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Lag bug in multiplayer after 2.2

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Me and my friend have been playing all the way through BG:EE and are now in the middel of SoD and we love what you have done!

So fare we have been using Hamachi to connect, with no problems.

After the patch the joining player experience an enormous lag every few seconds, but only when the game is unpaused. The ping time between us is fine, and there is no spikes in the ping.

If we start a new game there is no problem, and the problem is there no matter who is the host in the old savegame.

We have never used any mods and we are both using Windows 10 and the game is version 2.2.66

I have attached the newest savegame, but the problem is there with all our savegames made before the patch.

Please help us, we dont want to start a new game :smile:

Why can't I recruit some people?

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I'm on my 4th play of the game and I tried recruiting Minsc and Xan this time, but the game won't let me. I get a very short message instead of their long story and then I either can't talk to them anymore or they disappear. Is it because my character's lawful good?

Veraka's Saga (Spoilers, BG:EE only)

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(Note: this saga about one of my characters will be told in the ancient style of "Sir Gawain and the Green Knight," with large irregular stanzas that are comprised by alliteration rather than rhyme, essentially a different type of mnemonic device for a storyteller to remember the words by. Like "Sir Gawain and the Green Knight," I will use the "bob and wheel" at the end of each irregular stanza. Unlike "Sir Gawain and the Green Knight," I'm not going to adhere to the tone of courtly virtue strictly. Finally, I'm writing it here on this forum, so if you notice mistakes I am composing as I go.)

Edit: While the forum will always have the most updated version of the story, I am making it available on fanfiction.net as well: https://www.fanfiction.net/s/9833492/1/Veraka-s-Saga


Part 1

To Candlekeep of Sword Coast came a comely young lass,
Guarded through magic by the grey-beard Gorion,
A mysterious mage and musician of the harp,
Who untiring came to unlikeable Ulraunt, Keeper of the Tomes,
Seeking sanctuary in so noble a hold.
Hard words they had, till haughty Ulraunt heeded
Worldly wisdom compounded by prophesies' want,
Till at last the lord Ulraunt lamented the life
Of the somber sage Gorion for settling his course,
But gave to him quarters to sequester a queen
Matriarch for a throne of mayhem and murder
Half-goddess given flesh, a human girl:
Veraka.
The girl grew up within
Not knowing birthright's claim
Her songs could conquer men
As power and beauty came.

Gorion guarded the girl as a father would daughter,
But Veraka confounded her wise foster father
Her capriciousness crept through the Keep in her wake
While weary Keep Watchers would weather satire,
And monks were mocked and made jest of for sport.
Yet Gorion grew hopeful the girl would not follow
The grim fate foretold for those of her blood
The daughter of Bhaal did not darken his door
Her jackanapes jokery well-suited to jesters
Was a far cry from fomenting fear and mass murder
The trickster teenager might try his patience,
But he saw there was more than evil in
her heart.
The girl loved a good jest
And mastered spoken word
She studied spells with zest
And fought with bow and sword.

In her twentieth year full-blossomed and beauteous,
Veraka Cursebringer could confuse a philosopher
The strength of three men lay in long limber limbs
Whose grace was as lissome as the lithe lovely elves
Her form in fine fettle and fit for fierce fights
Matched allurement and artistry in all ways but one:
Her impish impulsiveness impaired her good judgment
No noble would note her for wisdom uncommon
Despite the keen mind she managed within.
It was in this year grave Gorion gave notice
The lass must leave Candlekeep or lose her life
For foul-hearted malefactors would find her or fetch her
Though the codger kept his counsel and couldn't say why.
She chose able chainmail to safeguard her charms
A longbow to let loose a volley of grief
A greatsword she girded, most germane for gore
Full-furnished for battle, she found her foster father
Then she sallied forth, sure-stepping out
the gate.
She thought she was prepared
As she stepped through the gate
Gorion was rightly scared
As he approached his fate.

Choosing components in WeiDU

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Hi. Is it possible to choose components using WeiDU? What i mean is that i have mod, in which only half of components are translated. So after chosing language i would like to have a choice: install all components (like normally) or install only those translated (f.i. @1, @5, @18, @23 etc). How to do this? Now i have to choose option "ask about each component" and skip those not translated, but i want to automate this process.

Killing Corwin

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I hate, no detest, this NPC. However rude I am, she still follows me around BG.
So I thought lets kill her, see what happens.
And when better than in front of her daughter and the big "good bye".

So she turns red and the whole of BG, all the fist attack her............but she won't die (neither will the daughter).

One of the best lines in BG of the new EE content is "Die Drow" when you encounter Baeloth. No fuss, no bother and you get the evil archmage robe. Not that I always use it, I like Baeloth, but the option is there.
Perfect.
And I want Corwin's bow.

The mysterious power of the Scrying Pool

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In the lower level of the Dwarven Dig Site is the Scrying Pool. With the appropriate items you can view up to 3 visions - the choices are Imoen, Caelar Argent, and The Hooded Man. The ability to view such far away events is impressive, though sensible in the context of the game. After all, Farsight is a 4th level wizard spell with the same effect albeit restricted to your current area.

However, when using the Scrying Pool, its true functionality was revealed by a most unexpected event. While viewing the Caelar Argent vision, Tsolak's messenger spoke with me and delivered the Trollblood Ioun Stone. It would seem that the Scrying Pool actually creates a portal to the far off locations. Imoen and Liia Janaath must simply not have spotted me. Caelar Argent clearly was too distracted by the throng of crusaders to notice my presence (though it is amazing that the messenger could find me so quickly). I would have to assume that the Hooded Man was aware of my presence and used his magic to hide me from Hephernaan. It remains to be seen why he wished for me to witness the meeting.

Or maybe it is just a bug. But that's not very fun.

Cannot install BG2:ee on Mac OS Sierra

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I tried to install BGII enhanced edition downloading the launcher from the website, but the launcher does not start.

It says: "It looks like you are unable to write to the current location. Please copy the game to your Applications Directory, or some other writeable location".

I tried to install it on the Applications folder and on my user Application folder, as well as in the desktop but the same message is always displayed. I suspect there is an issue with the permissions in the new version of Mac OS.

I am running the latest version Mac OS 10.12

The Siege of Dragonspear that I had already installed updated without problems instead.

BG2:EE - Aktuální čeština

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Verze češtiny: 1.5
Čeština vydána: 02.05.2016

http://uloz.to/xipK587U/bg-2-cestina-zip

Vytvořte si ve složce "lang", složku "cs_CZ" a češtinu nakopírujte zde.
L_cs_CZ.lua patří na stejné místo a pokud i pak budete mít stále menu v angličtině, dejte ještě jednu jeho kopii do složky "override".

Byla provedena masivní oprava celé původní češtiny (stále ale ještě trochu zbývá), změněná kouzla byla přepsána tak, aby jejich popisek odpovídal tomu, co nově dělají, opět bylo přeloženo něco z nového obsahu.

Bad Party Comps

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So, anyone ever go ahead and play through the game with Garrick, Skie, and Eldoth in a party together? How about Tiax and Quayle? What are your favorite RP/non-powergaming parties?
I finished my first EE run (actually my first full playthrough) with my charname wizard slayer, Ajantis, Yeslick, Quayle, Garrick, and Xan. I loved it.

I've tried and tried but I'm just not all that into Pillars of Eternity

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This is my fourth attempt at playing the Pillars and it is not going too well. During my past three attempts, I quit before the second act. I originally blamed it on my cruddy PC which couldn't run the game lag-free, but now, with an upgraded gpu and all, I realize there is something else to the game that keeps putting me off.

Now, I want to begin by saying that Pillars of Eternity is one of the most meticulously crafted crpgs I've ever played. It is obvious that the folks at Obsidian put their heart and soul into making this game, and it shows. There's an incredible amount of detail and lore and customization. The UI's awesome and the gameplay is a great mix of old Infinity Engine goodness and new inventions. So I'm not saying this game isn't good. It's pretty great, actually.

Yet it isn't as great as it could be. In fact, it seems to lack that special something, that ephemeral, hard-to-define quality that characterizes the legendary, timeless classics such as the Baldur's Gate games.

Firstly, the whole premise to this game is strange. You play as some random guy/gal who goes through a kind of spiritual enlightenment by accident, enabling him/her to see and do things that are off-limits to regular mortals. Okay, interesting enough. However, what happens next is baffling. Instead of cherishing your newfound abilities, the game tries to convice you into believing that having been awakened is a bad thing, and you should do all in your power to reverse it. Granted, I'm not too far into this game, but it makes very little sense to me. Imagine if the plot to Spider Man was to help Peter Parker to find a way to get him rid of his spider powers and help him return to his old life as an awkward pizza delivery boy. I mean, why on earth would I want to do that?

Now, you could say that the plot is similar to that of Baldur's Gate, which is true, but in my opinion there are some important differences. In Baldur's Gate, you start out believing you're completely normal and your predicament is revealed to you over time. You are driven to learn more about your condition precisely because how little you know initially. In PoE, your predicament is revealed to you pretty much right away, and after you learn you're a Watcher, there doesn't really seem to be anything that special to it. Okay, you can talk to souls, so what? Did someone rob you of your home, kill your godfather and desperately want you and your half-sister dead? Nope. Does your fate seem linked to the turmoil that goes on all around you? Kind of, but not directly. I guess what I'm trying to say is that the plot of PoE doesn't feel very personal to me. All it really does is give you an excuse to take up a sword, kill hordes of wolves, thugs and spectres and conquer a keep at your leisure. Sure, it's a better story than your cookie cutter rpg (*cough* Icewind Dale *cough*) but it lacks the immersion of the greats such as BG, Planescape:Torment and Deus Ex.

Secondly, and perhaps more importantly, the game looks and feels a bit bland, despite being full of lore and detail. The general color scheme is very subdued and the art style is almost painfully neutral. I'm aware Dyrwood is supposed to be quite a bleak place, but there is a difference between bleak that is fascinating and bleak that is just dull and lifeless. PS:T was set in a world that's as bleak as it gets, yet it was very much alive and full of fascinating detail. In contrast, Dyrwood looks and feels like an anemic version of Amn or the Sword Coast. Raedric's Hold is just a less interesting version of De'Arnise Keep, the Endless Paths feels like a lackluster print of Durlag's Tower and Defiance Bay conjures up images of a rheumatic Baldur's Gate. It's all very elaborately crafted, but there is very little that stands out or makes me go 'wow'.

The same goes for creatures and character models. None of the monsters I've seen look particularly interesting or threatening, and they all have these weird names that mimick the ones from the D&D universe. So instead of having kobolds, ettercaps, golems, ghouls, vampires and banshees, PoE has xaurips, skuldrs, animats, dargul, fampyrs and Cean Gŵla. Maybe it's just me, but Obsidian seems to have fallen into the trap of trying to reinvent the wheel here. Why didn't they just do a fresh take on the monsters we know and love instead of giving us a range of obscure critters with unpronouncable names? What's more, they don't really look all that interesting to me. Half the time I'd have no idea what I was up against if it wasn't for the floating names. The same goes for the character sprites. They don't have floating labels, so a lot of time I end up selecting the wrong character because they all look pretty much the same.

Thirdly and finally, the combat in this game just isn't all that fun. The engagement system is a bold new idea which I can get behind on paper, but what it does is make the already poor pathing all the more intolerable. No matter how I format my party, my fighters always seem to get stuck between lines of monsters and end up fidgeting around, taking repeated hits in disengagement. The monsters in contrast couldn't care less about being engaged and go around pursuing my squishies with impunity. Not being able to cast spells outside of combat is also theoretically good since it takes away the pressure to metagame, but I really wish they would've given more weight to spellcasters in this game. Coming from Baldur's Gate, it is quite unnerving to realize that your wizard is your least essential party member. In PoE, damage and deflection seems to be all the rage. I'm playing on Path of the Damned, and I've only used crowd control spells a handful of times. Disabling, dispelling and debuffing definitely take a back seat in this game, which consequently makes the combat much less like Baldur's Gate and more like Icewind Dale. The challenge, when it exists, comes from numbers rather than the AI of individual opponents.

Oh, and I'd happily avoid most of the battles if it wasn't for the fact that there is no invisibility and scouting is just a pale reflection of stealth in Baldur's Gate. Oh well.

tl;dr: I know this is coming a year and a half late, but I don't find PoE to be as awesome as some of the reviews make it out to be. Half the time, I wish I was playing Baldur's Gate instead.

Let the Fates decide.

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Right, I have an urge to play it randomly, but I'm terrible at decision making. So... I've got 26 rolled characters waiting. I've scrambled every character up and renamed them 1-26, scrambled them again and renamed them yet again.

So, now I want one of you to pick a number between 1 and 26. The first one wins and I'll do a run with that character from Candlekeep to The Throne of Bhaal.

The first one to speak up gets the prize.

Hit me.

Le topic à complaintes et suggestions de la VF

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Chers gens,

La VF qui est proposée en jeu n'est pas encore parfaite, et des erreurs peuvent encore subsister. Je vous avais demandé dans un précédent message de nous rapporter les erreurs que vous pouviez rencontrer. Pour ne pas encombrer les forums, je vous demande de nous en faire part sur ce sujet, ce sera plus simple pour s'y retrouver :)
Je vais créer sur ce message une liste des erreurs détectées, que je corrigerai et qui seront intégrés dans les divers patches au fur et à mesure.

LE PROBLÈME DE L'ABSENCE DE VOIX EN VF :
En ce qui concerne le problème des voix du jeu : oui, il n'y a pas encore les voix en français. Pour une raison toute simple : les équipes de traduction en langue étrangère n'ont pas encore accès à certaines ressources censées nous permettre la localisation complète des voix. Par exemple, les dialogues de BG:EE en VO subissent de constantes modifications, corrections et ajouts depuis la sortie du jeu en novembre dernier (modifications que nous répercutons sur la VF). Or, pour finaliser la VF et faire commencer les enregistrements de nouveaux doublages en langue étrangère par des professionnels, nous avons besoin d'avoir une version finale des textes du jeu (ce qui n'est, donc, pas encore le cas).
Il a été au départ question du temps que prenait la conversion des sons du jeu dans les différentes versions localisées ; ce problème n'en est plus un depuis longtemps.

LES MANUELS DU JEU EN VF
Si vous ne les avez pas trouvés, ils se trouvent dans le répertoire du jeu, section manuals/fr_FR.

PROBLÈME D'AFFICHAGE : "MISSING STRING [xxxxx]"
Ce type problème résulte d'une ligne de texte ajoutée à la version originale que nous n'avons pas eu le temps d'implémenter dans notre traduction avant la release du jeu. En règle générale, nous sommes prévenus de l'ajout de nouveaux textes, mais lorsque ces ajouts ne concernent qu'une ou deux lignes, parfois, les développeurs oublient de nous en faire part. Dans tous les cas, pour le moment, nous sommes au courant de la présence de toutes les nouvelles lignes (qui ne sont pas nombreuses, une dizaine tout au plus au moment où j'écris ces lignes, mais qui peuvent apparaître très souvent pour certaines), qu'elles sont traduites et bonne et due forme sur notre document de travail, et qu'elles seront comprises dans la VF lors d'un prochain patch.


LA LISTE DES ERREURS ET SUGGESTIONS :

Une première fournée de corrections a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au 04/12 ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Anios, @Anomaly, @Dritzeen, @Joker, @Kerozevok, @Ketzac, @Kylban, @lefreut, @LibraLeFourbe, @Lothringen, @Maximaxou, @Piecefuldays et @Zarek.

22/12 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au jour de la fin du monde ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @Aranthys, @AvoK, @Dritzeen, @Erkios, @Kerozevok, @Krimgal, @Lothringen, @Marcmad, @Maximaxou et @Rib.
Les développeurs n'ayant pas réceptionné la mise à jour envoyée, les erreurs listées n'ont pu être corrigée pour la nouvelle version, et seront donc répercutées dans la version suivante.

24/01 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs, qui comprend la correction de toutes les erreurs mentionnées jusqu'ici, et la traduction des dialogues de Baeloth. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Bergil, @LeChatMG.
Cette fois, je me suis fait confirmer que cette mise à jour de la VF sera bel et bien comprise dans la prochaine update du jeu.
11/02 : Une nouvelle version des textes vient d'être envoyée, comprenant les corrections suggérées par @Anios. Merci à lui !

- #15383 : veillez à ne rien cassez --> à ne rien casser (signalé par @Bergil)
- #17278 : correction d'une lettre qui s'affichait mal sur la description de l'objet (signalé par @Bergil)
- #20335 : il est grande --> il est grand (signalé par @Bergil)
- #20792 : a-t-elle --> a-t-il (signalé par @Bergil)
- #21733 : une correction d'une majuscule en fin de mot. (signalé par @Bergil)
- #22947 et #27260 : correction des guillemets et retrait d'un mot en trop. (signalé par @Bergil)
- #26902 : le livres --> le livre (signalé par @Bergil)
- #27242 : rajout d'une lettre manquante (signalé par @Bergil)
- #27481 : tour de durlag --> Tour de Durlag (signalé par @Bergil)
- #31906 : avanceaient --> avançaient (signalé par @Bergil)

D&D 5e: building Link from Legend of Zelda

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I want to make a character like Link using 5e rules. Any suggestions of what alignment, race and class he should bè?

Question about Classes in EEKeeper

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I can't seem to find an answer to this, so I thought I'd ask here.

I was mucking around with EEKeeper for the lulz, and the sudden though occured to me:
What happens if I create a F/M, but add the Cavalier kit to it using EEKeeper? Does it mean I functionally have a Paladin/Mage?

How about any other combinations, like making a Ftr/Mage and kitting in Archer? Anyone done it before?

Missing Achievements

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I know there have been a few threads on these, but I figured I start a new one since all the ones I found are old.

Basically, for Dragonspear, I have all achievements except:

I Don't Care - I am assuming you have to somehow not get Belt to think you are innocent, then someone offers you a way to escape the sewers and you meet Corwin somehow? Anyone know how to trigger this?

Tapped into the Void - How does this work?

Riddlemaster - Do you have to purposely fail Ancient Mehrirs (the last one stone close to the petrified statues), trigger the riddle (answer is "Wind..."), then answer both the other riddles (one is in the Underground River, after you meet 2 fisherfolks and you need to use your glasses and pull the spirit to the material realm, the other is Thrix which you meet as part of your main quest. Correct me if this isn't the case.

Grim Deeds to Come... - Is this bugged? Seems like it should trigger before the credits.

All the Allies - How does this work? I got the Ogres and the Dwarves to show up.

All the Enemies - Not sure.

You Chose... Poorly - I got the devil to claim 2 different souls in 2 different saves, but... no achievement. Bugged?

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

I got every other achievement (including ones in BGEE, except Friend of Volo, Going Solo, and Lord of Murder), so if someone needs help on those just ask below.

Pro tips:

1. Family Reunion requires you to run back to the Coalition Camp to trigger it.

2. Some achievements doesn't work the first time. Don't ask me why. Just keep reloading until it does. Four on One and Inside Job are two examples I recall off the top of my head. in BGEE, Water, Water Everywhere and Fishermen's Foe were like this as well.

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

P.S. Anyway to get Caelar to survive and not stay behind to close the gate and stand trial?

Is it possible to travel to Icewind Dale from Baldur's Gate 2 with mods?

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I remember reading a few years ago about how there was a mod that made it possible to take a boat or something from Baldur's Gate 2 to Icewind Dale. I think it was part of Big World Project, but I'm not sure. I couldn't get Big World Project to work on my computer then, so it was irrelevant for me. I just got a new computer that Big World Project actually works on, but now I can't find any information about the mod that would allow me to travel from BG2 to Icewind Dale.

Is there a mod that allows travel from Baldur's Gate 2 to Icewind Dale? If so, is it part of Big World Project? If not, what is it called and how would I get it? What would I need to do in the game in order to travel there?

Thanks!

Advice for local mode

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Hi guys , hope this is not the wrong section : I need help about the purchase of a copy of BGEE. I d like to play in a local mode, I have a mac and a windows and I had trouble with compatibility mode . I wanted to ask if some of you guys tried multiplayer with different operative systems together. Do you have any advice ? Should I buy it from Steam or App Store? I cannot find any info about local modality compatibility . Thank you !

Are icons suppressible?

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Prevent portrait icon (169) doesn't seem to do it, if it's included in the spell that applies the state down the list, at any rate.

[KIT] Way Of The Fist 1.0 ~Testers Requiered~

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[Introduction]
This mod introduce a new kit under the monk class.
I always loved the monk class and plaid it in Baldur's gate and Never Winter Nights, but it wasn't the class i always dreamed of.
I always wanted to play as a martial artist, something close to those found in wuxia/xian xia stories (if you are into those kind of stories, please do yourself a favor and read "The Breaker" manhwa).

6 months ago i sat down and created the first version of the mod, and what will eventually become Way Of The Fist kit.
The first version was nice and had lot's of passive abilities that gave it an edge RP wise, but it had the same flaws of any other melee kit in the game, it was somewhat dull and boring.
What made it even more boring, was the fact that i couldn't use any magical items.
So i sat once more and rewrote the old kit in a way that made it much more engaging for me to play with.
Today i am sharing this kit with you, with the hope of making someone smile, and getting some feedback's and maybe some new ideas.

The new version is much more engaging:
1. you can use any ability without any pauses.
2. It introduces a new game mechanic called Ki Pool which fuels your abilities, whenever you use an ability it subtracts number of ki points from that pool.
for example, casting Quivering Palm will subtract 5 ki points.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
3. It introduces new abilities and passives.

[Kit description]
Martial practitioners of the Way of the Fist are the ultimate masters of unarmed martial arts combat.
As their close brethren the monks they also make careful study of a magical energy called Ki.

Ki is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies.
Students of the Way of the Fist harness this power within themselves to create magical effects, and exceed their bodies physical capabilities.
some of their special attacks can hinder the flow of ki in their opponents, or even outright kill them in one hit.
Using this energy, Way of the Fist practitioners channel uncanny speed and strength into their unarmed strikes.

As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Because of their rigorous unarmed and Ki trainings, they don't have the time to get higher than proficient in their weapon of choice, after all their bodies are their greatest weapon.
There's another reason why they shy away from weapons, their internal Ki is enhanced in a way that causes it to negate magic, which means that students of the way of the fist cannot use any and all magical items.

Way of the Fist practitioners can be of any alignment, they are encouraged to find their own way in the world,
and at the age of 16 they no longer allowed to train with their masters, and encouraged to go outside and wander the world,
hopefully to learn about themselves and find an expression to their talent, may it be neutral, lawful or chaotic.

Ki Mastery:
Practitioners of Way of the Fist use Ki to fuel their abilities.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
Starting with 4 Ki points at level 1, they gain another 2 Ki points for every 5 levels of experience.
For every 10 levels of experience they get another 2 points as a bonus.

Ki pool by level:
1-4: 4
5-9: 6
10-14: 10
15-19: 12
20-24: 16
25-29: 18
30-34: 22
35-39: 24
40-44: 28
45-49: 30
50: 34

- Practitioners of Way of the Fist need to go to great lengths to understand the element of magic called Ki, this makes them wiser,
they are also healthier because they know how to use Ki to enhance themselves in many ways. They gain +1 to WIS,CON. Additional bonuses are gained every 5 levels.
- May activate any ability at will with no pause in between
- Starts with 20% base magic resistance. gains 2% magic resist for every level.
- Gains disrupt magic passive ability at first level, Every successful melee hit lowers the chance by 25% to successfully cast spells for 5 rounds.
- Starts with 2 attacks per round. An additional 1/2 attack is gained every 3 levels, up to 5 attacks at level 18.
- Starts with an Armour Class of 7 at 1st level and gains an additional +1 bonus every 2 levels until level 18, then it changes to +1 bonus every 3 levels till level 50.
- Ki Repel: Receives a +2 bonus to saving throws vs Spell and Polymorph.
- Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
- Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
- May use Stunning Blow ability at the cost of 1 Ki point.
- Gains 40 thief points at level 1 and another 15 every level of experience.
- Can detect illusions, find traps, move silently and hide in shadows.
- May use Enhance Self ability at the cost of 1 Ki point.

STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

ENHENCE SELF: The practitioner uses Ki to enhance his speed and physical power, gains +1 STR,DEX every 5 levels.

- 3rd level: May use Image Distortion ability at the cost of 1 Ki point. The practitioners can blur themselves, by doing so they gain bonus to ac and saving throws.

IMAGE DISTORTION: Expanding their Ki Way of the Fist practitioners can distort their image by causing their outline form to become blurred, shifting and wavering.

- 4th level: May use Searing Fists ability at the cost of 1 Ki point.

SEARING FISTS: The practitioners channels their Ki into their fists, turning their fists into flaming weapons that deal an additional 1d6 (1d12 from level 10, 1d18 from level 15) fire damage per hit for the next 2 rounds. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

- 5th level: unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves by 1 every 5 levels.

Fists Progression:
1. level 1-4: Regular Fists
2. level 5-14: Iron Fists
3. level 15-24: Steel Fists
4. level 25-39: Diamond Fists
5. level 40-50: Adamantine Fists

- Damage dealt by unarmed attacks increases with level as follows:
1. Level 1-2: 1d6
2. Level 3-5: 1d8
3. Level 6-8: 1d10
4. Level 9-14: 1d12
5. Level 15+: 1d20

- 5th level: Purity of Body, The practitioners gains control over their body immune system and are now unaffected by all natural diseases, and cannot be slowed or hasted.
- 6th level: Diamond Body, through enhanced Ki circulation the practitioners enhances all of their resistances, gains 20% resistance to fire,cold,lightning,acid,crushing,piercing,slashing, and missile attacks.
- 7th level: May use Enhanced Regeneration ability at the cost of 3 Ki points.

ENHENCED REGENERATION: Way of the Fist practitioners are able to focus ki-energies in their bodies to heal themselves. Their base regeneration rate will be increased by 6 HP/round.
Their regeneration enhanced by 2 at level 15,20,25.

- 8th level: Flurry of Blows, Gains a -1 bonus to Speed Factor.
- 9th level: Still Mind, through training and meditation the practitioner is no longer affected by mind-affecting attacks, and becomes immune to Charm,Domination, and Fear.
- 10th level: Sixth Sense, gains 10% to score a critical hit, and gains +1 to luck, this bonus improves by 1 at level 20.
- 11th level: Enhanced Purity of Body, the practitioners have firm control over their metabolism and are now immune to poison.
- 11th level: May cast Mirror Clones at the cost of 2 Ki points.

MIRROR CLONES: Through projection of Ki the practitioners can create 5 to 8 clones of themselves, the clones mirror their creator actions.
Because those clones are created from the user Ki it is impossible for opponents to be certain which is the real one.

- 12th level: Flurry of Blows, Gains another -1 bonus to Speed Factor.

- 13th level: May use the Quivering Palm ability once per day at the cost of 5 Ki points.

QUIVERING PALM: The next successful attack forces the opponent to save vs. Death or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
For every 5 levels of experience effected creatures get -1 penalty to their saving throws, to a max of -6 penalty at level 43.

- 15th level: May use Ki Coat ability at the cost of 3 Ki points.

KI COAT: The practitioners surround themselves with invisible ki force which stops part of the damage inflicted on the themselves, and enhances their saving throws.
Gains -3 to all saving throws and enhances resistance to fire,cold,lightning,acid,crushing,piercing,slashing,missile attacks by 15%,
further improves saving throws by -1 and resistances by 5% for every 5 levels of experience.

- 20th level: Perfect Self, Becomes immune to non-magical weapons.
- 20th level: May use Seismic Step at the cost of 6 Ki points.

SEISMIC STEP: The practitioner focus great amount of Ki in his foot and then stomps the ground, releasing the focused Ki in a manner that causes a local earth quake.
All creatures in the area of effect takes 8d10 crushing damage, and fall to the ground for 3 rounds. a successful saving throw vs breath weapon with a -2 penalty halves the damage and negate the effect.
Every 5 levels damage improves by 2d10, and saving throw penalty by -1.

- 24th level: Self Domain, the practitioners gain control over their own existence in the universe, resisting time effects over their body they no longer grows older,
and can't be effected by any time altering magic, gains 100% resistance to time stop.

- Hit Die: d8

Disadvantages:
- May not wear any armour.
- May only use weapons available to the Thief class (except two-handed).
- Can't use ANY Magical item, may it be potions or weapons because of innate Magic Resistance and because of the effect of Ki repel.
- No HLA's.
- Needs to rest between level ups to get the next abilities.


[Compatibility]
The mod should work with BG2:EE and BG1:EE.

Steam/GOG SOD dlc:
You can install it after merging SOD with BG1:EE installation.
Can find instructions HERE.

Beamdog SOD:
No idea, if someone knows how to install this on Beamdog version please post the instructions.

[Install order]
The core component of the mod can be installed safely before or after any other mod.
The Magical Items Restriction should be installed AFTER any mod that adds new items to the game!

[Download]
https://www.dropbox.com/s/jzfcvofibshgmlr/WayoftheFist_1.0.rar?dl=0

[README]
You can find the readme inside WayeOfTheFist folder.

BG EE and BGII EE Not Installing Properly

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Alright, I know that I'm coming in with an old bug, but this one has some new crappery that's hanging me up.

Running Win 10 on a Dell Vostro 220, dual core @2.93GHz, 4GB RAM, Intel G45 Express integrated graphics chipset (this is running with its latest driver). Games are both the Steam version, no mods.

Installation goes fine, as expected, no errors. Upon trying to start the game is where I get errors.

-Game loads in windowed mode, before the game can launch I receive an error message (both directories are now loaded with bug reports)
-Have tried running as admin, running under every compatibility mode (literally all from Win95 to Win 8), no fix
-Installed both EXE files from the DIST folder in the game directory, no fix
-Tried running under 16-bit mode, tried 640x resolution, no fix

On top of this, people have reported game fixes by tweaking with the Baldur.ini/Baldur.lua file. My game does not have the Baldur.lua file, it is not in the Documents folder or the game directory itself. Windows 10 search reports back that Baldur.lua isn't even on my hard drive. I've reinstalled twice and verified the game cache at least three times, and it never spits back out the Baldur.lua folder for me to try and tweak with.
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