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What is the max spell level for bards in ee?

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Is the max spell level for bards in BG2 6 still, or has that changed? I'm trying to decide if I should run my bard with 16 int like I usually do or not. Plan on taking this bard through both games.

Legacy of Bhaal Difficulty: Suggestions on how to Tweak It's Difficulty Curve

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Now, most of the players I've talked to on the Baldur's Gate Enhanced Edition forum are fine with Legacy of Bhaal as-is. However, most of them also agree that it's not a perfectly designed difficulty; and I made a thread on what I would do to change it.

Basically, I think the global 80+ HP boost to ALL ENEMIES, as well as the other stat increases, interact poorly with how the game was originally designed, and also messes up the difficulty curve. For example, the rats in Candlekeep now take around 9 minutes to kill, due to the fact that they already had 90% damage reduction to all forms of attack, and now have 80+ HP on top of that. Meanwhile, Sarevok, the supposed final boss of the game, is still as much of a joke as he ever was.

And that's personally my biggest problem with the mode; I feel like the wrong approach was taken in making the game harder. Instead of looking at some of the design flaws that ALLOWED players to cheese the game to start with, the mode just increases the numbers on every enemy in the game. This, then, has three negative effects...

1) It makes some spells outright impossible to use. For example, the Sleep spell; the spell ONLY works with enemies that have 4+3 hit dice or less. And with that global 80+ HP to all enemies...Sleep is now worthless. It literally cannot do a blasted thing; and I'm sure that's not the only spell that's affected by enemy HP. Plus, there's the aforementioned 90% that all the rats have; and it also makes early game enemies significantly harder compared to late game enemies. Finaly, every monster summoned by the Wand of Monster Summoning gets the 80+ HP boost as well; words cannot express how broken that makes it compared to how it was before.

2) Quick Saving, kiting enemies, spamming the Wand of Monster summoning, prematurely killing enemy NPC's by getting them before they can turn red, taking on large groups by casting multiple Stinking Cloud spells outside their vision range...these are all things that make the game easier than it should be. So by pumping up monster stats WITHOUT addressing these core issues...you're not even really making the game harder. You're just making it more tedious.

3) Remember the "you have been waylaid by enemies, and must defend yourself" segments? Well those are borderline unsurvivable now, if you happen to get one near the beginning of the game. You're completely surrounded in these encounters! Surrounded by monsters that are far stronger than they were originally designed to be. The ONLY consistent way you can consistently escape is by casting Invisibility on all of your party members before moving on from an area; otherwise, the enemies are just too tough for you! And that's not even getting started on stuff like the Ettercap encounters, which have traps hidden in the ground on top of it all!


So, what do I suggest doing to address these issues? Well...personally, I would make the following changes, which will make the game EASIER in some way, and HARDER in others...

Make the Game Easier by...

1) Decreasing the amount of HP and Attacks per Round of all enemies that appear during ambushes. Save the +80 HP and Attacks per Round for unique NPC's (like Carbos & Shank) and uncommon enemies (like the Black Talon Elites); those are the fights that SHOULD be insanely hard! So what I would do is remove the extra Attacks per Round from all of the below enemies, and adjust their HP totals to be the following values...

a) Give +16 HP to Bandits, Gibberlings, Diseased Gibberlings, Half Ogres, Hobgoblins, Kobolds, Wild Dogs, Wolves, Worgs, & Winter Wolves

b) Give +32 HP to Ghasts, Ghouls, Gnolls, Huge Spiders, Ogrillons, Skeletons, Xvarts, Cave Bears, Ogres, Polar Bears, & Dread Wolves

c) Give +48 HP to Lesser Basilisks, Vampiric Wolves, Ettercaps, Giant Spiders, and Baby Wyverns

d) Give +64 HP to Wyverns, Carrion Crawlers, Gray Oozes, Mustard Jellies, Greater Basilisks, & Ogre Mages


So again, all the fights that are SUPPOSED to be insanely hard...will stay insanely hard. It's just that now, the game's difficulty curve is back to where it should be; fairly simple in the beginning, moderately hard in the middle, but then very hard at the end. Plus, this drastically nerfs the Wand of Monster Summoning; +16 HP pales in comparison to the +80 HP and Attacks per Round that you will be facing from unique NPC's and lategame enemies.


Make the Game Harder by...

1) Increase the amount of Infrasion that enemies possess, so that casting the Stinking Cloud spells outside their field of vision will no longer be a valid option. This will also keep players from cheesing large groups by luring enemies away one-at-a-time.

2) Add a reputation drop for every time you attack a neutral NPC, even those that are clearly about to attack you. So now you can't cheese guys like Neville the bandit anymore (area just north of Gnoll Stronghold) or Mutamin (the guy who commands Basilisks in that area north of Gullykin). You can't just paralyze them and kill them before they can activate dialogue with you; you have to fight them fair and square.


So what do you all think?

Pokemon thread

You know you're playing too much Baldur's Gate when...

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1. You complain to your family about having to live in "such a pissant town"
2. You search for objects at the base of every tree you see.
3. You walk into a complete stranger's house and start rummaging through his drawers.
4. You go into your basement to kill spiders.
5. You buy an Irish wolfhound and name him 'Ruffie'.
6. You tell your boss, "I don't like the way this company is working out. Perhaps better leadership would help."
7. You try to pawn severed heads.
8. All your friends have green circles around their feet.
9. You have a collection of odd-looking sticks which you believe contain magic, but haven't been identified yet.
10. On your resume, your education is listed as 'lore'
11. You demand discounts on the grounds that you are a hero for getting a cat out of a tree.
12. You rest for exactly 8 hours every night.
13. You refer to your luxury car as an 'automobile +1'
14. You divorce your wife for 'incompatible alignments'
15. You find a ring and carry it with you for your entire life in the hopes
that you will meet the person to whom it belongs and return it.
16. You've been wearing a cloak around the office lately.
17. You scan every square inch of the ground looking for hidden objects when on the way to the store.
18. Your wife says, "Something smells. Have you been hanging around in the sewer again?"
19. You're fired from your job for 'laying hands' on the other employees.
20. You are deathly afraid to kiss women you meet at the beach, especially ones with bluish skin.
21. You have nightmares about your 4th grade teacher screaming, "You WILL Learn!!!"
22. You have bite marks all over you from trying to charm squirrels.
23. Your playing sessions end when you say, "Ooops" as you notice the sun coming in the window.
24. You now hesitate or are paranoid about putting on a belt.
25. When you leave your house and want to get back in you need to give a book worth 50 USD.
26. When you're going to the basement you refer to "The Naskel mines."
27. You feel like being controlled by an omnipresent authority figure.
28. Your boss gives you a new assignment and you reply disdainfully, "A waste of my talent..."
29. You order a large steak in a resturaunt, then grab your knife and cry out "My blade will cut you down to size!"
30. Everytime you see a huskie you cry "vampire wolf!" and run.
31. You are trying to change your appearance, but you cant find the "customize" button any where.
32. You buy a hamster for the sole purpose of naming it Boo.
33. When it starts to snow/rain/thunder&lightning out, you complain that you can't find the gameplay menu to disable weather.
34. When something catches the corner of your eyes and you frantically try to hit the .
35. Everytime you dream you wonder why you didn't get a special ability.
36. You start talking to chickens to see if they can talk.
37. You leave a friend at the mall and, upon returning there the next day on another errand, are confused and annoyed he isn't standing right where you left him waiting for you.
38. On your way to school/work you get waylaid by enemies and have to defend yourself.
39. You stand up in the middle of a meeting and start yelling "Less talk and more fight".
40. You are in your car looking at a street map and you can't figure out where to go, because no other sections are highlighted.

Containers and Lock Pick Skill

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First, I really appreciate the work you've all put in on the enhanced editions and SOD. I've been playing BG2 almost since its release but you really made BG1 more accessible - without your work I doubt I would have ever played the original.

I also love SOD - I'm near the end and I have been enjoying it very much. The battles are different enough from the encounters of the other two games to encourage different tactics, I like the new NPCs and the story has been engaging. I hope you can feed this back to the rest of the team.

I have two minor feature requests:

Lock Pick Skill - given that there is no benefit in levelling lock pick beyond 100, could this be capped so that in experienced players don't keep sinking points into it? I know there are some negative modifiers when wearing armour, so perhaps the cap could be 120 or so to account for this?

Containers - could some sort of automatic sorting be implemented for the bag of holding etc? I don't necessarily want alphabetical sorting but if duplicate items could be stacked in the container this would be nice. For example when I have 8 identify scrolls in a scroll case, the three that went in at the beginning of the game are separate from the other five I put in an hour ago. It would make more sense for these to stack.

None of these are major issues but small things like this just improve ease of use.

Does internet require cruelty to be lively? (Embarrased to see myself at so many last posted slots)

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... when I am at it!

I should apologise for the provo in the title, but I just wonder why do I see myself at even five topics at the top, when this is such a great fora.

But also there are periods when I am not online. Here I am not hassled for being inconsistent, as in starting a fire, but not putting it out.

I frankly think Beamdog fora are great: moderated, and bound together by some minimal kindness by understanding this is an open space for all, and gamers in particular.

This would be my primary fora home at the moment.


Is it also yours? Do you feel empowered or inhibited by the good qualities of these fora? Do you enjoy what is here, but require titillations of the cruel internet?

If this pulls out any lurkers, I'll be more than glad! :-D And as should be clear, I really do love Beamdog fora.

What happened to the Fog of War

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I remember the original Baldur's Gate II had it, but it seems the enhanced edition does not, at least not in Athkatla.
How am I supposed to memorize places now...
Here's a question you don't hear often: How do I add it back in? -- Maybe a cheat code or ini tweak?

[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

[MOD] Warlock Kit (in progress)

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Hey guys,

I'm working on making a Warlock kit mod.
For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class:
http://nwn2.wikia.com/wiki/Warlock
Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will.

It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc...

So here's what the kit would look like:
Rogue Kit
0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses
Cannot set traps
Cannot backstab
Cannot dual-class
I will explain why below the rest of the features, but it's not to be played like a rogue

At level 10, the Warlock will be allowed to choose two energy types (Magic (damage), Acid, Fire, Cold, Lightning, Poison). He'll gain 10% resistance to these, increasing to 20% at level 20.

Has access to Eldritch blast: this ability has a casting time of 2, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage.

Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler.

Spell progression: Same as in NWN2
http://nwn2.wikia.com/wiki/Warlock

Invocations I plan to implement:
Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9.
Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first.
Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damages.

Least invocation:


Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for one round per 3 levels.

Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for one round per 3 levels.

Beguiling Influence: +6 to Charisma for 24hours

Dark One’s Own Luck: +1 to all saving throws per 5 levels for 24 hours.

Leaps and Bounds: +4 to dexterity for 1 turn per level

See the Unseen: grants See Invisible and Infravision for 1 turn per two levels. Also grant a bonus 5% per level up to 100 at level 20 to your Detect Illusion and Detect Traps skills.

Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted).

Sickening Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or be diseased for 1 turn.

Cloak of Shadow: +5 per level, up to 100 at level 20 to your HiS, your MS and your PP skills for 8hours.


Lesser invocations:


Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 2 rounds.

Brimstone Blast: Deals fire damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels.

Hellrime Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation or suffer a -4 AC Penalty for 1 round per 2 levels.

Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell.

The Dead Walk: Basically a copy of Animate Dead

Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included.

Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used.

Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round


Greater invocations:


Eldrith Cone: 1d3+1 damage per level on a single target, up to 15d3+15 in a cone.

Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 1 round per three levels.

Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 1 round per three levels.

Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance.

Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round.

Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80.

Tenacious Plague: Carbon Copy of Insect Plague

Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back.

Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half.


Dark Invocations:


Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half.

Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained.

Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round.

Dark Foresight: Protects the caster from any physical attacks for two rounds.

Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage.

Overwhelming Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells or fall under control of the caster for 1 round per level and be fully healed.

High-level abilities:
Note on HLA: unless specified otherwise, these HLAs can only be picked once, and only be used once a day.


Word of Changing: the caster may assume the form of several Demons for the next hour: Marilith, Pit Fiend, Balor. Can be picked multiple times.

Hellfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Hellfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will.

Hellfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Hellfire Shield. Can be picked multiple times. Requires Hellfire Blast

Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Hellfire Shield

Summon the Infernal Host: Summons a Marilith.

Extra least invocation: Allows you to pick an extra least invocation.

Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation

Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation

Damnation: Banishes a single creature to hell. Much like Imprisonment, except the target will drop its items and cannot be brought back with Freedom. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Hellball.

Hellish Constitution I: Gains +1 Constitution. Requires Damnation.

Hellish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I

Hellish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II

Use Any Item

Time Stop (as a one-cast-a-day special ability, pickable only once)

Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Hellfire Shield




Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points:
Hit die: rogue and warlock both have d6
Armor restriction: Both are restricted to medium armors
Weapon choice: More or less in line with what a Warlock gets in 3E.
2 Quick-weapon slots: That's what you have on most spellcasters.
Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them.
No spellcasting except your special abilities.


Some "strange choices" you might have noticed:
Why would I give a warlock UAI as an HLA? Warlock have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class.

Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons.

What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities.

Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA.

What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will.


Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Overwhelming Blast) that is my own creation (or so I think).

I'll keep you informed of the progress of the mod.

As always, I'm opened to any suggestion or discussion over the mod. I might have forgotten a detail or two in this wall of text, so if you want any detail, please ask in the comments. I cannot guarantee that grammar will be perfect, I am not a native, but I'll try as hard as I can.

Current state: Creating custom spells (takes a looooooooooooong time)

Is general biffing still recommended for the Enhanced Editions

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I have no idea what it's about, but I've heard it can improve performance. So is it still required for the EE versions?
Also, where can I find some recent Enhanced Edition discussion on this topic?

Damage animation on 0 damage

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The damage animation on 0 damage really sucks, it turns friendlies and neutrals hostile and it interrupts spells. ToBEx fixed this for the original game years ago. Is there any way to implement it in EE? Did the devs comment on it?

Best (non-exploitative) way to make early/easy money in BG2?

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Yeah yeah, everyone knows the fence + potions of master thievery trick. But assuming one doesn't want to cheat, what are the best quests/monsters/locations for making money fast?

I've been playing this game for over a decade now, but I still really don't know the optimal way to get money early on, other than the generic "just do quests' thing. Anybody have a strategy for this (or knows which quests pay out the most)?

[MOD] Eldritch Magic (BGEE/BG2EE/IWDEE)

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Eldritch Magic

Introducing a new mod, inspired by the Complete Book of Elves and other second edition handbooks, Eldritch Magic!
Features include kits, items, spells, and much more. Comments and feedback are strongly encouraged. Please report any bugs to me.
Now compatible with BG[2]EE v2.0+

Eldritch Magic v1.62 (GitHub)

Eldritch Magic v1.62 (Google Drive)

README

Kits:
Current kits include:
Abyssal Warrior - (tiefling)
Bladesinger
Eldritch Knight*
Herbalist
Priest of Mystra*
Priestess of Lolth - (drow)
Undead Hunter Paladin kit for Elves
War Wizard*
Wilderness Runner
Windrider

Kits to be released soon include:
Collector*
Elven Minstrel
Huntsman*
Infiltrator*
Spellfilcher*
and more.

Tentative Faiths and Powers Kits in progress:
Clerics:
Halcyon of Aerdrie Faenya
Circle Singer of Angharradh
Feywarden of Corellon Larethian
Mischiefmaker of Erevan Illesere
Lone Wolf of Fenmarel Mestarine
Goldheart of Hanali Celanil
Chronologian of Labelas Enoreth
Starsinger of Sehanine Moonbow
Dhaeraowathila of Shevarash

Druids:
Totem Sister of Angharradh
Druid of Rillifane Rallathil

Rangers:
Ranger of Solonor Thelandira

https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

*Multiclass kits. Please read the README for instructions.

Congenio's Pebble Collection
New Component: "Congenio's Pebble Collection" - Allows multiple Ioun stones to stack without using any equipment slots, as per PnP. Ioun stones can still be worn as helmets, and if used in the equipment tab, will "float" around you giving you the benefits of the stone and a free helmet slot. Simply use an innate ability to reach out and grab the Ioun stone you wish to remove from orbit. This can be quite powerful by ToB.
Wong Fei's Ioun Stone now also has same usability as all other Ioun stones, excluding Malla's Soul Stone, which still excludes Good-Aligned users.

6wmvr4zh8sox.png


WARNING: Ioun stones that use Opcode "Stat: Maximum HP Modifier [18]" work differently than others. In order for the HP modifier to be removed when the Ioun stone is, the HP modifier cannot be saved and loaded. In other words, if you save with the Pale Green Ioun Stone and/or Wong Fei's Ioun Stone equipped in orbit, you must equip them again upon loading to receive the HP modifier.



Change Log:
[Upcoming] - Kits: Collector, Elven Minstrel, Huntsman, Infiltrator, Spellfincher, and Faiths & Powers-compatible "Clergy of the Seldarine."

[v1.62] - Improved Priestess of Lolth's "Shapeshift: Spider," haste and poison come with higher levels.
- Multiclass F/M Bladesinger should now have access to all available quick spell slots.
- Minor item and string reference fixes, improved compatibility between BGEE & IWDEE.
https://drive.google.com/open?id=0B3oh7euE-ND2U1VUaWc1OVhRYkE

[v1.61] - Bug Fixes: Fixed Post-2.0 Multiclass Kits. BG2EE no longer crashes. Priest of Mystra's kit tome now works. Abyssal Warrior's free weapon & armor now function in IWDEE.
- New Components: XP Cap Removal, Increased Start XP (BGEE:SoD/BG2EE), Remove dual- and multi-class restrictions.
https://drive.google.com/open?id=0B3oh7euE-ND2b19idUhDVFBkNWc

[v1.6] - Bug Fixes: fixed spells required for Congenio's Pebble Collection. Ioun stones now unequip identified.
-Redaction: BGEE Item Expansion absorbed BGEE HLA component. All BG2EE Item Expansions merged into one component.
https://drive.google.com/open?id=0B3oh7euE-ND2WmpicUJscUIwQ2M

[v1.5] - New Component: Congenio's Pebble Collection. Allows multiple Ioun stones to stack without using any equipment slots.
https://drive.google.com/open?id=0B3oh7euE-ND2OHJ6aFh6VmV1UVU

[v1.11] - Removed 25STWEAP.2da made unnecessary with patch v2.1.
- Disabled Alpha components for IWD2 & PS:T.
- Slight changes to custom races. Tiefling should work in BGEE, SoD, and BG2EE. Vampire should appear in BG2EE, but has no selectable classes. Removed changes to IWDEE racetext.2da.
https://drive.google.com/open?id=0B3oh7euE-ND2Y0FUSXFUWVhoRnc

[v1.1] - Bug Fixes: Abyssal Warrior's level 1 free weapon now created in inventory.
- Changes: Windrider's mount only usable outdoors. Now has no casting time like other non-magical innates.
- Other: XP Cap Removal added to HLA component. Tiefling added as a playable race, essentially just an Elf with different string references. Only an Abyssal Warrior can be a true tiefling with all racial traits.
https://drive.google.com/open?id=0B3oh7euE-ND2Z3MwUVlsaFMtRXM

[v1.0] - Kits: Abyssal Warrior, Bladesinger, Eldritch Knight, Herbalist, Priest of Mystra, Priestess of Lolth, Undead Hunter Paladin kit for Elves, War Wizard, Wilderness Runner, and Windrider.
https://drive.google.com/open?id=0B3oh7euE-ND2X21iR1NWUXFxcWM

Baldur's Gate and D&D characters (1page - arts archive)

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Baldur's Gate 2


Imoen

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Minsc and Boo

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Jaheira
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Keldorn Firecam

I really love wh40k armor!
http://fav.me/dai70qz
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Viconia DeVir

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Haer'Dalis
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Mazzy Fentan
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Cernd

Aerie

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Korgan Bloodaxe

Jan Jansen

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Edwin(a) Odesseiron

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Yoshimo.

Valygar Corthala

Baldur's Gate 1


Kivan
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BE OR NOT TO BE
Starring: Korax the Ghoul and Kangaxx the Lich
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Neverwinter Nights 2


Neeshka
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Planescape Torment


D&D characters


I playing FR D&D 3.5 campaign (Mysteries of the Moonsea) now and here our party:
Dungeons and Chibies

http://fav.me/dan2vhr
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1. Orik Keenaxe - Golden Dwarf: Paladin/Dwarven Defender (Patron Moradin)

2. My character Soulafein Aemenor - Gray Elf: Beguiler/Assassin (Patron Shar)

3. Mukhoto - Human: Warlock

4. Lammar - Half-orc: Monk/Fighter (Patron Ilmater)

5. Wiz'Ard - Human: Wizar/Loremaster

6. Nadir - Human: Cleric of Ilmater


Soulafein Saerah (drowlike name for wood elf lol=))

Race: Wood Elf
Class: Barbarian (PHB2 variant Berserker strength)
Aligment: CG
His fury flares up like dry grass and his sword strikes like lightning. But high willpower allow him to take control over his rage. He is great hunter and pathfinder with keen senses.
http://fav.me/da8pxa1
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Mukhoto - Human Warlock

She is "face" of party and great user of magic devices (like wands and other wondrous items). Also she very skillful in disguise so we don't know her true appearance. LOL :D Now she looks so.
http://fav.me/da8d58n
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Jehuty - Human Cleric of Tyr

Dedor

Race: Human
Class: Cleric of Lathander/Morninglord of Lathander
Aligment: LG
He is the last ray of light in this land of lies and deceit.
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Lulu

Based on Lulu from LOL.
Race: Gnome
Class: Warlock
Aligment: CN
She likes to summon swarms!!!
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Ombert Bramblefoot

Name: Ombert Bramblefoot
Race: Halfling
Class: Rogue/Ranger
Aligment: TN
http://fav.me/da28cxt
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Dwarf - Cleric of Moradin

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Bards

Samuel "Sammy" Porter

Othaug - half-orc cleric.

Character that belongs to @Vallmyr: Azrael Gaunt - Doomguide of Kelemvor

Cu and Leanan - Kitsune Bards. Baha belongs to @Vallmyr.


Gabbrielle Arair - Human Cleric-Druid

Busty bard and Beerlover


Tiberius - Servant of Asmodeus

Lilli Ardat - Hunter ( art for one of patrons)

Ango - Star Elf Rogue/Wizard/Bard

Leetah - Strongheart Halfling Rogue/Fighter/Shadowdancer

Filrik Dangherst - Dwarf Cleric of Boccob

Himo Nailo. My friend's d&d3.5 character. Gray elf - Rogue/Wizard/Loremaster

Links

More stuff on Deviantart
If you need custom portrait of your character, just ask me
Arts in high resolution on Patreon

Stuck at Abyssal Fortress - possible Neera bug

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Hello!

As I understood there is a common bug which I also experienced: I cannot go for the final boss, as the Eight Staves quest remained in my journal. Could someone please check if this is the case?

Thanks in advance!
Gytb

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)

Class Changes: Cleric

Clerics will begin play with a number of kit options, including:

Class: Base Cleric

Not very many changes here. Of necessity, the cleric will be able to 'use' all weapons, as the various deities have different preferences for cleric weapon use. Proficiency will be limited to the weapons normally available to the cleric, and (possibly) a few extra 'simple' weapons such as daggers, crossbows, and short swords. However, like SoB, proficiency slots will be (optionally) expanded to allow for increased specialization for normal clerics (i.e. 2 points for all weapons, and mastery with their chosen weapon. Details need to be worked out, but this is the current assumption in the write-ups to follow.) Deity selection will expand these selections and possibly give automatic proficiency in various weapons. Initial spell memorization will be governed by 'general' spheres that should be available (more or less) to all clerics. Deity selection will add special abilities, and expand sphere access appropriate for the deity in question. This is true of all cleric kits (except the Ur-Priest.)
CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though  is both protector and healer,  is not purely defensive.  When a threat to the church arises, the Cleric is well suited to it out on its own ground and destroy it.

CLASS FEATURES:
– May wear helmets.
- Medium Armor: may not wear armor heavier than chain.
– May use any shield except Tower Shields.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain maximum ranks in any fighting style.
- May Turn, or Rebuke Undead.
- May cast priest spells up to 7th level.
- Full Casting Progression
- Lore 4/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can specialize in deities' favored weapon.
*Sphere access: Average access: 12 spheres, major access to 6 spheres
*Various granted powers as they level up

Deity access: Helm, Talos, Lathander, Tempus, Bane, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Tyr, Torm


Cleric kit: Priest
PRIEST: Also known as "Archivists" or "Cloisters", Priests are especially pious and studious clerics that rarely venture beyond abbey walls.  However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.
Advantages:
- Lore: 8/lev
- Devoted Servant: Priests always get more bonus spells than other clerics of the same deity as the have spent years cultivating a connection with that deity through rigorous ritual and meditation. As such, they gain +1 spell per spell level.
- Use Magic Device: Through their studies, priests have experience with various magic items and are able to use magic items that are normally barred to them. As such, they can use wizard scrolls and wands (may, or may not be satisfactorily implementable--we'll see).

Disadvantages:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Cannot specialize in their deity's favored weapon, but can become proficient in their deitie's favored weapon, even if proficiency is otherwise prohibited.
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona

Cleric Kit: Ur-Priest
UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals.  As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.
Advantages:
- Sphere Access: High Access: Maximum access possible within the constraints of the engine. SPECIFICS TO BE DETERMINED. (and fluff will be modified accordingly)
- Steal Spells: Drain spells from other casters to replenish their own slots. Ability improves with level (and will hopefully be useful enough to compensate, with expanded spell access, for missing granted abilities).

Disadvantages:
- Cannot Turn Undead
- Cannot specialize in any weapon

Deity access: None, despises the gods.

Restrictions: Cannot be of a good or lawful alignment





Class Changes: Druid to Mystic

The plan right now is to change the name of the base druid to "Mystic" and make the standard druid a kit of that class. The feeling is that Mystic implies more than just a 'nature focused' class (though, it is conceivable that a given mystic might be 'nature focused').

Class: Base Mystic TO DO
MYSTIC: fluffy fluff
CLASS FEATURES:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain a single rank in any fighting style.
- May cast priest spells up to 7th level.
- Exceptional Casting Progression (+1 spell/level compared to the cleric)
- Lore 2/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Sphere access: Low access: 10 spheres, major access to 5 spheress
*Sphere Focus: Gains early access to one of their available (Major access) spheres, as determined by deity selection
*Various granted powers as they level up

Deity access: Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talos, Selune, Mystra, Shar, Beshaba, Talona



Mystic Kit: Incarnate
INCARNATE: Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy.  It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic.  Often peasants, they typically have few skills or other special training.

Advantages:
- Divine Savant: Incarnates are naturals when it comes to divine magic. They can cast +1 spell per spell level. In addition, their divine spells are especially potent, and are cast at their cleric level +2.

Disadvantages:
- Cannot wear armor.
- Does not gain specialization in any weapon, nor access to any additional weapon training.
- Unpracticed: Incarnates are natural conduits of divine power, chosen by the gods, but are uninitiated and cast in an untrained, unorthodox and clumsy manner. Their spells are cast at -2 casting speed. --TO DO
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Bane, Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona


Mystic Kit: Druid
DRUID: The Druid serves the cause of nature and neutrality; the wilderness is  community, and  uses  special powers to protect it and to preserve balance in the world.

Advantages:
- Shape Shift: Can Shape Shift into various animal and elemental forms. Forms vary by deity.
- Superior Sphere access: 12 spheres, major access to 6 spheres
- Animal Companion: Gains an animal familiar that can fight alongside .

Disadvantages:
- Slower casting progression: -1 spell per spell level

Deity access: Auril, Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talona.

Restrictions: Must have a neutral component to alignment
Notes:
(SoB has done a lot of great work on druids, and the plan is to incorporate that work into this one. For example, standard Forest Druids of Silvanus will shape shift into wolf, rat etc as in that mod. Druids of Malar--at least one sect--will be SoB's lycanthropic druids, and so on.)

Naming/ability scheme:
Druids of Silvanus: 'Standard' Forest Druids
Shamelessly copied from Kamigoroshi's post:

Druids of Ghaunadaur (BG saga)/ Moander (IWD) = the Gray Druid branch
Druids of Ubtao / Thard Harr = the Jungle Druid branch
Druids of Ulutiu / Auril = the Arctic Druid branch
Druids of Grumbar / Geb = the Mountain Druid branch
Druids of Talona / Sebek = the Swamp Druid branch
Druids of Nobanion / Malar = the Plains Druid branch
Druids of Kossuth / Set = the Desert Druid branch

Note to self: Update per the list


Mystic Kit: Alienist

(NOTE REVISE!) ALIENIST: While all mystics concern themselves with the supernatural to some extent, the alienist has dedicated self to the study of the truely alien. Through this study, has gained insight and power over the bizzar, but sanity has taken a hit, and is more vulnerable to psychic manipulation.
Advantages:
- Superior Sphere Focus: Gains sphere focus to more than one sphere, and/or gains unique sphere access. Details vary by specialty.

Disadvantages:
- Slower casting progression: -1 spell per spell level
- Sphere access: Very low, even for a mystic. Gains access to 4 major sphers, and 8 total spheres.

Special:

- Select Focus: Does not select a deity per se, but selects from a number of 'interests' that control sphere access and special abilities.

Specialties include:

2015/09/04: Merged with the alienist kit
- Elementalist
* Sphere Focus: all four elemental spheres. No major access to any other sphere(?) Minor access to ~4 more spheres.
* Shapeshift into various greater and lesser elemental forms
* Elemental familiar(?)
* More(?)

- Oozemaster
* Sphere Focus: Unique ooze sphere(?)
* Shapeshift into various ooze forms
* Ooze familiar(?)
* More(?)

- Hivemaster
* Sphere Focus: Unique insect sphere(?). Animal(?)
* Shapeshift into various insectoid forms; perhaps even a swarm if I can make it work
* Giant Insect or arachnid familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Diabolist
* Sphere Focus: (?).
* Shapeshift into various devilish forms
* Imp familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Demonologist
* Sphere Focus: (?).
* Shapeshift into various demonic forms
* Quazit familiar(?)
* More(?)


I see both the alienist types as something straight out of Cthulu: they become obsessed with something totally alien and monstrous, are more than a little unhinged, but can gain great power, even if ultimately they are consumed by it.


Class Changes: Paladin to Champion
Paladins are goody goody. Not all warriors that dedicate themselves to the gods are. "Champion" is (hopefully) a more neutral term.

The plan is to better support non-good paladins, and to allow all to select a deity (or demon, whatever).

Class: Base Champion
CHAMPION: Like the Fighter, the Champion is a person of action and combat. However, the Champion lives for the ideals of  deity, and strives to be a living example of the tenants of  faith.

CLASS FEATURES:

– May wear helmets.
– May wear any armor and use any weapon.
– May not exceed Specialization (two slots) in any weapon class, unless that weapon is favored by deity, in which case can gain mastery.
– May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
– Hospitalar: May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Champion.
– May Turn Undead as a Cleric two levels lower, starting at level 3.
– May cast priest spells starting at level 3.
– Receives a +2 bonus to all Saving Throws.
– Hit Die: d10
- Full THAC0 progression
- D10 HD
- Lore 1/lev
- Smite Infidel (Details to come)
- Gains various special abilities depending on deity choice
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can gain High Mastery in god's favored weapon
*Sphere access: Minor access only; determined by deity
Deity access: Helm, Bane, Torm, Tyr, Tempus, Kelemvor (will be undead slayers; will make them have full turn undead), Lathander (ditto on the undead turning).



Champion Kit: Inquisitor
INQUISITOR: The Inquisitor has dedicated  life to finding and eliminating imposters within the faith, especially those that use magic to deceive the faithful, and  god has provided  with special abilities toward that end.
Advantages:
- Oracle at 1st level (dispels all illusions)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
– Immune to hold and charm spells.
– May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
– May not cast priest spells.

Deity access: Bane, Mystra, Azuth, Kelemvor...depends on sphere access. TO BE UPDATED


Champion Kit: Zealot
ZEALOT: Not every champion is a part of the church heirarchy.  Many individuals feel a divine connection to a deity, ...(REVISE)
Advantages:
- Frenzy (bonuses and uses to be determined)
- D12 HD

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
- Light Armor: may not wear armor heavier than studded leather.
- Does not gain extra training in deity's favored weapon

Deity access: I want to include just about every deity here. Zealots aren't part of any church hierarchy, or order; they just 'zealously' follow some god of their own accord out of pure faith, and are rewarded for it.


Champion Kit: Blackguard
BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Often confused for an Anti-Paladin, who is merely a champion of a dark god, they sink to an even lower level, for the Blackguard has turn away the gods completely, and has made a dark pact with a major demon or devil lord. While this pact offers relative autonomy, and great power while the blackguard lives, the price is their very soul. Because of this, the Blackguard is especially depraved, and is hated and feared by all.
Advantages:
- Absorb Health
- Poison weapon
- Aura of Despair

Disadvantages:
- Light sphere access (demons and devils are limited in the spells that they can grant)
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Does not gain extra weapon training

Patron: List demon and devil lords here...


Class Changes: Ranger

The plan is to better support non-good rangers as well (and to allow all to select a deity).

Details forthcoming.


Class Changes: Bard

We want to, at the very least, include a bard kit (hymnist?) that is devoted to a specific deity. Details are in flux, but are forthcoming.

Class Changes: Other possibilities

Barbarian: A possible way to differentiate the barbarian from the berserker is to make the barbarians rage something of a religious expression of devotion to a god or spirit/animism
.

Shaman:Shaman support is planned. We need more details about the class first, though.

Other Ideas

Item Crafting: Healing potions and such.

Orisons: Basically, cantrips for clerics. See SoB.

Rituals: Special spells with a long casting time, increased effects, but have special requirements (either costing gold, requiring special materials, cause the caster non-lethal damage, or other). Very up in the air. But if something like this gets implemented, it would have a kit called the "Ritualist" which would specialize in these spells.

Download Link

To be added

Compatibility

Here's the new compatibility file that can be used by other kit modders to add their kits to our sphere system - the only difference is using "Benediction" instead of "Divine Aid."

Btw for any makers of kit mods who want to hook into our sphere system, here is what you need to add with your kit: unzip the attached file and rename it so that "mykit" is replaced with the 2da name of your kit's CLAB table (for, for instance, for the vanilla trueclass cleric would become "clabpr01_spheres.d5").

Install it with your kit with the following code (edited to work with your mod structure, of course):

ACTION_IF NOT FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
COPY ~mymod/path/mykit_spheres.d5~ ~override~
END
See attached file


Special Thanks:

Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.


The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3.

Extra special thanks to @ineth for being so helpful!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy.

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions

Red_Carnelian for graciously providing bam creation resources:

https://forums.beamdog.com/discussion/42011/blazing-bams

Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

I can't memorize spells

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I have briefly run across this problem before (though I cannot remember when) and I wasn't able to solve it then either. I have been running problems where I am not allowed by the game to memorize more than a few spells per level. In this case, my current party is Me, Yoshimo, Minsc, Jaheria, Nalia, Auren.

Jaheria doesn't seem to have any problems, but when I try to memorize Nalia's spells it all goes wrong, she cannot memorize more than three spells per level whether the level would normally allow it or not. (Example I'm alloted 5 Level 1 spells, but the game only lets me have three). If I try a forth spell, the game just makes the usual memorize noise as if I succeeded while simulatenously showing the twinkle on the first slot which already has a spell. It won't let me fill any more of the empty slots after I fill three of them.

Alora!

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I had never had Alora in my party - I never even encountered her in any game I had played. But I was looking for an NPC thief for my party and read about her. I used the cheat to "summon" her at the beginning of a new game, so she would be with me from the start.

I must say, she had me at her first line. She is so cute!!! Why didn't they put her in earlier in the game? She always makes me smile with her exuberant outbursts. But it seems the others like to pick on her.

I have Dynaheir in my group, with Minsc, Dorn, Sarra (my CHARNAME), and Kagain. Sometimes Dynaheir says something like, "It's hard for me to cast spells while I gag". And Alora responds with, "You needn't be so mean. I'm nice to YOU!"

Is Dynaheir talking to Alora, or someone else? Maybe Kagain? He never responds to her. Sometimes other characters will say things, and Alora gets offended. What is their problem with her? Jerks! :pensive:

Any chance Half Orcs will finally be done justice?

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I know its unlikely but Its always bugged me greatly over the years that the half orcs in game model is just a copy paste of the human model, especially because when you go to your inventory you see a very cool half orc model. Ever sense Baldurs gate II Introduced my favorite D&D race I always hoped we would be able to see a worthy half orc model in game, any chance of my dream becoming a reality with this new expansion?

The Legend of Heroes series.

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I've been recently playing through this game series when it finally hit me. These games are totally Japanese version of the Baldur's Gate games. They are very story heavy both on the grand scale, between party members, and even random NPCs usually have some backstory. The party members also have much deeper stories than even those in BG2. So I decided I needed to post about them here where most active BG fans are these days. :)
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Trailer for the PC release of The Legend of Heroes: Trails in the Sky.

I personally started the series with Trails in the Sky which also begins the now 7 games long grand narrative (8th in the making). That is not to say that you don't get any resolution before playing them all. There are three main story arcs, Trails in the Sky (3 games), Crossbell (2 games), and Trails of Cold Steel (2+1 in deveploment). At the same time there are some things that progress and carry on between all the games in the series. The time the games are set in is a time of major political turmoil and industrial revolution.

Honestly though I won't bother trying to explain why these games do such a magnificent job at world building when someone else has already done it much better than I ever could:
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Anyway I thought I'd post about these games here because they aren't too well known, and I'm 100% sure at least few of you would really enjoy them.
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