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Icewind Dale meets Heroes of Might and Magic 3 - Horn of the Abyss

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Greetings,

after Baldur's Gate has been acquainted with Heroes of Might and Magic 3 (HoMM3), now would be the time
to introduce its little brother, Icewind Dale, to HoMM 3.

Only this time I am going one step further: Icewind Dale is going to meet Horn of the Abyss (HotA), an unofficial, fan-made add-on to HoMM3 that stays so true to the original game that it might just have been an original, official add-on.

This allows me to use new elements for shaping the landscapes some of which come very much in handy when modelling the areas of Icewind Dale. And I think I may have found an interesting way to include the Cove Town faction, a new faction exclusive to HotA.

I would like to show you my first drafts. They are work in progress and not finished yet.

Easthaven:
image


Kuldahar and Kuldahar Pass:
image


Wyrm's Tooth:
image


The Severed Hand:
image


If you'd like to help out on this project, I would very much appreciate that. I am always looking for feedback, positive and negative one alike.

Also I would like to know what Icewind Dale in general means to you. And then I would like to know what each area in Icewind Dale means to you. What feelings does an area evoke in you? What kind of atmosphere does an area convey? Think about Easthaven, Kuldahar, Kuldahar Pass, Vale of Shadows, Temple of the Forgotten God, Dragon's Eye, Severed Hand, Wyrm's Tooth and Upper and Lower Dorn's Deep and also the Fields of Slaughter from Icewind Dale 2.

Since Icewind Dale doesn't nearly feature as many areas as Baldur's Gate 1, I'll also have plenty of free room to fill on the map. Can you think of a anything that is mentioned maybe in IWD1 or IWD2 but we couldn't visit it? For example we know that there is a Drow city somewhere near, it just isn't featured in either of the games.

Also take a look at the world map:
image


What do you think is on the map between the areas? The parts that we can never visit in the game itself. Can you think of any interesting locations that could be there? The vale that the Severed Hand lies in is rather big and on my map it is going to be HUGE. So what else could be in that vale besides the Severed Hand?

The Politics Thread

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Welcome to the Politics Thread!

This thread is here for all discussions relating to public policy and current events in any country, domestic or foreign. The politics thread is open to anyone who is interested in politics and wants to contribute their own expertise or knowledge--or even just their personal thoughts and concerns--about current events.

Due to its content, all forumites must follow a set of rules for general etiquette when posting in this thread, in addition to the Site Rules that apply to the forum more generally. By using this site, you agree to follow the Site Rules, and by posting in this thread, you agree to follow the thread rules. The Site Rules and thread rules are not up for discussion.

Rule 1: No Flaming, Personal Attacks, or Disrespectful Behavior

Respectful behavior is mandatory for all forumites, to all forumites. Regardless of how passionately you may care about a given subject, there is no tolerance for showing disrespect or unkindness to your fellow forumites. Everyone has an equal right to express their viewpoint, and while viewpoints may disagree, no one is entitled to attack another person's character, intelligence, morality, or enlightenment.

This thread is here for people of differing viewpoints to discuss political issues in a polite, civil, and courteous way, to listen to each other from a position of empathy, and to agree or disagree without dismissing or belittling others. Ascribing absurd or sinister views to another forumite is against the rules.

Rule 2: No Trolling, Baiting, or Needling

This thread is not a playground for trolls. Attempting to bait another forumite into an argument, repeatedly pressing someone to respond to a post, posting in bad faith, or harassing others for any purpose is not allowed. No one is required to answer hostile questions or demands.

Sensitive subjects are open for sensitive discussion.

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This is a basic extension of Rule 1. Stereotyping, negative generalizations, and attacks on the morality or intelligence of large groups of people, however defined, is unacceptable. This includes, but is not limited to, generalizations of any race, any sex, any gender, any orientation, any nationality, any level of education or economic status, any political affiliation, any religion, and any political or nonpolitical philosophy.

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This thread is not here for partisan invective or semantic quibbles, nor is it here for forumites to "win" arguments or "defeat" an opposing viewpoint. This thread is here to share information and discuss ideas. Whenever possible, focus on the subject matter, and if your comment is less about the subject and more about something else that's bothering you, reconsider posting it.

Citations and sources are important. Without real events, there is no discussion; only speculation. Without data, there is no fact; only a hypothesis. This thread is for sharing information first and foremost. Opinion and personal experience are welcome, but statements that are presented as "fact" should be accompanied by a source.

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Words have many meanings, especially in politics. Define your terms to make sure your meaning is clear, and don't be surprised if someone uses a different definition from you.

Sarcasm is difficult to detect in a text-only forum, and while jokes can lighten the mood, some are easy to misinterpret. Speak plainly when possible.

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In a nutshell: treat your fellow forumites with respect, listen to other viewpoints, and say things that you would be proud to say in real life.

Rogue Rebalancing won't download

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An anybody know how long this has been going on? I need to use it now and can wait, if necessary, a few days/weeks (but I really want to get started actually playing again).

This file has been reported as broken because: Download fails. Attempt to re-download returns with "Unable to load the webpage because the server sent no data. Error code: ERR_EMPTY_RESPONSE"
Happened to me two consecutive times now. Can't attempt to re-download till tomorrow again.
I have no problem with downloading other files from this website.

Famous Quotes and laws of reality...

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Those who watch the recent activity page will know that sometimes I post famous quotes and "laws" of reality but as not everyone even knows the activity page exists I decided to make it a thread... besides I'd like to read you favorite famous quotes and "laws" as well :)

Just to start these were my last three posts:

If a straight line of holes is made in a piece of paper, such as a sheet of stamps or a check, that line becomes the strongest part of the paper.
-- Kington's Law of Perforation

We can't solve problems by using the same kind of thinking we used when we created them.
-- Albert Einstein (1879-1955)

The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is.
-- C. S. Lewis

Elenco delle mod compatibili con Baldur's Gate: Enhanced Edition

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Questo thread raggruppa per categoria le mod compatibili con Baldur's Gate: Enhanced Edition (BGEE).
Oltre al link per il download, ogni voce specifica la disponibilità o meno della lingua italiana e offre una breve descrizione dei contenuti della mod. Il thread è in costante aggiornamento.
Sono esclusi da questa lista le mod in fase alfa e le mod non testate/non compatibili con l'Enhanced Edition.

In questa discussione potete:
- Segnalare mod compatibili con BGEE non presenti nella lista;
- Segnalare link non funzionanti;
- Discutere sui contenuti di una mod o chiedere consigli su quali installare.

Importante!
PRIMA di installare mod sulla versione Steam e GOG del gioco, dovete utilizzare una procedura chiamata modmerge. Se non seguite questa procedura, le mod non funzioneranno correttamente.
È tutto molto semplice:
- Installate BG + SoD (SoD è opzionale)
- Scaricate ed eseguite modmerge
- Scaricate le mod che vi interessano, estraete il contenuto nella cartella di installazione di BG (dove si trova il file chitin.key) e avviate il file .exe di ogni mod.

Il thread delle mod compatibili con Baldur's Gate 2: Enhanced Edition si trova qui.

MOD CONTENENTI DIALOGHI E RELAZIONI D'AMORE (BANTER/ROMANCE) CON I PNG DEL GIOCO

Baldur's Gate Romantic Encounters
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un po' di "pepe" nel gioco, introducendo sino a 40 occasioni in cui il protagonista può flirtare e approfondire la conoscenza (anche in senso biblico) di nuovi o già esistenti personaggi.

Chatty Imoen
Disponibile in italiano: Sì
Descrizione: Attingendo dalle tracce audio di BG2, questa mod amplia il sound set di Imoen, aumentando il numero di battute che pronuncia quando viene selezionata o quando le viene impartito un ordine. Crea anche delle interazioni con gli altri PNG del gruppo e offre la possibilità di scegliere quale ritratto utilizzare (la versione di BG1, quella di SOD o quella di BG2).

Coran Extended Friendship
Disponibile in italiano: No
Descrizione: Questa mod aggiunge sino a 18 conversazioni amichevoli con Coran (a condizione che non sia in corso la romance introdotta dal mod The BG1 NPC Project). I dialoghi in questione permetteranno al giocatore di approfondire la conoscenza di Coran e di trascorrere un po' di tempo chiacchierando in sua compagnia.

Garrick's Infatuation
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una romance con il bardo Garrick. Attraverso 25 conversazioni, la figlia di Bhaal potrà intrecciare una storia d'amore con lui. CHARNAME può essere di qualsiasi razza e allineamento; è però indispensabile che sia di sesso femminile.

Neera Banters
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una serie di dialoghi tra Neera e i seguenti membri del gruppo: Branwen, Coran, Dynaheir, Faldorn, Imoen, Jaheira, Khalid, Minsc, Montaron, Xan e Xzar.

Neera Expansion
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una serie di dialoghi con Neera e alcune nuove conversazioni legate alla romance. Include anche un'opzione che rende possibile intrecciare una storia d'amore con Neera o con Rasaad a PG dello stesso sesso.

The Ajantis BG1 Expansion Modification
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una serie di conversazioni amichevoli con Ajantis, consentendo al giocatore di scoprire qualcosa di più sulla storia e sulla personalità di questo paladino.

The BG1 NPC Project
Disponibile in italiano: No
Descrizione: Il primo capitolo della saga di Bhaal, pur avendo un cast di PNG originali e accattivanti, non offriva dialoghi che animassero i viaggi lungo la Costa della Spada. Grazie a questa mod, sarà possibile approfondire la loro conoscenza attraverso innumerevoli conversazioni (alcune delle quali iniziabili dal giocatore), relazioni d'amore, missioni e commenti rispetto agli eventi in corso. Apprezzato dai giocatori per la capacità di animare ore di gioco che altrimenti sarebbero state silenziose, questa mod è caldamente raccomandata agli amanti dei dialoghi e delle interazioni con i membri del gruppo.

Xan's Friendship
Disponibile in italiano: Sì
Descrizione: Questa mod aggiunge una serie di dialoghi con Xan, l'incantatore di Evereska noto per il suo incrollabile pessimismo. Numerose conversazioni permetteranno di scoprire più a fondo la personalità dell'elfo e di spezzare quel silenzio che al momento accompagna i PNG del cast originale.


MOD CHE INTRODUCONO NUOVI PNG

Finch
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Finch, una gnoma sacerdotessa di Deneir. Molto apprezzata dai giocatori per la qualità del writing, questa simpatica studiosa ha 2-4 conversazioni con ciascun PNG del gruppo, innumerevoli commenti ai dialoghi del gioco, una missione personale e banter con Indira (se anche questo mod è stato installato). CHARNAME può incontrare Finch a Candlekeep e successivamente a Beregost.

Gavin
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Gavin, un chierico di Lathander originario di Ulgoth's Beard. Di allineamento neutrale buono, si trova al di fuori del Tempio del Mattino nei pressi di Beregost. Ha numerosi banter con i PNG del gruppo, dialoghi amichevoli con CHARNAME (a condizione che non sia malvagio o un assassino) e tre missioni personali. Può inoltre intrecciare una relazione amorosa con la figlia di Bhaal, ma con forti restrizioni: non sarà infatti interessato a classi quali necromante, assassino, cacciatore di taglie e richiederà un allineamento buono, Carisma 12, Saggezza 10 e Reputazione 11 (dovrà essere pari a 15 in fase avanzata perché la storia d'amore possa giungere a piena maturazione). Gavin lascerà il gruppo se la reputazione scenderà al di sotto di 5.

Indira
Disponibile in italiano: Sì
Descrizione: Questa mod aggiunge un nuovo PNG - Indira, una guerriera/maga mezzelfa di allineamento legale buono. Il giocatore può incontrarla nei pressi delle Rovine di Firewine. Indira ha un dialogo con quasi tutti i membri del gruppo (sono esclusi Branwen, Coran, Ajantis, Faldorn e Skie).

Isra
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Isra, paladina di Sûne originaria dell'Amn e appartenente all'Ordine della Rosa di Rubino. E' possibile reclutarla presso le miniere di Nashkel mentre cerca di aiutare Prism a risolvere i suoi guai con Greywolf. Se CHARNAME è malvagio o se Dorn è nel gruppo, non si unirà al protagonista; se la reputazione scende a 6 o meno, lascerà il gruppo. Ha diversi dialoghi amichevoli con CHARNAME, banter con i PNG con cui viaggia e un doppiaggio integrale.

Mur'Neth
Disponibile in italiano: Sì
Descrizione: Questa mod aggiunge un nuovo PNG - Mur'Neth, un servitore di Ghaunadaur, divinità delle melme, fanghiglie, gelatine, emarginati, fustigatori, ribelli. Di allineamento caotico malvagio, può essere incontrato nelle miniere di Nashkel, intento ad indagare sulla contaminazione del ferro (in quanto ha determinato la morte di numerose melme e fanghiglie nell'area).

Valerie
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Valerie, una Stregona Incappucciata dell'Amn con la quale è possibile intrecciare una relazione (CHARNAME può essere di qualsiasi sesso, razza e allineamento; è necessario soltanto che la Reputazione sia pari o maggiore a 10). Valerie ha numerosi dialoghi con i PNG del gruppo, interazioni con i passanti/assegnatari di missioni e osservazioni sulle località della Costa della Spada.

Verr'Sza
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Verr'Sza, un malvagio ranger rakshasa che si trova alla Locanda del Braccio Amico. Verr'Sza ha diverse missioni in stile "Vai e uccidi", parecchie conversazioni con CHARNAME, svariate interazioni, dialoghi iniziabili dal protagonista e almeno un banter con qualsiasi membro del gruppo. E' possibile intrecciare una tempestosa relazione amorosa con lui (disponibile senza restrizioni di sesso e di razza; sono esclusi solo personaggi di allineamento Legale Buono).
La mod ha contenuti anche per SOD - Verr'Sza continuerà infatti a viaggiare con CHARNAME anche dopo gli eventi che concludono BGEE.

Vynd
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Vynd, un assassino drow Neutrale Malvagio reclutabile a Beregost (Locanda Il Mago Bruciato). Vynd ha dialoghi con tutti i PNG del gruppo, interazioni e conversazioni amichevoli con il protagonista. Sono disponibili anche parecchi dialoghi iniziabili dal protagonista. Sebbene sia malvagio, riconosce l'utilità di essere popolari e benvoluti dalle persone, ragion per cui non lascerà il gruppo malgrado un'alta repuazione. Il solo personaggio con cui non va d'accordo per ovvi motivi è Kivan.

White
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - White, un barbaro caotico neutrale che potrà unirsi a CHARNAME già nelle prime ore di gioco. White ha diversi dialoghi con i PNG del gruppo (inclusi Neera, Rasaad e Dorn) e conversazioni amichevoli con il protagonista. Un giocatore di sesso maschile può anche intrecciare una relazione con lui (purché abbia un punteggio di almeno 11 in Carisma e di 12 in Forza).


MOD CHE INTRODUCONO O MODIFICANO SOTTOCLASSI

Dreamwalker
Disponibile in italiano: Sì
Descrizione: Questa mod introduce nel gioco una nuova sottoclasse dello sciamano, il Sogno Errante, capace di lanciare potenti incantesimi legati alla Regione dei Sogni e al Semipiano degli Incubi, oltre ad eseguire una particolare danza grazie alla quale può assumere una Forma Onirica o addirittura diventare un Incubo.
Nota bene: questa mod è installabile anche in BG2EE.

Improved Archer Kit
Disponibile in italiano: Sì
Descrizione: Questa mod introduce alcune modifiche per la sottoclasse dell'arciere, cambiandone la progressione e introducendo sia nuove abilità (Colpo della Radice, Colpo Potente, Colpo Esplosivo, Creare Munizioni Benedette) sia nuove HLA (Colpo Sicuro, Piazzare Trappola a Proiettile). Introduce anche due nuovi archi molto potenti.
Nota bene: questa mod è installabile anche in BG2EE.

Improved Shamanic Dance
Disponibile in italiano: Sì
Descrizione: Questa mod introduce alcune modifiche all'abilità "Danza Sciamanica" dello sciamano e delle relative sottoclassi introdotte da altre mod:
- Le creature evocate non spariranno più dopo avere caricato un salvataggio;
- Durante le cutscene, la danza sciamanica non viene più interrotta;
- Il personaggio può muoversi a velocità ridotta senza interrompere la danza sciamanica;
- A partire dal 24° livello, lo sciamano può evocare spiriti della natura maggiori;
- Tra gli incantesimi di 6° livello conosciuti, è stato aggiunto "Patto Sciamanico", magia che permette di resuscitare il bersaglio sotto forma di versione spirituale di se stesso.
Nota bene: questa mod è installabile anche in BG2EE.

NOTA BENE: THE SORCERER'S PLACE COLLECTION NON E' COMPATIBILE CON LA VERSIONE 2.0 DI BGEE E BG2EE!

The Sorcerer's Place Collection
Disponibile in italiano: Sì
Descrizione: Questa mod introduce nel gioco le seguenti sottoclassi: Sylvan Mystic, Blade Master, Death Knight, Wushi Ninja, Archer of Sylvanus e Arcane Fist. Aggiunge anche sei diversi oggetti in vendita da alcuni mercanti.
Nota bene: questa mod è installabile anche in BG2EE.

Spiritwalker
Disponibile in italiano: Sì
Descrizione: Questa mod introduce nel gioco una nuova sottoclasse dello sciamano, lo Spirito Errante, capace di trasformarsi durante la danza sciamanica in uno spirito tigre, spirito gru o spirito yak, oltre ad avere specifiche abilità di alto livello.
Nota bene: questa mod è installabile anche in BG2EE.

Wizard Slayer Rebalancing
Disponibile in italiano: Sì
Descrizione: Questa mod apporta alcune modifiche per la sottoclasse dell'ammazzastregoni:
- Conferisce due nuove abilità - Interrompi Magia e Frantuma Magia;
- Sostituisce le HLA previste di defualt con due nuove Abilità di Alto livello - Rifletti Magia e Flagello dell'Arcano;
- Offre l'opportunità di cambiare la restrizione all'utilizzo di oggetti magici, permettendo di equipaggiare quelli che offrono Resistenza alla Magia (ad esempio, l'Amuleto dei Seldarine, il Mantello di Balduran ecc) e Protezione da certi tipi di magie (ad esempio, Cintura della Barriera Inerziale).
Nota bene: questa mod è installabile anche in BG2EE.


MOD CHE INTRODUCONO NUOVE MISSIONI

Ascalon's Questpack
Disponibile in italiano: No
Descrizione: Questa mod introduce 9 nuove missioni di vario tipo: comiche, tragiche, battagliere e diplomatiche.
Nota bene: questa mod è installabile anche in BG2EE, dove introduce solo una nuova cerca.

Baldur's Gate Mini Quests and Encounters
Disponibile in italiano: Sì
Descrizione: Questa mod introduce 10 nuove missioni, complete di interazioni con i membri del gruppo.

The Drizzt Saga
Disponibile in italiano: Sì
Descrizione: Questa mod permette di reclutare nel proprio gruppo il famoso drow Drizzt Do'Urden e i suoi amici di viaggio - Bruneor Battlehammer, Wulfgar, Catti-Brie e Regis - e di intraprendere una nuova grande missione che aggiunge diverse ore di avventure nei Nove Inferi e nella Valle del Vento Gelido. Consigliato a veri appassionati e giocatori esperti.

The Lure of the Sirine's Call
Disponibile in italiano: Sì
Descrizione: Questa mod introduce un'avvincente missione nei pressi del Faro lungo la Costa della Spada dopo avere salvato il figlio di Ardrouine dai worg.

Unfinished Business for Baldur's Gate
Disponibile in italiano: Sì
Descrizione: Questa mod ripristina parecchi contenuti tagliati da Bioware prima del rilascio del gioco. Trattasi di missioni e di interazioni che non fu possibile integrare nella versione finale di Baldur's Gate, come la missione della carovana di Kagain, il confronto tra Kivan e Tazok/Branwen e Tranzig/Shar-Teel e Scar, la fiala misteriosa usata per corrompere il ferro ecc.


MOD CHE INTRODUCONO O MODIFICANO OGGETTI

Barbed Club of Pain
Disponibile in italiano: Sì
Descrizione: Questa mod introduce nel gioco una nuova clava (Clava del Dolore con Barbigli) acquistabile a Gullykin.

Deidre and Joluv in BGEE
Disponibile in italiano: No
Descrizione: Questa mod introduce nel gioco due mercanti i cui nomi dovrebbero già essere noti a quanti hanno giocato al secondo capitolo della saga di Bhaal: Deidre e Joluv. Entrambi si trovano a Baldur's Gate (Deidre alla Taverna del Canto Elfico, Joluv da Chincaglierie Magiche) ed entrambi vendono esattamente gli stessi oggetti che propongono in BG2.

Golem Construction for Spellcasters
Disponibile in italiano: Sì
Descrizione: Questa mod introduce una serie di tomi nel mondo di gioco grazie ai quali maghi, stregoni e bardi potranno creare vari tipi di golem di diversa potenza (minore, normale, maggiore, perfetto): golem di carne, d'argilla, di pietra, di ferro, di mithral, di adamantio, di larve, d'ossa, cerebrali, di ghiaccio, di magia, di fulmini, di rubino. Bambole d'ossa e bambole d'argilla potranno essere realizzate sia dalle suddette classi sia dai chierici. La creazione richiede particolari componenti e strumenti.
Nota bene: questa mod è installabile anche in BG2EE.

Item Randomiser
Disponibile in italiano: La natura della mod non richiede alcuna traduzione
Descrizione: Questa mod fa sì che la locazione di tutti gli oggetti presenti nel gioco diventi casuale.
Nota bene: questa mod è installabile anche in BG2EE.

Nerfed Ankheg Armor
Disponibile in italiano: Sì
Descrizione: Questa mod offre la possibilità di modificare la Cotta di Piastre di Ankheg in uno dei seguenti modi:
- Cotta di Piastre di Ankheg Semplice: questa opzione rende l'armatura non magica, imposta la CA a 2 (-1 contro danno tagliente, 1 contro danno perforante e da proiettile) e non impedisce di equipaggiare anelli, mantelli o amuleti che forniscono un bonus alla CA e ai tiri-salvezza.
- Cotta di Piastre di Ankheg +1: questa opzione rende l'armatura magica, imposta la CA a 1 (-2 contro danno tagliente, 0 contro danno perforante e da proiettile) e impedisce di equipaggiare anelli, mantelli o amuleti che forniscono un bonus alla CA e ai tiri-salvezza.

Silver Staff of Aule
Disponibile in italiano: Sì
Descrizione: Questa mod modifica il Bastone di Aule (acquistabile ad Ulgoth's Beard), trasformandolo in un'arma realizzata in argento freddo utilizzabile con efficacia contro i lupi mannari.

Smiley Items
Disponibile in italiano: No
Descrizione: Questa mod introduce quattro oggetti decisamente originali: un cappello a punta da mago, un elmo a papera, un lettino da campeggio e un sacco con due buchi per coprirsi la faccia.

Staff of Withering
Disponibile in italiano: No
Descrizione: Questa mod introduce un nuovo bastone (Staff of Withering) tratto dal manualistica di D&D (è una via di mezzo tra la Prima e la Seconda Edizione). Può essere trovato nelle Rovine di Ulcaster.

TeamBG's Armor Pack
Disponibile in italiano: No
Descrizione: Questa mod introduce un mercante, Kurtz Goldenaxe, che vende svariate armature. La maggior parte di esse offrono grande protezione e utili vantaggi, ma il loro prezzo è molto alto. Kurtz si trova all'esterno della Locanda del Braccio Amico.

TeamBG's Weapon Pack
Disponibile in italiano: No
Descrizione: Questa mod introduce un mercante, Maltz, che vende un nutrito numero di armi. Alcune sono tratte da Baldur's Gate II; altre sono state create ex novo. Altre ancora sono già presenti in BGEE, ma presentano un colore diverso. Trovate una lista degli oggetti nel link sopra indicato. Per il momento sono in vendita solo armi da mischia, ma l'autore progetta di includere anche quelle da lancio nella prossima versione della mod. Maltz si trova all'esterno della Locanda del Braccio Amico.

Thalantyr Item Upgrade
Disponibile in italiano: Sì
Descrizione: Questa mod fa sì che Thalantyr, il famoso mago di Alta Siepe, possa potenziare alcuni oggetti magici trovabili nel gioco e aggiunge al suo negozio una serie di contenitori.

Wand Case
Disponibile in italiano: No
Descrizione: Questa mod aggiunge al negozio di Thalantyr ad Alta Siepe un contenitore per bacchette.

Weasels
Disponibile in italiano: Sì
Descrizione: Questa mod aggiunge 5 nuovi oggetti che richiamano le donnole (weasels) e 4 nuovi incantesimi che permettono di evocare donnole speciali. Particolarmente utile per chi veste i panni di un CHARNAME ranger, druido o sciamano.
Nota bene: questa mod è installabile anche in BG2EE.

Wizards Staves with Ranged Attack
Disponibile in italiano: No
Descrizione: Questa mod aggiunge diversi diademi e 7 bastoni da incantatore al negozio di Thalantyr ad Alta Siepe. La peculiarità di queste armi consiste nell'essere in grado di scagliare proiettili magici a distanza, offrendo così agli incantatori un'alternativa alle altri armi da lancio.
Nota bene: questa mod è installabile anche in BG2EE.

W_PackMule
Disponibile in italiano: Sì
Descrizione: Questa mod introduce un mulo che, oltre a seguire il gruppo, trasporta tutti quegli oggetti che il giocatore non saprebbe dove mettere a inventario pieno.
Importante: dopo l'installazione, è caldamente consigliato il download e l'estrazione del file che trovate allegato in questo post nella cartella "override" di BGEE.
Nota bene: questa mod è installabile anche in BG2EE.

Concerns regarding the new portraits & VO DLC

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I know many people felt underwhelmed by the announcement of the new DLC for the EE family of games, because they counted on something bigger.

I'm not going to talk about that here, though, but about the issues in general I have with such a DLC. I'd be happy to hear other opinions on these matters.

1. Same DLC for multiple games - I admit I've not yet seen a single purchasable content pack for several different titles (even if they're part of a series). This raises several questions. Are players expected to pay multiple times for exact same portraits and soundsets, just to have them available in multiple games? I'm not exactly sure I feel good about this if that's the case. Someone could say that it's the same when I buy the same game for different platforms (i.e. PC and Android) so it's nothing to be surprised about, but I'd disagree. Developing a game for another platform is a much more difficult and time-consuming endevour than copying image and audio files from one game to another. In fact, if the DLC was only available for a single game, someone would probably port it themselves to the other titles day one. If it's officially released for all games, porting it would probably be considered piracy. I think it'd be simply fair for the DLC to cover all the EEs with a single purchase.

2. Others not able to see/hear the content - another thing I'm worried about is that players who didn't purchase the DLC wouldn't be able to see the DLC portraits and hear the DLC soundsets used by others in multiplayer. Similarly, in NWN:EE specifically, builders can't really use this content for their modules for NPCs, unless they don't care for players without the DLC. This is a problem that can only be resolved by adding (and locking from use) the DLC via patch to everyone's games, but only making it available for use for those who purchased it. This, obviously, would ease piracy of this content, but let's face it - piracy won't be stopped anyway and pirating portraits is as easy as screenshotting them on their official Steam page. I'd hope this would be Beamdog's approach here, but as far as I know, the "Heroes of Neverwinter" portrait pack was not given such compatibility-in-mind treatment, so I'm not counting on it.

3. Lack of localization - now this is something that Beamdog can hardly be criticized for, as there's no way I see to resolve it aside from not releasing a VO DLC pack altogether, but this does not change the fact that adding English-only voicesets will interfere with gameplay of players of different localizations. I'm eager to say that if the game is localized only partially, it might have as well not been localized at all. Sure, it's a bit of an exagerration, but I personally would revert back to English in such case. In fact, despite NWN:EE offering Polish localization, I tend to use the English version instead (even though I'd prefer to play it in my native language), just because most unofficial modules (and some premium modules, too) do not have a Polish version and reading NPC dialogue in English, while having all my interface, voicesets, spell descriptions, etc in Polish makes me cringe. Again, it's hardly appropriate to blame Beamdog for this, it's just the way things are, but I thought it's worth a mention.

To sum up:
1. I'm worried the same DLC will need to be purchased multiple times just to have the new portraits and soundsets available in all the EEs.
2. I'm worried the DLC will not be made with consideration for those who have not bought it, be it multiplayer or the use of this content in community modules for NWN:EE.
3. I'm unhappy about the DLC making non-English localizations incomplete (by offering only English soundsets).


Your thoughts?

For those who know the setting lore...(Gnomes and Halflings)

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I'm building a Stalker/Cleric for a saga run that essentially exclusively uses Staves and Slings. I also despise all things Elven (and have usually played shorties in PnP, particularly gnomes and halflings). I haven't played in the FR setting for quite a while, but I'm trying to decide between Halfling and Gnome. Based on the setting, I'm not sure which would be more RP appropriate. My take on it from reading the FR wiki is that Halflings are very "Hobbit"-like, whereas Gnomes are more quirky, nature-loving.

So, my take is that a gnome would be a more realistic choice. Anyone know the lore have additional input? Thanks!

Animals are cute :D

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D'aww :3 Look at brother and sister skunks... chasing each other around and practicing handstands for spraying predators. XD
image


And a snake for @Tresset :)
image

"Your player name has been refused by the server" MP ISSUE

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Help, I tried to play MP but I always get this problem. If I use a name and set it as default, then for some reason, even if the server has no Password, then it would bring an issue about not being able to connect due to a wrong password input (?).
It even rejects ANY name I put, even if its just gibberish

[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

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The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

Download latest release (2.3 MB)

This mod introduces the kit "Chaos Sorcerer" kit which can be seen as the Wild Mage counterpart for the Sorcerer class. It is available for BG1:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE. All patch versions are supported. The mod is currently available in English, German and Polish.


Chaos Sorcerer
A Wild Magic Sorcerer kit for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE

Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril.

The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths.

Advantages:
  • May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list).
  • May cast the 2nd-level spell Unluck (automatically added to spell list).
  • May cast the 3rd-level spell Chaos Shield (automatically added to spell list).
  • May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list).
  • May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list).
  • 1st level: +1 bonus to Saves vs. Spell.
  • 5th level: +1 bonus to Dexterity.
  • 6th level: +1 bonus to Saves vs. Spell.
  • 8th level: +5% Magic Resistance.
  • 11th level: +1 bonus to Saves vs. Spell.
  • 15th level: +1 bonus to Dexterity.
  • 16th level: +1 bonus to Saves vs. Spell.
  • 16th level: +5% Magic Resistance.
  • 21st level: +1 bonus to Saves vs. Spell.
  • 24th level: +5% Magic Resistance.
Disadvantages:
  • Incurs a -2 penalty to Strength and Constitution.
  • Alignment restricted to chaotic good, chaotic neutral and chaotic evil.
  • May cast fewer spells per level per day.
  • Upon casting a spell, there is a 5% chance of incurring a wild surge.
WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Chaos Sorcerer and his/her allies.
  • Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level.



The mod does also make some changes to the spell selection of Wild Mages:
  • New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
  • New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
  • "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels.
  • New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results.
These additions are also available to the Chaos Sorcerer. However, "Nahal's Reckless Dweomer" is replaced by "Chaotic Weave".

Feel free to post your thoughts, suggestions, questions or any bugs you encounter.

Neera dismissed, now I can't find her

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I'm about to do the Daxus quest but at some point during the refuge side quests I dismissed Neera to make room to complete another quest. I can't find her now. Does she have a location she automatically goes to when you dismiss her? I've looked at the camp, the Copper Coronet, both inns on the bridge, etc. Anyone know where she might be? If not, is there a way to spawn her? Googling turned up little help.

2.5 release to Mac App Store delayed for further QA

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From today's live stream:
image
and jump to 15:40

I am not surprised that the Mac App Store update will take some extra work, since no updates have been submitted for over 3 years and multiple macOS updates (it was still OS X on the last patch!). I am surprised that this seems to be internal Beamdog QA that "nothing breaks" with the existing patch, rather than feedback related to the App Store submission process, which seems not to have started yet, waiting in this QA of indeterminate length.

So heads-up for fellow Mac-philes, we have a further wait in front of us, but I doubt any of us are surprised, and I am happy we are at least acknowledged this time around! I'm just hoping it completes before everyone gets distracted by the shiny of the next patch cycle, and we get deferred again...

Map reveals itself entirely

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I was walking around the Archaeological Site map (AR4100) when at some point I noticed that the entire map had been revealed, meaning there was no black/shadows anymore when before I had only explored maybe a fifth of it. It was definitely all blacked out when I entered the area.
Did I run into a bug (I wasn't able to reproduce it from an earlier save) or am I missing something here?

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy

by dabus


BWS-0-0

Information:

Project page: https://github.com/BigWorldSetup/BigWorldSetup
Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/master
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/

Features:

- downloading mods (please see remarks!)
- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- OverwriteFiles freature for you own custom mod files/mod translations
- ability to add you own mods

Game list:

Active:
- Baldur's Gate: Enhanced Edition (standalone game)
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE )
- Icewind Dale: Enhanced Edition
- Planescape: Torment Enhanced Edition

Not maintained:
- Baldur's Gate 2 (classic standalone game)
- Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 )
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Classic Adventures

Supported mods:

- almost all of them, if there is a mod which is missing, please fill Mod Request Template or read how to contribute

[Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)

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Thanks to @kjeron and @subtledoctor for all their help. Couldn't have done it without you.

This thread will host a collection of mods based on some my personal tweaks I tend to make to my playthroughs of IE games, based on some changes that were made to Dungeons and Dragons System after 2nd edition, specifically 3.5 and Pathfinder, my two personal favorite iterations of the system.

Here are the components:
1. Thac0 progression based on 3.5 BAB Progression (Finished)
2. Full Constitution bonuses (17+) for all Classes (Finished)
3. Pathfinder style (ie higher) hit dice for Rogue and Arcane classes (Finished Except for IWDEE [see below])
4. (3.5 Edition) Weapon Style Rebalance

(a small note: this is my first weidu mod—in the past I merely modded my own game using nearinfinity—and I’m using this to slowly teach myself higher level modding and weidu.)

1 – 3.5 thac0

I have discussed this topic in depth in an earlier thread several months ago.

The short of it is that 3.5 streamlined attack progression for non-warriors, as well as significantly buffing the attacks of Thieves and Bards, and slightly buffing the attacks of mages. 3.5 (and later Pathfinder, which is based on 3.5) sorted attack progression into three easy to follow groups High, Medium, and Low, all of which is based upon the hit dice of the class. High is essentially the same as Warrior thac0 progression, with 1 BAB (base attack bonus) for each hit dice or level of the class. Medium is somewhat similar to Priest Thac0, but less janky, no longer suddenly increasing by 2 every three levels, but instead equaling ¾ of your hit dice (rounded down) only increasing by 1 at certain levels and capping at 15 BAB at level 20. Another major difference is that Priest and Rogues use the same attack progression, and the old thief attack progression of one ever other level (essentially ½ of hit dice) is called low and reserved on for non-brawling classes such as the Wizard. What my mod does is to alter thac0 progression to match the smoother and more balanced 3.5 attack balance, with 20 BAB essentially equaling 0 thac0. Warrior thac0 remained unchanged, but now Thief and Priests reduce their thac0 based upon ¾ of their level gained after level 1, and caps at 5 thac0 (rather than 6 or 8 per P&P) at level 21.
Thus Priests and Rogues thac0 can be calculated at any time based on the equation:
20 - [(Level - 1) X 0.75] = Thac0 rounded up
And now Mages and Sorcerers use the old Rogue progression of 1 thac0 every two levels, capping at 10 (rather than 13) at level 21.
For quick player reference: New Thac0 table pdf
New Thac0 Excel Sheet

For the most part Warriors and Mages remain the same gameplay wise, but now single class thieves are much more useful in melee, as they are in 3.5, and don’t become underpowered at higher levels, and Assassins backstab it much more likely to hit once you get to the endgame and they get their extra multipliers.

The mod changes very little, only a single file, and is compatible with any mod that does not alter the thac0 table (thus no un-nerfed thac0 table) and should generally be installed after other major tweaks, especially those that extend levels to 50, since those replace the thac0 table. (My thac0 already goes to 50 so there should be no problems)
My table also includes an entry for Shaman (using the new priest progression), so it is compatible with 2.0 and SOD, but still works with older versions of BGEE 1&2 as well as Icewind Dale EE.

2 – Universal Constitution Bonus, Full HP Bonus for all classes

In 2nd Edition, and thus Vanilla Baldur’s Gate and Icewind Dale, only Warriors (Fighters, Rangers, Paladins) gain extra HP for a Constitution score above 16. Thus, barring shorty races, non-warriors (Mages, Priests, Rogues) received almost no benefit for a Con score above 16, and thus a 19 Con Orc Thief was no hardier than a 16 Con Elf thief. One of the changes made in 3rd edition was to make so that physical ability scores did not discriminate between classes, thus a High Constitution score was good for any class. This mod merely makes it so that all classes receives the same bonuses for 17+ Constitution scores.

All I had to do was make the non-warrior and warrior tables identical in the HPCON.2da; it was so simple I’m surprised no one did it before. Like the thac0 mod, this mod changes only one file, and thus is compatible with any mod that does not change the files determining the bonuses of Constitution (HPCON.2da), but to be safe you should probably install it after any other major tweak mods.
As above it is compatible with 2.0 and SOD, but still works with older versions of BGEE 1&2 as well as Icewind Dale EE.

3 – Pathfinder Hit Dice

This mod is for people who prefer the changes Pathfinder made to the Hit Dice of Certain classes. For those who don’t know Rogues and Bards in PF use d8 like priests, and Mages and Sorcerers now use the d6, which thieves used before. The way this is implemented in this mod that Thieves and Bards now have a Hit Dice the same as Priests, d8 for the first 9 levels, and +2 for every level afterwards. Mages and Sorcerers now use d6 for the first 10 levels and +1 afterwards, while the Dragon Disciple uses d8 (combined with Universal Constitution DD get a lot of health, so perhaps be cautious about combining the mods if you think that breaks the Kit). I’ve also readjusted all the appropriate class multi combos so their Hit Dice reflect the altered classes: for example, a Fighter Thief now has a d9 (half of d10 + half of d8) and a Mage Thief now has a d7 (half d8 + half d6). If you want to check my math I’ve included a record of all the Hit Die changes: New Hit Die pdf
New Hit Die Excel
The mod also alters the class descriptions, but is still compatible with mods that also alter class descriptions (such as Rogue Rebalancing), so long as the leave the phrase “Hit Die: dx” in the description. Currently this mod is compatible with BGEE, SOD, BG2EE, and partially with IWDEE: in Icewind all the gameplay changes function, but currently the Character Creation Class Descriptions remains the same (working to fix this).

The mod is divided into two parts: “Pathfinder Hit Dice” installs all the gameplay files, and “Patch Class Descriptions” which changes the class descriptions. You can just install the first part if you are worried about a dialog.tlk conflict.

“Pathfinder Hit Dice” gives you three options based on what Hit Roll tweaks you may have made.
1. “Normal Rolls” is for the vanilla game and any game where you have not modded the manner in which HP is granted. (You get normal rolls with the altered Hit Dice)
2. “Average Rolls” is if you have the “Higher HP on Level Up: Average Rolls” component of Tweaks Anthology installed. (You are granted the Average roll of the altered Hit Dice)
3. “Maximum Rolls” is if you have the “Higher HP on Level Up: Maximum Rolls” component of Tweaks Anthology installed. (You are granted the Maximum roll of the altered Hit Dice)

4 – (3.5 Edition) Weapon Style Rebalance

Check it's thread for description.

Cavalier using the Cursed +3 sword

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Does the curse apply to Cavalier's. I have used Durlags Goblet with him and it doesn't. Just wondering if the same would apply to the Two-handed sword of Berserking +3. Thanks for any help

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.

Kivan and the bandit camp

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Is it possible to infiltrate the bandit camp with Kivan in your group now?
I've just reached the camp in the company of some bandits intending to get recruited, rest as my group is exhausted and then kill everybody. Kivan however decides to get everyone killed the moment he sees Tazok.
Little bit annoying as fighting through the camp with no spells left and fatigue penalties wasn't part of the plan.

IWD II!!!!!

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I really, really want to play IWD 2. It's my favorite game. I was thinking I would buy it from GOG but a cursory glance at their forums shows that it will have a really hard time running on my PC. This is maddening.

Possible to cancel an update once started?

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Hello.

Say a new patch is released for one of the Enhanced Editions.

I open the Beamdog client, it notifies me that the update is available, and I absentmindedly push the button—then I realize I didn't actually want to install the update.

Is there a way to stop it? (For the time being, I simply quit the client shortly after it started checking the game's files.)
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