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Just an idea - don't shout at me - NWN modules on Droid

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You can do this manually but it's a complex process

Personally I install a FTP server on my Droid when I'm testing

The whole process is extremely messy

I'm thinking about writing an App that allows you to install any Vault module onto your Droid for those of use who are less technically capable (most users won't be able to do it)

There are issues involved (analysed most of it)

You need to transfer raw files to the Droid (so CEP = 5.5GB), this one's chosen as an example as it's difficult

I'll also need permission - e.g. CEP

The less popular Vault stuff is far smaller

This is like NW Synch a bit but for solo games in general

I also am doing personalised picture packs and re-writing saves to insert the new images into the current game (safely)

A CEP will cost be about 50c to deliver (worst case scenario)

I have a conundrum - do I charge the user or can Beamdog make the intended service free?

I can have beta testers testing in month or so (been researching this for months)

@JuliusBorisov

Returning player looking for kits & quest mods

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So I'm about to start a new play through and I'm looking for mods. I'm concerned that there is no single point finding the mods im interested in as they are all just embedded in the various threads on the forums (unlike say Nexus Mods for example). If anyone can suggest a good way to find specific types of mods I'd love to listen.

Secondly, the types of mods I'm looking for include:

Good mods for Rogues
Quests
Mods that allow for more flexibility on what class / kit / race you can be.
Mods that expand the role of the gods (Faiths and Powers?)

Other solid mods with a strong track record I'd love to take a look at. These are just the ones that jump out at me as "low hanging fruit".

Is the info that the barkeeps give you when you drink tons of their beer matter in the game at all?

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I just ask because it never seems too, but I would be more than willing to get drunk all the time if they tell me useful shit now and again.

[WIP] Infinite Spells for BG2EE/EET

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Here's my small mod to cast any wizard or cleric spell by any party member without any limits.

This mod is for EET or BG2EE as all those 5+lvl spells probably don't exist in BG1EE and SoD.

How to use:
1. unpack files into override folder
2. add the mod book with console: C:CreateItem("a#spbook",99,1,1)
3. put the book into quick slot item of a character and use it once

Using the book will add two innate abilities to the character, one to cast any arcane spell, another to cast any divine spell. Spells are grouped by level and there are additional QoL groups of single-target attack spells, buff/protection spells and AoE attack spells.

4u7ffg2pava0.png

WIP part: currently using the book also adds permanent Improved Alacrity effect (Adalon/Irenicus cutscene style) and caster level bonuses for arcane and divine spells, it will later be separated to optional effects.
Also the mod includes unrestricted versions of Clarvoyance and Dimension Door spells.

(Side note: using Dimension Door in Siege of Dragonspear can break game progression.)

Possible IE engine bug: cleric type spells cast by classes without divine spellcasting (single/multiclass clerics and paladins) do not scale with character level or bonus effect to cleric spellcasting level, probably that's why all Bhaalspawn powers similar to cleric spells are made separately with Innate type. I wouldn't copy all SPPR spells just to change them to innate type to fix this ofc, so to have full power Armor of Faith or DUHM the character needs to be some kind of cleric or paladin. It's ok with arcane spells.

Have fun.

Did you know?

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So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in. Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.

Chapter 2 quest journal entry not completing

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I've just finished Chapter 2, and I checked all my quests and journal entries. Everything has been completed and listed as "Finished" except for one quest. The entry is "Inside the Planar Sphere", and it is still showing as active (white text) even though I finished the Planar Sphere.

The entry reads as follows:

"Onvo, one of the Knights of Solamnia trapped in the sphere, warned me of a wizard's room nearby that contains a damaged golem."

I've finished everything in there long ago. Furnaces activated, golem reassembled, Elder Orb killed, Lavok stuff done, the Planar Engine turned on, etc. So why is this entry still hanging open?

How do I force it into "Finished" status? What entry is it in EEKeeper? Or do I have to use the console that I've read about here and there?

The full control of AI party summons, henchman, companions, and familiars card discussion

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https://trello.com/c/lmXsvl13/158-allow-full-control-of-ai-party-summons-henchman-companions-and-familiars We are planning on doing this but would like to know more about the specific features the NWN community would like to see. Please, provide your feedback in this thread.

What should you do when you find a bug in SoD or want this or that thing to look/behave differently?

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Today the world has awaken with a new BG game in 16 years. In the same time, BGEE and BG2EE have been patched, and the patch changes are huge. And it's completely understandable that while the game is fun and all, you can find a bug there and/or wish to see something different in terms of UI, portrait selection, etc etc. In the end, you've been playing BG for years, and you can find some things introduced by the patch to be strange, wrong, call it whatever. Many things that are being discussed in these first hours after the release actually more or less repeat the discussiong from the open beta of 2.0 subforum. Many things that are still bugs in the released version were already not only reported but submitted. The developers just haven't had enough time to implement fixes into the build, so we have to wait several weeks for that. Don't worry, the work on the game continues. They put a lot of effort to improve the UI based on the forum feedback in the last several days before the release, so that probably explains why other fixes didn't find their way into the game. The bug and feature reporting system here has been updated, based on the feedback from the open beta (which proved to be worthy). Now you can follow the instructions here - https://forums.beamdog.com/discussion/49845/how-to-report-bugs#latest to report any bug and/or feature you want to be implemented.

Step 1: Check for Mods

Make sure that you have no mods installed, and that you have not edited your save game. If you do, try to reproduce the issue with a new game on a clean installation. We can’t fix issues with mods, and it’s often hard to tell where a bug came from if it’s only being reported on a modified game. If you can reproduce the issue with no mods installed, move to Step 2. (If it turns out the issue was caused by one or more of your mods, check out the Modding forum and see if the mod's author can help you identify the cause of the problem. Your issue may help a mod designer/maintainer make their mod better!)

Step 2: Reproduce the issue.

If it’s a gameplay issue, try to go through the same steps you took to make it happen. The simpler the steps are the better, but it’s important to be precise so that we can isolate the cause and fix the problem. Be sure to create a saved game just prior to the steps you took, so that we can retrace those steps exactly. If the issue is related to graphics or text, take a screenshot. On Windows and Mac, pressing PrntScrn during play will generate a screenshot in your Documents\Baldur’s Gate – Enhanced Edition\ScrnShots folder; you don’t need any external programs to make it work.

Step 3: Report the issue

Bug reporting will be handled using Redmine. If you do not yet have an account, register there first! For those who tested with us before, we're using a drastically simplified approach - so no worries! There are separate projects in Redmine for each game. You can find the project for the game you are testing by selecting it from the "Jump to a project..." drop down in the upper right corner of the page. From there, you want to click on the "Issues" tab and look through or search to see if the issue has already been reported. For each new issue, click on the "New Issue" tab, and fill in the following details: In the Tracker: box, Select whether you think the issue is a Bug or a new Feature In the Subject: box, A title that includes your platform in brackets and clearly states what is wrong. Try to formulate the subject as a "should" or "should not" statement. Example: [Windows] There should be no audio distortions while the movies play. The following three items go in the Description Box: A numbered list of exact steps that will reproduce the problem. Anyone reading the list should be able to follow it without detailed knowledge of the quest or situation. There are two ways to do this:
1. Begin with starting a new game from the main menu. 2. Attach a zipped save and begin with "1. Load the attached save."
In either case, it is okay to include console commands to shorten the steps (see the example below). A one-sentence statement (each) of the observed and expected behaviors. As with the subject, try to use "should" or "should not" statements. If you don't know what the expected behavior is, write down the negation of the observed behavior. Your hardware and any notes or additional media needed to understand or reproduce the issue.
  • Under Notes, include your hardware and anything else you want to add.
  • If you are reporting a visual problem, include a screenshot using jpg or png file format only.
  • You may also attach a video using mp4 file format only
  • If your game crashed, find the crash dump in Documents\Infinity Engine - Enhanced Edition\crash and attach it to your report as a .zip. Also include the savegame that generated the crash dump.
  • The zip file format is the only permitted file compression format for bug ticket attachments. Please do not use RAR, 7z, bz2 or any other compression format.
If the problem is a typo, edit baldur.lua to include SetPrivateProfileString('Program Options','Strref On','1'). This puts a number before each string in the game. Report the string reference number in your bug report. Finally, in the Found In Version box, select the specific version you were testing.

Example report

image Thanks!

New project: DMFI multiplayer base mod for builders; content recommendations?

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There's currently a lack of a multiplayer-oriented NWN:EE base / starter mod, which would be a help to those who want to create their own campaign, or just make their mod multiplayer-friendly. So by the end of this week, I plan to release a version 1.0 of a base mod package for MP builders.

What the builder package is intended to be and include:
– A way for people to get started building their own MP campaign mod, or other mod where they want multiplayer tools and resources, without having to do all their own research and installation of core systems
– Standard pre-installed DM/Player tools (DMFI 1.09 Wands and Widgets)
– Include no-hak and CEP 2.x versions of the base mod
– Multiple rulesets that are configurable (both in the toolset and in-game by a DM) - resting systems, bleeding/death/respawn systems
– Common toolset resources relevant to building for multiplayer (such as the SEI sitable placeables, Abaddon’s Descriptive Triggers, etc.)
– Full documentation that allows novice builders to use the mod
– Links to recommended additional resources, especially prefab areas that can be easily imported into the base mod, and some of the broadly useful script systems such as encounter/spawner ones.
– A light scripting and custom palette footprint. It should be easy for builders to add their preferred additional script systems and haks, rather than be forced to figure out how to rip out or sift through what they don’t want. They should be able to just ignore “extra” mod content without it causing an issue.

What it is NOT intended to be or include:
– “Complete” systems (even if excellent ones) with a heavy footprint across mod event handlers, and/or that include install requirements that give little flexibility to the builder for their own changes, especially a novice one.
– Everything on the Vault/Workshop that is cool: this is not an exercise in seeing how much awesome content can be packed into one mod.
– Systems that have their own lengthy documentation. This is somewhat subjective, but anything that takes even 5-6+ pages to understand will probably confuse the average person who just wants to get on with building areas. (However, this will be appropriate for the documentation's recommended links section)
– Tailored for advanced builders. If you fall into this category, I’m assuming that you’ve already configured your own personal base mod and tweaked everything lovingly so it works together.
– An extensive prefab “campaign kit” or “soundstage” with lots of areas for DMs to use out-of-the-box. This is an interesting concept that has come up again in recent discussions - here's one mention of the idea as a "campaign manager" mod - but it deserves its own treatment, and probably could be done better by someone else.

I’d welcome thoughtful suggestions for particular community/Vault resources to include in the package, in terms of scripting/toolset/in-game features, that people have had personal experience with using. I'm particularly interested in people's current NWN:EE experiences with NPC management systems (NESS, BESIE, Ambient City etc.), and recommendations for prefabs that are particularly well-suited for importing into new campaign mods.

[Kit Pack] Deities of Faerûn - v 1.9.7.3 [49 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 42 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Deneir, Eldath, Garagos, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Solonor, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Urdlen, Valkur, Velsharoon, and Yondalla. 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 spells to the game (as IWDification, B_Spells, 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 before 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. DoF should be installed before Tome and Blood. 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 not compatible with Faiths and Powers. DoF is not compatible with Spells Revision. 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 * A multiclass R/C or F/C of one deity that gives d10 as HD will have 2 extra HP when created in ToB. I have no idea why. * 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: * Branwen for BG2 (Battleguard of Tempus) * Drake (Holy Justice of Tyr) * Dusky (Silentwalker of Mask) * Finch* (Glyphscriber of Deneir) * Gavin (Dawnbringer of Lathander) * Helarine (Doomguide of Kelemvor) * Korin (Hawkeye of Solonor) * Nephele (Horn Guard of Solonor) * Quayle for BG2 (Hoodwinker of Baravar) * Shar-Teel for SoD (Bloodreaver of Garagos) * Tenya (Waveservant of Umberlee) * Tiax for BG2 (Strifeleader of Cyric) * Turald (Trailblazer of Marthammor) * Yeslick for BG2 (Alaghar of Clangeddin) * Yvette (Heartwarder of Sune)
* Finch's original thread can be found here. I've linked the Beamdog thread because I don't know if the original one works with Enhanced Edition.
Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! :) Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list! [spoiler]-Arvoreen: Helm, Fighter - Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Deneir: Lathander, Wizard - Eldath: Lathander, Druid - Garagos: Talos - Haela: Helm, Fighter - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Marthammor: Lathander - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Shiallia: Druid - Solonor: Ranger - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Ulutiu: Helm - Urdlen: Talos - Valkur: Lathander - Velsharoon: Talos, Wizard - Yondalla: Helm, Ranger[/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. --- For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel Thanks. --- 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.

[NPC] Pfaug Hammerlust - SoD-only [WIP]

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f4cxo9m2w5vr.bmp

Pfaug Hammerlust

STR: 18/94 DEX: 16 CON: 19 INT: 11 WIS: 8 CHA: 7

Alignment: Neutral Evil

Class: Fighter (6)/Thief (7) (Mercenary)

Race: Gray Dwarf (Duergar)

Proficiencies: Axe ** Dagger ** Flail/Morningstar **

Thieving Skills: Open Locks - 35 / Find Traps - 60 / Pick Pocket - 30 / Move Silently - 40 / Hide in Shadows - 40 / Detect Illusion - 30 / Set Traps - 40

Location: Pfaug may be found at every camp.


Biography: When asked about his past PFAUG grumps a little, saying that he doesn't want to talk about it, but after a couple of mugs of ale he ends up talking anyway.

He was born into a merchant family of the clan Hammerlust in Dunspeirrin. His father, a weak despicable bastard, whose name he never mentions, was killed for racking up more debt than he could pay for. Pfaug had to flee the city, being only a little more than a child back then. From town to town he lived by theft and scams. One day he tried to pickpocket a priest of Abbathor who beat him badly and took him back to his own home.

What was supposed to be the end of his life was actually a new beginning. For unknown reasons, the priest decided to raise him as his own son among his family and clan. Even on his drunkest nights, Pfaug never revealed the name of the clan that embraced him, as he knew it would be shameful for them. As he grew older, he started to notice all the problems he was causing to his adopted family and clan. He departed one night without telling anyone where he was heading, Thay, the city where he had always heard that one could make 'easy gold'.

Thay turned Pfaug into a different person. Working as a leg-breaker, and occasionally being thrown into the arena, he lost all sense of empathy and compassion. As soon as he had gathered enough gold, he paid for his freedom as he left Thay for good, looking for another promising opportunity, the Crusade.


Download Here - First Beta

This mod is not complete yet, all banter and interjections are yet to be done, but Pfaug will join and leave the party normally and will comment about (a lot of) events.

* Pfaug's starting XP will be adjusted accordingly to Charname's XP (following the pattern of SoD's NPCs).

Hi,

So, I've been working on a new NPC for SoD: Pfaug.

Yup, the same fellow we see when leaving Baldur's Gate - now he is a joinable NPC.

I don't have a proper release yet, but I would say that things are 80% done for a first version. I'm making this post as a precaution because I'll probably not be on this forum much longer.

That being said, for download, information and support, please contact me on Twitter (/raduziel) and I'll gladly provide them.

I'll try to add more info to this thread when and if possible.

Quick Q&A:

1) What about Pfaug's race?

He's a duergar. He has almost every duergar trait except the immunity to illusions and (to offset that) the XP penalty - this includes being able to cast Invisibility and Enlarge. Be aware that he will take some penalties when exposed to sunlight.

3) Is Pfaug romanceable?

Definitely no.

4) Tips on party composition?

He has a closer relation to Viconia and some weird interaction with Dorn and M'Khiin (as he hates and fears them). With his low Charisma, he will tease and provoke pretty much everyone except for the above and Voghiln.

5) Any other recommendation?

Pfaug has a dirty mouth. He curses when he feels that he needs to. If you're oversensitive or feel uncomfortable with this kind of language, I wouldn't recommend this mod.

Also, Pfaug has different reactions for dwarves and non-dwarves PC/NPC. You may want to take him for a ride more than once to fully experience this mod.

6) Any banters and interjections?

Yup. A minimum of two with each NPC, some with the PC and a lot of head-strings to react to some in-game events.

7) Any personal quest?

A very quick fetch quest. As this is my first NPC mod and SoD is such a short game where the player pretty much can't travel around I had to limit myself here.

8) Will he be expanded to BG2 eventually?

No.

9) Wow, max HP! Why?

The only other evil front-liner in SoD is Dorn and he is frail as a flower.

10) Release date?

TBA here or in Twitter - future will tell.

I would like to thank @LavaDelVortel and @jastey for guiding me through this, @kjeron for helping me obtain the BAMs necessary for the Enlarge spell @argent77 and @CamDawg for all the helpful macros, @Ardanis , @Bubb and @AionZ for occasional troubleshooting and @Zaghoul for proof-reading.

That's it.

Credits:

The portrait was taken from BG2.

The voice set was taken from IWD.

Both are properties of Beamdog.

[MOD] EEex (v0.5.0-alpha)

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Overview:

EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.

Just give me the link!

Alpha versions of this project are now available on GitHub. EEex will support MacOS and Linux on launch, however, the current alpha version only supports Windows. In addition, BG2:EE v2.5.16.6 is the only supported game at the time of writing.

What does it do?

EEex, when installed, directly modifies the game's executable in order to insert a loader. This loader is used to alter the game's code on startup; the modifications that are made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.

I'm a user, what do I need to do to install?

EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that since EEex alters the game executable itself, you should ensure that the game is closed before running the installer! EEex is currently in alpha, and as such it is highly unstable. All immediate crashes are believed to be fixed, though you still risk a crash at any time. Use with care.

I'm a modder, how do I use EEex?

EEex makes changes to many different parts of the engine. Accessing and making use of new opcodes, actions, triggers, and objects is as simple as installing EEex. The real power of EEex, however, comes from its ability to change hardcoded engine behavior. The hooks that enable these alterations are completely defined and controlled by the Lua environment, and as such, modders wishing to use these systems will have to either: a) Insert a M_*.lua file into the override folder. or b) Edit UI.MENU directly. Detailed documentation pending.
Previous post: [EEex v0.2.0-alpha] Who's up for some new LUA functions?
Edit: Alpha versions of this project are now available on GitHub. Documentation and post-overhaul pending™. I have been working on creating some new LUA functions via hex editing for a mod I am currently working on, and it has been going very well so far. In case any of you are curious, here's the two new functions I've made so far: Infinity_GetPCIdentifier(slot) - Gets the ID of the character in the given portrait slot. Can be used to access the characters table or in the following command... Infinity_GetLocal(creatureID, local) - Returns the value of the given local variable on the creatureID. Can be used in conjunction with the previous command to get local values of PCs. Currently in the works: Infinity_SetLocal(creatureID, local, value) - Sets the value of the given local variable on the creatureID. To give you guys some proof, here's a screenshot: Here's my question to you all - What new commands would you like to see? New UI behaviors are beyond me, but externalizing any other behavior the engine exhibits is definitely a possibility. I.E. any internal fields you would like to have access to, any existing function behaviors you would like changed.

[Mod] Kale NPC for BG:EE, v1.11

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Kale NPC for BG:EE
8wa5y37pzix1.png

Introduction:

Name’s Kale mate, hero of Gullykin. Well, self-proclaimed and all that. You won’t find a tougher, stronger, or faster halfling in the entire village, let alone the region. I've cracked down on bandits, monsters, and scoundrels for glory, gold, and girls, and I’ve earned my full share of tales for it. They’re only slightly dramatized, too! I’ll be a delightful hand of yours if you’ll have me on, doing whatever you need. Doesn’t always have to be saving, if it doesn’t profit our legacies of heroes, what’s the point? They’re all going to die anyway, right? Should only take the big tasks, and I think your personal dilemma is quite suiting.
You can find me in Gullykin, outside of my mother’s burrow. She’s getting on in age, but she won’t mind me leaving. Got a brother too, bit of an idiot, who finds himself in trouble with money a lot. But we don’t need to help him, I say let him handle his own problem, yours is far more interesting and perilous.
So come on, adventure awaits!

Overview

This mod adds a new joinable NPC to the game: Kale, a barbarian halfling.

He can be found in Gullykin, outside of a burrow at the north transition.. He will join a PC of any alignment, but low reputation parties will have a problem keeping him if it hits 1 as per all neutral NPCs.
His starting level depends on the player's, allowing him to be recruited early or later in the game.

Stats:
  • STR: 16
  • DEX: 17
  • CON: 18*
  • INT: 11
  • WIS: 9
  • CHA: 12
  • Total: 83

Proficiencies: 1 slot in Two Handed Sword, Two Handed, Sling, and Halberd.
Alignment: Chaotic Neutral
Race: Halfling

*Kale has a personal cloak giving an additional +2 con. This cannot be unequipped.
Quest & Relationship

Kale has 7 talks with the PC. These can be considered friendship, though you can pick flirty dialogue choices at your leisure.

The P.C can also initiate dialogue with Kale, opening even more talks that appear as the game goes on, or they can ask how he is, get his opinion on what to do, or ask about a companion.

He has a simple quest that will start as time passes, or if you speak to his parent.

Kale has at least one banter with every joinable NPC. He will begin to court Alora if their banters progress far enough and they are in the same party, though as she does not appear past BG1, this relationship will only last temporarily.

Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Kale.exe
If you get any errors, please post in the Kale topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:
Q: Is this compatible with EET?

A: Yes, it should be. If you have any issues let me know.

Q: Is there any romance content with the PC?

A: Not in BG:EE1. In later installments, this is planned for short races (Dwarf/Gnome/Halfling).

Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some Crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.

Q: When will the SoD portion be released?

A: The SoD portion will be released in three stages. The first stage should be set by March 9th, and will not include any talks or banters, just the joining and kicking out dialogues.
The second stage will include all content excluding banters. The third stage will include banters. The latter two will have their release dates revealed later.

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content.

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.
Future Planned Content:
V1.2 Bug Fixing/Different Class Options. SoD content up to Chapter 9.
V1.3 Full SoD release.
V1.? ???: Any other updates.
V2.0 SoA and ToB Release.
Future MoDs:
Helga, Cleric of Haela Brightaxe: TBD

Recorder, Gnome Lorekeeper (Bard Kit): TBD
Known Bugs:

When Importing Kale (Or any other Mod NPC) From BG:EE1 into SOD, it's extremely advisable to save and reload as soon as you start, to ensure scripts work properly. The game won't recognize Kale is in the party (InParty("X3Kale") will return false, and any scripts that run associated with his creature file will fail until a reload happens. Hopefully Beamdog's 2.6 fixes this minor bug.

Credits

Author: Skitia
Portrait: Beamdog - Neverwinter Nights
Soundset: Bioware - Neverwinter Nights

Changelog:
03/12/2019v1.11:
Fixed a minor bug with Kale's banter with Faldorn popping up incorrectly.

03/09/2019 v1.1:
-First addition of Sod content covering to the end of Chapter 7. This includes interjects, a single P.I.D. Talk, a few banters, and more.
-Revised Talk 5 leads to a short-mini quest in place of it's previous form.
-Additional Talk with Montaron and Alora, and Fixed bugs in Party Banters and relationship checks for Alora/Kale.
-Additional 17 Interjects (I_C_T/I_C_T2), mostly across the main storyline, sometimes dependant on player dialogue selection.
-Bug/Grammar/Spelling fixes.
-Revised Changelog Style and Future Planned Content.
-Added "Is it compatible with EET?" Q and A under general questions.
-Special thanks to @kyudosha, for their helping and testing.

02/25/2019 v1.02:
-With the release of Emily NPC, updated Kale's banters with Emily to use the correct variable to check for race.

02/21/2019 v1.01:
- Several missed spelling errors fixed. Thanks for the aid, AionZ!

02/21/2019 v1.0:
-Initial Release.


IWD EE Party of 4 for Insane and after that HoF

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Hello,

I am long time BG fan and decided to buy Icewind Dale EE edition. Back in a day... hmmm, way back in a day I beleive I finished it once or twice. Not the EE one, of course, the normal one. But can't remember much stuff from it, really. Nothing actually. I used to play BG2 and went trough the game over 20 times tho.

Anyways, I decided to go for Insane difficulty for starters and to have a party of 4. Once I am done, I will try HoF. I know that multiclass is the way to go, but I just don't like them and never did. So I decided to go for kits (I like kits) and dual classing. So, help me out :)

I decided to go for (and got them to lvls 4-5)

1. Human-Undead Hunter - Longswords, Sword and shield, picked Flails as next weapons to fill the spec
2. Human-Kensai/Mage (will dual at lvl 9) - axes, dual wield. I hope that weapon choice is not idiotic, but I read that many drops are random and realised there is an axe or two guaranteed.
3. Human Swashbuckler/Cleric (dual at lvl 10) - Yeah, yeah, I know. I know I need cleric and I know I need theif. And I don't want gnome (despite getting best helmet in the game) as cleric/ilussionist and then Fighter/Theif as another character. I just don't want them, hehe. Anyways, picked clubs and 2 weapon stlye. But so far at early levels he has bow equipped, to make him somewhat useful. He will be super useful as support later, but what worries me - is he going be useful in combat as well?
4. Half elf-Skald - katanas, daggers, longbow, dual wield. So far doing nothing except playing that pretty powerful song of his.

Right now I am missing the spells, healing and ranged. Now when I write it, looks like I am missing everything. Relying on potions for healing and temples to cure wound once I am done with the quests. So far, so good. I am just cutting trough everything (I guess more exp means fast leveling) and don't have (m)any problems. I guess real challenge would start when dualing my characters.

So, my question(s) would be, as I am not too far in the game and can still restart without too much regret - where is a room for improvement? Is there a better way to pick weapon specs, since many of you know the game and the loot?

And any advice in general is welcome. :)

Diablo II Enhanced Edition

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Yes, it's happening. No, it's not an official Blizzard overhaul. Some information:
  • Staying fanatically true to the game's core mechanics, lore and aesthetics
  • Interfaces rebuilt for 1280x768 and 1024x768 (68% done but subject to revisions, minor graphical glitches may occur) See screenshots below (Note: may not be representative of the current state of affairs)
  • A cosmetic overhaul of the Lord of Terror (Heroes of the Storm voiceover & SFX integrated) A Dev Preview of Jean-Benoît Blanc's HotS lines & additional SFX adopted for Diablo II
    https://www.youtube.com/watch?v=RJw5wI4uTmI
  • A cosmetic overhaul of the Summoner/Jazreth (with Diablo 1 voiceovers) A Dev Preview of Michael J. Gough's acting transformed for D2EE
    https://www.youtube.com/watch?v=_LfCWNVU5vs
  • New main menu soundtrack (subject to revisions) A Dev Preview of the soundtrack
    https://youtu.be/mzMI-YaXrgo
  • Undead Stygian Dolls should no longer deal splash damage upon death
  • Doom Knights should no longer use Iron Maiden
  • Duriel encounter restorations (watch out, young Sorceress)
  • Book and Skeleton Key maximum quantity increased to 200
  • Potion of Regret (stat/skill reset) available at select NPCs
  • Throwing potions restored to shops; maximum capacity increased to 150
A listing of screens I dumped in Diablo Minimal and No Reload Thread (spoilers) collected below for your convenience. Note that some fixes and/or changes have since been applied to portrayed interfaces.
  1. Horadric Cube
  2. Inventory
  3. Personal Stash + PlugY Shared Stash Integration
  4. Mercenary Inventory & Stats
  5. Scroll of Inifuss
  6. Waypoint Interface
  7. Quest Interface

A checklist of Diablo II Enhanced Edition prerequisites:

✓ a valid Diablo II license key issued by Blizzard ✓ a valid Diablo II Lord of Destruction Expansion license key issued by Blizzard ✓ a few gigabytes of spare disk space ✓ patience

Initial Pre-Alpha Release

revision: Tainted

Quick installation instructions

Pre-existing Diablo II Lord of Destruction installation (version 1.13c or older)

1. If you intend to update the game to play on Battle.net, create a copy of your Diablo II Lord of Destruction directory, otherwise proceed with original Diablo II Lord of Destruction directory. 2. Download and install D2SE Modmanager by Seltsamuel in the (copied) Diablo II Lord of Destruction directory. 3. Download and install D2EE-Tainted, ensuring that the installation is a subdirectory of your D2SE MODS folder (e.g. Diablo II 1.13c\MODS\D2EE). Then, make sure to install this hotfix. 4. To play Diablo II Enhanced Edition: run D2SE, select Diablo II Enhanced Edition Pre-Alpha and click Start Plugin

No Diablo II Lord of Destruction installation or an existing Diablo II Lord of Destruction newer than 1.13c

1. Uninstall any pre-existing Diablo II files. 2. Install Diablo II and Diablo II Lord of Destruction 1.12 by following instructions in this video. Note: Do not update to 1.13d. 3. (Optional) Install Diablo II Lord of Destruction patch 1.13c available from Blizzard. 4. Proceed with the installation instructions for Pre-existing Diablo II Lord of Destruction installation (versions 1.13c or older) Feel free to share your thoughts on how Diablo II could be enhanced :innocent:

Anyone worried that Axis & Allies might flop?

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I've heard very little buzz around this, youtube announcement got few views, the AMA got like 5 questions and all my gaming circles/websites/discords aren't even talking about it. Was this project the right move for Beamdog? Seems like such a far cry from their usual work, as if it came out of left field. Was there any official statement on why this game was chosen? I hate to be negative but I feel like the efforts should have been directed elsewhere. I supposed only time will tell.

Enable Dual-classing into Kits (now with Proficiency Fix)

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Dual-class into Kit Installation Order: * This mod should NOT be installed BEFORE any mod that adds new kits. * This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions. * This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da. * This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions. * The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da). Limitations(primary component): * Class/Kit description in the record screen will display the description of the unkitted second class. * Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.) * Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.) (These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity) Limitations(proficiency component) * This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows. * Level requirements for proficiency will continue to follow PROFSMAX.2da. * Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected. * Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options. * If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
Compatibility: * v2.3+: BGEE, BGSOD, BG2EE * v2.5+: IWDEE * Should work for any language. Only installation prompts are in English. * Supports multiple campaign files, as read from CAMPAIGN.2da. * The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would. * The Chargen Mage Spell Selection portion has a very minor edit, small chance of conflict with other UI mods. * The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.

General mod Questions thread

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Hello, ladies and gentlemen. We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place. - Site staff

Laughing my head off like a hyena

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I'm having so much laughter right now at the Cowled Wizards. I need a good laugh after a few frustrations the past couple days between a bugged quest, figuring out whole romance stuff, trying to juggle Aerie + Neera + Jaheira, etc. Here's what happens.

1) I set my CHARNAME alone in the Docks district by the Harper's Hold.

2) I set my party of Mazzy, Keldorn, Jan, and Aerie about 10 feet away, near Harper Hold door.

3) I have my CHARNAME cast a level 1 spell to piss off the Cowled Wizards.

4) They gate in, give me a warning, I ignore them, wait 1 hour game time, and cast another level 1 spell.

5) The instant I finish casting my level 1 spell, I have my CHARNAME and Aerie simulatenously start casting Horrid Wilting targeted on the area between CHARNAME and the party.

6) The Cowled Wizards gate in, tell me "Unsanctioned magic! You pay the price!" schtick.

7) The second after their dialogue ends, my two Horrid Wiltings hit at the same time.

8) Whole wizard party dies instantly.

9) I go LOL'ing like a madman, and repeat the process.

9A) Run out of Horrid Wilting? Use Fireball, Cone of Cold, Cloudkill, Death Fog, etc. at nighttime with no civvies around. Run out of these spells? Use thief traps and ranged attacks while my melee guys get right in the wizzies teleporting faces.

10) Once I run out of wizard spawns, I reload the game and repeat the process, with some more LOL's.

I hate these stuck up sons of bitches. They claim magic would destroy the city. Just look at the other towns and cities like Baldur's Gate, Bergost, Nashkel, Trademeet, Innsbruck, etc. They function just fine with mages casting spells and no Cowled Wizard "police" there. And strangely enough, they don't "police" houses, taverns, sweers, and the like in Athkatla, and they only "police" outdoors of the city.

I'm surprised they haven't been overthrown or killed off. If they fall for such ambushes repeatedly, that shows blind incompetence. And then ask random people to read Armor, Infravision, or whatever scrolls to lure even more wizzies to ambush and death. Any real policing organization would, y'know, scout the area first before walking up to apprehend the suspects. Or prepare spells *before* teleporting in. Considering that Athkatla is full of thieves who, y'know, skulk around, backstab, and do traps, and everyone knows about the Shadow Thieves being there.

Off Topic

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Původně jsem chtěl založit téma Viconia, ale tohle bude mít asi větší smysl, jelikož se sem budou moci dávat všechny možné věci. :) Víte o tom, že předloha pro portrét Viconie pochází od nás z čech? Autoři BG se nechali inspirovat fotkou české gymnastky, modelky, herečky a později i pornohvězdy Zdeňky Podkapové. image image
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