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Exploring something new (an attempt to do an evil playthrough)

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It's not easy to find something new in these games when you have hundreds of hours in. But I plan to come back to BG, as "the realms call, and you go."

So, I've had an idea. What if I attempt to put more PRing into the run, and RPing as an evil character. Inspired by good runs by @BelgarathMTH, @Arvia , and others, I've decided to create an unusual for me group of characters, and will try to make decisions according to their ethics.

The main character will be a necromancer who can only scribe necromancy spells. All other spells can be cast from scrolls only. For the first level, she went with Larloch's Minor Drain and Chill Touch.

The group which will support the necromancer (neutral evil) consists of:
- a blackguard (chaotic evil)
- a cleric of Talos (chaotic evil)
- an assassin with points into Set Traps (neutral evil)
- a sorcerer (lawful evil) whose spell picks are spells which can be looked at as "evil". I'm not sure about exact spell choices, but Blindness, Spook, Chromatic Orb descriptions suit the evil ethics. In the same way, clerics' Command literally makes enemies "die" (sleep)
- the final party spot will belong to NPCs so that I could complete quests

I won't use "good" cleric spells, such as Cure Wounds. So healing is only possible via potions and spells like Larloch's Minor Drain (thanks to @Tresset's quick fix from here). But I think I can use spells like Protection from Fear - evil characters shouldn't be affected by Fear (as the blackguard kit ability confirms).

If you have further ideas about how to pursue evil ethics in terms of spells, I'd be happy to listen.

Meet Mara, Czernobog, Eruína, Grim, and Nav'. All stats are taken "as is" - no adjusting, which helps create realistic stats. As a consequence, my blackguard will need Dex bracers, and my sorc has the second highest STR in the group.
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With 50 points in Set Traps, Grim managed to set a trap next to Fuller. Mara saw the room was full of chests with potentially important weapons and Fuller carried a nice armour himself. A backstab from Grim failed, but Command worked, while Spook affected the Watcher nearby. Mara's Chill Touch finished the Watcher (because he was shredded to ice pieces all the items were lost), while Fuller didn't recover from his sleep.
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I already can feel the difference - this is the first time ever I used Chill Touch! And the party reputation is 3.

Blindness helped against lone but hard-hitting animals.
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Tarnesh failed his saving throw against Command, with Poison Weapon already activated by both Czernobog and Grim, and Spook flying his way.
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No help for Joia. Turns out she says "I'll find help elsewhere" and just leaves, letting you loot her chests.
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Marl hit hard in melee, so Eruína frightened him with Spook.
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Party level: 1
Party reputation: 3
Reloads: 0
Mods: SCS (full), IWD voice sets: they are awesome, and provide a lot of lines suitable for evil characters. "The silent blade cuts best!"

Tesina su traduzioni

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Buongiorno, mia moglie ha appena finito un master post laure sulla traduzione, deve fare una tesina, vorrebbe farla sulla difficolta` nel tradurre i dialoghi nei videogiochi. Io ho consigliato BGIIEE, l'idea sarebbe di confrontare alcune parti delle traduzioni italiana e francese (le due lingue che studia) e mettere in evidenza le differenze, le difficolta` e le scelte stilistiche. Non sarebbe neanche male confrontare la vecchia traduzione con quella piu` recente mettendone in evidenza ed analizzandone le differenze. Il mio problema e` che non trovo i testi, presumo siano "chiusi" e coperti da diritti, oppure sono liberamente disponibili? Qualcuno sa darmi qualche dritta?

Grazie, BarbaPeru

Pathfinder:Kingmaker Minimal and No Reload Thread (spoilers, obviously)

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Inspired by @JuliusBorisov 's last two threads for D:OS and PoE, I'm inspired to make this one.

The "rules" here are very simple: Just state whether you're attempting a minimal or no reload, tell what difficulty you're playing on, and whether you have any mods. If you fail a no reload, feel free to continue it as a minimal reload. As a minimal reload, keep a counter at the bottom of how many times you've reloaded, and why. I'd suggest that any more than 5-10 reloads is not a minimal reload. Also, there should never be any save scumming to get a better result on any dice rolls. Only a total party wipe or a main character death should be cause for a reload.

Here's my first entry, which is also my first time playing Pathfinder:Kingmaker:
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Here is my journal, which hopefully gives some idea how far I've gotten on this first run:
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One of the things I've noticed, after having just clawed my way painstakingly to level three, is that this dungeon I've wound up in, is awfully reminiscent of the Nashkel Mines (one of the first long dungeons in the game, kobolds everywhere). I don't see how they could have not been thinking of BG1 and the Nashkel Mines when they created this.
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This game seems to be heavily influenced by all of Baldur's Gate, Pillars of Eternity, and Dragon Age: Origins. I give it kudos for that.

I have had one reload so far. I encountered a planned story event where my main character was so badly debuffed he would not be able to ever rest again until the event quest was completed. I was told to search near a river. The first place near that river I went to had a cave where I thought I might find my solution, but it was filled with wererats, including one throwing firebombs, who turned out to be way above my ability to fight. The game does not allow retreat from a dungeon (cave). So, that was a party wipe. I still haven't tested whether it is possible to retreat from an encounter outdoors.

The "attack of opportunity" mechanic, combined with relative movement speeds, leads me to believe that it is impossible to disengage from any fight once it has been triggered. That is like a lot of other games, including PoE, D:OS, and even MMX. I think a lot of contemporary game developers creating old school games are *trying* to force you to reload frequently.

How much I continue posting is partially dependent on how much interest this thread generates, and how many reloads I have to do while learning. We'll see how it goes. But I wanted to try this.

BTW: Steam says I have 19 hours invested so far in this first run.

EDIT: I forgot to say, I'm doing my first run on Normal difficulty.

EDIT: I am going to keep editing this initial post to help keep my reload counter, so that I can easily copy-paste it into future entries with no fuss.

Reloads: 1 (wererat cave while searching for the "Riverbed Nightmare" no-rest solution)

How to View TextFiles ? How to Use NWN Explorer ?

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Hi how do i use NWN Explorer to see text files ? I want to take a look at certain dummied out content in Latest Expansion and i want to take look at text in user modules, how do i do that ?

[Bug] Damage stats in inventory and record screens

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The damage stats displayed in the inventory and record screens are wrong. For instance, Frostreaver +3 deals 1d8+3 slashing damage, 1 cold damage and 1 acid damage, i. e., it deals 1d8 +5 or 6-13 damage. However, the damage stat ignores the cold and acid damage, it only takes into account the slashing damage. It looks like this happens with all the weapons that combine several types of damage, one of the damage types are displayed and the others are ignored.

Is there any mod that fixes this? If not, I could try it myself, would it be very difficult to write a fix?

Community Patch 1.72 for NWN:Enhanced Edition

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After seeing requests for things that are fixed for years in community patch and after finding a way how to make it work the same way it used to work on 1.69 I prepared a new version madeto work with NWN:EE. Download WHAT IS THIS ABOUT Community Patch is a collection of fanmade fixes solving lots of issues of the original NWN. This does still apply for NWN:EE. NWN:EE fixed only the most problematic issues that were hardcoded. So far there has been no "content-fixes". This package also contains some graphic and other improvements to give the game fresh/modern look and to grant module builders more possibilities. There is not enough space to list all the changes that are in this package. This project was developed over several years and 1.72 is its third generation. Full documentation can be found here: Documentation for 1.70 + 1.71 Documentation for 1.72 (unfinished/not accurate - contains readme to the content that is not present for NWN:EE release) The speciality of this package is that it has lowest priority. Unlike CEP,Q,PRC,3.5Ruleset it will not override content of your module. It will also automatically apply into every module you will play or build, it is not needed to install it separately into each module you want to play. HOW TO INSTALL COMMUNITY PATCH 1.72 INTO NWN:ENHANCED EDITION 1) Copy content of the folder "copy into game's user folder" into NWN:EE user folder - this should be ~/Documents/Neverwinter Nights but can vary based on OS. This action should not require to overwrite anything (unless you installed 1.72 once already). 2) Copy content of the folder "copy into game's installation folder" into NWN:EE installation folder - the default path for windows is ~/Program Files/Beamdog/00829/ but can vary based on OS. This action *should* require to overwrite some of the files, allow it. If it didn't you are in wrong path. Also note that you might need admin permissions if NWN:EE is installed into Program Files. 3) Start NWN:EE, you should notice a 1.72 "sticker" below Hordes of Underdark logo and you should hear original NWN theme music in menu. BeamDog client should not force an update on you, however when new headstart version will be released, re-installing this package will be needed. Only english language is supported right now. If you don't want to use english language, remove dialog.tlk from your NWN:EE user folder - this will restore language of the installation (which will not reflect changes done by this modification). Additionally, there are some extra resources in "additional resources (optional)" folder. This is purely optional and usual user shouldn't need to worry about this. 1) Folder "restore vanilla icons" contains vanilla (original) colorless icons for those disliking colored icons that this unofficial patch brings, in such case copy content of this folder into NWN:EE user folder 2) Folder "1.72 builder resources" contains resources for module builders. HOW TO UNINSTALL 1) Remove dialog.tlk from NWN:EE user folder 2) Run Beamdog client and select NWN:EE. There should be a new button right next to [Options], this button will let you restore your installation to default. DISCLAIMER: This is unofficial, fanmade modification. It changes several files inside NWN:EE installation folder, folder that should not be changed. This modification is using a technique, that might be there only for BeamDog's internal usage, and it is possible that this functionality will be removed in future. If that should happen this modification will no longer work at all (but if this happens I will fix this). Use at your own risk.

Direct connect and UDP failed.

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Whenever I try to log into a certain server, I get the following message: "Attempting to find server. Direct connect and UDP failed. Requesting relay token. No response from any available relay. Connection to the server has failed." I can log into this server fine on my DSL account, but always get the above error message when logging in on my wireless internet (AT&T Homebase). I can log into other servers fine from the Homebase, but not this one in particular. The DM has enabled uPnP and it still did not work. I tried forwarding the NWN ports on my end with no results. I can log into other games just fine. Is it an incorrect setting serverside? Any help is greatly appreciated.

Strength rogue question


Could someone help me move my PW to EE?

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It is a Nordock server so its a bit tricky. I have actually no idea how to make the database (NWNX thingie) work on a windows server on EE.

Alternatively someone could take over as admin and then use a Linux server, cause I have no idea how to manage thoose, otherwise it could have been moved already.

I have a hosting solution currently with Stillevande.com and I could probably use the same one in EE. It is the Genesis Nordock server by the way and here is the homepage:
https://genesisnwn.weebly.com

If You Could Make Any Party...

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I've played a lot of RPGs in my time, odds are, you have too! If you could make a party of 6 out of ANY joinable npcs from ANY RPG, what would your dream team be? Don't worry about what the "definition" of an RPG should be. If you consider it an RPG, its fair game to pull npcs from. Please include what game they are from, a short description of the character or why you like them is welcome, but not mandatory.

My list would be, in no particular order:

1. Aika (Skies of Arcadia): A sky pirate with high agility, innate fire magic, and a killer boomerang. She is basically BG1 Imoen, if Imoen was allowed to have a deep character. Always brings the fun.
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2. Freya (Final Fantasy IX): A rat-person with a snazzy hat and red coat. A Dragoon Knight, she brings good dps, some dragon killing techs, and good utility healing.
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3. Princess Kumatora (Mother 3): THE offensive mage of her game. All elements of the highest level attack spells, and higher strength than a mage ought to have. So when spells fail, she can puch things to death. Super snarky and always willing to throw down. Also, her name literally means "Bear Tiger."
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4. Minsc (and boo!): Does he really need an introduction? The boistrous, bruiser with a heart of gold and a sword a steel. Make way villainy! Hero coming through!
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5. Alena (Dragon Quest IV): A pugilist princess with a sweet hat and cape and the strength to bust down steel doors and rock walls. Also known as the patron saint of critical hits (seriously, her crit rate is something like 30%).
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6. Sagani (Pillars of Eternity): A dwarven ranger from the far north. Crack shot with her bow, tough fox animal companion, a super snarky sense of humor, and loving mother, she has it all.
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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers

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

Wild Surge: Full Article List and Call for Contributors

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If you'd like to write an article or draw art for an article, email the.wild.surge@gmail.com or send me or @deltago a message. :) The sorts of articles we're looking for are book reviews, mod reviews, game reviews, game first impressions, character overviews, custom D&D rules (e.g., for BG, IWD, or pen and paper), and similar things. If you'd like to draw art for articles (e.g., like the shields in the 5e dwarven defender rules article), give us a shout. Our primary focus are IE games, then other D&D games and books, then other RPGs, then other genres. For every issue, we're aiming to have a game or book review, a mod review, a poem, and Corpse's Corner. Most articles are 500 to 3000 words. We post theme issues, where most articles match the issue's theme. If you have any general questions about contributing, feel free to ask here. If you have a specific article you want to write, send a message to me or @deltago. Current Issues Issue 1: d Infinity Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Finding the Familiar ...............by Mark “Lord Rumfish” Burton We Need a Name! (and other fan suggestions) ...............by Julius Borisov A Wizard’s Life: Interview with Elminster ...............by Tyler “deltago” Smith Demivrgvs’ Item and Spell Revisions Mods ...............by Chris “semiticgod” Dix Customizing D&D’s 5e Ruleset: Shields ...............by Ashe “Vallmyr” Leggett God’s Take on Tyranny: Review ...............by Mike “God” Millaire Corpse’s Corner ...............by Andy “Anduin” Beale Issue 2: Dwarves Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Inscription from a Dwarven Rune ...............by Mark “Lord Rumfish” Burton History of Dwarves ...............by Julius “Bengoshi” Borisov The Top Ten Dwarves ...............by Paul “Grum” Abels An Alien’s Novel Idea, a book review ...............by Marcelo “mlnevese” Esteves Why you should play a dwarf ...............by Chris “Tresset” Ethier The Mod Highlight: SCS ...............by Chris “semiticgod” Dix The Modding Tutorial, part 1 ...............by Lava Del’Vortel Dwarves, The Game review ...............by Tyler “deltago” Smith D6: Custom D&D 5e Rules, The Dwarven Defender ...............by Ashe “Vallmyr” Leggett Corpse’s Corner ...............by Andy “Anduin” Beale Issue 3: Dragonspear and Torment Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Happy Birthday, Dragonspear ...............by Mark “Lord Rumfish” Burton Dragonspear Review ...............by Chris “semiticgod” Dix Andromeda, First Impressions ...............by Tyler “Deltago” Smith D6: Custom D&D 5e Rules, The Kitsune ...............by Ashe “Vallmyr” Leggett The Modding Tutorial, part 2 – Banters ...............by Lava Del’Vortel Totally Called PST:EE ...............by Britta “Buttercheese” H. Torment: Tides of Numenera Review ...............by Tilly “Typo_Tilly” Underwood Corpse’s Corner ...............by Andy “Anduin” Beale Issue 4: Villains Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: We Want You ...............by Mark “Lord Rumfish” Burton Sarevok vs. Irenicus ...............by Shannon “Nonnahswriter” Ozog 5 Games where the player is the villain ...............by Tyler “Deltago” Smith The Modding Tutorial, part 3 ...............by Lava Del’Vortel A Suped-Up Vanilla ...............by N “CrevsDaak” Clotta Injustice 2 Review ...............by Tyler “Deltago” Smith Corpse’s Corner ...............by Andy “Anduin” Beale Issue 5: Thieves Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Taker of the Gold ...............by Andy “Anduin” Beale Silk: Character Highlight ...............by Marcelo "mlnevese" Esteves D6: Custom D&D 5e Rules, Shadowdancer ...............by Ashe “Vallmyr” Leggett Persona 5 Review ...............by Shannon "Nonnahswriter" Ozog Icewind Dale Mega Mod Review (sarevok57) ...............by Chris "semiticgod" Dix The Modding Tutorial, part 4 (Romances and Friendships) ...............by Lava Del'Vortel Pool of Radiance Review ...............by Andy “Anduin” Beale Lander's Adventures, chapter 1 (Nightlight Visitor) ...............by Tilly "typo_tilly" Underwood Corpse's Corner ...............by Andy “Anduin” Beale Issue 6: Ghosts and Spirits Cover Art ...............by Scott "Lord-Jyssev" Fischer The Poem: A Ghostly Pause Before Wailing ...............by Andy "Anduin" Beale Meet the Marags ...............by Marcelo "mlnevese" Esteves Diablo 3: Rise of the Necromancer Review ...............by Bartosz "O_Bruce" Rudy Icewind Dale 2: Weeping Widow Inn ...............by Tyler "deltago" Smith Pillars of Eternity Review ...............by Ashe “Vallmyr” Leggett A Ballad for a King ...............by Shannon "Nonnahswriter" Ozog Durlag's Story ...............by Tilly "typo_tilly" Underwood Modder Freebie: The Crumbling Chapel ...............by Scott "Lord-Jyssev" Fischer Corpse's Corner ...............by Andy "Anduin" Beale Issue 7: Sounds of Gaming Cover Art ...............by Andrii Shafetov The Poem: The Rambling of Sidekicks ...............by Tilly "typo_tilly" Underwood Infinity Engine: The Score ...............by Ryley "Fandraxx" McKiernan An Interview with Jacob Burgess ...............by Tyler "deltago" Smith A Good Book Speaks Volumes ...............by Marcelo "mlnevese" Esteves Modding Tutorial Part 5: Soundsets and Voiced Dialogue ...............by Lava Del'Vortel Music of Past Times ...............by Andy "Anduin" Beale Reviews of Lords of Waterdeep & Tomb of Annihilation ...............by Tyler "deltago" Smith Corpse's Corner ...............by Shandaxx Issue 8: Neverwinter Cover Art ...............by Andrii Shafetov The Poem: The city of summer, spring, and fall ...............by Andy "Anduin" Beale Waking the Witch: An Interview with Rob Bartel ...............by Tyler "deltago" Smith Before Neverwinter Nights, There was Neverwinter Nights ...............by Andy "Anduin" Beale Unlocking the Secrets of the Vault: An interview with niv ............... Neverwinter Nights: The Opus ...............by Ryley "Fandraxx" McKiernan A Guide to Neverwinter Night’s Persistent Worlds ...............by Tyler "deltago" Smith Shadows of Undrentide Review ...............by Andy "Anduin" Beale Neverwinter Nights 2 Opinion Pieces ...............by ComeandSee and mr_otyugh A Look at D&D’s 4e Neverwinter Campaign Setting ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 9: Chickens Cover Art ...............by Andrii Shafetov The Poem: Chicken Chicken! ...............by Andy "Anduin" Beale In Search of the Hyper Chicken ...............by Tyler "deltago" Smith The Chicken Quests of Baldur’s Gate ...............by Chris "semiticgod" Dix Continuing the Search for the Hyper Chicken ...............by Tyler "deltago" Smith An Interview with Davide ...............by Matthew "Dragonspear" Brown Hyper Chicken Badge: Speculation ...............by Tyler "deltago" Smith Thayan Labs Presents: Cluckendoom ...............by Rik Kirtaniya Metal Album reviews: Pink Bubbles Go Ape ...............by Ryley "Fandraxx" McKiernan A Peek into the Vault: Chicken Theme ...............by Tyler "deltago" Smith A Review of Troma’s Poultrygeist: Night of the Chicken Dead ...............by Shannon "Nonnahswriter" Ozog Chicku game review ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 10: Fan Fiction Cover Art ...............by Andrii Shafetov Nobleman Chase ...............by Luc Roumen The Tale of the Necromancer ...............by Rik Kirtaniya The Entropy Blade ...............by Adantilus Alienna: The Start ...............by Shannon Ozog Where the Water Tastes Like Wine game review ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 11: Magic Cover Art ...............by Andrii Shafetov The Poem: Magic is... ...............by Andy Beale Melting the Ice: Soloing IWD:EE ...............by Rik Kirtaniya Supplementing 5e: An Interview with Mark Burton ...............by Tyler Smith A Wizard’s Concoction: A look at Ravnica ...............by Shannon Ozog A Kind of Magic: Magic in Literature ...............by Marcelo Esteves Forgotten Lore: Review of Magic of Faerûn ...............by Tyler Smith On the Nature of Sigils ...............by Rik Kirtaniya Metal Album reviews: Heroes of Mighty Magic ...............by Ryley McKiernan Sacrifice: A game review ...............by Tilly Underwood Corpse’s Corner ...............by Andy Beale Issue 12: Giants Cover Art ...............by Andrii Shafetov The Poem: A Giant Farce ...............by Andy Beale A Look at Yaga-Shura ...............by Tilly Underwood Giants of the Realm: Giantcraft Review ...............by Tyler Smith Metal Album Review: Giants of Canaan ...............by Ryley McKiernan Chasing the Giant: Review of Pillars of Eternity 2: Deadfire ...............by Tyler Smith The Ruins of Mehrihnmar ...............by Rik Kirtaniya Godzilla Anime Trilogy Review ...............by Tilly Underwood Giants: Citizen Kabuto Game Review ...............by Tilly Underwood A Soundtrack of Two Gods: Giants: Citizen Kabuto Album Review ...............by Ryley McKiernan Corpse’s Corner ...............by Andy Beale Issue 13: Loot Cover Art ...............by Andrii Shafetov The Poem: Beauty in Nature ...............by Tyler Smith The Degeneration of Loot ...............by Tyler Smith Interview With Luke Rideout ...............by Tilly Underwood Baldur’s Gate Loot Sheet ...............by Rik Kirtaniya Creating Synergy: Loot in NWN PW ...............by Tyler Smith Valuable Discoveries: Loot in Fantasies ...............by Marcelo Esteves Treasure Island Book Review ...............by Tilly Underwood Metal Album Reviews: Down in The Dark by Blazon Stone ...............by Ryley McKiernan Red Dead Redemption 2 Review ...............by Tyler Smith Red Dead Redemption 2 Soundtrack Review ...............by Ryley McKiernan Issue 14: Time Cover Art ...............by Andrii Shafetov The Poem: Troubled Times ...............by Tilly Underwood The Cultural Concepts of Time ...............by Marcelo Esteves A Look Back at Chrono Trigger ...............by Tilly Underwood Lessons Worth Dying For: Happy Death Day Review ...............by Chris Dix Chrono Series OST Review ...............by Ryley McKiernan Prince of Persia: Warrior Within Review ...............by Rik Kirtaniya Retro Review Presents: The Lost Vikings ...............by Tilly Underwood Metal Album Reviews: The Mystery of Time by Avantasia ...............by Ryley McKiernan Tower of Time Review ...............by Tyler Smith Just In Time: Axis & Allies Announced ...............by Tilly Underwood Issue 15: Star Wars Cover Art ...............by Andrii Shafetov The Poem: Shot First ...............by Tyler Smith Upcoming In The Star Wars Universe ...............by Tyler Smith Ranking the Star Wars Movies ...............by Tilly Underwood A Look at The Legends of the Old Republic ...............by Tyler Smith Knights of the Old Republic First Impressions ...............by Rik Kirtaniya A Look At Star Wars Holiday Special ...............by Tilly Underwood The Score of Star Wars ...............by Ryley McKiernan Reviewing Star Wars Toy Documentaries ...............by Tyler Smith A Look At The Ewok Movies ...............by Tilly Underwood Fandraxx Metal Album Review: Iron Maiden’s Somewhere in Time ...............by Ryley McKiernan Corpse’s Corner ...............by Shandaxx Want more Surge? Support us through Patreon, Join us on Discord, follow us on Twitter, and visit us at WildSurge.ca.

Item Upgrade v44 Now Available

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The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items.

Version 44 contains bugfixes, notably a correction to the wrong items being used to make the Incarnadine Elven Chain.

v44 Changelog:
  • Fixed bug where the Incarnadine Elven Chain upgrade asked for three fire agate gems, but actually checked and used Dispel Magic scrolls.
  • Updated the Sorcerian Ring to account for the alternate Rings of Wizardry (aka Reaching Ring) in EE/newer Fixpack games.
  • Lowercased all sound references in dialogue to fix audio issues on case-sensitive file systems.

Is solo possible (HoF mode)?

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I love trying to solo a game, but I’m having trouble with this one. HoF is such a grind as it is.

[v1.4] Drake, a human priest of Tyr NPC for BG:EE and SoD

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Link to mod page at my site: https://artisans-corner.com/drake-npc-for-bgee/
Race: Human Class: Priest of Tyr Alignment: Neutral Good Strength: 17 Dexterity: 16 Constitution: 16 Intelligence: 15 Wisdom: 15 Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil. He can be befriended by a non-evil PC and can be flirted with by a PC of either gender. Drake's original portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

Animals are cute :D

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D'aww :3 Look at brother and sister skunks... chasing each other around and practicing handstands for spraying predators. XD [spoiler] http://www.youtube.com/watch?v=INLKN4iIlZ0 [/spoiler] And a snake for @Tresset :) [spoiler] http://www.youtube.com/watch?v=Pi_6Xl7DBJs [/spoiler]

Is there any bonus to getting thieving skills above 100?

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I was under the impression that a thief skill of 100 was 100% so it doesn't matter where I put additional ones once they are all at 100, is this true?

A New Modder’s Experience

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There really is no greater feeling then that eureka moment when all of your writing and scripting crunches together and you get a successfully compiled message in Weidu. Finally, I have emulated the masters and…gotten a tiny bit more successful content in a NPC Mod (Three of them, actually) that are all half-way done now.

The Infinity Engine really has captured my passion in a way no other experience with modding has in a long time. In the past, I’ve attempted several unfinished projects in the Aurora Engine, NWN’s Toolset, always only a few hours of work in a very beginning of a story, far from finished, before I stop. Everything is rather set up for you, and you can go as far as your NWNscript skill lets you go. Thus, creating in NWN is very user friendly. Unlike Baldur’s Gate though, you need to create fresh areas for your story, there is no already existing Baldur’s Gate campaign to plant them in, and my perfectionism has always been frustrated at my area designing results. The work then enters the abyss of hiatus, very rarely re-visited. I realized this one day and wanted to try a different creative project, and wanting to play Baldur’s Gate, I thought of making five custom NPCs (I love a party of my own six), and fleshing them out. Easy right?

The difficulty is immediately perceivable when I start. I.E is different in that there is no toolset. I’d have never have tried if Weidu didn’t exist, which really makes the whole thing possible. The entire process requires creations of files containing your scripts, your dialogue, your character file converted to a cre, with tpa’s telling the installer what to do. There’s no GUI interface to type in your dialogue in, it’s notepad work, and the modding process is generally not user friendly. But the challenge has really invoked my creative passion. I majored in creative writing, but my day job has nothing to do with writing. I minored in computer science, but I don’t ever write a line of code in any computer language. And I initially started studying musical composition, but I’m definitely not making orchestral pieces either. But modding offers an opportunity to put every skillset to use. I can write a story, of a character, script all sorts of things around it, and, if wanted, even write a small song that plays during certain events, by converting the mp3 file of a basic music creating program into ogg.

My first real challenge was just spawning a character in. I had used the second floor of the friendly Arm Inn. Nothing I would do, would get this character to spawn in. It was absolutely frustrating. The question “What is wrong with my code?!” was asked a lot. Starting off modding is full of these frustrations. The first error can be a turn off for a lot of would be beginners, and this is a very immediate taste of reality breaking the fantasy of an easy journey. You cannot just create a masterpiece like all of the previous masters have done. I strongly recommend working on a small piece of your mod at a time, then testing to see if that small piece functions. It is a lot easier to fix a little at a time then a lot and not be sure where to start.

Eventually I figured out, by studying other modding virtuosos (Specifically Lava’s Rakasha NPC, which you should check out if you haven’t), as this one was spawned in the third floor. I toyed around with their spawning location, and found I either was a goof with area code, or the second floor simply didn’t work in the way I was executing it, as changing their spawning location to anywhere but the second floor worked. I applied this to my NPC, and viola, it worked. One day I might crack this mystery, but for now, I was very pleased.

This pattern of failing and failing and failing before succeeding continued a lot. My NPC wasn’t saying anything. The NPC’s selection lines broke, and they stopped saying their lines after a click or two. I was controlling the NPC when they were not supposed to be controlled until they joined your party. The soundset wasn’t playing. There were a large number of my NPCs in one square. My item wasn’t spawning in with the correct string. My string was invalid. My PC’s tra file @ was duplicated, and they were saying the wrong line. My mod was failing to install because I had nearinfinity opening a file it was trying to install, and so many more. Each mistake was like a puzzle to solve, and sometimes the fix would take hours. The advantage of working on three NPCs at once is that I can repeat and master the process of getting it right.

There is definitely a disappointment in starting to mod so late, the question, “Will anyone even download it?” entering my head now and then, which is accompanied by the question “Will anyone like it?” But I remind myself that this project really began with me wanting to make a fleshed out party of five custom characters with my protagonist, with their own mini-stories and personalities. Plus there is an advantage to being last, you get to read and look at everything already done. I’ve downloaded and examined the files of just about every NPC Mod, from the really old Brawen Mod, which is a great guide to starting off, and the closest thing to a template NPC there is, to the present day Aura mod, which is another mod you should check out, as I love artificers. There’s so many ways to mark a mod as yours like that. You can look at all of these mods to figure out how to fix your own mistakes, or ask the mod creators themselves, though I am too shy and I get that silly feeling I’d be wasting these great virtuosos of modding’s time.

TL'DR: I’m not sure what inspired me to share this long essay/story, after all, my work isn’t complete yet. In a way this is a big thank you letter to those who have inspired me, to the I.E. engine, and its creators. I really recommend anyone else interested in modding to take the plunge, and I can’t wait to have my own work available for others to play or witness a beginner’s experience into the fray. I haven’t felt such creative passion in a long time, and I don’t think I would have ever expected it to come from a childhood game.

Question about SoD

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I refuse to play Sod because playing it makes no difference in BG2 - Soa and ToB as if you have never played it at all.

I sort of like it (even if I hate very much the railroading that happens in the final judgement against <charname>) so I am wondering...:

Will installing

Skie - the lost girl soul (by Lava del'Vortel)
and
The fallen Light by Aionz

be enough to actually fix my gripes with the game?

Did you *actually* know?

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I started posting random trivia about Baldur's Gate and Co. on the activity page, but it have become so many that I decided to start a new topic. If you yourself know an interesting piece of trivia, feel free to share. Either way, here we go: Did you know? Alora isn't a halfling, she actually is a really short and petite gnome. Bhaal and Cyric used to be lovers but Bhaal cheated on him with his sister which is why Cyric killed him. Dynaheir sings "These boots are made for walking" by Nancy Sinatra because Dynaheir used to be Nancy Sinatra's old D'n'D player character. CHARNAME isn't actually a Bhaalspawn, they were accidentally switched as a newborn with the temple's janitor's child. Alaundo's prophecy is just a fraud. There is a squirrel with a powerful magic ring somewhere in the original Baldur's Gate. Icewind Dale was named after Dale Ace Windy, a famous Canadian popstar from the 80s. If you shoot a Magic Missile at Gorion in the very beginning of the original Baldur's Gate in Candlekeep, he will give you some very useful potions in return. Adventure Y was originally supposed to be called Adventure Z but the devs reconsidered to avoid a potential legal suite from Bandai because of the similarity to Dragonball Z. Kivan never had a wife, he just made the story up as part of his wrestling persona. Sarevok was voiced by Jaleel White, who is most famous for his role as Steve Urkel in the 90s sitcom "Family Matters". Nothing can stop the Smooze. Edwin is actually a virgin, he is just overcompensating all the time. When your familiar dies you may lose one constitution point, but if you keep it's corpse, Cromwell will forge a Katana +4, +2 bleeding damage/ round for 10 rounds from it. There are actually no spambots on these forums, the mods just ban random people because the motherbrain tells them to do so. If you wish to save Clara you need to choose the following dialogue options after meeting her: 2, 4, 1, 1, 3 There is a glitch that let's you one-hit Beholders, if you cast barkskin *and* stoneskin on yourself and then attack them with a Quarterstaff +1. Gorion and Jaheira used to be a couple back in the day.
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