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Stupifier nerfed (!?)

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To my dismay it seems The Stupifier has been nerfed.

Previously 25% chance to stun opponent, no save.

Now 10% chance, with save opportunity.

It was my favorite weapon. I suspect a large-scale conspiracy... ;-)

/A.


Where is Ninde?

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I am finding that the links to several of the NPC mods no longer work. So I can't read the HTML read me to get info. One of these is Ninde. Does anybody remember where you can find her?

[Work in Progress - beta stage] Gleya NPC Mod for BG2

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I'm in playtesting stage of my mod NPC, Gleya. Original idea posted in the following thread: http://forum.baldursgate.com/discussion/comment/523597


image
(art by Isandir: http://isandir.com/category/portraits/)

Name: Gleya Windborn (real last name unknown)
Gender: Female
Race: Human genasi (air)
Class: Cleric
Alignment: Chaotic Good
Deity: Selune

Stats:
Str: 15
Dex: 19
Con: 9
Int: 14
Wis: 16
Cha: 15

Proficiencies:

Mace +
Flail +
Sling +

Biography: When asked about the past, GLEYA merely shrugs. She tells that she was once the healer for the Bright Pearl, a merchant ship which is known for travelling throughout a large portion of Faerun to trade exotic goods. She adds that she was taught the faith of Selune, the Moonmaiden, by a man named Ezeim. Her unusual appearance stems from her extraplanar ancestry as a windborn genasi, which she mentions is a heritage not unheard of in the djinn-populated land of Calimshan, her birthplace. With her tendency to drift off into different subjects, it is difficult to learn more.

Content: 1 new joinable NPC, 2 new spells, 5 new items, 1 combat encounter/short quest. Currently lacks voice acting.

Friendship/Romance: 10 time-based friendship talks, chapter-based talks, romance talks (romance-exclusive talks start after last friendship talk)

Comments: I have trouble writing a single character for too long. Romances in particular aren't something I'm great at, but I figured I'd give it a shot anyway. I used the Branwen NPC mod (http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=113&Itemid=84) as a base and tutorial, which I'd recommend anyone interested in making a mod NPC look at.

Banters (very minor spoiler potential):


Arranged as SoA/ToB (conditional talks included). There's a bit more than average than vanilla NPCs without banter mods. No conflicts other than romance.
Aerie - 4/2
Anomen - 2/2
Cernd - 3/1 (1 conditional SoA talk)
Dorn - 3/1 (there are more, but some are mutually exclusive)
Edwin - 3/1 (1 conditional SoA talk)
Haer'dalis - 3/2
Hexxat - 1/1
Imoen - 4/3 (1 conditional ToB talk)
Jaheira - 4/2
Jan - 1/1 (sorry, hate writing for Jan :( )
Keldorn - 3/1
Korgan - 2/1
Mazzy - 3/1 (1 conditional SoA talk)
Minsc - 3/1
Nalia - 2/1
Neera - 4/1
Rasaad - 3/2 (1 conditional SoA talk, 1 conditional ToB talk)
Sarevok - 2 (1 conditional talk)
Valygar - 2/2
Viconia - 3/2 (1 conditional SoA talk with Rasaad)
Yoshimo - 3 (1 conditional talk)


Spells:


image - Moon Shield: Using this spell, the Silverstar of Selune raises a barrier of moonlight around self, shielding from magic. For the duration, the caster gains 20% magic resistance and +5 to saving throws vs. death and magic. 1 use/day.
image - Moonfire
(Evocation)

Level: 7
Sphere: Sun
Range: 0
Casting Time: 5
Area of Effect: Special
Duration: Instant
Saving Throw: 1/2

This spell can only be cast by priests of Selune. When this spell is cast, a cone of fiery white moonlight springs from the caster's hand. Living creatures in the area feel an unnatural chill and take 1d8 points of magic damage per two caster levels, to a maximum of 10d8. Undead take 10d8 damage with no save. Targets who pass a saving throw vs. spell at take half damage. In addition, targets may also have their effects dispelled as per the Dispel Magic spell.
Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round, removing all invisibility effects.

Cast as a priest spell similarly to Jaheira's Harper's Call.


Items:

Only revealing one item for now.
image


Screenshots:

Gleya's location:


And a line of her starting dialogue.
image


Gleya's Stats:


Her health is pretty terrible. Her armor class is incredible though, and she can use full plate and heavy shields without help, unlike Viconia.
image


Other:


One of the later friendship talks.
image



Selunites and Sharrans really don't like each other. Gleya doesn't have any breaking conflicts normally, however her romance conflict with Viconia and Dorn are the only ones that can lead to her leaving the party.
image



Banters working fine. I can't keep some of the NPCs perfectly in character, but I've done my best.
image


Current bugs and 'not working as intended' features I can't fix (anyone have any ideas?):

Gleya, as a human with appropriate stats, can dual-class to thief. I have no idea how to prevent it, but I'd rather she remain as a cleric. Though with the game's lack of advancing 'good-aligned' thieves I'm considering keeping it as a feature. A couple talks don't make sense in context.

Caelar NPC mod (Can contain SOD Spoiler)

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Hello all,

I'm currently working on a mod that add the possibility to recruit Caelar into your party in BG2 (SOA).
I'm a beginner in mod conception, but on holiday and get a lot of free time to work on it.

Regarding the mod :

- You can recruit Caelar in the Planar Sphere, on the abyss layer (MAP 0414).

- She a Lawful good Lv15 fighter. I plan to add a quest that could change her to a paladin (Probably a Morninglord of Lathander)

- Reason for her to be in the Abyss :
She was held prisoner by a Devil (Thrix the profane, the devil that propose a bargain at the end of SOD) but for unknown reason, this devil tried to exchange her with a Daemon and sent them to the abyss (It's the reason why you encounter her in the Abyss). A fight occurred and Caelar manage to flee.

I know it could be done better, but as I'm beginner, I prefer to start simple, and if needed to update it later when I'm more confident with weidu.

- As she was a prisoner, she do not held any weapon or item, and is in a bad state when you encounter her.
I would like to let her obtain his shield, sword and armor during a quest. (Not the helm, as the Unofficial item pack add it to the game already).

- The mod assume you let her live and join you during Sod final battle. But I tried to add dialogue option that also imply the contrary.

- So far, she only have two banter with Minsc and one with Imoen at the moment. I'm working on adding more and interject too.

- She's only available in SOA at the moment, but I will add an option to recruit her in TOB.

- She is fully voiced with her original voiceset. Remark : I'm almost sure the dev plan to add her as a DLC one day. There is a lot of unused voice in the game (Reputation happy/unhappy, a sound where she said she will avenge her sister..). If Beamdog release such DLC, I will no longer support this mod and stuck with the official version.

- I may add a french translation later, but no guarantee on it. (As it's my natural language).

I will not provide a download link for the moment (Not until I'm sure the mod is well written enough and that the code won't break the game..), but if some are interested to test it or to have a look at the files they can MP me.
For the moment, it's a very early "beta" version.

If someone has banter/interject idea, please submit them !
Any comment, critics, suggestion are welcome.






[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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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.

WORLDACTION_BAR AND SPELLS

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I don't know how many of you mages and sorcerers out there have been fed up with how primitive the spell selection process is, but I've wanted a different method for a long time. Now we have a way to make changes. I've been curious about the process of adding Ultimately, it would be nice to have a greater selection of spells available from the spell selection menu. In some of my most primitive attempts I see that you can't just add buttons whimsically. What would it take to add one additional slot in the spell selection menu?

A guide to new magic items in Siege of Dragonspear *SPOILERS*

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This is a list of all the new notable magic items in Siege of Dragonspear.
I am not including underwhelming ones like daggers +1 and stuff like that

A list of items in BG:EE and BG2:EE can be found here:
BGEE:
https://forums.beamdog.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers
BG2EE:
http://forum.baldursgate.com/discussion/23853/a-guide-to-new-magic-items-in-bg2ee-spoilers


Weapons:

Quarterstaffs

Brevin's quarterstaff +1 (+10 lore, Friends once per day) - Convince Jospil to help you in duchal palace
The Uncursed Staff +1 (Strength: 18, THAC0: -2, Damage: 1d6-2)
The Soulherder's Staff +2 (Magic Res: +15%, Summoned spirits gain a +1 to Strength, Damage: 1d6, +2 magic dmg)
Echo of the Fiend +3 (5% chance of triggering a Sunfire spell centered on the wielder, Fireshield Red twice per day)

Longbows

Corwin's bow +1 (Dex +1, 10% chance target is entangled for 3 rounds. Save vs Breath negates, only usable by corwin) - Corwins starting equip
Corinth's Bow +2 (AC+1, on crit the wielder is affected by the Luck spell) - Reward for "The Trial" quest at Dragonspear Castle
Bow of the Banshee +2 (10% chance per hit of casting Cloak of Fear centered on the wielder, Deals 1 extra point of magic damage to panicked targets) - inside the cave in Deadman's Pass

Shortbows

Savage Shortbow +2 (+1 con if you are elf or halfelf,+3 dmg vs orcs, halforcs and ogres) - Purchasable from Herod
Blightbringer +1 (10% chance that the target is diseased (sv vs death negates) losing 2 points of Dexterity (non-cumulative) and becoming slowed for 3 rounds, +3 THAC0 and dmg vs Dwarves and Gnomes)
Fleshripper +2 (5% chance per hit of hasting the wielder for 4 rounds, Movement Speed: +2) - Complete "Skie's gone missing" quest

Greatswords

Sword of troll decapitaion +1 on critical hit vs troll, gain +1 str for 1 turn, +2 to hit vs trolls, +2 flame dmg vs trolls) - Bronze sentry, repository of undeath
Dragon Blade +3 ( +1 cold dmg, While enraged, the chance to score a critical hit is increased by 10%, Deals an extra 2d4 points of cold damage and slows the target for 1 round (no save) on a crit) - Quest with the Rashemi couple outside underground river, transfers to BG2 in Firkraag's dungeon
Sword of Ruin +2 - Critical Hit Chance: +5%, Deals an extra 2d4 points of slashing damage on a critical hit - Korlasz Family Tomb bottom level behind secret passage

Axes

Grubdoubler's axe +1 (20% chance on hit save vs spells or confused for 3 rounds. +2 to hit and dmg vs humans, returning,M'Khiin only) M'Khiin starting equipment
Axe of Krunthur (Returning throwing axe, +1 attack per round, 33% chance per hit that the target takes 1 poison damage per second for 2 rounds (Save vs. Death negates), Mkhiin Only) - Kanaglyms
Chill Axe (Strength: +1, 2% chance per hit that the wielder will become berserk for 3 rounds)
Rhyte's Last Arrow +2 (Returning throwing axe, chance to score a critical hit: +5% with this weapon only, on a critical hit the wielder gains +5 thac0 for 3 rounds, non cumulative) - Sold by Jegg

Clubs

Mosela's cudgel +2 (saves vs alteration +2, +1 to hit and damage vs constucts) - Purchasable from Herod
Backwhacker (Target becomes unconscious for 2 rounds when a backstab is performed (Save vs. Death negates) -Sold by Waizahb

Daggers

Gemblade +1 (20% chance per hit a random gem will be created in inventory)- Coast way forest near ambush site
Gemblade +2 (Intelligence: +1) - after using all 20 stacks of Gemblade +1
Elements' Fury +2 (Deals an extra 1d4 cold damage to fire elementals, Deals an extra 1d4 fire damage to water elementals, Deals an extra 1d4 acid damage to earth elementals, Deals an extra 1d4 electrical damage to air elementals, Damage: 1d4+2, +1 fire, cold, electrical, or acid damage (random)) - water elementals encounter in underground river, dropped by the mage
Dagger of Troll-fighting +1 (Damage: 1d4+1, +1d4 fire)
Acid-Etched Dagger +2 (+1 acid dmg,15% chance per hit target takes 1 point of acid dmg per round for the next 3 rounds )
Pritchard's Family Stiletto +2 (Armor Class: +2 vs. giant humanoids, +4THAC0 and +4dmg vs giant humanoids)

Maces

Cudgel of Montgomer +1 (10% chance per hit of casting Cure Light Wounds on the wielder)
Glimmer of Hope (Wisdom: +1, 10% chance per hit of casting Bless centered on the wielder)

Flails/Morningstars

Martyr's Morningstar +2 (Hit Points: -10, On a critical hit, target loses 15% of their max HP)
The Hydra +2 (33% chance per hit of dealing +1d4, +2d4, or +3d4 points of piercing damage) - Free ogres under castle

Halberds

Storm Pike +2 (15% chance per hit of stunning the target for 1 round (Save vs. Spell negates), On a critical miss, the halberd deals 1d4 electrical damage to the wielder, +1 electrical dmg)
Cold Fury +2 (Each hit slows fire-dwelling and fire-using creatures for 3 rounds (Save vs. Spell negates)+1d2 cold dmg)

Spears

Festering Spear +1 (Inflicts 2 points of bleeding dmg, On a critical hit, target is diseased (-2 penalty to Strength and Dexterity for 1 turn, non-cumulative))
Shadowed Spear +2 (AC: +2, 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round, 5% chance per hit to teleport to a random enemy and become ethereal for 1 round, Charge abilities: Etherealness) - Reward for "On the Fence" quest at Coalition Camp (Waizahb)

War Hammers

Sundermaul +3 (15% chance per hit of target getting -1 penalty to AC for 1 turn (Save vs. Spell negates), 2% chance per hit that an earthquake is triggered, centered on the wielder)
Voidhammer +3 (Strength: -1, the target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates), Does no damage to undead, Bonuses to hit and damage based on Strength do not apply to this weapon) - Crafted from void shard by Jegg in Bridgefort
Dread Hammer +2 (+1 cold dmg, On a critical miss, the wielder takes 1d4 cold dmg, Deals an extra 2d4 cold dmg vs. good-aligned Clerics)

Slings

Firefly +2 (Saving Throws: +2 (halflings), +1 fire dmg)

Katanas

Crimson Dawn +2 (Crit Chance: +5% (with this weapon only), 15% chance per kill of hasting the wielder for 3 rounds)

Long Swords

Tongue of Acid +3 (+1d3 acid dmg, 10% chance of slowing the target for 3 rounds (Save vs. Spell negates)) - Deal with demon in Avernus
Voidsword +3 (Strength: -1, The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates), Does no damage to undead, Bonuses to hit and damage based on Strength do not apply to this weapon) - Crafted from void shard by Jegg in Bridgefort
Spell Breaker +2 (Save vs. Spell: +4 (Wizard Slayers and Inquisitors), +2 (others), On a crit, the target is affected by Dispel Magic)
Aster's Edge +3 (Magic Resistance: +30%, +2 extra dmg vs. fiends) - Caelar's equipement

Scimitars/Wakizashis/Ninja-Tos

Eadro's Blade +1 (AC +2 vs. elementals and mephits, A critical hit against an elemental or mephit will instantly banish the creature to its home plane, +2THAC0 and +2dmg vs. elementals and mephits)
Bartleby's Wakizashi +1 (Armor Class: +2 vs. slashing attacks (Kensai)) - Dropped from Bartleby in the Three Old Kegs (Baldur's Gate, he will spawn if you pester the lady in the room next to Minsc & Dynaheir)
Dervish Crescent +2 (+1 fire dmg, Movement Speed: +1, 10% chance per kill that the wielder will be affected by Fireshield Red) - Nazramu, genie vendor in coalition camp, available by using spectacles.

Short Swords

Herdrin's Short Sword +2 (Critical Hit Chance: +10% with this weapon)
Fractal Blade +3 (Whenever the wielder is hit, there is a 10% chance he/she is surrounded by 3 mirror images for 3 rounds, 50% chance per hit of dispelling all illusionary spells affecting the target) - Hidden room in Bhaal's Temple (Forest of Wyrms)
Ophyllis's Short Sword +2 (Immunity to Command, Greater Command, and Power Word (any), 20% chance per hit of casting Deafness on the target)
Vexation +2 (Inflicts 2 points of bleeding damage, Drains 2 points of Strength from the target and transfers them to the wielder for 5 rounds when a successful backstab is performed (non-cumulative)) - Dropped by the Shadowy Figure in the canyon ambush

Bastard Swords

Severance +2 (HP +5, 15% chance of draining 1d4 Hit Points from the target and transferring them to the wielder)

Crossbows

Astral Crossbow +2 (On a crit, target rendered unconscious for 1 round (no save), +4 THAC0 and dmg vs. evil creatures)
Harold +2 (15% chance per hit of casting Doom on the target)

Ammunition:

Fire Bolt +1 (+1d3 fire dmg) - Purchase from Belegarm
Ice Bolt +1 (+1d3 ice dmg) - Purchase from Belegarm
Bullet of Fire +1 (+1d6 fire dmg, save vs spells for none) - Purchase from Belegarm
Bullet of Ice +1 (+1d6 ice dmg, save vs spells for none) - Purchase from Belegarm
Bullet of Electricity +1 (+1d6 electrical dmg, save vs spells for none) - Purchase from Belegarm
Throwing axe +1 - Purchase from Belegarm
Throwing Dagger +1 - Purchase from Belegarm
Dart of Fire/Ice/Acid (+1d6 dmg save vs spell for none) - Purchase from Belegarm
Arrow of antimagic +1 x5 (Target suffers a 50% chance to miscast spells for next 5 rounds. 1d2 dmg) - remains, repository of undeath
Biter +2 (Returning Dart, 10% chance per hit of reducing target's AC by 1 for 1 turn (Save vs. Breath negates) +1 acid dmg) - reward for "family heirlooms" quest
Void-tipped Arrow +3 (Target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates), Does no damage to undead) -Crafted from void shard by Jegg
Bullet of Darkness +3 *The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates), Does no damage to the undead) -Crafted from void shard by Jegg
The Case of Plenty +1 - Pickpocket Torsin de Lancie

Armour:

Corwins Armour +2 (Movement speed +1, Magic resistance +10%, only usable by corwin) - Corwins starting equip
Goblin Leathers +1 (Immune to entangle spell, M'Khiin only) M'Khiin starting equipment
Jegg's Leathers +2 (+20% fire and cold resistance, M'Khiin only) - Jegg
Kruntur's Armor +3 (Wisdom: -1 ,Immunity to stun) - Kanaglym
Commander's Chain Mail +3 (Charisma: +1, The wearer and any allies within his/her visual radius are immune to fear and morale failure)
Stalwart Scales +2 (Slashing Resistance: +10%) - Sold by Jegg
Mail of the Hallowed Hero +3 (Protection From Evil, Immunity to poison and disease)
Goblin Hide Armor +2 (Constitution: +1, If the wielder becomes poisoned, the armor automatically casts Slow Poison on them)
Raconteur's Regalia (Pick Pockets: +10%, Spellcasting is not disabled) ) - Sold by Waizahb
Changeling's Vest (Polymorph into a bugbear, baby wyvern, or ice salamander three times per day)
Dragonscale Armor (Immunity to poison) - Crafted from dragon scales by Jegg
The Night's Embrace +3 (If the wearer is rendered helpless (e.g. by a Hold Person spell), he/she becomes invisible for 1 turn, Hide In Shadows: +20%) ) - Sold by Waizahb
Bloody Boneplate +2 (Immunity to backstab, charisma -1) - Dropped by Ferrusk the druid in Underground River
Daeros's Full Plate +1 (Fire Resistance: +40%, Save vs. Breath +2) - Hidden on last floor of Dragonspear Castle, you can find it only after freeing Daeros and possibly Halatathlaer

Robes

Robe of Arcane Aptitude (Intelligence: +1, Armor Class: 5, Spell Sequencer once per day)
The Ghostdreamers' Robe (Armor Class: 5, Improves casting speed by 1, Vocalize) - Kanaglym
Robe of Red Flames (Fire Resistance: +30%, All fire damage inflicted by the wearer is increased by 10%) -Gift from Edwin for solving his problem

Shields

Buckler of the fist +2 (Immune to Hold person) - Purchase from Belegarm
M'Khiin's Buckler +2 (+10HP, M'Khiin only) M'Khiin starting equipment
The Suncatcher +2 (15% chance attacker takes 1d4 points of fire damage and becomes blinded for 2 rounds (Save vs. Spell half and negates blindness), Sunfire once per day)
Shield of Egons +2 (Turn Undead Level: +2 (Priests of Lathander and Undead Hunters), +1 (others)) - quest from the mummy in starter dungeon
Rhino Beetle Shield +2 (extra +2AC vs. missile attacks, Missile Damage Resistance: +25%) - crafted by Jegg
Dragonscale Shield +3 (Save vs. Death: +3) - crafted by Jegg
Steadfast +2 (Hit Points: +10 (dwarves), +5 (others)) - sold by Jegg
The Bloodied Guardian +2 (Fire Resistance: +25%, When the wielder's Hit Points drop below 50%, he/she gains +1 to Strength for 5 rounds) - Dropped by Sentry of Tempus at the end of "Foehammer's Blessing" quest at Dragonspear Castle
Solar Aegis +3 (Constitution: +1, Fire Resistance: +40%) - Caelar's equipment

Items:

Cloaks

Cloak of minor arcana (lore +10, caster level +1, 10 charges, 1 charge: generate a random arcane scoll of level 3 or below) - Dropped by Poros
Sable Cloak (Cold Resistance: +40%, Immunity to slow)
Crommus's Capelet (Each time hit, there is a 5% chance wearer affected by the Blur spell, Save vs. Ench spells: +2) - from menhirs quest
Cloak of the Beluir Watch (Armor Class: +2 vs. giant humanoids, Hit Points: +5 (halflings)) - Found in burned inn
Cloak of the Gargoyle (Physical Damage Resistance: +5%, Protects against critical hits, Stone Form once per day)
Cloak of the Strange Beast (+1 AC (stacking) -1 Cha) - Worn by ghost ettin

Boots

Ostentatious boots (Charisma +1)-Lady Area, top floor of 3 kegs
Sidestep Slippers (AC+1, Dex+1, svs vs Invocations +2, monks only) - Purchasable from Jazzrem the calishite in Sorcerous sundries
Soft Feet (Move Silently: +25%, Immunity to Grease, Entangle, and Web) - Sold by Waizahb
Star-Strewn Boots (Magic Resistance: +7%, +15% (Wizard Slayers))

Bracers/Gauntlets

Bracers of Defence AC5 (Sets armour value to 5) - Purchasable from Jazzrem the calishite in Sorcerous sundries
Bracers of Perseverence (HP+10, on a critical miss, user gets Aid cast on them, monks only) - Purchasable from Jazzrem the calishite in Sorcerous sundries
Bracers of the Shuttered Lid (THAC0: +2 on unarmed attacks, Immunity to blindness, On a critical hit the target is blinded for 2 rounds no save) ) - Nazramu, genie vendor in coalition camp, available by using spectacles.
Nimblefinger Gloves (Dexterity: +2 (gnomes), +1 (halflings, dwarves, and goblins), Pick Pockets: +25%, Set Traps: +25%)
Stalker Gauntlets (Dexterity: +1, Hide in Shadows: +15% (+30% for Stalkers), Backstab Multiplier: +1 (Stalkers only))

Helmets

Peacock cap (+1 charisma, or +2 charisma if you are a bard) - Purchasable from Jazzrem the calishite in Sorcerous sundries
Silver Circlet (+1 saving throws) - Viconia's starting equipment
Helmet of Dumathion (physical resistance +3%, +1 con (+2con to dwarves), save vs death +2) - Brother deepvein, dwarvern dig
Crown of Lies (Can memorize 2 extra 3rd-level, 1 extra 4th-level, and 1 extra 5th-level wizard spell, Lore: -30) - Chest in Hephernaan's room
The Guardian Devil (AC: +1, Slashing Dmg Resist: +15%, Piercing Dmg Resist: +15%, Missile Dmg Resist: +15%)
Battle Tankard (Immunity to fatigue)
Helm of Equus (Charisma: +2)
Helm of Unwavering Purpose (Armor Class: +1, Immunity to confusion)
Bard Hat (Immunity to silence and deafness, Bard song effects linger on for 2 additional rounds after the bard stops singing)
Wizzard Hat (Casting Speed: +1, Movement Speed: +2) ) - Nazramu, genie vendor in coalition camp, available by using spectacles.
Headband of Focus (THAC0: +2 (unarmed attacks), Critical Hit Chance: +5% (unarmed attacks), Draw Upon Holy Might once per day) ) - Sold by Waizahb
Circlet of Lost Souls (Caster Level: +1, Summoned spirits are constantly under the effects of the Bless spell)
Voghiln's Helmet (Magic Resistance: +5%, 15% chance per melee hit that humanoid opponents are stunned for 1 round, Save vs. Wand negates) - Voghiln's starting equipment
Circlet of the Cynosure (Immunity to fear, charm, and paralysis) - Caelar's equipment)

Amulets

Lon's Amulet - (Bless on wearer, Wisdom +1 to shapeshifters only) - Lon, Iron throne building
Archer's Eyes (Critical Hit Chance: +5% on ranged attacks, Dex: +2 (Archers), +1 (others))
Amulet of Abnormally Awesome Ankheg Summoning (Acid Resistance: +15%, Summons two ankhegs) - Dropped by Ferrusk
Clasp of Helm (Saves vs. Necromancy spells: +3, Wisdom: +1 (Priests of Helm only), Detect Illusion once per day)
Locket of Embracing (Caster Level: +1 (Clerics and Paladins), Can memorize two extra 1st-level divine spells)
Modron Heart (THAC0: +2 vs. chaotic, Damage: +2 vs. chaotic, Armor Class: +2 vs. chaotic) - From Rakshasa pulled with spectacles in Underground River
Kendra's Chain (Slashing Resistance: +5%)
The Gift (Hit Points: +10, Charisma: +1, Immunity to fatigue, Jaheira only) -crafted by Khalid at the end of "Anniversary Gift" Quest
Heart of the Mountain (Armor Class: +2, Summoned spirits gain +10 Hit Points) - dropped from Hamadryad in Deadman's Pass
Amulet of Protection +2 - Nazramu, genie vendor in coalition camp, available by using spectacles.
Amulet of Whispers (Vocalize while equipped and silence 15' radius 1/day) - Hidden Cellar in Deadman's Pass

Belts

Belt of the cunning rogue (+15% open locks, +15% disarm traps) - Glints starting equipment
Belt of the Skillful Blade (Slashing Damage: +10% bonus, THAC0: +2 bonus with the off hand (Blades and Swashbucklers only)) - Sold by Waizahb
Cloverleaf (luck on wearer) - Nazramu, genie vendor in coalition camp, available by using spectacles.

Rings

Barrityl's burden (ring, Can memorize 1 extra 1st, 2nd, 3rd level spell. -5 thac0 and dmg vs genies, create a random gem or damage the wearer once per day, baeloth only) Baeloth's starting equipment
Ring of Lockpicks (Pick locks +25%) - Purchasable from Herod
Ring of the Tiny Fiend (Fire Resistance: +10%, Cold Resistance: +10%, Electricity Resistance: +10%, Acid Resistance: +10%, Summon 1d4 mephits once per day) -From Zaviak's spectacles quest, 2 creatures fighting, pull the humanoid one
Ring of the Crusade (Armor Class: +1, +3 vs. demons and devils, Saving Throws: +1, +3 vs. demons and devils)
- Reward for "Understanding the Crusade" quest at Dragonspear Castle
Ring of Purity (Armor Class: +2 vs. evil creatures, Hit Points: +10, Chant) ) - Nazramu, genie vendor in coalition camp, available by using spectacles.

Cursed items

The Protector of the Unworthy (Armor Class: +4 bonus vs. slashing attacks, Armor Class: -4 penalty vs. crushing attacks) - Orog and wolves in Deadman's Pass
Jester's Bracers (Armor Class: 5, Charisma: -1 (except for Jesters), Wearer is forced to tell corny jokes)
Cornugon's Revenge +2 (Regenerate 2 Hit Points every round, Constitution: -2, Wearer cannot be protected from evil) - Dropped in troll battle during the Coalition Camp's defence
Robe of Netheril (Magic Resistance: +50%, Disables spellcasting) - Chest in Hephernaan's room
Gift of the Demon +5 (Breaks after 5 hits) -Zaviak's quest in Avernus elevator room
Gift of the Demon +1 - obtained after using all 5 hits of the +5 version

Misc:

Bag of holding + All containers - Purchase from Belegarm
Potion of Persuasiveness (+4 charisma, lasts 3 hours) - Purchasable from Herod
Gentrus's hand mirror (Identify 3 times per day) - Burned Inn hidden stash
Stone Ally (3 charges no recharge, Summon a lesser stone golem for 1 turn) - Teleria
The Forest Queen's Benediction (Mass Cure once per day) - in a stump container in Deadman's Pass near Nüber
Flute of the Immaculate Breeze (Zone of Sweet Air twice per day)
Tangled Strings (Dispels confusion effects on a single target twice per day)
Screaming Bagpipes (Sound Burst twice per day, Damage: 4d8 sonic (Jester), 2d8 (others) (Save vs. Breath halves), Special: Deafens for 3 rounds (Save vs. Breath negates), AoE: 30-ft. radius around the Bard) ) - Sold by Waizahb
Wand of Water Elemental Summoning (Summon lesser water elemental for 1 turn)

Scrolls

All remaining lvl 1 to 5 spells, Including some priest scrolls up to lvl 5 - Purchase from Belegarm

Notable extras:

All these items already existed in the game, but these are additional copies of them.
Buckler +1 - b1 of opening dungeon
Extra asps nest +1 - tomb in repository of undeath
Onaroth sells Ankheg plate
Elven Chain - Spider Cave
The Guard's Ring +2 - Pickpocket Torsin de Lancie.

Other:


The Following Items transfer over to BG2:EE from SoD:
Voidsword +3
Voidhammer +3
Robe of Red Flames
Belt of the Skillful Blade
Archer's Eyes
Helmet of Dumathoin
Bard Hat
Biter +2
Tangled Strings
Buckler of the Fist +2
Dragon Blade +3

Note that you need to have these items in your inventory when you import to bg2 in order for them to appear.

WORK IN PROGRESS

Bugged opcode 261 restore lost spells has anyone else noticed this?

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Since EE was first released this opcode has not worked for priest level 7 spells and unfortunately no patch has managed to address this sofar. It manages to resotre level 9 mage spells and HLAs without any problems. Any ideas how this could be circumvented or if this bug is known/reported?

P.S. was I right to post this here or should this be in the modding forum?

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Because this amazing project: Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + first part of IWD2 ), 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


BWS-0-0

Information:

Project page: https://bitbucket.org/BigWorldSetup/bigworldsetup/overview
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/

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 )
(IWD1:EE + partial IWD2-in-EET not yet created!)
- 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 them

Installation:

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:
- reinstall you games/prepare clean version of the games
- apply lastest patches ( Classic BG1/BG2 from GoG has already lastes patch )
- run each game at least once (especially after you moved non-EE games directory) and create a save game
- quit Steam/GoG launchers, exit games, close 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:
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1. Execute "Start BiG World Setup - Update If Needed.vbs"
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2. Select GUI Language. It has nothing to do with game/mods language!
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3. Choose you game:
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4. Provide paths for you game:
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5. Select default language for all mods:
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6. Choose compilation: for the first usage of the tool use "Recommended" compilation:
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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!

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[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
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8. If the mods have conflicts, you will have to solve them:
a) some mods needs another mods/componets
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b) some mods cannot be installed together, choose one of them
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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.
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10. Start installation.
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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

How can I hide troll's posts?

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Myself and others have been the target of some lovely trolling in this forum for months. I'd like to be able to hide the troll's posts. I have been investigating Adblock Plus features to see if it allows me to block troll's posts in my browser. Looks like they're working on it, but they're not there yet. There is another ad blocker, ublock, which seems to have this feature, but it looks like the browsers themselves are not able to implement it yet.

Any ideas?

Help me pick PC for an evil trilogy playthrough

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I am currently suffering from a major case of rerollitis. I have decided to do a complete trilogy runthrough with an evil party. I will be using the following NPCs:
Dorn
Edwin
Viconia
Kagain (BG) / Korgan (BG2) / Sarevok (ToB - or keep Korgan)
??????? (BG) / Hexxat (BG2)

I know I don't want to use a divine caster, pure thief, pure mage, F/M, or M/T.

Currently, I am considering one of the following: (1) blade; (2) using EEkeeper to make an elf fighter/thief kit multiclass (likely assassin or perhaps shadowdancer); or (3) dark moon monk.

I initially rolled a F/Assassin, but then I got nervous because: (1) I have always used two arcane casters in my party and while I am up to a challenge, I don't want to make the game too difficult and (2) I worried that a F/T plus Hexxat is too much thief for SoA and ToB. I then rolled a blade, which I hear is awesome but for some reason I am just hesitant to play. I then loaded up a DMM after downloading some monk HLA mod which seemed fun, but it seems there isn't a lot of gear for monks in the trilogy and I love the feeling of looting "that awesome item" I have been waiting for.

I don't mind micromanaging my PC (as long as it isn't just repetitive nonsense before each fight), and I would like my PC to be a big contributor to the team.

At the end of the day, however, I think my pick is going to come down to fun. Over 15 years I have played this game several times (always as a good guy for some reason, usually as a paladin or mage) and I want a fun new experience.

Any advice on what PC I should make (from either the above three ideas or something else) would be much appreciated.

Thanks.

[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

Are delayed effects 100% reliable?

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A delayed effect has yet to fail me, but neither am I sure about them. I'd like to hear some awful campfire stories about effects not applying, not persisting in saved games or their timers thrown off by map travel... Give me goosebumps.

Viconia always has fatigue?

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Viconia always has fatigue? Is that working as intended?

Icewind Dale looks awful compared to the new BG

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I went back a little while ago and tried playing IWDEE, and boy is it ugly. Even unscaled it looks bad. That new feature in BG that outlines the characters really helps a ton. It would be great if IWDEE got the same treatment but I know it can't be - it would be way too much work. But maybe if they released an expansion to IWDEE they could end up giving it the BG treatment as well.

nahal reckless dweomer

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beware with this spell my sex is change when ill use this spell xxdddd

Question about Kensai>mage vs f/m

Baldur's Gate EE and NPC interactions, closure.

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Hello fellows!
First post here, just finished the main campaign of BG 1 EE, played using only a few mods, did not wanted to change the game too much.

Mods I've used: NPC Project and Rogue Rebalancing (played as an Assassin).

My party was: Male Elven Assassin, Dorn, Kagain, Viconia, Shar-teel and Baeloth. (evil party, low reputation)
My character romanced Shar-teel with the addition by the mod and I have to say was a very nice touch to the game, I really liked the dialogues and interactions.

A few comments, and a question for better reasoning to start this topic:
Besides Dorn, I had the feeling in the middle to the end part of the game, that the npcs in my party got too silent, I had only a few banters, even the romance with Shar-teel using the mod did not have a feeling of closure. I really missed some dialogues towards the end like my character had with Dorn after you do his quest, and he turns into your "right hand frontline".

I don't know if there is a special reason for this, maybe my party was too mixed and with few personality conflicts between them? Maybe a bug using the mods or in the game itself that prevented some dialogues near the end?

Non-BG and non-IWD games MEME thread

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Ladies and gentlemen, a new MEME thread is here!

image

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Here you can post everything funny and hilarious about other games than Baldur's Gate and Icewind Dale (again, are there any?...)

Don't forget about the site rules:

http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap

We're here to have fun, but please, keep this thread PG-13, avoid the profanity and sexual content. Don't bait and don't troll others.

In the case of any wrongdoing, contact a moderator: @bengoshi, @Metalloman, @mInevese, @LadyRhian, @Tresset, @Heindrich, or any of the Staff members (whose posts have a blue background).

Enjoy a good humour and share the jokes you make or find :)

"Humor is by far the most significant activity of the human brain" - Edward de Bono

80% discount on all OLD D&D games on GOG.com! (3 days)

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