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What happens to Hexxat at the end of TOB? (Spoilers)

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Now I am GOD! I got to know what happened to Edwin, Saravok, Viconia and Dorn <3 , but nothing about Hexxat?

How does her life continue?

favourite videogame, classical, folk musics

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PLEASE USE SPOILER TAGS OR LINKS NOW! Too many images on a thread will make the board go wonky. So says Aosaw.


Videogame music
Classical music
Folk music

instrumental and vocal :)


Don't worry about posting something someone else has posted in pages past. We all do it. ^_^


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I can't be the only one who listens to VG and classical music! ^_^

What stuff do you like? :)


Try some Quake II, yeah! >:D

Adrenaline Junkie
Gravity Well
Descent into Cereberon

And while I'm in the mood for it...
Sheila
Neo Fire Cross

Destroy pocket plane?

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I went through the last two challenge rooms, defeated Cyric,s boys and the Ravager, learned that Mellisan was attempting to take Bhaal's place, and that I had to destroy the pocket plane in order to get to the Throne of Bhaal and fight her. All well and good, but how?

There seems to be no option to do any such thing; trying the usual exit just gives me the option of returning back to the last place I was before doing the challenges. I even went back to all 5 rooms just to make sure I wasn't overlooking something. What am I missing?

The game is Marxist Also it wiped all my saves

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This game is completely Marxist and I noticed it more and more as I played it the 2nd time. The character gets to make fun of the spoiled rich landowners who lose their fields because the bridge is blown up. The people are oppressed by a central government of Tsar style and want to revolt as the plebeian poor masses. The charterer helps poor crushed peasant types against the flaming fist corrupt money grubbers. The good of the many justify the killing of the minority - the Argent goes about laying waste to villages and such to build a new better world. The whole thing is a Marxist training game for cultural Marxism 101 and I detest that as much as I dislike the Patriot Bill of G W B or the enemy of the state killing with no trail B H O. The goody goody romance lady betrays the State Government to be a good Marxist and let the character go. The whole thing is a grey area ends justify the means Marxist fantasy. If the Canadian Marxist creators love it so much I hope they soon get the amazing health care and fair government of Cuba and Venezuela soon too so they can live in a socialist paradise. I suppose that will be a matter of time once they destroy their indebted country.


I am just going to post here. I can not be bothered to join 'redmine' whatever that is. I have tons of memory space and an updated 4000 dollar Dell XPS game rig. Yesterday I tried continue a game that was on the last chapter and every single save was wiped- including the character files. I have no idea how that happened. I think they must have put a bug in the game. Anyway, I did find some lower levels I did not even knew existed which was nice but also reminds me of that ridiculous lever in Ice wind dale that you could not high light to find. It is silly I have to register to some other page to log a bug. I can not be bothered to do that. I am going to wear shorts tomorrow and forget about the pathetic Yemen guys. I will in defense of the game say it could be a virus on my computer from a usb stick I keep getting from a work computer I shared when I contract.

If you are in Saudi on a contract I will be on the beach in Baharin this weekend - I will probably buy and wear a speedo just to make everyone angry. The only thing more lame then this area of the world is being here with a game that wipes all my saves. I guess I am going to avoid any expansion these guys do and get a lame rpg steam game next time.

Health calculations - please help me check what's wrong

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Hey guys

I've been playing on and off. Yesterday I saw that starting a new game, using an imported dualclass character, will mess up HP. Apparently this is a known bug.
Can you please help me make sure these calculations are correct before I use EE keeper to revert them?

My pure fighter has exactly 262 HP both ingame and from calculations.
My fighter/cleric seems to be missing 26 HP...
Whereas my paladin have 28 HP to much...

BallyCraic, Naggert, Sizzlor and LaggALot should all have an additional +25 HP for 4 playthroughs as MP (hell and deck)

I've tried making it as manageable as possible.


EDIT:
Found the first error

Post something that everyone hates but you.

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(Mind you guys that this post respects the forum rules is not meant to spread any form of prejudice)

The song "Hotel California".

Why i think Sendai is the best of The Five

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Let's face it, Sendai in my opinion was clearly superior to the other Bhaalspawns.

1- As a drow with some influence, she commands a lot of drows. Plus, she has the advantage of the location, because who knows the Underdark better than a drow ?

2- Her allyes are not small fryes. Just consider the Mindflayers. Drow + Mindflayers is trouble.

3- And finally her Bhaalspawn power. Being able to create copy of herself but of different classes. It's 10 times better than a simulacrum spell. This ability alone would allow her to rule any kind of battlefield.


The other Five ?

Illasera is weak.

Yaga-sura is weak once you know his secret.

Abazigal is strong, but against Sendai...i'm not sure that he will win, especially if Sendai choose to fight him underground.

Balthazar...he is dangerous. As we see in ToB, he is not only strong but also intelligent and a tactician. He probably could be the most dangerous enemy of Sendai.

How to wipe out sewers beneath the Temple district?

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I'm level 13 skald. Have Jan, Aerie, Minsc, Anomen and Jaheira in the party. Anyone got an advice?

Favorite Movie Monsters

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Halloween may be over, but the doesn't mean the fun has to end. I'm a huge fan of monster movies, growing up watching the likes of Godzila, the Creature fromt the Black Lagoon, King Kong. Oddly enough, I have a hard time finding a decent monster flick these days (Can't stand most slasher films). A place to discuss my and your favorite movie monsters seems like a fun idea. Maybe we will get lucky and find some new favorites ;)

Appreciation for (often) unused spells

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After making extensive use of the Wand of Fire on my shadowdancer I have come to greatly appreciate Agonizers Scorcher, cast it on an enemy then run circles around them with boots of the cheetah or haste, a Mage or bard can put it in sequencers for 2/3x damage, bards can use it for extra damage on top of weapon hits seeing as it persists for some time or you can just use it as another form of caster disruption.

What other spells and uses do people have for those that are pretty much unused?

The Dwarves

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You probably know I just couldn't pass this news up.

Recently a new kickstarter has been announced:

The Dwarves

"We're putting dwarves front and center in our new RPG with physics-based combat and an intriguing story."

image

https://www.kickstarter.com/projects/kingartgames/the-dwarves-a-new-storydriven-fantasy-rpg

"If you need more beer, beards and battle in your life, The Dwarves is for you!

Learn all about the coolest fantasy race out there
Explore a huge game world with an ever-growing group of companions
Experience an epic story with many optional side-quests and tough decisions
Discover unique traits about your 15 different companions and improve their skills
Fight against hundreds of enemies in epic real-time battles that combine dynamic action and tactical depth
Release planned for Mid-2016 for PC, PS4 and Xbox One!"

rpgcodex.net managed to get an interview with the Bremen-based developer King Art about the future game.

http://www.rpgcodex.net/content.php?id=10056



King Art: Do you know The Dwarves?

Bubbles: No, I know nothing about them.

KA: King Art?

Bubbles: Yup, I know all three BoUTs [Book of Unwritten Tales games].

KA: We also did Battle Worlds: Kronos, a turn based strategy. [He produces a humorously oversized paperback book.] Markus Heitz has had a real bestseller with that. We now want to adapt the first books. Who are you?

Bubbles: I'm writing for the RPGcodex.

KA: Ahh, ok.

Bubbles: Our community hasn't exactly taken a positive view of The Dwarves, but they do seem to talk a lot about the game anyway. And that's why I'm here.

Well, that's interesting. So you already knew that this was an RPG game...

Bubbles: ...yes.

KA: ...and now I need to convince you so you can convince the community. Tough, tough! Well, let's see then; I'll give it my best shot. So we have 3 layers to the gameplay; the highest, most abstract layer is a world map, which gives you an overview of Girdlegard [in German: "Das Geborgene Land"], which is the setting of The Dwarves. And it will perhaps play a bit like The Banner Saga, if you've played that.

Bubbles: [nods eagerly]

KA: Exactly, perhaps you'll even have resources to work with, not like Heroes of Might and Magic where you'll have to build something, but simply to maintain your troops. And on that world map, you'll have 200-300 points to travel between, so rather a lot, but they're not all equally deeply developed. Sometimes you may just read a text window saying: "nothing happens." And sometimes you'll come to an interesting location, where you might want to do something more. And those are the other two layers; either you go there in exploration mode, which will play roughly like in one of our adventures: you'll have points of interest you can investigate, multiple choice dialogues, and thus learn something about the story, the world, the characters. This will help you learn how to drive back the orc army that has overrun Girdlegard, which you'll have to do in the combat part. Often you end up playing a game that's mechanically interesting, but doesn't give you a lick of motivation to care about the story and characters. And we, now, want to supply the characters with a face and a personality to give the story meaning.

Here's an example, a little like in The Banner Saga as well: marauding orc troops are closing in on that villiage; do I go towards them to help out? That forces me into combat. Or you may say: "nah, I have other plans," and then you may return to that area later and find ruins, bodies, and a few survivors who may curse your name.

Bubbles: So you'll present a lot of the game through text?

KA: Yeah, you'll see more examples of that later. Since we're also an adventure developer, we really find this pretty cool, and we know how to deal with a lot of text. If you only care about the RPG, you may go through this much faster than an adventure gamer who cares about exploring the locations and clicks on everything. Content wise, this is a 50-50 split [between text-based "exploration" and combat], but we want to let players adjust that relation according to their preferences. Exploration players can just try to get through the combat ASAP and focus on the stuff that interests them more; for combat players we plan on offering a few interesting options for replaying battles.

[At this point, he loads into a combat scene; this is the first in-game footage I see.]

Now to the combat part. First of all, we've only been developing this game for 4-5 months, and we'll work on it for at least another year. So none of what you see here is final quality. But you can already see a few things that are important to us. For instance, here you see the asymmetrical aspect of the game: there are only a few heroes, and they are already surrounded by orcs. And that's basically what makes the orcs interesting and dangerous: their huge numbers. You can't see this here [every orc in the footage looks the same], but the final build will have many different varieties of orcs, and they won't just stand in line waiting to engage the player either. We still have a lot of work to do on that front. This isn't a technical problem for us; we just haven't had the time yet. I'm mostly a combat designer by the way.

Another cool thing is that this is all physics based. I do this one physical attack [an AoE blast attack], and can push all these orcs off the bridge; thus, using just a few action points has yielded a huge effect for me. And these are situations and possibilities you can learn from; you may push an orc off a cliff by accident, and then start doing it on purpose.

Here's a tanky hero with a shield; he doesn't do a lot of damage, but when he's surrounded, he can deal with it pretty well. The others wouldn't last very long at all in normal combat; the demo is tuned to a very easy mode. Here is another guy; he's very mobile and can jump out of dangerous situations. And this guy has a big weapon: he swings it slowly, but when it hits, it hurts [the hero makes a big AoE attack]. And now--- oh. [two of the heroes have been pushed down the bridge by the attack and are gone] Wait a sec, let me start the demo again. Well, this sort of thing is still happening in this build, but maybe we'll keep it around for the final version. It's fun, and it's physically correct.

Bubbles: Perhaps for the highest difficulty?

KA: Mhm, right; anyway, I wanted to show you this guy, the Berserker, a super fast runner. He just requires enough space to run around. He can run around an orc group, attack from the back, launch whirlwind attacks, but he can't do a lot of damage. But here's the twist: every kill gives him an action point. So he can chain a lot of special attacks together really quickly and finish a combo very easily. [He demonstrates how the heavy weapons guy pushes a horde of enemies together and the Berserker finishes it off with an AoE.] We're actively on the lookout for these kinds of opportunities, and we want to have lots of them in the game.

Now, we have this animation here: [he shows off an explosion effect]. I just wanted to test a damage effect and a guy [on the dev team] gave me a visual effect for it. And immediately our team came up with further ideas: maybe we can make catapults throwing fireballs into your group, maybe they'll do friendly fire to the orcs, and you can exploit that. One guy says. "Exploding barrels, like in FPS games! Let's do that stuff here!" The next one says: "we're Gonna have a mage character at some point, give him that for a fireball spell!" So you can imagine our creative process. We don't really have a 200 page design doc, but we have the book from Markus Heitz as our inspiration, and do iterative work on the rest, a bit like on a months-long game jam. At some point, of course, this will end, we'll settle on features, do content integration and polishing, and then release in the middle of next year.

Our Kickstarter is happening in 2-3 weeks [on the 1st of September, it turns out]. We'll see what people say about the game; ideally the community will embrace everything we have here. Well, this was combat. Do you have any questions on that?

Bubbles: Which version of Unity is this?

KA: The fifth. We first started with Unity 3 [on their earlier games], and if you'd asked me then, I'd have complained to no end. BoUT 2 was a constant struggle with custom solutions, but now with Unity 5 we go much more with the flow, we work with the engine as it was intended to be used, and we look for solutions on the asset store as well. That's where the explosion effect came from.

If you're from the RPG faction, I'm sure you'll be interested in this [very sweet and considerate guy, this one]: we don't roll dice when you make an attack, it's all physics based. If I swing my hammer, we check what the head bone – eh, the bone in my skeleton where the hammer head is – is doing, it's moving through the scene, and there you see shockwaves which level off based on the calculations of the simulation [technical bullocks imho] – and then something happens! Bodies move into bodies, into some sort of obstacles, and I calculate the force of these movements. If they're forceful enough, you'll be damaged, and if the forces are deadly, things fall over and die, and sometimes they just fall over and stand up again. Of course this is a model, not a realistic simulation, but it helps us avoid the typical problems you get when you're only faking this kind of stuff; pathfinding issues, models stuck in the scenery, that sort of thing.

Bubbles: So what about character development?

KA: Uhm, character development.... uhm... okay, so there's basically no loot. This is a little like in The Banner Saga. There's probably some really important weapons that can completely alter your skill loadout, and probably you'll get a trinket, like an evil skull totem that you can hang around your neck, and that might give you the action point gain per kill [the Berserker's special ability] as well. So you'll have completely new options for combining things. This idea of combining stuff, I think that's the core mechanic for us; we want to offer a huge amount of potential there for players who really want to dig into the game's combat mechanics. As you travel through the game, eventually you'll get 10 or 12 heroes in your group. And depending on which of those heroes you choose for a battle, you get a completely different group dynamic already – think of DotA. And this is an even more pronounced example of that, because we're actively searching for more and more of those combos and synergies.

You can also try to complete optional missions, and different skills might be needed there; for example, you may go into an easy scenario where there's a merchant NPC that must be reached in x minutes so they can be defended. If you defend them, they'll give you... some sort of thing that helps you [they clearly haven't tackled that part at all yet]. But if you attempt to accomplish that optional objective, you certainly won't be able to pull it off on your first try. So you'll play as far as you can, and then you realize: "Damn, I should have taken that guy with me, 'cause he has that cool skill, and with that skill I could have barricaded that choke point, kept half the orcs at bay, gone around behind their backs, run to the merchant, and then I'd be home free!" And then you try that again, restart the arena, and see if it works. And there we see a lot of potential for replayability for an audience of ambitious tactical players.

Bubbles: But you do have a full save system, not like in The Banner Saga?

KA: We do have a full save system, yes. But you can't change your character in the middle of a map; if you don't like your group, you have to restart. But if you don't like difficult combat, you'll be able to drop the difficulty; then it'll only take a little common sense to beat every map.

Bubbles: So what will I get as a reward after a battle? Will I have... gold? [He understands "dagger" here instead of "gold", because we're speaking German in a noisy room. That's what we in the industry call a dynamic interview.]

KA: Maybe. But you won't have a dagger in your inventory. You'll be drawing it in a cutscene, perhaps. Perhaps you'll take a dagger from an orc's inventory or something in this cutscene, and then the narrator will tell you the story of the sword. A bit like thi--- I'm not a gameplay designer at all, but that's what we talk about during brainstorming sessions.

Bubbles: Right, so generally, after a battle, what are the rewards? Gold?

KA: Ok... so.... I...I... don't want to get too much into detail here; even if we talked about certain things internally already, because, as soon as it's out there in the press [I assume he means the Codex], we can't change it anymore. So I want to show what we already have instead of speculation.

Okay, so let's take a closer look at the story part. Here's a cutscene. [Cutscene: a close-up shot of a dwarven blacksmith doing his thing with an anvil.] So this is Tungdil, our main character, and now you know that he's a smith, and he also has a piercing. And this viewpoint kinda makes him seem more human, as opposed to just seeing him in an isometric top-down view for the entire game. This is a lot of work: we had to make an entirely new character model with many more polygons than normal for this shot, but we think it'll be worth it. In exchange, we make cuts elsewhere. For example, many NPCs just get a portrait [and no special close-up model for cutscenes], but we think the art for these portraits is pretty good as well. Our artist has studied classical painting and somehow he manages to produce something good.

And there's some classic dialogue, with a bit of multiple choice; you do have some influence over the events, but only as far as our recorded voice samples cover it. Something that we're really proud of is that we don't just record dialogues, but that we also have a voiced narrator in dialogues.

Bubbles: Ah, like in Blackguards 2.

KA: Exactly! And Pillars of Eternity had these kinds of narrative texts as well, but not voiced! And this way it's a bit reminiscent of an audio book, it provides a calming influence on the flow of the game. If a game is too stressful, you might just quit after half an hour, but here, we have a rhythm: 15 minutes of challenge and then 15 minutes of getting to know people.

The English version has turned out really great; there, we have a female speaker [in the German version, it's an old, wizened dude], and that woman gives a great contrast to all the masculine dwarves. We don't do all that many cutscenes, but we have a lot of of voiced and narrated dialogues [in the top down view]. And you can look around and click on optional things, like this little horse, which our main character Tungdil has prepared as a gift for a child; imagine taking that horse, finding the girl later and giving her that horse in a charming little scene. A little like in an adventure game. Now imagine if 50 orcs barge in here; you'll have a new motivation to look after the girl and stand in front of her. If you invest yourself in the characters, you'll get more out of the game.

We follow the story of the novels; your hero starts as a nobody and becomes a real hero. This progression also works pretty well for video games, doesn't it? So we don't have to rely on silly stuff like amnesia or whatever plot device you need to justify starting a character over when you make a sequel. Markus Heitz has really written a story that's very well suited to making an RPG, full of twists. We're just adapting the first book, but there are four more. That lets us draw on a lot of pre-existing world building, and we'll also be able to satisfy the thousands of fans of the series. We're really happy with this stuff. Markus Heitz is a really cool, hands-off guy who doesn't object when we change smaller things.

[We change to the outdoor scene pictured above.] Our artists have put a lot of time into these locations; this stuff isn't all asset store. Much of what you're seeing here is hand made, but, for example, those trees are all Speedtree. They look great, they wave prettily in the wind, so why try to do better within two weeks [before the Kickstarter]?

We'll also put in an aggro system, so you can play aggro ping-pong a bit, kite enemies around maybe; none of this is set in stone, but this is what we're considering.

Bubbles: What kind of vision do you have for controlling your party? Are you supposed to keep an eye on all four characters at once in the middle of battle?

KA: Exactly. Basically you have to constantly keep an eye on all of them. We don't have massive health pools here; if you're surrounded by six orcs, you're really in trouble. You'll be dead within 10 seconds. But you do have those 10 seconds to notice it and regenerate your health; we hope that'll be enough time. But although this is designed for real time, we could still implment a pause & play system. We're currently also playing around with a bullet time mode, Max Payne style, where you have a third resource [next to action points and health], call it "focus" or "concentration" or "morale", and I can spend that to slow things down to 30% speed. Hearing that "wheoeoeoo" sound when it happens, that's pretty cool, pretty epic. But of course it also offers players a chance to relax a bit, reposition the characters, get an overview of the scenery again.

Bubbles: Will players have to learn where to position their characters, so that their abilities overlap each other?

KA: Yes, right. This guy for instance has a sort of shout. This shout has a certain range – we'll give it a better visual to make that absolutely clear – and you'll have to make sure that you don't just waste that shout; your comrades must be within range. With my action points, I have to make sure that they don't cap out, because then I'm wasting any further points I might gain, but I also have to maximize the impact of the action points I spend.

Bubbles: You can see those blue numbers on the skillbar – are those the action point costs?

KA: Yeah, but those are just improvised stuff, just so we can talk about them. I mean, just in these presentations, somebody suggested "can't you arrange these [four available] skills in the shape of a rhombus, like on a gamepad?" And I went "hmmm, yeah, we could have thought of that one ourselves. Let's write that down!"

Bubbles: If you do that, you'd better have different UIs!

KA: Exactly. Of course we'll accommodate the typical PC fan, who typically hates the gamepad-

Bubbles: Yeah, exactly.

KA: -and we'll give him a good mouse+keyboard interface, and we will not take the easiest and cheapest way to implement that. So for instance, a mouse user won't want to control a character with WASD; he'll want to use click-to-move, and we'll implement that.

Bubbles: And the skillbar should probably not be in a corner either, for people who want to click on the skills to use them; you know, some people actually do that.

KA: Yeah, yeah, exactly. So, basically, like Heroes of the Storm or DotA, you know those?

Bubbles: [stoic silence]

KA: Those are games with a similar control scheme, four abilities, mouse and keyboard – imagine our UI working something like that. That's all doable for us. I can show you something else now; it's still unfinished, we've been working on this for four months now and are planning to release it next summer.

Bubbles: Oh right, you know, some developers offer stretch goals for their games, and when they hit all the goals they'll say, "well, we're gonna need an extra year of dev time to implement all this stuff". Can you guarantee that-

KA: No, we're not giving a guarantee. If our Kickstarter really goes through the roof, and we have to think about putting in additional stretch goals, then we won't hire more people to get this done by summer. We'll stay with the proven team and work on the game for longer. That's the logical move. We're aiming for Q2 2016, and if there's a bit of a delay, that's not exactly unusual in our industry, is it? Every Euro we make goes into our game. That's how we did it with BoUT2 as well.

Bubbles: Doesn't this game cost more than an adventure?

KA: Uhhhhhmmmmm.... [long silence] ...not much more. ...no, really, especially BoUT2 was a really expensive adventure. Because it's really long. And we will create content here through the combat; and combat replays don't cost anything.

Bubbles: But BoUT2 was profitable for you, right?

KA: Well, I'm not fully familiar with the numbers right now, but, generally, ...generally we don't approach a project in the way that we say "we'll invest a lot of borrowed money into our game, and if we can't make that back, we go bust." So instead we try to do it with Kickstarter, and with our own money, money that we really have, and with support from publishers, like EuroVideo in this case, so that we don't completely rely on sales numbers. Well, it... the Kickstarter [for BoUT2] went really well, and it sold pretty well for an adventure, but adventures are really a niche, and an expensive game like BoUT2 is hard to do there.

Bubbles: Of course. I recall Broken Age, which really struggled to make back their seven or eight million dollars of development money.

KA: With Tim Schafer you have the feeling that they don't operate at peak efficiency just yet. Of course we're not optimally efficient either, but we try to find solutions that make some sort of sense. Like that focus on text, with writing and voice, because that's cheap. And you're more likely to see something drawn or sketched than a 3D cinematic. That's something where we say "hey, cool, this way we can save costs without anybody saying 'what a bunch of crap!'"

Bubbles: Are you planning on doing Critter Chronicles 2 at some point? [I apologize for that question; by this point I was deep in the throes of BoUT-mania]

KA: For BoUT2? Well, the problem is that Nordic wants to wait and see how things look at the back end. On the one hand, that means waiting for future sales numbers for the PC version. But the game is only going to release for consoles in the near future. It'll also come out on the i-devices, all the ports are basically done, but what we don't know is: will they be worth the effort we put into them?

[At this most interesting moment, we are rudely interrupted by booth staff who want to shove in the next visitor.] I hope I could alleviate your fears a bit!

Bubbles: Of course, with good and complete answers! I'm glad that you weren't a PR guy.

KA: Yeah, I can't do politician speak.

And with these words, we bade each other a fond farewell. I'm not quite sure how to feel about a story-focussed action RPG with narrative point-and-click sequences that cites The Banner Saga, Pillars of Eternity, and DotA as inspirations, but I was certainly entertained and mildly intrigued by what I heard.

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.

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.

For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).


When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Inquisitor's I think). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, not really necessary.
~7C#KIT                0       17      0       0       0       0~
Stats requirement to dual-class from this kit to another class.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~

// this is the usability flag for the class followed by the class number
// (see the table KITLIST.2DA for more information)
~0x00080000 4~
// this is the name of the LU7C#K.2DA file, needed for HLAs and appended to LUABBR.2DA.
~7C#K~
// this are the item this kit is going to get at the start of ToB, appended column-wise to 25STWEAP.2DA.
// check with NearInfinity, EEKeeper or DLTCEP which items you want since you'll need their code name.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~ // this is the all-lower case version of the kit-name, TRA'ified strings are also accepted.
SAY ~Batman~ // this is the capitalized name of the kit.
SAY ~BATMAN: he is kewl~ // this is the description of the kit
// (please don't make it as silly as this one, use the vanilla ones as example)

LAF fl#add_kit_ee // launch_action_function start
INT_VAR
biography = 29492 // This is the biography, you can browse the dialog.tlk
// (with NearInfinity or DLTCEP) for the string you desire or just add your own.

briefdesc = RESOLVE_STR_REF ~short description of the kit goes here, TRA'ified strings also accepted, just remove the tildes around this string.~

// this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
// if it's set to 0 it does nothing in the game. It's default value is 0.
fallen = 0

// if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
STR_VAR

// this is the internal name of your kit. #This_is_a_must (unless you want to crash the installation).
// all the other stuff in this listing is optional, if it's there, it will be used
// and if it isn't, the class default value will be used instead. Remove the whole "example = ~3 8 1 92~" line.
kit_name = ~7C#KIT~

// this is the backstab progressions rate (one number/level, 40 levels), only for kits that need backstab
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this file (CLSWPBON.2DA) contains three different fields of information, the first one is for the WPSTACK
// (the bonus APR from Specialization and higher and from levels 7 and 13 that fighters gain)
// if the number is 1, then it'll be enabled, if it's set to 0, it won't, enabled on Warrior classes by default.
// the second one is turned by default over Monks, seems like it gives them their custom fists.
// the third and last value is the amount of penalty given to the character's
// THAC0 when using a weapon they aren't proficient with.
clswpbon = ~1 0 3~

// the number of weapon slot that are displayed in the inventory
numwslot = ~2~

// 1st value is the amount of Thieving skills point gained at level one and the 2nd is the amount gained in the following levels.
thiefskl = ~40 20~

// maximum amount of traps this kit can set (this is optional and only for Thief and Bard kits)
traplimt = 6

// this is appended column-wise to CLASCOLR.2DA, the colors are listed here in this order:
// METAL (metallic parts of the character's equipment), MINOR_CLOTH (same as Minor Color in the inventory screen),
// MAIN_CLOTH (same as Major Color in the Inventory Screen), LEATHER (the leather parts of the character's armor),
// ARMOR (this one is for the other parts of the armor that aren't METAL nor LETHER).
clascolr = ~35 67 67 25 80~

// this is the minimum thieving skills given at level 1.
// if the normal is more than the value set here, the value here'll be ignored.
// (NOT SURE ABOUT THIS)
// appended column-wise to CLASISKL.2DA
// note that they are 7 values, Pick Pockets, Open Locks, Find Traps
// Move Silently, Hide in Shadows, Detect Illusion and Set Traps
clasiskl = ~10 10 10 10 10 10 10~

// this is appended column-wise to THIEFSCL.2DA, 100 determines that the player can spent Thieving Points
// in that thieving ability, and 0 means that they can't.
// Seems like it has something to do with percentages, but it's not confirmed yet.
thiefscl = ~100 100 100 100 100 100 100 100~

// the HP*.2DA table's full name (not including the extension).
hpclass = ~HP7C#K~

// appended to CLSRCREQ.2DA, determines which race can select the kit at character creation,
// values are either 1 (true/yes) and 0 (false/no), the races go like this:
// HUMAN, ELF, HALF_ELF, DWARF, HALFLING, GNOME and HALFORC.
clsrcreq = ~1 1 1 1 1 1 1~

// this is a bonus to the base THAC0 that is given at level 1 and it's permanent.
clasthac = ~0~

// this is the Sneak Attack entry, only for IWD:EE.
// it's like the backstab.2da, but with a function.
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this is the Crippling Strike entry, only for IWD:EE
// it's also like the backstab.2da
:)
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

END // end of the LAF (launch_action_function) block.

COPY "example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so give it a string-name of -1.

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Food for Elephants" // rly boi
INCLUDE "example/library/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short description of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 100~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

• This tool will automaticly roll for attributes and stores the highest rolled score.
• You can set some priorites for Exceptional Strength if you wish.
• No longer the hassle with OFFSETS changing with patching

SUPPORTS

• BGEE (& Siege of Dragonspear)
• BG2EE (& Throne of Bhaal)
• IWDEE (& Heart of Winter)
• The Black Pit (1 & 2)

DOWNLOAD

Current version of the program should work with any version of the supported games.

DOWNLOAD (v3.3): https://www.mediafire.com/?z5071l780ae8qrr
Here is the un-compiled ahk version of the program: Download AHK version

HOW IT WORKS

1. Run the Enhanced Edition game in windowed mode (IMPORTANT)
2. Run EE Autoroller (you might have to run it as administrator)
3. If creating a class with exceptional strength, set the priorites as you want them OR set them all to 0 if you don't want to use this.
4. Press START when you have reached the attribute screen, you will be promted to press the RECALL, STORE and REROLL buttons.
5. Once you hit the REROLL button it will start rolling.

Hold down 'X' when you want to stop rolling.
'UP' will increase the rolling speed.
'DOWN' will decrease the rolling speed.

ABOUT THE EXCEPTIONAL STRENGTH SETTINGS
Exceptional Strength
This will give STR% a value and be counted towards your roll score.
Example:
If you wish that STR% 51 and higher be worth 1 attribute score you set all boxes 51+ to 1.
Now when it rolls and your currently stored total is 90 with a STR% 20 then you roll a 89 with STR% 77 the new 89 roll will be stored.

Minimum STR% to store
This will simply ignore ALL rolls with a STR% below the one set.
If you have it at 51 and would happen to roll 100 with a STR% score of 12 that roll will be ignored.

DISCLAIMER

I take no responsibility at all for the use of this program. However if used properly nothing should happen as it only reads memory data.

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?

Foundling: Between the Shades BETA is available

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Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available.

Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.

Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.

The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.

Foundling is not romanceable, but the character will still talk to you frequently, so no worries.


image


DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/


Thank you to everyone who helped me in releasing this project!

IWD:EE MP heal on quicksave / faulty HP calculation

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I have 2 issues according health with IWD: EE in multiplayer.

- the shapeshifter druid (imported by client) restores hitpoints everytime I hit "Q". If I hit it three times in a row, the druid is fully healed. The character has 6 constitution and should more likely fall apart than heal. There are no items with this effect, it doesn't matter whether he is in humanoid or werewolf shape, he is unbuffed and it really is the saving, not the passed time while saving or something like that.

- some of the HP calculations are messed up. For example the level 8 paladin (client) has 128 hitpoints. In the description it's 10 per level + 4 for the 18 constitution. That makes 112 to me. Again - no buffs or items. The level 9 Priest (host) has 90 -> 8 per Level + 2. Also the archer level 8 (host) has the correct 80 -> 10 per level +0. But the level 11 headhunter (host) reads "2 per Level + 2 for a total of 82". Seriously? I think it is okay for a 18 constitution level 11 headhunter to have 82 HP but 22+22 would be 44, right? And how comes, a level 11 shapeshifter with 2 - 1 HP (according to the character sheet) per Level ends up with 86/76 hp? Thats right, the actual life is higher than the max. (overhealed by quicksave ...)

Any chance to get this things fixed?

Have a nice day!

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!

HUGE update for version 2!

Here is the download link:
https://github.com/subtledoctor/NPC_EE/releases/tag/2.6.1

And here is a link to the readme:
https://dl.dropboxusercontent.com/u/86011511/readme-NPC_EE.html

This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a fighter kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a thief kit

So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

I'll keep the old v1 main post in spoiler tags, for posterity:

What is this mod?

Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.

So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)

The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).

Okay, so what are the options?

Here's the list (class changes noted in parentheses):
Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier
Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.

Can I change things around later?

Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.

I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?

No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)

Great. But, don't take this the wrong way, there aren't many options.

Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)

Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.

Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.

Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.

Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.

Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!

What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!

Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.

Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.


Cheers!

[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Armor Pack

Information For Baldur's Gate2: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8092.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192

Version History:

V1.01 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations.
Updated to Weidu 236

V1.00BG2EE
First release


Information For Baldur's Gate: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.



Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7806.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182

Version History:

V1.05 8/18/14
Added Polish translation thanks to Cahir

V1.04 8/15/14
Added .tra files for translations.
Updated to Weidu 236

V1.03 5/19/13
Fixed the Boots of Evasion - The useability settings still were not correct.
Fixed the Boots of Quickness - The useability settings were not correct.
Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in.

V1.02 5/5/13
Fixed the Boots of Evasion - The useability settings were not correct.

V1.01 1/7/13
Fixed the usability settings on the Elven Chainmail of the Hand +3
Fixed the unidentified text of the Elven Chainmail of the Hand +3
Changed the store so you can't steal.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

Where the new store clerk is at in the Friendly Arm Inn.

image

*******************************
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.

TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG http://www.teambg.org/ Modding news

http://teambg.info/ A site that takes you back into the history of IE modding.

Importing a game/character & old-new companions

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Sorry for my english.
Spoiler alert
When i import a game i start with my old companions their portraits, voices and gear. When i import just my character or start a new one i get several parties depending on my char's alignment. These parties contain of old bgee companions with new portraits, voices and stats. Spoiler:
If i'm not mistaken i can even have a new romancies with certain of them. And if import the whole party(game) i can watch continuing romancies started back in bgee. Is it true?

The question is: If there is a possibility of importing the whole party(game) with a replacement old companions with old-new ones and Spoiler:
having romacncie with them

For example: I do really like Viconia. Can i get her in a new shape, voice importing a game? Spoiler:
And which way i can have a romancie with her in SoD if it possible? with old one or only with old-new one? My char is TN and i don't see her in starting party if i import char only


Thank you
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