you will meet you own doppelganger!

2) If you want to change NPC portraits then simply unzip folder "artaport" + "setup-Artaport.exe" into one of the Enhanced Edition game folder (the one with chitin.key) and run "setup-Artaport.exe". You can chose which components you want. To uninstall run "setup-PaintBG.exe" again and select the uninstall option. This mod covers some changes made by one of the most famous and mandatory mod for BGII:EE - Unfinished Business 2 (Baldur's Gate II) and it needs to be installed after it.

Components

1) Change portraits in BGI:EE - it replaces all NPC and default PC portraits in Baldur's Gate I: Enhanced Edition.

2) Change portraits in SoD - it replaces all NPC and default PC portraits in Baldur's Gate I: Siege of Dragonspear.

3) Change portraits in BG2:EE - it replaces all NPC and default PC portraits in Baldur's Gate II: Enhanced Edition.

4) Add portraits for non-joinable NPCs in BG1:EE - it adds portraits in dialogue box for 14 plot-important, non-joinable NPCs
Preview:

Angelo angelo Belt belt Davaeorn daveron Drizzt drizzt Elminster elmin Eltan eltan Gorion gorion Liia liia Mulahey mulah Rieltar rieltar Sarevok sarevokm Scar scar Tamoko tamoko Tazok tazok

5) Add portraits for non-joinable NPCs in BG2:EE - it adds portraits in dialogue box for plot-important, non-joinable NPCs. So far only 2 NPCs had them. This component adds them to 11 more.
Preview:

Aran aran Ardulace ardulace Bodhi NBodhiS Drizzt drizzt Ellesime NElleS Elminster elmin Gaelan gaelan Gorion gorion Irenicus LRJonM Phaere phaere Saemon saemon Solaufein solauf Tazok tazok

6) Restore BG1:EE NPC portraits - it restores portraits for non-joinable NPCs in BG2:EE known from BG1:EE.

7) Add portrait for Edwina - component made by Wendy Yung (cliffette) for Tweaks Antology (previously BG2 Tweaks). It changes Edwin portrait for female one during his quest.
Preview:

postimage

Notes

Current version of this mod doesn't have portraits for plot NPCs in Siege of Dragonspear and Wilson NPC from Baldur's Gate II. If Artastrophe will create them, then they will be added here. If you want to support her and accelerate process of making those portraits, fell free to order commissions.

WeiDU version 239 doesn't support Siege of Dragonspear, so you have to install both components 1) and 2) for mod to work. Later it will be only 2).

Credits

Artastrophe - created all portraits
Lava Del'Vortel - resized most of them
Wendy Yung (cliffette) - created Edwina portrait component
AstroBryGuy and Cahir - helped with code

Change log

1.0 Initial release.
1.1 Changed Davaeorn, Anomen and Edwin portraits.
1.2 Changed Drizzt portrait.
2.0 Reorganized everything and added WeiDU installation with components for non-joinable NPCs for BG1:EE and BG2:EE.
2.1 Gave Ardulace more unique portrait and fixed Viconia and Minsc secondary portraits.
2.5 Added BG2:EE component restoring portraits for NPCs known from BG1:EE.
3.0 Fixed one bug and components order for it to work with EET.
3.1 Added missing Sarevok and Illasera portraits and compability with @Pecca Dragonspear UI++

Unfinished Business 2 (Baldur's Gate II): http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=101&Itemid=80/

LINK: https://www.sendspace.com/file/wf42cr

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!!

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/5.3.1

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul

That's it!

Full Readme:

https://dl.dropboxusercontent.com/u/86011511/readme-SoB.html

...

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

Cheers!

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

---------------------------------------------------

HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866

DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")

README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A very general idea of what the mod contains (not in this order):

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique

2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)

3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)


A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

Ambush

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I find the ambushes where you start in the middle of the map surrounded by bandits firing at you really weird. I am travelling with two rangers and most of my party can stealth and somehow I get surrounded by a circle of bandits. Wtf? Do your job Minsc and Kivan! Likewise the ambushes where you start in a dead end. Well done scouts

Make an Absurd NPC

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Example:

Fatso the Gargantuan (This wouldn't fit, so I put Fatso the Vast)
Chaotic Good
Gnome
Wizard Slayer

Fatso: Your days are numbered, Irenicus. So says the mighty axe of Fatso the Gargantuan

Irenicus: Who?

Fatso: Me, you blasted idiot!

Irenicus: (facepalms) Whose Idea was it to invite this guy?

CHARNAME: (raises hand slowly)

Irenicus: See CHARNAME, this is why we can't have nice things.

Fatso: Maybe we should just skip the small talk, and get right to the killin'

Irenicus: And now you're stealing lines from the first game? OK, "DRASUS"

CHARNAME: Uhh...can we fight now?

Irenicus: Son of a....*yes*!

Color Blind

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Can't tell you how many times my "disability" has affected my complete game appreciations (not to mention real life issues).

While my problem is relatively minor, it is still aggravating and rather time consuming. It has to due with the spells memorized for both mages and priests. Once in the bar of memorized spells about 50% or more fade and can't be seen or are otherwise unrecognizable. A mouse over would solve the problem or different color palette option.

Really have no disillusion that anything will change but I feel better having ranted.



Can't save game

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Is anyone else unable to save their game? I am able to start a new game fine. I can import saves from BGEE just fine. However, when I try to save any progress in SOD, I create a save then try to load the save, annnddd...There's nothing there.

IWD Divine spells in BGEE, SoD and BG2EE

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OKay, so I've converted all IWD divine spells to BGEE and BG2EE. My plan is to add them to the Faiths and Powers mod, but I figured why not release it as a standalone mod.

So, this is a mod that adds all IWD divine spells into BGEE and BG2EE. I'm reasonably confident that this mod is bug free, the spells in this mod are functional, but please do report any bugs you find and I'll fix it asap.

I do also plan to add all IWD wizard spells to BG (etc.), but that's a longer term goal. I will probably add some custom spells eventually.

This should be pretty much compatible with any mod (though, not Faiths and powers atm), though let me know if you find any incompatibilities as well.

Updates:
2016-06-23
Version 0.79

- Numerous bugs squashed
- Increased compatibility with spell revisions ( install after sr!) most notability, it will no longer install duplicate spells such that both the sr and iwd versions are memorizable (e.g. cause light wounds)
- Compatibility code for future, and in progress projects
- Updated secondary spells an icons to use the standard (i.e. the spell name + some letter suffix)

Version 0.80
- This one is all about the static charge spell. Added the projectile in secondary spell to make it actually work correctly (and not target the caster!), updated text notification to something less wacky, and sec spell rename to match default implementation

Version 0.81
- Apparently, I inadvertently removed Whirlwind. Also, Spiritual Wrath was using the Whirlwind pro in version 0.80. That must have been interesting. Fixed
- Bug fixes
- Added a missing file for symbol, pain.
- Changed portrait icons for symbol spells to existing ones in the bg(2)ee engine.
_____________________________________________________
Links:
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
IWD and new Arcane spells will eventually find a home in this mod

Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

Divine spells will go here.

Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
A great spell mod. I'll eventually create a mod to use these spells in IWD (as they are not currently available in that game). I will also work to ensure compatibility with this mod

http://www.d20pfsrd.com/magic/spell-lists-and-domains

Inspiration

Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!

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NOTE: Original release documentation can be found inside of the ascension folder of the release archive.

FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016

Been way to long since I've updated this mod. That is all.
Back to work ;)

All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.

ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)

CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).

6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin

5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)

5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.

4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.

1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).

1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix

PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order. :)
- All epilogue's no longer install by overwriting -WhiteAgnus

ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus

TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix

RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code :) -JediMindTrix, mainly Gwendolyne

NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus

BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.

Feel free to post bugs to this thread, or by private message!

WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"

DOWNLOAD
Direct Download Link, 7z Archival Format

INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724

Have fun everyone!

Cheers,

-JediMindTrix
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