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BG EE SIEGE of DRAGONSPEAR

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Czy jest w ogole spolszczenie i Dubbing po polsku czy nie ? BG EE SIEGE of DRAGONSPEAR zabija mnie ta ciekawość co mówią więc proszę o szybką odpowiedz bo jeżeli nie ma to wtedy sam chce spróbować spolszczyć grę

Some considerations about the contradicting coordinates of the bridge district

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Even if you go to the bridge district coming from the southern part of Athkatla (like the first time you go there), you always access to the area from the gate that we see on the north-eastern edge of the map:

k19hab30x7iq.png

I always found this kind of immersion breaking and to solve my suspension of disbelief I always pretended that the map itself was rotated. That is, N was placed below and E was on the left of the area, thus you are looking from above as if you were placed north of the bridge, looking towards south. So the party is not really entering from the top of the map, but from below! (despite we still enter from there even when we come from the north side of the city...)
However, there shouldn't be any reason to force something like this unnecessary rotation of the airview, not only because you could have easily met lieutenant Aegisfield on the other side of the map. There are districts that put you on different access points when you travel, so I don't think it's a problem of coding either. The only exceptions beside the bridge district are the graveyard and the temple district, but they can be justified (at least the graveyard) because walking in the streets you might still end at the same place; but with the bridge that's clearly impossible.

Besides, looking at how the bridge is portrayed on the campaign map, unless we consider those icons unreliable (and I think they are just abstract depictions, the temple district seems to be rotated too), one could argue that the area is not rotated and the small dockyard of that district is effectively on the south-eastern side of the bridge:

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Which could be a bit silly, because boats can easily pass under those two archways we see in the area, but not ships like the one we take to travel to Brynnlaw. In fact, we rendez-vous with Saemon Havarian at the bridge district. The cutscene uses the same scenery of AR0500. We don't see the ship on screen that moment (we wouldn't anyway as it isn't actually painted), but we see it at Brynnlaw and it's definitely larger than those passages. The dockyard faces an inlet, while it should face the estuary and open sea (we are in the mouth of a river) to allow for any cargo ship to set sail towards Brynnlaw and Spellhold.

Bodhi says "this is your transport" while we meet Saemon, which can be interpreted as she was referring to the person-in-charge that would bring you to Brynnlaw. So what happens could be that you actually take some boat to pass under the archways and get on board of the real ship, waiting on the other side of the bridge (or even go to the proper docks), although this would be incredibly overcomplicated even with the excuse of secrecy... but Aran Linvail clearly says "this shall be your ship to the island". Even if Total War: Rome 2 teaches us that ships can row over the ground and through buildings with some effort and goodwill, I don't think that Saemon's ship can do that nor fly over the bridge.

My guess is that we shouldn't take the meeting to literally happen in the bridge, and the scene at the end of chapter 3 is really abstract. I think that the developers wanted to show Charname secretly set sail but they also didn't want to use the docks district because that scenery was too familiar to players. So even if the map used is in fact that of the bridge area, we pretend that the expedition sets sail from another place of Athkatla.
Or, more easily, area maps are effectively rotated (N is not on the top of the map and so on) and the icons on the grand map are only abstractions that shouldn't be taken literally.

[MOD] Trials of the Luremaster for BG2:EE

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The Icewind Dale expansion "Trials of the Luremaster", made available for BG2:EE and EET.

Download: Trials of the Luremaster for BG2:EE (latest) (84 MB)

Alternate download: Trials of the Luremaster for BG2:EE (latest) (84 MB)

The quest starts by talking to the halfling Hobart Stubbletoes, who can be found in the Umar Hills Inn. In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs. The mod is available in the following languages: English, French, German, Italian and Russian. Spanish will follow shortly. Available components: 1. Trials of the Luremaster (requires BG2:EE or EET patched to 2.0 or higher) This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. The mod makes a number of slight changes to the adventure to bring it more in line with BG2. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. 2. Make IWD spells available to the player The mod installs a number of unique Icewind Dale spells, which are used by the various creatures in the course of the adventure. This component makes these spells available to the player and adds them to a number of stores, creatures and containers. The component is superseded by similar components from IWDification or Sword Coast Stratagems (SCS). 3. Rebalance weapons and equipment Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants. Screenshots [spoiler]New items... New spells... New monsters... Challenging combat... The story begins... [/spoiler]

[MOD] Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE

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Convenient Enhanced Edition NPCs

A mod for BG:EE, BG:SOD, BG2:EE and EET that allows you to tweak all Beamdog NPCs.

Download (SHS): Disable Enhanced Edition NPCs

Download (GitHub): Disable Enhanced Edition NPCs

Readme

Overview

The new NPCs introduced in the Enhanced Editions differ somewhat from the original cast and might not be everyone's taste. This mod provides a number of options to adapt them to your comfort level. You can make their first appearance more passive, giving you more control over whether or when to make the first contact. A small number of events will be slightly altered to make this possible.

Alternatively it is also possible to simply remove one or more NPCs from the game. In that case you have the choice to make their personal or quest-related items available to everyone in stores or as loot.

Additional components allow you to improve their portraits or customize their classes and/or kits to whatever you desire.

A detailed list of all available components and their descriptions can be found in the readme linked above.

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.

Changing console release dates

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What's up with the changing release date for Baldurs Gate on console. It has changed twice now. Are you confident in the October 15 date?

How do I set names for items with melee and ranged capabilities, and set names for charge abilities?

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As I am working on some new items for my mod, I am running into an issue I am hoping to get some guidance with:

For weapons that have a ranged and melee component, how do I set names for each? What I mean is take a throwing axe for instance: If you right click on it, there are two icons, one named "melee" the other "ranged" for their respective uses.

When I am making new items with these capabilities, they only show the name of the item, making it difficult to determine which is melee and which is ranged.

I get the same result for any charge abilities on new items.

I am sure there is a way to set these names using WeiDu using SAY NAME or SAY 0X##, but I cannot for the life of me find any examples of this to follow, or any documentation. I know I am probably overlooking something, but I'm just not seeing it and would appreciate some assistance. Thanks in advance!

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine. Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread. So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list. The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation. Good modding and have fun!

Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

AI Enhancements

Sword Coast Stratagems SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

Banter packs

Ajantis BG1 Expansion Mod Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project. Chatty Imoen This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2. Coran's BG Extended Friendship Talks This mod expands Coran's Friendship talk sequence. Delainy/Durlyle Same-Sex Romance Options Mod This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs.. Garrick's infatuation "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. Neera Banters for BGEE Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party. Neera dialogue expansion and flirts Adds additional dialogue between Charname and Neera, as well as flirts. Xan's friendship path Xan-initiated banter.

Equipment

Barbed Club of Pain Convenient Ammunition Distinguishable clubs Golem Construction for Spellcasters Nerfed Ankheg Armor Wand Case Thalantyr sells a container to store wands. Xan's New Groove!

GUI & Graphics

BG2EE GUI To BGEE Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET EEUITweaks Mod Collection Lefreut's enhanced UI Journal Fixes Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages. Lighting Pack Multi-portrait Mod The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections. Portrait Picker Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions. Recolored toolbar buttons Portraits Portraits Everywhere The Picture Standard for BGEE 1 & 2 Dragonspear UI++

Kits & Races

Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details. Arcane Archer Redone Bardic Wonders Chaos Sorcerer Kit The Charlatan (Bard Kit for Charname and Eldoth) Deities of Faerûn - A Kitpack for Clerics Eldritch Magic FG Cleric Kits I Hate Undead Kitpack Improved Archer Kit The Mercenary (Fighter Kit for Charname and Kagain) Might and Guile *Fully compatible* The Militia Officer (Fighter Kit for Charname and Khalid) Mystic Fire Paladin Kit Warrior Monk Mod Pale Master Sorcerer Kit Planetouched Races Shadow Magic Way of the Assassin The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english Warlock Wizard Slayer Rebalancing Relieve Wizard Slayer

NPCs

Aura, a gnome artificer NPC for BG:EE + SoD Drake NPC for BG:EE and SoD Gavin A cleric of Lathander Emily, a Half-Elf* Archer for BG:EE + SoD Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release] Isra Kale, a Halfling Barbarian for BG:EE + SoD Sirene NPC BG:EE Shar-Teel NPC mod (SoD) Verr'Sza NPC An evil rakshasa ranger. Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Ascalon's Questpack Dark Side of the Sword Coast for BG:EE Extra Expanded Enhanced Encounters! Baldur's Gate Mini Quests & Encounters Baldur's Gate Romantic Encounters BG1 NPC BG1 Unfinished Business Critter Parts mini-mod for Baldur’s Gate: EE Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets. Lure of Sirine's Call (Download is at the side, current version is v15) Northern Tales of the Sword Coast The Stone of Askavar

Tools

EE Autoroller

Tweaks

Animal Companions Disable Enhanced Edition NPCs 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) Rough World The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving. Jaheria Recast Non-Player Characters Enhanced NPC Tweaks mod Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs. Quick Save Slots Tweaks 1.2 High-Power Baldur's Gate This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game. Random Character Generation Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install. No Race Restrictions SCALES of BALANCE! Simple XP cap remover SoD Dialog Banters This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2) Tweaks Anthology BETA True Berserker Minsc Raduziel's Universal Wizard Spells

Spells

Taunt Spell

The thread for happiness/spreading your joy

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

What is your favorite campaign? Why?

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No spoilers (or at least tag your spoilers so they are hidden). Explain in the comments why it is your favorite campaign.

Fun with SetObjectVisualTransform function

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE! HUGE update for version 2! Here is the download link: https://github.com/UnearthedArcana/NPC_EE/releases And here is a link to the readme: https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue: Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows. It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian! Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out: - ranger/clerics: choose a ranger kit - fighter/clerics: choose a cleric kit - cleric/thieves: choose a cleric kit - cleric/mages: choose a cleric kit - fighter/druids: choose a druid kit - fighter/thieves: choose a thief kit - fighter/mages: choose a mage kit - thief/mages: choose a mage kit So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage. YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use. I'll keep the old v1 main post in spoiler tags, for posterity: [spoiler]What is this mod? Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB. So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.) The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief). Okay, so what are the options? Here's the list (class changes noted in parentheses): [spoiler]Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief) Jaheira: Totemic druid, or Elementalist Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair Minsc: Berserker, or Barbarian Ranger Kivan: Archer, or Stalker Coran: Sniper, or Swashbuckler Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric) Safana: Swashbuckler, or Bounty Hunter Ajantis: Inquisitor, or Cavalier Montaron: Assassin (single-class thief) Yeslick: Alaghor of Clangeddin Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric) Faldorn: Avenger, or Purifier, or Lost Druid Skie: Assassin, or Shadowdancer Eldoth: Blade, or Jongleur Garrick: Gallant, Chorister (S&S), or Meistersinger Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief) Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard) Shar-Teel: Berserker Tiax: Strifeleader of Cyric (DR) Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief Yoshimo: Swashbuckler, or fighter/thief Valygar: Mage Hunter, or fighter/thief Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage) Haer'Dalis: Jongleur, or Gallant, or Skald Mazzy: Hearthguard of Arvoreen (fighter/cleric) Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage) Keldorn: Paladin, or Cavalier Cernd: Totemic druid, or Elementalist, or Purifier[/spoiler]Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively. Can I change things around later? Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else. I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod? No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.) Great. But, don't take this the wrong way, there aren't many options. Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!) Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see. Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs. Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread. Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow. Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options! What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow! Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera. Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.[/spoiler] Cheers!

Quick question about IWD Lore (Spoilers)

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Hi. I've been trying to read up on Icewind Dale material, both from the game and from the region itself in D&D. It's been a while since I've played IWD (I still have the original version) as it's installed on an aging laptop, which isn't working at the moment (and may take months to fix) and I've long lost the box and manual many years ago.

Because it's been a while, I was taken by surprise yesterday when I stumbled on the Forgotten Realms Fandom wiki. In the (bare bones) page about Dorn's Deep, it states: "Within the depths of this fortress was a statue of an elf and a dwarf sitting on a double throne".

Now, it *has* been a while. I remember that until Nym stole the dwarven weapons, both the dwarves of DD and the eleves of the Hand of Seldarine got along fine. I remember the elven archmage Larrel from the Hand. Though I can't remember much about DD's background, I think the dwarven leader was Dorn, yes? But the thing I can least remember is that statue mentioned on the page.

Was there actually such a double throne in the game itself, or not?

Thanks in advance :)

Dragon's Den: more dragon wip

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I haven't done much, procrastination and class work are my anti artists. Well I've been enjoying my current my roleplaying as a DD in BGEE. If I didn't have this thing about trying to beat games vanilla before modding them, I'd be searching for a dragon shapeshifting mod. Cheap, probably. Broken, more then likely. Stop dragons from being awesome, never! Anyways my charaname romancing Neera who is completely awesome btw (next play through, evil wildmage definitely!) So I decided to do a sketch of her.

Guess Facts about the Next Poster

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Hello everyone, Based on @CoryNewb 's "Guess the Next Poster" I thought it'd be fun to extend his idea. So instead of guessing the next poster you guess facts about them. Example: "The next poster likes tomatoes." Next Post: "True, I really like them.The next poster's most favorite villain in the BG Saga is Irenicus." Next Post: "False, it's Sarevok. The next poster lives in Germany." And so on. The italic part is optional. When you answer with "False" you may correct the statement but you don't have to. In any case you may elaborate on your answer. I hope that this is a nice and fun way to get to know each other better a bit. Intellectual Property rights belong to @CoryNewb.

Today was the first time I ...

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I thought I would start a thread for things that you have never done before while playing Baldur's Gate. I'll get the ball rolling:

Today was the first time I punched a rat unconscious.
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I didn't realise my sword had broken and it took me a while to work out what was going on.

Baldur's Gate Who Am I?

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Bit of fun. 3 clues. First person to get it right sets the next one. 1) I am based in Athkatla. 2) My master is a mage and his companions are short, smelly and cowardly. 3) If you kill me my papa will cry. But if you kill him, I don't care! Who am I?

Enhanced Edition Trilogy: With Mods (SCS, Ascension) without mages in the party (Spoilers)

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I have previously beat the Enhanced Edition Trilogy with these mods (Weidu logs in attachments) with a party including 3 arcane casters.
I am now attempting to do so without any mages or an Inquisitor.
The only other modifications that I have made are making the Amulet of Power usable by monks, improving the Cloak of Non-Detection, and making Ir'revrykal usable by evil fighters. The difficulty is Tactical, with maximum HP/level
The party:
Valkorion, the main Character (Monk with Monk Overhaul)
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Katauri, Rebalanced Wizard Slayer
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Vanator, Rebalanced Shapeshifter
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Khasishi Twice-turn, Bounty Hunter
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Draco

Character presentation - the Cleric/Mage

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I thought there were alittlebit too few discussions on the forums about the characters you are playing in the Baldur's Gate series (EE). Therefore, I'd like to present mine - perhaps it might help future generations when deciding which character they will play. I'd also like to point out that I am roleplaying through and through and are not powergaming whatsoever. I also have all the addons added by SCS, insane difficulty etc. I've changed his avatar to that of an half-elven/elven mage, instead of that of a half-elven/elven cleric, with Shadowkeeper.

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Let me present Gaius, or Gaius the Wise as some of you might know him. Or as he calls himself, Gaius the Scholar of Candlekeep. Gaius was inspired by his foster father's knowledge of the magical arts and made especially productive use of his library home. He have learnt as much as he can as he pored over the vast treasury of magical lore and holy books. The strength and power of faith inspired him and from this he came to worship the God of Azuth, the Lord of Spells. Gorion instructed him in the basics of the Art, while the Avowed graciously fielded his many questions and taught him much about the clergy. Gaius know, however, that experience could teach him so much more, and he yearn to travel the Sword Coast in search for knowledge and wisdom.


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A cleric/mage is a spellcaster through and through. As such, this character is in dire need of martial protection. Since I'm roleplaying I'm not using shields and helmets (spellcasters should get spellcasting failure from this!), but are instead using more magelike weapons such as staffs, slings or ceremonial maces.

The cleric/mage has a vast amount of spells compared to any other mage class in the game. This opens up many interesting strategies in the game. As a cleric you have access to many good spells early on such as command, hold person and silence among with the other protective spells. This opens up the possibility to use damaging spells or crowd controlling spells through your magebook, which on a low level caster mostly consists of sleep, blindness, spook, web, stinking clouds and/or glitterdust. The cleric spells complements the mages' spellbook.

The cleric/mage is as good as the gnomish cleric/illusionist since you'll have plentiful of cleric spells along with your wizardbook. Remember to use damaging spells such as Holy Smite and Flame Strike along with mindcontroll such as Mental Domination and Hold Person. You'll also be able to summon powerful Aerial Servants from the plane of air. Summoning the undead will likely not be as effectful as that of a singleclassed cleric, but when you reach level 11 and above they start smashing (especially if hasted and otherwise buffed). This let you use your mage spells more inclined to protection and the various removal spells along with the otherwise awsome magespells of course.

At later levels, the gnome cleric/illusionist will have an advantage of getting 1 extra mage spell per level (level 7-9 mage spells are very powerful!) which of course is slightly better than the half-elven variant. However, I find it more interesting using necromancy spells (e.g. skull trap, death spell and ABHW) aswell as playing as a half-elf for roleplaying purposes since I never play of good alignment. For me the gnomish Pantheon is just too limited and I don't like the gnomish Gods that much. I could argue for a netural good gnome of Baravar Cloakshadow though, but then again, I would have to play good.

Lastly, the cleric/mage opens up many interesting party combination since you're both a mage and a cleric. Being multiclassed slows your leveling progression somewhat, but clericwise this is more than enough depending on your playstyle. I do recommend having more mages in the party.

HOTU Chapter 2: Boat to isles submerged in cut scene

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I would like for other folks to test this please and confirm before I add to bug tracker.
Start a new HOTU game (use a saved toon for ease), Chapter 2, talk to seer, take the boat to isle of maker or the lost elves isle and the first cut scene of the boat traveling (for me at least) the boat is mostly underwater, with just the mast showing above the waterline.

Confirmation negative or positive would be helpful in the bug description. TY :)
Note: I do have screenshots of this and will include in the bug tracker.
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