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Epic Neera fail!!

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Wild, unpredictable, savage. Neera is easily one of the most hilarious characters to have in your party in BG:EE. Especially when one of her spells goes awry and completely de-rails your game lol. **Spoilers ahead** So I just got back from defeating Mulahey in the Nashkel mines. On the way back into town, we got ambushed by an assassin named Nimbul. I had my Charname (barbarian dwarf named Kadrin) rage and charge Nimbul, Imoen use a wand of magic missiles, Branwen casts a zone of silence, and Neera cast magic missile to disrupt the enemy caster. Instead, Neera wild surges and the results are hilarious:




So basically, she got a really (un)lucky wild surge roll which increased her caster level AND had 4 effects, one of which caused cows to rain from the sky that wiped out the entire town (along with herself, the town guard, and several important NPCs like Minsc, Edwin, and Noober).






Having completely annihilated the town of Nashkel and slaughtering *THAT* many innocent NPCs, my reputation IMMEDIATELY plummeted, which caused Branwen and Imoen to leave my party:




Having lost my ENTIRE party along with destroying my reputation, I am forced to reload my game as there's no way I can ever recover from this. All from a simple failed magic missile. Who knew? xD

What's your most epic Neera fail??





[MOD] Animal Companions for Rangers and Druids (for BG1EE, SOD, BG2EE, EET)

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Heya,
I have finally gotten around to updating my Animal Companions mod for the EEs.

I'll leave a short description down below. You can find more information on the mod's download page over at the Spellhold Studios or check out the readme which contains detailed information about each animal companion.


Overview:
With this mod all ranger and druid (optional) characters will gain the 'Find Animal Companion' ability.

Upon using your 'Find Animal Companion' ability, you will be able to pick an animal companion
from a list of available animals in your current area. (If there is no animal to your liking in a given
area, you can of course try it again in another area.)

Once you've picked your new animal friend, it will follow you around on your adventures and even
increase in power as you do.

NOTE: I should add that this mod only allows main character rangers/druids to get an animal companion. NPC characters are not affected.
It is also compatible with all kit mods and can be installed in any order.


PS: I have never gotten too much feedback on the animal companion's strength. So, should you choose to check out the mod, I'd be happy to hear from you about that. :)

An orphan

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Greetings all, I’ve been taking a bit of a holiday from actually playing BG recently, but I ran across a bunch of banters in one of my many notebooks for a potential BG2 NPC. Since I’m unlikely to ever get around to doing the coding myself in the near future (work, family etc. :)), I thought I’d throw some of them up here in batches in case they were interesting for anyone else. Who knows, I might even get some inspiration for the future :). (Unless there's some better place for this kind of orphaned NPC?)

Appearance: Start with a cross between Minsc & Varys from Game of Thrones. Add the slightly simpering, slightly sneering expression of a used car salesman and make the tattoos rather more sinister. Put that head on a slightly corpulent body with the occasional scar and hint of mutilation, with soft gentle hands that are stronger than one might expect.

Bio: Zakon is only to eager to tell you something of his past, perhaps to steer the conversation away from any dangerous enquiries concerning its less admirable facets. He was sold at a young age in the underground city of Skullport to a splinter cult of Talona, which held that children could be used to seed new plagues across Faerun. As he rose to a position of minor responsibility within the cult he claims to have gradually cared less for the faith than the welfare of his young charges. He refuses to divulge much of the subsequent events - for the sake of his continued good health should the cult ever catch wind of his whereabouts- apart from his eventual success in enabling several ‘birds to fly free’. However, you are left with the impression that there was a cost to this deed that scarred his mind as well as his body. This is a man who will do much that is dubious or outright evil in the name of a good end.

Game stuff: I envisaged him as a 5th level NE Priest (now bereft of spells in original class?) who has dualed to mage, and has some resistance to poison- 50% if generous. He could easily be a Bard or another class however. Stats would possibly be something in the order of S13 D10 C16 I17 W15 CH11 – or whatever it is you need to dual class! He would likely be encountered in the Promenade or a similar location selling ‘potions’, which may or may not be of some benefit. He could probably link to many of the quests in the original game, such as the slaver children, Mazzy’s Talona related quest, and so on.

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.



Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.



The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.

REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.

FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.

REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.

SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.

AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.

INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.

ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.

ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.

CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.

SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.7
None to my knowledge. Go out and find some!





CHANGE LOG
A list of all mod version changes is available here.


Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.

Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

[Kit Pack] Deities of Faerûn - v 1.9.0 [36 Cleric Kits and more for IWD, BG(2)EE and EET]

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Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 36 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Garagos, Helm (revised), Hoar, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Umberlee, and Velsharoon.

Those deities also receive multiclass kits! Check the next post to know more details.

All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.

Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.

The Holy Symbol is automatically granted once the cleric reaches level 25.

On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info!

Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal.

Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.

Install Order

DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells).

DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail.

DoF should be installed after mods that introduce Kits that will use the Sphere System.

DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme.

DoF should be installed before Improved Shamanic Dance.

This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing!

DoF is no longer compatible with Faiths and Powers.

Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about:

Know Issues

* The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2).

To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below:

BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP

To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')
Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for How/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW.

The remaining level ups will apply this spell automatically, so this really is a one-time-thing. Sorry about that, but it is an engine issue.

* The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.

* Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod.

Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.

It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!

PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.

The current mod NPCs supported by DoF are:

* Tenya (Waveservant of Umberlee)

* Drake (Holy Justice of Tyr)

* Gavin (Dawnbringer of Lathander)

* Dusky (Silentwalker of Mask)

* Yvette (when installed as a pure-class Cleric - Heartwarder of Sune)

* Helarine (Doomguide of Kelemvor)

* Quayle BG2 (Hoodwinker of Baravar)

* Tiax for BG2 (Strifeleader of Cyric)

* Branwen for BG2 (Battleguard of Tempus)

* Yeslick for BG2 (Alaghar of Clangeddin)

Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!

Well, I think it is over... BUT NO, IT IS NOT!

Thanks to @CamDawg 's guide and a huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list!

- Auril: Talos

- Azuth: Wizard

- Baervan Wildwanderer: Druid, Ranger

- Bane: Talos, Fighter

- Baravar Cloakshadow: Thief

- Beshaba: Talos

- Clangeddin: Helm, Fighter

- Cyric: Talos, Thief

- Garagos: Talos

- Helm: Helm

- Hoar: Helm

- Ilmater: Lathander

- Jergal: Helm

- Kelemvor: Helm

- Lathander: Lathander

- Loviatar: Talos

- Malar: Talos, Druid

- Mask: Talos, Thief

- Mystra: Wizard

- Oghma: Bard, Wizard

- Savras: Wizard

- Selûne: Lathander

- Shar: Talos

- Sune: Lathander, Bard

- Talona: Talos

- Talos: Talos

- Tempus: Fighter

- Torm: Helm, Paladin

- Tymora: Lathander

- Tyr: Helm, Paladin

- Umberlee: Talos

- Velsharoon: Talos, Wizard


This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items.

That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one.

All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it.

---

I need to say thanks to some people here:

@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.

@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.

@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.

@CamDawg and @argent77 for the helpful codes and tools.

@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.

@Arctodus for the brainstorming.

@Necromanx2 for all the patience and bug reports that made this mod better.

Better AI mod?

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The only thing I am bothered in IWD is that the AI locks on a single target and doesnt change it allowing for ridicolous micromanagement to win any encounter easier than in BG, BG2, PS:T.

Is there a fix to this ?

New Portrait (Human Fighter/Paladin)

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Hey, just finished this portrait, thought I would share.


No ability to transform into Slayer

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Title says it all. I started a game on 2.5 and I never received the ability to transform. I am running no mods and not using any third party programs. I'm playing as an Inquisitor. I'm well into chapter 5 so the option should be there.

Le topic à complaintes et suggestions de la VF

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Chers gens,

La VF qui est proposée en jeu n'est pas encore parfaite, et des erreurs peuvent encore subsister. Je vous avais demandé dans un précédent message de nous rapporter les erreurs que vous pouviez rencontrer. Pour ne pas encombrer les forums, je vous demande de nous en faire part sur ce sujet, ce sera plus simple pour s'y retrouver :)
Je vais créer sur ce message une liste des erreurs détectées, que je corrigerai et qui seront intégrés dans les divers patches au fur et à mesure.

LE PROBLÈME DE L'ABSENCE DE VOIX EN VF :
En ce qui concerne le problème des voix du jeu : oui, il n'y a pas encore les voix en français. Pour une raison toute simple : les équipes de traduction en langue étrangère n'ont pas encore accès à certaines ressources censées nous permettre la localisation complète des voix. Par exemple, les dialogues de BG:EE en VO subissent de constantes modifications, corrections et ajouts depuis la sortie du jeu en novembre dernier (modifications que nous répercutons sur la VF). Or, pour finaliser la VF et faire commencer les enregistrements de nouveaux doublages en langue étrangère par des professionnels, nous avons besoin d'avoir une version finale des textes du jeu (ce qui n'est, donc, pas encore le cas).
Il a été au départ question du temps que prenait la conversion des sons du jeu dans les différentes versions localisées ; ce problème n'en est plus un depuis longtemps.

LES MANUELS DU JEU EN VF
Si vous ne les avez pas trouvés, ils se trouvent dans le répertoire du jeu, section manuals/fr_FR.

PROBLÈME D'AFFICHAGE : "MISSING STRING [xxxxx]"
Ce type problème résulte d'une ligne de texte ajoutée à la version originale que nous n'avons pas eu le temps d'implémenter dans notre traduction avant la release du jeu. En règle générale, nous sommes prévenus de l'ajout de nouveaux textes, mais lorsque ces ajouts ne concernent qu'une ou deux lignes, parfois, les développeurs oublient de nous en faire part. Dans tous les cas, pour le moment, nous sommes au courant de la présence de toutes les nouvelles lignes (qui ne sont pas nombreuses, une dizaine tout au plus au moment où j'écris ces lignes, mais qui peuvent apparaître très souvent pour certaines), qu'elles sont traduites et bonne et due forme sur notre document de travail, et qu'elles seront comprises dans la VF lors d'un prochain patch.


LA LISTE DES ERREURS ET SUGGESTIONS :

Une première fournée de corrections a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au 04/12 ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Anios, @Anomaly, @Dritzeen, @Joker, @Kerozevok, @Ketzac, @Kylban, @lefreut, @LibraLeFourbe, @Lothringen, @Maximaxou, @Piecefuldays et @Zarek.

22/12 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs en vue du prochain patch. Toutes les erreurs mentionnées jusqu'au jour de la fin du monde ont été corrigées. Merci aux contributeurs suivants pour leurs suggestions : @Aranthys, @AvoK, @Dritzeen, @Erkios, @Kerozevok, @Krimgal, @Lothringen, @Marcmad, @Maximaxou et @Rib.
Les développeurs n'ayant pas réceptionné la mise à jour envoyée, les erreurs listées n'ont pu être corrigée pour la nouvelle version, et seront donc répercutées dans la version suivante.

24/01 : Une nouvelle version des textes de BG:EE a été transmise aux développeurs, qui comprend la correction de toutes les erreurs mentionnées jusqu'ici, et la traduction des dialogues de Baeloth. Merci aux contributeurs suivants pour leurs suggestions : @alain10, @Bergil, @LeChatMG.
Cette fois, je me suis fait confirmer que cette mise à jour de la VF sera bel et bien comprise dans la prochaine update du jeu.
11/02 : Une nouvelle version des textes vient d'être envoyée, comprenant les corrections suggérées par @Anios. Merci à lui !

- #15383 : veillez à ne rien cassez --> à ne rien casser (signalé par @Bergil)
- #17278 : correction d'une lettre qui s'affichait mal sur la description de l'objet (signalé par @Bergil)
- #20335 : il est grande --> il est grand (signalé par @Bergil)
- #20792 : a-t-elle --> a-t-il (signalé par @Bergil)
- #21733 : une correction d'une majuscule en fin de mot. (signalé par @Bergil)
- #22947 et #27260 : correction des guillemets et retrait d'un mot en trop. (signalé par @Bergil)
- #26902 : le livres --> le livre (signalé par @Bergil)
- #27242 : rajout d'une lettre manquante (signalé par @Bergil)
- #27481 : tour de durlag --> Tour de Durlag (signalé par @Bergil)
- #31906 : avanceaient --> avançaient (signalé par @Bergil)

I am a D&D 5e Supplement Author!

[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

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image
by @Smeagolheart and @bob_veng
Preview
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image

WHAT IS IT?:
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Portraits Portraits Everywhere (PPE) - core component
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The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to
the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits.

If you start a new game, then all NPCs that should get portraits will get them.

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Category Portraits (Recommended)
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This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait.

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Isandir's CHARNAME Portraits
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A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits.
Preview of some of the portraits:

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Replace Low Quality TOB & SOA Portraits
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This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that
are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition
engine.

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Edwin/Edwina
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This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait
was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If
you've replaced the portrait for Edwin with a custom one, you might not want to load this component.

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Ust Natha Drow NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but
optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by
Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.

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Vampire NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but
optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.
"Vampirized" NPC portraits provided by lefreut.

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CREDITS and Additional Information
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This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are:
Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 )
BG1NPC ( http://www.gibberlings3.net/bg1npc/ )

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection.

If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod.

Thank you all and enjoy,
Smeagol

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Technical Details and how you can add your own portraits
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All pictures are 169x266 or greater.

The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name.
You can reference the creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are filenames in the portrait folder.
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KNOWN ISSUES
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None at this time
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Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance.
Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input
and assistance on the Baldur's Gate Forums.

The mod name was suggested by Cahir.
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v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

v.1.00 08 Sept 16
- Updated 42 portraits with bob_veng
- revised code for Isandir's CHARNAME Portraits component

V.0.99 03 Sept 16
- Downgraded Weidu from beta version to stable version 239
- Added additional install components
Isandir's CHARNAME Portraits
Replace Low Quality TOB & SOA Portraits
Edwin/Edwina
Ust Natha Drow NPCs
Vampire NPCs
- Modified & replaced a few portraits with bob_veng

Version History:
V0.91 20 Aug 16
- Fixed a few entries

V0.90 20 Aug 16
- Initial Release

Suggestions Thread: Game Mechanics (scripts, spells, feats, combat)

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Hello folks, I'm Symphony.

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

This Suggestions Discussion is for Game Mechanics. Any sort of addition or change to the game that might effect the dice rolls, character sheet, and progression, would be considered a Game Mechanics suggestion.

An incomplete list of example items is listed below:
  • Races
  • Classes
  • Feats
  • Skills
  • Spell Effects
  • Spellbooks
  • Item Properties
  • Combat Modes
  • Combat Rolls
  • "Bonuses" "Penalties" "Modifiers"
  • Rest and Restoration
  • Movement Speed
Feel free to post your suggestions below in a hopefully clean and concise manner, and if you have time, try to read the other suggestions so you don't duplicate any requests.

Where are the bears?

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I always wondered why there's no bears in this game. You would think the Spine of the World mountains would be full of them. In fact, the Icewind Dale - Survival Guide to the North (https://cdn.icewinddale.com/files/IWDEE-Manual-1-Survival-Guide-to-the-North.pdf) calls them out specifically as a potential threat, despite their absence. Its almost as if they were meant to be included, then cut out. Just a curiosity I thought I'd share.

[MOD LIST] Mods by Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/

NPC MODS

Sirene - BG:EE, SoD, BG2:EE

A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.

Drake - BG:EE, SoD

A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.

Pai'Na - BG2:EE

A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.

Aura - BG:EE, SoD

A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.

NPC-RELATED MODS

KIT MODS

The Artisan's Kitpack

This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin.

Bardic Wonders

Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Way of the Assassin

A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.

Arcane Archer

A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

An implementation of the 3e warlock as a semi-unique class.

Mystic Fire

A paladin kit with exceptional arcane powers.

Warhorn Shaman

A battle shaman kit.

ITEM MODS

Useful Plot Items

Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm III

SPELL MODS

Shadow Magic

Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

TWEAK MODS

Artemius' House Rules

Assorted personalized tweaks that fit no particular category

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

Katana purchase - Candlekeep

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*** EDIT **** Changed dual classing to MAGE. Originally I posted Sorcerer.

This took me WAY too long to figure out but I thought I would share with other noobs like me wanting to start with a Katana w/o using cheats* (see below). The katana has a 'normal' starting price of 750GPs.

1) Choose a Lawful Good alignment (Reputation 12)
2) Make sure your character has a 16 or higher in Charisma.
3) Talk to Firebead Elvenhair exactly 30 times for the 300GP Easter egg.
4) Complete the remaining quests in Candlekeep to buy the kantana @ the following price(s):

w/16 CHR - 710GPs - It can be done but just barely if you liquidate EVERYTHING you find.
w/17 CHR - 675GPs
w/18 CHR - 635GPs

I'm starting my first campaign as a Human Lawful Good Kensai. I plan to dual class later on as a MAGE. Hopefully Beamdog finishes Baldur's Gate 1.5 (aka Adventure "Y") before I continue on to Baldur's Gate 2.

*** You may want to use the EE Autoroller program to speed up the stat process *** I don't consider EE Autoroller a cheat because it just automates your 'dice rolling' within the game itself. You go mind numb waiting for 91 to 93 point totals and you have the benefit of a 18/00 STR. It took Autoroller about 2 hours to come up with a 97 point total AND a 18/92.

*** The EE Autoroller program is attached to this post ***
*** Make sure you are in 'Windowed Mode" in BG in order to use program. ***
*** Tutorial on how to use EE Autoroller ***
image


However, if you have the patience and not set on a high 18 % STR, you should achieve a minimum of 91 to 93 total points by 'manually' rolling in a hour or 2.

http://forums.beamdog.com/discussion/10937/utility-ee-autoroller

STR: 18/92
DEX: 18
CON: 18
INT: 17
WIS: 10
CHR: 16

Wish me luck... I'm sure I will make some changes to this strategy after I finish BG 1 EE.

Honest discussion about Legacy of Bhaal

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Hello my fellow forumites

The patch v2.0 (and v2.1) has been out for a few weeks now and a few threads about the LoB mode were already created, containing a lot of speculations and many advices to defeat it. We even have a thread dedicated to powergaming in LoB mode.

But today I would like to open a discussion about what does this difficulty setting truly does and the gaming experience it creates.

First, a reminder of what LoB does:

enemies' HP * 3 + 80
-5 to saves (?)
-5 to THAC0 (?)
+12 levels for some checks
+ 1 APR (?)
Summons' HP * 2 + 20

So as you can see, these changes are mirroring the Heart of Fury mode from Icewind Dale (except for summons) but so far most players including myself don't exactly know what it does. I searched on the internet on many sites and asked in different threads in the Road to v2.0 back then and I was not able to find a strict, precise definition of the Legacy of Bhaal mode. This is I think a minor problem in itself but let's continue forward.

Here I'm quoting the official Siege of Dragonspear website :

"Legacy of Bhaal Mode : A difficulty setting offering tactical challenges only the most skilled of players can hope to defeat"

This appears on the website since the extension's announcement.

But is it true?

In my opinion, the Legacy of Bhaal mode doesn't offer any "tactical" challenges, it just increases the HP of your enemies by a enormous amount and that's it mostly.
It slows the game down and doesn't change the gameplay experience in a good way to my mind.

Though I agree that it offers some challenges. Of course a Dragon with 530 HP instead of 150 HP is stronger and thus the game is harder, depending on your party setup it can be a lot more difficult or it can simply be longer.

But is this kind of difficulty setting fun? Do you really enjoy fighting 83HP rats in Candlekeep?

Put in another way, do you think the Legacy of Bhaal mode is an interesting and fun difficulty setting?

Because I think it isn't, and to be honest, when I look back at the quote I posted above, I think the developers were actually thinking of something completely different when they first thought of the Legacy of Bhaal.
Maybe they were thinking about a "super-SCS" mode, which could explain the "tactical" challenges that only the most "skilled" players could hope to defeat, but because of time restrictions, they gave up and instead replicated the Heart of Fury difficulty in Baldur's Gate.

Another reason I think the LoB mode was originally designed as an improved SCS is because of the Insane difficulty changes in SoD. As you may know, moving the difficulty slider in SoD actually change the number of enemies spawning during battles, including new foes (like a caster in a group of fighters) which does offer new tactical challenges!

I think this is really good and a lot better than simply buffing enemies' stats to the point they don't make any sense whatsoever in a D&D setting.

So I would also like to ask Beamdog another question: is the Legacy of Bhaal mode final? Will it receive others updates or will it stay like this?

Because if it is going to get some more love, then it's excellent and I'm eager to see what you have in store for us.

But if that's not the case, no big deal. But I would like to know about the community's opinion about it and what do you think is an interesting difficulty setting.

Have a nice day!

PS: I apologize for my English, especially as I wrote all of this on my phone.

favourite videogame, classical, folk musics

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PLEASE USE SPOILER TAGS OR LINKS NOW! Too many images on a thread will make the board go wonky. So says Aosaw.


Videogame music
Classical music
Folk music

instrumental and vocal :)


Don't worry about posting something someone else has posted in pages past. We all do it. ^_^


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I can't be the only one who listens to VG and classical music! ^_^

What stuff do you like? :)


Try some Quake II, yeah! >:D

Adrenaline Junkie
Gravity Well
Descent into Cereberon

And while I'm in the mood for it...
Sheila
Neo Fire Cross

How Mages SHOULD work...

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I'm going into this as a video gamer, not as a D&Der. IOW, this isn't in relation to D&D rules, it's just how I think Mages would work better implemented in the BG computer game.

I never liked the "chance to learn a spell" mechanic, and I still don't think it's implemented correctly, but I never go by it anyway. I typically save up my scrolls, then set the difficulty to Normal and scribe everything, then set it back to whatever I was using.

Here is how I would like to see INT implemented for Mages. Instead of giving you a higher chance to learn spells, it should have an impact on casting itself.

I think it should have an impact on saving throws. I'd do it something like:

Level - Saving throw bonus

1-4 : +3
5-7 : +2
8-9 : +1
10-15 : +0
16-17 : -1
18-19 : -2
20-22 : -3
23-24 : -4
25 : -5

You could tweak the numbers one way or the other I'm sure, but I'd like to see something like that. This would make INT actually meaningful and also make things like potion of Genius actually cool.

This would also apply to SORCERERS, and would thus make INT meaningful for them, as it should be.

It would also makes Gnomes much more attractive, since with a tome of INT you would be able to get -3 to savings throws with Gnomes (on top of -2 for Illusions).

Ideally, to do this you would first add 1 to the base saving throw modifiers of every spell, so that castes with 16-17 INT would basically have the same saving throw mods that they currently do, while casters with 18 INT would be 1 better than current.

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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-Overview-
The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.


-Here are all the collections I've made-
So far I've made 4 collections that add an additional 74 soundsets to your games.
Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets


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Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George
Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross
Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon
Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing
Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle
Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano
Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Pictures
imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage

Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton
Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi
Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale
Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler
Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen
The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss
Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David

Pictures

Volume 4: Monkey Island Soundsets


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Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger
Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney
Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich
Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato
LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen
Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr
Murray: (c) 1998 LucasArts, voice actor: Denny Delk.
Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo
Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane
Wally: (c) 1998 Lucasarts, voice actor: Neil Ross

Pictures



Here's a link to a mod shell so that you can make your own soundset collections with subtitles

Awesome Soundsets Vol. 0 Soundset Mod Shell
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If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.

The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like.

This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

[MOD] [In Progress] Improved Heart of Fury Mode

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Work in Progress

Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies.

This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features:

* Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), adding more enemies in an encounter, giving enemies better AI (in some cases), and making enemies stronger all around, rather than simply by giving them lots of hit points.


When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like).


* Items are powered up, like in Icewind Dale 2's Heart of Fury Mode.

Example items:







* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.

* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.

(Stats are for an elven ranger)

The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.

* Throughout the game items are added, removed, and switched around. There are new random item selections.

The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast.

I am not done with this mod. So far I am pretty much finished modding the prologue and Chapters 1-6. I'm currently working on item modifications and other little things here and there.
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