Hi the cloak is this ugly light brown colour in some modules. Im playing Pirates of the Sword Coast and its got the issue. Its also in Infinite Dungeons. I havent played Wyvern Crown of Cormyr yet but i quickly started a game to look, the NPCs cloaks look ok, i didnt get to see if my character had one.
How do i fix this? I cant have ugly cloaks on my cool pirate.
Im playing the latest NWN version, on a macbook pro.
↧
(MAC) Cloak colour bug in some modules
↧
RP: Winter's Valley-Chapter 1
Winter's Valley-Chapter 1
Power Shift
It’s been 200 Winters since the Darkening.
Winter is merciless. Every year, She rains shards of sharpened ice rain from the sky, demanding blood from those without shelter as though a supplication to the gods. Winter banishes the sun, forbidding it to temper Her blistering ice. She hides the sun’s warmth with a veil of thick, breathless dust that chokes and grays out the landscape. Her fury is still but deadly.
Man knows little of how this world came to be. Some say that Winter has always hated him and has forever sought to smother him in Her blighted grip. Others say Winter murdered the gods and placed Herself above man as his new master. Still, others say that man angered the gods and they abandoned him to his well-deserved fate as Winter’s prey. Even more curious and unbelievable legends are spoken of in whispers. Such whispers are the mere pitiful whines of man to understand what has turned him into the skittish, desperate cry from the greatness that once was his.
For the shadows of his previous life do mar the valley. Ancient, enchanted ruins, adorned with the echoes of times past, serve as homes for Winter’s wicked servants. Her minions seek to steal the hard-earned resources accrued by man during his summer reprieve. They are enemies to all. Winter has infested certain men with her hunger, pitting him against rebuilding, against peace, against himself. Those men seek to take what they did not earn during summer. They are hardened, and thirsty for blood and bread.
Power Shift
It’s been 200 Winters since the Darkening.
Winter is merciless. Every year, She rains shards of sharpened ice rain from the sky, demanding blood from those without shelter as though a supplication to the gods. Winter banishes the sun, forbidding it to temper Her blistering ice. She hides the sun’s warmth with a veil of thick, breathless dust that chokes and grays out the landscape. Her fury is still but deadly.
Man knows little of how this world came to be. Some say that Winter has always hated him and has forever sought to smother him in Her blighted grip. Others say Winter murdered the gods and placed Herself above man as his new master. Still, others say that man angered the gods and they abandoned him to his well-deserved fate as Winter’s prey. Even more curious and unbelievable legends are spoken of in whispers. Such whispers are the mere pitiful whines of man to understand what has turned him into the skittish, desperate cry from the greatness that once was his.
For the shadows of his previous life do mar the valley. Ancient, enchanted ruins, adorned with the echoes of times past, serve as homes for Winter’s wicked servants. Her minions seek to steal the hard-earned resources accrued by man during his summer reprieve. They are enemies to all. Winter has infested certain men with her hunger, pitting him against rebuilding, against peace, against himself. Those men seek to take what they did not earn during summer. They are hardened, and thirsty for blood and bread.
↧
↧
Killing Scar
Playing an evil playthrough. Is there a point where you can kill Scar without busting quests or any progression? If you kill him at Wyrm Crossing will he come back later?
↧
Do you feel using Keldorn like you’re cheating?
I feel this way when I use him and his overpower dispel skill. Mage battles become too easy and the game lose something.
Do you feel this way or not?
Do you feel this way or not?
↧
Did anyone release a tamoko ending for sarevok?
Honestly, every time he goes there to mourn her. But I spared her in BG1!
I was wondering if anyone has a mod that makes it so that you can make these two meet again, especially if Sarevok has turned good.
Who knows what good would come out of it.
I was wondering if anyone has a mod that makes it so that you can make these two meet again, especially if Sarevok has turned good.
Who knows what good would come out of it.
↧
↧
Ariena
Does anyone know if Ariena mod is a meaty mod? I don't know how to check it, otherwise I would.
The fact that it seems a new release was supposed to appear, only to become vaporware, doesn't exactly help the case.
That's the mod: http://www.shsforums.net/topic/17141-ariena-version-22-released/
The fact that it seems a new release was supposed to appear, only to become vaporware, doesn't exactly help the case.
That's the mod: http://www.shsforums.net/topic/17141-ariena-version-22-released/
↧
Android Mod Request
Hi guys, I'm currently playing BGEE on Android (version 1.3.2079). I would like to mod it but unfortunately, I have no PC right now. I've noticed some request threads for Android mods here so how does this work? Can I post a list of things that I want and some good soul will upload these files for me? I'm a minimalist so I'm looking only for a very few modules from BG2 Tweaks and BGT Tweaks.
↧
Mod impressions: BG2:EE Quest Mods

In this thread I'd like to briefly introduce a wide range of quest mods, for the benefit of other players who are looking for more content to explore in Baldur's Gate: II: Enhanced Edition.
All of these can be installed on the current version of BG2:EE; most also on EET and on the original BG2:ToB.
The list is not exhaustive, but I may update it to add more entires in the future. I'm also interpreting "quest mod" pretty liberally. And although I'm ordering the mods by their original release date, please note that old does not have to mean outdated or unmaintained!
Table of contents:
- 2000 - 2004
- Tactics
- Planar Sphere Mod
- Check the Bodies
- Unfinished Business
- Quest Pack
- Every Mod and Dog
- 2005 - 2009
- the bigg Quest Pack
- Tower of Deception
- Spellhold Gauntlet
- Dungeon Crawl
- Assassinations
- Tales of Anegh
- Tales of the Deep Gardens
- 2010 - 2014
- Innershade
- Eilistraee's Song
- The White Queen
- I Shall Never Forget
- The Sellswords
- Back to Brynnlaw
- 2015 - 2019
- Afaaq, the Djinni Companion
- Foundling: Between the Shades
- Reunion
- Southern Edge
- Ooze's Lounge
- Test Your Mettle!
- See Also
↧
Mod spotlight: Check the Bodies

- Mod authors: CBisson and King Diamond
- First published: 2003
- Adds content to: BG2 chapters 2 and 6 (in and around Athkatla).
Check the Bodies is a mega-mod from the early years of BG2 modding.
It suffers from the same problems as other mods of that category: Quantity over quality, a lack of polish and 'depth', and overpowered loot.
However, a lot of work clearly went into it, and it does add some interesting things. I wouldn't recommend it for everyone, but if you've run out of other BG2 content to explore and don't care much about game balance, maybe check it out...
It adds the following content:


Hlondeth is a whole new city with three districts, about a seven day's march east of Athkatla (first accessible in chapter 2). The content density is much lower than in Athkatla, though: In total there are two quests, one puzzle, a few shops/inns/temples, and one (oversized and repetitive) dungeon – the rest is homes of no-name townspeople.
What you can do, though, is go through all the houses and loot all their shelves and chests, which (ridiculously) contain plenty of +3 magical weapons and armor. Even some barrels on the side of the road have good magical equipment!
(Of all the mods that add overpowered loot, this is one of the worst offenders because you don't need to fight or even enter any hostile area to get it, you could just travel to Hlondeth right after Irenicus' Dungeon and stock up!)
The custom-made area art is impressive though, and the quests aren't half bad. I also liked the herbs (consumables with useful temporary effects) sold in one of the stores:

To start:
- Hlondeth is added to your world-map the first time you visit the City Gates district of Athkatla.
- Close To Home:
Talk to Valiant in his shop in Central Hlondeth. - Secession (a.k.a. Black Addar Stew):
Talk to Rynn in Valiant's shop.


The Academy of Kuldin is a large dungon (first accessible in chapter 2), which reuses the area backgrounds of IWD1's "Severed Hand" tower – but doesn't do them justice. It suffers from:
- Repetitive monster placement. (Basically just 2 monster types carelessly copy & pasted all over the place, though which two types you get depends on your level.)
- Absence of dialog, a story, or a fleshed-out backstory.
All in all, the original Severed Hand was a much better dungeon.
Nonetheless, I found my run through the Academy of Kuldin memorable, because an undedectable trap did something... unexpected and scary to my party, and instead of reloading I just went with it, and that ended up being a challenging new experience.
Another neat thing is that you can find IWD2 spell scrolls:

Other loot includes lots of normal BG2 spell scrolls (including high-level ones), and +3 equipment.
To start:
- "Academy of Kuldin" is added to your world-map (south of the Snowflake Mountains) the first time you visit the City Gates district of Athkatla.


The Ancient Library is a secret and heavily-guarded underground library (first accessible in chapter 2), using area art from IWD2. If you enjoy fighting against many spellcasters in narrow corridors, this is for you!
The many, many books which can be looted from the shelves include lore books from the Baldur's Gate and Icewind Dale games, humorous fan creations like "Fifty Ways To Kill Your Kangaxx", as well as tomes which give permanent or temporary bonuses. I liked the large variety of book icons used:

Speaking of overpowered loot, the Drow equipment you pick up here doesn't disintegrate when you bring it back up to the surface of chapter 2.
To start:
- Find the secret tunnel which leads from the surface of Amn to the underground library.
Don't be afraid to get wet!Dive into the pool of water in the cave in Umar Hills; you'll land in a cave which connects to the library.

This is billed as the "class super quests" in the mod's README, and is first accessible in chapter 6. There are different versions of the quest for different classes. You can only do one version, and you need a party member of the class in question (single-, dual- or multi-class) – but it doesn't have to be CHARNAME. (Note that the party member in question will get permanent bonuses as a reward.)
I did the Mage version, and found it pretty uninspired: Deliver this message, kill this generic baddie, forge this item, the end. It reused an area from BG1's "Durlag's Tower", and left some of the original content in there, which was weird. Also, the boss fight was bugged.
To start the quest:
- Mage version:
Talk to the three female Elven Mages near the bottom-left tent in the Underdark Exit outdoors area, using a Mage party-member.
- Druid version:
Travel to the "Druidic Circle" (a new area which appears on the world map north of Athkatla at the start of chapter 6), and talk to the Archdruid there using a Druid party-member.
- Ranger version:
Travel to the "Hunting Lodge" (a new area which appears on the world map near the Forest of Tethyr at the start of chapter 6), and talk to Crowley there using a Ranger party-member.
- Barbarian version:
Ask Captain Deudermont in the Docks district of Athkatla to take you to Rauthym Island, and talk to the leader there using a Barbarian party member.
- Bard version:
??? (apparently starts in the Playhouse)

Besides the above, Check the Bodies adds about twenty additional side-quests in and around Athkatla (most of them are accessible in chapter 2; some only in later chapters). They range from short encounters to quests that lead you to new areas. The quality also varies: Some are fun, others feel unfinished or just annoying.
To start the quests:
- Chapter 2+:
- Holly The Elf (a.k.a. Diuretic Elf) [multi item search quest]:
Talk to Holly inside the Temple of Helm in the Temple district of Athkatla.
- Feed The Birds [random encounter]:
A grandmother and granddaughter approach you while you travel between districts of Athkatla.
- Helping Melynda the Mute (a.k.a. Cowled Wizards Need Help) [quest]:
Find a way to communicate with Melynda in the kitchen of the Copper Coronet in the Slums district of Athkatla (good path), or talk to the two Cowled Wizards standing outdoors in the Government district of Athkatla (evil path).
- Got Ice [fetch quest]:
Talk to Calbor inside Delosar's Inn in the Bridge district of Athkatla.
- Assassination Attempt I & II [encounters]:
Follow-up to "Got Ice", apparently (they didn't trigger for me).
- The Maltese Artifact (a.k.a. Of Elves and Artifacts) [quest]:
An elf woman approaches you in the Bridge district of Athkatla, and slips you a statuette.
(Requires: At least one bard, sorcerer, or mage party member – single-, dual-, or multi-class – and CHARNAME must already have acquired a stronghold.)
- An Unsanctioned Use of Magical Energy (a.k.a. More Cowl Tasks) [quest]:
Talk to the Cowled Wizard who stands near Chief Inspector Brega inside the Council of Six Building (in the Government district of Athkatla).
- The Marriage of Surayah:
???
- Den of Nightly Brawls:
???
- Ryberg and his Uncle (a.k.a. Lost Inheritance) [quest]:
Ryberg approaches you outdoors in Athkatla.
(Requires: Sorcerer or Mage CHARNAME of level 10+.)
- The Subdual (a.k.a. Velvetfoot) [dragon duel]:
Talk to the pirate in the City Gates district of Athkatla.
(Requires: Fighter of level 10+, or other class of level 14+.)
- Captured! [rescue quest]:
Shadow Thieves try to abduct CHARNAME in the Bridge district of Athkatla, during Bodhi's first task.
(Requires: Siding with Bodhi.)
- Horton Spots A Who [multiple small tasks]:
Talk to Wyrbrin Horton, who stands outdoors in the eastern part of Brynnlaw (upper level) at night, using a single-class Thief party member.
- The Company of Eight [dungeon crawl]:
Paddy approaches you in the Forest of Tethyr.
- Civil Disobedience [encounter]:
Enter the Government district of Athkatla in chapter 6.
- Death And Taxes:
???
- The Master Vampire [quest]:
Loot a letter from Bodhi's sarcophagus after killing her in chapter 6.
- Holly The Elf (a.k.a. Diuretic Elf) [multi item search quest]:

Candlekeep Chores is an infamous optional component which causes CHARNAME, in Irenicus' Dungeon at the start of the game, to have a flashback to his or her earlier life in Candlekeep. You have to complete several days of boring chores, at the end of which CHARNAME gets some permanent bonuses.

Don't install the version from the mod's official download page; instead, install Weigo's EE port.
Be sure to also install the BP-BGT Worldmap mod afterwards (before you start your new game), or else some areas added by Check the Bodies won't be accessible.
Be sure to also install the BP-BGT Worldmap mod afterwards (before you start your new game), or else some areas added by Check the Bodies won't be accessible.

↧
↧
Possible Bug in OC
Details follow - Spoiler Alert (only read if you are beyond chapter 1)
[spoiler]
So I am doing something I haven't done for years - playing through the OC. Just to spice it up a little, I am playing as a cleric. I am currently only up to the point where I am looking for the waterdavian creatures - specifically for the Yuan Ti. So I am in the warrens of the damned, using turn undead a lot and destroying most of the zombies. Up to this point the Yuan Ti has been speaking through selected zombies and then destroying them. Up to the last 2 of these special zombies I had no problem. However, after traversing the north/south corridor to the west I decided to continue around and clear the east corridor heading south. In the corner area with the big hole to the southwest my PC was attacked by a zombie, so I executed a turn undead. Unfortunately this apparently interrupted one of the special zombies from conveying whatever the Yuan Ti was saying. This meant that an unkillable (must have the plot flag set) zombie became hostile. Fortunately they move slowly so I continued south. The same thing happened a bit further down the corridor with the result that there were 2 unkillable zombies after my PC. The only thing that got rid of them was actually killing the Yuan Ti.
[/spoiler]
So is this a bug or was I just unfortunate?
TR
↧
Can floating damage numbers be removed?
Hi all,
I'm wondering if there is some way to surpress the floating numbers that appear on damage events (blueish). I know there isn't a setting...at least that I've found...so I am wondering if it's possible to replace with whatever asset it is (don't or image) with blanks so they don't show at least. Has anyone ever tried this? Thanks for any insights!
I'm wondering if there is some way to surpress the floating numbers that appear on damage events (blueish). I know there isn't a setting...at least that I've found...so I am wondering if it's possible to replace with whatever asset it is (don't or image) with blanks so they don't show at least. Has anyone ever tried this? Thanks for any insights!
↧
Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
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↧
Baldur's Gate 2 - Legendary Czech Edition

OBSAH:
01) Tactic
02) Ascension
03) Unfinished Business
04) Almateria's Restoration Project
05) Romantic Encounters
06) Southern Edge
07) Oozes Lounge
08) Dungeon Crawl
09) Tower Of Deception
10) I Shall Never Forget
11) Tales of the Deep Gardens
12) Innershade
13) The White Queen
14) Expanded Thief Stronghold
15) Assassinations
16) Sellswords
17) Eilistraees Song
18) Adalons Blood
19) Back to Brynnlaw
20) Reunion
21) Skie - The Cost of One Girls Soul
22) Imoen Romance
23) Fade
24) Isra BG2
25) Foundling
26) Sheena
27) Wilson Chronicles
28) Yasreana
29) Saerileth
30) Unofficial Item Pack
Poslední dvě měsíce jsem (mimo překlad) silovně pracoval i na tomto projektu.
Baldur's Gate 2 - Legendary Czech Edition
Cílem bylo vytvořit finální zážitek z Baldurs Gate 2. Proto jsem sezbíral a nastudoval prakticky všechny existující módy do BG2. Bylo jich opravdu hodně, ale né všechy stály za zahráti. Našlo se plno módu které přidávaly neuvěřitelně OP předměty, nebo nudné NPC, které mělo v repertoáru jen pár vět a jinak nebylo ničím zajímavé. Testoval jsem jich opravdu HODNĚ a když jsem je protřídil, zůstala mi výše zmíněná třicítka módů. Od začátků do konce jsem projel celou hru s těmito módy. Soustředil jsem se na to, abych zkusil úplně všechno, veškeré kombinace, veškeré místa a obsah všech módů a společníků od začátku do konce. Nebylo to úplně bezproblémové a narazil jsem na pár problémů. Naneštěstí se jednalo o problémy, které jsem byl schopen opravit i se svými omezenými moderskými zkušenostmi. Všechny tyto módy budou nejen přeloženy, ale zároveň spojeny do masivního instalátoru, který nejen že dokáže sám nainstalovat úplně všechny módy, ale zároveň bude sám stahovat aktuální verze módů (tedy u těch, kde autoři ještě stále poskytují podporu).
Dále bych rád zmínil, že je naprosto bezpečné nainstalovat úplně všechny módy najednou. Osobně jsem testoval ideální pořadí instalace a vzájemnou kompatibilitu.
K tomuto přízpěvku přikládám i velmi rozsáhly manuál v češtině, kde najde opravdu velké množství informací o daných módech. Při příležitosti dokončení projektu, vydám novou verzi tohoto manálu, kde budou i typy a návody.
P.S.
Prozatím neznám přibližné datum vydání, ale každou novou informaci kterou budu mít, se dočtete tady.
↧
↧
Many old mods adapted for BG2EE
I have converted many old BG2 mods to add to them the compatibility with BG2EE
Shops :
- Bolsa add a trader just near Ribald.
- Mortis mini mod: add two traders who sells potions for polymorph the drinker into creatures or undeads.
- Mystigan add a trader in the Government District.
- The Unusual Oddities Shop : add a trader of overpowered items.
- The under-represented item mod, classic from Wesley Weimer, add Conlan (weapons from IWD2 earth of fury mod) to the adventurer mart.
Add-ons to existing shops :
- IWD Item pack add items from IWD2 to Joluv.
- RTT Item Pack add 51 powerfull items to the Ribald's special store after underdark.
Added items in drop / quest / something else :
- Demon Summon Ritual add a special drop (a book for summoning a demon 1x /day) to Tolgerias.
- Earth of the Wood add a special drop (a wand for summoning forest monsters) to Kylan Lind the shadow druid.
- Stuff of the magi add mage items to strong opponents. Wearing all the items cause the creator to come for thems
- The Sword of Noober: Now, talking to Neeber worth it (or not).
Item-upgraders :
- Jan' Alchemy add to Jan the ability to "forge" new potions.
- Nanstein transform the items forged by cromwell into items of over type. now in v2 : corrected (the items have a description) and with 9 (11) new items to transform. (texts and descriptions of the 9 new items only in french, sorry)
- Rolles forge many powerful+ items. Sell "interesting" things.
- Ruad forge 60+ items. Components are rares and hard to collect.
Kits :
- Chanter: (bard) No pickpocket, no arcanic spells. But all divine spells, choise between 6 powerfull chants, casting in armor and immunity to Spellcasting failure, uniques hlas.
- Lion warrior: (ranger) no armor, no archery, grand mastery, +2 spells per spell lvl, minor taco, damage and CA bonus, shapeshift into a powerful lion.
- Morituri: (warrior AND/OR paladin) no magic items except boots and weapons, combined powers of kensaï, monk and barbarian, many immunities and resistances. (Now in V5 with many fixes and engine optimisation.)
- (french only) Pirate kit: (thief) protagonist only. Grand mastery with scimitar, invocations, treasure hunter parrot once a day.
- (french only) Rôdeur de l'ombre: (ranger) stealth bonus per lvl, summon shadows and shadow wolfs, uniques hlas
- (french only) Pretre de Bhaal: (cleric) special habities per day "Chaos", "Fireball" and "Chain lightining", immunity to poison, unique hlas.
- Semi-Multi-Cleric not a kit but really cool for creating unique class combo : add 30+ cleric/druid spells to a mage / sorcerer /bard. And special : added compatibility with IWDEE
mods which add a feature to the game :
- Homeward Bound: Send your allies back to Amn when you are in Brinnlaw or the pocket plane. Recall them in the pocket plane and/or watch their epiloges. Also add a new shop to Brinnlaw.
- Planar Sphere teleporter: Lavok drop an item for returning to the sphere at will. (as the "Pocket Plane ability", but in SOA)
- Ribald's genie: Ribald sell a flute to call a genie. The genie can create a contact or a portal to Ribald, Bernard and a Noble Merchant of trademeet.
- Teleport spell: add a 7th lvl spell for teleporting the party to previous visited areas. Work for TOB areas, but not mods area.
Misc:
- The Slithering Menace: a quick fight and funny dialogs in the pocket plane if you have Imoen in the party.
Dialogs:
- Korgan redemption: Mazzy can change Korgan if they are in the same party
NOTES:
- I have convert these mods because many french translated mods stay for BG2 only, so were no used, and the translators and their work become forgotten. My work made their efforts usefull again :)
- All this mod have: the tp2 file ready for an OSX install, all available fixes included, and the last weidu.
Last edit: ANOTHER NOTE: i'm fed up with these not really necessary requests: no more new conversions for an unspecified time.
↧
Solo Sorcerer vs Kangaxx
I am playing as a solo sorcerer, level 27, and cannot even hurt the Kangaxx Demilich. I have seen other posts and nothing helps.
If he casts spell trap I respond with ruby ray. I keep casting pierce magic to bring down other defenses.
My planetar also cannot do anything.
Eventually he casts a comet and I die.
What can I do?
If he casts spell trap I respond with ruby ray. I keep casting pierce magic to bring down other defenses.
My planetar also cannot do anything.
Eventually he casts a comet and I die.
What can I do?
↧
Neverwinter Nights, a Guide for Newbies
If you're coming from Infinity Engine games, then this thread is for you. Here, are a few bullet points to give you a crash course on what NWN (and NWN:EE) is.
- NWN is a D&D 3.0 game. There are differences, of course, but the basic rendition of the ruleset is faithful enough to be comfortably familiar. The most marked change to IE games is that you are playing in a 3d perspective; always focused on your own/main character. Other characters in your party (NPCs or players) are not directly controllable and will act on their own.
- There are other games carrying the Neverwinter title. There is the original Neverwinter Nights from 1991. There is also Neverwinter Nights 2, the successor developed by Obsidian Entertainment; and the Neverwinter MMO by Cryptic. This game is neither of those: It was published originally in 2002, developed by BioWare and headed by Trent Oster, Beamdog’s CEO. The reason you are here specifically is the Enhanced Edition of that game.
- Neverwinter Nights: Enhanced Edition includes the Neverwinter Nights base game, two expansions (Shadows of Undrentide and Hordes of the Underdark) and three premium modules (Kingmaker, ShadowGuard, and Witch’s Wake). This is the same content included in "Neverwinter Nights Diamond Edition".
As part of the Enhanced Edition, Premium Modules have been made to work again and three additional premium modules (Pirates of the Sword Coast, Infinite Dungeons, and Wyvern Crown of Cormyr) will be sold separately.
- Arguably, the biggest driving factor for NWN:EE is not the original campaigns or even the Premium Modules, but the customisation aspects of the game. It ships with a very flexible toolset that allows players to create their own adventures in ways few other games or platforms do. The Aurora Toolset is easy to use and thanks to its tile-based approach allows someone with only a little know-how produce great content.
NWN:EE keeps this alive and attempts to foster the custom content community. At this time, the toolset is only available on Windows.
- Neverwinter Nights has modding support built in, where modules (and servers) can add new creatures, items, tilesets, and so on. This extra content is usually packaged up in "HAK packs" (extension: .hak).
For Neverwinter Nights: Enhanced Edition, nothing in this regard has changed. Modules and custom content created so far, will keep working just like before.
- In addition to modding, the multiplayer scene is huge. The game distro allows anyone to host a server and run their own adventures. Some go so far as to create full persistent worlds; servers that remain online indefinitely with game styles as varied as can be. Some are pure action, others are as roleplay-heavy as the MUDs of old.
- The authentication servers and matchmaking servers were taken down a few years ago when GameSpy shut down, effectively breaking multiplayer. The community stepped up and made their own registry, which you can find at http://nwnlist.com/. This workaround requires both client and server changes.
NWN:EE brings back fully working multiplayer out of the box.
- A few crafty people created extensions to NWN that go beyond modding. These were called NWN Extender, or NWNX; they added things like database support and more script commands.
NWN:EE is now collaborating with the authors of NWNX to make sure compatibility is met as best as possible.
Resources to check out/read on:
- Promo Page: http://nwn.beamdog.com/
- Server list for 1.69 (the old/current release): http://nwnlist.com/
- Where all custom content is at: https://neverwintervault.org/
This thread exists so you can ask questions about the game. If anything that is unclear, please ask! We'll answer to the best of our abilities and amend the initial post, if needed!
↧
Community Patch 1.72 for NWN:Enhanced Edition
After seeing requests for things that are fixed for years in community patch and after finding a way how to make it work the same way it used to work on 1.69 I prepared a new version madeto work with NWN:EE.
Download
WHAT IS THIS ABOUT
Community Patch is a collection of fanmade fixes solving lots of issues of the original NWN. This does still apply for NWN:EE. NWN:EE fixed only the most problematic issues that were hardcoded. So far there has been no "content-fixes". This package also contains some graphic and other improvements to give the game fresh/modern look and to grant module builders more possibilities.
There is not enough space to list all the changes that are in this package. This project was developed over several years and 1.72 is its third generation. Full documentation can be found here:
Documentation for 1.70 + 1.71
Documentation for 1.72 (unfinished/not accurate - contains readme to the content that is not present for NWN:EE release)
The speciality of this package is that it has lowest priority. Unlike CEP,Q,PRC,3.5Ruleset it will not override content of your module. It will also automatically apply into every module you will play or build, it is not needed to install it separately into each module you want to play.
HOW TO INSTALL COMMUNITY PATCH 1.72 INTO NWN:ENHANCED EDITION
1) Copy content of the folder "copy into game's user folder" into NWN:EE user folder - this should be ~/Documents/Neverwinter Nights but can vary based on OS. This action should not require to overwrite anything (unless you installed 1.72 once already).
2) Copy content of the folder "copy into game's installation folder" into NWN:EE installation folder - the default path for windows is ~/Program Files/Beamdog/00829/ but can vary based on OS. This action *should* require to overwrite some of the files, allow it. If it didn't you are in wrong path. Also note that you might need admin permissions if NWN:EE is installed into Program Files.
3) Start NWN:EE, you should notice a 1.72 "sticker" below Hordes of Underdark logo and you should hear original NWN theme music in menu.
BeamDog client should not force an update on you, however when new headstart version will be released, re-installing this package will be needed.
Only english language is supported right now. If you don't want to use english language, remove dialog.tlk from your NWN:EE user folder - this will restore language of the installation (which will not reflect changes done by this modification).
Additionally, there are some extra resources in "additional resources (optional)" folder. This is purely optional and usual user shouldn't need to worry about this.
1) Folder "restore vanilla icons" contains vanilla (original) colorless icons for those disliking colored icons that this unofficial patch brings, in such case copy content of this folder into NWN:EE user folder
2) Folder "1.72 builder resources" contains resources for module builders.
HOW TO UNINSTALL
1) Remove dialog.tlk from NWN:EE user folder
2) Run Beamdog client and select NWN:EE. There should be a new button right next to [Options], this button will let you restore your installation to default.
DISCLAIMER:
This is unofficial, fanmade modification. It changes several files inside NWN:EE installation folder, folder that should not be changed.
This modification is using a technique, that might be there only for BeamDog's internal usage, and it is possible that this functionality will be removed in future. If that should happen this modification will no longer work at all (but if this happens I will fix this).
Use at your own risk.
↧
↧
EE Dedicated Server Bug
Every so often when logging onto my dedicated server, all NPCs will not begin conversations. Clicking on an NPC does nothing. (Windows EE steam server version - current stable patch.)
Also during this, when clicking on usable placeables that fire scripts - nothing happens.
Restarting my server fixes this, and sometimes it is a pain because I often play away from home (android client) without a way to restart remotely.
Anyway, is this a known issue?
Also during this, when clicking on usable placeables that fire scripts - nothing happens.
Restarting my server fixes this, and sometimes it is a pain because I often play away from home (android client) without a way to restart remotely.
Anyway, is this a known issue?
↧
[MOD] Dragonspear UI++ (v2.42) - Now compatible with BG2:EE
Dragonspear UI++
Download the latest release
This mod (previously named SoD GUI Overhaul) makes many changes to the user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. It is compatible with BG:SoD and BG2:EE. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):Main Menu
- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.Options
- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.Character Generation
- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.Save/Load Screens
- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.Multiplayer Screen
- Bigger screen size.Main Gameplay Screen
- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.Dialog Box
- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.Journal
- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.Inventory
- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.Record
- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.Mage/Priest Spellbooks
- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.Worldmap
- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.Store/Containers
- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).Chapters
- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks
v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box
v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color
v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height
v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched
v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)
v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes
v2.01
- Bug fix - Main menu panel appears on the right side now
v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again
v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen
v2.04
- Italian translation added
v2.05
- Bug fix - Mage screen label and character name fixed
v2.06
- Bug fix - error in italian language file fixed
v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut
v2.11
- "Journal note" button in dialog screen now works properly
v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal
v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered
v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed
v2.21
- New enhanced inventory screen with all six backpacks
- New enhanced record screen
- New enhanced spell screens with all memorized spells visible at once
- Store screen tweaks by Adul added
- Option to toggle on a classic dialog window based on lefreut's tweak added
- Slightly redesigned main menu, removed left side menu
- Fixed MP button during dialogs
- Quickloot button tooltip added
v2.3
- Portrait picker based on BillyYank's Multi-portrait mod added as an option
- Added an option to have larger portraits on main gameplay screen
- Added an option to put a permanent thieving button on main gameplay screen (on the right panel)
v2.31
- Compatibility with 2.5 patch
v2.32
- Fixed contingency screen
- Fixed missing Charisma value for bards in the record screen
- The mod moved to github
v2.4
- Compatibility with BG2:EE, including new menu images by Seldar
- Several minor fixes
- Chapter screens converted to BAMs to save space
v2.41
- Fixed bug - store/healing and store/identify screens crash
- Fixed bug - class and biography scrollbar not draggable
v2.42
- UI.menu fix for 8. and 9. memorized mage spells not being shown
Screenshots:























↧
Baldurs Gate Meme Thread II: Enhanced Edition (Careful, everyone, SPOILERS!)
Going to star this'n out with a few favey-rights from the last thread...
= = = = = = = = =
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:
, 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.





↧