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Pathfinder CRPG announced, "Narrative Design by Chris Avellone"


Baldur's Gate Logic

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I just thought this would be a fun topic.

Posting stuff about Baldur's Gate in the same vein as "video game logic"

Here's an example.

Is a Thief with 18 Dex and a lock pick skill of 40: still can't open the chest on the 2nd floor of the Candlekeep Inn
Is a Fighter with 24 strength and a +3 Two Handed Sword: Still can't break locks that the Thief with 16 Dex can pick easily.

EE Keeper, Updated to v1.0.4

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links


Download


There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer.

Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc.

The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation.


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.4.0

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility


Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'.

Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits


Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@egbertTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

Durlag Tower Rant

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Hi. Some of you may remember me from a couple weeks back when I asked for a bit of help navigating Durlag's Tower. I'm playing BG for the very first time, no spoilers or walkthrough, and until Durlag's place, everything was running smoothly.

/rant on: I HATE DURLAG'S TOWER. The story is alright - the tragedy is kinda sad -, the namesake dwarf and his family are interesting characters to investigate, the upper levels were great too, but then.... the lower catacombs or whatever you call it.... it... it... sucks.... SERIOUSLY, it sucks monkey balls. It took me FOREVER to get through some of the fights, and don't even get me started on the convoluted level design that made it a pain to position my party strategically. The puzzles are either too simple or bat shit crazy frustrating. I am planning on replaying BG 1 EE soon after I'm done with my paladin (who I intend to take all the way through BG 2 EE, in spite of the fact I regret rolling a human paladin), and I already dread the thought of doing this again. Arghh. /rant off.

TL;DR: Durlag's Tower almost made me punch my screen.

EDIT: Oh, and I was VERY tempted by Islanne's ghost offer to get me out of that place. VERY.

IWD Authentic Character Portraits

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The goal here is to provide an authentic upgrade to the character portraits of IWD.
For RPG reasons, I have always tended to want a larger selection, yet have new ones be in the same artistic vein as the original portraits - some of those are classics, of course.

I present my humble collection of authentic-looking portraits and would like to see others like these added to the thread as well, if they exist! Cheers


An alternate of an original pic (swapped out the sword for a Cleric weap.)

A berserker/barb ripoff of Kratos

This should really have been a portrait set also, not simply a wallpaper



Very nice dwarf pic

Conan ripoff (is this the same artist?...)



Fem pally/paragon knight

Maniacal wild mage/chaotic/etc.






This one is a rare, old-aged character, with a versatile option for race

Missing save files

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I just solved a problem on my own, but since it was rather alarming at the time, I'll post the problem and solution here.

I restarted my computer after de-syncing Onedrive (it was causing unrelated problems elsewhere) and suddenly I could not load any save games in BG:EE or BG2:EE. I had two different installs of each, a heavily modded install and a completely clean install, and I couln't load saves for either of them.

But I still had the original save folders, which I could view outside the game in Documents. They didn't get deleted; the game just doesn't see them .

It turns out that, for some reason, restarting my computer changed the folders that my EE games were using as save folders. Instead of using the folder from Documents, it used a different "Documents" folder only accessible by going to C:, then Users, then a different username from the one I'd been using, and then the other "Documents" folder.

I found this new folder by starting a new game in BG2:EE, saving it as "test 43235" to create a save folder with that name, and then searching my computer for "test 43235" to find out where my game had put it. I then copied my other saves to that folder and I was able to load them normally.

Starting a new game, looking for buddies

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Hello, i am starting a game of BG1 (going to BG2 later) soon and i was wondering if there was anyone who would like to join me?

The only rule i have is that there are no Fighter/mage combos allowed.
Thief/Mage, Cleric/mage is allowed (and yes i do know those 2 can be powerful as FK aswell, but atleast not so early on...)

Cleric/Druid/multi is allowed, and anything else for that matter.

It does help alot if you have Skype.. Add me im "Gallimar3"

Oh and one more thing... i can play 11:00-16:00 (GMT+1) and alot more during weekends ofcourse

What FR novels should I read to find out more about religion/faith in FR?

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I wish to know more about the religious faith in BG such as Helm/Torm/Lathandar etc. Are there any Forgotten Realm novels that touch majorly on that? Thanks in advance!

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release (25 MB)


You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you.

This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction.

Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally.

The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem.

There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types.

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.
  8. Identify all mod items: Identifies all items that are installed by this mod, which includes Golem Building Manuals as well as a number of special ingredients for building perfect golem variants.
  9. Add "Teleport" ability to golems: Adds the "Teleport" ability to all of your golem followers. It allows golems to jump to a party member in visual range instantly, but can only be used when no enemies are in sight.

Golem types taught by the Manuals of Golem Building:

1. Flesh Golems in lesser, regular, greater and perfect variants.


2. Clay Golems in lesser, regular, greater and perfect variants.


3. Stone Golems in lesser, regular, greater and perfect variants.


4. Iron Golems in lesser, regular, greater and perfect variants.


5. Mithral Golems in lesser, regular, greater and perfect variants.


6. Adamantite Golems in lesser, regular, greater and perfect variants.


Golem types taught by the Secret Manuals of Golem Building:



Golems that can be commissioned during the BG1 part of the game:



The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively.

More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme.

Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.

Ravel Cutscene Glicth - Hangs forever cannot progress

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After Ravel is dead, I try to leave the maze and use the portal. The cutscene with the TO triggers, and Ravel says one line "Dead I am, off with ya." Then nothing, the cutscene just hands forever and I have to Alt F4 to escape.

I have tried:

- Reinstalling
- Loading earlier saves (multiple ones)
- Killing Ravel faster/slower (read somewhere that might work)
- Go back and finish almost all side quests before entering maze

I have attached a zip file with the save.

Thanks!

New Star Trek TV Series

Meglio Bg o BgEE???

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Ciao a tutti, sono nuovo del forum ma vecchissimo giocatore di rpg, sopratutto di Bg. Ora, dopo tanto tempo, vorrei rigiocare a bg (in realtà, il progetto era di rigiocare al tempio del male elementale col mod Co8 tradotto ma non ho piu alcuna news a riguardo) ma come, da titolo, ho un dubbio amletico... meglio bg con tutti i mod usciti o bgEE con tutti i mod usciti? (e intendo quelli italiani)
Inoltre, ci sono problemi nel caso in cui sulla versione italiana installo mod ingelsi, tipo nuovi companions? E infine, quando uscirà la versione tradotta di SoD? Grazie

[string "includes.lua"]:1: syntax error near 'V1' crash when I start BG2 EE

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Hello, I just reinstalled BG2 and have this error pop up whenever I start the game. Anyone know how to resolve this?

SEGNALAZIONE DI REFUSI NELLA TRADUZIONE ITALIANA DI BGEE

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

Come segnalare un refuso.

Potete:

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

• Fate una copia del file baldur.lua per sicurezza (si trova in "Documents\Baldur's Gate - Enhanced Edition)
• Apritelo con Word Pad e inserite questa voce: SetPrivateProfileString('Program Options', 'Strref On', '1')
• Salvate e lanciate il gioco. Adesso ogni scritta sarà preceduto dal numero della stringa. Per disattivarle, editate il file baldur.lua eliminando la suddetta riga
• Prima di aggiungere la suddetta voce, accertatevi che non sia già presente. Se così fosse, limitatevi a cambiare 0 con 1. Diversamente, aggiungete l'intera riga.

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

A chi segnalare un refuso.

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

rogues aren't good enough

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I dislike the thief class in baldurs gate because it's only real skill that is not expendable is pick pockets. Traps can be tanked, there are spells for invisibility and locks, and back stabs aren't the only way of doing lots of burst damage. You only need one mage with a few low level spells to do the majority of what the rogue does. As nice as it is to pick the occasion free action ring, or regeneration ring, its pretty far from making rogue the peer the warrior and magic classes who are basically the bread and butter of any successful group. With the way class balance stands right now I think I'd rather take a bard and download a wand of unlocking mod if I could find one.

[GOG] BGee; BG2ee; IWDee (tutti in italiano). Segnalazione offerte o dubbi sull'acquisto.

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Per i prossimi 3 giorni, BGEE e BG2EE saranno in offerta su gog.

Prima di fare qualcosa di cui pentirmi, posso sapere se acquistando BG2EE da lì POI potrò giocarlo in italiano?
Lo stesso immagino di dover chiedere per coloro che non hanno già BGEE.

Se la traduzione dei volontari non fosse integrata, si potrà scaricare e installare o Beamdog ne sarà proprietario?

[PS: Chiedo scusa se questa fosse la sezione sbagliata. Ma mi pare una cosa da mettere bene in chiaro.]

In What Order Do You Do Things?

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On my most recent playthrough I got to like 100+ days before I even tackled the mines, but some of that was due to traveling around the Gnoll Fortress and Hunting Ogre Mages and Winter Wolves. I generally try not to waste too much time (sleeping or traveling back and forth unnecessarily, etc.) but I just tend to do a lot in Chapter 2. Was just curious how quickly/slowly others progress with the main plot line, and if you always do certain things first?

[Item Mod] Staff of Withering

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I've been experimenting with DLTCEP recently and decided to take a stab at creating a Staff of Withering from the 1e and 2e DM guides. I managed to get all of the effects and icons I wanted in place (through lots of trial-and-error, of course) and it seems to works perfectly in BGEE.

Since the effects of aging and limb-withering aren't implemented in BGEE, I've attempted to compensate by giving the staff the power to (temporarily) drain the physical ability scores from its victims. Although the PnP Staff of Withering withers limbs and causes aging permanently, I thought this would be much too OP for BGEE. Instead, I decided to make it a moderately-powered magic item. Here are the basic details for the staff's powers (please feel free to post suggestions or comments):
Staves of Withering are rumored to be crafted by the Cult of Velsharoon in the charnel houses of Skull Gorge. While their motivations for creating these macabre weapons remain unclear, the Archmage of Necromancy must have dark plans, indeed.

Those struck by a Staff of Withering suffer a progressively enervating fate. Each hit drains its target's vitality, rendering it weaker and less agile until collapsing a lifeless husk. Victims that survive an attack regain their vigor soon afterwards, although with a more "intimate" understanding of the twilight between life and death--perhaps what the Lord of the Forsaken Crypt intended.

STATISTICS:

THAC0: +1 (non-magical)
Damage: 1d4+1 (crushing)

Special: Drains the target's Strength, Dexterity, and Constitution scores by 1 point cumulatively upon each hit (no save). When any ability score reaches 0, the target dies. The target must also save vs. Wands with a -2 penalty or be slowed. The draining and slowing effects of the staff cannot be dispelled, but wear off after 3 turns for those who survive.

Wielders of Staves of Withering (and their parties) do not gain experience points from deaths caused by its ability-draining effects. Experience is awarded only if the target is killed by by the staff's crushing damage. Candlekeep sages speculate the staves are enchanted to transfer the experience by some nefarious means to Velsharoon and his clergy.

Creature Immune: Undead (-15 to hit) and Outsiders

Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
4 Strength
9 Intelligence
9 Wisdom

Weight: 3
I found that the 1e version of the staff was limited to Clerics only, but the 2e version is usable by any class, so I decided to make it usable by Cleric, Druids, Mages, including all Specialist Wizards except for Illusionists (since the staff is empowered by necromantic magic). I can only imagine how OP the staff might become if it were usable by Kensai and Fighters. Since Clerics, Druids, and Mages/SWs have relatively weak THACOs at low and mid-levels, using the staff against difficult foes might be more of a liability (especially those with high ACs), given that it has only a +1 to hit bonus (which is non-magical--it was the only feasible way to restrict the staff from being used against outsiders and magical creatures).

The PnP staff has charges, and therefore is expendable, but I decided to make it a permanent item (hence the price). I'd be interested in hearing what people's thoughts are on that as well.

For the effects, whenever a creature is hit by the staff, it plays a brief, haunting sound (which I believe is from the one of the crypts in BG or BG2) and causes the victim to turn semi-transparent for a couple of seconds (which is supposed to symbolize their sudden loss of vitality). And, of course, the staff is black. ^.^

*The updated (v 1.5) item mod is attached below in RAR format. Thanks for @Alkalurops for making this mod WeiDU-compatible and @Cahir for the Polish translation.

*Update 03/29/15: The save penalty vs. slow has been corrected to -2 (it was previously set at -4).

BG1 vanilla: best party for a mage?

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Hey, I am playing as a mage and having difficulties forming my own party. What is the best setup for a mage MC? I know that I should have one cleric, maybe two tanks, a thief and someone extra, but whom? I hope you guys can give me some ideas, what are some best of the best NPCs to have around for a mage?

Should I get this?

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Hi Everyone,

Just wandering if I should get Siege of Dragonspear (may sound like a funny thing to post in the siege of dragonspear forum I know!). Its just by all accounts i've heard mixed things. Just wandering what its really like?

Also is the Shaman class worth a try?
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