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[MOD] EEUITweaks Mod Collection - All EE Platforms

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EEUITweaks User Interface Mods Collection Version 1.8

Important! If you've installed any mods using EEUITweaks version 1.0, please un-install them using 1.0 and install them again using the current version. Please see the version 1.1 announcement message below for details. You do not need to un-install/re-install mods if they were installed with version 1.1 or later.

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, and EET with both the BG2 and SoD user interfaces. It also supports installing mods on both the Dragonspear UI++ and BG2EE GUI To BGEE replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-1.8.zip (below) contains a standard 'setup-EEUITweaks.exe/EEUITweaks directory' WeiDU configuration and will be no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's 'EEUITweaks' directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod, I'd recommend manually un-installing it prior to installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Finally, I'd like to appeal (or beg, or grovel) for help translating the EEUITweaks dialog into languages other than English. EEUITweaks uses the standard parameterized WeiDU tra-reference for strings (setup.tra to be specific), so there should be no technical difficulty in supporting non-English languages. Please contact me if you're interested and I'll do anything I can to assist and to incorporate the translation into EEUITweaks.

Enjoy!


Viconia movement bug from raasaad quest on iOS iPad Air using bg2ee 1.3

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It's an old version of the game. But it's the most recent one in the App Store (I would play sod and 2.3 if I could) playing my evil party after purchasing dork, and going through the game content I missed the first time I replayed through.

Anyways, viconia is bugging out and not moving. It's from the raasaad quest, where I faked being pro twin sisters cult, the viconia asked me what is this rubbish, and I told it's all a game. She does the thing where she doesn't move. I noticed this bug in the archives but failed to make a reply because I need my game fixed.

Can someone a) help me fix my save b) show me how to open cluaconsole and what to do so I can fix my own save c) show me how to update my 1.3 bg2ee to 2.3 need help please!

Oh and I can't submit a bug report, zen desk tells me they can't authorize my account.... (that's a bug too)

Hum, can someone help me upload my save for fixing? I don't own a pc or macbook, just my tablet.

The long-awaited SoD review by GameBanshee

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Late is better than never, I guess. Maybe I should think about giving a detailed review for SoD as well...

Anyway, GameBanshee has finally published their review for SoD.

"A funny thing happened on my way to reviewing Baldur's Gate: Siege of Dragonspear. When I picked the game up, I realized that I hadn't played either of the original Baldur's Gate games in about 15 years. Since Siege of Dragonspear is supposed to be the bridge between the two, I decided that I'd play Baldur's Gate first so I could get reacquainted with the franchise. But then I was talking to our site admin, and he mentioned that our Baldur's Gate subsite was one of our oldest, and that it could use some updating.

No problem, I thought. I can update the subsite as I play the game. But I have a mental problem, so to speak. My brain translates "update" into "re-write," and so what should have been a simple(ish) procedure took months. As a result, when I was finally ready to play Siege of Dragonspear, I was so far past the release date that I figured I might as well write our walkthrough for it at the same time, which is more efficient for me, but which added even more months to the delay of the review.

And so here we are eight months later. The good news is that while I was working my way towards Siege of Dragonspear, a lot of its problems got fixed, and all of the dialogue that offended everybody got removed, and so what I'm reviewing here could be considered the final product rather than the initial release that everybody else looked at. The bad news, of course, is that people have probably already made up their mind about the game. But let's ignore the bad news. It's Christmastime after all, a time of hope and renewal."

"I didn't love Siege of Dragonspear, but I didn't hate it, either. I played through the campaign twice, once with a good party and once with an evil party, and I enjoyed it well enough both times. It took me well over 60 hours to complete the two playthroughs, and that's not bad for a $20 price tag. So if you liked the Infinity Engine games and you want to try something new, then Siege of Dragonspear is a worthwhile purchase. Just try to keep your expectations tempered, as Beamdog isn't quite in the same class as old BioWare."

Stats and inventory for important NPCS.

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What is the stats of the Grand Dukes and other important npcs like Alatos Ravenscar and Berun Ghastkill. In vanilla Alatos stats was a joke, so i wonder if they've fixed it in the Enhanced edition?

[MOD] Revised Dragon Scale UI for SoD (V1)

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This is a mod for people like me who feel that SoD's new dragon scale UI is... almost there.

What does it change?

(click the spoiler to read and view screenshots)

Font Changes

- Buttons, labels, lists and the game log now use a variation of the font used in the original BG/BG2. This font was already in the game files and it is currently unused.

- Title bar now use the old school Forgotten Realms font a la BG1.

- Tooltips, floating text and world map locations now use Post Antiqua, the font you already know and love.

New Parchment Color

- Parchment graphics from all screens have had their colors changed. I'm not the only one who thought they look a bit too white.

Gameplay Screen

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- The Bhaal symbol was restored to the Game Button on the sidebar.
- Clock position adjusted (it's no longer off-center).
- Game log and action bar width adjusted. They're now properly aligned.
- The little white line from the game log has also been removed.

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- Action bar buttons are now equidistant from each other. Those buttons used to be grouped together according to the layout of a keyboard's F1-F12 keys, but most modern computers don't use that layout anymore, so...

Area Map

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- New header graphic and slightly tweaked layout.

World Map

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- New header graphic and reworked World Map graphic: colors are now muted and look more like the SoD campaign maps. To be completely honest I'm not in love with this one, but then again I never liked BG:EE's oversaturated map, so there you go.
- Repositioned Travel Button.

Journal

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- New background graphic: the journal window now looks less out of place using a new graphic posted by Pecca.

Inventory

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- Slightly tweaked layout. Headers are now consistent between Inventory/Record/Mage Book and Priest Scroll screens.
- Restored secondary color button.
- Combat Stats now list Number of Attacks under Damage (restored v1.3 feature).
- Gold number is yellow again.

Record

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- Redesigned Record screen, with a more familiar layout.

Dual Class Screen

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- Character portrait now has the correct proportions. How this got past QA in the first place is beyond me.

Mage Book and Priest Scroll

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- Different margins and scrollbar: these minor changes should make those screens more pleasant to look at and use, even if you don't like the list-of-spells layout.

Options Menu

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- Totally redesigned Options screen. It also changes the big logo according to the current campaign (BG, SoD or Black Pits).

Stores

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- Different store screens now have more consistent layout.
- Upper and lower panels are now properly joined.

Character Generation

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- Bigger buttons for this screen.

Installation

Just unzip the attached file on your Override folder which is located on Documents\Baldur's Gate Enhanced Edition. If the folder does not exist, it can be created.

Compatibility

This is currently not a WeiDU mod. It will completely replace your UI.menu so it should be compatible with other GUI tweaks as long as it's installed first.

A note on customization:

In order to revert or further tweak font changes, you should edit the styles in M_CKUI.LUA - please don't just delete the file, as it introduces new styles that are referenced by UI.menu.

Enjoy! As always, feedback, bug reports, complaints and suggestions are always appreciated.

What strength do I need to be able to open the tomb that contains the tome of strength

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I have just been trying a solo Monk run and was wondering what strength I need to be able to open the tomb that contains the tome of strength. I have tried it with a potion of frost giant strength and casting draw upon holy might giving me a 23 strength, but still no joy.

Orc Paper dolls "Again"

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I was making a half orc character when i realized the inventory doll is not the same as the in game doll, which buged me majorly, so, like many others before me, i googled it and found many Discussions from the past on this very topic. All of them seemed to be left in the dark at the end of them. So, i made a account just to ask the same thing,

Is there any way.. we can get the inventory dolls for half orcs working for the in-game ones for these of us that "Enjoy" the old half orc look.. please?

I don't think a good person would keep keldorn and maria apart.

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even disregarding the dangers of chasing irenicus, keldorn is so old that he can't have more than a few years of healthy living in him. Seems like a no-win situation to me.

[Testers Wanted] Tweaks is dead. Long live Tweaks!

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

This mod originally started when a couple of friends--myself and Idobek--decided to combine their small tweak packs into a single mod, christened the G3 Tweak Pack and hosted at the (then brand-new) Gibberlings Three modding community. As Baldur's Gate Tutu gained in popularity, the G3 Tweak Pack was spun off into the Tutu Tweak Pack. As modding tools became more advanced and as conversion projects began to overlap the G3 and Tutu Tweak Packs were recombined and, with the permission of Wes Weimer, included the Ease-of-Use mod. This effort resulted in the BG2 Tweak Pack. Once again, demand caused several spin off mods--Andyr spun off the IWD and PsT Tweak Packs; the bigg created the IWD2 Tweak Pack; grogerson made the BG1 Tweak Pack; and DavidW integrated several tweaks into the IWD-in-BG2 combo fixpack/tweak pack. Once again, technology has caught up, and all of these individual projects are once again being discontinued individually and combined--hopefully for good this time--into a monolithic mod, the Tweaks Anthology.

In short, the Tweaks Anthology should run on any Infinity Engine game, from the original Planescape: Torment through the impending Siege of Dragonspear expansion for Baldur's Gate: Enhanced Edition. In the nearly 18 months since the release of BG2 Tweaks v16, I've been grabbing bits of time here and there to work on this, and I think we're now at a place where you can install the mod without your computer catching fire. In other words, it's time for beta testing.

I'll try to delineate my points of concerns on a per-platform basis in the next few posts; for now here are the relevant bits you want:

Download Beta 4: Windows | OS X | Linux
Readme

Beta 4 Changelog
  • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
  • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
  • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
  • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
  • Change Experience Point Cap should now work on Siege of Dragonspear
  • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
  • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
  • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
  • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
  • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
  • Friendly Random Drops needed a few more fixes
    • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
    • Items with charges should now be handled in a more robust fashion
  • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
  • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
  • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
  • Updated Italian translation, thanks improb@bile!
Beta 3 changelog
  • Miloch's Unique Containers mod has been added to Tweaks as a cosmetic component, including all of its original options and translations. If Add Bags of Holding is installed after it, the new bags will use the unique icons.
  • Added Use Character Colors Instead of Item Colors component
  • Added components Everyone Gets Bonus APR from Specialization (subtledoctor) and Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor) courtesy of subtledoctor
  • Make Magic Shields Glow will now try to read in an appropriate glow color from the palette bitmap instead of a (limited) lookup table
  • Fixed a bug with Higher HP on Level Up > NWN-Style; withdrew the Low Variance Rolls option due to the same bug
  • Fixed a math error in Change Experience Point Cap > Remove Completely that caused bards and thieves to need an extra 100,000 XP to advance from level 39 to 40
  • Fixed a bug with Send BioWare NPCs to an Inn where it wouldn't install on vanilla Baldur's Gate due to bad tra references (thanks Angel)
  • Friendly Random Drops was failing to account for two random drops in IWDEE that are different compared to IWD+UB; the fix in beta 2 caused it to not install on vanilla IWD, which is in turn fixed (thanks to Angel again)
  • The Change Avatar When Wearing Robes or Armor (Galactygon) component is being withdrawn, as One Pixel Productions has a superior solution
Beta 2 changelog
  • Fixed bug with Commoners Use Drab Colors where commoners ended up lookng like they were made of chocolate instead
  • Unique Icons was expanded to BG2 games; also fixed a bug where it was not updating helmet animations
  • After discussion, Rest Anywhere was expanded into mltiple components. The main component continues to work as the original, and Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns have been added to give players a finer grain of control.
  • Friendly Random Drops could pull from the wrong table in IWDEE.
  • Fixed a bug with Friendly Random Drops > Choose Your Drop where it was not accounting for Orrick's reward after you bring him the Mythal book. Also fixed the bug that would cause the Kuldahar merchant to leave after the orog attack, for real this time.
  • All BAMs in the mod converted to uncompressed for better cross-platform goodness.
  • Fixed a couple of bugs where Faster Chapter 1&2 Cut-Scenes & Dreams was not quite matching and replacing verything it should and Gaelan's dialogue lacked the shortcuts it was supposed to have
  • Faster Chapter 1&2 Cut-Scenes & Dreams will skip adjusting the Irenicus-Cowled Wizard cutscene in the Promenade if the player has installed Extended Waukeen's Promenade Cutscene from Almateria's Restoration Project. Other cutscenes and dreams are still affected in this case.
  • Fixed bug with Increase Potion Stacking where it handled items with multiple charges incorrectly; thanks argent77!
  • OS X version now up to date with WeiDU v239, as the Windows version; thanks argent77 again!
Beta 1 changelog (compared to BG2 Tweaks v16):
  • New components:
    • New - Baldur's Gate Casting Graphics, Max HP at Level One, Recoverable ammunition (argent77), Recoverable throwing weapons (argent77)
    • From BG1 Tweaks - Make Magic Shields Glow (plainab/grogerson), Send BioWare NPCs to an Inn (DavidW/Zed Nocear), Portable Containers (Zed Nocear), Friendly Arm Inn Hidden Container Restoration (plainab), Move NPCs from Baldur's Gate, Bardic Reputation Adjustment, Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior, Paladins Use IWD-HoW Spell Progression Tables (grogerson), Rangers Use IWD-HoW Spell Progression Tables (grogerson), Druids Use 3e Alignment Restrictions, Loosen Item Restrictions for Multi- and Dual-class Clerics, Loosen Item Restrictions for Multi- and Dual-class Druids, Taerom Makes Additional Ankheg Armors (Icendoan/grogerson), Give Coran A Legal Dexterity Score of 19, and Make Xan a Generalist Mage (Mike1072)
    • From IWD-in-BG2 Fixpack/Tweaks - Game ends when the main character dies; NPCs respond to the main character, not to whichever character talks to them; Make Heart of Winter accessible at any level; and Restore BG2 spells and make scrolls available, and Never lose access to Orrick the Grey's trade goods
    • From IWD Tweaks - Friendly Random Drops, Restore IWD Loading Screens (icelus), and Unique Icons
  • Fixed an original game bug with Alter HP Triggers for NPC Wounded Dialogues that would affect Edwin's wounded dialogue
  • Fixed a bug with Gradual Drow Item Disintegration; items should have a chance to break upon use
  • Improved Improved Multi-Player Kick-out Dialogues further with input from BG1 Tweaks; NPCs in BG now have more places to go when kicked out
  • Gems and Potions Require Identification now uses different scales for determining lore for gems vs. potions; also capped max lore to identify at 100
  • Fixed multiple bugs with Multiple Strongholds. In the No Restrictions variant, it would fail to account for the shifted clerical stronghold alignments in BG2EE. Notably, this meant no one would spawn after Gaal's speech in the Temple district. Also fixed a bug where the druid restriction was still in place, preventing the messenger who would summon you back to the Grove. Also fixed a bug where both variants could bypass the bard stronghold XP reward from Raelis for rescuing the troupe from the Planar Prison.
  • Bonus Merchants (Baldurdash, Weimer) now places a little more nicely with other mods.
  • Streamlined and combined code from Two-Handed Bastard Swords, Two-Handed Katanas, and Two-Handed Axes. Also fixed weapon breakage issues for BGT games.
  • Change Experience Point Cap > Remove Completely should now tackle rules tables in a more robust fashion
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items and now allows for individual armor values instead of trying to broadly categorize items.
  • kit.ids is now properly patched as part of Expanded Dual-Class Options
  • Fixed a fairly large and glaring oversight with Wear Multiple Protection Items > P&P Restrictions where the items with AC bonuses could still be worn together
  • Alter Weapon Proficiency System underwent a significant revamp. Most notably, DavidW's IWD options from IWD-in-BG2 are now available, and the BG system was improved with some of the techniques from the IWD system.
  • True Grandmastery is now one option in Change Grandmastery Bonuses instead of a standalone component, as a BG2 option has been added.
  • Added two new options to Higher HP on Level Up: Average and Low Variance Rolls. Also adjusted NWN-style to be a little more accurate.
  • Expanded and renamed Increase Ammo Stack Size, Increase Jewelry and Gem Stacks, Increase Potion Stacking, and Increase Scroll Stacking to include four options: 40, 80, 120, and unlimited (999). Increase Jewelry and Gem Stacks also covers furs, pelts, and other miscellany like bandit scalps
  • Expanded Rest Anywhere to include options for disabling rest spawns.
  • Fixed a bug when adding Friendly Random Drops > Wandering Merchant that would cause the Kuldahar merchant to leave after the orog attack
  • Added more NPCs to the Improved Fate Spirit Summoning component
  • ToB-Style NPCs should now have a more robust method of finding joinable NPCs and their creature files
  • Consistent Stats: Viconia should now better adjust her spellbook to account for the gain or loss of bonus spells due to the change in wisdom
  • Fixed similar issues with Make Khalid a Fighter-Mage (Domi) and Make Montaron an Assassin (Andyr); now it checks for walking speeds on non-Tutu games, better adjusts proficiencies for the alternative schemes, and now work if installed after ToB-Style NPCs
  • Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer) no longer overwrites scripts, which was causing a compatibility issue with BGT
  • Added compatibility for EET

Looking for step by step instructions to install SCS for BG2:EE

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I would like to play BG2EE with the SCS mod, but I'm having an incredibly difficult time trying to install it. There seems to be a bunch of versions and mod compilations, but I can't figure out the correct one let alone how to install it. A few times I thought I finally found what I needed only for the installation to inexplicably fail. For example, I attempted the Big World tool which then asked for the modmerge tool which just errored and messed up my installation (which I fixed by verifying the game cache).

I would greatly appreciate if someone could provide me with or direct me to a set of (accurate and updated) instructions on how to install the SCS mod for BG2EE.

Please note the following:
  1. I am using the steam version of BG2EE
  2. My computer is using the 64 bit version of Windows 7
  3. Applying SCS to BG1EE (including SoD) would be nice but is not required.
  4. SCS is the only mod I am looking to install. The simplest solution to do so is preferred.

overwhelmed with mods

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so as every ambitious person who jumps into the mods section i found like 20-30 mods i want to install and i've hit a wall starting at the beginning. i am running baldur's gate 2 on steam and i want to do all this clean and in proper order. i have read the tutorials on the big world setup and on modmerge and i am right out to lunch. i would appreciate if someone, after finishing laughing at my ignorance, would give me a step by step on how to install these mods in the correct order. I am not expecting someone to run through all of them in one breathe. i would greatly appreciate if we could go one by one starting with just the big world setup and modmerge. after those two are in place then move on to the rest perhaps along the way i'll see a pattern and be able to implement the rest on my own. i just get really overwhelmed with programming and tutorials and i learn best through verbal interaction and breaking things down.

if someone were willing to go through this from start to finish all the mods below i would be more than willing to gift them one of the $20.00 games as a token of gratitude. (this could take some time depending on how easy all this stuff is i am very green on the topic.) (must have knowledge on what order and how to debug whatever issues come up i understand some mods may not be possible to coexist so deciding how to maximize which mods is also needed.) (payment comes after last mod is successfully installed payment confirmation will be posted as proof of payment to helper) admins i hope im allowed to do this i apologize if this is somehow against the rules.

#1 when trying to install big world setup i give the correct path to my balur.exe but it says that it cannot find the correct path.

#2 when trying to install modmerge i err can't find any executable so i don't really know what to do with it. (yes this is the level of intelligence you are working with)

If someone could explain where i am going wrong with #1 and #2 to start i would greatly appreciate it.

BWS / Big World Setup
modmerge-master
Might & Guile
[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
[MOD] Eldritch Magic
The Divine Remix
Song & Silence
Pale Master Kit for Sorcerers
[MOD]Monk Overhaul
Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
Shapeshifter paw weapon tweak
Wild Mage Additions
SCALES of BALANCE! Post-hac kits and tweaks
[MOD]: Spellcasting in light armor
Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
IWD Divine spells in BGEE, SoD and BG2EE
IWDification
Unfinished Business
Quest Pack v3.1
Ascension v1.5 BETA
Wheels of Prophecy
BGII:EE - Unofficial Item Pack
[MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released)
[MOD] Golem Construction for Spellcasters
Item Pack (for BG2 can someone verify that it works on EE?)
Weimer's Item Upgrade [in progress]
[MOD] Afaaq, the Djinni Companion
Xan NPC

quests
Eilistraee's Song
Tales of the Deep Gardens
Dungeon Crawl
Assassinations
Back to Brynnlaw
The Sellswords
I Shall Never Forget
Adalon's Blood
Gibberlings Three Anniversary Mod
Shadows over Soubar (need file change to find the dialog file)
The Undying Mod BG2:EE Compatible
Freedom's Reign/Reign of Virtue Now Enhanced
The White Queen (v4.0) for BG2EE


gee i hope this works you modders are amazing :)

Choosing components in WeiDU

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

Yet another attempt at breaking the restartitis habit

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So, right now I'm pretty close to being catapulted into TOB as an FMT with Imoen, Jaheira, Anomen and Adalon in my party. Things are going well, and I hope to complete both SOA and TOB with this party, but this is the point where somehow I start to imagine yet another party and how wonderful things could be. So here's the plan: I'll just keep playing with what I got now, and discuss my plans for the next run on the forums. Hope to hear lots of thoughts.
I'd like to do a run with Neera and do her. Romance. And do her romance. And Imoen will be in the party, can't seem to abandon her for some weird subconcious emotional reason. Also, I'll need Jaheira. Because she's a druid and I severely dislike Cernd. And I can't seem to abandon her for some weird subconcious emotional reason.
So what do you think my next party should look like? Who else should be there?
Please share your thoughts and advice. I like to play a 3 to 5 person party.

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.

BGII slooow on Samsung Galaxy S7 Edge

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Hi guys,

So I love BGII, defeated you know who in BGI and I have the Sword of Chaos to prove it, and would like to finish BGII as well. I got a new phone and copied over my saved game over to the new device but the game is just crawling...especially in combat. Phone is on Android 6.0.1

Game version is 1.3.2064

Killed various other apps running to save on CPU and memory but still slow. Is there a new build in development for Samsung Galaxy phone?

Hope so!!!

Thanks for a great game ..worked awesome on my old Sony Xperia Z and still runs kick ass on my Nvidia Shield.

Eledor

[MOD][BETA] The Horde 1.0

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[Introduction]
This mod will tweak the amount of ALL the enemies in the game that are not plot related.
It effects creatures spawned by a script or placed in the map.

Candle Keep rats before:



Candle Keep rats after:



Nashkel Mines before:



Nashkel Mines after (you can guess what happened a few seconds later):




[Installation]
1) Place the zip file in your root Baldur's Gate 1/2 directory (where baldur.exe is), right click and select Extract Here. Then move the zip file to another location.

2) Open your Baldur's Gate 1/2 folder, and double-click 'THE_HORDE.exe'. If there is no 'THE_HORDE.exe' in this directory, you have extracted it to the wrong place.

3) This mod should be installed last and before generalized biffing.

If you want to uninstall the mod, just double-click again 'THE_HORDE.exe' and press 'U' for uninstall.


[Compatibility]
For the time being the mod is only compatible with Windows.

The mod should work with vanilla BG1 and BG2 and with their enhanced versions.

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


[Download]
http://www.shsforums.net/files/file/1159-the-horde-beta/


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

safe storage area in BGEE

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Is there any place where I could safely leave some inventory items for use later in some town in BGEE? It would help to clear my inventory. Thanks , Gorris

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

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Hello all. I posted this in the BG 1 modding section, but reasoned that many of my questions are general to modding and many more people read this forum.

Anyways, 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:

1) Allowed Monks to be of Neutral Alignment (Edited ALIGNMNT.2DA : Changed all non-chaotic alignments to value of 1 for normal 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.

2a) Added Cleric animation for Monks of other races so a Half Orc Monk looks like a Half Orc Cleric (instead of looking like a Human Monk). To do this I had to delve into my INI Folder. I found files 6500.INI (Monk Male Human) and 6510.INI (Monk Female Human). I made five copies of each (numbered 6501.INI through 6505.INI for male, and 6511.INI through 6515.INI for female) and changed the name of one copy to Monk_Male_Elf, one copy to Monk_Male_Dwarf, etc. until I had one copy for the 5 non-human races for male and 5 non-human races for female. Half-Elves just look like Elves. Then I found the 5 files for those races for Cleric_Male (6001.INI through 6005.INI) and the 5 files for those races for Cleric_Female (6011.INI through 6015.INI). I copied the contents of each file (except for the name at the top) and pasted them into each new Monk file of the same name. So I replaced the contents of 6501: Monk_Male_Elf with the contents of file 6001: Cleric_Male_Elf.

3) Gave Monks more weapon proficiency points. (Edited PROFS.2DA : Gave Monks 6 at first level with a rate of 1). Because warrior monks spend much of each day training with weapons. No sex, no entertainment, and no alcohol means lots of training.

4) Allowed Monks to place a maximum of 3 weapon proficiency points for all Melee weapons, but no shields or missile weapons (Edited WEAPPROF.2DA). Warrior monks train melee weapons, but historically no missile weapons or shields. They would not use a single weapon every day like a fighter, but would rather be expected to be proficient in many different types.

5) Allowed Monks only one point in each weapon at level 1. (Edited PROFSMAX.2DA and changeed Monk at first level to 1.) Shaolin Monks were expected in the beginning to be proficient at 4 weapons: staff, spear, and two kinds of swords. I figure that's four plus one point in single weapon and one point in 2H weapon, so six points at start-up but only one point allowed in each weapon.

6) 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.

7) 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.

8) 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.

9) Gave Monks the same hitdice (hitpoints) as Barbarians. (Edited HPCLASS.2DA and changed monks to HPBARB). Monks are tough warriors who spend all day training. They should have far more hitpoints than your average cleric.

10) Replaced the movement speed bonus with a crushing resistance bonus of 5%. (Edited SPCL812 and SPCL813- Changed to crushing resistance bonus. Set value to 5.) 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. Crushing resistance makes total sense though.

11) Removed immunity to disease, haste, slow, charm and normal weapons. Also removed magic resistance. (Edited SPCL814, SPCL817, SPCL819, and SPCL821. Clicked on Edit tab at top. Scrolled down to Spell Abilities. Highlighted the abilities and clicked remove.) I figured Monks should be just as susceptible to magic as anyone else (except for illusions and their +2 to saves), and if anything a life spent in a monastery should make them more susceptible to diseases. Plus with everything I'm giving them I need to remove something to keep things fair.

12) I'm going to make Rasaad (when he's not in your party) and the Dark Moon Monks have the right hit points, armor class, and abilities for their levels reflecting the new changes by editing the RASAAD and RSDMNK creature files in the CRE folder. Haven't done it yet though. I'll probably also edit their thief skills to to give them detect illusion and move silently though I assume that doesn't do anything since they probably aren't scripted to use those abilities.


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) Change the text in the character creation screen and in the class/kit screens to reflect the changes.

4) Turn the finished product into an easily installable mod that anyone can use with BG1:EE. I've read one can do this with WeiDU so once I've finished changing all the files I want to change I'll read more about WeiDU and start messing around with that.

5) 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.

Three word story maker.

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Not sure this will work here as well as it does in the classroom... But lets have some fun.

We will make a story together. You are aloud three words. You are not allowed to double post. Extra info on your thoughts should be added in a spoiler.

Tips:
- Ensure you are creating a sentence, that makes sense. Read it.
- You can use punctuation! This can have a powerful effect on the story...
- Don't get frustrated with other people. You have no power over the story. You can only guide it.

Lets see what happens people...

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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