Quantcast
Channel: Recent Discussions — Beamdog Forums
Viewing all 105449 articles
Browse latest View live

There and back again...a Planescape save file story (IOS -> PC -> IOS)

$
0
0
I can successfully start a game on IOS, then save the game and export using the tap-hold method on the quick save button. Next, I save the 000000001-Quick-Save.pstsave to a network file share using IOS app called FileBrowser.

On my PC, I rename 000000001-Quick-Save.pstsave to 000000001-Quick-Save.zip and decompress the archive into the local planescape save directory (on my PC).

The game starts up correctly using the save from the IOS device.

I then play the game on the PC and save it.

I then compress the save directory as a .zip and rename it as a .pstsave and copy the .pstsave to the network file share.

Now on the IOS device, I use FileBrowser to navigate to the network file share, use "Open In" on the .pstsave file and select Planescape.

Sadly when Planescape on IOS opens, the "newly imported" save file is not present in the Load Game menu.

Is my procedure valid? Is there something that needs to be changed for PC -> IOS save games to work?

Thanks in advance

The Partridge Family

$
0
0
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.


Is It A Terrible Idea: BG 2 Edition

$
0
0
A gathering place for those fun but terrible ideas to do in game. To start...

Is it terrible that I want to play a Dark Moon monk and romance Rasaad?

Thief Snares

$
0
0
Hello. Just a quick question here.. I am using Bounty Hunter normal and special snares for the first time ever and noticed that enemy's don't have to step directly on them but instead just enter in range for them to set off(they seem to shoot an arrow towards them). Range is similar to my character visibility range. Is it normal behavior? Game is modded so I fear something might be wrong.

[MOD] Dragonspear UI++ (v2.14)

$
0
0

Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

As of version 2.0, this mod is almost finished, I plan to release only one more bigger patch with widescreen overhaul of the chapter screens.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed


Screenshots:























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://docs.google.com/uc?id=0B6IgMgIWtPbReEJESmhuaUp6S00&export=download

Bought the complete collection on Steam from the summer sale :) Some questions. :D

$
0
0
I already had BG1: EE before the sale because a friend gifted it to me last year. And I had 1 and 2 EE on my Android for some time. This is the first time I am owning Siege of Dragonspear, and I am really excited about it.

Let's see, in total I have bought Baldur's gate 1 twice, the original on Gog.com and the mobile version, I don't count the time it was gifted to me. I have bought Baldur's gate 2 4 times now. Once back when it was a brand new game, I didn't buy ToB for it though. Bought it again on GoG years later because I gave my copy to my brother. And then again on mobile, and then again just a few days ago. :) So yeah I guess you could say I love these games.

Funny enough though, I haven't ever fully played through either one. And I am looking to change that. I just started a game in BG1 with a Female Wizard Slayer who I plan to dual class to thief eventually. She's got good scores in her stats. And right now, despite not being able to wear the early ring of protection she has the best AC of anyone in my part with a whopping -2. Single weapon fighting style is amazing. I have her with 2 proficiency in Longswords and two in Single Weapon.

When would be the best time to dual class her? I am still not familiar with how fighters level up really, but I have an idea that a better to hit bonus and THACO comes with higher levels? There is also that cool +1% magic resistance with each level, it doesn't seem like a whole lot but I bet it would still be handy.

Access to older patches for BG1ee/2ee?

$
0
0
Hi all,

I'm wondering if the beamdog editions of the games allow you to rollback to previous patches (like 1.2 for BG1, specifically) which would allow people to speedrun the game much easier. Currently the BG1EE record is 17 minutes which probably can't be beaten unless the 1.2 edition of BG1EE is available.

It's a weird request, I know, but maybe it's possible!

I own all of the games on GOG but their support staff says they only have back to 2.0 launch available :(

Romance: Viconia or Jaheria?

$
0
0
Well I'm on chapter 3 and I have kept both Viconia and Jaheria (dumb I know, but both romances are too good so I kept them both.)

But I hit the dialogue where Viccy wants to talk about the underdark and now I'm legit forced to choose between 2 romances. Thing is... I have zero clue who to choose, simply because I really like both characters and both romances interested me greatly, And since I'm a lawful paladin I was edging toward Jaheria but Viccy is showing her soft side which made me in awe with her development. so which romance is in your opinion better?

Will of the Wisps - Shamanic enhancements

$
0
0



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

Some information from the readme:

The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years.

Screenshots:







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

Spellhold Studios Download Link
ADDITIONAL DOWNLOAD LINK

How do you guys play a Paladin?

$
0
0
I just completed TOB for the first time with my fighter/thief and was utterly intrigued by the full backstory of Charname! Now, I'm thinking of playing a Paladin from BG1 all the way into TOB (including SOD which I've not tried yet).

I have a few questions that I hope you guys who have played Paladins before can help answer:

1) In terms of role-playing a Paladin, how do you guys interpret the class of Paladin at the start of the game? I imagine Charname shouldn't be classified as a Paladin yet since to be promoted into the ranks of a Paladin I reckon you need years of experience and numerous remarkable achievements. I know perhaps its for the sake of simplicity when you pick classes, but the way I see it, Charname should perhaps start off his journey as a squire, just like Anomen and Ajantis, and only after Charname has completed the Paladin Stronghold quests in BG2 then he could be finally recognized as a full-fledged Paladin.

2) What deity does your Charname worship? I'm thinking Torm as I like Torm as a figure of who is aware of his past humanity and preaches duty, loyalty and righteousness as opposed to Helm or Tyr whom I feel are too zealous for their own good. Does anyone know if Torm wields a sword and shield or a two-handed weapon?

3) What weapon proficiency and style of fighting do you guys prefer? Sword and Shield, Dual wielding or Two-handed wielding? What is your ideal image of a Paladin?

4) Lastly, what do you guys call your Charname Paladin? I'm having trouble thinking of a cool name.


Personally, I think the class of a Paladin for Charname is really interesting. It's like you have two opposing extreme ideologies clashing in one person: Torm vs. Bhaal; Good vs. Evil. Who will triumph? I can imagine Gorion indoctrinating Charname since young with the faith of Torm/Helm in the hope that perhaps believing in the force of good will aid in Charname's struggle against his evil heritage. I can also see Torm showing a great interest especially in Charname and granting him greater strength and wisdom in order to offset the growing darkness in him.

"Maybe this time" [NO-RELOAD THREAD]: " 'ReallyForceSpell(LastTrigger,FORCE_STONE_TRAP)' "

$
0
0
In the depths of the old bioware forums, there are arcane threads hundreds of pages long and eons old that recount the travails of countless adventurers that tried to get through the entire trilogy without reloading. There are also already several excellent threads by @semiticgod @Blackraven and many others detailing their no-reload challenges.

I suggest that we share our no-reload/trilogy attempts in a common thread. Bioware forums show that there is synergy in such combined threads that keep solidarity far beyond the attempts of single adventurers.



Here are some suggested rules for a trilogy run that I use [adjust your own to taste and announce]:

1. no-reload [otherwise, there is no point]

2. SCS
[I recommend the following setup for both BGEE/BG2EE: full AI improvements; improved encounters only without rule-changes to monsters; NO insta-buff mages -- full SCS *will* kill you, if not trimmed as such reasonably.]
(SR would be great, but it is still in beta.)

3. no "munchkining" [personal taste, of course]
a. fair rolls for stats [i.e. don't touch the +/- buttons; re-roll if you want to]
b. no meta-game abuse [e.g. using a thief to scout is fine, but don't buff up for an ambush you couldn't have known about]
c. no EEkeeper abuse [I like making my FMC human for flavor, but it is perhaps overkill to make a Dwarven Defender/Mage with +++++ in Axes...]

d. "Do unto the AI as you would have the AI do unto you."
Basically, avoid doing things that AI is incapable of.
Example: As per the discussion in the following link, I do not permit myself to use Sequencers mid combat. They are no longer an obvious first choice for a Sorcerer. (Casting 3 spells a round really breaks the balance.)

https://forums.beamdog.com/discussion/44257/7-3x4-8-3x6-9-3x8


4. Any party size, solo or full team. Role play strongly-encouraged (and without such a gameplay theme, I loose interest in my own runs usually).

(If you wanna skip BG and start in BG2 it's also fine. My own OCD usually requires me to start from the very beginning, but I suppose this is impractical.)


Personally, in a decade of trying, I never finished a trilogy run (although did get as far Ch. 3 in BG2). I have seen others succeed in completing, so it is surely possible.

Entries welcomed!


--

[Edit] There other excellent threads including great advice, especially also on Bioware forums. I will add links to them as they are brought up.

- The following is an advice & support thread by @Alesia_BH :
http://forum.bioware.com/topic/560248-the-adventurers-lounge-guidance-and-support-for-no-reload-challengers-newbie-or-veteran/


--

The following are the archived content from the old Bioware forum no-reload threads from @Serg_BlackStrider

Baldur's Gate 1 No-Reload Challenge.
http://blackstrider.net/forum_bioware_arhiv/forum.bioware.com/topic/124374-baldurs-gate-1-no-reload-challenge/index.html

Baldur's Gate 2 No-Reload Challenge.
http://blackstrider.net/forum_bioware_arhiv/forum.bioware.com/topic/124277-baldurs-gate-2-no-reload-challenge/index.html

The Adventurer's Lounge: Guidance and Support for No Reload Challengers- Newbie or Veteran.
http://blackstrider.net/forum_bioware_arhiv/The_Lounge_Arhiv/forum.bioware.com/topic/560248-the-adventurers-lounge-guidance-and-support-for-no-reload-challengers-newbie-or-veteran/index.html


--


"Hall of Heroes"
Trilogy No-Reload Success Stories (compiled by @Arctodus )

Ankiseth the Cavalier : @proghead3
Notable mods : none
Difficulty : Core
Start and finish (March 2014)

David the Gnome Fighter/Illusionist : @MacHurto
Notable mods : none (?)
Difficulty : Core (?)
Start (March 2014)
Finish (May 2014)

Sir Gawain the Fighter : @CharlestonianTemplar
Notable mods : HardTimes-v2; scs-v21 (- Tactical Challenges)
Difficulty : Core (?)
Start (August 2014)
Finish (November 2015)

Anselm, the Blackguard : @Gotural
Notable mods : SCS-v30 (full prebuff and encounters); Rogue Rebalancing; aTweaks
Difficulty : Core rule, must kill everything
Start (April, 2015)
Finish (January, 2016)

Grond0, the Sunsoul Monk : @Grond0
Notable mods : none
Difficulty : Core
Start and Finish (March 2016)

Goibniu, the Paladin : @Enuhal
Notable mods : none
Difficulty : core
Start (August 2016)
Finish (October 2016)

Grond0, the Fighter --> Thief : @Grond0
Notable mods : none
Difficulty : Core
Start and finish (October 2016)

Sodof, the Dragon Disciple : @Grond0 (and Gnoria, the Barbarian : @Gate70 )
Notable mods : none
Difficulty : core
Start (February 2017)
Finish (March 2017)

How to post files/images? Step by step guide

$
0
0
Due to constant problems of forum users here and there, I've decided to make a thread where everyone can read how to attach an image/screenshot/file to your post.

On the courtesy of @Metalloman‌ and @elminster‌:

To post files/images:

1) What you do first is you attach it.
Click on "attach a file" under the text box;
Browse the path to your image/screenshot/file;

2) Then you go over the file's icon - the thumbnail (the thing on your post that looks like a white page with a corner folded on it) with your mouse cursor and...

3) Click on "insert image/file": a precompiled tag will appear in the text box;

4) At that point you can actually delete the original uploaded image/screenshot/file (click on "delete") if you want to get rid of the thumbnail.

How does Sarevok actually intend to ascend to godhood?

$
0
0
[SPOILERS ahead]

Following Melissan/Amelyssan's explanation regarding how she betrayed Bhaal's trust in her to revive him, and instead seek to grasp all of Bhaal's essence in her to become a demigod, it seems that there are only 2 ways to ascend to godhood:

1) Quoting from Melissan: "After his death, I ALONE retained access to his essence. And my power grew as each one of his mortal children died, their divinity returning to the source." Which implies that, all the Bhaalspawns Sarevok killed actually goes back to a source that Sarevok had no access to.

2) The intervention of Solar who is able to grant a Bhaalspawn divinity at the end of TOB.

Now, we do not know if Sarevok had a Solar (or fallen Solar) to offer guidance. If we don't take option 2 into account, it seems that Sarevok acted on a misinterpretation of Alaundo's prophecy? Could it be that even if his plan had been a success - War between BG and AMN had resulted in a mass carnage and he had managed to kill off Charname, he would be like "WTF is going on? Why am I not God yet?" Unless there is another Bhaalist priestess that we are unaware of that could perhaps perform a ritual for Sarevok?

What do you guys think?

Would you buy IWD3

$
0
0
No need for 2nd or 3rd edition of D&d, only the newest

Did you know?

$
0
0
So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in.

Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.

BG:EE bloccato all'avvio

$
0
0
Fino a due giorni fa non ho avuto alcun problema con BG:EE sul mio smartphone OnePlus One. Da allora quando lo apro ottengo solo questo:


Unica variante: se non sono sotto copertura wifi, il messaggio diventa questo:


Suggerimenti? Non ho provato a disinstallare e reinstallare solo per paura di perdere i progressi...

What Was Gorion's Plan Before It Was Derailed By Sarevok? **SPOILERS**

$
0
0
In the discussion "Party Members You Always Use" I made some points about Gorion's uselessness (IMO). Which got me to thinking, what was he trying to do?
And by extension, what was the Harper's plan?

The prophecies talk about "Gorion's Ward", it's only in TOB you find out that GW is meant to be "the savior" because the alternatives are so much worse. Whether playing good or evil, you are still reckoned to be the best bet.

So, nobody knows about the TOB bit, but they have to be aware of the first. They are also aware of not being allowed to interfere.

So how does this knowledge play out if Sarevok hadn't turned up?
Why was Gorion even allowed to enter Candlekeep with you, and Imoen what were they thinking?
And why did he ensure you were so woefully unprepared for something that everybody knew was going to happen?

The only plausible reason I can think of is that Gorion and the Harpers were trying to break the prophecy. Prepare a "Gorion's Ward" that was going to be unable to create chaos or take part in any Bhaalspawn Wars because they would be easily killed.
I wonder if the letter you find was a last minute attack of guilt on Gorion's part for being a part of a conspiracy to leave you totally unprepared?

Anyway, would like to have people's opinions on how they see it panning out had Sarevok not killed Gorion.

3.1.3 is in the beta!

$
0
0
Hello, ladies and gentlemen!

The PST:EE beta for patch 3.1.3 is now live on Steam and Google Play. Opt in to try out the latest bug fixes and features.

PST:EE owners on Steam and Google Play should be able opt in to try out the added features and bug fixes including:

Additional font sizing options on tablets
64 bit Linux support
Localization fixes
Steam achievement fixes
Spell graphic updates
And more!

A full list of patch notes will be published on the Beamblog when patch 3.1.3 is released from beta.

How do I download the soundtracks?

$
0
0
Just purchased the standalone soundtracks, and was directed to the Beamdog client. My only option is to install the games. Where do I download the soundtrack?

Home Remedies - Or how to be a Commoner and survive Faerûn

$
0
0
It's no secret that being a Commoner sucks.
No class abilities, d4 hit points, all stat points lower than 10, and most are only proficient in one simple weapon. If any at all.
That would normally be a death sentence in the Forgotten Realms. So how can the common folk survive that harsh reality?
Sure, some may run into a looting traveling Adventurer party and try recruiting them for a quest or two.
But what if such individuals are curently not at hand? The answer is obvious: home remedies!

That's right! Even a run of the mill Commoner can prevent dangers with daily household items!
  • Kuo-Toa are closing in your village? Fear not! Fill fragile clay containers with salt and throw those at them. Also works on giant slugs, oozes, tax collectors, mother-in-laws and anything else slimy.
  • There are reports of trolls in the surrounding? Procure lots of sour fruits and spread their juices on anyone and anything. The giant's well developed noses can't stand the smell citric acid. Much less the taste of it.
  • Zombies rise from village's graveyard late at night? Pour your whole milk and yoghurt stock into the graves. It's only a matter of time until they will get fermented by lactic acid bacterias. Little buggers will cancel all traces of necromancy.

Have ideas on your own? List them in the comments! ;)
Viewing all 105449 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>