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Games for free

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Pensavo di aprire una discussione in modo che ognuno potesse segnalare le offerte a tempo che le varie piattaforme offrono. In passato sono riuscito ad accaparrarmi: Neverwinter Nights Diamond, Dungeon Keeper, Dungeons 2 e Assasin's Creed III giusto per citare qualche titolo. Oggi segnalo Mount & Blade su GOG free per 48 ore :)

The thread for happiness/spreading your joy

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As a counter to the thread for unhappiness, which has been going strong since 2012, this is a place to celebrate the good things that have happened and are happening in your life. Regardless of how big or small it is, share what makes you feel a little bit better about the world. On the other hand, if you're feeling down about something, feel free to post here to ask for help, advice or just a virtual voice of support.

LadyRhian's Too Many Pictures For Any Thread #2

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Pictures spoilered for faster loading...


by Gogo1409
Barbarian by bearcub by bearcub
On the way to the top by canitiem
by canitiem
Elf by Art-Kot
 by Art-Kot
A Winters Tale by StacyKendra
by StacyKendra
Ferro - TFL by GiovyLoCa
by GiovyLoCa
Dragonborn by H-Maksim
by H-Maksim
Ophelia by NazNemati
 by NazNemati
doodle after work  by Danielllee
by Danielllee
Skull Guy by JPlatt17
by JPlatt17
Ciri by TanyaGreece by TanyaGreece
Tales of Symphonia - Confident by Rei-Suzuki
 by Rei-Suzuki

Which is the most difficult solo single class (kit or no kit) for BG Saga?

How to make cleric more melee effective?

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Hello together, so I started to play IWD a month ago and finished the game with Fighter, Shapeshifter druid and Archer and then I started new game with this composition: Barbarian, Undead hunter, Archer, Skald, Bounty hunter and cleric. It goes pretty well and I got all the way down to Dorn's deep, only thing that bothers me a bit is how weak my cleric is, apart from buffing my hard hitting pally, barbarian and archer with protection from evil, defensive harmony, recitation, meditation etc. and healing them after fights. I have pretty good weapon on him but he has less kills than my skald that sings most of the time, imho mostly due to only having 1 attack per round, while my barbarian has 4 attacks per round... So is there any possible way of having pure cleric just tiny bit more effective in combat and not having him just as buff+heal machine? Thanks in advance for answers and suggestions. P.S.: I think my next party will have sorc+other arc caster and no fighter at all. Arcane magic seems really fun.

The Religion and Philosophy Thread

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Welcome to the Religion and Philosophy Thread!

This thread is here for all discussions relating to religion, theology, philosophy, and metaphysical subjects. This thread is open to anyone who is interested in theology or philosophy and wants to contribute their thoughts and ideas about the metaphysical or the divine. Due to its content, all forumites must follow a set of rules for general etiquette when posting in this thread, in addition to the Site Rules that apply to the forum more generally. By using this site, you agree to follow the Site Rules, and by posting in this thread, you agree to follow the thread rules. The Site Rules and thread rules are not up for discussion.

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

Respectful behavior is mandatory for all forumites, to all forumites. Regardless of how passionately you may care about a given subject, there is no tolerance for showing disrespect or unkindness to your fellow forumites. Everyone has an equal right to express their viewpoint, and while viewpoints may disagree, no one is entitled to attack another person's character, intelligence, morality, or enlightenment. This thread is here for people of differing viewpoints to discuss religion and philosophy in a polite, civil, and courteous way, to listen to each other from a position of empathy, and to agree or disagree without dismissing or belittling others. Ascribing absurd or sinister views to another forumite is against the rules.

Rule 2: No Trolling, Baiting, or Needling

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

Rule 3: No Bigotry or Stereotyping

This is a basic extension of Rule 1. Stereotyping, negative generalizations, and attacks on the morality or intelligence of large groups of people, however defined, is unacceptable. This includes religious groups as well as any race, any sex, any gender, any orientation, any nationality, any level of education or economic status, and any political affiliation or philosophy. Ideas, theories, and theological issues are acceptable targets of criticism. Your fellow forumites are not.

Rule 4: No Spamming

Repeating old talking points does not contribute to the discussion; it only takes up space. While repetition of some points is normal, re-posting the same basic comments with no new content constitutes spamming. Bringing new ideas and topics to the discussion keeps the thread interesting and informative.

Rule 5: Be Clear and Stay On Topic

This thread is for sharing ideas and debating philosophical questions. This thread is not here for semantic quibbles, nor is it here for forumites to "win" arguments or "defeat" an opposing viewpoint. Religion and philosophy are inherently abstract subjects, but it's important to make sure we are focused on specific concepts and arguments so we have some common ground for the discussion. Define your terms to make sure your meaning is clear, and don't be surprised if someone uses a different definition from you. Sarcasm is difficult to detect in a text-only forum, and while jokes can lighten the mood, some are easy to misinterpret. Speak plainly when possible.

Rule 6: Report Rulebreaking Posts to a Moderator--Not the Whole World

If you encounter a post that violates the spirit or the letter of the Site Rules or the thread rules, click the "Flag" button at the bottom right of the post in question to report the issue to the moderating team, or send a PM directly to a moderator. Do not attempt to fight it out in-thread or call out rulebreaking behavior publicly, as this violates Rule 1. Rulebreaking posts can only be addressed in private by the moderating team; publicly accusing another forumite of bad behavior is not acceptable. Moderator decisions are final and not up for discussion. Attempting to ward off a warning by admitting your behavior violates the rules (the "mea culpa" defense) will not be tolerated. If you know your comment breaks the Site Rules, do not post it. Both reports and warnings are confidential. The moderating team will not disclose who reported a post, nor will it announce if a user has received any warnings for breaking the rules. Moderators will occasionally post reminders of certain rules just to help keep them in mind. In a nutshell: treat your fellow forumites with respect, listen to other viewpoints, and say things that you would be proud to say in real life.

The Thread for Mirth/Share your Laughter

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We already have a thread happiness, unhappiness, and meh. I think its high time we have thread full of jovial belly laughs and incessant giggling. What has happened in your life that made you laugh? Could be a little chuckle, or a full on chortling breakdown! This isn't a thread for jokes per se ( I think we already have one). But more for sharing those little things that happen during your days that make you laugh.

cep2_top_v23.hak

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Anyone know what download this one is in; thanks?

Mac problems :(

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So I've downloaded, installed, and then uninstalled something like 4 times now. For some reason it's not creating a folder in Documents (where save games, custom portraits etc live), just some weird 'alias' file, and the game icon in the Applications folder in unselectable. Is anyone else using a Mac having this problem, or is it something I've done? Really at a loss. I've emailed Support, but just wondered if anyone else is in the same boat.

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

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Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 36 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Garagos, Helm (revised), Hoar, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Umberlee, and Velsharoon. Those deities also receive multiclass kits! Check the next post to know more details. All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much. Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle. The Holy Symbol is automatically granted once the cleric reaches level 25. On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info! Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.

Install Order

DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail. DoF should be installed after mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing! DoF is no longer compatible with Faiths and Powers. Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about: Know Issues * The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2). To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below: BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')
Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for How/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW. The remaining level ups will apply this spell automatically, so this really is a one-time-thing. Sorry about that, but it is an engine issue. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Tenya (Waveservant of Umberlee) * Drake (Holy Justice of Tyr) * Gavin (Dawnbringer of Lathander) * Dusky (Silentwalker of Mask) * Yvette (when installed as a pure-class Cleric - Heartwarder of Sune) * Helarine (Doomguide of Kelemvor) * Quayle BG2 (Hoodwinker of Baravar) * Tiax for BG2 (Strifeleader of Cyric) * Branwen for BG2 (Battleguard of Tempus) * Yeslick for BG2 (Alaghar of Clangeddin) Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk! Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and a huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list! [spoiler]- Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Garagos: Talos - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Velsharoon: Talos, Wizard[/spoiler] This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items. That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one. All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it. --- I need to say thanks to some people here: @kjeron , dude, you deserve a statue. You're the most helpful person I ever met. @Gwendolyne I would never have started modding if it wasn't for your kindness and patience. @subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system. @CamDawg and @argent77 for the helpful codes and tools. @Aquadrizzt for the multiclass-kit tool that made the NPC kits possible. @Arctodus for the brainstorming. @Necromanx2 for all the patience and bug reports that made this mod better.

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers

2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod. The first few posts will contain the most up-to-date information about the mod itself. Goals This mod has a few goals: -To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character. -Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities. -To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible) -To expand role-play options based on these selections (a very long term goal) Features With these goals in mind, the plan (already in motion) is to include the following: - A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR). - "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.) - Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites. In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described. (Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!) - Compatibility See attached document: "FnP_kit_compatibility (1).zip" Special Thanks: Extra special thanks to Requiem and Mordeus for Inspiration and Resources. See their wonderful Faiths of Faerun mod here. Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations. Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games. Avenger: DLTCEP is essential. http://gibberlings3.net/forums/index.php?showtopic=23917 Argent77: As is Near Infinity. https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 Sam for Bam Resizer http://www.shsforums.net/files/file/1093-bam-resizer/ The keepers of IESDP: Again, essential. http://gibberlings3.net/iesdp/index.htm Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential. http://weidu.org/WeiDU/README-WeiDU.html Playtesters: @iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa . Feedback and bug hunting: @Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell @Roughwithanr @Raduziel @Wise_Grimwald @Satrhan @Mordekaie @Gusinda @Mantis37 (From a quick scan of recent postings. Let me know if I have missed your contribution!) Extra special thanks to @ineth for being so helpful! Another big thanks to @ineth for help with the readme! Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues: http://gibberlings3.net/forums/index.php?showforum=16 Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod. http://www.shsforums.net/topic/38261-atweaks-v442-released/ Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational: http://gibberlings3.net/forums/index.php?showforum=29 Aquadrizzt: I've learned a lot from this guy. Also check out tnb: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1 Special thanks to Kjeron for some timely help with code for the sphere system CrevsDaak: For his lovely tutorial found here: http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1 ( also, feedback and insightful advice/suggestions, etc.) kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me Wolpak: Very knowledgeable fellow. Learned a lot from him. Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod: https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1 Smeagolheart : I have learned a lot from his mods, especially https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1 Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah, Wise_Grimwald : Helpful Suggestions Red_Carnelian for graciously providing bam creation resources: https://forums.beamdog.com/discussion/42011/blazing-bams Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

Party HP, Gear, Spells

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Aerie HP: 6 of 14 Sling, Staff, +1 Ring of Protection Spells: Magic Missile (used), Sleep (used) (Cleric) CLWx2 (2 used), Sanctuary, Hold Person, Slow Poison Alora HP: 1 of 12 Leather Armor, Short Sword, Sling Anomen HP: -3 of 14 Plate Mail +1, Spear +2, Mace +1 Detect Evil Arkanis HP: -5 of 14 Chain Maii +1, Battle Axe, Sword +1 Edwin HP: 1 of 6 +1 Ring of Protection, Staff, Darts, +1 Dagger Magic Missile, Summon Undead Minsc HP: 4 of 11 Chain Mail, Two Handed Sword +1 Tiax HP: 4 of 6 Leather Armor, Mace, Shield +1 Command

BG1NPC v24-Beta

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BG1NPC Project has been updated and officially released with BGEE compatibility! BG1NPC Project This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down). Project Website: https://www.gibberlings3.net/mods/npcs/bg1npc/ Download: https://github.com/Gibberlings3/BG1NPC/releases/latest README: https://github.com/Gibberlings3/BG1NPC/blob/master/README.md Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable. https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 Changes for version 24 (Beta) - 2018-12-31 [spoiler]
  • Fix script variable reference for AR0112.BCS
  • Moving component code blocks to .tpa files for organization
  • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
  • Updated Kivan-Tazok encounter
    • Moved interjections to separate files.
    • Simplified scripting/dialogs for compatibility with BGEEv2.5
    • Implemented separate BGEEv2.5/Tutu versions of encounter
  • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
    • Update bandit scripts for killing lead bandit by stealth
    • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
    • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
  • Fix Dueling Interjections on BRILLA.DLG
  • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
  • Update Jaheira' Quest for BGEEv2.5 compatibility
  • Implement SUBCOMPONENTs for romance component timing options
  • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
  • Transferring the following components to Tweaks Anthology:
    • NPCs Wait at Inns
    • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
    • Make Shar-Teel Unkillable until In Party
    • Cloakwood areas availability in Chapter One
  • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
  • Add new component: Coran's "Murder in Baldur's Gate" portrait
  • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
[/spoiler] Changes for version 23.3: 2017-12-29 [spoiler]
  • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
  • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
[/spoiler] Changes for version 23.2: 2017-12-24 [spoiler]
  • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
[/spoiler] Changes for version 23.1: 2017-12-03 [spoiler]
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!
[/spoiler] Changes for version 23: 2017-11-13 [spoiler]
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations
[/spoiler] Changes for Version 22.8 - 2017-03-25 [spoiler] * Fixed issue with Faldorn-Izefia quest. #26 * Deprecating Non-Joinable NPC Portraits component due to copyright issues [/spoiler] Changes for Version 22.7 - 2017-03-01 [spoiler] * Fixed issue with some portrait BMPs having negative heights in the image header. [/spoiler] Changes for Version 22.6 - 2017-01-28 [spoiler] * Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23 [/spoiler] Changes for Version 22.5 - 2017-01-08 [spoiler] * French translation updates * Fixed item flags for Romance Challenge dragons [/spoiler] Changes for Version 22.4 - 2017-01-04 [spoiler] * Updates for Jaheira's "Bury Gorion" dialogue * Updates to Kagain's Quest * Update BGEE Banter Tweak prompts * Change Shar-teel's interjection on meeting Kagain * Update Lord Foreshadow's Ring Description * Ajantis Bhaaltalks - variable correction * Fixing Minsc's interjection with Vitiare * Check before adding "missing" items to BGEE games (SoD adds many of the previously missing items) * Portraits: Make filenames consistent with naming scheme, i.e. %SOURCE_RES%s.bmp * Portraits: Replaced BGEE portraits with new 169x266 images * Portraits: Added a few new portraits * Fix for 2 Legacy of the Masters gauntlets in Bandit Camp * Make Amulet of the Apprentice Mage unusable by Monks * Updates to dragon animations for Romance Challenges * Update BGT_VAR for EET support * Update x#tqbh2.cre sex to match animation * Enforce LoveTalk timer on Branwen romance post-rest talks * Fix Colquetle Family Amulet bug * [/spoiler] Changes for Version 22.3 - 2016-04-16 [spoiler] * Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn * Updating Jaheira's interjection to ELMIN2.DLG * Moving SetGlobal actions to before non-INSTANT actions * Updating CRE sounds for Xan's quest CREs * Update for Coran Wyvern Quest fixes for BGEEv2 * No Dynaheir Romance endgame cutscene on SoD * Disable "your voice is strange" PID function on BGEE and BGT. [/spoiler] Changes for Version 22.2 - 2015-12-12 [spoiler] * Fix for bug in NPC Starting Location Component - Thanks Lollorian! [/spoiler] Changes for Version 22.1 - 2015-12-01 [spoiler] * Correcting typos in German tra files [Isaya] * More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Minor bug fixes * Fix: Invulnerable Lake Poets * Fix: Xzar's Quest journal entries not working on BGEE * Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf * Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog * Adding timer for Jaheria's "Bury Gorion" talk * Adding death variable for Bheren * Fix: Minsc stutter bug at Lighthouse * Fix for Minsc-Vitiare stutter issue * Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him [/spoiler] Changes for v22 - June 14, 2015 [spoiler] * David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901. * Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed. * Dynaheir's Journal Quest: Fix for quest failing to start * Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE * Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod. * Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them * Romance Challenges: Fix Battle song reference for x#ch12.are * Fixed redundant usability sections in item descriptions for BGEE * Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE * Incorporated fixes from BWP Fixpack v15.1.1 * New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE. * Updated WeiDU to v238 * Adding Polish translation credits to README. * Various dialog typo fixes. [/spoiler] Changes for Version 21 - February 10, 2015 [spoiler] * BGEE compatibility * "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya) * Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3 * Create version of x#bgreplace_X for BGEE. * Create version of X_area_script_assign.tph for BGEE. * Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk * Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6 * Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg * Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix * For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds. * Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest. * Fixes for x#cutspy creating errors in BGEE. * Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE) * Fixed spell name for Imoen's Artifact in BGEE. (Mike1072) * Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre. * Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter. * Romance Challenges area files included with BG1NPC for BGEE. * Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE). * Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files) * Updated Open Cloakwood components to work in BGEE. (Isaya) * Updated Imoen's death variable in x#pcbury.d. (Jastey) * Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin. * Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE. * Pink Xan portrait updates for BGEE * Alora starts in Gullykin AND the Hall of Wonders bug in BGEE * Colquetle Family Amulet Fix for BGEE * Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE. * Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing. * Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing. * Updated to WeiDU v237 * German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734) * General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks) * Updated cross-platform libraries with latest fixes for all platforms. (Jastey) * New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE. * New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE. * Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files. * Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne. * BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod. * Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey) * Ajantis Romance/SCS Wait at Inns component incompatibility fix. * Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup. * Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms). * Update x#garwyl to use GHAST sounds like a spectre (all platforms). * Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog. * Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel. * At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead. * Updates for Tiax's Quest to close open quest entries at their conclusions. * Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir * Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue. * Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle. * Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern. * In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu. * Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed). * Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered. * Correcting "Bruno" DV in x#yeint2.baf. (MadMate) * Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate) * The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire. * Updates to Coran's Succubus Quest * Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries. * If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia. * Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete. * Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses). * Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1. * HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats. * Only immune to non-magical weapons * On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings). * Updated combat script, inspired by Kirinhale's from TotSC * Many dialog typo fixes. [/spoiler] Also, there are expansions for several BG1 NPCs available: Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0 Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1 Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82 Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

Beamdog - Please don't forget about performance/stability!

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Our PW is loving the updates you've done to NWN so far. The creature and placeable scaling in particular has been an enormous boon for us. However, our players have recently started to encounter more performance and stability issues, to the point where they're becoming a problem in regular play. Many are reporting 3-4 hard crashes per play session, as well as heavy lag spikes in our more traveled areas. Personal experience is that these have gotten a lot worse over the course of the last few EE patches. And it's reaching the point where it's becoming a problem for regular play. Some of the biggest crash and slowdown issues my players have reported are: -Frequent hard crashes and major slowdowns that seem to be tied to the Castle Exterior and Rural Exterior areas. These are definitely worse in some areas than others, but we haven't isolated a specific cause. Multiple players have reported crashes in these areas, and it seems to happen most with heavy fog. Some of the symptoms seems to be either gradual framedrops into a hard crash when transitioning, crashes on the first attack, or just long periods not receiving any server updates. We've also seen a much increased number of "Just standing around talking" hard crashes that seem to occur in every area about equally. -Heavier lag and hard crashes around AoE spells. This seems especially bad with fog effects, but also is a factor around large AoEs like Evard's. This always caused some lag, but seems much more pronounced over the last few patches. -Long wait times on server updates in general. Enemy positions or models not appearing to the player yet, even when they're attacking you, only to lag back into place at some later point. Both of these seem much more pronounced in the last EE patch. I mention them here since I'm not sure if other servers are seeing the same. And it's hard to get a sense of such things through the bug tracker alone. If there's anything I can do, or have my players do, to help track down crashing or stability issues, let us know! They're not as glamorous as new features, but still hugely important to the player experience.

Is there a mod to add tons of potions? (BGT/EET)

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I would like tons of potions to be sold, with tons of ammo too Is there a mod that actually adds them to shopkeeper? They should be many.

The General Questions Thread

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So I got to thinking, while I often have general questions about various aspects of the game, it's rather bothersome to clutter up the activity page with random questions, especially when I have as many as I do. So I came up with this idea. This is a general questions thread that anyone can contribute to, both with questions and answers. Ask a question, hopefully it'll be answered. (and with the efficiency of the community here, I wouldn't be surprised if it's answered rapidly.) I doubt things will become too cluttered, so it'll be a nice way for us to help each other out. Now, I don't THINK this has been done before, but if so, then do what needs to be done, dear mods, as you generally know best. Without further explanation, here's the first question I have. If I were to complete Anomen's quest line, would he retain the stat boost if I teleport him to me in ToB? The character I'm working with would be unlikely to take him through all of SoA, but due to Aerie's... "problems" in ToB, my main character would want to leave her where she's safe, but that leaves a clerical gap in the party. Obviously Anomen would fill that hole nicely, but I don't know if he'll keep all of his bonuses from me completing his quest. In theory, I will be taking only five characters through the end of SoA, so if I have to bring Anomen along it's not a deal breaker, but for RP reasons it makes more sense to simply bring him to me when I need him.

IS barbarian cleric roleplayable?

What's druid tier?

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Was wondering if they are good enough to complete a game solo hard difficulty with scs. Bonus point if they can do it pure class.

Traps visibility

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Hello everyone. I hope this is the right category... Already planning my IWD and BGII playthrough while waiting for 2.6 and I'd like to know if traps can be made permanently visible or be simpler to spot? I hate searching for them, they slow down the game. I really enjoyed Dragon Age: Origins style - your rogue would quickly and automatically notice every one. I could use the tweak that removes them, but I'd rather not completely get rid of such an important part of the game. Also, I realise there are "traps" that work as plot triggers or monster spawns. Obviously I don't want to see these. :P So, options (order matters): 1. Always visible 2. All party members can spot them, regardless of class 3. A rogue sees them even without specifically looking for traps Also, would be cool if they were noticed quickly rather than after many seconds. But I guess that's some hardcoded random/per round thing... Oh, and what about spotting range? If I remember correctly, it's less normal view range. Can that be changed?

The Epic of Dewin Mawr

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I. Introduction This campaign aspires to traverse the entire Baldur's Gate - Enhanced Edition Trilogy, from its humble inception at Candlekeep to its epic conclusion at the Throne of Bhaal. It is roleplay-centered, with choices made to stay in keeping with the development and attitudes of the protagonist, Dewin Mawr, and his companions. Dewin, a young half-elven cleric/mage, sets out upon his adventures with a lawful good alignment and a natural tendency toward optimism and naivety. Whether that alignment and those tendencies remain with him, presuming his survival, is yet to be seen.

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