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No north forest on map

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Hi,
After Underdark, I can go to Small Teeth Pass and forest of Tethyr, but North Forest doesn't appear on my map. I tried every exits in these areas. How can I access it ? Is there something special to do ? Is it a bug ? I have no mods installed.
Thank you

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!!

https://github.com/UnearthedArcana/Scales_of_Balance/releases

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul

That's it!

Full Readme:

https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

Cheers!

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

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

HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866

DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")

README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A very general idea of what the mod contains (not in this order):

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique

2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)

3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)


A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!

HUGE update for version 2!

Here is the download link:
https://github.com/UnearthedArcana/NPC_EE/releases

And here is a link to the readme:
https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD

This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage kit

So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

I'll keep the old v1 main post in spoiler tags, for posterity:

What is this mod?

Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.

So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)

The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).

Okay, so what are the options?

Here's the list (class changes noted in parentheses):
Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier
Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.

Can I change things around later?

Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.

I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?

No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)

Great. But, don't take this the wrong way, there aren't many options.

Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)

Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.

Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.

Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.

Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.

Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!

What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!

Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.

Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.


Cheers!

Planescape Torment: EE - Aktuální čeština

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Jak jsem slíbil, tak jsem učinil :smile:

Zde máte prakticky kompletní češtinu do Planescape Torment.
Skoro ve všech ohledech je to naprosto regulérní čeština.

VELMI vyjímečně se stále může stát že narazíte na anglické slovo nebo větu, ale šance je zhruba okolo 1 procenta.

Nedodělky samozřejmě dodělám, ale teď si potřebuju na pár dnů odpočinout.


Verze češtiny - 1.0
https://uloz.to/!3h6AKH92Haow/pteecz-1-0-zip

Tímto souborem je potřeba přepsat anglický dialogový soubor ve složce s hrou.

Cesta je:
*složka se hrou* / lang /en_US

A comparison of Ranged Attackers in BG2

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Warning: Incoming Wall of Text. Turn back now.



The Archer discussion recently, as well as my most recent Archer charname bringing his quest to a close, inspired me to crunch some numbers to create a base damage comparison between the various ranged classes one might be interested in trying. And since end-game comparisons ignore the entire journey to get there, I made comparisons at three different points: 300k experience, (i.e. fresh out of Chateau Irenicus with maybe one quest under your belt), 2.95m experience, (i.e. the old SoA level cap), and 6.5m experience, (i.e. late-game ToB). I've given each character appropriate gear for their level, and have excluded all ToB items from the first two comparisons, (including things like Firetooth that you could technically grab right away).

I've assumed all characters were imported from BG1 (so stats include tome boosts), and that they choose the good path in Hell, (so -1 dex there, and no +2 strength bonus). And obviously I'm withholding the Lum the Mad boosts until the final comparison. I'm also not writing up any Dart specialists because they're strictly inferior to the Shortbow-users, and I'm not writing up any Axe/Hammer throwers, because they get handily outperformed by the Dagger-tossers, (outside of Azuredge against undead, of course). I did include a Longbow and a non-LCoS crossbow at the 2.95m mark so you could see how much they suck compared to their shortbow/LCoS peers.

Also: yes, these are just damage numbers. No, a character's worth is not solely, or even perhaps primarily, determined by how much damage he can put out. Yes, I'm okay with that.

To avoid too much clutter (lol), I'll put the details of each character in spoiler tags and just list the raw damage per round (DPR) numbers in the post body.


300k Experience

Characters:
Level 9 Elven Archer with 20 dex, Tuigan Shortbow, and Arrows +1
Level 9 Elven Archer with 20 dex, Light Crossbow of Speed, and Bolts +1
Level 9 Half-Orc Kensai with 20 str, 19 dex, and the Boomerang Dagger
Level 9 Halfling Fighter with 20 dex, the Girdle of Hill Giant Strength, Arla's Dragonbane, and +2 bullets

All characters with appropriate Grandmastery


80.5 DPR - Kensai w/ Boomerang Dagger (1 THACO)
56.25 DPR - Archer w/ Tuigan Shortbow (0 THACO)
51.25 DPR - Fighter w/ Arla's Dragonbane (0 THACO)
47.25 DPR - Archer w/ Light Crossbow of Speed (1 THACO)


2.95m Experience

Characters:
All Archers are level 17 Elves with 19 dex and the Gauntlets of Weapon Skill. Bow-wielders have equipped Acid Arrows. Crossbow-wielders are using Bolts of Lightning.
The Kensai is level 19 with 18 dex, the Girdle of Frost Giant Strength, and no gloves, because Kensai.
The Fighter is a level 19 Halfling with 19 dex, gauntlets of Weapon Skill, Sling of Arvoreen, and +2 Bullets
The Fighter>Cleric is a level 13>15 dual with gauntlets of Weapon Skill, Sling of Arvoreen, and +2 Bullets
The Cleric>Fighter is a level 11>17 dual from the Priest of Lathander kit with the same gear
Both cleric duals pre-buff with Righteous Magic and DUHM. Additionally, the Priest of Lathander dual uses Boon of Lathander.

Again, all classes have the relevant grandmastery.


The DPR ranges with the Crossbows correspond to enemies making every save vs. spell and missing every save vs. spell. Actual damage will be somewhere in the middle.

132 DPR - Cleric>Fighter w/ Sling of Arvoreen (-11 THACO)
118 DPR - Kensai w/ Fire Tooth (-12 THACO) (+12 DPR with Kai)
100 DPR - Archer w/ Gesen Shortbow (-13 THACO) (+8 DPR with Called Shot)
97.5 DPR - Archer w/ Tuigan Shortbow (-10 THACO) (+10 DPR with Called Shot)
96 DPR - Fighter>Cleric w/ Sling of Arvoreen (-6 THACO)
90-110 DPR - Archer w/ Light Crossbow of Speed (-9 THACO) (+8 DPR with Called Shot)
86.0 DPR - Archer w/ Strong Arm Longbow (-12 THACO) (+8 DPR with Called Shot)
79.5-94.5 DPR - Archer w/ Giant Hair Crossbow (-11 THACO) (+6 DPR with Called Shot)
76.5 DPR - Fighter w/ Sling of Arvoreen (-12 THACO)

If under the effects of Haste:
165 DPR - Cleric>Fighter w/ Sling of Arvoreen
147.5 DPR - Kensai w/ Fire Tooth (+15 DPR w/ Kai)
128 DPR - Fighter>Cleric w/ Sling of Arvoreen
125 DPR - Archer w/ Gesen Shortbow (+10 DPR w/ Called Shot)
112.5-137.5 - Archer w/ Light Crossbow of Speed (+10)
106-126 - Archer w/ Giant Hair Crossbow (+8)
107.5 - Archer w/ Strong Arm Longbow (+10)
102 DPR - Fighter w/ Sling of Arvoreen
97.5 DPR - Archer w/ Tuigan Shortbow (+10)


6.5m Experience

All Archers are level 29 with 20 dex and Gauntlets of Extraordinary Specialization, *except* for the Tuigan user, who can do just as well with the regular Gauntlets of Weapon Specialization. All bow-users have Arrows of Acid, all crossbow-users have Bolts of Lightning.
The Kensai is level 34 with the Girdle of Fire Giant Strength, 19 dex, and Fire Tooth dagger. Still no gloves.
The Fighter is a level 34 halfling with Girdle of Fire Giant Strength, 20 dex, Erinne Sling +5, +4 bullets, and the Gauntlets of Extraordinary Specialization.
The Fighter>Cleric dual is level 13>31 with the same gear as the Halfling fighter, +DUHM and Righteous Magic to reach 25 str and 25 dex.
The Cleric>Fighter dual is level 15>27 with the same gear and buffs, 25 str and 24 dex, plus Boon of Lathander

For consideration with Whirlwind, I've also included an Elven Archer with Erinne Sling +5 and bullets +4, because GWW mitigates the biggest drawback of slings, being the loss of 0.5 APR due to no grandmastery. This is the highest damage output an Archer can get against enemies that require +4 weapons to hit.


I'm assuming all saves are made against Bolts of Lightning at this point, but expect Crossbow users to get a few extra points here and there when a save is failed, (+5 damage per failed save).

162 DPR - Cleric>Fighter w/ Erinne Sling +5 (-19 THACO)
142 DPR - Kensai w/ Fire Tooth (-20 THACO)
126 DPR - Archer w/ Gesen Shortbow (-20 THACO)
122.5 DPR - Fighter>Cleric w/ Erinne Sling +5 (-12 THACO)
114.75 DPR - Archer w/ Light Crossbow of Speed (-16 THACO)
112.5 DPR - Archer w/ Tuigan Shortbow (-17 THACO)
110.25 DPR - Archer w/ Firetooth +5 (-22 THACO)
103.25 DPR - Fighter w/ Erinne Sling +5 (-17 THACO)
If under the effects of Improved Haste, just double all those values.

For spike damage, here's the results with Whirlwind / Greater Whirlwind

360 DPR - Cleric>Fighter w/ Erinne Sling +5
355 DPR - Kensai w/ Fire Tooth +3
335 DPR - Archer w/ Erinne Sling +5
315 DPR - Archer w/ Firetooth +5
295 DPR - Fighter w/ Erinne Sling +5
280 DPR - Archer w/ Gesen Shortbow
255 DPR - Archer w/ Light Crossbow of Speed
225 DPR - Archer w/ Tuigan Shortbow, (though realistically, there's no reason to ever use WW over IH)
N/A - Figher>Cleric dual, (no warrior HLAs)

Key Takeaways for me:
* THACO is a joke. IIRC, Demogorgon has -12 AC. You're pretty much going to hit everything always, sans critical misses.
* Long Bows are clearly the worst, but if you want one for RP purposes, you're really only sacrificing 15-20% damage potential compared to Short Bows. Not necessarily the end of the world. If you want to get one, go with Strong Arm for the sweet +3 damage bonus.
* Slings start out competitive, but they quickly fall way behind. But really, they're about on par with Long Bows, (especially if you're willing to start as a Half Orc and go evil in Hell to hit 24 strength). Plus, a Halfling slinger gets armor, shield, *and* shorty saves, making him the best defensive ranged character. Why you'd need that much defense on a ranged character is another question entirely.
* Kensai deal the best sustained low-maintenance damage, (no or minimal pre-buffing). News at 11. Vhailor's Helm alone is able to put any other ranged character over the top for single encounters. On the other hand, your teammates will appreciate not having to fight for quality gloves.
* I don't know if they've changed the way that ammo stacking works in EE, but I've been overrating Firetooth. It's actually the worst of the four primary Archer weapons, (Tuigan, Gesen, LCoS), though it becomes the best when Whirlwinding. At the same time, I've been underrating Gesen's a lot. That 1-8 lightning damage is huge.
* Tuigan's is such a beautiful little bow. It can easily be the first item you grab out of Chateau Irenicus and the last weapon you ever use. It can't match the others in spike damage, but it doesn't care about the Gauntlets of Extraordinary Specialization, it doesn't care about Whirlwind, it's great with Smite, Critical Strike, Greater Deathblow. Great bow.
* Boon of Lathander is amazing. I really only included the Priest of Lathander on a lark, and he wound up running away with it. Prebuffing is a hassle and you really only get a turn before it all wears off again, but who would have thought that an oddball Cleric>Fighter dual would be the most damaging ranged attacker in the game? Someone other than me, that's who. I generally hate late duals, but the dual from Lathander to Fighter at level 15 strikes me as a fun solo. Upgraded Skeleton Warriors to tank for you, seventh level spells, and not too long of a slog to get your levels back if solo.
* The common theme here is anything that gives you extra APR will cause you to dominate damage comparisons. Again, it's not like this is exactly news or anything.
* The best argument for making a ranged specialist as your charname, IMO, is just how terrible all of the NPCs are at it. At 6.5m XP, Mazzy is only dealing 90 DPR with Gesen's, about 30% less than you do. Actually, at that point, Anomen + Erinne Sling is the best ranged NPC, provided you don't mind pre-buffing.
* I dismissed darts at the beginning of the post, but I actually think the Crimson Dart is really useful for Rasaad in the early levels to keep him from getting his fool self killed. And K'logarath (+4 throwing axe) can be a useful fallback for a ranged Kensai against enemies immune to +3 weapons; when Whirlwinding, it's virtually identical to Fire Tooth.
* Having just played an Elven Archer from start to finish through the saga, I can confirm they're totally viable. They trivialize BG1 and the first half of SoA, and they're a great class choice for anyone who's not a fan of excessive micromanagement.

The Partridge Family

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I was attempting a documented no reload run of Baldurs Gate and somehow it turned into more of a story/journal. It was in the No Reload Thread, all scattered around. I want to carry on with it into SOA, but as it has got so storified, moved it here to keep it all in one place. Then I can carry on with the SOA playthrough.

I've also added quite a bit and tidied it all up a bit, so anybody who read this on the no reload thread will see some changes.


Introduction

Ayla is something of a rebel, that's why she's a Swashbuckler and uses a katana, a rare weapon on the Sword Coast. No boring endless studying of magic scrolls, no prostrating to a diety, far more sneaking around places she shouldn't. Somebody tells her she ought to like something, ought to do something, she will automatically object even if she ends up doing exactly the same thing later on. Her relationship with Gorion is problematic, he's just so good and patient and wholesome. She recognises his virtues, just doesn't want to follow them exactly. Nothing too bad, basically teenage bratishness.

After his untimely demise running away from Candlekeep, she finds herself on the road alone. Imoen turns up, and is sent back to Candlekeep (no, just no, if I wanted cute and cheerful I would have bought myself a puppy).

It was only after being chased in circles by a wolf that she realised that she had made a hell of a mistake.

So like an idiot, having met Xzar and Montaron, agrees to travel with them. They're cool and edgy, what's not to like? They hit the Friendly Arm Inn, Gorion had told Ayla to meet some friends of his there. They bumped into Tarnesh and Ayla finds out there's a bounty on her head. So avoids entering the FAI, could be more assassins, and they head to Beregost, killing an ogre on the way who drops some belts.

In Beregost they needed cash so take up an offer from some bystander, and Xzar bravely sacrifices himself to save Ayla from a spell throwing actress. Monteron and Ayla then enter the nearby inn to recover, and guess what, Montaron too has to make the ultimate sacrifice for Ayla from another bounty hunter.

I knew Xzar and Montaron were cool, not so edgy though, actually quite soft and squishy.

Shocked at this turn of events, Ayla heads to the temple for some spiritual guidence and finds out that one of the belts can change gender.

Now spiritual guidance is all very well, but it's not going to save your arse if there's a price attached to that arse. So Ayla uses her quite high intelligence and decides that the best way to run south, get herself away from all this mindless violence, is to use the gender change belt and become "Alan". Nobody is looking for a young man, (albeit a rather effeminate young man), and keep off the roads.


Chapter One

Say Hello To Alan


So "Alan" after practising a bit out in the wilderness to get "his" head round the new plumbing arrangements (you can target things!) headed back into town to buy some new clothes (oooh shopping).

I tried to keep my head down, (though the courtesans seemed over interested), but had to defuse some drunken father in an inn looking for a fight, deliever a book all the way across a road (good test, the mage didn't see through my disguise), asked to find out what had happened to a husband and told to sort out some half ogres (I must look more capable than I thought). Later that night I blitzkrieged the town opening every chest and door (except for one with strange noises coming from behind it). Then I went for a well deserved sleep and next morning sold my ill gotten gains (this town sure has dumb shopkeepers, do they never do stock inventory).

I didn't have enough money for a better shortbow but I managed to afford some +1 arrows which is a help, I kept the "stupifyer" I'd found as it may come in useful and started my journey south. On the road I took down a couple of what? I dunno what they were but they were dumb and slow, a few ghasts and lots of hobgoblins. I found a letter from the missing husband and a cave with a good stash of potions and arrows and lots of jewelry (what is it with these monsters and their taste for jewelry? Some lovely bits and pieces but you never see them wearing any of it).

I left the road as it was so overcrowded with things that wanted to kill me and found a talking chicken who needed help, was in fact, in dire need as the wolf chasing him was much faster moving. An unfortunate accident with some unidentified piece of equipment, I sympthised and smugly considered my own "experiment" with a properly identified piece of clothing. I killed the wolf using the speed potion I had knicked from Imoen (God I'm such a bitch, sod off Imoen the innanely cheerful but give me everything you have before you go...but I was nice about it so that's OK). Took the chicken to his Master to be unenchanted, had to get a skull for the Master for the spell, then the Master 'accidently' killed the chicken. So, all in all a bit of a waste of time, we could have had a nice roast instead. Headed back to Beregost as too late to carry on south, carefully avoiding the morose but Good Looking Elf on the way (I don't need that sort of complication) and had another well deserved sleep.

Next morning, I decided to travel west for a bit past the temple then south as the road had turned out to be so perilous. I was accosted by a friendly ghoul called Korax, (as you do, surprised, why would I be surprised?) Just as well as the area was even more dangerous than the road and full of basilisks. Which thankfully my new best friend Korax wanted to eat. After killing lots of basilisks which seemed to cheer up Korax no end, we ran into a very rude adventuring group who wanted to kill me. Korax took exception to this attack on his new best friend. I'm afraid I scarpered and left Korax to it. Well Korax was undead anyway... I think.

I was beginning to realise being on your own is not that efficient a way to stay alive so returned for the morose, Good Looking Elf I had seen near Beregost. And he must be better than a hungry ghoul who thinks he's a dog. Kivan is the name, and oh my, is he miserable, (on second thoughts the ghoul was more of a laugh). Hunting bandits because they killed his wife, very sad, but time to move on methinks, happened years ago. Yeah but elves, what can you do? The eye candy is welcome though.

So now with a disguise and a believable covering story because travelling with the revenge monkey, decided to head back to the Friendly Arm Inn and see if there was any information I could glean about why people were trying to kill me. We had a few inconsequential fights on the way, but two bows now, enemies don't get close. This time I checked out the inside of the Friendly Arm Inn and spied on Jaheira and Khalid from a corner. Decided not to approach because that would blow my "Alan" cover and raise too many questions, also they didn't look that friendly. Kind of fed up and impatient.

So back on the road once again heading south. Kivan is a ranger, so we ate well on the way, spit roast partridge bought down with his bow, it made up for the missed chicken. We had a straight run down to the next town (that's a little flattering), Nashkel. Checked in the inn and another bounty hunter attacked. I used the wand (nicked from Imoen, the guilt is killing me) and lots of arrows from Kivan to kill her. How she recognised me is a mystery, (actually a goddam cheat), must have some kind of truesight operational, she did have spells.

Later, as we had a look round the "town" we were waylaid by a very loud nutter demanding that we help rescue a witch. Of course the GLE wanted to rush to the rescue, a woman in peril and all that. I however prevaricated a bit toooo much, surely a witch could look after herself? Next thing, the maniac attacks, "run away, run away" was the cry that went up, so I did. Straight into a mage who took the nutter out with a spell.

Said Mage is looking for the same witch to kill her and asked us politely if we would aid him. Or it might just have been a string of insults, but the accent made it hard to tell. Now of course the GLE wouldn't have any of that, so I suggested we just find her and decide then, she could well be evil. Lets face it, the bodyguard wasn't exactly Mr Goody Two Shoes what with attacking an innocent passer by who just hesitated a bit when they saw him speaking to a rodent.

Introductions were made, Edwin Odesseiron, flashy name, I thought that just "Alan" wouldn't impress so blurted out the first thing that came to mind, "Partridge, Alan Partridge of the Norfolk Partridges". Whatever, he's from Thay, what's he going to know?


Chapter 2

All The Fun Of The Fair

So now our little group headed west across the bridge ostensibly to track the witch. We bumped into an odd fellow called Noober who didn't seem like they were all there, a few sandwiches short of a picnic. Left Kivan with him, while we poked around. I didn't know who to feel more sorry for. Kivan who interrupted every five minutes to wail about missing his lost Deheiriananana (something like that) or this "Noober" who just wailed, well about nothing much.

The upshot was that "Noober" (probably to cheer Kivan up or shut him up, who knows?) told us about some buried treasure.

We found an absolutely beautiful pearl...oh, and some old green armour. Kivan was almost (I say almost) animated about the find, apparently it's ankheg plate, valuable and as strong as iron. He promptly donned it and paraded around.

I said something about it matching his beautiful eyes...awkward.

Edwin, (no way am I going to address him as sir as he suggested, I am a Norfolk Partridge after all) shot me a very strange yet interested look, gonna have to watch that one, there were books in Candlekeep about Thayvian perversions.

As it had got quite late afternoon, we decided to haul back to the inn rather than start a trek cross country. The mayor stopped us and apologised for the earlier attack, he said if they'd realised the big bloke was such a nutter they would have kept him locked up (you would have thought talking to a rodent would have given them a clue). I don't really believe him, there's another nutter just up the road demonstrating kick boxing, bothering passers by and preaching about "the moon being in danger". Then there's Noober. Nashkel obviously attracts them, probably because they are free to wander around. Then the Mayor asked us if we were interested in a spot of detective/adventuring work.

Now my plan was to hightail it south, but the mayor was a crafty one, mentioned gold to the Thayvian and evil needing to be routed to the Elf. I was outvoted and pouting and threatening to sulk really doesn't work in this body. So it looks like we are going to have to find some stolen gems and investigate the local mines (coal? diamond? iron? don't know, don't care) tomorrow. The only bright spot is that we can visit the carnival this evening. So after a quick check in, wash and shave at the inn, (actually the shaving is a bit superfluous for me, seems like the belt isn't quite as powerful as I thought, I was going to go for the bluebeard/blackbeard wife murdering look), we headed out.

What can I say?

The carnival was rather subdued, all to do with the problems at the mine affecting the local economy (it's iron BTW, diamonds would have been nicer). Though the exploding ogre was spectacular...and messy...and made me throw up. Kivan thought that was hilarious (of all the bloody things to make him laugh) and said I looked the colour of his armour. Edwin sneered (not bothered, it might make him forget his earlier interest) and muttered something about barbarians.

There was one interesting attraction, a stone woman, very lifelike. Or as Edwin eulogised, "very likelike almost as if you could lose yourself in the magnificent twin orbs of her bosom which the sculpter has lovingly shaped and carressed" (so Edwin swings both ways huh?). Turns out there was no "loving carressing and shaping", just a nasty petrification spell that was able to be reversed with a scroll I'd picked up in Candlekeep.

And so we met Branwen. I like Branwen. Particularly when she explained that although petrified, she could hear what was said and took exception to men who fetishsised about her "magnificent twin orbs".

Edwin prepared to cast invisibility on himself.

Kivan, ever the gentleman (muttering under his breath about not seeing a woman undressed since the loss of his Deheirianananana), offered her the ankheg plate when she pledged her swordarm to our cause. Branwen is a priestess of Tempus the God of battles, from the north, who fell foul of a bandit leading mage named Tranzig. So she was only too keen to join us when she heard about Kivan's unrelenting hunt for bandits. Great, now I travel with two revenge monkeys. And all I wanted to do was get as far away as possible.

On the way back to the inn, we killed a mad mage, (no not Edwin) and rescued a witch he was trying to kill, (no not that witch, another witch, too many witches). I had drunk quite a bit by then.


[Kit] Arcane Archer (Fighter + Fighter/Mage) v2

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This mod allows players to use the Arcane Archer fighter kit. It's a refined version of a mod I did over a year ago that was hastily made and had many balance and mechanical issues. Although it is much improved over my previous design this is still version 1 so there will probably be bugs though everything works at first glance.

Download it on github: https://github.com/ArtemiusI/Arcane-Archer/releases/latest

Component 1: Fighter Kit

ARCANE ARCHER: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. While human arcane archers are rare due to elvenkind withholding their secret techniques, they are not unheard of. Advantages: - +1 to hit with any missile weapon at level 1 and every 5 levels thereafter. - Gains the Enhance Arrow ability. ENHANCE ARROW: The arcane archer passively imbues <PRO_HISHER> arrows with magic. Projectiles launched by the arcane archer are always treated as weapons of +1 enchantment and deal one extra point of magic damage, increasing by one for every five levels gained to a maximum of +5 enchantment and five magic damage at 20th level. Additional damage is affected by the target's magic resistance. - 3rd level: May use Entropic Shield once per day. ENTROPIC SHIELD: A magical field glowing with a multicolored hue appears around the arcane archer, providing immunity to normal missiles and a -2 bonus to armor class against missile weapons for 1 round per level. This bonus increases to -4 at 10th level and -6 at 17th level. - 5th level: May use Imbue Arrow ability three times per day. IMBUE ARROW: Using arcane magic, the arcane archer enchants <PRO_HISHER> next missile within one round to explode, dealing 1d6 additional fire damage for every five levels gained thereafter in an area of effect. - 9th level: May use Seeker Arrow ability once per day. SEEKER ARROW: A skilled arcane archer can enchant <PRO_HISHER> arrows to strike its target unerringly. <PRO_HISHER> next missile attack within one round is a guaranteed critical hit and deals two points of extra damage for every five levels gained thereafter. - 13th level: May use Phase Arrow ability once per day. PHASE ARROW: An experienced arcane archer can enchant <PRO_HISHER> next arrow within one round to become an incorporeal missile that penetrates armor, dealing 4d6 bonus magical damage and reducing the target's missile resistance by 50% as well as their armor class vs. missiles by two points every five levels gained thereafter for 1 turn. - 17th level: May use Arrow of Death ability once per day. ARROW OF DEATH: A master arcane archer can enchant <PRO_HISHER> next arrow within one round to instantly slay <PRO_HISHER> foe. Targets with more than 60 hit points may make a save vs. death to avoid the effect. Saving throw penalty increases by one for every five levels gained thereafter. Disadvantages: - Hit Die: d8 - THAC0 penalty of 2 when wielding a melee weapon. - Race restricted to human, elf or half-elf. - May not exceed proficiency (one slot) in weapons other than crossbows, longbows and shortbows. - May not exceed proficiency (one slot) in any weapon style. - May not wear armor heavier than elven chain mail.

Component 2: Fighter/Mage Kit

The kit may optionally be played as a fighter/mage multi-class instead. The same advantages and disadvantages apply. Fighter/mage arcane archers may achieve grandmastery in crossbows, longbows and shortbows.

Abilities

Entropic Shield - A magical field glowing with a multicolored hue appears around the arcane archer, providing immunity to normal missiles and a -2 bonus to armor class against missile weapons for 1 round per level. This bonus increases to -4 at 10th level and -6 at 17th level.
Imbue Arrow - Using arcane magic, the arcane archer enchants next missile within one round to explode, dealing 1d6 additional fire damage for every five levels gained thereafter in an area of effect.
Seeker Arrow - A skilled arcane archer can enchant arrows to strike its target unerringly. next missile attack within one round is a guaranteed critical hit and deals two points of extra damage for every five levels gained thereafter.
Phase Arrow - An experienced arcane archer can enchant next arrow within one round to become an incorporeal missile that penetrates armor, reducing the target's missile resistance by 50% as well as their armor class vs. missiles by two points for every five levels gained thereafter.
Arrow of Death - A master arcane archer can enchant next arrow within one round to instantly slay foe on a failed save vs. death. Target's saving throw penalty is increased by one for every 5 levels gained thereafter.

Updates

v2
- Overhauled, added fighter/mage version

v1.3
- Italian translation added (credit to Aedan)

v1.2
- Mod traifyed.
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v1.1
- -2 penalty to Strength replaced with THAC0 penalty with melee weapons.

Elenco dei mod compatibili con Baldur's Gate 2: Enhanced Edition

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Questo thread raggruppa per categoria i mod compatibili con Baldur's Gate 2: Enhanced Edition (BG2EE).
Oltre al link per il download, ogni voce specifica la disponibilità o meno della lingua italiana e offre una breve descrizione dei contenuti del mod. Il thread è in costante aggiornamento.
Sono esclusi da questa lista i mod in fase alfa e i mod non testati/non compatibili con l'Enhanced Edition.

In questa discussione potete:
- Segnalare mod compatibili con BGEE non presenti nella lista;
- Segnalare link non funzionanti;
- Discutere sui contenuti di un mod o chiedere consigli su quali installare.

Il thread dei mod compatibili con Baldur's Gate: Enhanced Edition si trova qui.

MOD CONTENENTI DIALOGHI E RELAZIONI D'AMORE (BANTER/ROMANCE) CON I PNG DEL GIOCO

AL MOMENTO LA VERSIONE IN ITALIANO DI BANTER PACK HA PROBLEMI DI COMPATIBILITA' CON BG2EE. SE NE SCONSIGLIA L'INSTALLAZIONE.

Banter Pack
Disponibile in italiano: Sì
Descrizione: Questo mod introduce un gran numero di dialoghi ("banter") tra i membri del gruppo, approfondendone i rapporti di amicizia e di antipatia e creando divertenti partentesi. Alcune conversazioni coinvolgono anche più personaggi e possono addirittura vedere l'intervento della celebre spada Lilarcor. In particolare, il mod fa sì che Jan possa creare tre oggetti speciali: uno per il protagonista, uno per Valygar ed uno per sé.

de'Arnise Romance
Disponibile in italiano: No
Descrizione: Questo mod fa sì che un protagonista di sesso maschile (umano, elfo, mezzelfo e nano) e di qualsiasi classe/allineamento possa intrecciare una relazione d'amore con Nalia de'Arnise. Include momenti di gelosia con Aerie, Jaheira e Viconia, una traccia musicale che accompagna i dialoghi della romance e l'opportunità di flirtare con Nalia.
Nota bene: attualmente, il mod ha contenuti solo per Shadows of Amn.

Edwin Romance
Disponibile in italiano: No
Descrizione: Questo mod fa sì che un protagonista di sesso femminile possa intrecciare una relazione d'amore con Edwin Odesseiron (a condizione che abbia almeno un punteggio di 14 punti in Intelligenza; non ci sono restrizioni di classe, allineamento e razza). Include momenti di gelosia con Anomen, una traccia musicale che accompagna i dialoghi della romance, una missione, flirt e l'opportunità di cambiare l'allineamento di Edwin e il suo epilogo.

Haer'Dalis Romance
Disponibile in italiano: No
Descrizione: Questo mod fa sì che un protagonista di sesso femminile (senza restrizioni di classe, allineamento e razza) possa intrecciare una relazione d'amore con Haer'Dalis. Include momenti di gelosia con Anomen, flirt, conversazioni iniziabili dal giocatore e diversi epiloghi.

Imoen Friendship
Disponibile in italiano: No
Descrizione: Questo mod introduce una ricca serie di dialoghi con Imoen, permettendo al giocatore di approfondire la conoscenza di questa spiritosa e simpatica ragazza.

Keldorn Romance
Disponibile in italiano: No
Descrizione: Questo mod fa sì che un protagonista di sesso femminile possa intrecciare una relazione d'amore con Keldorn (a condizione che il giocatore favorisca la riappacificazione del paladino con la moglie Maria). Il mod include quasi 50 conversazioni dai contenuti maturi e momenti di gelosia con Anomen, Dorn, Hexxat e Rasaad e con le romance introdotte da altri mod (Edwin, Gavin, Aran Whitehand, Angelo, Chloe, Kelsey, Sarah, Solaufein, Tsujatha).

Mazzy Friendship
Disponibile in italiano: No
Descrizione: Questo mod introduce una ricca serie di dialoghi con Mazzy, permettendo al giocatore di approfondire la conoscenza di questa caparbia e onesta seguace di Arvoreen.

NPC Flirt Pack
Disponibile in italiano: No
Descrizione: Questo mod fa sì che il protagonista possa flirtare con i quattro compagni di viaggio con cui è possibile intrecciare una relazione: Aerie, Anomen, Jaheira e Viconia. A loro volta, questi personaggi flirteranno o scambieranno brevi battute affettuose con CHARNAME nel corso del gioco.

Romantic Encounters
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un po' di "pepe" nel gioco, introducendo sino a 53 occasioni in cui il protagonista può flirtare e approfondire la conoscenza (anche in senso biblico) di nuovi o già esistenti personaggi.

Sarevok Friendship
Disponibile in italiano: No
Descrizione: Questo mod introduce una ricca serie di dialoghi con Sarevok, permettendo al giocatore di approfondire la conoscenza di questo ambizioso e sanguinario figlio di Bhaal.

Sarevok Romance
Disponibile in italiano: No
Descrizione: Questo mod fa sì che un protagonista di sesso femminile umana/elfa/mezzelfa possa intrecciare una relazione con Sarevok (a condizione che abbia almeno un punteggio di 11 in Carisma e 13 in Forza o in Intelligenza; non ci sono restrizioni di classe, allineamento e razza). Include flirt, conversazioni iniziabili dal giocatore e diversi epiloghi.

Viconia Friendship
Disponibile in italiano: No
Descrizione: Questo mod introduce una ricca serie di dialoghi con Viconia, permettendo al giocatore di approfondire la conoscenza della seducente e introversa sacerdotessa di Shar.

Yoshimo Friendship
Disponibile in italiano: No
Descrizione: Questo mod introduce una ricca serie di dialoghi con Yoshimo, permettendo al giocatore di approfondire la conoscenza dell'ambiguo e spiritoso cacciatore di taglie di Athkatla.


MOD CHE INTRODUCONO NUOVI PNG

Adrian
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Adrian, uno stregone mezzelfo di allineamento Legale Malvagio. Si trova nell'ultimo livello della prigione di Irenicus. Può intrecciare una relazione d'amore con il protagonista a condizione che sia di sesso femminile, di razza umana o mezzelfa e dal Carisma pari o superiore a 12. Ha una missione personale e parecchi dialoghi con i membri del gruppo (sebbene non vada d'accordo con quasi nessuno di loro).

Amber
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Amber, una ladra tiefling di allineamento Caotico Buono. Sarà possibile reclutarla dopo avere svolto una piccola missione nel Distretto Governativo. Amber ha un ritratto personalizzato, un doppiaggio integrale, tracce musicali, conversazioni amichevoli, una possibile romance con un protagonista di sesso maschile, flirt, interazioni, nuovi oggetti, banter con i membri del gruppo e tre missioni. Ha anche l'opzione di installare contenuti aggiuntivi per il mod "Solaufein".
Nota bene: attualmente, il mod ha contenuti solo per Shadows of Amn.

Angelo
Disponibile in italiano: No
Descrizione: Questo mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Angelo Dosan, mago/guerriero alleato di Sarevok e padre della guerriera Shar-Teel. Si trova nel Distretto del Cimitero ed è stato riportato in vita da qualcuno in circostanze misteriose. Oltre ad essere doppiato, ha diversi banter con i membri del gruppo (tranne con Cernd), interazioni, dialoghi iniziabili dal giocatore, una romance (disponibile se CHARNAME è di sesso femminile) e due missioni (una delle quali avrà dei risvolti anche in Throne of Bhaal).

Arath
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Arath, un druido umano di allineamento Neutrale Puro. Si trova all'interno della locanda Il Diadema di Rame. Arath può intrecciare una relazione d'amore con CHARNAME (senza distinzione di sesso) purché abbia un punteggio di Carisma pari o superiore a 12 e sia di razza umana/elfo/mezzelfo. Sono previsti numerosi dialoghi amichevoli nel corso del gioco, interazioni, banter con i membri del gruppo e una missione personale che inizerà nel capitolo 6. Non è doppiato.

Auren Aseph
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Auren, una guerriera umana originaria di Beregost di allineamento Neutrale Buono. E' possibile incontrarla nei Bassifondi di Athkatla alla locanda Il Diadema di Rame solo se il protagonista non è malvagio. Oltre ad essere doppiata, ha alcuni dialoghi con ogni membro del gruppo, qualche conversazione con CHARNAME, diverse interazioni e una storia d'amore con Nalia.

Dace
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Dace, una cacciatrice di taglie umana di allineamento Caotico Neutrale. Si trova nella Passeggiata di Waukeen ad Athkatla. E' doppiata e può intrecciare una relazione d'amore con CHARNAME (non ci sono restrizioni di sesso e di razza). Ha anche parecchi dialoghi amichevoli con il protagonista, interazioni, banter con i membri del gruppo, flirt, tracce musicali che accompagnano la romance ed oggetti personali.

Fade
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Fade, una tiefling di allineamento Caotico Neutrale. E' una Ladra dell'Ombra al servizio di Aran Linvail. Un protagonista di sesso maschile e di qualsiasi razza/allineamento ha la possibilità di intrecciare una relazione d'amore e di flirtare con lei. Sono disponibili anche banter con i membri del gruppo, interazioni e tre missioni personali. Non è doppiata. Durante l'installazione, è possibile cambiare la classe di Fade da Ladra a Ombra Danzante.

Iylos
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Iylos, un monaco originario di Amkethran di allineamento Legale Buono devoto al suo monastero e in misura minore a Balthazar. Il suo scopo è quello di sondare le intenzioni di CHARNAME, ma se questi è malvagio o se ha una reputazione inferiore a 12, non si unirà al suo gruppo. E' doppiato e ha da 5 a 11 dialoghi con il protagonista, qualche conversazione iniziabile dal giocatore, 2/3 banter con i membri del gruppo, oggetti personali e interazioni.

Kelsey
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Kelsey, uno stregone di allineamento Neutrale Buono incontrabile nel Distretto Governativo di Athkatla. E' un mercante che potrà unirsi al gruppo, animando il viaggio con numerosissimi dialoghi con il giocatore e tra i membri del gruppo. Se CHARNAME è di sesso femminile e umana/elfa/mezzelfa/halfling, sarà possibile intrecciare una storia d'amore con lui. Se CHARNAME è di sesso maschile o non avrà interesse a coltivare una relazione d'amore con questo personaggio, Kelsey cercherà di sedurre Imoen. Il mod include anche l'opzione di installare un ritratto alternativo e contenuti aggiuntivi per il mod "Solaufein".

Keto
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Keto, bardo dalla frizzante e briosa personalità di allineamento Neutrale Buono. CHARNAME può incontrarla alla Locanda dei Cinque Boccali e proporle di unirsi al gruppo. Oltre ad essere interamente doppiata, Keto ha un'esilarante e articolata missione personale, più di cento dialoghi con i membri del gruppo e molteplici conversazioni con il protagonista. Il mod include anche l'opzione di installare contenuti per il PNG Kelsey (in modo che i due possano interagire). Nota bene: il mod "Kelsey" deve essere installato prima di Keto.
Nota bene: attualmente, il mod ha contenuti solo per Shadows of Amn.

Kivan and Deheriana Companions
Disponibile in italiano: No
Descrizione: Questo mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Kivan, l'arciere di Shilmista che in Baldur's Gate cerca Tazok per vendicare l'uccisione della sua amata Deheriana. E' possibile incontrarlo ad Athkatla nella Passeggiata di Waukeen. Il mod include la possibilità di intrecciare una relazione con lui (a condizione che CHARNAME sia di sesso femminile e che abbia una reputazione maggiore di 11) e di conversare con l'elfo in diverse occasioni, oltre ad avere interazioni e banter con i membri del gruppo.

Nathaniel
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Nathaniel, kensai umano un tempo al servizio del Pugno Fiammante di Baldur's Gate. I suoi viaggi l'hanno portato ai Moli di Athkatla. CHARNAME può intrecciare una relazione d'amore con lui (a condizione che sia di sesso maschile, umano/elfo/mezzelfo e di allineamento buono o Legale Neutrale), con tanto di momenti di gelosia con Aerie, Jaheira e Viconia, la possibilità di flirtare e una traccia musicale. Ha diversi dialoghi con i membri del gruppo, interazioni e dialoghi con il giocatore. l mod include anche l'opzione di installare contenuti per i PNG Kelsey e Solaufein (in modo che questi personaggi possano interagire). Nota bene: i mod "Kelsey" e "Solaufein" devono essere installati prima di Nathaniel.

Nephele
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Nephele, un halfling sacerdotessa di Yondalla, madre di sette figli e spasmodica avventuriera. E' possibile incontrarla a Trademeet alla Locanda di Vyatri dopo essersi occupati dei Druidi dell'Ombra e dei geni Dao. Non ha una missione personale e non è doppiata, ma ha parecchi dialoghi con il protagonista e con i membri del gruppo.

Xan
Disponibile in italiano: No
Descrizione: Questo mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Xan, l'elfo Mantogrigio di Evereska noto per il suo senso del fatalismo e per la sua personalità depressa. Si trova nel Distretto Governativo di Athkatla e ha numerosi dialoghi con il protagonista, banter con i membri del gruppo, interazioni e quattro missioni personali. Oltre ad essere doppiato, porta con sé la sua Lama della Luna. Se CHARNAME ha intrecciato una relazione d'amore con lui grazie al mod "The BG1 NPC Project", potrà riprenderla e portarla avanti. Il giocatore ha anche la possibilità di iniziare delle conversazioni con lui. Infine, il mod include contenuti per i mod "Dungeon Crawl", "Assassinations", "The Sellswords", "Back to Brynnlaw", "Romantic Encounters", "Tower of Deception", "Tales of the Deep Gardens" e "The Longer Road".

Xulaye
Disponibile in italiano: No
Descrizione: Questo mod aggiunge un nuovo PNG - Xulaye, sorella di Phaere e figlia della Matrona Ardulace. Questa ambiziosa drow si unirà al gruppo poco dopo che CHARNAME si sarà introdotto nella città di Ust Natha e lo accompagnerà solo ed esclusivamente nel suo viaggio nel Sottosuolo. Ha 1/3 dialoghi con ogni membro del gruppo, interazioni, una missione e conversazioni con il protagonista; offre anche una nuova possibile conclusione delle vicende di Ust Natha.


MOD CHE INTRODUCONO NUOVE SOTTOCLASSI

Arcane Archer
Disponibile in italiano: Sì
Descrizione: Questo mod introduce una nuova sottoclasse del guerriero chiamata Arciere Arcano. Specializzato nell'uso degli archi, ha accesso ad abilità quali Freccia Potenziata, Scudo dell'Entropia, Freccia Magica, Freccia Cercatrice, Freccia Fase, Freccia della Morte.
Nota bene: questo mod è installabile anche in BGEE.

Improved Archer Kit
Disponibile in italiano: Sì
Descrizione: Questo mod modifica la sottoclasse dell'arciere, modificandone la progressione e introducendo nuove abilità (Colpo della Radice, Colpo Potente, Colpo Esplosivo, Creare Munizioni Benedette) e due nuove HLA (Colpo Sicuro, Piazzare Trappola a Proiettile). Introduce anche due nuovi archi molto potenti.
Nota bene: questo mod è installabile anche in BGEE.

NOTA BENE: THE SORCERER'S PLACE COLLECTION NON E' COMPATIBILE CON LA VERSIONE 2.0 DI BGEE E BG2EE!

The Sorcerer's Place Collection
Disponibile in italiano: Sì
Descrizione: Questo mod introduce nel gioco le seguenti sottoclassi: Sylvan Mystic, Blade Master, Death Knight, Wushi Ninja, Archer of Sylvanus e Arcane Fist. Aggiunge anche sei diversi oggetti in vendita da alcuni mercanti.
Nota bene: questo mod è installabile anche in BGEE.


MOD CHE INTRODUCONO NUOVE MISSIONI

Assassinations
Disponibile in italiano: Sì
Descrizione: Dopo avere installato questo mod, l'oste Bernard della locanda Il Diadema di Rame consegnerà un messaggio al protagonista (a condizione che non sia un paladino e che la sua reputazione non superi i 17 punti). Il messaggio contiene un invito a parlare con Lynn, una misteriosa donna che alloggia alla Locanda dei Cinque Boccali. Lynn chiederà al protagonista di compiere alcuni omicidi e, se CHARNAME è di sesso maschile, sarà anche possibile flirtare con lei. Trattandosi di uccisioni, alcuni membri del gruppo come Keldorn e Mazzy potranno esprimere il proprio dissenso e prendere le distanze dalle scelte del protagonista.

Back to Brynnlaw
Disponibile in italiano: No
Descrizione: Dopo avere installato questo mod, uno Stregone Incappucciato chiederà a CHARNAME durante il capitolo 6 di ritornare a Brynnlaw per salvare un'altra vittima degli esperimenti di Irenicus. Si consiglia di portare Imoen in questo viaggio, dal momento che il mod include parecchi contenuti che la riguardano.

Dungeon Crawl
Disponibile in italiano: Sì
Descrizione: Dopo avere installato questo mod, il giocatore avrà la possibilità di incontrare i protagonisti della web-serie comica Dungeon Crawl, i quali chiederanno l'aiuto di CHARNAME per svolgere un'importante missione. Accettando quest'avventura, il gruppo potrà esplorare quattro nuove aree, affrontare un temibile avversario e ottenere una preziosa ricompensa.

Innershade
Disponibile in italiano: Sì
Descrizione: Dopo avere installato questo mod, il gruppo di CHARNAME potrà visitare Innershade, un villaggio i cui abitanti stanno scomparendo in circostanze misteriose. Trovare i responsabili non basterà a risolvere il problema: occorrerà infatti comprendere la ragione e il significato di quanto sta accadendo, scegliendo infine qual epilogo dare questa vicenda.
Il villaggio ha anche diversi personaggi interessanti come Eva (fabbro dal carattere esplosivo), Li'l Bud (narratore di leggende) e Granny Bunny (un'anziana signora con tante storie da raccontare).

NPC Strongholds
Disponibile in italiano: No
Descrizione: In BG2, il protagonista ha la possibilità di gestire una fortezza (stronghold) ottenibile in base alla sua classe. Questo mod fa sì che le altre fortezze possano essere gestite da PNG del gruppo. Esempio: dopo avere concluso la missione relativa al Maniero de'Arnise, CHARNAME potrà proporre a Nalia di affidare la gestione della tenuta ad Anomen o a Mazzy, accedendo in questo modo a missioni secondarie legate alla fortezza e gestite dal personaggio scelto.

Reunion
Disponibile in italiano: No
Descrizione: "Reunion" nasce dalla volontà di approfondire due importanti figure della saga di Bhaal: Gorion e Alianna, rispettivamente il padre adottivo e la madre del protagonista. I contenuti di questo mod permettono di conoscere più a fondo il loro passato e di porre a entrambi domande che nel gioco rimangono senza risposta. I due erano davvero amanti? Alianna ha mai nutrito dell'affetto per CHARNAME? E com'era la sua vita prima di servire Bhaal? Questa parentesi narrativa inizia in Throne of Bhaal, capitolo 9, accettando di aiutare Nalia a difendere il suo maniero da un nuovo e misterioso attacco.

Quest Pack
Disponibile in italiano: Sì
Descrizione: La prima parte di questo mod consiste in un significativo miglioramento dell'Intelligenza Artificiale del gioco. I nemici combatteranno in maniera più intelligente, usando bacchette, bevendo pozioni e lanciando incantesimi in modo sensato, mentre alcune creature (drow, humber hulk, vampiri, beholder, mind flayer, mummie) otterranno abilità e poteri speciali. La seconda parte, invece, introduce nuovi missioni ed amplia quelle presenti nel gioco base (ad esempio, Xzar e gli Arpisti, i Paladini Decaduti ecc.), permettendo al giocatore di compiere nuove scelte.

Tales of the Deep Gardens
Disponibile in italiano: Sì
Descrizione: Questo mod permette al giocatore di avventurarsi in una nuova regione fatta di sogno e mistero, indovinelli ed essenze colorate. Il gruppo non dovrà cimentarsi soltanto in semplici scontri, ma anche in rompicapi la cui soluzione sarà indispensabile per lasciare questa dimensione onirica.

The Gibberlings Three Anniversary Mod
Disponibile in italiano: No
Descrizione: Questa missione all'insegna dello humor e del divertimento è stata sviluppata nel 2004 dai modder della comunità The Gibberlings Three per festeggiare l'anniversario della fondazione del loro forum. Per iniziarla, il giocatore dovrà parlare con Drini alla locanda Il Diadema di Rame nei Bassifondi di Athkatla.

The Sellswords
Disponibile in italiano: No
Descrizione: Questo mod permette al giocatore di incontrare Kimmuriel Oblodra, il capo dei Bregan
D'aerthe, e di viaggiare con lui sino alla città drow di Menzoberranzan, dove sarà possibile affrontare una potente Matrona, salvare Jarlaxle e ricevere inaspettato aiuto da Artemis Entreri. Questa avvincente missione è disponibile nel capitolo 6 non appena il giocatore entra nella Passeggiata di Waukeen.

Tower of Deception
Disponibile in italiano: Sì
Descrizione: Tower of Deception (La Torre dell'Inganno) è un quest mod che ripropone in BG2 l'omonima avventura cartacea scritta da Monte Cook per i fan di D&D. Il gruppo di CHARNAME potrà avventurarsi nell'isola dove sorge la torre eretta da Ustrain Yg'nuv, un malvagio mago githyanki che si è servito di un Frammento Astrale per imprigionare all'interno della sua dimora ogni creatura intenta a viaggiare da un Piano all'altro. Un giorno, Ustrain Yg'nuv è scomparso all'improvviso dal Primo Piano Materiale, ma la magia del Frammento ha continuato ad alimentare il suo malvagio disegno.
CHARNAME verrà ingaggiato da un mago di nome Tian per recuperare un oggetto all'interno della torre. Gli scontri che attendono il giocatore sono particolarmente impegnativi, pertanto è opportuno avere un gruppo di livello 13 provvisto di armi +2 o +3.

Unfinished Business
Disponibile in italiano: Sì
Descrizione: Uno dei mod più famosi, meglio sviluppati e ricco di contenuti, Unfinished Business ripristina numerosi commenti, missioni e interazioni che non sono stati inclusi nella versione finale del gioco. Nel dettaglio:
- Il rapimento di Boo (missione personale di Minsc);
- La relazione tra Valygar e Suna Seni;
- Kalah e ciò che gli era stato promesso;
- Gatto e topo (Bodhi dà la caccia al protagonista a Spellhold);
- Gorje Hilldark e la missione dell'illithium;
- La missione di Pai'Na e la spada Rovina dei Ragni;
- Ripristino di incontri casuali tagliati;
- Artemis Entreri nel covo di Bodhi;
- Gorf lo Stritolatore (missione personale di Mazzy);
- Ripristino di oggetti;
- Il ritratto originale di Yoshimo;
- Il ritratto originale di Anomen;
- Ripristino dei ritratti di alcuni personaggi secondari;
- Correzione di BAM e Script;
- Correzione dei nomi di personaggi e creature;
- Ripristino di interazioni e di dialoghi minori;
- Ripristino dei Poteri di Bhaal (di David Gaider);
- Descrizione esaustiva di alcuni oggetti in Throne of Bhaal;
- Sottoclasse del Giustiziere;
- Sottoclasse del Feralan;
- I rimorsi di Sarevok;
- L'omicidio di Acton Balthis (missione personale di Haer' Dalis).

Wheels of Prophecy
Disponibile in italiano: No
Descrizione: Questo mod consente al giocatore di cimentarsi negli eventi di Throne of Bhaal con maggiore libertà, senza alcune forzature che vengono imposte nella versione originale del gioco. CHARNAME avrà quindi accesso a nuove opzioni di dialogo durante le conversazioni con Balthazar, Melissan, Sendai, Abazigal ed Elminster, potrà manifestare apertamente i propri sospetti verso Melissan, introdursi nel monastero di Balthazar senza attendere che Sendai e Abazigal siano morti ecc.

favourite videogame, classical, folk musics

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PLEASE USE SPOILER TAGS OR LINKS NOW! Too many images on a thread will make the board go wonky. So says Aosaw.


Videogame music
Classical music
Folk music

instrumental and vocal :)


Don't worry about posting something someone else has posted in pages past. We all do it. ^_^


--------
I can't be the only one who listens to VG and classical music! ^_^

What stuff do you like? :)


Try some Quake II, yeah! >:D

Adrenaline Junkie
Gravity Well
Descent into Cereberon

And while I'm in the mood for it...
Sheila
Neo Fire Cross

If I duel Safana to Mage in the main BG1 campaign

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Will she still be a mage in SoD?

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds five new Monk kits, inspired by various monastic orders throughout the Realms. Finally, it adds two entirely new types of equipment designed exclusively for monks.

The current version of Monastic Orders (v0.3) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.

Features:
- Revised progressions for trueclass, Sun Soul and Dark Moon Monks
- Expanded race options, allowing half-elves, half-orcs and halflings to become Monks
- 5 new kits, based on various Monastic Orders of Faerûn
- 2 new item types exclusively for monks: handwraps and vestments

A more complete list and explanation of features is available in the ReadMe.pdf at the end of this post.

This mod is currently in a beta stage, and I need feedback to improve and balance the kits and items. If you would like to playtest it, just extract that attached .rar to your BGEE, BG2EE or IWDEE install and run.

Suggestions about kit and item balance are welcome, as are suggestions for item colors, availability and locations.

Change Log

Version 0.3
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).

Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression

Version 0.1
- First public release as Monks Remastered


Known Bugs

There are currently no known bugs. Go find some!

Need help with consoling Pantaloons into TOB

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I've just completed SOA and realised, to my great disappointment, that I wasn't able to go back to Athkatla where I stored my two Pantaloons!!

Can someone teach me how to console the Golden and Silver Pantaloons into TOB? Is it possible? Thank you!

Looking for people to play with!!!

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Looking for someone to play with from start to finish hit me up if your down to play.

New opinion on Shaman Spirit Dance

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I rolled a ridiculous 93 on my stats for a new PC, so I decided to try a Shaman ... thinking at least I'd be a reasonable archer. At first the spirit summons are indeed pretty bad - a couple dogs, maybe a panther once in a while. But around level 13 or so, interesting spirits start showing up. There is a boar, bear, and some lesser elementals. I decided to try them out on those Golems in Windspear ... to my surprise, the spirits won! Whoa, the Iron Golem poison cloud seemed to have no effect. OK, let's go to the vampire den ... same thing, spirits win. They can't be charmed or held, and while they can be damaged by level drain, they still last a long time. And when one dies, another pops up to take its place. So far so good, then I tried the secret Mind Flayer area in the Temple Sewers. Once again, the spirits won. They were susceptible to brain drain, but when one dies another popped up almost immediately. Flayers, Ularithids, Umber Hulks - all went down whilst I danced. Those tiny earth elementals can do some big blunt damage! The trick is to scout ahead (Farsight, Pixie Dust), then summon a Dryad or something you can control, then dance until you have a rowdy group of spirits, then send the dryad just far enough to lure the enemies to the spirit posse. I think at level 18 there are even more powerful spirits ... can't wait to see what they do.

Avoiding the Neera quest and killing Red Wizards in the Bridge District

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Hey guys. For those who think Neera is annoying and want to avoid her in BG2EE Shadows of Amn, I found a solution. Here is the thing: Go to the Bridge District and speak with Lieutenant Aegisfield about murders. Now walk all the way to the bottom end of the district and leave. Go somewhere else example (graveyard district) walk back to the Bridge district, you will be able to see one of the red wizards called ''Lanneth'' as soon as you enter, hit her with magic missile's she doesn't fight back ;) don't go to close to her or Neera dialogue starts. Loot her body she's got some good item's and kill the rest of the people she was with, they don't fight back either talk to the girl Mereth get the hairband quest open up one of the crates which is next to her, give it back she gives you the horse amulet. You earn something like 14000 xp just for killing Laneth [evil grin] >:) This was really fun lol now Aerie is dressed like a Red Wizard in a red robe of invocation.
Excuse my spelling mistakes. :D

Looking to beat the game with someone!

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Looking to beat Baldurs gate enhanced edition with someone discord is preferred.

PST:EE - Traduzione Condivisa Termini Specifici

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Traduzione Condivisa Termini Specifici presenti in Planescape Torment: Enhanced Edition

In questo thread manterrò un OP costantemente aggiornato con la traduzione che si è scelto di adottare per termini specifici dell'universo di Dungeons & Dragons o per termini ricorrenti nel gioco. La traduzione qui riportata è il frutto della concertazione del team e deve essere rispettata per coerenza nell'intero documento.

A:

Able Ponder-Thought = Able Pensiero-Ponderato

Adahn the Imagined = Adahn il Catalettico

Alley of Lingering Sighs = Vicolo dei Sospiri Prolungati

Alley of Dangerous Angles = Vicolo degli Angoli Pericolosi

Alley Thug = Teppista del Vicolo

Anarchists = Anarchici

Ash-Mantle = Grigiomanto

Awaiting-Death = Verso-la-Morte

B:

Barking Wilder = Wilder il Fuori di Testa

Bellwether Haunt = Bellwether Haunt

Blood War = Guerra Sanguinosa

Bolt = Quadrello (NB: sono le munizioni della balestra e NON si chiamano "Fulmine", come erroneamente riportato nella traduzione originale.)

C:

Charmed = Charmato

Chained Blade = Lama Incatenata

Chaosmen = Caotici

Cinder-and-Ash = Bracenere

Clerk's Ward = Distretto degli Impiegati

Coaxmetal = Coaxmetal

Collector = Raccoglitore

Cranium Rat = Ratto-cranium

Cranium Rat Collective = Collettivo dei Ratti-cranium

Crematorium = Crematorio

Crippled Cornugon = Cornugon Menomato

Cursed Erinyes = Erinni Maledetta

Curst = Curst

D:

Dead Contract = Contratto del Morto

Death-of-Names = Morte-dei-nomi

Dhall the Scrivener = Dhall lo Scrivano

Doomguard = Guardiadestino

Dustmen = Cinerei

E:

Ebb Creakkness = Ebb Scrocchiaginocchia

Embalming Room = Camera delle Imbalsamazioni

F:

Fall-From-Grace = Fuor-Dalla-Grazia

Fhjull Forked-Tongue = Fhjull Lingua Biforcuta

Fortune-Teller = Chiromante

Foundry = Fonderia

Front Gate = Cancello Principale

G:

Gear Spirit = Spirito Ingranaggio

Godsmen = Divini

Gray Waste = Distese Grigie

Gronk = Gronk

H:

Haggard Woman = Donna Smunta

Hall of the Sensates = Sala dei Sensisti

Hive = Alveare

Hiver = Abitante dell'Alveare

I:


J:

Jumble Murdersense = Esizio Fricassea

K:

Kimasxi Adder-Tongue = Kimasxi Velenolingua

Kinstealer Blade = Lama del Rinnegato

L:

Lady Thorncombe = Lady Thorncombe

Lady of Pain = Signora del Dolore

Larval Worm = Verme Larva

Litany of Curses = Litania di Maledizioni

Lower Ward = Distretto Inferiore

Luis L'Armoire = Luis L'Armadio

M:

Many-as-One = Molti-come-Uno

Marrow-Friend = Midollofago

Matter-Of-Course = Questione-di-Ovvietà

Memorial Hall = Salone della Memoria

Mercykillers = Implacabili

Mertwyn the Headless = Mertwyn l'Acefalo

Mortai Gravesend = Mortai l'Intombatore

Mortuary = Mortuario

Mourns-for-Trees = Prèfico-degli-Alberi

N:

Nenny Nine-Eyes = Nenny Panottica

Night Hag = Megera Notturna

O:

Old Coppereyes = Vecchio Occhi-ramati

Outlands = Terre Esterne

P:

Planewalker = Viaggiatore dei Piani

Preparation Room = Camera di Preparazione

Q:

Quick = Rapido (NB: questa traduzione si riferisce ad espressioni quali "Quick Slot" o "Quick Save". All'interno dei dialoghi, traducete "quick" come meglio suona a seconda del contesto).

Quint the Corpse-Peddler = Quint lo Smercia-cadaveri

R:

Rat-Catcher = Accalappiaratti

Ragpicker's Square = Piazza degli Straccioni

Rotten William = William il Corrotto

S:

Scofflaw Penn = Penn Fottilegge

Sensate(s) = Sensista / Sensisti

Sere the Skeptic = Sere la Scettica

Shattered Temple = Tempio in Rovina

Sharegrave = Donafossa

Smoldering Corpse Bar = Bar della Salma Rosolata

Society of Sensation = Società delle Sensazioni

Stale Mary = Maria Stantia

Starved Dog = Cani Affamati

Stenchpot = Pentolezzo

Stories-Bones-Tell = Narratossa

Streaming Blade = Lama Fluente

T:

"The Post" = "La Bacheca"

The Transcendent One = Il Trascendente

Three-Planes-Aligned = Piano-Tri-Partito

Townsperson = Cittadino

True Death = Vera Morte

Twisted-Lip = Attorcilabbra

U:

Unfulfilled-Desire = Desideria Insaziabile

V:

Vault of the Ninth World = Volta del Nono Mondo

Vermin = Parassita

Vermin and Disease Control = Controllo delle Malattie e dei Parassiti

W:

Wererat = Ratto Mannaro

X:

Xaositect = Xaositect

Y:


Z:

Zhentarim = Zhentarim

Zombie = Zombi

TEMPLATE PER OGGETTI:
NOME OGGETTO
(Unico, Artefatto)
Danno: X-X Contundente/Perforante/Tagliente
Speciale: Fragile, Rompibile
Incantamento: +X
THAC0: +X
Fattore-velocità: X
Peso: X
Competenza: XXXXX
(Hammers = Martelli
Edged = Lame
Fists = Pugni
Axes = Asce
Clubs = Randelli)

Utilizzabile solo da XXXXX
(Nome classe al plurale: Guerrieri, Chierici, Maghi, Ladri; in alternativa, nome PNG - ad esempio, Morte, Senza Nome ecc
In caso di allineamento: "personaggi di allineamento Buono/Legale/Malvagio).

Special: Fragile, Breakable = Speciale: Fragile, Rompibile

TRADUZIONE ABILITÀ DEL LADRO:
Open Locks = Scassinare Serrature
Find Traps: = Scoprire Trappole
Pick Pockets = Svuotare Tasche
Move Silently = Muoversi Silenziosamente
Hide in Shadows = Nascondersi tra le Ombre
Detect Illusion = Individuare Illusioni
Set Traps = Piazzare Trappole

TRADUZIONE NOMI SCUOLE DI MAGIA:
Invocation/Evocation = Invocazione/Apparizione
Conjuration/Summoning = Evocazione/Attrazione
Abjuration = Scongiurazione
Alteration = Alterazione
Enchantment/Charm = Incantamento/Charme
Divination = Divinazione
Illusion/Phantom = Illusione/Visione
Necromancy = Necromanzia

NOTE PER I TRADUTTORI:

Al fine di uniformare la traduzione e di impiegare le parole nel modo corretto, riepilogo qui di seguito una serie di accorgimenti:

- Le congiunzioni "perché", "poiché", "fuorché", "pressoché", "purché", "granché" e "giacché" vogliono l'accento acuto (quindi é);
- L'avverbio "po'" deve essere scritto con l'apostrofo sulla o (quindi non usate la ò accentata);
- Le forme all'imperativo dei verbi devono essere scritte con l'apostrofo e non con l'accento (Fa', Da', Va');
- Il verbo essere alla terza persona, se maiuscolo, deve essere scritto con l'accento grave (È) e non con l'apostrofo;
- Le indicazioni geografiche devono essere scritte con il trattino: nord-est, sud-ovest ecc;
- La parola "dèi" (intesa come plurale di "dio") deve essere scritta con l'accento grave (è) per distinguerla dalla preposizione "dei";
- Salvo rarissimi casi, l'emdash inglese (-) viene reso in italiano con i puntini di sospensione (...);
- Salvo rarissimi casi (come gli incisi), non bisogna mettere la virgola prima e dopo la congiunzione e.

God I hate Hexxat (rant)

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While waiting for Siege of Dragonspear, I started yet another run. This time an elven fighter/thief who starts off chaotic neutral and who ends up neutral evil after the helltrials. Got her through BG1, started BG2. I planned to have her take an evil party (as I very rarely do anything evil) and planned to see the Hexxat romance, because the only other time I took Hexxat I learned nothing about her.

Already she is making me angry. Ok, I solo her initial tomb. I say solo because Clara can't do much. That's fine. Hexxat murders Clara. Alright, I'll let that slide. She promised me treasure and selling the +2 dagger didn't even cover the expedition costs.

But then I get the cloak. Hexxat demands it back and...she still talks down to me? She gives me next to no information for it, doesn't pay me for it, and if I give it to her she then makes another demand of me. Just RPing it through the first time led to me killing her by demanding information/not kissing her ass. Had to reload and pick the 'right' way to get her into my party.

And she isn't even mechanically anything useful to have. Sure, she can't die...but she dies so fast that she isn't worth being a tank. Sure, she has Str20, but as a single class thief she can't even backstab for much damage and dies soon afterwords. Sure, she has Dex20, but that isn't even +1 AC. Right now she's shooting a shortbow in such a way that if she had a Mr. Meeseeks, she'd end up with a stake through her heart.

I'm trying to force myself to not just leave her out in the sun to replace her with someone halfway competent (even Cernd would be a better choice). The only things keeping her alive is (a) trying to experience the romance to see if it makes her more tolerable (b) the hilarity of having 2x thieves setting traps. With the ground rule that no metagaming allowed for trap placement, only using them when they make sense. But even with that, her personality and crap use makes not killing her so, so hard.

why your party go to Easthaven ?

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I always wonder, why the party of adventurers go to icewind dale, especially Easthaven ?

Why your parties go there ? Gold, the possibility for adventure, gain power ?

Total Number of Proficiency Points for Multi-Classed Fighter/Mage?

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I'm playing this class for the first time and so I've got a pretty technical question, or rather a small doubt. Do Multi-classed Fighter/Mages get proficiency points when their mage class levels up? If Yes, are they able to spend that particular proficiency point in non-mage weapons? I've just seen the wiki telling that multi-classed F/Ms get a max of 12 proficiency points with the level cap. But, with proficiency points with mage level-ups, the number should come somewhere upto 15. I've dual-classed earlier with a F(9)->M, and he got proficiency points with both the fighter and the mage classes. I am confused regarding this, can someone please clear this up?
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