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Exploits, Tricks, and Nonstandard Tactics

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This thread is to document all of the glitches, exploits, tricks, and other assorted tactics that people have discovered over the years. Mostly I want to document the weirder tricks, the ones that the average player wouldn't encounter in their first one or two or five playthroughs.

If you've found a special trick you're proud of, let me know and I'll add in a new entry. Even if you weren't the first to discover a trick, but just found it independently, go ahead and bring it up! And if you happen to know where the trick was first mentioned, please give me a link so I can add it in. And if I made a mistake somewhere, let me know and I'll correct it.

I'm sure many of the older tricks will never have confirmed authors, but I'd like to have citations for as many of these tricks as possible. I'll put "Unknown" in front if there's a list of people who discovered the trick, but it's not clear who was first.

Spider Gnome Trick/Shocking Grasp Trick, documented here
Author: @CrevsDaak, @Saros, @semiticgod (flasher part only)
Brief Description:

By switching to the spider form from Polymorph Self and then using a Shocking Grasp spell put in a Minor Sequencer, any mage can set his or her attacks per round to 4 using any weapon, as Shocking Grasp removes the spider's natural weapon, but does not return the mage to natural form. It works especially well with cleric/mages and Jan Jan's Flasher Master Bruiser Mates, as it cures one of their primary weaknesses: low APR. The high APR actually allows Jan to reliably stun-lock Kangaxx.

As of one of the v2.x updates, the spider gnome trick no longer works in BG2:EE.


Shadowdancer Trick, documented here
Author: @Grum
Brief Description:

You can maintain invisibility indefinitely as a Shadowdancer by manipulating the stealth timer. Use Hide in Plain Sight, then click Detect Traps (or any other button) without actually breaking invisibility. After 6 seconds pass, you will be able to use Hide in Plain Sight again, but you will still be invisible. This allows you to go invisible, wait 6 seconds, backstab, and then go invisible again without ever exposing yourself to attack.


Wand of Lightning Trick, discussed here
Author: Unknown
Brief Description:

The Wand of Lightning in BG2 (but not BG1 or SoD) fires 6 lightning bolts with up to 6 different targets. You can duplicate the effects of any on-self spell or item by targeting the caster with all 6 lightning bolts, then immediately ordering the character to cast the spell in question. Instead of firing 6 lightning bolts, the character will cast the spell 6 times while only using a single spell slot. This only works with spells that are on-self by default, like Sunfire and Mordenkainen's Sword; not Fireball or Animate Dead.

This can also be used with any quick item: choose 6 targets with the Wand of Lightning, then go to the inventory screen and swap the Wand of Lightning for another item.

If you use to turn pages in the Book of Daily Spell, you'll get 6 copies of the next page, allowing you to duplicate the book (unless you hit the Burning Hands page on the first try).

As @sluckers has noted, it's also possible to use the Wand of Lightning trick to target things from all the way across the map by dedicating one of the six targets to a container or item on the ground.


Scorcher Loop, documented here
Author: @semiticgod
Brief Description:

You can multiply the effects of an Agannazar's Scorcher spell (or a Lance of Disruption in IWD:EE) by having two mages cast (Minor) Spell Turning and then casting Agannazar's Scorcher from one to another. The spell turning effect will bounce the scorcher multiple times until it is exhausted. Spells in sequencer strike as a single spell, so putting three scorchers in a Spell Sequencer and combining it with two mages with Spell Turning will deal about 800 damage. Wands of Fire also work.

The spell is extremely party-unfriendly, and both mages will suffer fire damage if they are not immune (note that MGOI will block the damage, but also cancel the loop).

The Ring of Energy will also work, but only in the vanilla games, as EE has made the Ring of Energy's damage a level 0 effect.

In IWD:EE, you can actually lower enemy fire resistance using the level 3 priest spell Protection from Fire, which sets fire resistance to 80%.


Death Ray Zorcher, documented here
Author: @semiticgod
Brief Description:

You can multiply the effects of the scorcher loop even further by combining it with the Wand of Lightning Trick. Have two characters chain-cast Spell Turning using the Wand of Lightning trick and either the Spell Turning page of the Book of Daily Spell, or a Spell Turning scroll. Then have a third character cast Agannazar's Scorcher across both of them. The loop will strike 10,000 times over several rounds, enough to kill any enemy that is not immune to fire or level 2 spells. Testing killed Adalon in Legacy of Bhaal mode in just over a second.

This can also be done by using the Reflect Magic HLA from the Wizard Slayer Rebalancing mod.


Song Stacking
Author: Unknown
Brief Description:

Bard songs stack with themselves. By casting multiple Mislead spells and having each Mislead clone sing a song, you can stack the bonuses for the entire party. This works best with Skalds and the Enhanced Bard Song.

One of the EE updates removed this trick, as the songs no longer stack (though songs of two different types may still stack).


Lingering Song Trick
Author: Unknown
Brief Description:

In Icewind Dale 2, the Lingering Song trick lets a bard's song continue for 2 rounds after being activated. This allows you to repeatedly click the bard song icon and stack the effects of any song while the game is still paused. The effects scale infinitely, except for the damage bonus from the Ballad of Three Heroes, which is capped at +20.


Mislead Backstabs
Author: Unknown
Brief Description:

Any character under the effects of Mislead is counted as constantly invisible for the purposes of backstabbing. Thus, a Misled character can backstab multiple times in a single round, so long as the target does not turn around.

Also, if you send the Mislead clone to a safe place (Maze does not count), enemies will not be able to kill it, and so your Misled character will remain completely undetectable, except to enemies who naturally see through invisibility like liches, demons, and dragons, for the duration of the spell.


Icewind Dale Haste Trick, documented here
Author: @semiticgod
Brief Description:

In the original Icewind Dale, before the Enhanced Edition, haste effects actually reduced the character's round time from 6 seconds to 3 seconds. This means that hasted characters in the original game not only attack twice as many times every 6 seconds; they also activate bard songs twice as often (granting double the bonuses each round, or allowing you to sing two different songs within the same round) and even cast two spells in the same round.

Outside of Icewind Dale, in the BG saga, haste still speeds up speed timers, allowing blind thieves and Shadowdancers to backstab twice per round. But this can also prevent backstabbing by speeding up the time it takes for a thief to become visible again.


Righteous Wrath of the Faithful Trick
Author: @semiticgod
Brief Description:

In the original Icewind Dale, before the Enhanced Edition, Righteous Wrath of the Faithful stacks with itself, granting +1 APR to characters with the same alignment as the caster. Combined with haste effects (only possible by casting Haste and RWF in the right order, or using Oils of Speed), and any party with a uniform alignment can attain 10 APR with large damage bonuses. If the party is composed entirely of gnomish cleric/illusionists, they can also attain immunity to RWF's crippling fatigue penalties by each donning a copy of the Helm of the Trusted Defender sold in Kuldahar. Level 15 druids are also immune to fatigue by default.


Clone Quick Items Trick
Author: Unknown
Brief Description:

Clones from spells such as Project Image and Simulacrum, or items such as Vhailor's Helm, can use any quick items the caster had equipped at the time of casting. Any items the clone uses will not use up charges on the original character. This means you can use rare items such as Protection from Magic scrolls once per day for every casting of Simulacrum or Project Image. Protection from Magic scrolls can be used on enemies to disable spellcasting; they work very well on the many enemy mages of BG2.


Clone Traps
Author: Unknown
Brief Description:

The trap limit of 7 traps per map does not apply to clones. Project Image and Simulacrum clones can lay an unlimited number of traps on any map.


Clone Summons
Author: Unknown
Brief Description:

The summon limit of 5 summoned critters per map does not apply to clones. Project Image and Simulacrum clones can summon an unlimited number of critters in any area. This also allows you to summon multiple Devas or Planetars, bypassing the celestial summon limit of 1.


Clone Innate Abilities
Author: Unknown
Brief Description:

Clones can use any innate ability the caster possesses at the time of casting. A level 10 clone may still use all of the original level 20 character's HLAs, and a character under the effects of Polymorph Self or Shapechange will generate a clone that can also use those shapeshifting abilities. If a Project Image clone shapeshifts, it can even attack while shapeshifted, which Project Image clones are not supposed to be able to do.


Restoring Clones
Author: Unknown
Brief Description:

Casting Restoration on a Simulacrum clone will bump it up to the original caster's level. In the case of sorcerers, it will even give the clone the same spell slots as the caster.

In EE, clones are immune to restoration and this trick no longer works. They are also, however, immune to level drain.


Spell Trap Trick, documented here
Author: Unknown, @semiticgod (Black Blade of Disaster part only)
Brief Description:

Spell Trap can be used to gain an infinite number of spells per day by using level 9 effects against the caster. A Project Image clone can cast level 7 and level 9 spells to restore the original caster's spells. For a Simulacrum clone to be able to do the same thing, it would have to be level 18, which means only a level 35 mage (impossible without removing the XP cap) could do the same using Simulacrum instead of Project Image. Black Blade of Disaster also strikes as a level 9 spell for each hit.


Limited Wish-resting
Author: Unknown
Brief Description:

Wild Mages can use Nahal's Reckless Dweomer to cast Limited Wish. Limited Wish allows a caster with high Wisdom to restore spell slots: 1 spell for each level from 1 to 4. If the Wild Mage has no empty level 4 spell slots, it will restore a level 3 spell slot instead. With no empty spell slots, a single Limited Wish, generated from a single Nahal's Reckless Dweomer, can restore 4 level 1 spells slots, allowing a Wild Mage to cast spells indefinitely, provided it does not suffer a wild surge that breaks the loop.


Talk-blocking
Author: Unknown
Brief Description:

Clicking on a neutral character will cause the character to turn to you and wait for you to speak with it. It will not take any other action for several seconds even if you order your character to do something else, so you can click on neutral characters to prevent them from talking to you, or even prevent them from defending themselves when you attack them.


Shapechange Trick
Author: Unknown
Brief Description:

Killing a character under the effects of Shapechange, resting, and then resurrecting the character will preserve the shapeshifting abilities from Shapechange. Thus, any character who can cast Shapechange at least once can retain the abilities permanently, except for the main character, who cannot be killed without ending the game. An early way to cast Shapechange is to use the one-time-only Limited Wish Shapechange option. You can also use CTRL-R to preserve the effects, though this requires using the console.

Note that you can backstab using the Iron Golem's attack, which deals 4d10 base damage.

This trick no longer works in the current version of the Enhanced Edition. There is, however, a complicated workaround here.


Potion Swap Glitch, documented here
Author: Unknown
Brief Description:

You can use any item by right-clicking a potion in the inventory, clicking "Drink Potion," and then quickly switching the potion out for another item. This would allow a mage to use a Potion of Invulnerability or a cleric to use the Dispel Magic ability of Carsomyr.

If you use this glitch on a gem, you can set the gem's count number from 1 to 0. If you do it once more, the gem's count number will underflow and become 65,535. Selling the stack of gems will net tens of thousands at minimum, and can be done quickly and indefinitely. In BG1 and IWD, this can also be done with potions by holding the potion in the inventory screen before the character attempts to drink it. In IWD2, this can also be done to duplicate Oils of Fiery Burning, or any scroll that can be cast on the ground and not just on a living target.

This no longer works in the Enhanced Editions.


Import/Export Trick, documented here
Author: Unknown, @OlvynChuru
Brief Description:

In multiplayer mode, you can duplicate items by exporting a character with, say, Celestial Fury, then dropping Celestial Fury, going into Character Arbitration, deleting the character, and importing the character you just exported. The character will have an extra copy of Celestial Fury and can pick up the original from the ground. This can duplicate any item besides containers and quest items, as they cannot be exported.


Ferret Smuggling
Author: Unknown
Brief Description:

A ferret or cat familiar can pickpocket party members. If you use it to pickpocket the Rift Device, you can smuggle it out of the sewers without triggering the instant death script and then talk to the familiar to give it back to you. This can also work with drow equipment, which is supposed to disintegrate when you leave the Underdark, but the game does not check the ferret or cat's inventory for the items; only yours.


Slayer Trick, documented here
Author: @Arunsun
Brief Description:

Casting Mirror Image can block the final 1500 magic damage that triggers 44 seconds after entering Slayer form. After surviving that damage, you can maintain Slayer form indefinitely. You can also use the spider gnome trick to remove the Slayer's natural weapon using a Shocking Grasp Minor Sequencer or scroll, or casting Minute Meteors via an EE-exclusive robe. You will then be able to attack using any weapon while still in Slayer form (though you will no longer have the Slayer's immunities to various disabling effects).

One of the 2.x updates removed this trick.


Fire Seed Trick, documented here and here
Author: @semiticgod
Brief Description:

Weapons that use area-effect projectiles can apply on-hit effects to more than one enemy at a time. This bypasses weapon immunities and all forms of spell protections. Thus, a character can use any of the following weapons:
1. Flasher Master Bruiser Mates (which are completely party-friendly)
2. Fire Seeds
3. Arrows of Detonation
4. Scorcher Ammunition (which strikes twice, as it uses the Agannazar's Scorcher projectile)
5. Frag Grenades
to apply any of the following effects:
1. Wizard Slayer spell failure
2. Power Attack
3. Smite
4. (Greater) Deathblow
5. Poison Weapon
6. Called Shot
to any group of creatures, provided the initial target is not immune to the weapon (throwing a Fire Seed will fail against a mage with PFMW active, but it can hit the mage if you target a nearby character without PFMW).


Infinite Maze Trick
Author: @Alesia_BH, @Alesia_B_H
Brief Description:

A Bounty Hunter can Maze an entire group of enemies using a level 21 Special Snare. This allows the Bounty Hunter to set additional traps while the enemies are gone. When the enemies return--usually one at a time--they will immediately trigger any traps the Bounty Hunter has lain since the first Maze trap. This can be done as long as the Bounty Hunter still has Maze traps.


Lightning Bolt Loop
Author: Unknown
Brief Description:

A Lightning Bolt spell can bounce off of both the Cloak of Reflection and the original version of the Cloak of Mirroring. By deleting the Cloak of Mirroring's file in the override folder and restoring the original version, which reflects rather than blocks spell damage (may not be possible in EE), or by using the Import/Export Trick to duplicate the Cloak of Reflection you can bounce a Lightning Bolt spell or Wand of Lightning charges between two party members indefinitely. You can even dedicate multiple charges and add extra lightning bolts to the loop, making it stronger.

Testing has found that the loop can be canceled accidentally due to positioning problems. Testing has also suggested that it is possible to make it impossible for the loop to ever be re-created in a single save game.

It's also possible to bounce a Lightning Bolt spell or wand in a reliable path by pointing it directly north or south in close quarters, as lightning bolts bounce directly backwards if cast north or south. This can be used to reliably hit a single target about 5 times in a narrow hallway. But the EE version of the lightning bolt projectile may behave differently.


Fog of War Trick
Author: Unknown
Brief Description:

Some enemies will not react if they suffer damage when the player's characters or summons are not in sight. Thus, you can cast Fireball or Cloudkill and so forth without the enemy ever reacting.

I believe this is much less likely to be possible in EE, and should never be possible in a normal SCS install.


Sunfire Trick
Author: Unknown
Brief Description:

Spells cast on self ignore magic resistance. Thus, a Sunfire spell, which is cast on self by default, will bypass magic resistance on nearby targets, allowing you to deal fire damage to golems and other magic-immune critters.

According to SpaceInvader, this no longer works for Sunfire in EE, but it still applies to other spells.


Hotkey Trick
Author: Unknown
Brief Description:

Nahal's Reckless Dweomer can be cast by any mage, sorcerer, or bard by mapping it to a hotkey. The hotkey will never deplete spell slots; NRD can be cast an infinite number of times, ignoring aura, as if the caster was under the effects of Improved Alacrity. Wild surges are still possible, so the Wild Mage is still best at this due to the existence of the Chaos Shield spells.

This also works for Chain Contingency, but can also be cast by any druid or cleric as well.

This is no longer possible in EE, as those spells cannot be mapped to hotkeys.


Chaos Shield Trick
Author: Unknown
Brief Description:

Chaos Shields can stack if they are combined in a Spell Sequencer/Trigger or (Chain) Contingency.

This is no longer possible in EE.


Rod of Terror Trick
Author: Unknown
Brief Description:

Using the Rod of Terror has a chance of permanently decreasing the user's Charisma by 1, which is fatal when CHA reaches 0. But by wearing the Ring of Human Influence, one can avoid this instant death effect until the character's Charisma underflows up to 25. This 25 Charisma lasts even when the ring is removed.

Testing suggests this is no longer possible in EE.


Quick Save Trick, documented here
Author: @Arctodus
Brief Description:

Loading the game resets the aura and stealth timer of all party members. By quick-saving and then quick-loading, you can cast multiple spells or drink multiple potions within the same round, provided that you are not in combat. This can extend the lifespan of short-duration effects, or allow an Archer to stack Called Shot effects right before combat begins.


Blind Thief Trick, documented here and here
Author: @semiticgod
Brief Description:

Thieves cannot hide or set traps when enemies are near. However, this only applies to the thief's field of vision. A blind thief has a restricted field of vision and can therefore hide in plain sight like a Shadowdancer or even set traps in the middle of combat, provided that no enemies are directly next to him or her.

Before EE, thieves could hide when blind even when enemies were near, but not set traps. But this may be a testing error.

Combined with the blind thief trick, you can also save or even rest in the presence of enemies, though combat must have ended.


Rejiek Hidesman Trick
Author: Unknown
Brief Description:

When you attack Rejiek Hidesman in his home, you get about 29,000 XP when he delivers a few brief lines of dialogue. If you surrounded him with party members before you do this, preventing him from moving, and then repeatedly click him after the dialogue ends but before he can go downstairs, you can get that 29,000 XP over and over again without limit. If you click him too soon, you won't get the XP from the previous dialogue.

I believe this is no longer possible in EE.


Pet Basilisk Strategy/Basilisk XP Loop
Author: @semiticgod
Brief Description:

You can charm a basilisk using Algernon's Cloak from BG1. If you cast Protection from Petrification on the basilisk after charming it, you can use the pet basilisk to clear out Mutamin's Garden much faster than missile weapons, especially in Legacy of Bhaal mode.

You can also gain even more XP than would normally be possible in Mutamin's Garden using Stone to Flesh scrolls. After clearing out most of the area, charm a Lesser Basilisk (approach from behind and flee if it doesn't work), cast Protection from Petrification on it, and then have it petrify a Greater Basilisk. Then, before the Lesser Basilisk can attack again and shatter the Greater Basilisk, order it to stop and use a Stone to Flesh scroll on the petrified basilisk. You can then re-petrify it for another 7000 XP for every Stone to Flesh scroll you have. You can buy 19 scrolls from the temples at the Friendly Arm Inn and near Beregost for a total of 38 even before you reach Baldur's Gate (where even more scrolls are for sale). It's by far the fastest way of gaining XP in BG1, and requires little money and virtually no risk.


Fire Giant XP Loop, documented here
Author: @Gallowglass, @Caeria
Brief Description

By placing archers close to the walls of Saradush and either use the vanilla game's Guard function or apply the right AI script, you can get your archers to shoot at Fire Giants just beyond the walls, out of sight, and get XP for every kill at no risk.


Summoned Demon Behavior
Author: @OlvynChuru
Brief Description:

Summoned demons ignore the summoning limit. Normally, summoning multiple demons will cause them to turn against each other, but casting Protection from Evil 10' Radius will get them to ignore each other and concentrate on your enemies instead (though they still won't get you XP for their kills).


Invincible Level 1 Tanks, documented here
Author: @OlvynChuru
Brief Description:

Level 1 characters cannot die in one hit unless they have 14 HP or higher. Level 1 characters who only have 1 HP therefore cannot die from damage, as the game cannot reduce their HP to any fraction of the total.

This isn't fully reliable, however, and occasionally a level 1 character will die after taking repeated hits.


Black Raven Monastery Trick, documented here and here
Author: @OlvynChuru
Brief Description:

In Heart of Fury mode in Icewind Dale 2, you can give your entire party HoF-style bonuses by saving and then loading while one of the characters is in one of the chambers in the monk trials at the Black Raven Monastery. When you reload that save, everyone but the character taking the test will have +10 to all stats, +12 to all levels, and triple HP plus 80 on top (and maybe some AB, AC, and save bonuses). Characters with levels about 24 or so will also be able to level up one last time, adding about 230 levels to any class they currently have no levels in. It's generally best to choose rogue or monk for this last level up, as these classes grant 230d6 sneak attack damage for the rogue and 50 SR, +10 AC, and Stunning Blow and Quivering Palm abilities with save DC's over 100, granting a 95% success rate for each one.

There is no way to make these bonuses stack.


Resilient Sphere Trick, documented here
Author: @semiticgod
Brief Description:

Barbarian rage makes the Barbarian immune to opcode 185, the opcode that makes Otiluke's Resilient Sphere paralyze its target. Barbarians can get the defensive benefits of Resilient Sphere while still being able to attack. Testing found, however, that the Barbarian didn't always get all of the benefits; only some.


Remove Curse Trick, documented here
Author: @OlvynChuru
Brief Description:

Remove Curse can be cast on enemies with cursed items, who will immediately drop the item. This can be used to weaken characters such as Kontik, Brage, and Smaeluv Orcslicer.


Universal Stealth Trick
Author: @Iroumen
Brief Description:

By mapping stealth to a hotkey, any character can attempt to hide in shadows, though characters who are not thieves, rangers, and monks will have poor stealth scores.


Armored Casting Trick, documented here
Author: @Gotural
Brief Description:

Mages wearing armor can still cast spells if they do so via a hotkey.


Extra Speed Weapons, documented here
Author: @Artemius_I
Brief Description:

In the most recent version of EE, throwing daggers can be dual-wielded provided that the throwing dagger is kept in the main hand. Since throwing daggers grant +1 APR even when used as melee weapons, they function as additional speed weapons alongside Belm, Kundane, and the Ninja-to of the Scarlet Brotherhood. @Grum

Before EE, there was another speed weapon: the Shadow Thief Dagger, which you can only get by siding with Bodhi and opting for the "unseemly task" for your second assignment, and which you can only keep by returning to Bodhi to report that you spared the target's life. The Shadow Thief Dagger (STD) sets your APR to 2 rather than increasing it by 1, so it's especially effective in the hands of Project Image clones, but it gets no Strength bonus. However, unlike other speed weapons, it is nonmagical and can bypass PFMW.


Hexxat Stun Trick
Author: Unknown
Brief Description:

Hexxat is immune to nearly all disablers except for Power Word: Stun. The effect interferes with her mist form script, so you can hit her with PW: Stun while she's wounded and she will remain stunned but still invincible thanks to her MINHP1 item.


Potion of Power Trick, documented here
Author: @Arctodus
Brief Description:

If you drink multiple potions of power, the HP bonus, if not the THAC0 bonus, will stack indefinitely. Warriors can get hundreds of HP this way, though the bonuses can be dispelled, and Potions of Power are rare. This should be cumulative with the Wand of Lightning trick.


Come tradurreste la Stronghold?

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Nella traduzione prisca di BG2 la Stronghold (le missioni esclusive per ogni classe di CHARNAME, connesse ad una specifica base) è stata tradotta con "Mansioni dell'avamposto" (dei chierici; dei paladini; dei maghi; etc.); ma è entrata nel linguaggio comune come Fortezza.

Per BG1ee è stata usata la traduzione a calco.

Aspettando una presa di posizione, a voi come piacerebbe fosse tradotta in BG2ee?

ToB final battle question

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What exactly do I need to do to dispel Melissan's protections? I've used the wand of spell striking, but she's still no-selling my attacks.

+3 Pixie Prick/+2 Stiletto of Demarchess saving throw bonuses?

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I seem to recall reading somewhere many moons ago that one or both of these weapons give a saving throw bonus versus the 'on hit' effect, but I cannot find the post.

Can anyone confirm or not confirm this?

A Novel? Stories on the forum

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So if I just start posting a novel does anyone round these parts read? Also, I wonder whether it's ok that everything remains my property. It's easy to understand I'm assured.

[MOD] Sarevok Animation Patch

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This mod simply patches up the empty animations (two-handed attacks, dual-wielding attacks, spellcasting) for Sarevok's model. No new animations are added - all missing animations are filled in with appropriate existing ones. This mod is only really useful if planning to use the animation for a PC or spellcasting character, as the vanilla Sarevok will never need these animations. However, this might be a useful resource for anyone who wants to use the awesome Sarevok model.

BUGS
While casting spells, Sarevok's model will occasionally face slightly in the wrong direction. It's fairly minor and doesn't happen often.

A preview of the patched casting animation:


The Prologue to Asarlai : Black Book of Bree

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In Nothing, in a way eternal since when there were no colours nor shades, of reality or colour. In a divine moment at the beginning of Time, existence became out of nothing, a point dividing it between what preceded Nothing capable of understanding and Life itself, or the Time since it's beinning.


And it was wrought in sight that knowledge takes shapes, comprehensible or clouded within an expanding infinity of understanding of matters, ones one might seize within words, or perhaps not. The possibility of space became a world for the soul of Nothing to travel. The centre of the universe, marking the flamerought sapling of material and natural life.


To explain Nature, the matters of primal life and it's divinely aesthetic qualities or perhaps, properties, would have to be brought up. A tiny seedling covered in it's armour of bark embraces life in water just like an unborn being grows up in it's parent's vital sources. The tiniest shard of rock reminds of a body's or a tree's, unseeen structure. The industry of sight and will.


Nature itself woven together with the Faerie beside the elements, inside reality as it took shape together with Time in the mind of a newboirn soul capable of understanding and thought. Soon, and so instantly since the beginning, this being decided to be known as Gahbreeil, inspired by the possibility of material life and it's creation, the human race. What seizes the very essence of feeling that might be felt because of existence is sorcery or what binds the world together, the set and final will of divinity to establish life as something in all manners of speech, final. The world, although material in the way that it functions primarily on such aspects, is in fact much more ethereal as the existence of the 'worlds' of the elements proves. Titanic spheres of primal will in the form of water, earth, fire and air being in fact very spherelike in their infinity. The universe became a husk left by Nothing.


I am Asarlai, said Gahbreeil. I am the Sorcerer.


Sorcery became an extension of divine will, as simple as the movement of hands. Asarlai,
the world binding the beautiful vision of what can be in the infinity of possibilities one might see looking beyond the night sky.



Well, say, I don't know for sure. Do you have any opinions?

https://www.youtube.com/watch?v=fbBWODsBzdo This is in no way mine.

If you cannot install the EE or SoD on Mac OS Sierra

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I tried to install BGII enhanced edition downloading the launcher from the website, but the launcher does not start.

It says: "It looks like you are unable to write to the current location. Please copy the game to your Applications Directory, or some other writeable location".

I tried to install it on the Applications folder and on my user Application folder, as well as in the desktop but the same message is always displayed. I suspect there is an issue with the permissions in the new version of Mac OS.

I am running the latest version Mac OS 10.12

The Siege of Dragonspear that I had already installed updated without problems instead.

Problem installing mods on macOS Sierra?

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This may not be the cause, but...

On OS X El Capitan I was successfully able to install Dungeon Be Gone with weidu through the terminal.

Then I updated my mac to macOS Sierra. Now I'm trying to install SCS, however this time I get an error message when I try to start the installer, which is simply "Killed: 9"

This is the output.

MacBook-Air-4:Resources user$ ls -l total 14184 -rwxr-xr-x 1 user admin 2679715 Jun 9 03:33 BaldursGateII.icns -rwxr-xr-x@ 1 user staff 15220 Feb 14 2016 COPYING drwxr-xr-x@ 3 user staff 102 Aug 10 19:24 Mac WeiDU Launcher.app -rwxr-xr-x@ 1 user staff 126510 Feb 14 2016 README-WeiDU-Changes.txt -rwxr-xr-x@ 1 user staff 814070 Feb 14 2016 README-WeiDU.html -rw-r--r-- 1 root admin 5116 Sep 12 12:03 SETUP-DUNGEONBEGONE.DEBUG -rwxr-xr-x@ 1 user staff 983040 Nov 18 2013 Setup-DungeonBeGone -rwxr-xr-x@ 1 user staff 80 Feb 5 2014 Setup-DungeonBeGone.command -rwxr-xr-x@ 1 user staff 1673 Jan 17 2014 Setup-DungeonBeGone.tp2 -rw-r--r-- 1 root admin 244 Sep 12 12:03 WeiDU.log -rwxr-xr-x 1 user admin 875812 Jun 9 03:32 chitin.key drwxr-xr-x 189 user admin 6426 Jun 9 03:32 data -rwxr-xr-x 1 user admin 104 Jun 9 03:32 engine.lua drwxr-xr-x@ 18 user staff 612 Mar 7 2016 examples drwxr-xr-x@ 24 user staff 816 Sep 12 09:15 jassy drwxr-xr-x 6 user admin 204 Jun 9 03:32 lang drwxr-xr-x@ 4 user staff 136 Mar 7 2016 lib -rwxr-xr-x@ 1 user staff 118512 Nov 14 2014 mospack -rwxr-xr-x@ 1 user staff 144064 Nov 14 2014 mosunpack drwxr-xr-x 29 user admin 986 Jun 9 03:33 movies drwxr-xr-x 205 user admin 6970 Jun 9 03:32 music drwxr-xr-x 8 root admin 272 Sep 12 12:03 override -rwxr-xr-x@ 1 user staff 2283 Oct 30 2011 readme-mosunpack.txt -rwxr-xr-x@ 1 user staff 2225 May 15 2004 readme-tisunpack.txt drwxr-xr-x 28 user admin 952 Jun 9 03:32 scripts lrwxr-xr-x 1 root admin 5 Oct 27 16:47 setup-stratagems -> weidu drwxr-xr-x@ 50 user staff 1700 Jan 15 2015 stratagems -rwxr-xr-x@ 1 user staff 118872 Nov 14 2014 tispack -rwxr-xr-x@ 1 user staff 144440 Nov 14 2014 tisunpack -rwxr-xr-x@ 1 user staff 999424 Mar 7 2016 weidu -rw-r--r-- 1 root admin 17 Sep 12 12:03 weidu.conf -rwxr-xr-x@ 1 user staff 184320 Mar 7 2016 weinstall MacBook-Air-4:Resources user$ ./setup-stratagems Killed: 9 MacBook-Air-4:Resources user$

Does anyone have any tips on how I might solve this?

Installing Ascension, SCSII, Spell Revisions, and UB2

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Can someone explain in one place how to go about installing these mods? Ascension and SCSII are confusing to me, particularly because I'm finding conflicting information as to which versions to install, which patches still need to be used, etc.

Would really appreciate it, thanks!

Edit: I've downloaded Big World Setup, but not really sure what to do from there. Don't things need to be installed in a certain order?

Are there any mod to change how statistics/attributes function?

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Hello~

Does anyone know any mods compatible with BG:EE, SoD, and BG2:EE that change how statistics function? I really, really don't like how 2e handles attributes as I find myself min-maxing due to re-rolling as opposed to crafting a character based on how I think their stats would be RP-wise. I suppose I could always force myself to change and accept a weaker character for the sake of RP but before doing so I just wondered if any mods existed that removed dead zones so that a lower stat total would still affect the character's abilities.

[MOD] "T'was a Slow Boat from Kara-Tur" Quest/Store/New Items - Release .90

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http://www14.zippyshare.com/v/47479850/file.html

This is my first Mod that contains dialog files, a store, and a quest. The battle is pretty rough, and I would suggest a party of 6 level 5 or better ... depending on your ability. The quest starts at the Friendly Arm Inn (just to the left after entering the drawbridge). There will be 3 monks, the one in red has a story to tell you. If you take his quest and then complete it; when you return he will give you a unique leveling relic (with a future quest tied to it). Once completing the quest he will also open up a Store from Kara-Tur. I couldn't figure out 2 pieces of the Dialog, so I will list them now; < CHARNAME > is supposed to list your character name (it did not work for me). The second being creating/updating/deleting Journal Entries, so I gave you items instead that have reminders of what you are to be doing ... they serve as well as tips to the huge easter egg the quest itself is. If you enjoy playing a Monk there are some very nice items to help you through your early life (don't forget your Wisdom).

The store has a mix of about 30+ new items (around 7 or so new types). The relic is something you'll have to figure out how to work, but it has 4 levels of power. All in all it shouldn't be too over the top, the highest items in the store are +2 and there are only 3 if I remember correctly.

It may need some fixes, but I have run through it about 10 times and it seems to function ok for me. If you run across an issue please let me know, and I would be glad to correct it.

If you really have to know what is in the store, or what powers the relic will give, send me a PM.

I hope it is enjoyable!


** Two quick pix. 1. This is your quest giver. 2. .... the lights go out. What's that spinning around the head of the Avatar?

Game crashes entering Diaytha's room (Sendai's enclave)

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It has been a while since I played this, so I don't have a firm grip on what mods I have, but none seem to be sketchy that I can recall. I try to advance in Sendai's enclave, crash.

Are wyverns "draconic"?

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To be specific, does Ranger's dragon racial enemy bonus and Cavalier's bonus against dragons apply to wyverns?

How to Report Bugs

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An important update (August, 05, , 2017):

Planning has started on the next round of patches for the Enhanced Edition games on all platforms. We're currently going through all the reports on Redmine and evaluating each bug and feature.

For a better end result, our developers comment on Redmine if they need more information from bug reporters. In cases where we have had no reply to requests for follow up, the appropriate reports may be closed.

Players still encountering the issue are recommended to file a new bug, following the steps located below.

Step 1: Check for Mods

Make sure that you have no mods installed, and that you have not edited your save game. If you do, try to reproduce the issue with a new game on a clean installation. We can’t fix issues with mods, and it’s often hard to tell where a bug came from if it’s only being reported on a modified game. If you can reproduce the issue with no mods installed, move to Step 2.

(If it turns out the issue was caused by one or more of your mods, check out the Modding forum and see if the mod's author can help you identify the cause of the problem. Your issue may help a mod designer/maintainer make their mod better!)

Step 2: Reproduce the issue.

If it’s a gameplay issue, try to go through the same steps you took to make it happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause and fix the problem. Be sure to create a saved game just prior to the steps you took, so that we can retrace those steps exactly.

If the issue is related to graphics or text, take a screenshot. On Windows and Mac, pressing PrntScrn during play will generate a screenshot in your Documents\Baldur’s Gate – Enhanced Edition\ScrnShots folder; you don’t need any external programs to make it work.

Step 3: Report the issue

Bug reporting will be handled using Redmine. If you do not yet have an account, register there first! For those who tested with us before, we're using a drastically simplified approach - so no worries!

There are separate projects in Redmine for each game. You can find the project for the game you are testing by selecting it from the "Jump to a project..." drop down in the upper right corner of the page.

From there, you want to click on the "Issues" tab and look through or search to see if the issue has already been reported.

For each new issue, click on the "New Issue" tab, and fill in the following details:

In the Tracker: box, Select whether you think the issue is a Bug or a new Feature

In the Subject: box, A title that includes your platform in brackets and clearly states what is wrong.
Try to formulate the subject as a "should" or "should not" statement.

Example: [Windows] There should be no audio distortions while the movies play.

The following three items go in the Description Box:

A numbered list of exact steps that will reproduce the problem.
Anyone reading the list should be able to follow it without detailed knowledge of the quest or situation. There are two ways to do this:
1. Begin with starting a new game from the main menu.

2. Attach a zipped save and begin with "1. Load the attached save."
In either case, it is okay to include console commands to shorten the steps (see the example below).

A one-sentence statement (each) of the observed and expected behaviors.
As with the subject, try to use "should" or "should not" statements. If you don't know what the expected behavior is, write down the negation of the observed behavior.

Your hardware and any notes or additional media needed to understand or reproduce the issue.
  • Under Notes, include your hardware and anything else you want to add.
  • If you are reporting a visual problem, include a screenshot using jpg or png file format only.
  • You may also attach a video using mp4 file format only
  • If your game crashed, find the crash dump in Documents\Infinity Engine - Enhanced Edition\crash and attach it to your report as a .zip. Also include the savegame that generated the crash dump.
  • The zip file format is the only permitted file compression format for bug ticket attachments. Please do not use RAR, 7z, bz2 or any other compression format.
If the problem is a typo, edit baldur.lua to include SetPrivateProfileString('Program Options','Strref On','1'). This puts a number before each string in the game. Report the string reference number in your bug report.

Finally, in the Found In Version box, select the specific version you were testing.

Example report

image

Thanks!

SCS Initialization component refuses to install.

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As the title says. It refuses to install and thus I am unable to install SCS. I'm attaching debug file and weidu log in a hope someone will be able to help me with this. As for mods and components I installed prior to this, it's all in weidu log.

Thanks.

LFG BGEE 1 & 2 playthrough all expansions.

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Hello there!
Anyone interested in forming a new group of dedicated players with voice chat?
We are gonna start from BG 1 and,if possible,finish on BG 2 TOB,passing through SoD and everything else.

Interesting playable races in games

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Hey all.

My re-discovered love of roguelikes brought me to the wonderful world of Maj'Eyal, and I'm thoroughly enjoying it. While playing Tales of Maj'Eyal, I've come across several unlockables, mostly classes and small campaigns. However, I've also discovered that there are several races I can unlock to play as with future characters (I play on permadeath mode, in favour of a more traditional roguelike experience, so I'll likely be creating plenty of new characters).

One such race is the yeeks. They're little white-furred yeti-esque creatures, and I thought they were really uniqe and interesting, especially compared to the typical human, elf, dwarf, and halfling setup you start the game with.

In the same breath, yetis are also a playable race, which is something I don't think I've seen in any other game, ever.

And it got me thinking - What other cool playable races are there out there? Many games tend to stick with what people are familiar with, or just make small changes to the norm. Dragon Age, for example, stuck with humans, elves, and dwarves, and later introduced the qunari as a playable race. I think that's pretty standard procedure, and can still make for a really fun game if done right, much like Dragon Age did.

My mind instantly goes to World of Warcraft, which I've only played for a total of maybe five hours. I have to admit, though, I certainly like the idea of playable goblins, as well as pandapeople and blue alien creatures (draenai, I believe they're called).

What fun races have you seen in video games? What are some of your go-to races?

"Random Treasures of Icewind Dale: Enhanced Edition" [Complete List by @CamDawg / #workinprogress]

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PROLOGUE

Easthaven & Kuldahar Pass:



1. Easthaven [AR 1000] - Goblin Elite [2870 , 2425]:

[ 1 / 4 ]

image



2. Cave of Orcs [AR 1201] - Northern Chest [390 , 600]:

[ 1 / 5 ]

image



3. Kuldahar Pass: Ruined Mill [AR 2004] - Uligar [130 , 160]:

[ 1 / 5 ]

image





CHAPTER I

The Vale of Shadows:



4. The Vale of Shadows: 2nd Crypt [AR 3101] - Sarcophagus [695 , 135]:

[ 1 / 4 ]

image



5. The Vale of Shadows [AR 3000] - Yeti Chieftain [1965 , 1380]:

[ 1 / 5 ]

image



6. The Vale of Shadows: Temple of Myrkul [AR 3301] - Therik [570 , 700]:

[ 1 / 5 ]

image



7. Kresselack's Tomb: 1st lvl [AR 3501] - Mummy's Sarcophagus [1845 , 950]:

[ 1 / 4 ]

image



8. Kresselack's Tomb: 2nd lvl [AR 3502] - Pedestal Tomb [600 , 785]:

[ 1 / 6 ]

image



9. Kresselack's Tomb: 3rd lvl [AR 3503] - Kresselack's Resting Place [280 , 450]:

[ 1 / 6 ]

image




Temple of the Forgotten God:



10. Temple of the Forgotten God: 1st lvl [AR 3601] - Lower Chest [445 , 1655]:

[ 1 / 10 ]

image



11. Temple of the Forgotten God: 1st lvl [AR 3601] - Middle Chest [475 , 1385]:

[ 1 / 7 ]

image



12. Temple of the Forgotten God: 2nd lvl [AR 3602] - Chest II *SW* [1400 , 1650]:

[ 1 / 4 ]

image



13. Temple of the Forgotten God: 2nd lvl [AR 3602] - Chest III *NE* [1350 , 670]:

[ 1 / 4 ]

image



14. Temple of the Forgotten God: 2nd lvl [AR 3602] - Chest IV *SE* [1840 , 1530]:

[ 1 / 4 ]

image





CHAPTER II

Dragon's Eye:



15. Dragon's Eye: 1st lvl [AR 4001] - Right Chest [505 , 815]:

[ 1 / 5 ]

image



16. Dragon's Eye: 1st lvl [AR 4001] - Snake Statue [2980 , 420]:

[ 1 / 6 ]

image



17. Dragon's Eye: 3rd lvl [AR 4003] - Presio's Package [3110 , 1900]:

[ 1 / 7 ]

image



18. Dragon's Eye: 4th lvl [AR 4004] - Cabinet [2580 , 760]:

[ 1 / 4 ]

image



19. Dragon's Eye: 5th lvl [AR 4005] - 2nd Treasure Chest [375 , 180]:

[ 1 / 7 ]

image



20. Dragon's Eye: 5th lvl [AR 4005] - Yuan-ti Champion [3270 , 2480]:

[ 1 / 4 ]

image



21. Dragon's Eye: 5th lvl [AR 4005] - "Bleeding Room": Right Chest [1280 , 340]:

[ 1 / 2 ]

image



22. Dragon's Eye: 5th lvl [AR 4005] - Yxunomei's Chest V [2970 , 270]:

[ 2 / 10 ~ may double! ~ ]

image





CHAPTER III

Severed Hand - Main Tower:



23. Main Tower: 1st floor *W* [AR 5001] - Hole [600 , 1730]:

[ 1 / 3 ]

image



24. Main Tower: 2nd floor *W* [AR 5002] - Pile of Chairs [1520 , 390]:

[ 1 / 2 ]

image



25. Main Tower: 3rd floor *W* [AR 5003] - Orc Chieftain [970 , 850]:

[ 1 / 3 ]

image



26. Main Tower: 3rd floor *W* [AR 5003] - Pile of Chairs *2 [620 , 1250]:

[ 1 / 3 ]

image



27. Main Tower: 3rd floor *E* [AR 5003] - Serrated Skeleton [2300 , 760]:

[ 1 / 4 ]

image



28. Main Tower: b/a 2nd floor *E* [AR 5002] - Pile of Chairs *3 [2640 , 1860]:

[ 1 / 2 ]

image



29. Main Tower: b/a 1st floor *E* [AR 5001] - Severed Soul [2420 , 1800]:

[ 1 / 4 ]

image



30. Main Tower: b/a 1st floor *E* [AR 5001] - Pile of Chairs *4 [2640 , 1140]:

[ 1 / 3 ]

image




Severed Hand - Seldarine Towers:



31. Solonor Tower: 2nd floor [AR 5202] - Cleric's Chest [790 , 540]:

[ 1 / 3 ]

image



32. Solonor Tower: 3rd floor [AR 5203] - Shadowed Elven Priest [620 , 390]:

[ 1 / 4 ]

image



33. Solonor Tower: 3rd floor [AR 5203] - Podium Chest [680 , 420]:

[ 1 / 3 ]

image



34. Corellon Tower: 1st floor [AR 5301] - Pile of Chairs [940 , 350]:

[ 1 / 3 ]

image



35. Corellon Tower: 3rd floor [AR 5303] - Officer's Chest [850 , 500]:

[ 1 / 3 ]

image



36. Shevarash Tower: 1st floor [AR 5401] - Kaylessa [550 , 550]:

[ 1 / 4 ]

image



37. Labelas Tower: 3rd floor [AR 5104] - 2nd Table [320 , 320]:

[ 1 / 3 ]

image



38. Orrick the Gray - Reward for the "Mythal Theory" [AR 2102] [360 , 180]:

[ 1 / 3 ]

image








Special Thanks goes to @CamDawg for providing a complete list of treasures . .
Thank You! :smile:



IWD2 quest requirements

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I know that in IWD2 you need cha, int and con 16+, skills in alchemy and knowledge, and optionally certain race to complete or gain specific quest/xp.

Do you know, do paladins/priest of ilmater and dreadmasters of bane gain anything specific?
In IWD2, not IWD.

Thank you in advance
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