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The Thruth: Druid/shaman Spells Sucks in Baldur's Gate

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Hey ppl, sorry for the harsh words here, but they're just blatant truth about the subject. I tried play with a shaman recently and only them i saw how much sad the druid repertory of spells is.

I'm not saying here that all druid spells sucks, but in general, cleric and, of course, arcane spells outmatch druid/shaman spells by a long range. I mean, Iron skin, summon insect andInsect plague (that rocks), area really cool, but we have a lot of useless spells there or boring to use spells, like: detect evil, shillelagh, goodberries, know alignment, find trap and hold animal. Also, druids have a lot less possible spells than Clerics and many of the best divine spells are kept on clerics repertories.

This can be easly identified by taking a single look on Icewind Dale Druids, that rocks a lot.

So the question is?

With IWD:EE done and released, when those druid spells will be brought to Baldur's Gate? Not all are needed if you think the game needs balance, but some should surelly come. In adition some actual druid spells don't make much sense for a druid to have, such as the buff ones (righteous magic), detect evil (druids are neutral), bless and chant (isn't the kind of direct intervention expected from nature), and others that i don't see atm but surely some ppl more focused than me will hint.


Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 9 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.


- Removes many existing main plot restrictions:

Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow



Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 9 new quests.

Some mundane ones

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.

- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)





Chapter 1

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled. With rumours swirling in both cities there now exists a very real state of rising tension between Baldur's Gate and Amn. Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a much more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought, even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

BG, IWD & PST fanmusic

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Hello my beautiful people :heart:

I would like to gather all the lovely music fans created for Baldur's Gate, Icewind Dale and Planescape: Torment - be it remixes, original compositions or coversongs. So, if you find any, please share them here. I will add them one by one to the startpost and the playlist (if it's on YouTube). And don't forget to give credit to the artist if it's not obvious ~

Playlist with all the songs so far: BOOM

- Baldur's Gate: Covers -


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- Baldur's Gate: Remixes -


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- Baldur's Gate: Originals -


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- Icewind Dale -


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- Planescape Torment -


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- Crossover -


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Baldur’s Gate: Siege of Dragonspear

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http://www.siegeofdragonspear.com/

Tady můžete diskutovat.
Byl jsem vzůru až do půl šesté do rána, viděl jsem celou prezentaci a bylo to všechno co jsem si přál a ještě víc.
Zítra vám tady taky napíšu nějaké postřehy, ale teď už sotva vydím na klávesnici :-)

Tady je celý záznam prezentace:
Watch live video from beamdog on www.twitch.tv

A nějaké moje info, které jsem pochytil z prezentace:

01) Celkově má hra 7 kapitol a herní doba se odhaduje na 25 až 35 hodin
02) 4 nové postavy a uvažuje se o tom, že by mohli být převeditelné do BG2
03) Zkušeností strop nastaven cca na lvl 12 (o polovinu větší než v BG1)
04) Nové předměty, které lze převést do BG2
05) Navrátilo se spoustu původních dabéru jako je Minsc, Jaheira, Edwin (Yes!), Khalid, Imoen atd.
06) Romance budou
07) Hra je rozšíření BE1:EE, takže je to ten samý princip, jako ToB pro BG2.
08) Z BG1 neimportujete pouze hlavní postavu, ale celou družiny a všechny předměty
09) Pár opravdu moc pěkných vylepšení ovládání včetně toho, aby měl nad sebou každý ukázané své životy
10) Subrasy... zatím ne, ale ještě uvidíme
11) Nové povolání = Šaman
12) Mimo jiné se bude řešit temné dědictví vaší postavy a podíváme se i na místo kde zemřel váš otec
13) OBROVSKÉ bitvy, včetně bitev armád.
14) 2 nové obtížnosti, něco jako extra lehká a šílená
15) 1000 slonů !

[SPOILERS] Buttercheese's Forgotten Doodles

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Hey y'all. I decided to make a fanart thread just for myself, because I can.


I'll post here most anything I think you guys might be interested in - Baldur's Gate, Icewind Dale, Pillars of Eternity, Neverwinter Nights, general D&D/ Forgotten Realms stuff ... I hope you guys will find something you like and let me hear your opinions about them :)

Please don't post any pictures in this thread, if you really need to, please hotlink them or put them in a spoiler tag. This is my gallery and I want to keep it this way, thank you ;)

Also, I am really bad at responding towards praise because I am usually too flustered to come up with anything creative to say, but know that I am always thankful and happy about it, even if I don't say anything.

- Requests -


Request Status: CLOSED
Status meanings: Open = Accepting; Hold = Not accepting until older requests are finished; Closed = Not doing requests

Here are the rules:
- No OCs and no drawings of yourself. -
- The character has to be from Forgotten Realms or something related. -
At this time, I don't accept PS:T and NWN1 requests, because I haven't finished the games yet.
- No guarantees. -
- Keep it simple. -
So ideally no backgrounds and requests that require the full body.
The more time consuming your request, the sloppier it is going to be.

- Only one request per person at a time. -
When I've drawn your request or declined it, you may ask for another.
- If anything is unclear, ask away ;) -

- Links -

RedBubble - http://www.redbubble.com/people/taritoons/shop
DeviantArt - http://taritoons.deviantart.com/
Facebook - https://www.facebook.com/TariToons/
Tumblr - http://taritoons.tumblr.com/
Ask the Bhaalspawn (webcomic) - http://askthebhaalspawn.tumblr.com/
Twitter - https://twitter.com/TariToons

- Archive -

2012
Edwin Odesseiron Desktop Buddy - You can get him here.
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Shorty Conga - Bhaalspawn Hildur & all the shorty companions minus Tiax and plus two mod characters (Breagar and Nephele)
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Moonelf Portrait - Just a random attempt at making a custom portrait
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You do not have to make an Oath - Bhaalspawn Cassandra & Sarevok
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BG:EE Party - Neera, Edwin, Bhaalspawn Marikal, Dorn, Viconia & Rasaad
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2013
Baldur's Gate Meme - Marikal - Click here for full view
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The most interesting Paladin in the world - Keldorn Firecam
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Help me! - Bhaalspawn & Yoshimo
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Lightbugs - Aerie & Haer'Dalis
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Going into Faldorn Mode - Cernd mid-transformation
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It gave me the strength to go on - Kivan
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See? Everything's fine. - Neera
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Argannazar's Scorcher - Neverwinter MMO inspired Edwin
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Lovey Dovey Kissing Meme - Loads of Bhaalspawn and their lovers
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Baldy's Gate - Minsc, Sarevok, Rasaad, Edwin and Balthazar
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The bigger they are, the harder I hit! - Bladur's Gate & My little Pony crossover
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Happy Happy Joy Joy - Alora
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Still my hunger - Hexxat
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Karnwyr the Betrayer - Kalach-Cha Chea and Karnwyr & Bishop from NWN2
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Darkvision - Sand from NWN2
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2014
Red Wizard - Edwin
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Feel the backhand of justice - BG & Team Fortress 2 crossover
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Treehuggers - Bunch of my favourite elves: Cutter & Leetah (ElfQuest), Sand (NWN2) and Kivan, Xan & Viconia
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In which Qara finds a friend - Pyro (Team Fortress 2) & Qara (NWN2)
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NWN2 & MotB Memes - Full views available here & here
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2015
Pillars of Eternity Watcher Meme - Click here for full view
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- Current -

Rasaad Emoji Challenge
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Ender Sai
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Jaheira & Durance (Pillars of Eternity)
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Irenicus
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Xzar & Montaron
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Boo & the TSR dragon
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Drow Nalia
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Sarevok
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Cheating death (like a boss)

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Yeah, this just happened while playing the original BG1

My character, a level 1 mage with a measly 4 HP (of which 3 remaining) was about to receive a lightning bolt to the face:



He gulped a potion of healing kept at the ready and at the same time rolled a critical save vs spell (while Silke rolled the minimum damage of 6 for the bolt)



Then he walked away as the lightning bolt was hurling back and forth near the dead body of Silke (no bystanders were injured):



Solaufein Talk Problem

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Since I am new here I don't know whether similar thread was made or not ( If so then I apologise). But, as I said, I have a problem with Solaufein dialogue. I got his talk about childhood, wheather pahere truly hated him or not, sunrise, moonlight talk, some poetry, spider and drow priestess fight and after that he asks me to go outside during night and gets blessed by his godess and... Nothing, he doesn't engage in any dialogue anymore :( I tried progress it with rest, chating and nothing helps. Is it normal? Or is something wrong with my game? ( I've downloaded v103 since I couldn't find v104) Other mods work fine ( mostly npc mods, I also have crossmod banter pack) Has anyone expirienced this problem?

bg2ee crash at start (Mac OSX)

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Hello, I am having trouble getting the game to actually start- I can generate a character, and have Imoen chat with me in my cell at Chateau Irenicus. However, the moment I am given control- perhaps when it autosaves?- the game crashes. This is rather aggravating. Assistance would be appreciated- I have redownloaded the game just in case it didn't download right, but that does not seem to be the issue.

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello,
As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE.

First introduction.

@Gotural , @Blackraven ,
As announced, please find attached a first package for your beta test expertise.

As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten.
The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself.
Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself)
The various deployed objects are, by order of priority,
- a patched version of an EE file
- a copy of the original mod if totally new and acceptable
- a copy and patched version of the original mod (because this is often required)
Sometimes I used a modified inlined script rather than the original mod bcs/baf though.

When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures).
That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things.

Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s).
Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod.

I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop.

For this alpha20 for BG2EE only, you will find
- the UTF-8 translation stuff that triggers when you install your first component (no matter which one).
- As announced Improved Ilyich (a lot of work - more on this below)
- Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation)
- a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...)
- the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested.

I had the time to test almost... nothing.
I verified the kit and I tested the Improved Ilyich which is the largest piece.
I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one).
I would appreciate if you could test
1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions.
2) dialog with Ilyich (I did test it but a confirmation would be nice).
3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead).
4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless).

Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok.

Comments, Insults, Suggestions: your turn.


Content
// WIP

The current package includes:

- Improved Ilyich
Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves.
- The Ritual
Original version converted to BG2EE with several fixes.
- Improved Torgal
Original version with many fixes - installed in patch mode.
- Improved Sahuagin City
Original version converted to BG2EE - modifications in patch mode.
- Improved Bodhi
Original version converted to BG2EE + fixes and modifications.
- Improved Irenicus
Original version converted to BG2EE + fixes and modifications.
- Improved Guarded Compound
Original version + fixes.
- Improved Twisted Rune
Original version + fixes.
- "Kuroisan", the Acid Kensai
Original version converted to BG2EE.
- "Red Badge" Poison-Based Encounter
Original version converted to BG2EE with patches.
- Gebhard Blucher's Improved Mae'Var
Original version with minor enhancements.
- Gebhard Blucher's Lich in the Docks
Original version slightly modified and converted to BG2EE.
- Gebhard Blucher's Improved Demon Knights
Original version slightly modified for a better deployment on BG2EE. Slightly altered AI.
- Kensai Ryu's Tougher Kangaxx
Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both.
- Kensai Ryu's Gnome Fighter/Illusionist in the Docks
Original version slightly modified and converted to BG2EE.
- Kensai Ryu's Improved Crypt King
Original version with a slightly altered AI.
- Ishan's "Always Toughest Random Spawns in Dungeons"
Original scope but rewritten and modified to select your own values.
- Gebhard Blucher's Random City Encounters
Original version with patches.
- Kensai Ryu's Random Wilderness Encounters
Original version with many fixes.
- Improved Undead
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts.
- Gebhard Blucher's Improved Mind Flayers
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched.
- Smarter Dragons
Original version slightly modified.
- Smarter Beholders
Altered version with a few minor tweaks.
- Smarter Vampires
Original version.
- Smarter Mages
Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour).
- Slightly Smarter Golems
Original and Altered version to more selectively modify the appropriate golems.
- Göran Rimén's Improved Nymph
Original version.
- Kensai Ryu's Improved Copper Coronet
Original version (just twelve additional foes, no script - not the real KR version as in DSoA).
- SimDing0's Improved Oasis (obsolete)
Original version in patch mode. Do not use that version, use the full version from QuestPack instead.
- Mike Barnes's Improved Small Teeth Pass
Original version in patch mode.
- Mike Barnes's Improved North Forest
Original version in patch mode - a few minor alterations.
- Mike Barnes's Marching Mountains
Original version with small adaptations.
- Slightly Tougher Demons
Original version with fixes and tweaks.
- Tougher Druid Grove
Original version with minor modifications - patch mode.
- Tougher Fire Giants
Original version with a few patches.
- Streamlined Trolls
Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence.
- Generic Archer Kit
Original Kit converted to BG2EE.
- Anti-Paladin Kit
Altered version with fixes and without "dispel on hit with any melee weapon".



Latest version : alpha73 - February 21, 2016
Please consult the readme file under the eetact2 directory
Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

Best possible character build?

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What would be the ultimate character? Including gear and considering max-level and lategame abilities.

My personal favorit is barbarian with the following gear:
2 x black razors
Grandmaster armor
Boots of phasing
And some stuff I don't remember. Ring of gaxx probably.

This would be my super character if I had to choose only one.

Also mage / cleric maybe? With robe of venca, staff of the magi and amulet of power.

Any other suggestions? I'm thinking of buying the steamversion and play though multiplayer with some friends and I'm only going to use one character.

Elder Scrolls : The dumbing down

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An interesting retrospective of the decrease in quality of the TES series.

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You know that i, like any oldschool rpg fan, likes to bash Bethesda and Todd ''you can climb it'' Howard for completely missing the point of the Fallout series, but i really like the premise and races of the TES series and its pretty sad watching it becoming the rpg equivalent of COD.

[MOD] The Stone of Askavar for Totsc, Tutu, BGT and BG:EE

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A BG:EE version is now available for download.

The Stone of Askavar is a WeiDU-based mod for Totsc, Tutu, BGT and BGEE. This mod involves a main quest and several subquests. There are new items and areas as well as lots of new creatures to fight.

This version is BG:EE v2.0+/SOD friendly with English and French translations.

Compatibility: If you are installing with Dark Side of the Coast make sure you install that mod first to avoid any files being overridden.

Download: The Stone of Askavar V2.0

You can also download the latest and previous versions from the webpage. Translators may find V1.8 useful.

Support Forum: http://www.baldursgatemods.com/forums/index.php?board=57.0

Webpage: The Stone of Askavar

Screengrabs:
Spider Cavern
Cassandra's Lute

Cannot enter/leave buildings or transition maps

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Since the new patch, I lost ability to enter buildings (such as Winthrop's Olde Inne at Candlekeep). I've tried at many levels of zoom, and have had zero success.

The topic for unhappiness/vent your sorrow

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What I saw functioning well on other fora and what I hope functions well here too, is a topic to get things that trouble you, make you down, keeps you worried and just want to vent off your chest. Nice replies are welcome, though just getting things off your chest is good to. Let's refrain from full debates though, that would derail the topic.


My spleen: tomorrow is the big release day, but I have the flu right now, feeling very tired and ill and not fit enough for gaming. If my condition is the same tomorrow, I'll feel too miserable to take a new CHARNAME on an adventure of the Enhanced Swordcoast (now! new Enhanced Swordcoast! with Wild Mages and Evil Blackguards! but please can somebody give me a potion of healing or cast a Cure Disease on me).

*edit: topic title changed. Kudo's to @Kristie83

Favourite Movie/TV Series music

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I was just thinking about some music I'd like to add to the favourite videogame, classical, folk musics thead and noticed that they would be off topic as they were actually movies or TV series music..

TV Series

Enterprise theme was amazing.. I always thought it resumed the spirit of Star Trek even if some people complained it was not in Star Trek style :)


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The original Battlestar Galactica was also amazing... I could never understand why the new version didn't even make anything resembling it...


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And of course I couldn't forget Stargate...


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Movies

Well... no explanations needed...


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And before someone says I'm only mentioning science fiction...


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How to kill dragons in BG2 ?

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Do you have a solid strategy and are you willing to share it ?

Because i have not find it yet. I go by instinct. Or i cheese.

For example :


My cheese strategy for Draconis is to lower his magic resistance, ( greater malison optional ) and then Finger on Death until he fail the save vs death and dies.



My not cheese strategy for the SoA shadow dragon Thaxll'ssillyia was to lower his magic resistance.

Then, without bothering to do break or magic piercing spells, i simply melee him while my mages keep hitting him with Flame Arrows.

Flame Arrow is, surprisingly, a very good spell in my opinion. Very useful in many situations.

More Difficult to Use Copied Saves that it should be

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I use multiple computers to game and sometimes want to copy save game files on another computer. This worked fine in the old engine, but for some reason when I'm using BGEE w/SoD DLC 2.3673 , I have to copy the contents of another computer's save file into an existing save file for the native computer. I cannot simply copy entire save folders like I used to.

Does anyone else have a similar experience?

[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

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 druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage 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!

How I Play LoB (Related to my Other Thread)

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Prologue:

1) Create a Male, Half-Elf, Chaotic Good Fighter/Mage/Thief named Abdel. Has 18/?? STR, 18 DEX, 18 CON, 9 INT, 3 WIS, and 18 CHARISMA (only technically need 14, but then I'd need to cast Friends all the time). Start with the Find Familiar and Shield spells, put 2 Procs into Crossbow and Scimitar, and start with 60 in Pick Locks and 25 in Hide In Shadows.

2) Summon Fairy Dragon for an automatic 22+ HP boost. Loot that 1000G Gem in 2nd floor of Candlekeep (headcanon says that's Abdel's room). Buy Heavy Crossbow, Helmet, Large Shield, Ninja-To + Wakizashi, and 20 Bolts. Get Protection from Evil from Elvenhair, cast Shield, and clear out all the quests while going counter-clockwise around Candlekeep.

Chapter 1:

1) Go south to High Hedge to avoid recruiting Imoen. Spam Quick Saves and Hide In Shadows while getting Nashkel on the map. Go to Thalantyr, buy the Blind, Protection from Petrification, Friends, Identify, and Invisible spells.

2) Get Nashkel, Shipwreck Coast and Red Canyons on the map, then head back north to Lion's Way. Avoid fights while looting the corpse of Gorion and everybody he took down with him. Then go east to Coast Way while getting the 500G gem. Get the Ring of Evermemory from Friendly Arm Inn.

(memorize 2x Protection from Petrification spells, and try to get a nap in before Step 4)

3) Get Peldvale and Fishing Village on the map, and go south to Nashkel. Talk to Marl for the 900 EXP, get South Beregost Road on the map, and head east to the Temple. Buy a Stone to Flesh scroll, get Lars Wood on the Map, and head east to Mutamin's Garden.

(keep Quick Saving throughout Step 4)

4) Recruit Korax, and explore the top half of the map to find 1-2 Lesser Basilisks. Lure them away from their other brethren so that Abdel can slash them to bits with his dual swords after Korax has paralyzed them. Do this until you come across Mutamin.

5) Have Abdel spam Hide In Shadows right outside his range while sending Fairy Dragon and Korax to kill any Lesser Basilisks close to Mutamin and his Greater Basilisk. Neither he nor his Greater Basilisk aggro until you attack him, so we take this opportunity to clear out the northeast Lesser Basilisks; and if Abdel can roll a successful Hide In Shadows, he can contribute by slipping past Mutamin and spamming Crossbow Bolts.

(put 35 in Hide in Shadows, then put the rest in Find Traps)

6) Use the Stone to Flesh Scroll on that one woman, Kill Greater Basilisks with Korax and Fairy Dragon (and Abdel, if he rolled a successful Hide in Shadows). Then move on to Mutamin himself (Korax should paralyze him before he can get up Mirror Image).

7) Re-cast Protection from Petrification, and clear out the Basilisks in the middle of the map. Be careful though; Korax will often turn heel at the tail end of this Step, so try to keep him out of your field of vision, or get him killed by having him take on multiple Basilisks. Either way, Abdel should have about...9333 EXP in each class?

8) In any case, memorize 2x Invisibles, rest up to get them, add Gullykin and Spider Wood to the map, then head on over to Fishermen's Village. Do the Farmer Brun and Tenya quests in order to get an extra 4000 EXP; that should boost you over the 32000 EXP threshold.

9) Buy some spells for Imoen and Dynaheir. Recruit her at Lion's Way, put all her points in Hide in Shadows (Abdel has the lockpicking and traps covered), then Dual Class her into a Mage (start with Blind and Shield). Beat up Tarnesh by putting Shield on Imoen so that Tarnesh wastes all his charges on her. Recruit Jaheira and Khalid.

FROM THERE ON OUT...:

1) My general path is to go straight to Nashkel, then the Gnoll Stronghold while doing every quest that's convenient to do. Neera is recruited for her ability to cast 3x Invisibilities immediately, Minsc is skipped until Dynaheir's recruitment, and a whole host of really cheesy strats are used along the way. Said cheesy strats include...

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a) Jaheira and Khalid are unrecruited every time I get an EXP reward from an NPC; this is so Imoen can cast 1x Invisible by the time Dynaheir is recruited.

b) Using an invisible Imoen and Jaheira to body block the Huge Spiders in Landrin's House. Abdel lures them out, goes past Jaheira and Imoen, and then snipes the Huge Spiders while they stand still in front of Jaheira and Imoen.

c) Jaheira kites two of the assassin's trying to kill Neera while your other party members bum rush the wizard.

d) Luring the South Beregost Road Ogrillon's out one-at-a-time so that you can kill them one-by-one.

e) Casting Invisible on ALL of your party members every 24 hours, so that ambushes can't kill you.

f) Dynaheir is recruited while spamming Invisible with Neera; that way I don't have to fight a single Gnoll.

g) Naps are taken inside the Nashkel Mines themselves while everyone is Invisible

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And the game sort of goes on like that. Hopefully this thread is a good reflection of where I'm coming when I suggest everything I suggest in the re-balancing threads. Have a nice day!

What's up with Mislead?

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I heard the spell is bugged, lets you remain invisible while attacked. I wanted to make an alternative with no invisibility. So I edited the spell in NI, and removed the invisibility effect entirely... went into the game, cast the spell, and... I became invisible. And could attack and stay invisible.

What's the story with this spell? That can't be intended. Should there be a ticket on redmine? Is there one already? Inquiring (modding) minds want to know.
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