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[MOD][BETA] The Horde 1.2

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[Introduction] This mod will tweak the amount of ALL the enemies in the game that are not plot related. It effects creatures spawned by a script or placed in the map. Candle Keep rats before: [spoiler] [/spoiler] Candle Keep rats after: [spoiler] [/spoiler] Nashkel Mines before: [spoiler] [/spoiler] Nashkel Mines after (you can guess what happened a few seconds later): [spoiler] [/spoiler] [Installation] 1) Place the zip file in your root Baldur's Gate 1/2 directory (where baldur.exe is), right click and select Extract Here. Then move the zip file to another location. 2) Open your Baldur's Gate 1/2 folder, and double-click 'SETUP-THE_HORDE.exe'. If there is no 'SETUP-THE_HORDE.exe' in this directory, you have extracted it to the wrong place. 3) This mod should be installed last and before generalized biffing. If you want to uninstall the mod, just double-click again 'SETUP-THE_HORDE.exe' and press 'U' for uninstall. [Compatibility] The mod should work with BG1,BG2,TOB,BG1:EE,BG2:EE,EET. Steam/GOG SOD dlc: You can install it after merging SOD with BG1:EE installation. Can find instructions HERE. [Download] http://www.shsforums.net/files/file/1159-the-horde-beta/ [README] You can find the readme inside THE_HORDE folder. [Version History] [spoiler] Version 1.2 - 17/12/2016: * made CROSS PLATFORM by the power of JAVA - tested on Windows and it works, need feedback from ppl with MAC OS and Linux * Credits and Acknowledgements - Special thanks to the awesome people from Gibberlings3. * Added Component - LESS DUPE DROPS - you can choose to restrict item drops from duplicated creatures * Added Component - NO DUPE XP - you can choose to remove xp for killing duplicated creatures * Fixed no duplicate on dialogue with null chars, some creatures that had dialogues was duplicated because their cre dialogue had null chars * Now also duplicating creatures with dialogues that have no actions or triggers, in this case the creature is duplicated but it's dialogue field is deleted (need feedback) * Restricted install to BG1,BG2,TOB,BG1:EE,BG2:EE,EET Version 1.1 - 13/12/2016 * Made compatible with WeiDU uninstall Version 1.0 - 12/12/2016: * First public release [/spoiler]

[NOT CONFIRMED] Baldur's Gate 3 Being Developed By Larian

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It looks like Larian Studios, makers of the Divinity Original Sin series, have acquired the rights to create Baldur's Gate 3. They just put out a "III" symbol on their main website, and HTML snooping shows it is listed as Wizards of the Cost, Baldur's Gate.

Get hyped?

https://twitter.com/nerdist/status/1134467098523160577

Bring back skins of the orginal UI for all EE games

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Maybe it is nostalgia but I would love to see UI in its original style. I'm not talking about the improvements, just the style/skin, fonts, colors. I mean gray stone for BG I, brown-like stone in BG II, wood for IWD. Just make it hi-res but bring back the original skin.

Favourite Movie/TV Series music

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I was just thinking about some music I'd like to add to the favourite videogame, classical, folk musics thead and noticed that they would be off topic as they were actually movies or TV series music..

TV Series

Enterprise theme was amazing.. I always thought it resumed the spirit of Star Trek even if some people complained it was not in Star Trek style :) The original Battlestar Galactica was also amazing... I could never understand why the new version didn't even make anything resembling it... And of course I couldn't forget Stargate...

Movies

Well... no explanations needed... And before someone says I'm only mentioning science fiction...

Thay - Realm of the Red Wizards

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Thay - Realm of the Red Wizards, is a Neverwinter Nights Persistent World (PW) set in the Forgotten Realms. It began open beta testing on January 1, 2008 and went live on January 1, 2009. Since that time, it has been continually updated and improved by many contributors over the years. The setting follows official 2nd and 3rd edition D&D and Forgotten Realms source material very closely, and in-game time began in the years prior to the Salamander War, the Time of Troubles, the arrival of the Tuigan Horde and the crusade to stop it, and more than a decade before Szass Tam makes his first bid at ultimate power using the Runes of Chaos - all events that greatly affect the realm of Thay. In short, if something, someone, or some event could be found in Thay according to official lore, the odds are that he/she/it exists in game. Being widely considered an "evil" place, Thay is definitely slanted in that direction, and themes are generally mature in nature. Good PCs may face additional in-game challenges or hardships, as Thay isn't the sort of place that has much interest in being saved by would be heroes. Things like slavery, drug use, prostitution, torture and betrayal all exist. You'll find slavers and assassins (or they'll find you). You'll find brothels, drug dens, and countless other things that offer all of the vices an aspiring Thayan needs. And if you thrive, your characters may join and even become leaders of the military, magical, and political forces in one of the most evil lands of Faerûn. ----------------------------------------- Server Type: Roleplay is strongly encouraged, however other types of play are allowed as long as they do not interfere with the roleplay of others. Non-RPers are simply ignored (as opposed to punished). Level Cap: 25. Leveling speed is generally slow. The average level on the server is somewhere in the 7-12 range. Experience is given in many ways, including killing things, performing quests, roleplay XP awarded by DM's or other players, picking locks, exploring new areas, and simply by being on the server and doing something. Magic Level: This is a high magic world with mid magic treasure. Anything above +2 is considered rare. Players will have to enchant most of the better items themselves. Immunity items are very rare, but some can be obtained via special quests at higher levels. Equipment enchantment is available, the cost of which varies based on what is being done to the item and what enhancements already exist on the item being enchanted. Notoriety: The notoriety system is used to for many things, such as assessing faction advancement, obtaining certain types of building deeds, determining what enchantments are available to you at enchantment forges, buying special mounts, and so on. While a higher notoriety might keep you safe from slavers, it could also lead to increased assassination attempts. The actual numbers are hidden from the players, but many of the in-game systems are based on notoriety as opposed to level. Death Penalty: A PC's mysterious allies will likely intervene when death should occur and save them a variable number of times based on the character's notoriety. Being saved in this manner causes no XP loss. After a number of these near-death experiences, the mysterious allies may ‘give up’ and no longer save the PC when death should occur. At that point the character will die and be drawn to the Fugue Plain. Once in the Fugue Plain the a player may choose to wait for allies to raise the PC (which incurs no XP penalty), they may retire the PC and then create a new character which starts out with half the levels of the ‘retired’ PC, or they may sacrifice a percentage of XP and notoriety and return the dead PC to life. Resting System: Resting can only be done in appropriate ‘restful’ locations (i.e. near a bed). Resting in the wild requires a bedroll, flint/tinder, and some dry wood to burn. Resting will recover full hit points and can be done as often as desired provided it's done in an allowed location. There are no timers involved. Hunger/Thirst/Fatigue System: PC's do require food, drink, and rest or they will gradually wear down (and eventually die). Access to all three is readily available, and eating and drinking provides healing and the ability to overcome disease. However, the system, like several other configurable systems, can be turned off in-game by the player. Encounters: Thay does not use default enemy AI, nor does it limit itself to standard foes. Expect a lot of custom adversaries during your travels. Spawns do scale based on party size/level. Party play is encouraged, but a careful, powerful, or lucky PC can solo. Soloing is rather common, in fact. Self Sufficient: One of the primary goals of Thay is to provide new experiences and many options to players every time they decide to adventure in the realm of the Red Wizards without requiring DMs to make things interesting. To this end, scripted systems have been created that dynamically generate creatures, treasure, encounters, traps, quests, and even areas. This provides a world and situations that are always different in some way and presents ever-changing challenges for both new and returning players. Read more about the many numerous features of this large PW, and download the required hak for Thay by visiting our Steam Group.

Beamdog partners with Skybound Games

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We’re thrilled to announce Beamdog's new partnership with Skybound Games! They're the publisher behind Slime Rancher, The Long Dark, and other fantastically fun titles.

We've teamed up with Skybound to bring our D&D Enhanced Editions to console - for the first time ever!

Watch out for these epic games in retail and digital stores later this year!

Baldur's Gate: Enhanced Edition
Baldur's Gate II: Enhanced Edition
Baldur's Gate: Siege of Dragonspear
Icewind Dale: Enhanced Edition
Planescape: Torment: Enhanced Edition
Neverwinter Nights: Enhanced Edition

Check out the full announcement by Skybound Games here.

Want to know more about what to expect with these upcoming console releases, including specific platforms and box contents? Follow Skybound Games on Twitter, Facebook, and Instagram.

Companions from " The Siege of Dragonspear" to be added to BG 2 EE

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Dear Beamdog! I am writing this letter on behalf of hundreds of your players, based on months of researching and analysis. We enjoyed Baldur’s Gate: Siege of Dragonspear so much that it became one of our favorite games. We feel like this game can also enhance the Baldur’s Gate adventure and experience, and means so much to all of us. We’re deeply sad that there’re no plans to include quests and NPCs, related to Siege of Dragonspear, into Baldur’s Gate II:Enhanced Edition. [1] Not only it’s sad because new BG storylines and new Infinity Engine characters, locations and items could be exciting to play, but because stories from Siege of Dragonspear are not finished. EXAMPLES Caelar Argent is left in Avernus, but she’s alive. The way she as a character was built, and the fact she can join your party at the end of SoD means she was supposed to be a returning character in Baldur’s Gate II:Enhanced Edition. We all know that in Shadows of Amn, and especially Throne of Bhaal, the main character becomes so powerful that she could return to Avernus and save Caelar Argent. her Story is obviously not finished yet and a plenty of BG gamers are still using hashtag #bringBackCaelar, made by Dev6, across the Web. It became a real battlecry. Caelar Argent, the Shining Lady: Safana. Baldur’s Gate II provides stories for a few BG1 NPCs, whose stories were changed in SoD. For example, Safana is supposed to be the main substitute for Imoen during SoD, but in BGII she still acts as in 2000, with no explanation why she became so hostile to the main character with whom, supposedly, she travelled to Avernus, and back, and with whom she could even have a romance in SoD. Skie is killed in SoD, and it is very heart-breaking to every player, because there’s no resolution to this story. During one of the livestreams it was revealed the Soultaker quest was planned for Baldur’s Gate II:Enhanced Edition but it was cut. [2] As of now, there’s a plot hole in the storyline: what happened to Skie, what happened to the Soultaker, did Irenicus use this powerful dagger? Questions, without any answers. Corwin and Glint. The Siege of Dragonspear introduced new romances. There’re players there, for whom these romances are the best, and whose characters will forever be in love with Corwin, or Glint. Again, with all the power the main character gets in Shadows of Amn and Throne of Bhaal, this character, being in love with a SoD-only NPC, would do everything to return and take this NPC into his or her party. Captain Schael Corwin: These were just 4 of numerous examples why content related to the Siege of Dragonspear would be welcome by players. We don’t talk about a free patch, we understand creating such content is diffucult and pricey effort. This is why we ask Beamdog to create and release a paid DLC to continue stories started in Siege of Dragonspear. Neera, the Wild Mage: CONTEXT
  • In January, 2015 Beamdog Studio Director said: “If Adventure Y is a success I would like to do a SoA->ToB expansion”. [3]
  • In June, 2016, Trent Oster admitted that Siege of Dragonspear “has been a success for us and continues to be a success”. [4]
  • The subsequent launches of Siege of Dragonspear on mobile, where reviews for SoD are very favourable (both on iOS and Android) show that it indeed continues to be a success.
  • In September, 2018, you said that you “might add content to Baldur’s Gate II: Enhanced Edition one day”. [5]
  • All the polls show that the content for SoD in BGII is a desired feature.
  • These are the results from the official forum. 80% of the users who voted in the Poll “Content from Siege of Dragonspear in BG II:EE”, voted for “Yes, we need the new content for SoD and BG2”. [6]
THE MOST POPULAR COMMENTS
  • It doesn't even have to be a full on expansion and I would still buy it.
  • I very liked new areas, and for me this was the best sod aspect so yes just for new areas i would be good to add sod npc, even more becouse EENPC and they quest locations also have great art. New items was also great with interesing ideas and new opcodes. Caelar will give great chance to rescue quest and some kind of roleplaing redemption. We have Saverok and Viconia but i hope it can be made fresh.
  • Put M'khiin in the Copper Coronet slave ring, replacing one of the kids. She can join the party when you free her. One dialogue and no new quests for a brand new NPC, all in a way that would fit right in with Shadows of Amn. You could do the same thing for Voghiln, Glint, and Corwin. Voghiln could be telling tales at the Five Flagons, Corwin could be investigating the missing people in Imnesvale, and Glint could be doing gnomey things somewhere else.
  • If they sell it as a DLC then those people who don't want it or who have never played Dragonspear would not need to have the characters in game. I think they could make any of the characters show up with a little effort. Again, it doesn't have to be a full expansion. If they just released a medium sized DLC, I'd be happy.
These are the results from the Russian social media (and this is while Siege of Dragonspear is not even translated into Russian). 73% of the users who voted in the Poll “Do you want the story of Caelar Argent to be continued?”, voted for “YES, very much”, 17% don't mind having this content and only, 2% accept the new content but with additional conditions and only 8% are against adding it . [7] QUOTES For the last year, the most popular request after every licestream, was about Siege of Dragonspear-related content for Baldur’s Gate II:Enhanced Edition. Let us just quote players (and check out big amounts of reactions those posts got):
  • “When is Beamdog going to announce adding a plotline for the Soultaker into BG2EE?” [8]
  • “We want M'Khiin and Glint in BG2!” [9]
  • “Is it a final decision? It would be a pity” [10]
  • “Excited for that patch roll out. How about plans for adding a resolution for the soultaker to BG2EE?” [11]
  • “Congrats on finishing the 2.5 patch for BG2EE! Why not take a victory lap and finish the Soultaker plot thread as well?” [12]
  • “The 2.5 patch cycle is nearly finished. Will there be small hotfixes in the future, to patch up smaller issues like bug fixes and regressions, so that player's won't have to wait months or years for bugfixes? Also, what are Beamdog's plans to finish the SouldTaker plot thread?” [13]
  • “The Soul Taker expansion was originaly planned for BG2, so even if your reasoning makes somewhat sense, I'm not sure that's the real reason why Beamdog didn't make it. Again, Beamdog purposefully created a cliffhanger in SoD with clearly obvious plan to do another expansion for BG2.” [14]
  • “I too would be interesting to hear more about this. When I purchased BG:EE and BG:SoD, I sort of hoped that Beamdog would close their own unresolved plots.” [15]
  • “I just finished SoD. I feel kinda down that none of what I did there really matters. I romanced Corwin and feel really shite that I will not see her again after all that. Is there any chance you guys are going to expand BG2 more? Maybe letting us continue with the characters you added in SoD? I'm sure you have read many fans' thoughts on how you could meet them again and it seems plenty possible. Also, the SoulTaker plot line... I really have unfinished business there.” [16]
  • “How about plans to close the Soultaker plot hole?” [17]
Even a member of the development team admitted the need to finish the Soultaker plot: “Good news! Hopefully those devs that just finished the 2.5 patch series can now focus on fixing the Soultaker plot hole.” [18] CONCLUSION & REFERENCES To finish our community letter, we would like to share this amazing Siege of Dragonspear fanart. Fanart can go a long way to show how much the game means for people. Please, Beamdog, create new Siege of Dragonspear-related stories, so that our biggest dreams could come true. References:
  1. Regarding modding SoD NPCs for BG2:EE
  2. March 9 Livestream Recap
  3. Phillip Daigle
  4. Trent Oster
  5. September 14 Livestream Recap
  6. Content from Siege of Dragonspear in BG II:EE (Poll)
  7. Russian RPG Community forums and the other Questionnaire
  8. We want M'Khiin and Glint in BG2!
  9. Recap Questions
  10. Soultaker
  11. Questions about Soultaker
  12. Soultaker's plot
  13. Expansions
  14. Opnions
  15. Forum requests
  16. Another Forum request
  17. More requests
  18. Discussion
Thank you very much! Sincerely yours, Baldur's Gate EE Community. Tags: #beamdog #baldursgate #faerun #forgottenrealms #bringbackcaelar #rpg #mods #icewinddale #planescape #neverwinternights #siegeofdragonspear #infinityengine

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

[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms

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EEUITweaks User Interface Mods Collection Version 2.6

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip

Baldurs Gate Meme Thread II: Enhanced Edition (Careful, everyone, SPOILERS!)

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Going to star this'n out with a few favey-rights from the last thread... image image image image image = = = = = = = = = Kitties aside, it's time for rules. Let me see, here... Keep It Clean-ish: Let's keep this thread PG-13. -I'm not saying "Let's make jokes that are appropriate for Leave It To Beaver!", just avoid the profanity and sexual content. Don't Spoil The Fun!: As far as spoilers go, well, it'd be mighty fine if you could put spoiler tags ( [ spoiler ] [ /spoiler ] , without the spaces) around such things, so people new to this game in need of a quick giggle don't get spoiled like I did on Wikipedia in 2006. :( Now I regard spoilers twice as much. Play Nice: Like Alora says, "Careful, everyone, play nice!". This is a "space" for us to have fun. Let's play nice, and not bait or antagonize (troll) others. Something Is Wrong, Here...: SCARY_WIZARD thinks you should contact some moderators if a rule appears to have been broken. We have, to my knowledge, @Dee (formerly Aosaw, if you've been absent for a while; the sentientest wombat I ever read things from!), @mInevese, @Nathan, @Coriander, @LadyRhian, @Cuv, @CamDawg (THEY MAKE COOL THINGS), @Jalily, @Metalloman, or any of the other Staff members (whose text happens to be on a blue or grey background). PLEASE, let us not discuss what caused the other thread to be locked, lest this one get locked, as well, and future meme threads be prohibited! Here's the officialest rules we can get, from @Dee: http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap = = = = = = = = = Here's the last thread, in all its high-larious glory: http://forum.baldursgate.com/discussion/3079/baldur-s-gate-meme-thread-spoilers-all-over-the-place/ . A hoot and a half, especially when there was a whole page of CATS! I love cats. = = = = = = = = = Here's how to post an image, if you're like me and know HTML and vB Code/UBB Code, but are derpy. Copy this: image, and paste it, replacing "LINKGOESHERE" with the URL of the image you want to post. Attaching is cool, too, but you might be like me and want to just link. Here's some stuff on formatting your posts: forum.baldursgate.com/discussion/161/how-to-format-your-posts/p1 I don't do that, but I'm not exactly the best example, am I. = = = = = = = = = EDIT: Rules ironed out, as suggested by @Metalloman.

Can I Even Do This?

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I want to put the Infinite Dungeon module merged in with the 'Herostone' persistent world mod of Forgotten Realms and run it as a persistent world for a few friends and myself. Is that possible?

I would also like to have a few other adventure settings combined in it also, but how do I sync their starting levels if someone teleports over to them? If a party of two, one has done the adventures to the 3rd chapter but the other has done none of it, where do they go? Chapter 3?

If someone can point me to where to look, specific articles or tutorials or just give me the hsort and dirty version, it would be vastly appreciated.

Baldur’s Gate I na IPhone XS Max

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Cześć Wam, Baldurowi Bracia i Siostry!
Jak w tytule - czy wersja możliwa do zakupu w appstorze posiada polski dubbing? Opis niestety sugeruje coś innego, jakoby miał być dostępny tylko angielski :( A przecież na innych platformach wszystko hula jak miło przy akompaniamencie Fronczewskiego...

Thieving abilities explained

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When a rogue attempts to use one of his thieving abilities, his chances of success depend on several factors: his skill, the difficulty of the task at hand, and sometimes also his luck. Each thieving task has an associated difficulty score. For example, very complex locks or traps have higher difficulty scores than simpler ones.

The method used to determine the result (success or failure) of a thieving task is different for each thieving ability.

FINDING TRAPS, DISARMING TRAPS AND OPENING LOCKS

When the detect traps/illusions mode of a thief is active and there are traps within his line of sight, the game follows these steps to determine whether he detects each trap:
  1. Roll a d10 and adjust the result with the rogue’s luck. This means that the luck score is added to the die roll, but results higher than 10 are reduced to 10, and results lower than 1 are increased to 1. Examples:
    • The luck of the rogue is 2. His die roll is 5. The adjusted result is 5 + 2 = 7.
    • The luck of the rogue is 2. His die roll is 9. 9 + 2 = 11, which is higher than 10, so the result is reduced to 10.
    • The luck of the rogue is -2. His die roll is 1. 1 - 2 = -1, which is lower than 1, so the result is increased to 1.
  2. Add the adjusted result of the roll to the Detect traps score of the rogue.
  3. Compare (2) with the difficulty of each trap. If (2) equals or exceeds the difficulty, the rogue detects the trap. If it’s lower, the rogue misses it.
There is a delay from the moment the thief activates the detection mode until he actually performs his first detection attempt. The duration of this delay is a random value between 0 and 6.6 seconds. After that, the game keeps performing this check once per round while the detect traps/illusions mode is active and there are traps nearby.

Example: A rogue with a score of 50 in Detect traps and +2 in luck is close to two traps with difficulty scores of 55 and 60. He activates his detect traps mode. The game rolls 1d10 and the result is 4. The roll adjusted with luck is 4 + 2 = 6. The adjusted roll is added to the detect traps score, for a total of 56. 56 is higher than the difficulty of the first trap (55), but lower than the difficulty of the second one, so the rogue detects only the first trap. The rogue keeps detecting. The game rolls again, this time the result is 9. The roll adjusted with luck is 10 (9 + 2 = 11, which is reduced to 10). The adjusted roll is added to the detect traps score, for a total of 60. 60 equals the difficulty of the second trap, so the rogue detects it as well.

The same method is used to determine the result when a rogue attempts to disarm a trap or open a lock. Some locks are impossible to pick and some traps impossible to detect or disarm regardless of the skill of the thief.

DETECTING ILLUSIONS AND SETTING TRAPS


The Detect illusions and Set traps abilities work in a similar way to the previous ones, but there are two important differences: The difficulty of the task is always 100, and the die rolled is a d100, which means that there is much more randomness involved.

When a rogue attempts to detect illusions the game rolls 1d100 and adds the result to his Detect Traps/Illusions score. If the result is lower than 100, the detection fails. Otherwise, the detection succeeds, all the illusion spells
within visual range of the character are dispelled, and any illusory creatures in that range are destroyed. The game keeps performing this check once per round while the detect traps/illusions mode is active and there are illusions nearby.

There is a delay from the moment the thief activates the detection mode until he actually performs his first detection attempt. The duration of this delay is a random value between 0 and 6.6 seconds. After that, the game keeps performing this check once per round while the detect traps/illusions mode is active and there are traps nearby.

Set traps works in the same way, but the die roll is adjusted with luck (see Detecting traps, disarming traps and opening locks above). Critical failures can happen when setting traps. On a critical failure the thief gets damaged by his own trap, although the damage he receives is not the same as the damage dealt by a successfully set trap. The special snares of Bounty Hunters are not subject to critical failures.

STEALTH


Just like with detecting illusions and setting traps, the difficulty of stealth is always 100. The calculation, however, is more complex. The game makes this calculation:
(Hide in shadows score + Move silently score) x Environment Multiplier + (1d100 MOD luck)

Where:
  • 1d100 MOD luck is the result of rolling 1d100 and adjusting the roll with luck (see Detecting traps, disarming traps and opening locks above). If the result of this adjusted roll is 1, it is a critical failure. In this case, the stealth attempt fails regardless of the skill scores.
  • Environment Multiplier is a variable that depends on how well lit the place where the rogue hides is. It has three possible values: Shadows or otherwise unlighted area: 1. Indoor lighted areas: 0.67. Daylight: 0.5.

If the result of the calculation equals or exceeds 100, the stealth attempt succeeds, otherwise it fails.

Critical failures: If the result of the adjusted roll is 1, it is a critical failure. In this case, the stealth attempt fails regardless of the skill scores of the rogue. Rogues with positive luck (1 luck or higher) never get critical failures, since they cannot possibly get 1 in the adjusted roll. Rogues with neutral (0) luck have a 1% chance of critical failure. Each point of negative luck increases the chance of critical failure by 1%. For example, a rogue with -2 luck has a 3% chance of critical failure.

PICKING POCKETS


When a rogue attempts to steal an item from a creature or a store, three results are possible:
  • Failure: The target notices the stealing attempt and turns hostile, and the rogue doesn't manage to steal anything.
  • Success: The rogue steals an item or gold.
  • Nothing happens (the thief doesn't manage to steal anything, but his target doesn't notice the stealing attempt).

The chances of each outcome depend on three factors:
  • The Pick pockets score of the rogue.
  • The Pick pockets score of his target.
  • The location of the items within the inventory of his target.

The outcome is determined in differents ways depending on whether the rogue is stealing from a store or a creature.

STEALING FROM A STORE
The game makes this calculation:
(Thief skill - target skill) / 5 vs. 1d20

I. e., it calculates the difference between the Pick pockets score of the thief and the Pick pockets score of his target, divides it by 5, and compares the result with a d20 roll. If the result is equal or greater than the d20 roll, the attempt succeeds. Otherwise it fails (and the target turns hostile).

STEALING FROM A CREATURE
The process is more complex when stealing from creatures. The game starts by doing the same calculation described for stores, but in this case a roll of 20 is a critical failure, i. e., the attempt fails regardless of the skill of the rogue. Just like with store stealing, if the d20 roll check fails, the attempt fails and the target turns hostile. However, if the d20 roll check succeeds, it doesn't necessarily mean that the rogue manages to steal something, it just means that his attempt goes unnoticed. The game still needs another step to determine whether he actually steals something.

Each of the inventory slots of a creature has an associated pickpocketing difficulty score. If the target has an item in an inventory slot with a difficulty score equal or lower than the Pick pockets score of the rogue, he steals that item. Otherwise you get a message informing you that the target has no items a thief of your ability can get (and nothing happens).

Example: A thief with a Pick pockets score of 50 attempts to steal from a noble (Pick pockets score 0) who is wearing a ring on his finger. The game rolls a d20 and the result is 7. The first calculation ((Thief skill - target skill) / 5) yields: (50-0)/5=10. This is greater than the d20 roll, so the attempt doesn't fail. However, the pickpocketing difficulty score of worn rings (i. e., rings located in one of the ring slots of the inventory), is 60. The pickpocketing skill of the thief is lower than this, so he doesn't steal the ring. Then the thief drinks a potion of Master thievery, which raises his score to 90, and tries again. The game rolls a d20 and the result is 7 again, so he still avoids failure. This time his score is higher than the difficulty score of worn rings, so he succeeds and steals the ring.

The pickpocketing difficulty score of each inventory slot is:
  • Helmet, armor, shield and boots: Cannot be stolen.
  • Selected weapons and ammunition: Cannot be stolen.
  • Not selected weapon: 95.
  • Gloves, amulet, belt and cloak: 80.
  • Rings: 60.
  • Not selected ammunition and quick items: 50.
  • Other inventory slots and gold: 10.

Hostile creatures cannot be pickpocketed. However, using a charm like spell to make them friendly makes them vulnerable to pickpocketing.

Some conclusions
  • A rogue needs a Pick pockets score at least 5 points higher than his target just to have any chance of success at all. If the difference is lower, his stealing attempts will automatically fail.
  • A rogue attempting to steal from a store has guaranteed success if his Pick pockets score is at least 100 points higher than the Pick pockets score of the seller.
  • There's no way to have guaranteed success when stealing from a creature.

This post was originally a question about thieving abilities. I leave the original question inside the spoiler for reference:
Each thieving ability has a score, but I don't know the meaning of those numbers. What does it mean if I have a score of 50 in opening locks? Or a score of 150 in picking pockets? What does the game do with those numbers?

Big thank you to @semiticgod, @Grond0, @kjeron, @Bubb and @gorgonzola for providing all the info compiled here.

Hilfe beim KIT erstellen benötigt (BG2EE)

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Hallo zusammen,

ich habe mir ein eigenes Kämpfer-Kit mit Near Infinity erstellt.
Bei der Charaktergenerierung wird mir dieses Kit angezeigt, soweit so gut.

Jetzt habe ich zwei Probleme:
1. Wenn ich es nun auswähle wird im Hauptfenster nicht die korrekte Beschreibung angezeigt, sondern nur "Kämpfer".
2. Ich kann keine Gesinnung auswählen.

Hoffe ihr könnt mir einen Tip geben, ob und welches File ich noch anpassen muss.

Viele Grüße
SX1050

Diablo II Enhanced Edition

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Yes, it's happening. No, it's not an official Blizzard overhaul.
https://www.youtube.com/watch?v=SUZ688zy4OM
Visit https://millaire.com/diablo-2-enhanced-edition for information about the project & downloads.

Creed: Staying fanatically true to the game's core mechanics, lore and aesthetics

Currently planned in-development features include, but are not limited to:

  • Interfaces rebuilt for 1366x768 (and 1024x768), which scales beautifully to 1920x1080 [in progress]
  • A comprehensive character statistics panel [mostly done]
  • Expanded personal inventory storage capacity [mostly done]
  • Expanded personal stash storage capacity (16x15 vs vanilla 6x8) [done]
  • Expanded Horadric Cube storage capacity (8x8 vs vanilla 3x4) [done]
  • PlugY multi-page stash and shared stash compatibility [compatible]
  • Sven's Glide wrapper compatibility [compatible]
  • ALchemy 3D sound compatibility [compatible]
  • 200+ new skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress]
  • Ability to reset attributes and skills [in progress]
  • Ability to enhance items [in progress]
  • Unique graphics for each Unique and Set item [in progress]
  • New Unique items [not started]
  • New item Sets [not started]
  • Addition of new items to existing Sets (where it makes sense) [not started]
  • Throwing potions made viable [in progress]
  • More explanatory labels for mercenary companions [mostly done]
  • An AI overhaul of mercenary companions [in progress]
  • Fully equippable mercenary companions [in progress]
  • New mercenary companion types/classes [in progress]
  • Dialogue, voices and personalities for mercenary companions [not started]
  • An option to hire multiple additional mercenary troops ('cannon fodder' different from equippable mercenary companions) [in progress]
  • An in-depth overhaul of the Lord of Terror encounter [in progress]
  • An in-depth overhaul of the Summoner/Jazreth encounter [in progress]
  • Other boss encounter overhauls [not started]
  • Addition of new boss encounters [not started]
  • Revision of troublesome areas (the Arcane Sanctuary and Maggot Lair in particular) [in progress]
  • Addition of new optional areas to explore [not started]
  • Additional NPCs to interact with in existing areas [not started]
  • Addition of NPC allies to hostile areas [in progress]
  • Addition of new main story quests (Act 4) and side-quests [not started]
  • Addition of new content/storylines for Nightmare and Hell difficulties [not started]

Please note that feature completeness and availability may vary greatly between releases. Features may be added and/or removed from this list at any time as development progresses.

Features frequently requested by our community (under consideration, may or may not be added to the above list):

  • Active 'charm zone' separated from main inventory
  • Automatic gold pickup
  • Bypassing 25 FPS limit
  • Hotkey shortcuts for inventory management
  • NPC gambling inventory refresh button
Feel free to share your thoughts on how Diablo II could be enhanced :innocent:

[Kit Pack] Deities of Faerûn - v 1.9.7.4 [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 49 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) * Dave (Stormcaller 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.

Custom PC & NPC Portraits

Pathfinder : Kingmaker

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Im really looking forward to this game. :) https://www.youtube.com/watch?v=JmKUH8zMv5s&t=113s

Do we have a list of "exclusive" mods for BG2:EE and classical BG2?

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Planning to do a playthrough on BG:T (and maybe, later, EET) and was wondering if there is around a list of mods that were released only for

BG:EE

Classical BG2

That one should be aware of.


So far, I found one mod:

Chaos kit Sorcerer by Argent77

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits. - Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs. - Removes many existing main plot restrictions: [spoiler] Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own). Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6. Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences. Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well. Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes. If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.[/spoiler] - Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook. - Incorporates unused files and dialogues from the original game. - The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem. This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow [spoiler] Friendly Arm Inn - On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth. - The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later). Beregost - Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building. - Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor. - Adds a watch to the streets of Beregost (this occurs starting in Chapter 3). - Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day). - Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep. - Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and soldiers) - An Acolyte of Lathander is now serving the temple (instead of Kelddath). - A head smithy is now serving the smithy (instead of Taerom) - The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter. - Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented) High Hedge - An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water. South of High Hedge - You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region. South South of High Hedge - On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all! Nashkel - Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition). -The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar. - The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe. - The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level). - A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented) - The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops. - In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented) Carnival and Nashkel Mines - The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level). Archaeological Site/Brage Area - You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple. Gullykin - Gullykin is now a wild magic area. This is where you can find Yeorg. Firewine Bridge - The Firewine Bridge is now a wild magic area. Firewine Ruins - The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you. [spoiler]The wardstone is found in the inventory of a junk dealer in Baldur's Gate[/spoiler] Bandit Camp - The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres. - The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory. - In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment. - As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly. - Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it. Cloakwood Forest - You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her. - Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. - There are additional dialogue options for druid and avenger characters. Ice Island - The Ice Island now has remorhaz that appear instead of ankhegs. Werewolf Island - Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%. Baldur's Gate (the city) - The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented) - A temple dedicated to Mask now exists in the thieves guild. (not yet implemented) - The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented) - You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented) - 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented) - One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist. - The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented) - Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase. Final Battle - Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released. - (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level. Quests - Contains 12 new quests. Some mundane ones - You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch. - You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch. - There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi. - Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later) And some larger ones - You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains. - Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress) - Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented) [/spoiler] Yeorg - an evil Dragon Disciple NPC. [spoiler] Who is Yeorg Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region. Yeorg, Dragon Disciple (level 4) Human Neutral Evil STR: 16 DEX: 9 CON: 15 INT: 15 WIS: 16 CHR: 15 Total = 86 Starting HP: 24 hp (which includes the constitution bonus) Innate abilities: Dragon Disciple abilities. Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon. His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north. When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business. Character Conceptualization (most of what you see here probably won't get an in-game explanation for it) Stats Strength, Dexterity, Constitution Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility. Intelligence and Wisdom As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation. Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed). Alignment Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer. Starting Location: AR4013 (a small hut in the north-east part of Gullykin) Reason for his presence in Gullykin He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty. [spoiler]As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).[/spoiler] Spells: Level 1: Burning Hands, Identify, Shield Level 2: Agannazar's Scorcher [/spoiler] Daran Highhammer (Siege of Dragonspear only) [spoiler] (Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.) Class: Fighter/Thief Kit: Vermin Slayer Alignment: Neutral Good STR: 18/10 DEX: 17 CON: 14 INT: 11 WIS: 9 CHR: 11 Proficiencies: Short Sword: ** Crossbow: ** Short Bow: * Single Weapon Style: * Thief Skills His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else. Kit: Vermin Slayer VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons. Bonus - It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups. - It gives +5 to Find Traps, Hide in Shadows, and Move Silently Penalty - 10 to Pick Pockets Restrictions - Only accessible by Daran Highhammer Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar. Where you find him: You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault. Characterization: He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired. [/spoiler] Storyline (BGEE) [spoiler] Chapter 1 Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things. Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members. Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter. Chapter 2 The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms. Chapter 3 The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments. Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears. Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed. Chapter 4: With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a very real concern over if the situation has been adequately handled. As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation. Chapter 5 Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire. The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers. Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep): In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets. Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far. Chapter 7 The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes? It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod[/spoiler] Storyline (Siege of Dragonspear)
Chapter 7 You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn. Chapter 9 As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.

Will be released after the release of Siege of Dragonspear

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