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XP Cap kicked in when starting TOB

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Hi everyone,

I'm doing a solo run on a modded BG2ee and just finished the final battle. At the start of the battle, my character had approximately 15,000,000XP but upon starting Throne of Bhaal his XP has been capped at 8,000,000. I attempted to install the Level 50 mod and use the console to bump his XP back up but with no luck. I also tried another XP cap remover that didn't work either. If anyone could help me out with a step by step process and/or download link to solve this, I'd really appreciate it.

Apologies if this question has already been asked.

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.

For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).


When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Inquisitor's I think). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, not really necessary.
~7C#KIT                0       17      0       0       0       0~
Stats requirement to dual-class from this kit to another class.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~

// this is the usability flag for the class followed by the class number
// (see the table KITLIST.2DA for more information)
~0x00080000 4~
// this is the name of the LU7C#K.2DA file, needed for HLAs and appended to LUABBR.2DA.
~7C#K~
// this are the item this kit is going to get at the start of ToB, appended column-wise to 25STWEAP.2DA.
// check with NearInfinity, EEKeeper or DLTCEP which items you want since you'll need their code name.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~ // this is the all-lower case version of the kit-name, TRA'ified strings are also accepted.
SAY ~Batman~ // this is the capitalized name of the kit.
SAY ~BATMAN: he is kewl~ // this is the description of the kit
// (please don't make it as silly as this one, use the vanilla ones as example)

LAF fl#add_kit_ee // launch_action_function start
INT_VAR
biography = 29492 // This is the biography, you can browse the dialog.tlk
// (with NearInfinity or DLTCEP) for the string you desire or just add your own.

briefdesc = RESOLVE_STR_REF ~short description of the kit goes here, TRA'ified strings also accepted, just remove the tildes around this string.~

// this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
// if it's set to 0 it does nothing in the game. It's default value is 0.
fallen = 0

// if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
STR_VAR

// this is the internal name of your kit. #This_is_a_must (unless you want to crash the installation).
// all the other stuff in this listing is optional, if it's there, it will be used
// and if it isn't, the class default value will be used instead. Remove the whole "example = ~3 8 1 92~" line.
kit_name = ~7C#KIT~

// this is the backstab progressions rate (one number/level, 40 levels), only for kits that need backstab
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this file (CLSWPBON.2DA) contains three different fields of information, the first one is for the WPSTACK
// (the bonus APR from Specialization and higher and from levels 7 and 13 that fighters gain)
// if the number is 1, then it'll be enabled, if it's set to 0, it won't, enabled on Warrior classes by default.
// the second one is turned by default over Monks, seems like it gives them their custom fists.
// the third and last value is the amount of penalty given to the character's
// THAC0 when using a weapon they aren't proficient with.
clswpbon = ~1 0 3~

// the number of weapon slot that are displayed in the inventory
numwslot = ~2~

// 1st value is the amount of Thieving skills point gained at level one and the 2nd is the amount gained in the following levels.
thiefskl = ~40 20~

// maximum amount of traps this kit can set (this is optional and only for Thief and Bard kits)
traplimt = 6

// this is appended column-wise to CLASCOLR.2DA, the colors are listed here in this order:
// METAL (metallic parts of the character's equipment), MINOR_CLOTH (same as Minor Color in the inventory screen),
// MAIN_CLOTH (same as Major Color in the Inventory Screen), LEATHER (the leather parts of the character's armor),
// ARMOR (this one is for the other parts of the armor that aren't METAL nor LETHER).
clascolr = ~35 67 67 25 80~

// this is the minimum thieving skills given at level 1.
// if the normal is more than the value set here, the value here'll be ignored.
// (NOT SURE ABOUT THIS)
// appended column-wise to CLASISKL.2DA
// note that they are 7 values, Pick Pockets, Open Locks, Find Traps
// Move Silently, Hide in Shadows, Detect Illusion and Set Traps
clasiskl = ~10 10 10 10 10 10 10~

// this is appended column-wise to THIEFSCL.2DA, 100 determines that the player can spent Thieving Points
// in that thieving ability, and 0 means that they can't.
// Seems like it has something to do with percentages, but it's not confirmed yet.
thiefscl = ~100 100 100 100 100 100 100 100~

// the HP*.2DA table's full name (not including the extension).
hpclass = ~HP7C#K~

// appended to CLSRCREQ.2DA, determines which race can select the kit at character creation,
// values are either 1 (true/yes) and 0 (false/no), the races go like this:
// HUMAN, ELF, HALF_ELF, DWARF, HALFLING, GNOME and HALFORC.
clsrcreq = ~1 1 1 1 1 1 1~

// this is a bonus to the base THAC0 that is given at level 1 and it's permanent.
clasthac = ~0~

// this is the Sneak Attack entry, only for IWD:EE.
// it's like the backstab.2da, but with a function.
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this is the Crippling Strike entry, only for IWD:EE
// it's also like the backstab.2da
:)
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

END // end of the LAF (launch_action_function) block.

COPY "example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so give it a string-name of -1.

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Food for Elephants" // rly boi
INCLUDE "example/library/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short description of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 100~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

[MOD] Bardic Wonders v0.3 (Troubadour bard kit + item pack)

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Bardic Wonders

This is what comes out of me having a bit of time to spare and messing with the game... I had this mod sitting in my file directory as a jumble of separate components for a while now and, since I had the time, I decided to combine it into an item pack + kit mod to share with everyone.

Bear in mind this mod's only marked as v0.1 because I might want to expand on it one day... I've played with the components for a while and they work quite well. Just remember that this was originally created for my own use so the balance isn't great. I'd rate the kit as being pretty stupid at high levels and the items as strong, but below Item Upgrades in strength.

Component 1 - Troubadour Kit

This component can be installed in either BG:EE or BG2:EE.

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobaritz.

Advantages:

- May use the Bard Song "Song of Healing".

SONG OF HEALING: The troubadour's song gradually heals <PRO_HISHER> allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.

1st Level: allies regenerate 1 hit point per round and are immune to slows.
9th Level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th Level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.

- Gains the following priest spells in their spellbook:

1st Level: Cure Light Wounds
2nd Level: Remove Paralysis
3rd Level: Cure Medium Wounds
4th Level: Cure Serious Wounds
5th Level: Cure Critical Wounds
6th Level: Mass Cure

- May cast spells while wearing armor.
- 10th Level: May use the Voice of Peace ability once per day.

VOICE OF PEACE: Chanting a soft melody, the troubadour soothes <PRO_HISHER> allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.

Disadvantages:
- May not wear armor heavier than studded leather.
- May only be proficient in weapons usable by thieves.
- Only has one-half normal Lore value.
- Only has one-half Pick Pockets percentage
- May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

Regarding the Troubadour: I honestly have no idea how this kit came to be. This was an original design with no particular basis, but the intention was to make a bard that could double as a healer and support with a powerful defensive bard song.

Admittedly, the song is pretty bonkers, especially at high levels. Unfortunately this is because regeneration doesn't work well with bard songs and can only be implemented as 'heal X damage per round' so it's at a much higher rate than I'd like it. On the other hand, it's less useful in combat than expected because it's using the nerfed bard song range and its overpoweredness really depends on how much you like to hammer that Rest button.

The reason the troubadour gets to wear armor is... well, I dunno. I prefer bards to wear leather over chain mail or nothing, I guess. With the advantages/disadvantages, the troubadour has a good variety of armor but can't wear some of the best late-game options.

NEW - as suggested, an optional component to give Garrick the troubadour kit is now included.

Component 2 - Item Pack

This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes.

All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.

Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey.

The Item Pack adds the following items to the game:
- Unseen +4 (short sword)
- Armor of the Grey Fox +3 (leather armor)
- Resonating Shield +1 (buckler)
- Harp of Tranquility (casts Eldath's Mist 1x/day)
- Haven Lute (casts Otiluke's Resilient Sphere 3x/day)
- Dancing Heels (boots)
- Silence (amulet)
- Cacophonic Voice +4 (halberd)
- Whispering Links +2 (chain mail)
- Cloak of the Wild Singer (cloak)

Leanne's two legendary weapons:
- Dirge +5 (long sword)
- Lament +5 (shortbow)

NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.

Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.

My apologies if the names come off as bland or generic. I am the award-winning giver of lame names :p

Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:

Unseen +4


Armor of the Grey Fox +3


Resonating Shield +1


Harp of Tranquility


Haven Lute


Dancing Heels


Silence


Cacophonic Voice +4


Whispering Links +2


Cloak of the Wild Singer


Dirge +5


Lament +5



Download

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Final Comments

Maybe I'll come back to this. Who knows? Anyways, it was just kind of a shame to watch these bits and pieces sit there and gather dust. It might not be the most inspired or exciting mod out there, but I hope it'll be fun to try out regardless. ;)

Flu limbo.

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You know it. You have exactly LESS than the amount of energy required to go to work or boot up BG for a run to make the day of personal failed saving throws somewhat bearable... but still just enough energy to ramble about it for a couple of minutes online.

Ugh.

P.S. What is a saving throw vs. disease anyway? Breath weapon, if you figure I accidentally passed by someone while they sneezed? What?

Bg2 EE not even loading

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Hey

When I got the game maybe a year ago, I played it for a while. Now when I click to play it either from desktop or via steam it verify my installation and then nothing else happens

I've tried to reinstall
I've tried disable dep

Please help as i love this game and really want to start again

Hall of Heroes

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Lilicor: Which is the Better Day

Diablo Minimal and No Reload Thread (spoilers)

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There're many people on this forum who like to play games without reloads, or at least with minimal reloads.

The BG/IWD no-reload thread is quite popular.

Also, there're threads for reporting your Might and Magic and Pillars of Eternity no-reload and minimal reload attempts.

I've figured out we have been lacking a similar thread for Diablo games. So, if you play Diablo III, Diablo II or even Diablo I and want to share your experience, welcome to this thread!

The Diablo games are perfectly suited for no-reload runs because they are quite challenging. Moreover, In Diablo II and Diablo III a player may choose upon the character creation to make it a Hardcore character. This is an irreversible decision, but it is believed that a true player must have at least one such character. In this mode a character only lives until the first death, being permanently lost after that.

Cheers!

NPCs in SoD: What we know so far.

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I'd like to use this thread to discuss what we know so far about the returning NPCs and new NPCs in SoD. I'll also provide some comments and thoughts about NPCs I'd like to see carried from BGEE into SoD and given the "enhanced" treatment to flesh out their personalities.

THE NEW NPCs
We can infer the following from the description of the new NPCs:

M'Khiin is a goblin shaman. On top of being a newly playable class this is a newly playable race as well. I'd be a little surprised if M'Khiin wasn't neutral to maximize the ability for everyone to give the new class a try no matter what alignment their BG1 play through had been. She is however, the most obvious choice to be an evil NPC of the new characters.

Captain Schael Corwin appears human. (I don't recall seeing any non-human members of the Flaming Fist.) She is described as a "deadshot archer". I'd imagine she is either an Archer (Ranger kit) or a Fighter with proficiency points placed into bow skills. Not sure about alignment but the description text seems to point to her leaning towards good or neutral good.

Voghiln appears to also be a human. He is a Skald (bard kit). Bards have to be neutral in alignment.

Glint is a gnome. Based on his description text he appears to be a cleric/rogue. Baravar Cloakshadow is a god of neutral good alignment, this may provide a clue into Glint's alignment.

My thoughts: None of the new NPC's leap out as being evil in alignment. M'khiin is the most likely candidate to be evil, but I've described above the reason I'm guessing she is neutral. With a skald, shaman, and very possibly an archer we have NPCs in 3 new kits/classes. Glint appears to be a good cleric/thief (an inverse of BG1's Tiax)

ROMANCES/CARRY OVER INTO BG2EE
I'm interested to see which, if any, of the new NPCs has a romance built in. My 2 most likely candidates would be Schael and Glint as eligible for a romance. I truly hope Beamdog finds a way to work these 4 new characters in to BG2EE (or bring their story to an appropriate end in SoD).

I don't recall hearing whether the BGEE romances will continue into SoD but I find it unlikely there will be no acknowledgment/continuation if you have started a romance with Dorn, Rasaad or Neera. On the other hand I think it would be premature for Beamdog to start an artificial beginning to either the Viconia or Jaheira romance.


NUMBER OF NPCs
Right now we know of at least 16 NPCs for SoD: the 4 new NPCs (Captain Corwin, Voghiln, M'Khiin, and Glint) 4 returning Enhanced Edition NPCs (Dorn, Neera, Rasaad, Baeloth) and 8 NPCs from the original BG who will continue to accompany you at some point on your SoD quest (Khalid, Jaheira, Minsc, Dynaheir, Imoen, Edwin, Viconia, Safana).

It will be interesting to see how Beamdog fleshes out Safana and her personality since she appears destined for more "screen time" in SoD and we know of her ultimate betrayal in BG2. I'd also like to see how a player character/Dynaheir/Minsc triangle plays out.

BGEE has 29 playable NPCs. BG2EE has 21.

Its safe to say there is room for a few more NPCs in SoD. There are plenty of interesting NPCs from BG who would benefit from an enhanced treatment and SoD would be a good opportunity to give them some personality.
In addition to giving Dynaheir and Khalid a chance to shine before their ultimate fate at the beginning of BG2 I am going to nominate 2 characters of each alignment type I'd like to see Beamdog make playable in SoD and given they depth of a BG2 NPC.

Good: Coran and Adjantis. Both are interesting characters and Adjantis' tragic fate would be made more poignant if you travelled with him more/got to know him better (and a total tragedy if he was romance-able in SoD). Coran, on the other hand, ends up traveling with Safana during BG2 and if she is going to get additional screen time this would be a good opportunity to flesh out his character some more as well.
Neutral: Branwen and Faldorn. Branwen is a complete blank slate for the developers to have fun with. She could be given a proper kit and would make a good possibility as a romance. Faldorn plays an interesting cameo role in BG2 and giving her more "screen time" in SoD would add gravitas to that situation.
Evil: Shar Teel and Tiax: Shar Teel's personality and recruitment duel always stuck out to me even though BG1 NPC's were flesh out to a far slimmer degree than in BG2. Tiax seems to be the kind of character that a game designer would have lots of fun scripting for. He show up again in BG2 so including him for expansion would be welcome.

Torment: Tides of Numenera

Simple Sound Shift Causing Splendid Headache

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So I have recently finished BG1EE, and with great disappointment realized that the sultry sounds of Jim Cummings in his rendition of Male:Jovial is not available in BG2 EE. After a brief search on google I learned that one can simply copy the sound files to BG2EE, make a few naming alterations and off you go.
However, after finding the relevant folder, which for me was:
Steam>SteamApps>common>Baldur's Gate Enhanced Edition>Lang>en_US>Sounds,
I opened every male sound file and most of the female ones and cannot find that pack anywhere. It runs from male 1 up to male 6, but no Jim Cummings to be found in any of em.

At this point I have several questions:
1. If The sound files are not in that folder, but I am still able to play them in the game, where on earth are they?
2. Is there maybe a mod-pack of some description that includes these voices? I could find none.
3. No seriously, how on earth does this work? Am I missing something? Black magic maybe?

Any help would be appreciated, preferably in simple monosyllabic instructions with crayons, as I am not so good with the whole modding business.

Thanks in advance

You know it's a normal day in the forum when...

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1) You receive an insightful/agree/like on a comment you made two years ago in thread long dead...

2) Vegetables go to war...

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.

Good puns

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All of my puns are bad, so please share yours!

Earliest Haste Scroll

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Topic says it all; spoiler: The earliest haste scroll I know of in bg classic is in cloakwood mines on a mage 2nd floor. anyone know a quciker way to get haste apart from recruiting edwin when he is level 6?

Squeezing more fun out of a Fighter/Mage/Thief (BGEE-TOB)

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So normally I just use Stoneskin, haste, mirror images, traps, and go to town. This playthrough I've been using things like chromatic orb, charm person, wands, etc.

I am wondering if there are any mage spells I can use as a FMT through the trilogy to have more fun?

I am mainly a solo player that uses melee (paladin, fmt, f/t, etc.), but I want to use this FMT as a more spell casting friendly character so I can learn a little bit more about the offensive/utility spell mechanics besides just being a buff bot.

I want to do this because next playthrough is either going to be a sorcerer or a mage/thief, or some epic combination of offensive spellcaster.

I basically want to be better at magic than Irenicus.

Support site/Zendesk issue

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Hi there,

My SoD CE has a rather damaged component. I know this isn't really the forum to seek help with that, but I was wondering if there might be guidance with a related problem. The Beamdog Zendesk/support site seems to be broken and I cannot log in. Every time I try, I get an error that reads:

{"error":"Couldn't authenticate you"}


I included a screen shot with this tweet. Trent has responded, but with no definitive answer and I'm feeling a little anxious about the whole thing.

Thanks!

[Kickstarter] Beautiful DESOLATION - Isometric African Post-apocalyptic Adventure Game

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From the makers of STASIS and CAYNE comes another adventure game with epic setting. Like their previous two titles, Beatiful DESOLATION is going to be an isometric post-apocalyptic point-and-click adventure game. This time however, it plays not in outer space, but on the vast continent of Africa.



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  • Point-and-click adventure game
  • 80s retro technology look and feel
  • A story set in a post-apocalyptic future
  • 2D isometric, detailed rendered environments
  • African landscapes captured with photogrammetry
  • Extensive use of miniatures and scale model elements
  • Unique tribal punk aesthetic
  • Bizarre creatures and animals, and vibrant characters
  • From the creators of STASIS and CAYNE

  • A never before seen African post-apocalyptic setting.
  • A dramatic science fiction story inspired, in both look and design, by the 80s, with a futuristic twist.
  • Explore a beautiful wasteland to discover villages, destroyed cities, and uncover the secrets of strange and abandoned technology.
  • A synth inspired soundtrack.
  • Multiple characters and companions.
  • A classic adventure game whereby you solve puzzles, combine and use items, discover clues and work your way through an epic story.


One day has passed since they started their kickstarter campaign of Beautiful DESOLATION, and already received $38,911 from 1,288 backers. Their funding goal of $120,000 seems more like doable, given the sheerly stunning quality of their passionate work.

Before I forget: the super early bird special pledges are still open. With it, you can have the game for $15. Or the game plus STASIS, CAYNE, an artbook and the OST for $24.

Also tagging @DragonKing because African games are so rare. :)

No game sound - affects all Beamdog titles (Steam, Beamdog Client, ...)

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After finally having managed to get the games to actually launch, which had required me to download some OpenAL32.dll file from an external site (since the links provided here on the forums didn't work...), I now have them running without any game sound whatsoever. Windows does not even show any game related icons in the volume mixer. this is the case with all IE Beamdog titles that I have installed: BGEE, BGIIEE, Icewinde Dale EE. I have tried installing them via Steam, via the Beamdog client, and installing them directly from the executable provided here on the site.
So, what can I do to fix this ? And no, reinstalling the games is not going to fix it...
All my drivers are up to date, I have verified that using Driver Booster and other similar tools...


Win7 64bit
i7 4790k
r9 295x2

All you wanted to know about the next Beamdog's project

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I think the time has come for a new "All you wanted to know about" thread.

Brus here suggested we should call it Project Fireball, X,Storm,Severance,Sanctuary,Hurricane,Realm Z,Ivory Plane,Sapphire, Soul Nexus etc. I agree because right now we still haven't heard an official word defining which particular project is in the works.

But a certain project is indeed in the works, there's no doubt about that.

In the end of 2015, there was a meeting between Beamdog and WotC, after which plans for the next years became known in-house.



In December 2015, the main site of Beamdog offered 3 new vacant jobs, with the description that "more original content is on the horizon."

David Gaider soon joined the team.

According to Andrew Foley, Beamdog are currently (as of April, 2016) further ahead on developing it than they were on SoD in January 2014.

Phillip Daigle said in an interview to RPGamer in March, 2016: "We'd like to continue working with Wizards of the Coast on Dungeons & Dragons titles. We love D&D and we love making D&D games. At the same time, however, we're also going to be developing our own projects and brands. For now I can't reveal anything, but going forward you'll see both great licensed and original IP projects from Beamdog."

http://www.rpgamer.com/games/dnd/bgenh/bgenhsodint.html

It reads that they know already there will be both licensed and original IP projects.

Here're the main versions and evidence presented:

Version 1. PSTEE (Planescape Torment: Enhanced Edition)

1.



It's a tweet by Trent Oster from March, 2012.

2. "I've been getting a lot of requests for a revisit of [Planescape:] Torment," Cameron Tofer told http://www.shacknews.com/. "We would love to have the opportunity to do it."

It's a news bit from March, 2012.

3. "Hmm. We have a Planescape.zip file here that seems to have a bunch of source codey stuff in it ;-)

-Trent"

It's a comment by Trent Oster from August, 2012.

4. The IP regarding Planescape: Torment is the property of Hasbro, and we all know Beamdog are good friends of Hasbro.

5. WotC, a subsidiary of Hasbro, "would absolutely consider licensing out Planescape, or any of their other great D&D IPs, if they were approached with a proposal".

It's a quote by WotC from 11/02/2013.

So, WotC sees Planescape Torment as one of their D&D IPs.

6. "I'm sure we could add some real value to a PS:T:EE if we were ever able to do it. Make it available on multiple platforms, for instance. It's my favorite game and I hope we get a chance to work on it some day."

It's a comment by Amber Scott from March, 2015.

7. In an AMA from 1 year ago, Trent Oster on the question about enhancing IWD2 or PST, mentioned only Planescape Torment: Enhanced Edition: "besides from having too many colons in the title, is something we are interested in working on".

8. In a recent interview to Kotaku, Trent Oster admitted (on the possibility of going their own way, making their own universe fantasy universe) that he didn’t want to leave the past behind, not yet.

9. Go to 1:19:30 from the most recent Arv interview with Trent Oster and Phillip Daigle:

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10. Buttercheese (Tari Toons) created a doodle based on that moment, which was retweeted by both by Trent Oster and Phillip Daigle:



11. Chris Avellone, a Lead Designer on PST and a Narrative Consultant for SoD, when answering several questions on http://www.rpgcodex.net/ once said:

"Beamdog and Torment possibility: I'd love to if the chance existed."

12. Later this year TToN will be released, which will create a wave of nostalgia for PST, and there probably won't be a better time to release PSTEE.

Version 2. A new game

1. "I don't think it's some big secret that we're interested in continuing work on original BG-style games in the future. We love the genre, we love playing the games, and we know how to build them.

If we were to make an expansion or DLC for an existing game like BG2EE or IWDEE it would retain the same ruleset as the base game.

Any new D&D games that get made would use 5th Edition."

It's a comment by Phillip Daigle from January, 2016.

2. "our plans for the future. We want to leave the IE-era games in an excellent state and then move on to something more modern eventually."

It's a comment by Phillip Daigle from February, 2016.

3. Andrew Foley in February, 2016, liked this comment:

"It (PSTEE) would be nice, but at the moment I would rather see new content such as icewind dale 3 , iwd2 ee with a new expansion or a brand new IE game."

4. The same quote from the recent interview to Kotaku as in the Version 1:

"Whereas D&D, I have all that knowledge and if I want some more knowledge I can just go on the internet or pop open a rule book. To me, that’s just the power that D&D has that crafting your own stuff from scratch just cannot have." - it could be just pointing to the fact a new game would be based on D&D, it shouldn't specifically be about PSTEE.

5. In April, 2016, David Gaider tweeted this:



And Phillip Daigle mentioned that document had something to do with Bhaal:



6. David Gaider is a Creative Director at Beamdog, so it basically means he has much more ideas than content for an EE.

Maybe two projects (an EE of an existing title and a new IP) are being worked on in the same time?

Like a new EE for now and a new IP for the more distant future, so that the situation about SoD sales etc could be more clear:

In the interview to to RPGamer in March, 2016 Phillip Daigle said: "We've got lots of ideas for spots in the Baldur's Gate series that could be filled in, but we're waiting to see what the reception to Siege of Dragonspear is like before we commit to anything major. First we need to see what the fans want, then we'll look at what we can deliver. We've also got an eye towards the future. The Infinity Engine was built almost 20 years ago and limits us in a lot of ways. We're actively exploring next-gen technology for some potential future games."

Version 3. Something else (IWD2EE anyone?)

1. In an interview with http://www.pcgamer.com Trent Oster mentioned:

"Icewind Dale II implemented the 3rd Edition rules and has a completely different UI scheme. We're really not sure how deep those changes run," Oster explained. "The move to 3rd Edition rules would invalidate all the character classes and require a pretty thorough rework of the entire game to bring in the features from our Infinity Plus Engine. At minimum, nightmares abound."

2. In an interview with http://venturebeat.com Trent Oster answered this question: "You talked about “nightmares” about the idea of working on enhanced editions for Icewind Dale II and Planescape: Torment. Is this still the case, or have you made any progress on Icewind Dale II at this point?"

Trent Oster: "We’ve yet to really dig into them. Torment is probably the easier of the two as the rules are at least similar. Icewind Dale II had a large deviation due to the move to 3rd Edition D&D rules. We’re still working on Infinity as we wrap up the 1.3 update for BGII. After the holidays, we’ll have more time to dig into the possibilities."

3. In the latest AMA an answer on PSTEE or IWD2EE was the same:

"We don't announce projects in development, but we do love the Infinity Engine and Forgotten Realms and would like to do more work on these games in the future."

"We usually don't comment about games in development, but we have said that we've been building up the capabilities of our team and we love the Forgotten Realms. We'd have to get a concept and bring people on board, but it's something we would love to do in the future."
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