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Neera ToB Quest nothing happens after casting dweomer at the clearing

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Hello

I entered the forest clearing to do Neera's ToB quest. She told me to cast a dweomer spell and rest. She didn't have any dweomers ready, so I memorized some and rested (in the clearing). After that, I cast the spell, rested, nothing happened - I did this multiple times, nothing seems to be happening.

Help would be very welcome,

Enuhl

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

Just a real quick Hello

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Hi guys,

managed to finish Baldur's Gate - Enhanced Edition, much to my own surprise (due to limited time) a couple of weeks ago.
Now I'm here to see what's going on modding-wise.
Looking forward to sharing experiences.


Martin

Hello all

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I'm Betty Ladner from Canada and I'm a newbie here.

Vallmyr's 5e Homebrew thread.

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So instead of making a new thread everytime I have an idea for 5e I'll just have this that I constantly update and such. You'll see my wildkin and pixie race ideas on here so sorry for the repeats if you already read those threads. Alot of this is for my homebrew D&D setting so you'll see lore bits mixed with the mechanics. So the next few posts will be my Wildkin and Pixie race followed by a prestige class idea.

Did you know?

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So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in.

Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.

Combat Log question

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Hey guys,

I Just bought the Siege of Dragonspear and plan on playing through the entire series with a new character. I started up a game and immediately noticed the combat log doesn't show every attack like it used to. Is there any way to get this back?

Tired of waiting, so...

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I bought Icewind Dale 2 and Planescape Torment.

What are other people doing while waiting for Siege of Dragonspear?

Hey

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Hello :)

A bit late, but you know the saying, better late than never.
My Baldur's Gate career started 2 years ago, since then i finished the first game with it's expansion.
It seems that i can't finish the second game, in my last play through i got to the underdark.
The reason i find it hard to finish the second game is that i got hooked to modding.
Already created 2 mods, "Tougher Enemies" and "Way Of The Fist", a third one is in the works and will be released in the coming days.
Mostly i'll be lurking in the modding section, but once in a while i'll wander (more like stalk my way) into other sections of the forum.

I'll finish with a battle cry TOASTER BONANZA!
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Baldur's Gate Who Am I?

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Bit of fun. 3 clues. First person to get it right sets the next one.

1) I am based in Athkatla.
2) My master is a mage and his companions are short, smelly and cowardly.
3) If you kill me my papa will cry. But if you kill him, I don't care!
Who am I?

Playing without a mage in party Your thoughts.

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In my current play through i went without a mage i dunno wanted to try something different. Seems like dorn hack ns slash is OP.

Current Party.
PC - Oozemaster Druid
Dorn - Blackguard
Vynd - Assassin
Finch - Cleric
Safana - Thief
Faldorn - Druid

Any idea who i should change might get Tiax or Alora over Safana. the lack of haste is not really a issue as Dorn hits hard.

I just finished the cloakwood mines and off to baldurs gate or should i level up more before i go there, i'm level 5 atm close to level 6.


All my save files are gone

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Are there anyway to recover the savefiles for the game?

Quick Buffing in Infinity Engine Games

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Buffing is an essential and fun part of all D&D games. They give strategical choices on whether to use a spell slot on a long term effect or one that deals with an encounter more efficiently. They are also enables for some fun builds like the cleric/fighter or the mage/fighter.

In the infinity engine games some buffs last such a long time that you want to cast them after every rest, like armor, stone-skin and contingencies. Doing this after every rest quickly gets tedious, however. For example, in my current IWD2 game I cast 13 spells in total after each rest. That is a lot of time wasted just pressing buttons.

I have searched far and wide for scripts or mods that automates this process or makes it quicker both for BG2:EE, ICD:EE and ICD2, but have so far had no luck.

Therefore I come to you for advice. First of all, does any scripts for these game already exist?

If none exist, I would like to get into the modding action, to make a simple script or mod that can do this. I have never modded before, but have experience programming. If one were to create this, how should you go about it? Should it be a hotkey script, an AI script or a full fledged mod?

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for Siege of Dragonspear, Baldur's Gate II - Enhanced Edition and EET (Enhanced Edition Trilogy).

Download latest release (17 MB)


You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you.

This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction.

Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally.

The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem.

There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types.

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.

Golem types taught by the Manuals of Golem Building:

1. Flesh Golems in lesser, regular, greater and perfect variants.


2. Clay Golems in lesser, regular, greater and perfect variants.


3. Stone Golems in lesser, regular, greater and perfect variants.


4. Iron Golems in lesser, regular, greater and perfect variants.


5. Mithral Golems in lesser, regular, greater and perfect variants.


6. Adamantite Golems in lesser, regular, greater and perfect variants.


Golem types taught by the Secret Manuals of Golem Building:



The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively.

More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme.

Important: The game must be patched to v2.0 or higher to install this mod.

Santa Hat Thread 3: Siege of Christmas Cheer Edition

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Much to the relief of @Nonnahswriter, December is officially here so festivities can officially begin without Christmas taking priority over other holidays that haven't occurred yet. So lets make with the Yuletide!

Rules are the same as they've always been. Post your avatar, preferably a hi-res version of it, and I'll put a Santa hat on it! But I can't draw, so I'm just pasting a hat on a new layer and putting some filters over it. But that's why its cute, isn't it?

To start off this thread, we have the -oshi brothers. There will be more to come, so just post here!

@bengoshi, for his playthrough with other forum members as Loki the druid. Admittedly not ideal for putting on a hat because you would barely be able to see it, so I put happy little wreaths there too!
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@Xeroshi
image


BG2:EE, when will you fix multiplayer?

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As it stands now, it is nearly unplayable in multiplayer.
The problems me and my friend(s) face are staggering.

We had set aside an entire weekend each, to meet online and finish BG2 from Chateau Irenicus to ToB.

Alas.. Saturday afternoon we decided to fold and give up, possibly do it in a vanilla BG2 installation using Hamachi to connect at a later time.

What we experienced:
Numerous incidents of NPC's spawning in the wrong place, often breaking quest chains:
Yakman from Watcher's Keep spawned in Firekrag's lair, went hostile and of course was killed.
The Genie in Chateau Irenicus spawning 10 feet away from the Duergars.
.. the list goes on, and it seemed entirely random.
The Chromatic demon spawning outside of his cage, and in the fight staying as an Ice element the entire fight allowing us to just kite him around and kill him with just Firetooth..

Not ONE of us could reproduce these kinds of insane bugs in singleplayer.

Savegames becomming unplayable on Guest clients.
The host would never have this problem, but the Guest clients would at times be entirely unplayable.
The game would hitch for 1 second, every 2 seconds.
Reconnecting, rebooting, nothing helped.
Rolling back to a previous save (and losing progress and time..) was the only alternative.
How do you even break a specific savegame like that??

Losing sync, losing connection, Host client would crash quite often (we swapped around roles several times for testing).

Beamdog.. the game has been out for a long time now, you have been very nearly entirely radio silent since the SoD backlash, patches are few and far between and we have no idea when this game will even be playable online.

Is this the best you've got to give?

edit:
@Nathan

Help Requested: New Modder's Attempt at Making Monk Mod

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Hello all. The reason I'm doing this is that the monk has always annoyed me in Baldur's Gate because it seems to be entirely based on some version of the Shaolin warrior monks but the Shaolin monks use weapons (currently, historically, and in movies), and as far as I know training in just about every melee weapon known to them at the time was a key part of their training, and it's one reason the various Chinese martial arts today have so many weapon styles (weapons are way better than hands for fighting and people trained in them to fight, not just compete). Yes, they also trained in unarmed combat but for some reason that ended up as this Monk class that can barely hold a sword.

Also low-level Monks are really weak. They're supposed to be a mighty front-line warriors but you instead have to keep any monks you have cowering in the back throwing rocks like spell-less wizards. This wasn't as much of a problem in BG 2 since you start at a higher level, but once BG:EE added the monk and then made one of their main new characters a monk it really showed. I like Rasaad but he's basically a wasted party slot for most of BG 1 for everything except his story/writing.

So I looked for a mod to change this and not finding one I decided to make one. I'd never modded before but I searched around these forums and read what modding information I could find and dove in. Some of the stuff I read was out-dated and there were some broken links, but also some useful information and eventually I stumbled upon the latest version of Near Infinity and got started poking around.

So here's my attempt at a mod to turn monks into weapon-using warrior monks (just like the real warrior monks) and to make them better at low levels, thus allowing both players to make such a character but even more importantly to give people a reason to actually take Rasaad in BG 1. I also wanted to remove some Monk abilities so it's still somewhat balanced.



Here's what I've done already (after one day of stumbling around):

1) Allowed Monks to be of Neutral Alignment (Edited ALIGNMNT.2DA : Changed all non-chaotic alignments to value of 1 for Monks and did that for Neutral Evil/Neutral Good for Evil and Good Monk kits). Because Monks are relatively zen and neutralness seems to fit.

2) Allowed Monks and Kits to be all races (Edited CLSRCREQ.2DA : Changed Monks and kits to 1 for all races. Then edited KITABLE.2DA : changed all races to K_MN_H for Monk.) Because why not? Anyone could train as a monk.

3) Gave Monks more weapon proficiency points. (Edited PROFS.2DA : Gave Monks 6 at first level with a rate of 2). Because warrior monks spend much of each day training with weapons. No sex, no entertainment, and no alcohol means lots of training.

4) Removed Find Traps and Gave all monks detect Illusion (Edited THIEFSCL.2DA : Set values for 100 for Monks and Kits for Detect Illusion, Hide in Shadows, and Move Silently. Value 0 for everything else.) I reasoned Monks would never have seen traps in their monasteries.

5) Gave Monks more points to apply to thief skills each level. (Edited THIEFSKL.2DA. Set start points to 40 and Level points to 25 for Monks.) I reasoned Monks should be pretty good at sneaking around and seeing through illusions.

6) Allowed Monks to place weapon proficiency points for Melee weapons and Melee weapon skills to same level as warriors. But no shields or missile weapons (Edited WEAPPROF.2DA). Warrior monks train melee weapons, but historically no missile weapons or shields.

7) Gave Monks an additional AC bonus of 3 points (Edited SPCL822.SPL. Selected all abilities (all named Melee). Selected View/Edit two times. Then edited AC Value. Started at 6 for the top one and went down 1 value point each time.) At lower levels monks should still be decent enough at dodging that they don't just walk up and die against any bum with a sword.


Here's what I think I know how to do but haven't done yet:
1) Remove movement rate bonus, immunity to disease, immunity to haste/slow/charm, and normal weapon immunity. The easiest way to do this would be to edit the spell files (AP_SPCL812, AP_SPCL813, AP_SPCL814, AP_SPCL817, AP_SPCL819, and AP_SPCL821) to do nothing, but that would potentially be a problem if any other classes use those abilities. I will check a few to see. Otherwise the harder way would be to go into the Monk and each of the two kits and manually remove all of those files in the CLABMO0*.2DA files, but I'd rather not.

I figured monks shouldn't be any faster at running. They have no armor, but in Baldur's Gate heavy armor doesn't slow one down. I figure they should be just as susceptible to magic as anyone else (except for illusions), and if anything a life spent in a monastery should make them more susceptible to diseases.


Here's what I still want to do but don't know how to do it:
1) Remove deflect missile bonus. They already have lots of AC bonuses and it's not much easier to dodge a crossbow bolt than a sword especially when you're not looking at it.

2) Allow Monks to use all melee weapons, but not missile weapons, helmets, or shields. I can place proficiency points on the weapons but I can't use them yet.

3) Turn the finished product into an easily installable mod that anyone can use with BG1:EE

4) Host said mod on a website so people can download it.


So any suggestions and especially any help with the things I don't know how to do would be appreciated.

Thank you.

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)


Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!

image

Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs ;)

This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

Q: Where can I find the djinni?
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.

Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.

Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.

Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;)

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.

Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.

Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.

Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.

Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.

Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.

Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.

Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.

Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.

Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.

Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.

Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.

Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?

Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.

Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.



Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.

Have fun! :)

EE Keeper, Updated to v1.0.3

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links


Download


There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer.

Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc.

The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation.


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.3.4

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility


Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'.

Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits


Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@ErgTesting
@ermoTesting
@HeasTesting
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@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
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[in-progress] Will of the Wisps - Shamanic enhancements

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"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class.

In the mod you will receive:
  • Shaman's stronghold, that hopefully blend in with other original strongholds;
  • A new kit for shamans: witchlight shaman;
  • A brand new NPC: Will, the undead shaman (witchlight) with short friendship track;
  • A change in original shaman's description to get rid of the "no stronghold" line;
  • Some new items for shamans and undead character (Will, Hexxat and others added by other possible mods)
Just like in my other mods, you will get at least one new area, some graphics, items, characters. The mod is not going to introduce romance with Will. He is long gone and as much as he may tell you about someone he loved, he won't romance the Bhaalspawn. He will talk to other NPCs. The mod will include ToB part for will.

I'm not going to give you all details or release dates as it just takes time. I would also like to thank @Artemius_I who prepared the kit for shaman. I just came up with some ideas, but it is he who made it. (Aremius, where were you when I was working on my previous mods!? ;) Thanks, really. You're great.)

To not leave you empty-handed, just with few promisses, here are some screenshots. Note that content may change a bit with time.

Screenshots:





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