Title says it all. I started a game on 2.5 and I never received the ability to transform. I am running no mods and not using any third party programs. I'm playing as an Inquisitor. I'm well into chapter 5 so the option should be there.
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No ability to transform into Slayer
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import to Bg2EE on android
Hi,
Having finished BG on my tablet, I want to import my character to BG2EE. Following advice from various threads here, I copied the final save data over into the BG2 folder. However, nothing shows up when trying to import during character creation in SoA. The save does show up during char creation in ToB, however, and when clicking 'load game' in SoA. Trying to load it crashes the app. I suppose this is a bug? Is there any way to imprt my character?
Having finished BG on my tablet, I want to import my character to BG2EE. Following advice from various threads here, I copied the final save data over into the BG2 folder. However, nothing shows up when trying to import during character creation in SoA. The save does show up during char creation in ToB, however, and when clicking 'load game' in SoA. Trying to load it crashes the app. I suppose this is a bug? Is there any way to imprt my character?
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Height Slider..."You Must Be This Tall to"
Okay, I know this likely sounds stupid/silly/idiotic/ignorant/whatever, but I've seen a couple of references to a "height slider" that seem to be talking about modifying flying heights. I was hoping to see if there was a height slider that actually adjusted the PC height, as they have on a couple of the servers for the original NWN (not EE) and, of course, NWN2. As in "a thingamabob that makes a players character taller or shorter, and maybe thicker or thinner, too." I was also hoping to find some hint as to how you put that into place. Anyone have some direction for a totally lost noob? (and if someone asks if I've tried Hari Khrisna.....)
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Tales of Neverwinter: A Roleplay Video Series
So I started my own personal roleplay playthrough of the primary Campaign after purchasing the Enhanced Edition. I was talking about wanting to share it with a friend but not knowing where to find like-minded individuals that would actually enjoy it, offer interesting critiques, and so forth. They commented on why not share it here, as well as some other areas to help advertise the game as well, and I thought it was a fantastic idea.
The premise is relatively simple, to roleplay the character (staying as in-character as possible, but as anyone that plays pen and paper knows, it's not quite that easy sometimes.) throughout the storyline, starting with the primary campaign. For this purpose, I've designed the character with a background, personality, all that good stuff and shown his creation step by step.
Though the playthrough is a little on the slow-paced side, that's due to the fact I'm basically focusing on telling a story and exploring his character as a whole.
Amateur voice acting is also included, I apologize ahead of time.
I'd love to hear others thoughts, any recommendations, constructive criticism, and so forth would be welcome to help improve the story or the videos in question.
The premise is relatively simple, to roleplay the character (staying as in-character as possible, but as anyone that plays pen and paper knows, it's not quite that easy sometimes.) throughout the storyline, starting with the primary campaign. For this purpose, I've designed the character with a background, personality, all that good stuff and shown his creation step by step.
Though the playthrough is a little on the slow-paced side, that's due to the fact I'm basically focusing on telling a story and exploring his character as a whole.
Amateur voice acting is also included, I apologize ahead of time.
I'd love to hear others thoughts, any recommendations, constructive criticism, and so forth would be welcome to help improve the story or the videos in question.

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where can better looking character model mods be found?
i've seen a few screen shots of people's games where they were definitely using some updated character models and i was wondering where people were getting them from, i remember back in the day i had some, but they seem to be lost to me now and some of the web sites i went on to just didnt have or know what i was looking for
anybody out there know where i can find some?
anybody out there know where i can find some?
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After SoD? ToSC? Skie? (Spoilers)
I finished SoD but there is no way I can see to do ToSC in order to get the soultaker dagger. When I finished BB:EE, it jumped straight to SoD without giving me an option to do ToSC in between. Now, at the end of SoD, I just get a credits role and no guidance on how to deal with Skie's problem. Do I do it at the beginning of BGII:EE, which I have but haven't started yet? How do I finish up this last unresolved issue from SoD?
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Where is the +6 slashing damage bonus on my weapon coming from?
I just noticed it has a +6 slashing damage bonus that is listed as "temporary" but never goes away even after i rest. I dont have any spell effects active. Only thing I can think of is that one of the light pillars in or outside the creator ruins did this.
Does anyone know where this is from? Seems really weird.
https://i.imgur.com/IxL4h6W.jpg
Does anyone know where this is from? Seems really weird.
https://i.imgur.com/IxL4h6W.jpg
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Dart Wielding Mages on AI runs in to close combat
After update, Edwin and Baeloth has become rather suicidal on AI Standart Attack. Instead of just throwing darts when idle, they both run into close combat...
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New versions of NearInfinity available
Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.
Summary of new features:
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.
- 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
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.
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Nwn coming to Android!!!!
But I haven’t owned an android tablet in forever.
The plans they mentioned in the livestream look interesting.
I didn’t hear the word IOS, though.
I don’t see it possible but is it in the cards?
The plans they mentioned in the livestream look interesting.
I didn’t hear the word IOS, though.
I don’t see it possible but is it in the cards?
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[Skin mod for IWD1 EE/ BG1 EE/ BG2 EE] Diablo character SKIN MOD UPDATED!!
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Location of a magical short sword....
This might be a moot question, but does anyone remember where to find the magical short sword in Chapter One? I found it on my first play through and would like two have it for my fighter character.
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Honest discussion about Legacy of Bhaal
Hello my fellow forumites
The patch v2.0 (and v2.1) has been out for a few weeks now and a few threads about the LoB mode were already created, containing a lot of speculations and many advices to defeat it. We even have a thread dedicated to powergaming in LoB mode.
But today I would like to open a discussion about what does this difficulty setting truly does and the gaming experience it creates.
First, a reminder of what LoB does:
enemies' HP * 3 + 80
-5 to saves (?)
-5 to THAC0 (?)
+12 levels for some checks
+ 1 APR (?)
Summons' HP * 2 + 20
So as you can see, these changes are mirroring the Heart of Fury mode from Icewind Dale (except for summons) but so far most players including myself don't exactly know what it does. I searched on the internet on many sites and asked in different threads in the Road to v2.0 back then and I was not able to find a strict, precise definition of the Legacy of Bhaal mode. This is I think a minor problem in itself but let's continue forward.
Here I'm quoting the official Siege of Dragonspear website :
"Legacy of Bhaal Mode : A difficulty setting offering tactical challenges only the most skilled of players can hope to defeat"
This appears on the website since the extension's announcement.
But is it true?
In my opinion, the Legacy of Bhaal mode doesn't offer any "tactical" challenges, it just increases the HP of your enemies by a enormous amount and that's it mostly.
It slows the game down and doesn't change the gameplay experience in a good way to my mind.
Though I agree that it offers some challenges. Of course a Dragon with 530 HP instead of 150 HP is stronger and thus the game is harder, depending on your party setup it can be a lot more difficult or it can simply be longer.
But is this kind of difficulty setting fun? Do you really enjoy fighting 83HP rats in Candlekeep?
Put in another way, do you think the Legacy of Bhaal mode is an interesting and fun difficulty setting?
Because I think it isn't, and to be honest, when I look back at the quote I posted above, I think the developers were actually thinking of something completely different when they first thought of the Legacy of Bhaal.
Maybe they were thinking about a "super-SCS" mode, which could explain the "tactical" challenges that only the most "skilled" players could hope to defeat, but because of time restrictions, they gave up and instead replicated the Heart of Fury difficulty in Baldur's Gate.
Another reason I think the LoB mode was originally designed as an improved SCS is because of the Insane difficulty changes in SoD. As you may know, moving the difficulty slider in SoD actually change the number of enemies spawning during battles, including new foes (like a caster in a group of fighters) which does offer new tactical challenges!
I think this is really good and a lot better than simply buffing enemies' stats to the point they don't make any sense whatsoever in a D&D setting.
So I would also like to ask Beamdog another question: is the Legacy of Bhaal mode final? Will it receive others updates or will it stay like this?
Because if it is going to get some more love, then it's excellent and I'm eager to see what you have in store for us.
But if that's not the case, no big deal. But I would like to know about the community's opinion about it and what do you think is an interesting difficulty setting.
Have a nice day!
PS: I apologize for my English, especially as I wrote all of this on my phone.
The patch v2.0 (and v2.1) has been out for a few weeks now and a few threads about the LoB mode were already created, containing a lot of speculations and many advices to defeat it. We even have a thread dedicated to powergaming in LoB mode.
But today I would like to open a discussion about what does this difficulty setting truly does and the gaming experience it creates.
First, a reminder of what LoB does:
enemies' HP * 3 + 80
-5 to saves (?)
-5 to THAC0 (?)
+12 levels for some checks
+ 1 APR (?)
Summons' HP * 2 + 20
So as you can see, these changes are mirroring the Heart of Fury mode from Icewind Dale (except for summons) but so far most players including myself don't exactly know what it does. I searched on the internet on many sites and asked in different threads in the Road to v2.0 back then and I was not able to find a strict, precise definition of the Legacy of Bhaal mode. This is I think a minor problem in itself but let's continue forward.
Here I'm quoting the official Siege of Dragonspear website :
"Legacy of Bhaal Mode : A difficulty setting offering tactical challenges only the most skilled of players can hope to defeat"
This appears on the website since the extension's announcement.
But is it true?
In my opinion, the Legacy of Bhaal mode doesn't offer any "tactical" challenges, it just increases the HP of your enemies by a enormous amount and that's it mostly.
It slows the game down and doesn't change the gameplay experience in a good way to my mind.
Though I agree that it offers some challenges. Of course a Dragon with 530 HP instead of 150 HP is stronger and thus the game is harder, depending on your party setup it can be a lot more difficult or it can simply be longer.
But is this kind of difficulty setting fun? Do you really enjoy fighting 83HP rats in Candlekeep?
Put in another way, do you think the Legacy of Bhaal mode is an interesting and fun difficulty setting?
Because I think it isn't, and to be honest, when I look back at the quote I posted above, I think the developers were actually thinking of something completely different when they first thought of the Legacy of Bhaal.
Maybe they were thinking about a "super-SCS" mode, which could explain the "tactical" challenges that only the most "skilled" players could hope to defeat, but because of time restrictions, they gave up and instead replicated the Heart of Fury difficulty in Baldur's Gate.
Another reason I think the LoB mode was originally designed as an improved SCS is because of the Insane difficulty changes in SoD. As you may know, moving the difficulty slider in SoD actually change the number of enemies spawning during battles, including new foes (like a caster in a group of fighters) which does offer new tactical challenges!
I think this is really good and a lot better than simply buffing enemies' stats to the point they don't make any sense whatsoever in a D&D setting.
So I would also like to ask Beamdog another question: is the Legacy of Bhaal mode final? Will it receive others updates or will it stay like this?
Because if it is going to get some more love, then it's excellent and I'm eager to see what you have in store for us.
But if that's not the case, no big deal. But I would like to know about the community's opinion about it and what do you think is an interesting difficulty setting.
Have a nice day!
PS: I apologize for my English, especially as I wrote all of this on my phone.
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[MOD] -Scales of Balance- a post-hac tweak mod
THIS MOD IS deprecated REVIVED!!
https://github.com/UnearthedArcana/Scales_of_Balance/releases
This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:
- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul
That's it!
Full Readme:
https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...
If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2
But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better!![:) :)]()
Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.
Cheers!
Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:
Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest
Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues
NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone
---------------------------------------------------
HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866
DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")
README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
A very general idea of what the mod contains (not in this order):
1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique
2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)
3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)
A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.
https://github.com/UnearthedArcana/Scales_of_Balance/releases
This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:
- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul
That's it!
Full Readme:
https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...
If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2
But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better!

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.
Cheers!
Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:
Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest
Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues
NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone
---------------------------------------------------
HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866
DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")
README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
A very general idea of what the mod contains (not in this order):
1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique
2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)
3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)
A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.
↧
Brage doesn’t drop body
Brage doesn’t drop body after I have killed him in Baldur’s Gate: EE. I’m playing on pc with a clean installation without mods (patch 2.5.). I tried it couple of times and the result was always the same.
I know that the optimal way is to bring him in to the temple, but playing as an evil party I did not want to do it this time.
I know that the optimal way is to bring him in to the temple, but playing as an evil party I did not want to do it this time.
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Item Upgrade v43 Now Available
The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items.
Version 43 corrects errors in the Polish translation (for real this time) and provides a few other bug fixes. v43 Changelog:
Version 43 corrects errors in the Polish translation (for real this time) and provides a few other bug fixes. v43 Changelog:
- Polish translation should no longer crash EE games (for real this time)
- @argent77 had made a macro to help EE-ify item descriptions from vanilla item descriptions; this is now used for the Korean and Russian translations since they lack a dedicated, EE-specific translation
- NPC-restricted items will now use the same restriction schemes as their parent items for EE games
- Fixed a bug where the some install options were not available for Polish players
- Items which provide immunity to poison now also block Cloudkill
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Enchant the Missile Launchers (Ranged Weapon Tweak)
Enchant the Missile Launchers: A Small Ranged Weapon Tweak
Download LinkIn the tabletop version of AD&D, magical ranged weapons bestow their full enchantment value on any ammunition that is used with them. In the Baldur's Gate series, that behavior wasn't possible; when you equip a nonmagical arrow, the engine didn't know how to see the launcher's enchantment level. We now have an opcode that can get around that, but it needs to be applied.
That's what this mod is for.
This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them.
That means if you have a +2 shortbow and normal arrows, it'll bypass creature defenses as if they were +2 arrows. (+3 arrows will still function like +3 arrows; your equipped launcher can't make your equipped ammunition less magical than it is). This also means that an end-game longbow doesn't also have to be paired with end-game ammunition in order to be usable against end-game monsters
It also means that infinite-ammo launchers like Firetooth and Gesen Bow are made more powerful by equipping real ammunition, not less.
Just install it like any other mod. It should work fine with BG:EE, SoD, and BGII:EE. Feedback is welcome!
New Component: Ammunition Recovery
I spent a lot of time thinking about how best to handle ammunition. It doesn't make sense to me, for instance, that you can't recover arrows that you use in combat--and picking up a dozen stacks of arrows obsessively because you don't want to go back to town seems like a huge waste of time. That's the reason for increasing stack sizes in a number of tweak mods: to remove the headache of inventory management so that you can focus on the parts of the game that are fun. Unfortunately, the inventory management is still there, it just happens less often.So. This thing.
The skinny: Any ammunition you purchase from a store is now treated as a rechargable quiver with a specific number of charges, which recharges itself after every rest. This means that when you buy arrows, you're buying a quiver of 20 arrows; it will always be limited to 20, but you'll start every day with a full quiver.
Each ammunition type has its own number of charges, as laid out below:
- Bolts: 20
- Bullets: 20
- Arrows: 20
- Throwing Daggers: 5
- Throwing Axes: 2
- Darts: 15
In addition, to keep things somewhat balanced, magical ammunition and thrown weapons have a maximum charge limit based on their particular enchantment. A given weapon will use this limit or the base weapon's limit, whichever is lower:
- +1, +2, +3, +4: 10
- Minor Secondary Effect (such as Fire, Acid, Cold, or Electricity damage): 5
- Powerful Secondary Effect (such as Poison, Stunning, or Polymorph): 1
Optional Components: Eldoth and Jan
Eldoth in BG:EE and Jan in BGII:EE have the ability to make their own ammunition as a 1/day ability, and the ammunition they create is pretty powerful. No one wants to spend fifteen days stocking up on Poison Arrows, and when you forget to do it in the middle of a dungeon that can be frustrating.To that end, I've taken away from those characters the ability to create new ammunition, and instead given each of them a rechargeable version of their special ammunition that has 5 charges.
That means you won't be able to stock up on Flasher Master Bruiser Mates, but it also means you'll always have five of them (and only five of them) on hand, ready to go.
Optional Component: Fix Fuller's Bolts
Fuller wants you to bring him some bolts. But because of the way the ammunition component above works, Bolts now cost 7 gp - and Fuller won't take them from you. So this component just adds a single stack of bog-standard non-renewable bolts to the Candlekeep store, right at the top of the list so you'll be able to spot them more easily.Notes
Pay attention to your characters if you use this component. There's a bit of a hitch where running out of charges on an ammunition item won't prompt the character to switch to the next ammunition; they'll just stand there idly, waiting for death. You can fix it on the fly pretty easily by switching ammo slots manually, but you'll want to pay attention to remember to do it.(Original post below)
Working on something for myself here, and trying to make the work go faster so that I can get it working and installed to test it out.
I'm sure someone's already created a mod that does this, so if there is, just post a link to it and I'll be happy to take a look. Otherwise, any intrepid WeiDU experts are welcome to offer solutions.
The Concept:
Make all magical ranged weapons grant their enchantment level to whatever equipped ammunition is being used.Context:
As of Icewind Dale: Enhanced Edition, there's an opcode (345) that allows an effect to change the target's effective enchantment level with all their attacks. I want to use that effect to give every magic launcher the same treatment that infinite-ammo launchers give to their weapon-created ammunition. Gesen Bow +4 is treated as a +4 weapon when you don't equip arrows on it; I want it to be treated as a +4 weapon even if you've equipped normal, nonmagical arrows.What I need
A way to quickly add an appropriate 345 effect onto every ranged launcher item that has an enchantment value of at least 1, based on that value. Here's my terrible pseudocode for what I'm trying to achieve:item.enchantment = enchantmentI'll zip up and attach a sample item with the effect already applied.
if item.launcher == true then
if enchantment >= 1 then
apply effect(345, enchantment, "permanent/while equipped")
end
end
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The topic for unhappiness/vent your sorrow
What I saw functioning well on other fora and what I hope functions well here too, is a topic to get things that trouble you, make you down, keeps you worried and just want to vent off your chest. Nice replies are welcome, though just getting things off your chest is good to. Let's refrain from full debates though, that would derail the topic.
My spleen: tomorrow is the big release day, but I have the flu right now, feeling very tired and ill and not fit enough for gaming. If my condition is the same tomorrow, I'll feel too miserable to take a new CHARNAME on an adventure of the Enhanced Swordcoast (now! new Enhanced Swordcoast! with Wild Mages and Evil Blackguards! but please can somebody give me a potion of healing or cast a Cure Disease on me).
*edit: topic title changed. Kudo's to @Kristie83
My spleen: tomorrow is the big release day, but I have the flu right now, feeling very tired and ill and not fit enough for gaming. If my condition is the same tomorrow, I'll feel too miserable to take a new CHARNAME on an adventure of the Enhanced Swordcoast (now! new Enhanced Swordcoast! with Wild Mages and Evil Blackguards! but please can somebody give me a potion of healing or cast a Cure Disease on me).
*edit: topic title changed. Kudo's to @Kristie83
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puerta de baldur (modulo)
aqui esta el modulo de puerta de baldur
Modulo
los haks, si no podeis abrir el modulo, son estos
Google Drive:
Google Drive
MEGA:
MEGA
agradecimientos a kronos por dar el permiso para publicar este modulo
Modulo
los haks, si no podeis abrir el modulo, son estos
Google Drive:
Google Drive
MEGA:
MEGA
agradecimientos a kronos por dar el permiso para publicar este modulo
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Vanilla Thieves
Does anybody else think that vanilla thieves are irrelevant?
I've played thieves in Baldur's Gate and Siege of Dragonspear where they remain enjoyable to play, but when I import my thief character to Shadow of Amn, pretty much as soon as I depart Chateau Irenicus, the character starts feeling pretty useless to play.
It even occurs to me whenever I recruit Hexxat, even with her amazing stats and supernatural powers, I always end up feeling like she's excess baggage. She can find traps and open locks, but when combat starts she's next to useless. It always makes me feel like she's occupying a slot a more useful NPC could be filling.
It's just a shame, because I enjoy vanilla thieves in 2nd edition tabletop, oh well, I guess I can Shadowkeep Hexxat into an Assassin, or something else interesting to play.
I've played thieves in Baldur's Gate and Siege of Dragonspear where they remain enjoyable to play, but when I import my thief character to Shadow of Amn, pretty much as soon as I depart Chateau Irenicus, the character starts feeling pretty useless to play.
It even occurs to me whenever I recruit Hexxat, even with her amazing stats and supernatural powers, I always end up feeling like she's excess baggage. She can find traps and open locks, but when combat starts she's next to useless. It always makes me feel like she's occupying a slot a more useful NPC could be filling.
It's just a shame, because I enjoy vanilla thieves in 2nd edition tabletop, oh well, I guess I can Shadowkeep Hexxat into an Assassin, or something else interesting to play.
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