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Changes to world map

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Looking up a world map online, I noticed that the locations of some areas have changed. For example, Lighthouse ("Seawatcher"?) and Archaeological Site look like they've switched places. When and why did this happen? It must have been relatively recently because I can't find a map online that actually matches what my in-game world map is showing.



SEGNALAZIONE DI REFUSI NELLA TRADUZIONE ITALIANA DI BG2EE

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Scopo di questo thread è quello di raccogliere le eventuali segnalazioni di refusi presenti nella traduzione italiana di Baldur's Gate 2: Enhanced Edition. Per "refuso", si intende solo ed esclusivamente un errore di battitura relativo alla scrittura di una parola ("btavi" al posto di "bravi") o della punteggiatura (ad esempio, quattro puntini di sospensione anziché tre).
In questo thread, potete anche segnalare problemi a livello di audio (ad esempio, tracce audio non corrispondenti al testo visualizzato o tracce audio assegnate a stringhe sbagliate).
Qualora desideriate darci un feedback sul nostro lavoro, vi chiediamo gentilmente di postare in questo thread.

Come segnalare un refuso

Potete:

- Postare uno screenshot del dialogo in cui compare la frase con il refuso;
- Scriverla;
- Segnalare il numero di stringa corrispondente. Per fare in modo che il numero della stringa compaia nel gioco, è sufficiente procedere in questo modo:

• Fate una copia del file baldur.lua per sicurezza (si trova in "Documents\Baldur's Gate II- Enhanced Edition)
• Apritelo con Word Pad e inserite questa voce: SetPrivateProfileString('Program Options','Strref On','1')
• Salvate e lanciate il gioco. Adesso ogni scritta sarà preceduto dal numero della stringa. Per disattivarle, editate il file baldur.lua eliminando la suddetta riga
• Prima di aggiungere la suddetta voce, accertatevi che non sia già presente. Se così fosse, limitatevi a cambiare 0 con 1. Diversamente, aggiungete l'intera riga.

Vi chiediamo gentilmente di evitare messaggi del tipo "Ho visto un errore, ma non ricordo dove". Disponete di ben 3 modi per fare un report; scegliete quello che preferite e usatelo.

A chi segnalare un refuso

È sufficiente postare un messaggio in questo thread. Sarà mia premura verificare e correggere.

Nighthawks - The Vampire RPG

Elenco delle mod compatibili con Baldur's Gate 2: Enhanced Edition

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Questo thread raggruppa per categoria le mod compatibili con Baldur's Gate 2: Enhanced Edition (BG2EE).
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 un 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.
- Installate BG2EE
- Scaricate ed eseguite modmerge
- Scaricate le mod che vi interessano, estraete il contenuto nella cartella di installazione di BG2EE (dove si trova il file chitin.key) e avviate il file .exe di ogni mod.

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

MOD CONTENENTI DIALOGHI E RELAZIONI D'AMORE (BANTER/ROMANCE) CON I PNG DEL GIOCO
Banter Pack
Disponibile in italiano: Sì
Descrizione: Questa mod introduce un gran numero di dialoghi ("banter") tra i membri del gruppo, approfondendone i rapporti di amicizia e di antipatia e creando divertenti partentesi. Alcune conversazioni coinvolgono anche più personaggi e possono addirittura vedere l'intervento della celebre spada Lilarcor. In particolare, la mod fa sì che Jan possa creare tre oggetti speciali: uno per il protagonista, uno per Valygar ed uno per sé.

Cernd Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Cernd. Conversazione dopo conversazione (14 in SoA, 4 in ToB), il giocatore avrà la possibilità di approfondire la personalità del druido mutaforma.

Corthala Romantique
Disponibile in italiano: No
Descrizione: Questa mod introduce una serie di dialoghi amichevoli con Valygar e permette di avere una relazione con il ranger di Athkatla, a condizione che siano soddisfatti una serie di requisiti (sesso femminile, razza umana/elfa/mezzelfa/mezzorca, reputazione pari o maggiore a 13, allineamento buono o neutrale - escluso caotico neutrale). La mod amplia anche la missione della Sfera Planare introducendo un nuovo interessante personaggio.

de'Arnise Romance
Disponibile in italiano: No
Descrizione: Questa mod fa sì che un protagonista di sesso maschile (umano, elfo, mezzelfo e nano) e di qualsiasi classe/allineamento possa intrecciare una relazione d'amore con Nalia de'Arnise. Include momenti di gelosia con Aerie, Jaheira e Viconia, una traccia musicale che accompagna i dialoghi della romance e l'opportunità di flirtare con Nalia.
Nota bene: attualmente, la mod ha contenuti solo per Shadows of Amn.

Edwin Romance
Disponibile in italiano: No
Descrizione: Questa mod fa sì che un protagonista di sesso femminile possa intrecciare una relazione d'amore con Edwin Odesseiron (a condizione che abbia almeno un punteggio di 14 punti in Intelligenza; non ci sono restrizioni di classe, allineamento e razza). Include momenti di gelosia con Anomen, una traccia musicale che accompagna i dialoghi della romance, una missione, flirt e l'opportunità di cambiare l'allineamento di Edwin e il suo epilogo.

Haer'Dalis Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Haer'Dalis, il bardo tiefling proveniente da Sigil. Dopo avere terminato la missione della prigione planare, il giocatore potrà conversare con questo oscuro sparviero in svariate occasioni, scroprendo molte cose sul suo passato.

Haer'Dalis Romance
Disponibile in italiano: No
Descrizione: Questa mod fa sì che un protagonista di sesso femminile (senza restrizioni di classe, allineamento e razza) possa intrecciare una relazione d'amore con Haer'Dalis. Include momenti di gelosia con Anomen, flirt, conversazioni iniziabili dal giocatore e diversi epiloghi.

Imoen Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Imoen, permettendo al giocatore di approfondire la conoscenza di questa spiritosa e simpatica ragazza.

Keldorn Romance
Disponibile in italiano: No
Descrizione: Questa mod fa sì che un protagonista di sesso femminile possa intrecciare una relazione d'amore con Keldorn (a condizione che il giocatore favorisca la riappacificazione del paladino con la moglie Maria). La mod include quasi 50 conversazioni dai contenuti maturi e momenti di gelosia con Anomen, Dorn, Hexxat e Rasaad e con le romance introdotte da altre mod (Edwin, Gavin, Aran Whitehand, Angelo, Chloe, Kelsey, Sarah, Solaufein, Tsujatha).

Korgan Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Korgan, il sanguinario e scontroso nano berserker. Le conversazioni inizieranno dopo avere completato la missione del Libro di Kaza; molte si svolgono nel suo luogo preferito (le taverne) una volta che si è ubriacato.

Mazzy Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Mazzy, permettendo al giocatore di approfondire la conoscenza di questa caparbia e onesta seguace di Arvoreen.

NPC Flirt Pack
Disponibile in italiano: No
Descrizione: Questa mod fa sì che il protagonista possa flirtare con i quattro compagni di viaggio con cui è possibile intrecciare una relazione: Aerie, Anomen, Jaheira e Viconia. A loro volta, questi personaggi flirteranno o scambieranno brevi battute affettuose con CHARNAME nel corso del gioco.

Romantic Encounters
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un po' di "pepe" nel gioco, introducendo sino a 53 occasioni in cui il protagonista può flirtare e approfondire la conoscenza (anche in senso biblico) di nuovi o già esistenti personaggi.

Sarevok Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Sarevok, permettendo al giocatore di approfondire la conoscenza di questo ambizioso e sanguinario figlio di Bhaal.

Sarevok Romance
Disponibile in italiano: No
Descrizione: Questa mod fa sì che un protagonista di sesso femminile umana/elfa/mezzelfa possa intrecciare una relazione con Sarevok (a condizione che abbia almeno un punteggio di 11 in Carisma e 13 in Forza o in Intelligenza; non ci sono restrizioni di classe, allineamento e razza). Include flirt, conversazioni iniziabili dal giocatore e diversi epiloghi.

Viconia Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Viconia, permettendo al giocatore di approfondire la conoscenza della seducente e introversa sacerdotessa di Shar.

Yoshimo Friendship
Disponibile in italiano: No
Descrizione: Questa mod introduce una ricca serie di dialoghi con Yoshimo, permettendo al giocatore di approfondire la conoscenza dell'ambiguo e spiritoso cacciatore di taglie di Athkatla.


MOD CHE INTRODUCONO NUOVI PNG

Adrian
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Adrian, uno stregone mezzelfo di allineamento Legale Malvagio. Si trova nell'ultimo livello della prigione di Irenicus. Può intrecciare una relazione d'amore con il protagonista a condizione che sia di sesso femminile, di razza umana o mezzelfa e dal Carisma pari o superiore a 12. Ha una missione personale e parecchi dialoghi con i membri del gruppo (sebbene non vada d'accordo con quasi nessuno di loro).

Ajantis
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Ajantis, il paladino di Waterdeep. Si trova nelle Colline Windspear e potrà unirsi al gruppo dopo avere risolto una missione per liberarlo da Firkraag. La mod permette di proseguire la storia d'amore iniziata in BGEE con la mod The Ajantis BG1 Expansion Modification, di intrecciarne una nuova e di avere numerosi dialoghi con il protagonista, banter con i membri del gruppo, interazioni, conversazioni iniziabili da CHARNAME e due missioni. Ajantis non viaggerà con Dorn o con Hexxat.

Amber
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Amber, una ladra tiefling di allineamento Caotico Buono. Sarà possibile reclutarla dopo avere svolto una piccola missione nel Distretto Governativo. Amber ha un ritratto personalizzato, un doppiaggio integrale, tracce musicali, conversazioni amichevoli, una possibile romance con un protagonista di sesso maschile, flirt, interazioni, nuovi oggetti, banter con i membri del gruppo e tre missioni. Ha anche l'opzione di installare contenuti aggiuntivi per la mod "Solaufein".
Nota bene: attualmente, la mod ha contenuti solo per Shadows of Amn.

Angelo
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Angelo Dosan, mago/guerriero alleato di Sarevok e padre della guerriera Shar-Teel. Si trova nel Distretto del Cimitero ed è stato riportato in vita da qualcuno in circostanze misteriose. Oltre ad essere doppiato, ha diversi banter con i membri del gruppo (tranne con Cernd), interazioni, dialoghi iniziabili dal giocatore, una romance (disponibile se CHARNAME è di sesso femminile) e due missioni (una delle quali avrà dei risvolti anche in Throne of Bhaal).

Arath
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Arath, un druido umano di allineamento Neutrale Puro. Si trova all'interno della locanda Il Diadema di Rame. Arath può intrecciare una relazione d'amore con CHARNAME (senza distinzione di sesso) purché abbia un punteggio di Carisma pari o superiore a 12 e sia di razza umana/elfo/mezzelfo. Sono previsti numerosi dialoghi amichevoli nel corso del gioco, interazioni, banter con i membri del gruppo e una missione personale che inizerà nel capitolo 6. Non è doppiato.

Auren Aseph
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Auren, una guerriera umana originaria di Beregost di allineamento Neutrale Buono. E' possibile incontrarla nei Bassifondi di Athkatla alla locanda Il Diadema di Rame solo se il protagonista non è malvagio. Oltre ad essere doppiata, ha alcuni dialoghi con ogni membro del gruppo, qualche conversazione con CHARNAME, diverse interazioni e una storia d'amore con Nalia.

Branwen
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Branwen, la fiera sacerdotessa di Tempus. Si trova ad Athkatla, nel Distretto del Ponte, e vanta numerosi dialoghi amichevoli con il protagonista, una relazione (solo per CHARNAME di sesso maschile e umano/elfo/mezzelfo/mezzorco) e svariati banter con i membri del gruppo, in particolare con i PNG di BG (Jaheira, Minsc, Edwin, Viconia).

Dace
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Dace, una cacciatrice di taglie umana di allineamento Caotico Neutrale. Si trova nella Passeggiata di Waukeen ad Athkatla. E' doppiata e può intrecciare una relazione d'amore con CHARNAME (non ci sono restrizioni di sesso e di razza). Ha anche parecchi dialoghi amichevoli con il protagonista, interazioni, banter con i membri del gruppo, flirt, tracce musicali che accompagnano la romance ed oggetti personali.

Fade
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Fade, una tiefling di allineamento Caotico Neutrale. E' una Ladra dell'Ombra al servizio di Aran Linvail. Un protagonista di sesso maschile e di qualsiasi razza/allineamento ha la possibilità di intrecciare una relazione d'amore e di flirtare con lei. Sono disponibili anche banter con i membri del gruppo, interazioni e tre missioni personali. Non è doppiata. Durante l'installazione, è possibile cambiare la classe di Fade da Ladra a Ombra Danzante.

Iylos
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Iylos, un monaco originario di Amkethran di allineamento Legale Buono devoto al suo monastero e in misura minore a Balthazar. Il suo scopo è quello di sondare le intenzioni di CHARNAME, ma se questi è malvagio o se ha una reputazione inferiore a 12, non si unirà al suo gruppo. E' doppiato e ha da 5 a 11 dialoghi con il protagonista, qualche conversazione iniziabile dal giocatore, 2/3 banter con i membri del gruppo, oggetti personali e interazioni.

Kelsey
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Kelsey, uno stregone di allineamento Neutrale Buono incontrabile nel Distretto Governativo di Athkatla. E' un mercante che potrà unirsi al gruppo, animando il viaggio con numerosissimi dialoghi con il giocatore e tra i membri del gruppo. Se CHARNAME è di sesso femminile e umana/elfa/mezzelfa/halfling, sarà possibile intrecciare una storia d'amore con lui. Se CHARNAME è di sesso maschile o non avrà interesse a coltivare una relazione d'amore con questo personaggio, Kelsey cercherà di sedurre Imoen. La mod include anche l'opzione di installare un ritratto alternativo e contenuti aggiuntivi per la mod "Solaufein".

Keto
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Keto, bardo dalla frizzante e briosa personalità di allineamento Neutrale Buono. CHARNAME può incontrarla alla Locanda dei Cinque Boccali e proporle di unirsi al gruppo. Oltre ad essere interamente doppiata, Keto ha un'esilarante e articolata missione personale, più di cento dialoghi con i membri del gruppo e molteplici conversazioni con il protagonista. Il mod include anche l'opzione di installare contenuti per il PNG Kelsey (in modo che i due possano interagire). Nota bene: la mod "Kelsey" deve essere installata prima di Keto.
Nota bene: attualmente, la mod ha contenuti solo per Shadows of Amn.

Kivan and Deheriana Companions
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Kivan, l'arciere di Shilmista che in Baldur's Gate cerca Tazok per vendicare l'uccisione della sua amata Deheriana. E' possibile incontrarlo ad Athkatla nella Passeggiata di Waukeen. La mod include la possibilità di intrecciare una relazione con lui (a condizione che CHARNAME sia di sesso femminile e che abbia una reputazione maggiore di 11) e di conversare con l'elfo in diverse occasioni, oltre ad avere interazioni e banter con i membri del gruppo.

Nathaniel
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Nathaniel, kensai umano un tempo al servizio del Pugno Fiammante di Baldur's Gate. I suoi viaggi l'hanno portato ai Moli di Athkatla. CHARNAME può intrecciare una relazione d'amore con lui (a condizione che sia di sesso maschile, umano/elfo/mezzelfo e di allineamento buono o Legale Neutrale), con tanto di momenti di gelosia con Aerie, Jaheira e Viconia, la possibilità di flirtare e una traccia musicale. Ha diversi dialoghi con i membri del gruppo, interazioni e dialoghi con il giocatore. La mod include anche l'opzione di installare contenuti per i PNG Kelsey e Solaufein (in modo che questi personaggi possano interagire). Nota bene: le mod "Kelsey" e "Solaufein" devono essere installate prima di Nathaniel.

Nephele
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Nephele, un halfling sacerdotessa di Yondalla, madre di sette figli e spasmodica avventuriera. E' possibile incontrarla a Trademeet alla Locanda di Vyatri dopo essersi occupati dei Druidi dell'Ombra e dei geni Dao. Non ha una missione personale e non è doppiata, ma ha parecchi dialoghi con il protagonista e con i membri del gruppo.

Petsy
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Petsy, una divertente e amichevole hafling che esercita la professione di bardo. Trasferitarsi per motivi sconosciuti ad Athkatla, si trova alla Taverna del Dono del Mare. Ha una missione, alcuni banter con ogni membro del gruppo e conversazioni amichevoli. Se CHARNAME è un halfling, nano o gnomo di sesso maschile, potrà intrecciare una relazione d'amore con lei. La mod include tre banter con "Nephele".

Tashia
Disponibile in italiano: Sì
Descrizione: Questa mod aggiunge un nuovo PNG - Tashia, una giovane stregona elfica intenta a godersi una pausa dalle avventure a Trademeet. Oltre ad avere almeno due dialoghi con ogni membro del gruppo, Tashia può intrecciare una relazione con CHARNAME, con annessi flirt, e commenti durante le varie missioni e interazioni del gioco.

Tiax
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Tiax, gnomo pazzo seguace di Cyric. Potrà unirsi al gruppo dopo gli eventi al Manicomio nel Capitolo 4 e ha alcuni dialoghi con il protagonista, interazioni e conversazioni con gli altri PNG.

Xan
Disponibile in italiano: No
Descrizione: Questa mod aggiunge una vecchia conoscenza di CHARNAME tra i personaggi reclutabili - Xan, l'elfo Mantogrigio di Evereska noto per il suo senso del fatalismo e per la sua personalità depressa. Si trova nel Distretto Governativo di Athkatla e ha numerosi dialoghi con il protagonista, banter con i membri del gruppo, interazioni e quattro missioni personali. Oltre ad essere doppiato, porta con sé la sua Lama della Luna. Se CHARNAME ha intrecciato una relazione d'amore con lui grazie alla mod "The BG1 NPC Project", potrà riprenderla e portarla avanti. Il giocatore ha anche la possibilità di iniziare delle conversazioni con lui. Infine, la mod include contenuti per le mod "Dungeon Crawl", "Assassinations", "The Sellswords", "Back to Brynnlaw", "Romantic Encounters", "Tower of Deception", "Tales of the Deep Gardens" e "The Longer Road".

Xulaye
Disponibile in italiano: No
Descrizione: Questa mod aggiunge un nuovo PNG - Xulaye, sorella di Phaere e figlia della Matrona Ardulace. Questa ambiziosa drow si unirà al gruppo poco dopo che CHARNAME si sarà introdotto nella città di Ust Natha e lo accompagnerà solo ed esclusivamente nel suo viaggio nel Sottosuolo. Ha 1/3 dialoghi con ogni membro del gruppo, interazioni, una missione e conversazioni con il protagonista; offre anche una nuova possibile conclusione delle vicende di Ust Natha.


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 BGEE.

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 BGEE.

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 BGEE.

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 BGEE.

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 BGEE.

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 BGEE.

Linux version of the toolset?

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So any chance the toolset will get a real Linux version? It's been forever since I looked into it, and I think on standard nwn it still needed wine and jumping through a lot of hoops to get the toolset to work.

SEGNALAZIONE DI REFUSI NELLA TRADUZIONE ITALIANA DI IWDEE

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Scopo di questo thread è quello di raccogliere le eventuali segnalazioni di refusi presenti nella traduzione italiana di Icewind Dale: Enhanced Edition. Per "refuso", si intende solo ed esclusivamente un errore di battitura relativo alla scrittura di una parola ("btavi" al posto di "bravi") o della punteggiatura (ad esempio, quattro puntini di sospensione anziché tre).
Qualora desideriate darci un feedback sul nostro lavoro, vi chiediamo gentilmente di postare in questo thread.

Come segnalare un refuso

Potete:

- Postare uno screenshot del dialogo in cui compare la frase con il refuso;
- Scriverla;
- Segnalare il numero di stringa corrispondente. Per fare in modo che il numero della stringa compaia nel gioco, è sufficiente procedere in questo modo:

• Fate una copia del file baldur.ini per sicurezza
• Apritelo con Word Pad e inserite questa voce: 'Program Options','Strref On','1'
• Salvate e lanciate il gioco. Adesso ogni scritta sarà preceduto dal numero della stringa. Per disattivarle, editate la voce 'Program Options' in precedenza inserita nel file baldur.ini in questo modo: 'Program Options','Strref On','0'.
• Prima di aggiungere la suddetta voce, accertatevi che non sia già presente. Se così fosse, limitatevi a cambiare 0 con 1. Diversamente, aggiungete l'intera riga.

Vi chiediamo gentilmente di evitare messaggi del tipo "Ho visto un errore, ma non ricordo dove". Disponete di ben 3 modi per fare un report; scegliete quello che preferite e usatelo.

A chi segnalare un refuso

È sufficiente postare un messaggio in questo thread. Sarà mia premura verificare e correggere.

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.





Please help to read old save games (original BG1)

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Hi

Nostalgia has bitten me.
I have some very old savegames from BG1 (from 2002) but I can't seem to "read" them. I don't have the original game anymore. All I am interested in is knowing the name of my character and its class, alignment and stats. And maybe Bio if there is any.

Can anyone please help? I tried different save game editors but no luck..

https://www.dropbox.com/s/n6d3f9eojpbou4s/000000001-Quick-Save.rar?dl=0

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??




Any way to move along NPC quests?

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I read the wiki on the new NPCs for EE. I want to finish their quests, but I don't want to keep them in my party more than I have to (this is a solo run aside from NPC quests). Is there any way I can move things along with their quests so I don't have to drag them through the game? Thanks.

[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.

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.

Gems only selling for 1gp

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Right now, I have some turquoise, lynx eye, sunstone and fire agate and both the smith and merchant in Beregost will only pay 1gp apiece for any of it. I know the lynx should be worth 7gp and the others more. They might be stolen (which, if that's a problem, why steal anything?), but I'm pretty sure I got at least one of them off killing a xvart on the way there, so that should be good, right?

Edit: So exiting and reloading the game fixed the prices, but it dropped all the quantities to 1 (and I had more than that). Known bug?

Any mod that modify quick weapon slots ?

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Do you know mod that adds more quick weapon slots to the ui ? For example in fighter/mage has 2 weapon and 3 quick spell slots, but i want 3 weapon and 2 spell slots.

Plate of the Dark

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I just finished the Candlekeep Catacombs and when I went to the Sorcerous Sundries I came across Tamoko. Out of curiosity I killed her and discovered this full plate +1. Is it worth killing her for this armor, assuming it'll be helpful for the Tales of the Sword Coast and the Siege of Dragonspear content or will I lose out on anything by doing so?

If I understand correctly, I can use my party and their equipment from BGEE in BG:SoD. What stuff can be imported into BG2EE?

Thanks ^^

Improved movement speed outside of combat

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Is there a mod that can offer something similar like The Paws of the Cheetah, but only increases movement speed outside of combat? I figured that would make exploring a map with a full party much quicker without it being overpowered.

Challenging playthrough and my fear of restartitis.

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Hi, this is my first post here, although I am reading this forum for a long time.

I have been playing BG1, BG2, PST and IWD2 for about 20 years, but always missed out IWD1. About 2 months back I bought it on GOG and what should I say... it is awesome. I have one comeplete playthrough with a party of six on core rules with 18 rolls in the three main stats and max hp roll.

I started a new run this evening after being hit multiple times by restartitis. To have a challenge I gave me some restrictions: Max 5 rerolls at character creation and only redistributing 2 points. Game mode is insane without higher dmg and no exp bonus and random hp rolls.

My evil team consist of a Black Guard, Kensai, Priest of Talos, Bounty Hunter, Druid and a Sorc.
The stats are OK I do not have a main stat below 10 and I had a good luck with HP rolls.

Now I am in the Vail of Shadows in the room before Kresselack. Actually the playthrough was doing a lot of fun and I like my team. But I feel it might get a little bit too challenging... Usually I try to avoid resting too often, but this time it is necessary... Probably it is a bit harder because I do not have a strong range weapon user but this is the way I want it. Also the ACs are pretty bad due to no min/maxing Dexterty.

Now my main question is - do you think it will help to enable higher exp with insane mode, or will it make the play through too easy later on?

I am afraid of restartitis hitting me again and want to find the perfect balance in difficulty ;-).

Thanks for your help/suggestions!

A Few Resources for Scripters

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Here is just a short list of resources for scripting in NwN. Not wanting to be accused of spamming these boards I've held off posting this for a while. This collection of links to scripting resources is part informational and part unashamed self-promotional in nature. But I hope you find it all to be of use.

Obviously no list of resources would be anywhere near complete without mention of the lexicon. This vereable document contains most of the reference material that you'll need when writing scripts. This includes amongst other things tutorials, vfx references and explanations of the functions. The only fly in the ointment is that there are 2 versions available. There is the constantly updated but online version that contains information on all of the new EE functions. Then there is the offline version which is complete up to version 1.69. This version has around 97% of the same information as the online version and is in the form of a windows chm help file. On the other hand the offline version is much quicker than the online version and can be more convenient to use. Personally I don't see this as being a matter of choice. Use the online version if you either need info on the EE script functions, you experience some unexpected behaviour or you can't use a chm file. Otherwise use the offline version. Here is the online lexicon and here is
the offline lexicon 1.69 (chm version).

Next on this list are two script generators. Back in the day Lilac Soul wrote a small program that could generate simple scripts in response to user input. For the first time in NwN it was possible to create a fully working module without any scripting knowledge. Or at least better modules. More recently this was updated to cover all the enhancements that had been added to NwN up to and including those of NwN v1.69. For what it is designed for, this works well. My personal recomendation is to use this as a learning tool rather than to rely on it completely. You will find that there are things that you want to do and it just can't do. In the long run you will be better off learning to script. The second script generator was created by some the staff at the Univerity of Alberta in Canada. This is a much more complex beast. It is called ScriptEase 2 and replaces having to write your own scripts with a visual interface (as can be seen on the page linked to). It is (AFAIK) still being used as part of the university's (quoting the web page) "CMPUT 250 (Computers and Games) multidisciplinary game design course". Having experimented with it I am of the opinion that it is not really designed for general day to day scripting. Rather it should be regarded as a (greatly expanded) replacement for the toolset's plot wizard. A couple of other things to note are that while there are tutorials available on the website there really isn't enough documentation to exploit all of its strengths. Also the learning curve is just as steep as if you wanted to learn scripting itself. Anyway, here is the lstk script generator and here is the ScriptEase program.

Back when the current vault was being created, permission was sought and granted for the contents of the ign vault to be migrated across. This happened shortly before the old ign vault closed down. This migrated stuff is kept in a separate location to what you see on the vault today. Some time later, somebody decided to bundle all of the script section up into a single download. Because they hadn't saught my permission to include my scripts I had a bit of a hissy fit (it can happen to even the best of us and I am not in that list) and eventually my scripts were removed from this download. All the rest of those scripts are still available (all 3870+ of them) in a single 980 meg 7z. While at first sight this may appear to be a great idea, there is something you need to be aware of. Each script is in its own folder in the archive. Rather than these folders being called by the title of the thing it contains, the folder is identified by the old ign vaults entry number (so you have folders 1 to 3879). This makes finding things a little difficult to say the least. On the plus side, inside each folder there is a web page that has the original ign information. If you want this large 7z and have a fast enough internet connection it can be found here.

In the early years of NwN Bioware had their own forums (nwn.bioware.com - do not use it's long dead). These were split into sections similar to what are found on here today. In the scripting subsection of these bioware forums a small part was dedicated to 2 different scripting FAQs (aka Frequently Asked Questions). Neither of these FAQs resurfaced when the subsequent forums (there were 2) were created. Fortunately I was able to find them on the wayback machine. In order to make them more accessible I copied the information, edited (mainly spell-checking) and tdied them up. I then prepared them for and saved them as pdf files. The preparation was so that when saved the questions appear as bookmarks when the pdf files are viewed using a proper pdf reader (e.g. adobe acrobat reader or the Foxit reader). I have included a few related documents in the download. The Scripting FAQs can be found here.

Towards the end of the life of that original bioware forums life we had an inkling that they would disappear. That being the case I went through a number of threads dedicated to completed and working scripts. This being before it was common for word processing software to commonly have the facility to save in pdf, I saved these as plain text files. I also created plain text indexes for these so that it made finding what is wanted easier. The final thing I did was to give all the scripts the same programming style so that it made reading them easier. More recently I found links to an old site that Lisa (made some great costumes, holdables and placeables for NwN) and friends used to have. This was by the wayback machine again. On this site I found around 45 scripts that I hadn't seen before. So I followed the same routine as with the earlier scripts (minor edits, layout, indexes, etc.) If you want
the bioware scripts look here and the other scripts look here.

No apologies this final paragraph is purely self-promotional in nature. While the tutorials in the lexicon will doubtless teach you how to script I felt that they didn't go far enough. So I wrote my own which seem to have been well recieved so far. This series are the TR's Basics ebooks. As it stands there are four in the series - "TR's Basics - Variables, Types and Functions (TBC)", "TR's Basics - Decisions", "TR's Basics - Boolean Algebra" and "TR's Basics - Mostly Operators". They are intended to be read in that order and not the order they were uploaded in. My hope is that these are good enough to serve as reference ebooks and not "just tutorials". I hope to create a few more in the future when RL gives me enough free time (if anyone tells you writing tutorials is quick and easy, ignore them).

And that's it for now. I hope you found something useful here.

TR

[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.

(Keep in mind that enemies will also have stats like this)

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.

Script Compiler for Enhanced Edition

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*** UPDATE ***

I just posted an UPDATED script compiler to the vault and Github that works with NWN EE and the packed game files. This one is based on the Skywing compiler engine and is more robust and faster. There are a few things left on the ToDo list - visit the source repository below to see or add bugs and issues.


This has been tested on Windows, Linux, and Mac for both 1.74 (EE) and older 1.69 and things seem i order so far...

https://neverwintervault.org/project/nwn1/other/tool/nwnsc-nwn-enhanced-edition-script-compiler

Source code... https://gitlab.com/glorwinger/nwnsc
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