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Ooops!

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Boy is my face red! Minor faux pas committed. After doing the Sir Sarles quest for the Temple of Helm, I was given another assignment, aiding Dawnbringer Sain of the Temple of Lathander. I had forgotten, however, that we had gotten caught sneaking in a while back while stealing some dingus for an earlier quest. Imagine my surprise when all the guards, plus Dawnbringer Sain, started attacking us.

When the smoke cleared, everyone in the Temple of Lathander was dead, including Dawnbringer Sain. Oooopsies!

Needless to say, it doesn't look like we'll be able to finish that particular quest line, unless the Temple gets a replacement Dawnbringer. Hmm, maybe we could go and trash the Temple of Talos? I got the impression that a foray against them was in the offing in any event. Would doing so fulfill the Temple of Helm's quest?

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.

[Skin mod for IWD1 EE/ BG1 EE/ BG2 EE] Diablo character SKIN MOD UPDATED!!

Download Older Versions with Steam

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Hey, in case you guys were in the middle of a Playthrough when the update came out and can't wait for the updated mods or even know if the save file will be compatible, following this link

https://www.reddit.com/r/Steam/comments/611h5e/guide_how_to_download_older_versions_of_a_game_on/

you can download older versions of the game and finish your playthrough before updating. Download the game data depot and .exe( content depot) (in case of windows, of course), put everything in the same folder and you're ready to go.

Height Slider..."You Must Be This Tall to"

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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.....)

Thoughts on Siege of Dragonspear (spoilers, obviously)

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Hi everybody! You might remember me from such topics as Thoughts on Dorn's Deep and Thoughts on EE Content . So now for more thoughts that were unasked for but delivered unto you: Thoughts on Siege of Dragonspear

As a forward: I have never looked forward to a game as much as this. And as I only play on the iphone, I had to wait *quite* awhile for this. So, did it live up to the hype? What worked and what didn't?

Tying BG1 and BG2 Together
The most important part. I have to say, that the story had one purpose: to link BG1 and BG2 together. And it did that, admirably. All we knew going into BG2 was that strange figures attacked us, and that Irenicus captured us.

(1) Going to Amn: SoD started with us hunting down the last of Sarevok's followers, who had just sent Sarevok's sword to Amn. This sword, which we learn in BG2 was made to channel Sarevok's divine powers, is found in Chateau Irenicus. This is a nice touch, for it foreshadows where we will end up going.

(2) Irenicus: I liked the Hooded Man, ie: Irenicus. It showed him being active in the Baldur's Gate region, actively looking for someone with a soul strong enough for him. He looked at Sarevok, then the Shining Lady, and based on our actions, decided on Charname/Imoen. SoD did a good job in setting Irenicus up to be the main villain. I also liked how he remained "The Hooded Man" throughout it all, so it is plausible for Charname in Chateau Irenicus to not immediately put 2+2 together.

(3) ToB, the army sent after us: I always wondered why my Paladin Charname should have an entire army sent after him in ToB. I mean, my reputation is perfect, send an army after the giants or drow or dragons! Come on! But SoD makes a case on why an army should be sent after Charname. SoD leaves Charname as being a wanted criminal in Baldur's Gate. After leaving the mark of Bhaal on the bridge, and then the murder of Skie...our reputation throughout the Sword Coast was left in ruins. Then to hear that Charname had become one of the five? Yeah, I'd send an army after him too.

Things I loved

(1) The AI: It was great! For the first time, enemy archers went after my mages. Thank you! The game is so much more fun with smarter AI.

(2) The large scale battles. Such a treat! The fight for the bridge and the siege itself were both great fun. Having enemies that are well rounded and which, as above, use halfway decent tactics? So much better than the usual "mooks do nothing, now let's fight a strong wizard/dragon" which BG usually throws at us.

(3) The Bad Guys: Nobody was perfect. The enemy were mostly chaotic good. They truly believed that they were doing the right thing, and they caused alot of harm in the process. Especially as, like real armies without supply lines, they had to live off the land. Which meant doing what armies do when they live off the land. Ruin peoples' lives. Our side wasn't perfect either. Such is the nature of war. Well done on that end. :)

(4) Volgin. He's my bro. I love Volgin. He's a very useful NPC, with a great personality and a great voice actor. My gripe here is that we can't use him in BG2. Now, Beamdog, if you wanted to take this pure awesomeness and to make everything 100x better? (A) Volgin should have been a dwarf. (B) Yeslick should have been brought over. (C) Both Vogin and Yeslick should have been brought into BG2 as well. (D) Then we could have a party with a dwarven defender, a dwarven fighter/cleric, a dwarven skald, and a dwarven berserker (Korgan). Finally throw in Jan and Mazzy. 6 shorties, 4 of whom would be dwarves. A balanced party. Everything perfect about BG in one party. How could you have dropped the ball so hard to not have made this happen? (sigh). Oh well. I mean, if this was a possibility, it'd be the only party I'd ever play...so I guess that would be bad?


Gripes

(1) The soultaker dagger: What? I get that it is in BG1...but it was broken. The entire Durlag's Tower arc ended when the dagger was broken and the demon was released. So why was it used to hold Skie's soul? That made very little sense. Now, I understand that the devs needed something to stop her from being rezzed, but Irenicus could have just used a spell for that. With the Duke's saying "there is an echantment on the body that isn't allowing..." blah blah blah. The unrelated broken dagger didn't work very well.

(2) The Crusade having to be an enemy: I get it that we need an enemy to fight. But the devs really dropped the ball here. Now, with the parlay? There was a BIG OPPORTUNITY to have some player choice. We should have had enough evidence at that point to expose the evil vizier who was playing Caelar for a fool. At which point he could have teleported away and to Dragonspear Castle. Caelar would then join us with her crusaders on taking the castle from Hephernaan.

Now, at that point Hephernaan would have mercenaries, cultists, and summon demons, holding the castle. The joint force would arrive, including Caelar and her crusaders. We would still get the siege, only with slightly different players. And more player choice.

Once we get in, as we do anyways, we'd confront Hephernaan. He'd cast his spell, open the portal, and we'd go in as we always do. Along with Caelar and her crusaders. The game goes as normal from that point out.

That's how I would have done it. Because as is, I dislike having dialogue trees where nothing I do matters. It doesn't matter if I'm rude, polite, intelligent...it doesn't matter if I choose apples or oranges. The game will always give me an apple. Even though I like the apple, I don't like the illusion of choice.

(3) The goblin shaman M'Khilin. I just don't like her. Her voice is annoying. Also, she's a goblin. My dwarf PC slaughtered all the goblins in Neera's quest because they are goblins. Why couldn't I kill her for being a goblin to? It's what many dwarves would do, and it's why she has such a chip on her shoulder. Let my dwarf kill goblins. My paladin can be nice to her.

(4) Shamans. They're spirit dance is just horrible. It is beyond worthless. I haven't seen a single instance where it is useful to have. The class is bad enough that M'Khilin needs extra buffs that other shamans don't get, and an entire slew of personal magic items, just to be useful. I ran a shaman just for fun in an all half-orc group, and the class was really underwhelming. I mean, don't get me wrong. I liked the 'sorceror-shaman' vibe that it had. But besides for that spell casting perk, the other features just left me yawning. The spirit dance really should have been a target summon, in my opinion. Or let us control the summons, so they can fulfill the role that summons are for: cannon fodder.


Dwarves!!!!!!

This is it's own section. You all know me, and this will always be front and center. Or in this case, the last thing you read so it's the last thing you think about. Are you thinking about it yet?

(1) No dwarven companions. What the hell beamdog? You give us so much tasty dwarf only equipment, but no dwarves to use them? Come on!

* Voghlin could have been a dwarf, easily. But even if not...

EVIL
* P'faug (LE) the Duergar could have been an evil tank. He even came with Viconia! Come on Beamdog. Just come on.

NEUTRAL
* Daran Highammer (CN). He was pretty much out of a job after the Dwarves of Dumathoin quest. Why not let him join us? He'd make a perfect fighter/thief!
* Helvdar (NG) was also there. He was a bro. And he could have been joinable after getting him his boots.

GOOD
* Brother Deepvein (LN). He agreed to join us already! I mean, he was marching on Dragonspear. Let us have this cleric (or fighter/cleric) join us in our quest. He was ALREADY COMING!


Argh! So many options for dwarven companions. So many! And we have so many items that are custom made for them! And yet not a single one gets to join us. That's 4 dwarves right there, going across all of the spectrums. Add in Voghlin, and do you know what we could have had?

(1) Dwarven Charname (2) A deurgar dwarven defender (3) a dwarven fighter/thief (4) a dwarven fighter/cleric (5) a dwarven skald (6) whatever class Helvdar would be. Probably a drunken berserker.

Beamdog, you dropped the ball SO HARD that it went through the earth and is now floating in space.

-------------

Ok. Deep breaths. Deeeeeeep breaths.

With that monumental screw up aside, from a dwarven perspective Siege of Dragonspear wasn't bad.

(1) We got the quest Dwarves of Dumathoin! A dwarven quest, woohoo!
(2) We got to see Kanaglym!
(3) via text we find in a book, we find that the dwarves of Kanaglym didn't die. Most went through a portal, slaughtered drow, and took over their city. The rest abandoned Kanaglym and moved on to other players.
(4) There were dwarven NPCs abound, on both sides of the conflict. We even got to talk to a few.
(5) We get Dragonspear's personal armor. Custom made for any dwarf in your party! Oh wait...see above. (angry face)

All in all, beamdog put dwarves in. And we got some evidence to show us how completely amazing dwarves are. I just wish that beamdog had the confidence to get us some dwarf NPCs.





Planescape : Torment. The huge bug

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As the title say. It's a bug i discovered that involves Morte ( funny name, i'm italian and in italian morte means death).

If a enemy attack Morte, you can pause the game and click as if to order morte to attack the enemy.

Result : Morte attacks and keep hitting the enemy while the game is paused.

This means that Morte alone can win all kind of fights in the game without loosing 1 hit point.

...if this is not a bug!


Works only with Morte. Try it and tell me. I would like to know if the game is bugged or if it's only my copy that is bugged.

Moved: Planescape : Torment. The huge bug


DLC for baldurs gate saga

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Is it only me who wish for more content for baldurs gate saga?

I know many people says that mods can do the same, but in my experince there are allot of bugs and crashes with bugs and not always made professional. And if you stach multiple mods the game becomes unstable.

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.

[v1.9.32a] Shadow Magic

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SHADOW MAGIC

"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library.

When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."

- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.

A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.

Advantages:
- Hit Die: d6
- May use Shadow Magic.

SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.

The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.

- Gains the Darkvision innate ability.

DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.

- Gains one bonus spell cast per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 4th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.

- 14th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.

Prime Requisites For Dual-Classing: Intelligence, Charisma

STAT BONUS TABLES




OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.

Advantages:
- The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale

- May use Shadow Magic.

SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.

The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.

- Gains the Darkvision innate ability.

DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.

- May cast one additional spell per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 6th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

- 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.

- 18th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.

Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.

DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.

- Gains the Life-Drain innate ability.

LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.

1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit

- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.

- 3rd level: May use the Shadow Pool ability.

SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.

Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing

- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.

- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.

DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target.

Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward.

Spoilers on items and their locations can be found here.

Nwn coming to Android!!!!

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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?

A minor problem where the bridge district thugs were created out of sight

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And I had to walk around a little to find them all, while in the mean time one of them wandered off to kill Lieutenant Aegisfield.
This perhaps is not even a bug imo but it is an unexpected scenario.

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.

Class option for OC

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Want to play OC and HOTU again, but I believe I don't know which class to take this time:

NO:
bards
clerics
monks
paladins
I played them all

OK with:
multiclasses
I'm bard and cleric fan

[mod] Foundling: Between the Shades

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Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available.

Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.

Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.

The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.

Foundling is not romanceable, but the character will still talk to you frequently, so no worries.


image


DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/


Thank you to everyone who helped me in releasing this project!

Beamdog's PAX Panel

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Beamdog is headed to PAX West next week to mingle with gamers, give away prizes, and reveal what’s to come at the official Beamdog PAX Panel.

The panel will be on Saturday, September 1, 2018 at 1 pm PDT in the Hydra Theatre, and livestreamed on Beamdog’s Twitch Channel and on PAX2.

Here’s why you don’t want to miss it:

D&D Announcements

Beamdog CEO, Trent Oster will be revealing some exciting news for Neverwinter Nights: Enhanced Edition. Alongside Beamdog, Wizards of the Coast Senior Producer for Digital Content, John Feil, will be there to lend his perspective on classic D&D games.

Portrait Prizes

Beamdog will be giving away two major prizes during their panel.

Audience members have a chance to win a Baldur’s Gate style portrait that may make an appearance in the Enhanced Edition family of Beamdog games.



We’ll be drawing two winners:

One person who asks a question during the panel’s Q&A will be drawn as the winner! Get your questions ready!

Watch us online! One viewer on Beamdog’s Twitch livestream of the panel will be selected to win!


Secret Guests

Watch out for a secret guest on the panel to announce something exciting for the Enhanced Edition family of games. You’ll have to tune in to find out more!

PAX Panel Details
RSVP to the Livestream
Beamdog Twitch Channel

Missing some sounds (spells, characters, "you must gather...") after 2.5 patch (BG2EE)

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After updating do newest version i lost some sounds. Not all of them, but e.g. casting spells sounds is missing. So are voices for a few characters (mainchar, keldorn and Jan tend to be fine most of the time, but I haven't heard a word from mazzy, aerie and jaheira since a looong time, even though their textlines appear in dialog window). Additionally, the iconic "you must gather your party before venturing forth" is also missing (not that it's such a nuisance, actually, but still). The worst part is cutscenes - not only are there no voice-overs (e.g. in cutscene after act 2), but they act as if they were fast forwarded. I don't even have time to read text above characters heads, and need to scroll the dialog box to see what was said in cutscene.

Tried everything i found in internet. Back and forth with Open32Al.dll, installing it, copying it, to the game folder, to the system folder, changing to OpenAl soft, yet to no avail. Even changing steam installation directory didn't help. I'ts not like the game is unplayable - it is. But it has become quite annoying, especially with the cutscenes. I checked baldur.lua, here are my settings:

SetPrivateProfileString('Program Options','Volume SFX','41')
SetPrivateProfileString('Program Options','Volume Movie','43')
SetPrivateProfileString('Program Options','Cloud Saves Enabled','0')
SetPrivateProfileString('Program Options','Disable Cosmetic Attacks','0')
SetPrivateProfileString('Program Options','3D Acceleration','0')
SetPrivateProfileString('Program Options','Volume Music','41')
SetPrivateProfileString('Program Options','Tooltips','17')
SetPrivateProfileString('Program Options','Sprite Mirror','0')
SetPrivateProfileString('Program Options','Font Name','')
SetPrivateProfileString('Program Options','Path Search Nodes','32000')
SetPrivateProfileString('Program Options','Active Campaign','0')
SetPrivateProfileString('Program Options','Volume Ambients','41')
SetPrivateProfileString('Program Options','Volume Voices','46')
SetPrivateProfileString('Program Options','Translucent Shadows','1')
SetPrivateProfileString('Program Options','Maximum Frame Rate','30')
SetPrivateProfileString('Program Options','Drop Capitals','1')


Really tried everything to solve it myself, plz halp.

How to make the Elk tribe non hostile again?

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I freed the shaman, but he never gave me the feather of peace, so when I went to the elk tribe keep, the guard immediately attacked without letting me talk to him. Zokan is now hostile and I cant help him get the cure.

Is there a way to make Zokan non-hostile via the console?

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs.


- Removes many existing main plot restrictions:

Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow



Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 12 new quests.

Some mundane ones

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.

- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)



Chapter 1

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a very real concern over if the situation has been adequately handled.

As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes?

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

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