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[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.


WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).




Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.


Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.



  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)

    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression

    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive

    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command

    centralfix Mods.zip

    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files

    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.

In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files


[Kickstarter] Black Geyser: Couriers of Darkness - Austrian isometric RTwP CRPG

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Lookie what I just found on kickstarter: Black Geyser: Couriers of Darkness by GrapeOcean Technologies

image

Looks pretty sweet for a game from Austria, huh? I also dig their portrait styles! ;)




Black Geyser's funding goal is €50.000 and has already reached over €2.600 within its first few hours. Given that the campaign will be on for 35 days, things seem more than likely that we'll see the game released in August 2019 on Windows, Mac and Linux. Both for Steam and GoG at that!



According to their official website, players will be able to choose from 5 playable races (humans, dwarves, elves, ice elves and something called 'Rillow' when the first stretch goal is reached). As well as 4 base classes (Warriors, Outlaws, Priests and Wizards), plus each of them will get 2 to 4 kits/archetypes.



The main game mechanic called 'Greed' makes this game especially interesting, given that it can affect simply everyone in the game world: be it your companions, righteous paladin-like Templars, to merchants, to even common farmers.




They also currently offer an Early Bird tier where backers can get a digital copy plus bonus items for €16 instead of the standard pledge of €19. True, not that much of a price difference. But nevertheless kind of nice to have.

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

[LINUX] Unable to load a module (server problem)

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Hey folks, after 2 days struggling with Ubuntu (I'm new to Linux) I finally managed to launch the linux server application (details later in the post) but I'm unable to load a module. I'm so close it's unfuriating :smile:

1° Server view:
thierry@AltheaServer:~/server/bin/linux-x86$ ~/server/bin/linux-x86/nwserver-linux
Neverwinter Nights Server
Build:8166
Copyright BioWare Corp 1998-2004
Registering crash signal handlers.

Server: Loading...
Working Directory For Game Install Is: /home/thierry/server
Working Directory For Your Resources Is: /home/thierry/.local/share/Neverwinter Nights
Server: Running...

status
Server Name: "LG]Test"
Maximum Clients: 44
Server Port: 5121
Module Name:
Module Status: Idle
PVP: Party
Difficulty: 2 Levels: 1 to 40
ELC: 1 ILR: 0
One Party: 1 Server Vault: 0 Pause and Play: 0
Reload when Empty: 1 AutoSave Interval: 0 Public Server: 1

ID | Player Name | IP Address | Character Name | CD Key(s)
---+---------------------+-------------------+---------------------+------------
module testmod.mod
Server: Loading module "testmod.mod"
Server: Unable to load module

2° I can see the server in the Multiplayer servers available, but of course it reads 'no module'

3° Logs
nwserverError1.txt is empty and nwserverLog1.txt shows:

Our public address as seen by the masterserver: 109.134.80.6:58734
[Tue May 15 10:34:50] Loading Module: "testmod.mod"

4° nwnplayer.ini

[Game Options]
Death Logging=0
Log Model Errors=0
Difficulty Level=2
Heartbeat Logging=0
[Script Options]
Instruction Limit=524288
Enable Logging=0
Enable Profiling=0
[Server Options]
Clients Required To Disable CPU Sleep=1
2DA Cache Size=10
Account validation required during Master Server down times=0
Master Server Authentication Required For Player Login=0
Server Vault By Player Name=0
Sticky Player Names=0
Always Reset Encounter Spawns=0
Restore Spell Uses On Login=0
Hide Hit Points Gained=0
Max Hit Points=0
Examine Effects On Creatures=1
Examine CR On Creatures=1
Validate Spells=1
BackupSavedChars=0
Saving Throw Automatic Failure On 1=1
ShowDMJoinedMessage=1
Disallow Shouting=0
Suppress Base Servervault=0
ItemLevelRestrictions=0
Enforce Legal Characters=1
One Party Only=1
CD Banned Behavior=0
ServerDownTimer=180
Game Region=0
AllowLocalChars=1
Auto Save Interval=0
Disable AutoSave=0
PauseAndPlay=0
PVP Setting=1
Game Type=10
GameSpy Enabled=1
Reload Module When Empty=1
Server Name="LG]Test"
Max Players=44
Game Port=5121
[Banned Ips]
0=
[Banned Players]
0=
[Banned CD Keys]
0=

5° nwn.ini

[Alias]
HD0=/home/thierry/.local/share/Neverwinter Nights
MODULES=/home/thierry/.local/share/Neverwinter Nights/modules
SAVES=/home/thierry/.local/share/Neverwinter Nights/saves
OVERRIDE=/home/thierry/.local/share/Neverwinter Nights/override
HAK=/home/thierry/.local/share/Neverwinter Nights/hak
SCREENSHOTS=/home/thierry/.local/share/Neverwinter Nights/screenshots
CURRENTGAME=/home/thierry/.local/share/Neverwinter Nights/currentgame
LOGS=/home/thierry/.local/share/Neverwinter Nights/logs
TEMP=/home/thierry/.local/share/Neverwinter Nights/temp
TEMPCLIENT=/home/thierry/.local/share/Neverwinter Nights/tempclient
LOCALVAULT=/home/thierry/.local/share/Neverwinter Nights/localvault
DMVAULT=/home/thierry/.local/share/Neverwinter Nights/dmvault
SERVERVAULT=/home/thierry/.local/share/Neverwinter Nights/servervault
DATABASE=/home/thierry/.local/share/Neverwinter Nights/database
PORTRAITS=/home/thierry/.local/share/Neverwinter Nights/portraits
AMBIENT=/home/thierry/.local/share/Neverwinter Nights/ambient
MOVIES=/home/thierry/.local/share/Neverwinter Nights/movies
MUSIC=/home/thierry/.local/share/Neverwinter Nights/music
TLK=/home/thierry/.local/share/Neverwinter Nights/tlk

6° How did I set up the server:
- Downloaded the server package from this very board, decompressed it and copied in ~/Documents/server
- launched the server with thierry@AltheaServer:~/server/bin/linux-x86$ ~/server/bin/linux-x86/nwserver-linux
to allow it to create all his necessary directories and files, which it did, I didn't create a single game directory/file myself.
- Created a basic "testmod.mod" with the toolset (smallest zone, just a starting point, that's it), copied it on the server into ~/.local/share/Neverwinter Nights/modules
- fired the server


Sorry, this post was a bit long, I wanted to give all the information I have at the moment.
What am I missing here folks?

Any help appreciated, cheers!

Toolset hell - Creature properties crash

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Ohh jeeze, I tried working with the toolset from Beamdog, and it seems to work fine on mods created with it, but I wanted to add some work to an old mod with CEP 2.65 and it crashed 80% of the time I tried to view Creature properties, So I decided to try it on a NON cep mod that was an old one, crashed about 50% of the time.. Had to hack the mod I wanted to work on and drop the version down to 1.69 so I could use my GOG version. works fine now in GOG's, but the Beamdog one is just Garbage to me. RANT over.

Sword Coast Stratagems (SCS) threads

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Amulet Quest for Mizhena - Can't seem to find it!

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Hi All,

Mizhena has given me a quest "Mizenha's Amulet" to find an amulet she lost and I'm really struggling (I'd like to complete for completeness - because it makes me happy *grin*).

We're in the Troll's Claw Woods and I just broke the siege (haven't yet gone to the bridge). I went back to the Camp in Troll's Claw Woods and had a chat with her about various topics and then she dropped a quest on me. I was a bit surprised as I thought I'd cleared the TC Woods - but went looking. No sign of any Amulet anywhere (she says it's a wooden amulet or something.

The quest text in my quests log reads:
"Mizhena's Amulet
I can look for Mizenha's Amulet in the woods near the Coalition Camp"

Does anyone know anything about this? (I did a bit of Googling and can't find a peep about it)

Appreciate any hints (or at this point an outright spoiler would do - I spent an hour on this last night).

Thanks!
Salubri

BG2:EE - Aktuální čeština

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Verze češtiny: 1.5b
Čeština vydána: 04.11.2017

https://uloz.to/!VKeg9JSzk24h/bg-2-cestina-zip

Stačí zkopírovat do složky se hrou a hned po spuštění hry by jste měli hrát v češtině.
Přepisuje původní anglický jazyk.

Byla provedena masivní oprava celé původní češtiny (stále ale ještě trochu zbývá), změněná kouzla byla přepsána tak, aby jejich popisek odpovídal tomu, co nově dělají, opět bylo přeloženo něco z nového obsahu.

Velká část nového obsahu stále není přeložená.

[MOD] IWD:EE Portrait Variations

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IWD:EE Portrait Variations

A mod for Icewind Dale: Enhanced Edition that gives you more options for enjoying the awesome portraits in the game.

It has two components which can be installed independently:
image

Zoomed-in side bar portraits

image     image

This component modifies all the built-in portraits, to make their small versions (which are displayed along the right edge of the main game screen) zoomed in closer and more consistently on the characters' faces.

It also flips them where necessary to make sure no characters are facing the screen edge.

Detailed preview:
This is what all the side bar portraits look like, when this component is installed:

image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image image
image

Photoshopped variations

image     image

This component adds a few additional portraits which I photoshopped from built-in ones - either to make them suitable for other races and classes (e.g. Cleric weapon replaced with Mage weapon), or for cosmetic changes (e.g. hair color).

The variations appear right after the corresponding original in the in-game portrait selection screen.

Detailed preview:
The following lists all the portrait variations added by this component.

EFF- "Elf Female Fighter 1"

image image
  1. original
  2. with black hair + better contrast

HFF- "Human Female Fighter 1"

image image
  1. original
  2. wielding a mace [suitable for a Cleric]

2MBAR1- "Male Barbarian 1"

image image image
  1. original
  2. zoomed in
  3. zoomed in + wielding scimitars [suitable for a Druid]

HEFC- "Half-elf Female Cleric 1"

image image image image
  1. original
  2. wielding a staff [suitable for a Wizard]
  3. red dress
  4. red dress + wielding a staff [suitable for a Wizard]

HMC2- "Human Male Cleric 2"

image image
  1. original
  2. better color balance

HFW3- "Human Female Wizard 3"

image image
  1. original
  2. without the sword & bow [suitable for a Druid]

GMT- "Gnome Male Thief 1"

image image
  1. original
  2. with pointed ears [suitable for a Gnome]
image

Download

Latest version: 1.2

Get it from the github download page, or from the attachment to this forum post.

[Kickstarter] Stygian: Reign of the Old Ones - A Narrative Lovecraftian Cosmic Horror cRPG [funded]

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Not sure how many Lovecraftians we have on this website, but anyhow. Might as well give this upcoming narrative cosmic horror cRPG its own thread here.

image

Those who frequently visit kickstarter may already know about Stygian: Reign of the Old Ones. It is the start of a new cRPG franchise by Cultic Games. They took inspiration from Planescape: Torments, the early Fallout games, the AD&D Dark Sun series, Heroes of Might and Magic and mixed it with H.P. Lovecraft's works. Hand drawn 2D backgrounds and art assets together with turn-based combat system, skills, classy 1920's archetypes/classes and unique game elements makes this title rather fascinating in my eyes. My favourite components are the Believe System and Angst System.

image


And of course there are lots of text and dialogue choices:



They are currently at €38.795 and get funded when reaching their €55.000 goal. That should be more than doable with 18 remaining days.

Of note is that the physical game disk come together in a very special case. Not plastic, nor metal... it is real leather:


There are even plans of gifting the Merry Folk from the Stars Children's Book in .pdf format to all backers when they reach the 1000th's Like on facebook.
Beautifully illustrated, 1920's children's book about a little girl's pact with the Old Ones to punish all the grown-ups. A haunting bedside publication which greatly contributed to humanity's demise. This doomsday book is also featured in its own related quest in the game.
Perhaps @Anduin and @lolien may be interested in reading their kids stories where the Old Ones get awakened by a little girl to punish the grown ups? :p

My let's plays: Crusader Kings II & Skyrim

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Just letting my favourite community know about my new let's plays.

1. Let's play of Crusader Kings II for PC with all DLCs (including Jade Dragon, Sunset Invasion disabled) and some mods.
In this playthrough, we follow the antics of the d'Avairon family of the Kingdom of Jerusalem from Anno Domini 1244 onwards. Will the descendants of Millaire d'Avairon claim the crown of Jerusalem? Will they survive hostile Ayyubid, Seljuk and Mongol neighbours? Watch to find out!

Note: I suck at this game. But it's a fun roleplaying experience.

image

2. Let's play of Skyrim for PC with all DLCs and some mods
In this playthrough, we follow the misadventures of Hjodir Half-Elf, a somewhat shy hunter turned callous argonaut. Does he have what it takes to be an adventurer? Will he side with the Imperials or the Stormcloaks? Will he ever put a shirt on? Watch to find out!

image

Episodes #2 of both let's plays are coming next week. Enjoy!

Apologies for the sub-par audio quality. Will get a proper microphone sometime in the future.
For now, you will have to suffer my voice recorded with a bunch of coconuts tied to a squirrel :smirk:

The General Questions Thread

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So I got to thinking, while I often have general questions about various aspects of the game, it's rather bothersome to clutter up the activity page with random questions, especially when I have as many as I do. So I came up with this idea. This is a general questions thread that anyone can contribute to, both with questions and answers. Ask a question, hopefully it'll be answered. (and with the efficiency of the community here, I wouldn't be surprised if it's answered rapidly.) I doubt things will become too cluttered, so it'll be a nice way for us to help each other out. Now, I don't THINK this has been done before, but if so, then do what needs to be done, dear mods, as you generally know best. Without further explanation, here's the first question I have.

If I were to complete Anomen's quest line, would he retain the stat boost if I teleport him to me in ToB? The character I'm working with would be unlikely to take him through all of SoA, but due to Aerie's... "problems" in ToB, my main character would want to leave her where she's safe, but that leaves a clerical gap in the party. Obviously Anomen would fill that hole nicely, but I don't know if he'll keep all of his bonuses from me completing his quest. In theory, I will be taking only five characters through the end of SoA, so if I have to bring Anomen along it's not a deal breaker, but for RP reasons it makes more sense to simply bring him to me when I need him.

The 2.5 Update Beta is HERE! Test, play, let us know what you think!

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Great news, Infinity Engine fans!

Owners of Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, and Icewind Dale: Enhanced Edition on Steam, Beamdog, and Google Play now have beta access to the upcoming 2.5 update!

The 2.5 Update is focused primarily on multiplayer improvements, restoring cross-compatible play, and resolving any critical errors. Oh, and we’ve added the Shaman class to Icewind Dale: Enhanced Edition!

This update isn’t complete just yet, which is why we’re seeking your feedback on the work that we’ve done so far. Grab the beta, check into this subforum, test it until your eyes burst, and then let us know what you think! About the game, not about your extreme and sudden eye pain.

The 2.5 Update beta will run from December 5th, 2017 to January 8th, 2018, with the possibility of an extension, as we gather data and feedback from beta participants. If you help us out with the beta you’ll receive a special Beamdog Forum badge that you can use to lord over your friends, family, and rivals.

After the holidays we’ll review your feedback, finish the fixes, and make the 2.5 Update available on Beamdog, Steam, GoG, the Mac App Store, Google Play, and the iOS App Store. Every platform will get this update! Can your toaster run Linux? Did you install Baldur’s Gate: Enhanced Edition on it? It will get this update!

The release version of the 2.5 Update will include the correct German VO for Baldur’s Gate II: Enhanced Edition from the original Baldur’s Gate II, but it won’t be included in the beta. Check the Engine 2.5 Patch Notes
on the blog. Patch notes for each game will accompany the full release of the 2.5 Update. For now, see the blog notes and the following notes from the Redmine:
Next Update
Issues to be addressed in the next BG:EE update
Issues to be addressed in the next BGII:EE update
Issues to be addressed in the next Infinity Engine update

Worried about a fix or feature that didn’t make it into 2.5? Worry not! We’ve been listening to and recording your feedback this whole time, and we have some exciting plans for more Infinity Engine updates to come. Stay tuned!

Wondering about Baldur’s Gate: Siege of Dragonspear on mobile? We’ll have some great news to share on that front soon*!

*For real this time!

Find out how to access the 2.5 update beta here.

Check how to report bugs here.

P.S. The IWD:EE achievements will have placeholder art until the end of the week.
Also, as stated above, there will be a special beta badge, how it will be distributed is still being determined.

Horrid Wilting and Incendiary Cloud AoE radius decreased in 2.5 patch?

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According to the IWD:EE manual, Horrid Wilting has an AoE radius of 35 ft, while Incendiary Cloud is 18 ft. Now, I was in the middle of a solo Dragon Disciple run, when the 2.5 patch came out, and only now have I got access to level 8 spells for the first time ever (this is the first time I've progressed this far in IWD:EE). And I notice that in the in-game description, Horrid Wilting has a radius of 17 ft :/ , while Incendiary Cloud is only 6 ft! :'(

My question is, are these the original EE values, or have these been recently decreased and balanced by the 2.5 patch?

It's a little disappointing to find them less than what I saw in the manual, but I guess this makes it more challenging. ;)

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

The Make haks and tlk's easier to download for persistent worlds card discussion

Pathfinder : Kingmaker

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Im really looking forward to this game. :)

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Suggestions Thread: Art Assets (models, textures, images, sounds)

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Hello folks, I'm Symphony.

In order to keep things collated, I'm starting category based suggestion/bug discussions. Please use your best judgement to find which discussion best suits your range of items!

This Suggestions Discussion is for Art Assets. These are the kinds of items considered to be "content" "custom content" "hak resources" made by graphic artists, designers, and modelers, for "modding" the game with Art Asset files placed in hak packages by content creators, the installation's .bif files by the game developers, or the override directories (including /portraits /music and others)

The kinds of file formats expected to be the targets of Art Asset Suggestions would be .tga .dds .mdl .wav .bmu .txi .gui, and a few others!

Feel free to post your suggestions below in a hopefully clean and concise manner, and if you have time, try to read the other suggestions so you don't duplicate any requests.

How do y’all handle beholders without the shield of Balduran?

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I can honestly say I’ve *always* taken the easy way out when fighting beholders by leading the way with a character who has this shield equipped.

World Cup is OVER - let's share out thoughts together

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And the World Cup has ended!

It's been the real festival of football. In this thread we can discuss everything related to the WC.

Let's rendezvous right here in 4 years!
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