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Camaraderie, adventure, and steel on steel. The stuff of legend! Right Boo?

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No doubt, when I am dead, my urn will be engraved with some quote from these games. Maybe it will simply say "Finished Baldur's Gate" but then, I haven't actually done that yet. I've poured thousands of hours over the last couple of decades into BG and here I am again, on another play through. Somehow I accidentally found the EET mod and was absolutely thrilled at the idea of all 4 chapters being smashed together into ONE GAME! So yeah, I'm with a canon party and doing it again. Determined... THIS TIME, to finish it. I remember I used to spend hours upon hours, just loading character images and creating custom multiplayer parties... This time I was going to just leave it all alone - start it, finish it, canon, with a party. I'm here today because I accidentally found a post about someone playing BG with one character and no party and I was like OMG THAT IS ONE THING I HAVEN'T TRIED! So yeah, now I'm thinking, I'd like to start over....again. Maybe I can just start a second game to play solo WHILE I finish my canon play through. (Sadly, this would not be the first time I was playing two different play throughs at the same time.) I'm thinking if I go solo it's going to be pure evil. Maybe it doesn't matter. Maybe what matters is that I enjoy playing. /shrug NO! I must finish this storyline - just once! Anyway, hello, I'm new here. (technically, I can see that I created this account some time ago...but apparently never posted or commented. I'm sure I made the account and then went right back to playing BG.) Secret things I wish for: Dream mod for BG: Turn BG into an anime harem game. How have they not turned BG into a TV series or movie yet. With all the reboots and nostalgia stuff these days. That would be epic! Instead we get Superman as Geralt (with no mustache, for real).

NWN Android beta on Nvidia Shield problem

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I installed the NWN Android beta on my Nvidia Shield. Installation was without problem. I start the game, I get the beginning videos, everything works fine. Until the last video ends. Then I have a black screen. I hear the music, and I know that the mask is there - for when I minimize the app, I can see it briefly before it vanishes. What could be causing this, and how do I fix it?

[MOD] Dragonspear UI++ (v2.3)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:
v1.0 - Main gameplay screen tweaks - Journal background image tweak - Inventory screen tweak - Record screen tweak - Mage/Priest spell screens tweaks v1.1 - Spell description screen tweak - Opening/closing Journal pauses/unpauses the game - Journal "finished quest" font color is black - Dialog box opens "older messages" with click on the text instead of special button - "Older messages" box is bigger - Number of attacks shows in the inventory "damage details" box v1.11 - Fixed greyed out inventory screen for dead characters - Change color button in the inventory now shows major color v1.12 - Fixed 4th weapon slot coordinates in the inventory - Character name labels in priest a mage screens should have same height v1.2 - Mage/Priest spell screens tweaks revised - Record screen tweaks revised - Item description screen tweaks revised - Level-up screen tweaks - Button graphics in Character Generation menu - Journal doesn't unpause the game if it's paused before opening - Save Game screen tweak - bottom buttons switched v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150) - Split stack tweak (by Mr2150) - Identify section in shops only displays unidentified items (by lefreut) v2.0 - Main Menu tweak - Character Generation tweaks - Save/Load screen tweaks - Option screens tweaks - New option screen - UI Settings - Multiplayer screen tweak - Journal overhauled - Worldmap tweak - Third bottom buttons re-enabled - Record and spell screens more tweaks - Quickloot tweak - Dialog Box tweak - Portrait picker by Mr2150 - Autoroller by Mr2150, based on work by Faydark - Store and Load filters by Mr2150 - Multiple stealing in shops by lefreut - Proper campaign logos in main game option screen - Several small fixes v2.01 - Bug fix - Main menu panel appears on the right side now v2.02 - Bug fix - Escaping the Worldmap travel should not pop it over and over again v2.03 - UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now - Polish translation added - Bug fix - "UI Settings" label added to L_xx_XX.LUA file - Bug fix - Character Generation label is added to portrait picker screen v2.04 - Italian translation added v2.05 - Bug fix - Mage screen label and character name fixed v2.06 - Bug fix - error in italian language file fixed v2.1 - Quickloot uppgraded - Journal upgraded - Dialog screen upgraded - In-game Option screen overhauled - Chapter screens overhauled - Main gameplay screen overhauled - Tooltip scroll image updated - Tooltip scroll without sound (thanks to Kerozevok) - Transparent TAB tooltip background as WeiDU option - Selectable number of quicksaves as WeiDU option - Inclusion of the "Restore missing potraits" mod by lefreut v2.11 - "Journal note" button in dialog screen now works properly v2.12 - Ground container works with quickloot properly - Unsellable items in shops are greyed - Inventory has custom greyed graphics for dead characters - Italian translation added - "My Notes" label is now in the Large Journal v2.13 - M_BG.lua works correctly now, all custom portraits are properly registered v2.14 - Polish tra file bug fixed - Italian tra file updated - Werewolf Island chapter screens fixed v2.21 - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by Adul added - Option to toggle on a classic dialog window based on lefreut's tweak added - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added v2.3 - Portrait picker based on BillyYank's Multi-portrait mod added as an option - Added an option to have larger portraits on main gameplay screen - Added an option to put a permanent thieving button on main gameplay screen (on the right panel)
Screenshots:
Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb). https://drive.google.com/file/d/1yKhCREPfQwIECLq4sinc31Hmd3N2f4fR/view?usp=sharing

Pillars of Eternity Minimal and No Reload Thread (spoilers)

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Hello, friends. I've been inspired to try to start this here. You'd think it would be a thing on Obsidian's official forum, but that whole place seems to be relatively dead. So, I think this idea has the best chance to "take off" here on the BG:EE off-topic forum. I'm playing a moon godlike paladin. I was wielding a flaming two-handed sword, but I just switched to a gold saber and a shield, as I'm not really seeing the benefit of a 2h sword over a sword and board. Polearms and staves are nice for the extra reach, and I'm looking for a good one of those I can enchant, but my ability to last in melee and use Enhanced Lay on Hands is so good and fast as a paladin built to heal, I think defending myself is the better option. I've managed to save the day with my paladin Watcher several times after Eder fell. In my current run, which I am going to try to really stick to come heck or high water, I have had two memorable reloads due to my inexperience with the game. The first came when I very stupidly jumped off my climbing rope into Level 5 of the Endless Paths, and killed many elite xaurips, wyrms, and drakes, but finally got swarmed just before I could find the exit back up to Caed Nur. It was so close! The party was felled down to Aloth and Sagani, with only three enemies left. The two of them killed one. But, being squishy as they are, even with heavy armor, they could not finish off the last two elite xaurips before being finished off themselves. The second reload was on Level 4 of the Endless Paths. I had done a marquis select and had accidentally left Sagani at a hostile entrance. (Or maybe it was a quicksave bug?) Anyway, I wound up with Sagani separated from the rest of my party, and I got swarmed by beetles, trolls, and slimes from three different directions. The moral of the story? Always use the "select all" button, and use marquis select at your own risk, since you are highly likely to leave your ranged squishies behind without noticing until too late. I've already made a painful mistake in building Aloth as my "mage-thief". I kept putting points into mechanics at the expense of stealth. He is flawless in disarming traps, but he keeps getting spotted and brought down quickly as soon as he disarms floor traps near enemies. His mage half is pretty awesome - damage spells like Fireball are pretty disappointing due to his low Might, but his crippling and disabling has saved the party countless times since I started this run. Here is a screenie of my party with Level 4 of EP almost complete: [spoiler]image[/spoiler] And here's my party getting ready to finish Level 4 and go back to Level 5: [spoiler]image[/spoiler] I am still in Act I. I think you can stay in Act I for a long, long time if you choose to do the Endless Paths, but doing so should lead to greater ease for the rest of the game due to greater levels and wealth. I still haven't attacked Raedric. I figure I'll go as far into the Endless Paths as I can before I start to feel like I'm in over my head, then attack Raedric, then finally go on into Defiance Bay and see what the rest of the game has to offer. Dungeon diving the Endless Paths reminds me of another one of my favorite games, Fate, which led to Torchlight I and II. I am playing on normal difficulty. I am finding it plenty difficult for minimal or no-reload. I will try to keep a minimal reload counter here from now on. Current reloads: 2

Which chitin.key and/or override resource does EET use?

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After putting it off for a while, I'm finally updating my game and reinstalling my mods. I'm going to try EET this time, but I make myself a lot of little custom "mods" and items whenever things strike me. I remember having an issue before with things not showing up properly i.e. edited spells. Which directory do I need to point DLTCEP or NearInfinity to in order to make these?

[MOD] Dark Side of the Sword Coast v1.01

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DSotSC v1.01 for BGEE and SOD. Dark Side of the Sword Coast adds many new quests and new NPCs to join your adventures. This version fixes several compatibility issues from the beta version and contains numerous fixes. Download DSotSC v1.01 Compatibility: I have tested DSotSC with Dark Horizons, NTotSC and The Stone of Askavar in different installs without any issues. This version is currently not compatible with the World Map mod.

Is NBDE Location Function Broken In EE?

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I can't seem to get NBDE campaign locations to work with EE. I've tried a dozen different workarounds and approaches from delays to shorter variable names etc but I have not once gotten a valid location from NBDE As a simplified test for this I wrote and tested the below code #include "nbde_inc" location TestGetLoc() { return NBDE_GetCampaignLocation("DB_TEST", "TEST_LOC"); } void main() { // Get PC Location object oTest = GetFirstPC(); location lTest = GetLocation(oTest); // Store PC Location NBDE_SetCampaignLocation("DB_TEST", "TEST_LOC", lTest); // Flush DB, delayed just to eliminate possible issues DelayCommand(1.0, NBDE_FlushCampaignDatabase("DB_TEST")); // Apply an immediate VFX at the location from GetLocation(oTest) ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), lTest); // A delayed effect at the location retreived from NBDE (doesn't fire, loc returns invalid) DelayCommand(5.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), TestGetLoc())); } The first VFX fires as expected. The delayed VFX at the location retrieved from NBDE does not fire. Additional testing such as debug text GetName(GetAreaFromLocation(TestGetLoc())) also returns "" leading me to believe NBDE is not returning valid locations for me. The String and Int versions of NBDE seem to be working as usual, but zero success with Locations. Any ideas? UPDATE: Changing the NBDE location functions to vanilla NWN counterparts works perfectly, further leading me to believe NBDE Location functions are broken for EE.

Crom Faeyr or Defender of Easthaven for Korgan off-hand?

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Im planning on using korgan as a main tank frontliner with axe on mainhand. Should I boost his defense with Defender of easthaven or boost his damage and thaco with crom faeyr

What are the best weapon classes?

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I’m thinking about redoing my party setup, and want to make sure I have the best proficiencies covered. Thanks.

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!! https://github.com/UnearthedArcana/Scales_of_Balance/releases This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months: - Item/Weapon Overhaul (in 5 parts) - Weapon Proficiency Overhaul (in 4 parts) - Saving Throw Overhaul - Stat bonus tweaks (in 2 parts) - Hit dice tweaks (2 options) - XP tweaks (in 2 parts) - Magic Resistance Overhaul That's it! Full Readme: https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md ... If you like the SoB cleric and druid kits, you can still find those at the link for v4.3: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2 But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :) Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks. Cheers! Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods: Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad): https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt): https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest Might & Guile (warrior & rogue tweaks and kits, by me!): https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues NPC_EE (add any kit to any NPC): https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone --------------------------------------------------- [spoiler] HUGE UPDATE! Version 3, finally! I can't fit the whole changelog in this post, you can read it here: http://forums.beamdog.com/discussion/comment/642866/#Comment_642866 DOWNLOAD: IGNORE the files attached to this post, they are very much out of date. Get the mod here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4 (Click "Source code (zip)") README: You can read all about the mod components here: https://dl.dropboxusercontent.com/u/86011511/README-SoB.html What is this? This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits. This is all about improving gameplay. I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs. I try to make this as compatible as possible with other mods. Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them. Everything is completely optional. You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't. A very general idea of what the mod contains (not in this order): 1) Basic game tweaks. These components modify the following: - reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5) - slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables - an overhaul of the weapon proficiency system - minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes - revised kensai kit that actually specializes in one weapon class, like the description says - MAJOR revisions to druid shapeshifting - wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system - MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique 2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources. - 2 new fighter kits (Corsair, Marksman) - 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger) - 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer) - 2 new druid kits (Purifier, Elementalist) - 2 new thief kits (Scout, Sniper) - 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil) - 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more) 3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler] A note on installation: - Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

Resolution Scale?

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Would it be possible for us to lower the rendering resolution? It would go a long way to helping performance as I really don't need NWN to run in 2560x1600 even on desktop.

Long Time CRPG Fan, First Time Forum Member

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Heeeeellloooooo, Decided to finally make an account here after doing some occasional lurking for a while. A little bit about me first, I guess. I'm 28 years old and originally from the Chicago suburbs but in the last four-five years made the move to Colorado with my girlfriend, now wife. I'm a gamer through and through and it's been my biggest hobby since I was like, four, and played my parents Atari. My first CRPG was Baldur's Gate and my most recent CRPG completion was Divinity: Original Sin 2. Outside of RPG's, I play Counter-Strike almost religiously and have since I was probably 10, but at the end of the day, I play almost everything. My recent purchase of a Nintendo Switch brought me back to actually wanting to play consoles for the first time in nearly a decade, but I'll always be an annoying PC fanboy. I figure that's not too out of the ordinary around these parts though. For the longest time I kind of fell out of CRPG's, but over the last handful of years I've gotten back into them and it's gotten intense. When Beamdog first dropped the Baldur's Gate enhanced games, I bought them but didn't play them and actually still haven't booted them up. It actually wasn't until I had played through Divinity: Original Sin - Enhanced Edition and the Arcanum re-release that I remembered what I was missing. My friends and I just started a playthrough of Icewind Dale: Enhanced Edition last night actually. We're currently playing with the core rules as one of my friends has never experienced a real CRPG, and though Icewind isn't the best example, it's probably the easiest and most accessible for a new player. We grinded out nearly three hours last night and he's having a blast, so I'm extremely happy. I mainly joined to keep myself up to date on the latest Beamdog happenings... I haven't really followed their updates or anything and I'd love to be more in the loop, especially since I've had my fingers crossed for an Icewind Dale 2 Enhanced and I'd always heard rumors about Beamdog working on a third Baldur's Gate game. That being said, I've always been a forum junkie, so I'm sure I'll get involved with the community here and there. Anywho, if you've made it this far, cheers! Glad to be here!

Old School planescape torment player getting back into it

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Hi, I've been playing PST since the original 4 disc version in 1999, which the discs were damaged, and I bought another copy. Right now, I don't actually have the EE version, but the 1 disc version and have made some mistakes that cost me a lot of time in the game (such as thinking I could cast the friends spell on another toon, or that I'd get characteristic points when gaining a level in another class that was below my highest class) It's the not EE version, but I'm hoping using near infinity is similar on it. I like to play mostly legit and some mods installed, I can help anyone with the game, if they need it, as I played since the original, what I'm trying to do is use near infinity to tweak my stats just a little, but not a lot (I know there's the tome of cheats, but that's very tempting with a mod I can only get it at the beginning, or in the clerk's ward- but I want higher stats before this) If someone can tell me where's a good place/way to gain experience/currency in the game that would be appreciated, as mostly all I know is the larval worms in the sewers and killing abishai in the hive. For money I usually shoplift something I want/need (I know you can't sell those to NPCs) or sell bronze rings from thugs. This video right here, was/is very helpful for using near infinity for a Baldur's Gate game, https://www.youtube.com/watch?v=ZNYZnJVG9gE but I don't know to use it for PST, if anyone wants to point my towards instructions, I read it at the near infinity website, but I don't quite understand which resources control stats, etc, as I've done several searches, I'd like a few examples if anyone has documentation on how to tweak some things in PST 1 disc version

[mod] Yoshimo Romance

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After some time I decided to update Yoshimo Romance. In case you never heard about my rather old project:
Yoshimo Romance is a mod for BG2: SoA & ToB that makes Yoshimo, an infamous bounty hunter from original BG2 game, romanceable. Already curious, my friend? Are you already pondering what this mod includes? What kind of ToB content? Ah, that's excellent. Your curiosity is already a kind of payback. Mod includes 16 timered talks with Yoshimo (pre-Brynnlaw) plus those fired under certain circumstances - including talk in Brynnlaw and at the entrance of Spellhold. Those who love reading may also enjoy new dialogues for both male and female players fired by in-game events, PIDs and ToB part. In this mod you will also find some new talks with Imoen (about Yoshimo), 3 talks with Anomen (romance conflict), 2 new cutscenes, new minor characters connected with the romance plot. Mod also includes some items, a small and hidden in-game quest, new bam files and music tracks, as well as an area in ToB. Romance Requirements: To romance Yoshimo you must be an elven/half-elven/human/halfling/tiefling female of charisma 13 or higher. To discover post-Brynnlaw content you must have succesfully completed pre-Brynnlaw content.
However note, that this mod DOES NOT change Yoshimo's original plot. His original BG2 story is what shaped the character and I decided that I won't change this. But even though he may not stand arm in arm with the Bhaalspawn later in game, that does not mean there is no post-Spellhold content or ToB content. It is, but developed differently than in most romances, I'm uploading the new version here, as I couldn't reach the admin of the website where the mod is normally hosted and I can't upload it there on my own. Once he's back, the official download will be updated. Until then, use this file. Enjoy!

Item pack worth looking at!

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Not yet released for BG:EE http://gibberlings3.net/forums/index.php?showtopic=29667&p=262868

Longer Road working in BG2EE

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I've managed to get Longer Road, the mod that allows Irenicus to join your party in ToB, working with BG2EE. Couldn't have been simpler. Download the mod from here: http://iegmc.shphockey.com/longerroad/LongerRoad_v1.5.1.zip and extract to your BG2EE directory. Open setup-longerroad.tp2 in notepad. Comment the "REQUIRE_FILE" lines near the top by adding "//" so that they read: //REQUIRE_FILE ~Data/25Dialog.bif~ @2 //REQUIRE_FILE ~Data/25Scripts.bif~ @2 Save. Now install! You'll know it's working if when you start a new game of ToB, Ellesime almost immediately appears to talk to you. Just to be safe, don't click the stone heads until she appears. You have to have a combined INT+WIS of 24 and choose the right (slightly odd) dialogue options with Ellesime in order to get a necesseray tem. Note that Irenicus is hilariously OP. He's a level 30 mage with with an item that gives him +4 spells at every level, +1 INT and permanent haste. He also has innate immunity to petrify and charm and reduced casting time. Please note that I have only playtested it up to the point when Irenicus joins. I'm actually playing through SoA right now so won't be testing further until I've got to ToB. I'm playing with SCS, Tweaks, Atweaks, BP Ascension, UB, Kelsey and Banter Mods. I installed Longer Road last. One of the mods I have prevented the Longer Road music from installing but no other problems that I can see so far.

Android TV?

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I've got a NVidia Shield TV box with the joypad etc hooked up to a 1TB HD It seems fairly easy in concept to allow many Android TV versions (built in to a load of newer TVs anyway and Chrome sticks prob would work as well) with the stipulation that the user has a joypad (the remotes would be really annoying to use) As I understand all you have to do is mark the app as TV capable and support joypad support. This would essentially give you a Console like experience controlled by a pad My Shield reports v 7.1.0 of Droid so it's fairly modern and you already demonstrated EE working on a Shield Tablet IMHO it's worth a little exploration as the solution is likely simple (in theory) and would allow the addition of BG. BG2, IWD + PST to a large potential market Similarly Fire 7 / Fire TV versions should be also fairly easy (I converted one of my apps to Fire 7 without issue) A stretch though feasible is Apple TV once you have the iPad/Phone version working - I think this one's much more complex though

Would it be possible to make a mod

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that makes you able to get the romances from every romance mod no matter which "pre-requisite" the mod maker added?

Any automatic testing tools for weidu mods?

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I probably risk ridicule, but is there some sort of simple framework which I could point to test installations of IE games as well as some tp2 scripts containing test cases which test created mod's functions?

Bugs in polish font on v8166

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Hello, I've noticed bugs in polish fonts like ąćężźłóń etc. on Digital Deluxe Head Start v8166. Different characters appear than they should. Egzample from the menu: NWN:EE NWN classic
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