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Why I love IWDEE

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Shields that self-customize to match a character's color scheme. It's worth losing off-hand attacks and weapon effects by itself. AC and status bonuses are just gravy.

Hephernaan (heavy spoilers)

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I really wish he was more fleshed out.. he reminded me of brother what's his name in IWD (which I suppose is fitting, since you end up fighting Belhifet again) who was one of my favourite characters due to how sinister he seemed.

What I didn't really like is how little you learn about his motives and how a lot of things you do don't really seem to affect him in-game.
The necromantic circle under the river caves, for example. All signs point to Hephernaan raising an undead army, you foil his plans, but this doesn't really seem to have any consequences. You DO get one dialogue option during (I think) the parley, but it doesn't really affect anything.
Also, the goal of the undead army wasn't explained.. and later you find out he wanted to release an army of demons on the Sword Coast.

I mean, his motives seem very shady and the only vibe I got was the typical "evil bastard" who wanted to sow chaos. Admittedly, he did make an agreement with a demon, so there must have been something behind it, but what?

Now a short disclaimer: I played the last two chapters while ill and tired, so I might have just skimmed a lot of text and things might not have registered with me....
Anyway, fill me in if I'm wrong!

Edit: slightly relevant right?

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BG/SoD/BGII v. 2.4 - what will it add/change?

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Guys,
do you know/what do you think version 2.4 will brong?

Will 2.4 better integrate SoD with BGI&II?
Is there any chance they will change some plot points, cutscanes or ending in SoD?
Maybe new chars, quests, items?

Specialists... (SOLVED, I hope)

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So here we are in Chapter 965484 of trying to mess around with Specialist Mages! (Since everybody and their grandma has already run into issues while modding Specialists.)


This is a screenshot from EE 2.3: https://s18.postimg.org/f8s2y3g4p/Baldr002.jpg

To be frank, I don't even know if what says in the description actually works, didn't find a quick/sure way to verify.

I tried casting some spells with a specialist and a regular mage, but the log doesn't show squat. Tried looking at my CHARNAME cre in Near Infinity, again nothing. This means the task falls to people smarter and more resourceful than me, which resumes to a lot of users in this forum LOL :)

But assuming the description of Specialists is accurate and does what it says...

I'm trying to mess around with the saving throws scheme, to be more specific, I would need to know that if by changing a spell to use a different save (for example instead of spells, to save death/wand/poly or breath), this change is automatically accounted or completely ignored by the singular bonuses/penalties that Specialist apply to their selected school of magic.

For mods that introduce/change many spells this is likely sensitive and important info.

It would also be interesting to know how Specialists accomplish the specific penalty (when casting offensive) and bonus (when resisting) that they apply to their school of magic.

So to find clues and investigate this case I summon ye!

Err... help me if you guys(and gals??) can spare some time or are interested in the matter :DD

PS: Also made the same topic at SHS before posting here: http://www.shsforums.net/topic/58822-specialists/

Multi-Class / Dual Class backstory?

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Hello there,
just wanted to know what exactly the reasons are (were) why humans can only dual class and why non-humans only have the ability to multi class?

Is there a special backstory for that (history of the Realms) or is it just to make humans a little more distinct from the other classes?

Diablo II Enhanced Edition

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Yes, it's happening.

No, it's not an official Blizzard overhaul.

Some information:
  • Staying fanatically true to the game's core mechanics, lore and aesthetics
  • Interfaces rebuilt for 1280x768 and 1024x768 (68% done but subject to revisions, minor graphical glitches may occur)
    See screenshots below (Note: may not be representative of the current state of affairs)
  • A cosmetic overhaul of the Lord of Terror (Heroes of the Storm voiceover & SFX integrated)
    A Dev Preview of Jean-Benoît Blanc's HotS lines & additional SFX adopted for Diablo II
    image

  • A cosmetic overhaul of the Summoner/Jazreth (with Diablo 1 voiceovers)
    A Dev Preview of Michael J. Gough's acting transformed for D2EE
    image

  • New main menu soundtrack (subject to revisions)
    A Dev Preview of the soundtrack
    image

  • Undead Stygian Dolls should no longer deal splash damage upon death
  • Doom Knights should no longer use Iron Maiden
  • Duriel encounter restorations (watch out, young Sorceress)
  • Book and Skeleton Key maximum quantity increased to 200
  • Potion of Regret (stat/skill reset) available at select NPCs
  • Throwing potions restored to shops; maximum capacity increased to 150
A listing of screens I dumped in Diablo Minimal and No Reload Thread (spoilers) collected below for your convenience.
Note that some fixes and/or changes have since been applied to portrayed interfaces.
  1. Horadric Cube

  2. Inventory

  3. Personal Stash + PlugY Shared Stash Integration

  4. Mercenary Inventory & Stats

  5. Scroll of Inifuss

  6. Waypoint Interface

  7. Quest Interface

A checklist of Diablo II Enhanced Edition prerequisites:

✓ a valid Diablo II license key issued by Blizzard
✓ a valid Diablo II Lord of Destruction Expansion license key issued by Blizzard
✓ a few gigabytes of spare disk space
✓ patience

Initial Pre-Alpha Release

revision: Tainted

Quick installation instructions

Pre-existing Diablo II Lord of Destruction installation (version 1.13c or older)

1. If you intend to update the game to play on Battle.net, create a copy of your Diablo II Lord of Destruction directory, otherwise proceed with original Diablo II Lord of Destruction directory.
2. Download and install D2SE Modmanager by Seltsamuel in the (copied) Diablo II Lord of Destruction directory.
3. Download and install D2EE-Tainted, ensuring that the installation is a subdirectory of your D2SE MODS folder (e.g. Diablo II 1.13c\MODS\D2EE). Then, make sure to install this hotfix.
4. To play Diablo II Enhanced Edition: run D2SE, select Diablo II Enhanced Edition Pre-Alpha and click Start Plugin

No Diablo II Lord of Destruction installation or an existing Diablo II Lord of Destruction newer than 1.13c

1. Uninstall any pre-existing Diablo II files.
2. Install Diablo II and Diablo II Lord of Destruction 1.12 by following instructions in this video. Note: Do not update to 1.13d.
3. (Optional) Install Diablo II Lord of Destruction patch 1.13c available from Blizzard.
4. Proceed with the installation instructions for Pre-existing Diablo II Lord of Destruction installation (versions 1.13c or older)

Feel free to share your thoughts on how Diablo II could be enhanced :innocent:

Will of the Wisps - Shamanic enhancements

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

Some information from the readme:


The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find:

=> the brand new shaman kit: Witchlight Shaman
=> Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line)
=> Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME)
=> A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC)
=> Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat)
=> Optional new enemy types: driders and treants (you may now encounter just few of these)


INSTALLATION AND COMPATIBILITY:

Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms.
You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod.
This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End.

FAQ:

Q: When/Where can I find Will or the shaman stronghold?
A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both.

Q: Will dies instantly when I travel to a different location! Help!
A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first.

Q: How often will I need to return to the stronghold?
A: You will be notified three days since the previous event.

Q: Does Will have conflicts with other NPCs?
A: No. He might not get along so well with everyone, but he won't fight with them.

Q: Can I romance Will?
A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member.

Q: Any crossmod content?
A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene.

CREDITS:

Mod author.........................................................Lava Del'Vortel
Kit, feedback, text editing, testing and debugging.................Artemius_I
Testing and debugging..............................................agb1
Additional technical help..........................................argent77
Voicing............................................................Soul
Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel)
Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061)
Thank you to all players who decided to try out this and my other mods I created over the years.



Screenshots:







NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest.

Spellhold Studios Download Link
ADDITIONAL DOWNLOAD LINK

Wilson Chronicles - expansion of the furry paragon

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Have you wished you could have more conversations with your furry companion - Wilson, the bear paragon? Do you think other party members should share their thoughts with him? Wilson Chronicles can make that wish come true!



The mod includes party dialogues and some encounters to make sure those groups who travel with the bear companion won't suffer from a lack of interesting events. The added dialogue maintains the style of the original game: bears have their own language and I respect that. The mod offers:
  • Wilson-CHARNAME dialogues (both timer-based and triggered under other circumstances) in both SoA and ToB
  • Additional small encounters in SoA and ToB, including 2 miniquests in SoA and 1 miniquest in ToB, with journal entries
  • At least 2 banters in SoA and 1 in ToB with each of the BioWare and Beamdog companions
  • Some new interjections here and there in both SoA and ToB
  • A few new items, including one new item that may be forged by Cromwell in SoA and one new item that may be forged by Cespenar in ToB
  • Item usability restrictions modified to allow Wilson to use necklaces, amulets and a few special items
  • New skills Wilson may learn during the game (1 in SoA, 1 in ToB) - including new icons!
  • Possibility to raise Wilson's dexterity during the game (up to +2 in SoA and an additional +1 in ToB) - for a price!
  • Unlocked possibility to summon Wilson through the Fate Spirit in ToB even if you did not meet him in SoA (something for those who would like to start a new ToB-only game)
  • New ToB-exclusive joining and kick-out dialogues (Wilson originally used SoA dialogues in ToB)
  • A small patch to ensure that Wilson's race is properly displayed on the character sheet
The conditions for meeting Wilson, the amazing furry paragon, do not change with this mod. You can gain a quest to find him by speaking with Zaviak (Neera's Quest), although it is not necessary. You will find Wilson for the first time during Rasaad's quest: after crossing the bridge towards the heretics' temple, look to the southeast (outside the temple). Be sure to speak with Wilson before taking other actions. He will leave temporarily, but if you spoke with him first, you will find him waiting for you in the northwestern part of the area. Wilson's friendship talks (added by this mod) will not start immediately; just be patient, and remember to rest from time to time!

I would like to thank some people who helped me greatly. First of all, @agb1 who proofread the mod and made sure that everything works fine. I also got some great help from @argent77 and @Artemius_I

So? What are you waiting for? Start your adventure and fight arm by arm with your big furry brother-in-arm!

ADDITIONAL DOWNLOAD LINK

Birth of a beholder

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From to Volo's Guide to Monster:

Beholders give "birth" by dreaming. During the time in which a beholder rests, his mind never stops working. In case he dreams of a beholder, the reality is warped to create that beholder is dreaming of. The new beholder can be an exact copy of the dreaming one, in which case they will probably fight to death, or a different one. The beholder can dream of a hive of smaller beholders. This way he creates its own colony. Finally, due to its huge paranoia, the beholder can dream of immortality, and therefore he became a death tyrant himself.

The D&D world never stop to fascinate me.

What's your most hated enemy?

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Just out of curiosity, which enemy or enemies do you despise the most in this game? For roleplaying or gaming or whatever reason. For me it's probably the spellcasters that can do status effect on the party or dispel magic. The wailing virgins are also a nuisance since they try to kite and their "wails" sound more like taunts to me.

Also, the luremaster because he's a jerk.

Romance questions.

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Hello

I wonder what determinates dialogue trigger, after how much time next dialogue will trigger and -most important for me- what happens when i have more then one romance able npc.

For example: I have Jaheira in my party (from the begining) and i am after about 2 or 3 romance dialogues with her.
Recently i joined Viconia (she is the NPC with i want to romance, not Jaheira) and im waiting for a talk with her. Few days have passed, and she is still quiet (no conversations at all), but i had another (4th) talk with Jaheira. It confuses me a bit...

As i remember the romance mechanics, when we have 2 romance able npcs, at some point, in the first parts of the game there should trigger a quarrel conversation beetwen thoose npcs, where we need to choose the npc with wich we want to romance. Am i right? When should this happen ?

Any chance on adding a "SoD" like expansion onto IWDEE?

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I know there is heart of winter. But after that. Be it to SoD scale or Shadows of Amm or Throne of Bhaal scale. The Northern end of the Sword Coast is ripe with places to adventure,

Silverymoon Luskan Neverwinter Mithral Hall and on and on and on.

My first time doing...

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BG2 with the EE edition.

So, considering that i'm doing new things... i'm going to do what i've never done before.

A female only party. Will it be fun ? Never tryed before to do a female chrname.


The party is charname ( multi fighter / thief ) , Aerie & Viconia ( watch the sparks fly? ), Yasraena ( a drow npc fighter, because i like her and she too argues with Viconia ) and Sheena ( a npc multi fighter / mage ).

-----------------

What do you think of it ?

Could it be interesting or in your opinion this sounds so boring that it would be better if i try something else ?

My best roll ever

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Wanting to do a complete saga run after being away from the game a while. I decided to go with a fighter/mage multiclass and wanted the roll to be legitimate (so no autoroller). Check out the roll:



That's a LEGIT 96 w/ 91+ strmod - by far the best I've ever managed on non-Pally/non-Ranger. Starting BG2EE his stats will be:

Str: 19
Dx: 20
Cn: 18
Int: 18
Ws: 18
Ch: 11

In BG2EE he will obtain 19 INT (so he can learn every spell) and 19 Wisdom which is perfect to sac a point in the dream and still have 18 for Wish spells. Never in my life have I ever rolled something this good for fighter without cheating. It was an endless sea of 75-80s with an occasional 80-85. Only once did I get an 89, and never a 90+. Out of nowhere, after an hour of rolling I hit this roll and came SO close to clicking reroll. So I am stoked to have a character this good that's LEGIT.

A Few Questions Regarding EE Companions

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Hello all, I've been going through BG2 EE (first time, enhanced edition or otherwise) and I ran into an issue in the course of that run where I discovered Hexxat cannot be recruited following Chapter 2. Which, given I am a consummate completionist, necessitated my reloading of the game to Chapter 2 from Chapter 6 (I'm on iPad, so no easy fixes via console).

Before I launch back into the game, I just wanted to make sure of a few things so as I don't run into another issue like this:

1) Regarding the other companions, is it fine to defer their quests to Chapter 6? I like to save DLC or EE content for later in games. Likewise, since I suspect the EE companions will have something to say regarding the events of Chapters 3-5 (and since I plan on using base-game companions for my core party for my first playthrough), it makes sense to pick them up then rather than do their quests in Chapter 2, drop them off, then recruit them again in Chapter 6.

2) While doing some preliminary testing of the above by loading up my old Chapter 6 save and recruiting the EE companions (which, thus far, seems to suggest it's okay to defer Neera, Dorn, and Rasaad), I noticed a peculiarity: Dorn immediately reacted to my Underdark adventure (specifically the liaison with a certain Drow Priestess) and accused me of "Betrayal". Is that supposed to happen? I mean, I'm not romancing him (and, in any case, I didn't sleep with the Priestess), so I'm curious if that line fires no matter what.

Furthermore, just because I'm paranoid, I don't have to worry about the game all of a sudden thinking I'm romancing Dorn because of that dialogue firing, right?

3) A second question regarding Dorn is that part in his quest when he wants you to talk to a certain Priest of Helm, the same one tied to the Sarles and Dawn Ring quests for Neutral characters. I'm able to talk Dorn out of "ensuring his silence" but I just wanted to make sure that, should I do Dorn's quest before those two quests (which I am again delaying for Chapter 6 for when I have my final party composition) and keep Telwyn alive, it doesn't bug out those quests. Again, what testing I've done so far seems to suggest it doesn't (talking to Telwyn again gives the usual line about finding Sarles), but since I'd have to run through both of those quests completely to be sure I'd just like to see if I can get confirmation here.

Thanks!

How was your first experience with Baldur's Gate?

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I figured it would fun and interesting to hear about the misshaps and goodies that took place when you took your first steps on the Sword Coast or in Amn.

I don't remember exactly when it was, but Throne of Bhaal had been released and I bought a box which contained both Shadows of Amn and Throne of Bhaal. The reason was that I had gotten the demo of the game with one of those demo discs you got with various gaming magazines back in the days, and well, I thought it was fun. I had never ever played the original Baldur's Gate.

So I installed the game and made a character. A mage in this case. I had no experience with D&D and the only other RPG I had played was Fallout, so I didn't know what ability stats to use. I also didn't understand that you could reroll scores so I went with the first one I got, which was something like 74-75. I figured you had to be wise and smart to be a Mage so I maxed those stats out and just randomly put out points in the rest. I mean strength, dexterity and constitution are all for warriors anyway. And charisma, ha! That wouldn't help you kill any orcs (I was like 13 or 14 you see).

Anyway, I finished my character. Played through all of Shadows of Amn with a party that was basically made up of the first characters you meet on your journey (damn you for betraying me Yoshimo!). I had one of the best gaming experiences in my life and became a BG fan for life.

Pokemon thread

Help with 6th Party Member?

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Hello everyone,

I have just started up a new run in Icewind Dale, and I am having a little trouble coming up with a sixth party member. I figured it would be fun to ask everyone to design a character for my consideration. When I pick the one I like, I will let everyone know.

Here is who I have so far:


Krina - female human paladin (undead hunter)

Dragos - male human paladin (undead hunter)

Splint - male dwarf cleric

Blak Kat - female drow thief

Moonarrow - male elf fighter/magic-user

???


I have my bases covered pretty well, I think. The undead hunters will come in handy when dealing with the copious amounts of undead in the tombs and the elven towers. I have a cleric, thief, and mage. The hunters, thief, and elf have missile weapons as well as their melee weapon.

Who should be the sixth member?

Create a character, as detailed as you want to, and after I get a bunch I will pick my 6th party member.

A script for a wandering NPC

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I'd like an NPC to wander around the area, stopping every now and then (he's a beggar), but after a half-hour of doing this, game time, to walk to a certain spot and stand there for 60 seconds. After that he is to start making the rounds again.


IF
!GlobalTimerNotExpired("KAZAKER","GLOBAL")
THEN
RESPONSE #100
MoveToPoint([700.2090])
SetGlobalTimer("KAZAKER","GLOBAL",THIRTY_MINUTES)
Wait(60)
END

IF
GlobalTimerNotExpired("KAZAKER","GLOBAL")
THEN
RESPONSE #100
RandomWalk()
Wait(15)
END


This is the script I have, but I can't quite get it together. The random walk, there are no settings for it. I'd like to tell the NPC to walk around for 10 seconds, then stand, begging, i.e. doing nothing, for 15 seconds, and then repeat until the timer chimes. What's missing here?

Also strange is that when he goes to that spot where the timer points him, he does so resolutely - "appears busy" - and cannot be interrupted, though this is not the NoInterrupt version of the action.

A pair of dialogue conditions I'm not certain about

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This is a simple Intelligence check in a Weidu dialogue:

IF ~CheckStatGT(Myself,14,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",1) FadeToColor([0.0],0) Wait(2) AddexperienceParty(200) AdvanceTime(FOUR_HOURS) FadeFromColor([50.0],0) ApplySpellRES("SYSTEM_#",LastTalkedToBy("KAZAKER")) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT

IF ~CheckStatLT(Myself,15,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",2) FadeToColor([0.0],0) Wait(2) AdvanceTime(ONE_HOUR) FadeFromColor([50.0],0) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT


The first series of actions is supposed to happen if the PC is smart, the second - if less so. There is a problem with executing these series from inside the conversation, and I'd like to know why they fail, but my main question here is why does only the first option ever get selected. Even if I talk to the NPC with a stupid character, they still get the smart outcome. I can see it by the glow in the custom spell. Is it that it's actually the NPC's Intelligence that gets measured? His is 18.
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