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List of all the new EE functions so far.

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Any got a link/or list to all the new functions so far?

Leaven Bread recipe

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I read that this is actually a henchmen quest item for Boddyknock. But I dont think I ever got to hand it over, and now Im in Port Llast and it seems to have disappeared.
How are you supposed to finish that quest? I spoke with Boddyknock once while in NW and he told me his story until he didnt want to continue. Did he take the recipe then?

Ah, the frustration of hidden and lost quests. Nostalgia :)

PST:EE - Traduzione Condivisa Termini Specifici

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Traduzione Condivisa Termini Specifici presenti in Planescape Torment: Enhanced Edition

In questo thread manterrò un OP costantemente aggiornato dei termini in attesa di verifica o di traduzione.

Ravel Puzzlewell
Hapgood
Crumplepunch
Orders Clerk
Hive Scavenger (Scavenger è una persona o un insetto?)
Wild-Eyed Man
Trash Warrens

Pharod's Court



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

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

Special: Fragile, Breakable = Speciale: Fragile, Rompibile

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

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

NOTE PER I TRADUTTORI:

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

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

Custom PC & NPC Portraits

Half Orc or Dwarf

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After playing exclusively as half orc as my default race due to the 19 str 18 dex 19 con and loving the paperdoll of the half orc fighter I am on the brink of switching all my admiration to the Dwarf.
I got over the revulsion of my sprite being so small. And its all because of the saving bonus. After reading @Grum adventures of his Dwarven Defender I rolled one up and did a full playthrough. And like him I solo'd Drizzt and Sarevok. And after weighing the pros and cons of extra damage versus better saving throws I think better saves win out.
Anyways convince me to jump ship from Half Orc to Dwarf.

I would like to renew the call for higher level cap and more than 3 classes

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In the toolset, we can potentially set class levels to 60. PER CLASS. Leading to monsters with 180HD. Now, I'm not saying that Players should be able to go as far (I daresay that lvl 100 would be more than enough for most builds, once class numbers are increased and metamagic/feats in general are unhardcoded - to make it viable for spellcasters). A proper template system would also help.

My point is, the engine can handle it. And I seem to recall that, in the non-enhanced toolset, you'd only go to 60 in total.

The potential is there, why let it go waste?

Will it run on iPad 2?

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I have an old iPad 2 (model MC984LL/A) all the way back from 2011.

Will Siege of Dragonspear run well on it? BG I EE and BG II have been running with no problem, but I'm concerned with 'IOS 11' requirement.

Suggestion: expand functionality of EffectPoison() and EffectDisease()

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EffectPoison() and EffectDisease() can only apply a limited set of pre-designed Poisons and Diseases per the relevant 2da files. Per nwnlexion, we cannot add new poisons or diseases to the game by expanding the 2da files; we can only edit the behavior of what's already defined.

This limits the modders ability to make custom disease and poisons wherein the effect DCs might scale by HD and/or caster level, for example. Also, these effects are pretty much outgrown at high levels of play by the limited range covered by the DCs of the predefined poisons, regardless of efforts to rebalance an effect here or there.

I suggest allowing modders to add more lines to these 2das to support custom poisons and diseases.

I also suggest adding new functions or updating the existing ones to allow the specification of all of the details otherwise set in 2das. Perhaps adding EffectCustomPoison() and EffectCustomDisease() functions is viable?

-Dave

References (See "Remakrs" section of each link) :
https://nwnlexicon.com/index.php?title=EffectPoison
https://nwnlexicon.com/index.php?title=EffectDisease

Your Greatest Facepalm Moment?

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Share your greatest Facepalm Moment in Baldur's Gate !

Leaving Candlekeep the second time knowing the guards will turn on me and killing them is not advisable i stuffed my Spellbook full of Group invisibility ... a short Visit in Sorcerous Sundries to sell some junk before making my way through baldur's gate itself and solving that problem , now that im free to move again i wanted to clear my inventory out but ..no Halbazzar Drin far and wide....resting reloading and googling gave no solution until i remembered that i cast Invisibility right next to him ... a dispel magic revealed that i Hide him from myself...

Share a song or two.

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UPDATE: Post songs from your native country(until further notice :) ). Thanks to @Sophia for the cool idea. All credits go to her.

The Anduine's discussion "What are your top 3 favourite musical bands?" inspired me to create this thread. It is a thread about posting links to songs/melodies you like. You can also type the part of the lyrics(if any) that you like the most. Share as many songs as you wish. I will start first.

image

"Sad night, the weeper of star wind sky
Take me where the shimmering lights are fading out"

Read more: WINTERSUN - SADNESS AND HATE LYRICS http://www.metrolyrics.com/sadness-and-hate-lyrics-wintersun.html#ixzz251wJNKMs
Copied from MetroLyrics.com

Setting a local var for 60 seconds?

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I want to set a local var and delete it after 60 seconds. DelayCommand doesn't work on DeleteLocalInt. Any ideas on how to do this?

Basically, I have a special potion. The player drinks it and for 60 seconds they have double XP rewards. If they drink it again, it should reset the timer.

In my XP script I can check for if a LocalInt is set, but not sure how to get it deleted after 60 seconds unless I want to get into a bunch of calendar math. Is there a simple way to do this ?

I could deincrement on heart beat script, but wondering if there is any other ways?



Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers



Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs.

A quick and useful guide to kits and spheres

Special thanks to @ineth for this

Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp.

Download

Attached Hotfixes for earlier versions (install after fnp):
- Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip"
- Version 0.74h: use the file titled "fnp74_use_hotfix.zip"

Most recent update:0.74.21
Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs.

Version 0.74.21

2018-01-06

Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon
Created Acolyte/thief of Shar
Created Cleric/fighter of kelevmor
Created cleric/mage of kelevmor
Created Cleric/Mage of talos
Created Acolyte/mage of Deneir
Created Acolyte/mage of Sune
Created Acolyte/mage of Moander
Created Acolyte/thief of moander

version 0.74.20

2017-12-09

Updated Text: Everwatch Knight of Helm
Updated Text: Cherub of the Ruby Rose

version 0.74.19

2017-12-07

Updated Kelevmor Kit Description
Updated Cyric kit description
Updated Umberlee kit description
Updated Pally of Tyr kit description
Updated Harvester of Myrkrul kit description

2017-12-06

- Updated Stormwall
- Updated a few kit descriptions
- Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza)

2017-08-26
Version 0.74j

- priest of Umberlee abilities and usability
- multiclass kit usability (e.g. C/M of Baervan and druid/mage)
- mystic warrior abilities


2017-08-14
Version 0.74g

- fixes Contingency spells. Sort of. Mostly.
- changes to spellbinder


2017-08-13
Version 0.74f

- added conjure water elemental to water sphere
- fixed shades and shadow monsters
- fixed mystic warrior
- improves the cross-mod compatibility stuff.


2017-08-10

Version 0.74b

- Fixed an error with an errant "/"

2017-08-09

Version 0.74

This is v0.74. I bumped the version number because there are a few meaningful changes:

- Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits.

- Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.)

- DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT...

- Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level.

- This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works.

2017-08-08

Version 073b
- All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups.
- Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables.
- Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.)
- Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.'
- Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits.
- If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.)
- Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times.



2017-08-06 Version 0.72

-diff install options for BG(2)EE/IWDEE

2017-08-02 Version 0.71b

- Fixed issue with option 2

2017-08-01 version 0.71a

Fixed installation issue with option 1

-2017-07-31 version 0.71


Lots of fixes:

-fixes for spells
-fixes for HLAs
-two new spheres: Exploration and Perdition
-variables for custom weapon use for kits
-cleaned up a ton of code everywhere
-updated compatibility packet for other mods

2017-06-03 Version 0.64a

Minor changes to sphere access

2017-06-03 Version 0.64

-Fixed cleric of Kelevmor death ward and neg plane protection
-Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability)
-Added misfire reference to spell in for Beshaba Acolyte description
-Fixed icons in misfire spell/special ability for Beshaba Acolytes
-Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell...
-Grammar issues: Champions
-Grammar issues: Zealots
-Zealot of Ilmater: Correctly added frenzy in 2da
-Acolytes: Added bonus spells (and lore bonuses in a few cases)
-Changed Beshaba's spheres around. Focus: Dread.
-Removed override references to COMPILE lines

2017-03-13
Version 0.63b
- NPC cleric kits
- Fixed bug re acolyte of mystra
- Bug fixes re: kit adding code
- Fixed deity dialog issue with mc clerics


2017-02-27
Version 0.61a
- Added a valid marker for IWDEE divine spells

If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder.

Version 0.61

- Removed references to SoD in engine check
- Added Clangeddin cleric
- Added a draft of Baravar (but not added in the game via tp2 or otherwise)
- Removed backup folder
- Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed.

Known Issues:
- Water and fire elemental scripts need to be looked at
- Shout spell doesn't seem to work
- Summoning shadow monsters crashes the game
- Doomguide cleric Turn level issue
- b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy)
- At 11th level the Ur-Priest received Shadow Step as a special ability
- Elemental sphere descriptions are all over the place (only for custom spells)
- Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere)
- Many multi class kits missing
- prayer and rec spells

Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)



-
Compatibility

See attached document: "FnP_kit_compatibility (1).zip"


Special Thanks:

Extra special thanks to Requiem and Mordeus for Inspiration and Resources.

See their wonderful Faiths of Faerun mod here.

Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.
https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1

Sam for Bam Resizer

http://www.shsforums.net/files/file/1093-bam-resizer/

The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa .

Feedback and bug hunting:

@Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell
@Roughwithanr @Raduziel




(From a quick scan of recent postings. Let me know if I have missed your contribution!)

Extra special thanks to @ineth for being so helpful!

Another big thanks to @ineth for help with the readme!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy. Also check out tnb:

https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

( also, feedback and insightful advice/suggestions, etc.)

kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions

Red_Carnelian for graciously providing bam creation resources:

https://forums.beamdog.com/discussion/42011/blazing-bams

Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

How to upload to steam workshop?

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I can't seem to figure this out. Thought it would have an upload under work shop and select a file ect?

[mod] Will of the Wisps - Shamanic enhancements

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"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

Did you know?

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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.

HQ Item Icons (work in progress)

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I'm starting a mod project for BG:EE and BG2:EE that aims to improve how the game displays items in the inventory (and stores), and also aims to stay as true to the vanilla BG experience as possible.

In the original game, the inventory showed two different images for each inventory item: the default icon that appeared when an item was in an inventory slot, and the selected icon that replaced the mouse cursor when the player picked up the item:



The default icon had no shadow, and it was either an image of the whole item, or in the case of some items like large weapons, a detailed close-up of a part of the item.

The selected icon had a drop shadow effect, and it was always an image of the whole item. In the case of large items, the selected icon was also larger than the default one, and it often exceeded the dimensions of an inventory slot.

Since the 2.0 patch, the EEs have switched to a system where the inventory only shows one image for each item, the same one for both the default and selected states:



Since the game is now typically played at a much higher resolution than vanilla was, the original icon images appear very small in comparison. EE 2.0+ only shows the 'selected' icons, which are often less detailed than the 'default' ones. The lack of variety negatively impacts flavor.

This mod aims to replicate the vanilla experience, in that it will restore variety to icons for their default and selected states. It will also feature larger icons that are created from the original icons with the help of an image upscaler tool:





I currently plan to increase the scale of most of the default icons to 400%, since these get downscaled by the game to fit into the inventory slots, anyway, so the more detail, the better. In the case of small item icons that aren't supposed to fill out the whole inventory slot, I plan to upscale them to 200% instead.

Selected item icons will be upscaled to 200%, as on most modern resolutions at that scale the images should resemble the size that the original icons would have taken up on screen in the original game.

The result is hopefully that the game more closely resembles the vanilla experience:





Perhaps not quite a feature right out of the gate, but I also plan to eventually make two separate icon styles for items that have different icons in BG1 and BG2. As far as I can tell, the EEs primarily use the BG2 icons, while my mod will use BG1 icons by default, but would eventually offer a choice between the two styles for all the relevant items.

I don't know how much time I will be able to dedicate to this project consistently, and there's no lack of icons to convert, so this may be a long haul thing. I'll probably see if I can release some partial versions when I get to certain milestones.

Comments and suggestions are appreciated, and if you want to help out, please let me know. And also let me know if you have a better idea for a name than "HQ Item Icons". I'm terrible at naming things.

Tagging @Kilivitz and @AndreaColombo :smile:

Yxunomei ga taosenai

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Can someone give me some strategy in how to beat Yxunomei and her Yuan-ti cronies please? Bosses like her are the reason why casualisation was invented.

Draw/fog distance setting?

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Anyone know how to increase fog distance setting in NWN? There is option for grass, but don't see one for fog. On high resolution modern computer it seems very low. I'm not sure if this is weather effect or for performance.

Who knew that the canon party could be so extremely powerful

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And all this time... I've been under the impression that the canon party sucks. Hundreds upon hundreds of hours logged - and only recently, on my most recent playthrough, do I decide to go with the canon party. So I thought I would create a thread (since this subforum is pretty quiet anyway) that could one day possibly inspire new players to go ahead and use the canon party because it's actually incredibly good. Because as it turns out, there are items in the game that can benefit any party - and indeed I've used them again and again...but these items happen to be just what the doctor ordered for the canon party in particular. And the viablity just shot up 1000%.

Here it is - just how strong this party can be...these items are a must:

Charname (mage/cleric is ideal for this party)
Minsc -full plate, the world's edge.
Dynaheir - robe of good archmagi
Khalid - Hands of Takkok, Varscona and high mastery in long swords...it's just too good
Imoen - Army Scythe, shadow armor, stealth boots
Jaheira - cursed belt of strength, dexterity gauntlets, staff spear, ring of sune

It never occured to me before to use Jaheira as anything other than a rock slinger. But she actually has a use. Can't use divine wands with the belt but she'll hit like a truck. I also had no idea that Khalid could be that good but he is a fighter and lacks only strength - give him the hands of takkok and there it is. As good a fighter as possible.

Has anyone played this way? Perhaps you have another way of making the canon party better? Please share if you have any thoughts. I'm actually interested in other player's experiences with the canon party and other ways to make it good.

Help me understand the Shadowdancer

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After many years Im willing to play a pure thief class again. Last time I did it was a Bounty Hunter, and while I didn't complete the whole saga, it was fun. He was pretty straightfoward: my party would bump on a bunch of enemies, retreat a bit and I would lay some traps. He also had enough points to do every other thief thing.
Now, I want to give the shadowdancer a run. I've been reading a lot of threads but I still haven't been able to understand the class.
What exactly is he good at? running away? hiding while the rest do the fighting?. In P&P such a role would be ok, but the BG saga is very combat centric. He can't lay traps, his backstab multiplier is low, he needs a lot of points to HiPS reliably -so that kind of leaves the other thief skills outside the equation for a while- his other innate skill is all about running the hell away. He seems like a resilient bhaalspawn but not a dangerous one. His HLAs seem to pale in comparison to what a normal thief gets. And yet I want to give it a try, try something different. Am I to understand that his whole purpose is to escape and stay alive?.
Can anyone provide some insight on the class?.
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