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[v1.95] Aura, a gnome artificer NPC for BG:EE + SoD

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Link to mod page at my site: https://artisans-corner.com/aura-npc/
Alternate Portrait 1 by Omar Diaz
Alternate Portrait 2 by Pantalion
Alternate Portrait 3 (BG2-style portrait)
Full Name: Aurelia Minerva Evie Glimmershine Race: Gnome Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer Alignment: Lawful Good Strength: 8 (below average, rarely does any carrying - she prefers having her automatons doing that) Dexterity: 16 (high, fairly skilled at archery and agile thanks to her lightness and small stature) Constitution: 13 (average) Intelligence: 19 (exceptional, a born prodigy with eidetic memory and education from the best academies in Lantan) Wisdom: 14 ( above average, mostly gained while in Kozakura) Charisma: 15 (above average, though self-admitted to be better with machines than people)

Biography

"When asked about her past, AURA tells you a long and convoluted tale of her life from her childhood to her life spent in faraway Kozakura. Born from the prestigious Glimmershine family in the technologically-advanced island nation of Lantan, Aura's talent for artifice and creation at a young age coupled with a wide-eyed curiosity of the world beyond her home led her to travel to distant lands looking to advance her knowledge of cultures and bring knowledge to other, less advanced societies. In one such venture, Aura's crew was assaulted by a magical storm which destroyed their ship and swept her away into the ocean. Upon regaining consciousness, Aura found herself somehow in Kozakura, a nation in the land of Kara-Tur. Aura's talents in creation gave her a place among the locals of the village in which she made her new home for three years until a disastrous commission led to her disgrace and her subsequent leaving of Kozakura. She now seeks an adversary now in the Sword Coast, and has sought your aid in her quest."

Character & Personality

Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.
Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual. She is in her mid-seventies in age, barely a young adult for a gnome. Because she has spent so much of her life working with inanimate objects, coupled with her extremely long lifespan, she can be extremely naive and unknowingly insensitive when it comes to human issues, though her time spent in Kozakura has helped somewhat. While the majority of people in Lantan worship Gond, the Wonderbringer, Aura is tight-lipped about her choice of deity and shows noticeable discomfort when discussing religion. It is unclear whether she worships a god at all. Aura strongly dislikes the Lantanese trademark smokepowder, the knowledge of how to produce it given by Gond during the Time of Troubles, but will relent in creating it for people she unequivocally trusts. Perhaps Aura's greatest strength and weakness is her extreme attachment to all of her ideas and creations. While this makes her a natural when it comes to invention, it also means she personally feels responsibility for any harm, destruction or death that anything she created has caused, even if it were by someone else's hand. Due to being inexperienced, Aura has a few childish fears, most notably a fear of bears of all kinds. More seriously, she is absolutely terrified of drowning and being close to huge bodies of water due to her past traumatic experience which caused her to temporarily lose several years of her memory and nearly her life.
Romance spoilers:
Aura is a lesbian, although this is not immediately apparent unless the player chooses to show some romantic affection towards her, though eventually the stories she tells of her past will make it clear either way.

Artificer Thief Kit

ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons. Advantages: – +15 bonus to Lore. – +10% bonus to Find Traps, Open Locks and Set Traps. – May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 1d4 (+1 extra damage per level) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can be set at a distance but can be set off by both allies and enemies. ALCHEMIST'S FIRE: Ignites the victim, dealing 1d4 damage per round. RAPID FREEZE: Slows the victim. ACIDIC COMPOUND: Corrodes the victim's armor, reducing their AC by 4 and physical resistance by 20%. ELECTRIC CHARGE: Afflicts the victim with a 50% chance to miscast magic. – May use the Craft Rune ability once per day. CRAFT RUNE: Artificers can inscribe runes with arcane magic, which may be used to cast spells or temporarily empower an automaton. The amount and strength of runes created depend on the artificer's level. Runes may not be crafted during combat. – From level 4 onwards, may use the Advanced Alchemy ability once per day. ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used once per day to craft a number of potions or alchemical weapons equal to half of the artificer's level. The types of potions available for crafting increase with the artificer's level. – From level 8 onwards, may use the Craft Automaton ability once per day. CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time. Disadvantages: – Hit Die: d4 – -10% penalty to Pick Pockets, Hide in Shadows and Move Silently. – -1 penalty to THAC0 every 6 levels (starting at level 1). – No backstab multiplier. – May only distribute 20 skill points per level among thieving skills.

Other Information

BG1
  • She can be found in the Beregost town center. When she is removed from the party, she may either go to the Friendly Arm Inn or remain where she is.
  • If you insult her too many times, she will stop talking to you and her PID will change, denying you most of her services. You have a chance to apologize ONCE. If you insult her again after that, tough luck.
  • Keep her and Neera together long enough for their banter chain to finish, and Neera will gain an exclusive item.
  • Aura's elemental traps are area of effect and NOT party friendly! Use them with caution.
  • Don't let a bear get too close to her, or she will lose morale and flee. This does not always work due to some bears lacking a death variable and thus being 'undetectable' by the script.
  • The Sunshooter auto-upgrades at levels 5, 8 and 11.
  • LIGHT QUEST SPOILERS
    After a certain point in the quest, you will get attacked in the street once every eight hours. After this has happened three times (Aura will comment after the third attack) rest at an inn to progress. Beware of the exploding ninjas. That is not a joke. You can convince Aura to let you keep the masterwork weapon at the end if you are non-evil and have high charisma. Bear in mind she will take it with her if she is kicked out.
    SoD
    • Aura can be found in the Coast Way Forest, slightly below Rasaad. A cutscene will start when you're in range.
    • For players taking her into SoD, I recommend holding on to Aura's starting armor.
    • Be careful of cutting Aura's SoD talks short. Some "end dialogue" options will shut down her friendship/romance entirely.
      • The sunflower seeds can be magically grown by a druid PC with high wisdom, Jaheira, or Onoroth, the druid in Bloodbark Grove. The last option costs 2,000 gold.
      • Feed the cat.
      • Aura's sleeping potion will add to a 'good' defense for the ending trial. During the battle, it has a chance of randomly putting crusaders to sleep while turning them neutral.
      • Aura provides Trollbane Arrows regardless of whether she's in the party or not.

    NPC Reactions (BG1, SoD, Crossmod)

    Likes: Dynaheir, Imoen, Kivan, Yeslick, Edwin, Quayle, Ajantis, Garrick, Glint, Sirene Neutral/Unsure: Khalid, Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad, Corwin, Drake Bemused: Tiax, Xzar, Baeloth, Coran, Xan, Neera, Voghiln, White, Verr'Sza Afraid: Jaheira, Faldorn (BEARS!), Dorn, Shar-Teel, M'Khiin Dislikes: Kagain, Montaron, Eldoth

BG2: EE Android "Not Purchased" Error

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I bought Baldur's Gate 2 EE on Google Play during the sale and I tried to play it on my Galaxy S7 Edge but it would try to download resources and then tell me it failed cause I did not purchase the game when I clearly did. Where is the fix? Please do not send me some stupid support links cause those have no solution whatsoever. Beamdog is failing on this, it's pathetic. I don't care about a refund I just want to play the game. Fix your game Beamdog, and yes it is only your games that have this problem. Stop lying and saying other developers have this problem.

Corrupted icons and buttons

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Hi, I just installed BG:EE on my tablet (samsung galaxy tab 2 10", android 6.0) but cannot really play this game because in many places graphics is corrupted. For example, when you look at the attached screenshot you will see messed up icons on the bottom of the screen. Have anyone of you had a similar problem? If yes, then how did you resolve it? I have contacted the support with this issue but sadly I was ignored, hence posting here counting on your help.

Kolejność przechodzenia SoD i BG 2

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Po pierwsze: cześć, jestem tu nowy :) Przeszedłem pierwszą część BG w 2014 roku, natomiast jestem kanonicznym purystą i fabularnym zboczeńcem, dlatego mam pytanie do Was: opłaca się czekać na tłumaczenie SoD, czy można się w międzyczasie zabierać za dwójkę, a później wrócić do SoD? Wolałbym przejść gry chronologicznie, ale ostatnio przeczytałem opinię, że osoba, która nie przeszła dwójki, nie wyłapie wszystkich fabularnych smaczków SoD. Jak została rozwiązana kwestia przeniesienia postaci z SoD do dwójki z poziomem doświadczenia wyższym, niż 8?

[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

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Hello, This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3 and v2.5).

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.

Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.

Item description tweaks

Using this scrollbar.
You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.
Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.

Journal screens

Restore and fix the journal screens.

Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.
Restored confirmation prompt before un-memorizing a spell.
Spell description is opened by right-clicking the spell and showed on the other side of the book.
Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here. Back button on levelup from here. Tweak popup with modified image from v1.3:
Fix journal popup when the text is too long:
Pick party screen:
There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.
Changelog: v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks. v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up. v3.5.1: Fix message box scrolling. v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points. v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default. v3.3.1: Highlight character name input area. v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons. v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options. v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman. v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files. v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button. v2.7: Restore adorned first letter in item and spell description. Update item description layout. v2.6: Minor tweaks. v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio. v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look. v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod. v2.2: Restore 'Pick for me' button in mage spell selection. v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel). v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position). v1.9: Journal fixes thanks to @HaHaCharade. v1.8: Fix small portrait aspect ratio. Re-add stats cheat. v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences. v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks. v1.5: EET bug fix. v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker. v1.3: Quickloot fix. v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size. v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions. v1: Mage spells screen tweaks. Weidu mod. v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD. v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area. v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen. v0.6.1: Fix scrolling. v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen. v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens. v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...) v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip. v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen. v0.1: Initial release.

[Mod] Epic Thieving: More Benefits from High Thieving Skills

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Epic Thieving Version 2.5 Single-classed thieves (particularly unkitted ones) are quite boring at high levels. Regardless of how good or bad they are, what makes them boring is that there isn't much for them to do with the high thieving skill stats they have. Since having more than 100 in Open Locks, Find Traps, Detect Illusions, and Set Traps is almost completely pointless, as thieves attain high levels there reaches a point where there isn't much advantage in using a single-classed thief over a multi-classed one, or an unkitted thief over an assassin or bounty hunter, since even the latter can max out their skills one way or another by that point. This mod has multiple components that give thieves things to do with thieving skills over 100: Epic Locks An epic lock is a lock that requires a lockpicking skill of over 100 to pick. This component turns many magical locks that previously couldn't be picked into epic locks that can be picked, allowing for some minor sequence breaking if you have a master lockpicker in your party. Epic locks cannot be unlocked by a Knock spell (that would be too easy); they can only be picked. However, you can still unlock an epic lock through any way it could previously be unlocked (whether by a plot event or using a key), so this component will not make it impossible to complete the game if you don't have a thief. Examples of epic locks in this mod include: * The drawer in Durlag's Tower that contains the switch for the wine engine (requires 115 Open Locks to unlock) * The sliding doors on the doppelganger floor in Durlag's Tower (requires 130 Open Locks to unlock) * The doors in Chateau Irenicus that the Sewage Golem opens (requires 105 Open Locks to unlock) * The shadow door in the Temple Ruins that was previously impossible to open (requires 130 Open Locks to unlock) * The gate to Ust Natha (requires 205 Open Locks to unlock) * And lots of others! In addition, this component turns a couple of normal locks in the game into epic locks. It does not do this to bar players from obtaining their favorite magic items; it does this only when a lock could be justified in being epic - the only normal lock in Baldur's Gate 1 that this component turns into an epic lock is the lock on the treasury in the Ducal Palace. None of these locks are critical to the plot. I even made a few new unique magic items for some of the newly epic-locked containers! I'll leave it up to you to discover what those magic items are. Epic Traps An epic trap, similarly, is a trap that requires a Find Traps skill of over 100 to disarm. The main thing this component does is to turn various non-disarmable triggers in the game into disarmable epic traps. Examples include: * The trap in Durlag's Tower that releases a fireball each round (requires 110 Find Traps to disarm) * The traps on the runic carpet in Durlag's Tower (requires 150 Find Traps to disarm) * The summoning trap on the first floor of the Guarded Compound in Baldur's Gate 2 (requires 155 Find Traps to disarm) * The fleshy portal traps that transport you into a room in the Planar Prison (requires 230 Find Traps to disarm) * And many more! The mod also turns a couple of regular traps into epic traps, mainly in Throne of Bhaal. Some of these traps trigger really cool spells that no one else in the game casts! Epic Trap Setting This component overhauls all the trap setting abilities (Set Snare, Set Special Snare, Set Spike Trap, Set Exploding Trap, and Set Time Trap) so that rather than improving based on the thief's level, they improve based on the thief's Set Traps skill. They get more powerful for every 50 Set Traps points the thief has, with the highest threshold being a Set Traps skill of 250 or higher. For characters less skilled at setting traps, the traps will be less powerful than in the base game. However, for characters with extremely high Set Traps skills, the traps will be potentially slightly more powerful than in the base game. In addition, since trap power is no longer based on level, if you have your thief put all of their points into Set Traps at each level up, they could get high-power traps really early (though at the cost of forsaking their other thieving skills). Epic Pickpocketing This component does two things. First, it changes the minimum Pick Pockets requirements necessary to steal items that a creature is holding in certain inventory slots. In the base game, it is impossible to steal a creature's helmet, shield, boots, or armor. With this component: *Stealing a creature's helmet requires at least 105 Pick Pockets *Stealing a creature's shield/off-hand weapon requires at least 120 Pick Pockets *Stealing a creature's boots off their feet requires at least 180 Pick Pockets *Stealing a creature's armor requires at least 290 Pick Pockets (think of this as the thief equivalent of being Elminster). Even with this component, you cannot steal from a hostile creature. There doesn't seem to be anything I can do about that. The second thing this component does is allow you to steal from a couple of stores you couldn't steal from before. This is far less comprehensive than the changes to locks and traps in the other components. Only a few stores were changed, mainly some of the major, high-profile stores in Baldur's Gate 1 and 2. I'm going to list all of the stores I changed because I don't want you to be afraid when you're about to steal from some random store that I might have made it super-difficult to steal from. * High Hedge - Stealing Difficulty: 105 * Sorcerous Sundries - Stealing Difficulty: 115 * Thunderhammer Smithy - Stealing Difficulty: 120 * Sorcerous Sundries (in Siege of Dragonspear) - 160 (because there's a whole big crowd of people there) * Adventurer's Mart (both the regular goods and the secret goods) - 180 (because the Amnian Soldier is watching you carefully the whole time) For comparison, the hardest store to steal from in Baldur's Gate II normally is the Copper Coronet, with a stealing difficulty of 128. The merchant in Trademeet who sells you the Girdle of Inertial Barrier has a stealing difficulty of 30. NOTE: How the stealing difficulty works is that you have a 1% chance to steal an item successfully for every 1 point of Pick Pockets you have greater than the stealing difficulty of the store. In order to be able to steal an item from the Adventurer's Mart 100% reliably, you need 280 Pick Pockets (which is still easier than stealing someone's armor). Prevent multiple Potions of Perception or Master Thievery from stacking Since it would be too easy to deal with these epic locks and traps simply by having your mage-thief chug lots of Potions of Perception and Potions of Master Thievery, this component lets you prevent the effects of more than one Potion of Perception/Master Thievery from stacking. You can download the latest version of the mod here! Currently, this mod modifies locks and traps in Baldur's Gate 1 and 2, but it doesn't make many modifications to Icewind Dale. Here are my plans for expanding the mod: * I will update the Epic Locks and Epic Traps components to affect more locks and traps in Icewind Dale. I might even update these components for Icewind Dale 2 or Planescape Torment.

BEAM DOG CADE A TRADUÇAO DO BALDUR ? vai lança quando sair a bg2ee2?

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E galera o garapa azedo e a chinela comeu. A Beam dog esqueceu dos brasileiros e nos ficamos sem a tradução do baldur 2 mesmo. ja faz anos que comprei esse jogo e agora estalei uma tradução que um cara sugeriu e estou jogando. E decepção total ver que ate uma empresa estrangeira fode os brasileiros. Fica aqui meu desabafo e espero que alguém da beam leia, pois isso e muita mas muita sacanagem mesmo.

[HOW TO] Install mods on iOS devices (NO Jailbreak)

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WARNING: the following procedure requires a Mac/PC with iTunes v12.6.5 installed! (This version of iTunes is not compatible with macOS Mojave....)

  1. As the title says, you first need to download a special (old) version of iTunes (more info here). You can download it here (This version of iTunes is not compatible with macOS Mojave...).
  2. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE/SoD. For example, on a Mac:
    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE/SoD
  3. Locate that file. For example, on a Mac:
    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications
  4. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:
    Baldur's Gate 2.5.17 -> Payload -> right-click on Baldur's Gate -> Show Package Contents
  5. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  6. Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
  7. Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
  8. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  9. Take your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  10. The app will launch. This operation may take some time depending on the size of your /override folder.
  11. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  12. Rename it to: lang.bg1/bg2/iwd/pstdata.
  13. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  14. Take again your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE/SoD should show up. Tap on it.
  15. The app will open and may be unresponsive for some time depending on the size of your /lang folder.
  16. Restart the app for changes to take effect.
  17. Enjoy!!!
It may not be straightforward, but it works!!! "No more differences" between desktop and mobile!! Huzzah!!!!

How to enable the Console

In case you're interested in enabling the Console, please follow the instructions provided here.

A special note about UI mods & mods that add additional areas

If you wanna use UI mods and/or mods that add extra areas, you need this tool (courtesy of @argent77 ) ---> I recommend choosing option #7 "PVRTC 4bpp: Override files only (iOS recommended)"). It's a PVRZ conversion mod (iOS uses the "PVRTC 4bpp RGBA" texture format) and it should be installed after all your other mods or at the very least after every mod that installs PVRZ files. Please read:
  • UNFORTUNATELY, the utility linked above doesn't work on macOS or Linux :( (The problem is that the input format is BC1 and the tool does not support DXTC on Mac or Linux. This is related to the S3TC patent. This patent has expired recently and the development team should be able to add support for these formats, but they haven’t got around to do it.".....)
  • Make sure the mod you're interested in DOES NOT biff its own content. Not only does the converter ignore biffed content (unless "All game files" is selected), it is also much more difficult to transfer biff archives to iOS. I don't know if there is a way to transfer biffed content to iOS -> As a workaround, you could ask the author(s) of the mod you're interested in to remove biff creation from their mod. Biffing isn't really needed for EE games anyway.
  • Some mods that add additional areas may also create a Worldmap folder (they make changes to the World Map) -> This extra folder must be imported to your iOS device along with /override and /lang. Follow the standard procedure:
    Worldmap -> Worldmap.zip (no compression) -> Worldmap.bg1/bg2/iwd/pstdata

Frequently Asked Questions

Q: What can be installed? A: Almost everything*. If you wanna install mods that add or update areas, make sure they DON'T biff their own content. And don't forget about the Worldmap folder (if any!). * I said almost everything because there are some mods that may still not work... A couple of examples:
  1. EET: well, this speaks for itself.......
  2. Dragonspear UI++, Lefreut enhanced UI (for BG1EE/SoD): the problem here is SoD: unlike the desktop version (where BG1EE and SoD are combined into a single game), SoD is a standalone game on iOS ----> As a result, I don't know if they'll work properly on iOS.......
  3. Probably something else........
Q: What about PST:EE and IWD:EE? It seems my iOS device is not able to recognize files whose extension is .pstdata or .iwddata........ A: Yes, you're right. This does sound like a bug and it's already been reported (hopefully it'll be fixed soon.......). Q: Is it possible to edit in-game resources with NearInfinity? A: Yes, sure. Simply put NearInfinity in the game folder (where chitin.key is) and open it. Once you're done with your edits, the standard procedure applies: zip & rename /override and send it to your iOS device. Q: What about SoD? A: Siege of Dragonspear (SoD) uses the same file extensions of BG1:EE, so: .bg1override, .bg1data and the like..... Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file? A: It doesn't matter. Q: Do I have to do this every time I start the app or only the first time? A: Just the first one. Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time? A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device. Q: How do I uninstall a specific mod? A: Uninstall the mod on the desktop as normal. Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.5, so as to avoid using 2.5GB of extra bandwidth.). Re-zip (no compression) and re-send the override files and lang folder. Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15 ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 ~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55 ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55 ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55 ~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1 ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 ~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7 ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7 ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2 ~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0 ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7 ~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01 ~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0 ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

Neverwinter Nights Enhanced Edition

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Друзья, пока вопрос о дополненном издании культовой RPG Neverwinter Nights висит в воздухе, и пока работы над ней не ведутся, я хотел бы обратиться прежде всего к Вам, дорогое сообщество, тем кому не безразлична судьба данного проекта, но пока нет новостей, я предлагаю Вам, в данной теме помимо каких то новостей обсудить что вообще из себя, может (должно) быть собственно дополненное издание? Как по Вашему мнению оно должно выглядеть? Что там должно быть дополнено(изменено) на Ваш субъективный взгляд? И как итог, как Вы видите свое собственное дополненное (идеальное) издание Neverwinter Nights Enhanced (Perfect) Edition? Приветствуются все, даже самые смелые и безрассудные идеи, это прежде всего творческая и идеализированная тема для обсуждения.

Endgame Savegame request

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Hi, I'm working on a project that mods your portrait(s) The aim is that you create you're own portrait pack with AI art being added once I've got the first version done The first release will be for POE2 as I was able to get the Modding stuff a top priority for the Devs - it's extremely simple to override the portraits of the entire team in POE2 as a result (yeah, we can change anyone non-destructively) So to NWN:EE - I want to do the same thing Adding a simple portrait is easy but I'm looking at the next stage of things, changing a savegame to use the new portrait. After you create you char you're stuck with the portrait you chose... I've played all the Bioware games and now have their decendents (even got a working IWD 2) What I've noticed in my investigations is that the .SAV file increases in size as you progress so I'm wondering what the largest .SAV I can get and convert the SAV's encapusulated IFO is (yeah, git to to the BIC yet) I need to allow my server enough space to do the conversion y'see so need to test with something that will take me weeks to play though Base, HOTU, SOTU + DOD. One thing I've not checked yet is if MP games can share portraits (I'll get to this bit) - @niv some advice on this would help I'll be releasing the POE2 version in February (cos it's easy) but want to do the NWN version straight after. I've been working on the NWN version in tandem with the POE2 (done) version. For the post-launch stuff I can rapidly do portrait packs (without the AI) for NWN To replace your portrait is far more complex after you start So... Can someone gimme some everywhere explored saves? You can email them to us at simon@peardox.com (peardox123 in stream) I also plan to do the Beamdog back catalogue so after NWN we'd be doing like BG and it's family. Please note that I've not even TRIED BG2 yet but NWN is a definite project

Is there a mod that adds Cloak of Balduran back?

ATOM RPG

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Anyone tried/playing ATOM RPG? Bought it and installed it late yesterday and the first impressions are good. I had watched a little LPs of the beta so I knew approx what I was getting. It's very, very FO-esque, almost too much since it has kept many of the things that wasn't that great in FO1 and 2. I only played like 2 hours yesterday, and half was just making the character, so I am very interested in playing further. A few minor spelling errors etc, but the overall feeling of the game is magnificent so far (I've only seen the first little town). Some of the rumours are hilarious since they reference Mad Max, Fallout, etc in a very humorous way, as if those things would have happened in the ATOM world. The character creation is complex and comes with really tough choices. The stat points are few and you can't be good at anything without also being bad at something else. I've tried a build with is stat heavy with penalties to skills, very similar to my fallout builds, which in FO lead to being very good at fewer things rather then decent at many things. I hope ATOM is similar in that regard, but I of course have already realized I will have to restart sooner or later and remake a new, proper char based on those experiences. Because I have most likely picked a few bad choices, but it doesn't matter, I only look forward to that. The only downside, which I've only read about and not yet experienced, is that the perk tree is expensive and you can't be expected to reach many higher-level perks. This, I guess, further emphasize the dev's ambition to make you choose carefully and that every choice come with a cost to lock you out from being good at everything. The combat, the little I've experienced so far, is good and almost identical to FO1&2. It's both good and bad ofc. I like turnbased with action points, so it works for me but it is a bit clunky with today's standards. Dunno how it will play out once I have followers and there's many enemies, but so far so good. I've only fought ants and dire rats still, but the old FO way for early game of "stick and move" has worked so far. That doesn't work vs guns though. I've thought up a char which focus on small firearms, pistols and SMGs, with max AP, high dodge but with high stats in INT, "perception" (called attention in ATOM) and decent personality. I assume ATOM will have a follower limit based on personality, just as FO had on charisma, so with 6 there I hope the game allows me to add many followers. Maybe 3 if they went with 1 per 2 in personality, but let's see. I haven't read much about the game, I want to experience most if myself first and make my own mistakes. It seems the game have shields, so I really hope I can wear a riot shield and use pistols and perhaps SMGs. That would be interesting. Anways, if anyone else is playing the game it would be great to share experiences, so feel free to write your own impressions about the game.

Level Designer Req

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It was pointed out to me that management courses are HUGE money You know, those assholes who are above you go paint-gun all weekend? I'll sort out the server, I just need some creative Mod to create the area It would be a private server so either / or .... 1) Biz plays by itself 2) PvP This is only a concept ATM so don't go crazy We won't be selling out - we'll charge the companies involved who want this back into the community

[mod] Weasels!

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I would like to present you my little mod, a tiny one, but written with love to certain kind of creatures: Weasels!
Weasels! Mod for BG:EE / BG2:EE / IWD:EE _________________________________________ Author: Lava Del'Vortel INTRODUCTION: The Infinity Engine games always needed more weasels, right? That's why I've decided to create this mod. It introduces 5 weasel-themed items to BG:EE / BG2:EE / IWD:EE and also adds 4 new spells (1 arcane spell for mages / wizards / bards, 1 shared by both arcane and divine casters, and 2 divine spells for druids / shamans / rangers) which are available through both character creation and scrolls you may find during your adventures. Warning: Those who dislike weasels should should avoid this mod. Seriously, there are probably other interesting mods that suit you far more, and won't make your games smell of musk. INSTALLATION: The mod must be unzipped to your game directory, just as any other WeiDU mod. Run the Setup-Weasels!.exe program and simply follow the instructions thereafter.
Thanks to modders that helped me to release this project: @Artemius_I, @swit, @argent77 The mod is available in English, Polish, Italian and Russian. Enjoy weasel magic!

The Weather Thread.

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Apologies to @Rik_Kirtaniya for stealing his thunder, but I decided to start this thread for discussing the weather. Feel free to talk about the weather where you live and other things related to the weather.

Why is there still no option to disable the map zoom effect in BGEE?

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The issue was raised like a year ago by many others, as well as myself. How long can it possibly take to add in the option to BGEE to disable this nausea inducing feature when it apparently already exists in PST? It's extremely frustrating because not only does it make playing BGEE really undesirable these days, but I bought Siege a long time ago before I knew the map change existed, and I still haven't been able to play it because you guys won't take 30 seconds to add in a check box. The map zoom transition is a perfect illustration of INT vs. WIS - making change to the base game because it can be done, without anyone ever considering whether or not it should. Please get the fix into the next patch. I don't want to have to wait another year only to find that the games I bought are still tedious to play due to one extremely annoying, yet extremely solvable problem.

Wanting to change class from paladin to ranger in EE Keeper - how?

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So. I'm level 4. I have the Steam version of Baldur's Gate EE (with Siege of Dragonspear and latest patches) and the most recent version of EE Keeper (1.0.4.0) I want to change my current character from a Paladin to a Ranger (base class in both cases, no kit). I can't work out how to do that safely, in EE Keeper. I am currently level 4, which means I don't have any spells yet: but I do have the innate paladin abilities (which I may need to get rid of) and not the innate ranger abilities. I want to have the same character attributes (str/dex/con/int/wis/cha) and the same Current XP. I don't have any class-specific equipment. Are the saving throws any different? What about THAC0? Can I leave those the same? How do I assign myself a racial enemy? The box appears to be greyed out. Is there a way to make it auto-calculate which class abilities I should have, based on the changed class? Or am I better off sticking to Paladin?

Your Favorite Religious Jokes! (please read rules)

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There's been a lot of serious theological discussion on these forums lately, so I think we should have a more lighthearted religion thread! This thread will be for posting jokes related to your religion. Do you identify as theist or agnostic? We will count those too! All beliefs are welcome here with a few ground rules. 1. Post jokes only about your own religion. Memes are also welcome. We want to keep this thread in good faith (hehe) so no targeting other people. Most people on this forum wouldn't do so to intentionally harm anyway, this is just to avoid arguments due to miscommunication or misread intent. 2. This is not a debate thread. Jokes and joke discussion only please. 3. Not everyone can know the specifics of your belief system, so explaining the joke for us heathens in spoiler tags is appreciated. 4. Have fun! Edited to fix the title.

The truth about the Hyper Chicken

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I think, perhaps, it is time to share the truth about the enigmatic and mysterious Hyper Chicken badge. As the only currently active recipient of the badge, I think this task should fall to me. I will start with a humorous story I wrote about it earlier and then go into further detail. Hyper Chickens are chickens which were discovered to have a peculiar mix of both ankheg blood and dinosaur blood in them. Because they look like ordinary chickens in every respect, most people go through life thinking they are nothing more than ordinary chickens; completely unaware of the truth. Only the most perceptive of individuals can tell the difference between an ordinary chicken and a Hyper Chicken. Such perceptive individuals who have found Hyper Chickens are given the badge. @ajwz was effectively the creator of this badge. He discovered that the chickens in BG1:EE appeared to be twitchy and super fast in their animation. He created a thread in the BG:EE beta tester forums (which are not visible to the general public) entitled "Hyper-Chickens" and opened the OP of the thread with the line "Ok, don't laugh at this one." He then preceded to describe the issue as he saw it. It was then discovered that this issue was present in both vBG1 and vBG2 as well, but it was likely that no one ever noticed it before because there was no zoom function. After fixing it, the developers found the issue so funny that they created the Hyper Chicken badge to honor ajwz. Since then the badge was given to several other private beta testers and developers for their hard work and keen observation in discovering previously unknown legacy bugs in BG1:EE and in BG2:EE. For those who don't know, legacy bugs are bugs that existed in the vanilla versions of the games that were carried over to the Enhanced Editions. The badge was only given to people who discovered legacy bugs that were not known about by anyone or fixed in any existing fixpack. I myself earned the badge when @Coriander noticed a comment of mine from when I was still a private beta tester of the BG:EE games where I casually mentioned that I occasionally discovered legacy bugs. She contacted me about this to ask why no one had given me the badge and informed me the significance of my discoveries. She decided to award me the badge for my work. Unfortunately, it is no longer possible to earn the Hyper Chicken badge as the private beta testing of the BG:EE games has concluded. I would ask that no one pester the admins or developers about this badge any longer and that no one asks to receive the badge. As I understand it is only for developers and private beta testers who worked on BG1:EE and BG2:EE. I also ask that lord @ajwz and the others forgive me for revealing the details of this badge, since it was kind of an inside joke for us.

Isle of Styss/The Revenant Isles (18+ Adult Only) WoW Style PVP, Adult Roleplay, Customization

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Just wanted to share a little about this amazing server. I just started playing there a week or so ago. It has a very interesting mix of features, and with more players, I think it could become one of the strongest servers. It usually hangs around the top 10 on the list. Some things about the server - The Warzone: IoS features a Warzone where players from the 4 major cities can take and hold key terrain features, similar to games like World of Warcraft and Dark Age of Camelot. Honestly, not my thing, but we have a lot of avid PVP players constantly making raids and fighting one another. - Leveling: Leveling is extremely quick, even solo, and the players and DMs are extremely helpful. It is perfect for a casual gamer like myself, that doesn't have the time to grind a rat at a time, and more dedicated gamers will often have a character in each city. - Roleplay: Roleplay is encouraged, but never enforced, so while there is plenty of opportunity for roleplay, you can also jump on and shout "Hey, who wants to go clear out Grumstone?" or "Can I get help with this build?" without fear of reprisal. The casual attitude leads to more time spent with other players, a better community, and ultimately to better roleplay, whereas on some of the stricter roleplay servers, I would constantly find myself alone, or going through the motions but never making lasting connections. Also, with four major cities, the potential for politics and intrigue is enormous. - Adult Content: The toons are nude when they take their clothes off, and there is a huge amount of additional clothing content. There are certain items and locations that lend themselves to adult roleplay. If it's not your thing, and you don't go looking for it, you'll probably never see it. However, if you've played on servers like Kinky Kingdom, Kissmet or Sinfar, and are looking for something on NWN:EE, this is for you. We have a ton of old KK/Kissmet alumni. Come join us! - Customization: In addition to a huge number of clothing options, there are all sorts of other customization options, to include deleveling, wings, tails, animal heads, changing heads and hair and skin color, height variations, and even the ability to change race (in appearance only). So you want to play a Halfling but all the builds suck? No problem!!! Build as a human and then change your appearance. Want cloven hooves and a tiger head? You can do that too! In addition, Isle of Styss has some beautiful scenery, challenging dungeons and plenty of locations to explore. We are building a community. Come join us!
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