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

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Eldritch Magic

Introducing a new mod, inspired by The Complete Book of Elves, Elves of Evermeet, and other 2nd 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 v1.68 (GitHub)

Eldritch Magic v1.68 (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."

[v1.68] - Further improved Bladesongs! Bladesingers are meant to stick to robes/elven chain and single weapon style, but as a fighter/mage kit, they were able to perform their powerful bladesongs in cumbersome full plate and heavy tower shields. No more! Bladesongs are now properly limited to Bladesingers in armor no heavier than chain mail so long as they are wielding a single one-handed melee weapon and have one free hand. Splint/Plate, ranged weapons, 2H-weapons, shields, and even hand-to-hand combat will disable bladesinging, removing its effects and preventing its reapplication until proper weapon/armor requirements are met. Courtesy of @subtledoctor.
- Revised abilities for Herbalists & Priests of Mystra, improving balance as well as kit usefulness.
- A few components shifted groups (but not component numbers) to maintain a minimum number of component groups.
- Bug Fixes: Multiple strref fixes, including War Wizard's innate ability descriptions.
Removed all instances of 'sod' under REQUIRE_PREDICATE GAME_IS, due to the fact that IWDEE does not yet recognize that game.
Fixed multiple Ioun stones for IWDEE. Also replaced 2 SoD Ioun .BAMs with closest matching images from compatible games.
https://drive.google.com/open?id=0B3oh7euE-ND2S3hCRXNHeHRqQm8

[v1.67] - Bug Fixes: Further fixes to Priestess of Lolth's 'Shapeshift: Spider,' should work as intended now.
- Format changes: Component order changes, completely uninstall mod before updating. Will affect games in progress.
https://drive.google.com/open?id=0B3oh7euE-ND2MjJFVHA1VGNDbk0

[v1.66] - Bug Fixes: Multiclass kits will now function properly for class abilities of level 10 or above, all credit to @Aquadrizzt.
https://drive.google.com/open?id=0B3oh7euE-ND2SWNuV21pdUZOSEk

[v1.65] - Bug Fixes: Resolved issue with Priestesses of Lolth being unable to talk after shapeshifting out of spider form.
- Fixed minor typos.
https://drive.google.com/open?id=0B3oh7euE-ND2SVhvMUwxTjR4Tjg

[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

[Fix] Bala's Axe, Wizard Slayer (now Dispels Magic 1/day)

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The last sentence in the description for Bala's Axe states that it is enables the wielder to cast Dispel Magic once per day, however this was never implemented.

I've modified the Axe so that Dispel Magic may now be cast once per day on a single target (range=20). The spell is cast at the same level of the wielder, with the standard bonuses and penalties applied for being above or below the caster level of the spell(s) to be dispelled.

To cast the Dispel Magic spell, click on the "Use Item" icon on the bottom menu while the Axe is equipped and select your target. (Note: the spell will be drained when you first acquire the Axe, so you will need to rest to recharge it.)

Installation:
Simply extract the file into the override folder within your game directory (typically, 00766).

Feel free to leave comments or suggestions. Enjoy!

*Update 12/08/15: There are separate files for BG and BG2, as the string reference for "Miscast Magic" is not the same in BG2.

End Game Decision - What's your choice? (Massive spoilers)

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This is actually quite a deep conundrum surrounding the concept of freedom, so this question is rather philosophical in nature because it delves into the nature of who we truly are.

Throughout the entire saga you struggle against overwhelming odds, battling through the wilderness, cities, even politics and religion. You love, you lose, you literally die, and you return to life. You have known friends, enemies, and betrayals. What an adventure it has been! Finally, the long road ends and the conclusion arrives in the form of a difficult choice:

1. Godhood. Become the next Lord of Murder. This choice is of the power-seeking evil path, but it is so hard not to want it considering everything you have been through. After all, who wouldn't want to be a God? The temptation is great. Apart from being evil, however, this choice is also the choice of "not-freedom" (you are a slave to destiny and have never made your own path in life - you were just an actor in a script, a creature born to fulfil a prophecy). If you choose to follow the path of Godhood, you have never escaped your sire's shadow and will merely be Bhaal Junior. But it is a satisfying choice to make because the story "ends" there. Your goal is accomplished. There is closure. (Please do not argue that you could "overcome" this dark essence and somehow be a force for good - there is absolutely nothing in the game to suggest this, and much to suggest the opposite. Such an argument is the mere wishful thinking of having your cake and eating it. This is definitely a choice of succumbing to power, evil, and darkness, which is the whole point behind such a difficult decision at the end of a long saga.)

2. Freedom. This is the good or neutral choice. Your own path indicates that although you have given up on Godlike power, you are also choosing a path of independence. The entire saga can be viewed as an overwhelming task you had to do in order to throw off the chains of your birth. After it is over and done with, you are ready to cast away the shadow of the past and be truly free for the first time - no more prophecy, nothing you HAVE to do... Just life as you wish to live it. Whether you want to be a farmer or an adventurer, mercenary, Baron or anything else is entirely up to you. Though you do not get to be all-powerful or immortal via this choice, it is the choice of the person who wishes to be truly free, no matter the cost (ie, giving up Godhood). This can be incredibly satisfying too, if chosen, because the story does not "end" there - you can imagine all sorts of different things the Bhaalspawn gets up to post-TOB. But perhaps some people like definitive closure so this would not appeal to them.

Who knows? The choice is yours.

The point of this poll is what did you choose and why? Obviously for those of us who have played the game more times have experienced both paths, but this question is asking you what would you choose if *you yourself* were making such a decision? No reloads, no do-overs: Just a one-time choice.

It doesn't matter what you picked on your first playthrough, or tenth. All that matters is that you've thought thoroughly about this decision and are able to make up your mind one way or another. What is the right choice for you and why?

It is a very strange decision to make because it seems counter-intuitive in many ways. Surely, as a God you would have attained ultimate freedom, because you have so much power. Yet it isn't. The true path of freedom lies in not being ultimately powerful in this instance. This choice would be one of freedom if you had chosen this path for yourself. For example, what Irenicus was trying to do is a choice born of freedom. He isn't a Bhaalspawn but wanted Godlike power. He *freely* chose that path. Ditto Amelyssan. You didn't (nor did Sarevok). You were born into destiny, and the question remains: Will you shake yourself free of it, or be chained to it - but as a God?

"Weak," mortal, and free? Powerful, immortal, but a slave to both destiny and a taint within?

(I have not presented a third option because the game itself doesn't give us one.)

Godhood, or Freedom?

What is better between the following?

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Having two proficiency points in dagger and using a normal dagger compared to having one proficiency point in short swords and using a short sword +1

Songs in Forgotten Realms

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I thought it might be fun to gather some bard songs for the Forgotten Realms and adapt some other songs to fit the setting.

SOME SAY THAT BHAAL IS DEAD
(Some say the devil is dead)
image

This one only needs a new chorus:
Some say that Bhaal is dead, that Bhaal is dead, that Bhaal is dead
Some say that Bhaal is dead and buried in Boareskyr
More say he'll rise again, more say he'll rise again
More say he'll rise again down south in Tethyr


THE DRUNKEN FFOLKMAN
(The drunken Scotsman)
image

The Ffolk are one of the ethnic groups from the Moonshae Isle and apparently based on the Scots,
so I figured they'd fit.
Well a Ffolkman clad in kilt left a bar one evening fair
And one could tell by how he walked that he'd drunk more than his share
He fumbled round until he could no longer keep his feet
Then he stumbled off into the grass to sleep beside the street
Ring ding diddle iddle I de oh ring di diddly I oh
He stumbled off into the grass to sleep beside the street

About that time two young and lovely girls just happened by
And one says to the other with a twinkle in her eye
See yon sleeping Ffolkman so strong and handsome built
I wonder if it's true what they don't wear beneath the kilt
Ring ding diddle iddle I de oh ring di diddly I oh
I wonder if it's true what they don't wear beneath the kilt

They crept up on that sleeping Ffolkman quiet as could be
Lifted up his kilt about an inch so they could see
And there behold, for them to view, beneath his Moonshae skirt
Was nothing more than Earthmother had given upon his birth
Ring ding diddle iddle I de oh ring di diddly I oh
Was nothing more than Earthmother had given upon his birth

They marveled for a moment, then one said we must be gone
Let's leave a present for our friend, before we move along
As a gift they left a blue silk ribbon, tied into a bow
Around the bonnie star, the Ffolk's kilt did lift and show
Ring ding diddle iddle I de oh ring di diddly I oh
Around the bonnie star, the Ffolk's kilt did lift and show

Now the Ffolkman woke to nature's call and stumbled toward the trees
Behind a bush, he lifts his kilt and gawks at what he sees
And in a startled voice he says to what's before his eyes.
O lad I don't know where you been but I see you won first prize
Ring ding diddle iddle I de oh ring di diddly I oh
O lad I don't know where you been but I see you won first prize

SEGNALAZIONE DI REFUSI NELLA TRADUZIONE ITALIANA DI IWDEE

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Scopo di questo thread è quello di raccogliere le eventuali segnalazioni di refusi presenti nella traduzione italiana di Icewind Dale: Enhanced Edition. Per "refuso", si intende solo ed esclusivamente un errore di battitura relativo alla scrittura di una parola ("btavi" al posto di "bravi") o della punteggiatura (ad esempio, quattro puntini di sospensione anziché tre).
Qualora desideriate darci un feedback sul nostro lavoro, vi chiediamo gentilmente di postare in questo thread.

Nota bene: Gli Allegri Buffoni hanno ultimato la revisione della traduzione della campagna base e delle espansioni Heart of Winter e Trials of the Luremaster. Attendiamo il rilascio di una nuova patch affinché possiate godere del risultato finale del nostro lavoro.

Come segnalare un refuso.

Potete:

- Postare uno screenshot del dialogo in cui compare la frase con il refuso;
- Scriverla;
- Segnalare il numero di stringa corrispondente. Per fare in modo che il numero della stringa compaia nel gioco, è sufficiente procedere in questo modo:

• Fate una copia del file baldur.ini per sicurezza
• Apritelo con Word Pad e inserite questa voce: 'Program Options', 'Strref On', '1'
• Salvate e lanciate il gioco. Adesso ogni scritta sarà preceduto dal numero della stringa. Per disattivarle, editate la voce 'Program Options' in precedenza inserita nel file baldur.ini in questo modo: 'Program Options', 'Strref On', '0'.
• Prima di aggiungere la suddetta voce, accertatevi che non sia già presente. Se così fosse, limitatevi a cambiare 0 con 1. Diversamente, aggiungete l'intera riga.

Vi chiediamo gentilmente di evitare messaggi del tipo "Ho visto un errore, ma non ricordo dove". Disponete di ben 3 modi per fare un report; scegliete quello che preferite e usatelo.

A chi segnalare un refuso.

È sufficiente postare un messaggio in questo thread. Sarà mia premura verificare e correggere.

Noob questions

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I am almost done with my first playthrough of BG1 with a two handed Inquisitor. Before I start playing BG2. I wanna go through the game with a dual wield Kensi or Blackguard. Are Katanas any good at all in the BG series? I have only found a 1+ katana in BG:EE,

Also are Druid Avenger a good class kit? What weapon type should an Avenger be using?
Quarterstaff is that a valid close combat weapon at all?

Your Party Screen Shots

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This is my current and probably my favorite party set up. One thing is she has a huge con handicap.

But gotta say those magic missiles are really terrifying. When you have 4 people who can cast them Xan only uses chromatic Orbs and sleep and mostly support stuff. Edwin / Neera is total bad ass and Garrick is my Tank, PC is semi offensive miscast magic own caster :smile: And Vynd is my thief support.




Lord-slayers' Shrine (Dark Souls 3)

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Since the DS2 thread has all but turned into DS3 discussion, I figured it is time to make a new thread for DS3.

Here is the new launch trailer
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Trailers
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Early review
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Classes
Assassin
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Cleric
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Deprived
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Herald
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Knight
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Mercenary
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Pyromancer
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Sorcerer
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Thief
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Warrior
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Dual-wielding or shield for a F/M?

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A long-time BG player here, but this is my first time trying out the Enhanced Edition. A simple question really, though one that is giving my OCD side some problems :D

I rolled up, legitimately and with much clicking, a multi-class F/M elf with STR 18/00, DEX 19, and CON 17 in an install with several mods, including Sword Coast Stratagems (though not with all the crazy difficulty-increasing options enabled). I know that in BG2 dual-wielding rules supreme, but I wonder if it's true for BG1 as well (save importing into the next game doesn't concern me). Simply put, I can't make up my mind between these two options:

(1) at lvl1 putting 2 points in longswords and 2 points in dual-wielding with the 3rd point coming at lvl3 and a point in longbows at lvl6;
(2) ignoring the dual-wield option altogether and going for 2 points in swords and 2 in bows right at the beginning with additional points at subsequent levels into something else.

My reasoning: I like dual-wielding for the obvious extra attack, giving me 2.5 instead of 1.5 att/round (at lvl7 increasing to 3 attacks instead of 2). On the other hand, since my F/M will be of lower AC due to limited armor options, I fear that the additional lack of a shield will only compound the problem. Also, in BG1 ranged weapons are fantastic, and I'd also miss out on longbow specialization. I imagine that with THACO values not going into stratosphere in BG1, I imagine the off-hand would still miss quite often with its -2 penalty.

The second scenario would somewhat limit my melee DPS, but it would substantially boost my ranged DPS and my AC.

Any opinions would be greatly appreciated. <3

Permanently Stat Changing Potions: Numbers and Locations

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The title says it all: I'm looking for the potions that have similar effects to the tomes in BG1 or the Machine of Lum the Mad in BG2. Greatly enjoyed what I played so far, but I'm afraid I am a perfectionist that needs to have it all planed out. So...
Which/how many/where are they? Are they random drops? Is it possible to have more than one per kind? I'm currently planing my first IWD:EE play-through and would like to take this into consideration before rolling my chars. Thanks a thousand times for anyone willing to help! Also: My first forum-post. Jayyiii!!!! :D

So what IS Rasaad good for?

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So I'm working on something of a Strategy Guide for Baldur's Gate EE and as part of the section about building a party, I've broken everyone down in to basically front line fighters, archers, arcane casters, divine casters, and thieves, and everyone fits in to one or two roles quite nicely... except Rasaad. He doesn't hit hard, he can't cast spells, he can't do thieving stuff, and you don't want monsters taking a swing at him. I'm trying to figure out just what good is he? The only thing I'm coming up with is loading him up on darts of stunning...

Does anyone else have something interesting they do with Rasaad that makes him something more than dead weight?

Is EEKeeper still needed for a certain Romance? (Spoilers)

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Specifically Jaheira..

Did BeamDog ever fix that issue?

Room for new content in BG - where?

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New content added to BG sometimes makes me feel kind of cramped. I mean, they put Dorn's necromancer Kryll in a half-empty area in the southeast - all right, had a "random" encounter with him between maps - that was clever... But there is also fan-made content. The Friendly Arm is stuffed (but only downstairs, for some reason), and putting more encounters on the old maps is a bad idea, space is the most important thing about this game. There are also too many people trapped in stone lately.

So where else to stick "new" places or just NPC? I'm putting "new" in quotes, because the areas will usually, of course, be rehashes and imports from IWD or some other game...

Some modders found smart solutions. @DarkDogg used the abandoned house while still keeping it abandoned (which is just right), and hacked a cave entrance on another map. (It would be good to hear ideas about which areas in the Infinity games are the least known and used, by the way.) Now, I don't make areas myself, and probably never will, but I'm eager to play in them. I hate stepping on toes, too. So let me think of possible destinations for added content and ways to avoid filling up the game. Here is what comes to mind:

1) Make more caves on the existing maps, with small entrances. A cave entrance is a hole in a wall, so it doesn't clutter the map any or interfere with its theme. For instance, there are enough sand and loam banks on the lonely, muted Firewine map for one or even two holes behind a bush. New caves should also be easy enough to draw up. It is probably better not to staff caves chock-full of creatures, that looks unnatural, especially for a place like Firewine. An empty cave is just fine, it makes the game feel "roomy." An empty cave is a valuable contribution to the game, no less than a full one.

2) Open up the top of Durlag's Tower. When you walk out on the terrace, you see that there remains enough space up there, above the highest floor, for a couple of good-sized rooms. And there must be rooms, too. It can't be just solid stone, can it? The shape of the tower is so irregular, it can probably accept almost any room. There is a also a door, next to the stairs, that is enticing.

3) Use the right river bank of AR0400 (Farmlands north of Baldur's Gate, with the zombies). For some reason the right bank is impassable. Well, there is enough space there for an encounter or two.

4) Use houses in Baldur's Gate itself. There are a lot of blanks with generic NPC. Evict them and put some interesting folks instead. Planescape: Torment had no "generics" in houses, everybody had a name and a quest, and the game was the better for it. But these NPC and their quests, of course, won't be accessible until after Cloakwood.

5) The Nashkel Fair is just what the doctor prescribed if you don't know where to put gamblers, tricksters, idlers, entertainers and wandering heroes. The Fair is, to be frank, not much fun at the moment and never has been. If you have Unfinished Business, there are two or three merchants, fat of course, who sell the same usual boring weapons... you know you want that non-magical sling... but also, let's be Fair, overpowered equipment and duplicates of weapons you thought your party has already come by... The huge gambling tents are next to empty of anything interesting, and you can't even really play. Well, if the Fair really does attract many people from distant parts, as Volo says, you can expect many unusual types there and in the tent of the lotus smokers... Or better, so as not to clutter it, put someone outside.

By the way, when a farmer comes to a fair, he usually wants to buy or sell something practical. Buy a new plow, sell a pig. He's not there to play the roulette... Ahem. If we want to keep a toehold on common sense, should the place not reflect this medieval reality?

6) Place more people on second floors of inns, including the Friendly Arm. Felderpost's is huge. There is enough space in city inns as well. It's okay to make players look for an NPC outside of the bar room. Legwork is a good thing more often than not.

7) Combine NPC. This is a trick, but it works: instead of adding a "realistic" number of servant-type NPC like guards, roaming ass-scratching peasants and so on, add enough to make the impression you want to convey. A certain mod places several merchants in the courtyard of the Friendly Arm, each with two or three guards, and the guards all have flaming swords out... Aside from making Doom Guards less impressive and just being in bad taste, this crowd throngs the map. Two-three or three-four guards would have been enough for all of the merchants. They symbolize strong security, and that's all the situation calls for. It's not like more guards can prevent the player from killing everybody, if he really wants to. It's always best to keep numbers down, this leaves more player attention for the surroundings. And a crowd of people with near-identical avatars looks ridiculous. Sorry, SoD.

8) Take over NPC. Do you see a wandering Reader with no name? A guard called Guard? A little girl called Girl? Don't make your own actors - grab and christen these, already available. You can even sign up a wandering cat if you have a mind to. Beregost or Nashkel aren't metropolises to teem with people (including the little crowd gathered to look at a monk). They are small, boring places, or there wouldn't be any adventurers.

9) Phase out NPC. So you really need a peasant woman to appear at X to answer the party's question, it has to be outdoors, and you can't take over an NPC already there. Why shouldn't, then, she disappear after the party leaves the area, or after 1 minute? Nobody will miss her, surely. She doesn't have to remain, when the only thing she will have to say until the end of the game, if the party stumbles across her again, is "Hello, how fare thee?" We fare fine, thank you, and don't you have better things to do than stand there with your one-liner and block the view?

Those are my suggestions. Obviously there are going to be exceptions, but the important part, on the whole, is to find unexplored spaces instead of jamming it all in a world not meant to hold so much magic, so many weapons, such throngs of people, in short, this amount of content.

[MOD PREVIEW] The Fallen Light (SoD spoilers)

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Just a little teaser on what might be coming...








What soothes your soul?

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There are so many stresses, obstacles, challenges, heartbreaks, and even a few brick walls that each and everyone of us must face on a daily basis. We all must find a way to relax and recuperate so that we can do it all again tomorrow. Each finds their own way to soothe their soul and replenish their spirit.

For some it may be music, others a lovely piece of chocolate or a stiff drink. Still others find a trip to the gym or a quiet moment of contemplation to be the way back to sanity.

For me, music is a big one, along with having those most loved near. Be they on two legs or four. :) Of course a bite of chocolate never goes amiss, or allowing myself a “forbidden food”. Getting lost in a good book can do wonders. Sometimes, coming to this forum and reading a post made by someone who is having a blast as they discover yet one more thing that they love about this game, just works like magic on my mood.

I would love to hear how others soothe and replenish their souls.

Regarding modding SoD NPCs for BG2:EE

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Attention, modders and players!

There have been several discussions on whether Beamdog considers adding SoD NPCs to BG2:EE, or not.

I've asked around.

In regards to modders wanting to work with SoD NPCs, we tell you: "Go nuts!". Go and add them to BG2:EE, create stories for them.

While Beamdog would like to perhaps explore the idea in the future, we have no plans to pursue that project any time soon.

What's next for Beamdog?

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Haven't heard anything, you guys still there ;)?

Is Blackguard overpowered ?

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I am currently tinkering with NI, trying to create some custom kits which would spice up my next playtrough. I am currently in the middle of balance phase, so I've carefuly read trough all kits so I can compare to them. The Blackguard struck me as much more generous than other kits in bonus/malus ratio - especially when compared to other paladins. I would like to ask for public opinion about this issue.

Summary of blackguard kit:

+Lay on Hands upgraded to Absorb Health
+ Immunities to fear and level drain
+ Can control undead, like evil clerics
+ Powerful Poison weapon ability, with more uses/day per 5 levels
+ Powerful Aura of Despair ability, with good level progression
+ Can choose from wider range of alignments (CE, NE, LE - Paladin can be only LG)
- No detect Evil
- No protection from Evil (but may cast it as spell eventually).

Note: I am aware that this is singleplayer game and by no means needs super-duper balanced classes. However I still think that there is a line, which if crossed means less fun in the end.

[MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released)

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This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.

Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.

In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.



Mod components are following:

Group 1: Wizard’s Staffs
WIZARD’S STAFF FOR BG:EE
STAFF OF WIZARDRY FOR BG2:EE
STAFF OF WIZARDRY FOR IWD:EE
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS
Group 2: Other Items and Tweaks
CIRCLETS
CIRCLET OF REVELATION FOR BG:EE
WAND CASE
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD
Group 3: Familiars
CUSTOMIZABLE FAMILIARS
CUSTOM NAMES FOR FAMILIARS
FAMILIARS FOR NPC MAGES
ANIMATION TWEAKS FOR SOME FAMILIARS
FIND FAMILIAR SPELL IN SHOPS

Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS




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There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages.
The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too).


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This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices.
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In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix).

Activated staffs have following abilities:
Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day

Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day

Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds
- can cast Oracle once per day

Staff of Enchantment
- 25% chance of casting Rigid Thinking, on successful hit
- can cast Hold Monster once per day

Staff of Illusions
- 25% chance of casting Sensory Collapse, on successful hit
Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect)
- can cast Shadow Door once per day

Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day

Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day

Staff of Alternation
- 25% chance of casting Slow, on successful hit
- can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly)

Staff of Wild Magic
- 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds

Staff of Dragon Power
- 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.

Staff of Wizardry (Empowered)
- Wielder can cast any 5th-level spell, once per day

Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern

Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)

Additional spells are:
-Staff of Abjuration +5: Pierce Shield

-Staff of Conjuration +5: Summon Fire Giant
Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained.

-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.

-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.

-Staff of Illusions +5: Simulacrum

-Staff of Invocation +5: Incendiary Cloud

-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting

-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.

-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds

-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack.

-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day


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Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.


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This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.


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Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.
Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice.
Choices are following:
-keep original
-remove invisibility
-replace invisibility with 50% magic resistance
-replace invisibility with immunity to time stop
-replace invisibility with increased casting speed by -3
-replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first)


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In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them.
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.


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This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up.


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This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops.


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Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.
This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however.


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This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod.


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When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name.
The race options are:
Drake
Imp (for evil) or Mephit (good and neutral)
Cat
Rabbit
Groundhog
Small spider
Lim-Lim
Floating Skull
For now, all races have the same statistics, so this is mostly just about choosing the appearance.
There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are:
0 XP
89 000 XP (100 000 XP for IWD:EE)
500 000 XP
2 500 000 XP
6 000 000 XP (5 000 000 XP for IWD:EE)
Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack.
There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own.


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As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again.


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NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component.
When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move.


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There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars).
The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE.


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This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it.


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v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added

v1.1
-BG:EE and BG2:EE mods combined into single mod

v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked

v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2

v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed

v1.36
-Polish translation added (credits to @Cahir )

v1.4
-Compatible with IWD:EE

v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE

v1.42
-Russian translation added (credits to @Saigon1983 )

v1.43
-Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields)

v1.5
New content:
-Customizable Familiars component added
-Familiars for NPC mages component added
-Wand Case component added
-Tweaks for the Staff of the Magi component added
Fixes and tweaks:
-New color options for WS and SoW (14 total)
-Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp
-Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration)
-Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party
-Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration)
-Staff of Alternation: Teleport renamed to Phase Shift, changed visual effect
-New icons for added spells
-Red and Purple missiles animation slightly tweaked
-Added missing DD restriction to the Staff of Dragon Power
-SoW spells are cast at caster level instead of level 10
-Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had)
-Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them
Technical:
-Prefixes of mod files changed to RG
-WeiDU updated to 239
-Tp2 structure and folder structure significantly altered



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Extract the "msfm v1.5.rar" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.

Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install modmerge before installing this mod.

I hope you enjoy it.


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Wizard's Staffs and circlets in BG:EE:
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Staffs of Wizardry in BG2:EE:
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Circlets in BG2:EE:
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Robe Tweaks:
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Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

(OP edited 15.03.2015)
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