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Ineth's collection of Icewind Dale style portraits

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Ineth's collection of Icewind Dale style portraits -- Volume I: Canonical classes and races

This is a collection of additional portraits for Icewind Dale: Enhanced Edition, which fit in with the original portraits that come with the game. It is part of the following set of portrait collections:
IWD style portraits:‣ I. Canonical classes and races  (Fighter, Paladin, Barbarian, ... , Halfling, Half-orc)
‣ II. Characters from other games  (PST)
BG2 style portraits:‣ I. Real-world cultures and ethnicities  (Vikings, Black people)

Introduction

IWD:EE comes with 59 built-in portraits. That's more than most games; but due to the large number of possible character build combinations (class + race + gender), any given build doesn't have a lot of suitable portraits to choose from. This collection tries to remedy that by adding more portraits for all the classes and races officially supported by the game, using a similar style as the built-in ones. Please note that I did not paint these portraits - they are pictures which I found online, painted by various artists (see the Spoiler boxes below). I merely turned them into IWD style portraits by cropping them and applying some post-processing.

Portrait layouts

image

 

image For each portrait, three files are included. The first two are the normal character record screen and side-bar versions, cropped like the original portraits. The third is an alternate version for the side-bar, corresponding to the "Zoomed in side-bar portraits" component of my IWD:EE Portrait Variations mod. See the included readme files for details.

Index

Bundle Content Download Size
Warriors 30 portraits iwdee_portraits_warriors_v02.7z 15.7 MB
Priests 45 portraits iwdee_portraits_priests_v02.7z 27.3 MB
Rogues 29 portraits iwdee_portraits_rogues_v02.7z 16.3 MB
Wizards 25 portraits iwdee_portraits_wizards_v02.7z 14.1 MB
Shorties 40 portraits iwdee_portraits_shorties_v03.7z 21.5 MB
Half-orcs 26 portraits iwdee_portraits_half-orcs_v01.7z 15.0 MB

Download them by clicking the filenames in the table above.
(Alternatively, click the Download button at the end of each post below, or get them from my Yandex drive).

Preview

The following 6 posts show thumbnails of all the included portraits. (Click a thumbnail to open its high-resolution version.) Also shown for completeness, even though they're not included:
original — the portraits that come with the game.
variant of original — from the "Photoshopped variations" component of my IWD:EE Portrait Variations mod.

Controller support PC

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I like playing NWN1 on my couch, is there any word if controller support will be introduced for PC players?

Ulb's Shaman Package: New Kits, New Items, and more (WIP) UPDATED 08.02.2017

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UPDATE 09.03.2017: Uploaded new version of the Storm Caller kit, old version was missing a file that was needed for vanilla BG:EE/SoD installations. UPDATE 08.02.2017: So I decided to start working on some more shaman kits. The current plan is to “pre-release” the kits in this thread for feedback/testing and then release the whole kit pack once they are all ready. The Far Realm Seer Kit which I teased/pre-released before is on the back burner for now since I accidentally deleted my latest version and right now I'm not really inspired to pick it up again anyway. Instead I've completed another kit; The Storm Caller. I consider the kit pretty much release ready barring any bugs/typos/balancing concerns. STORM CALLER Shaman Kit: [spoiler] STORM CALLER: Unlike other shamans the Storm Caller focuses his attention on harnessing and mastering the powers of the storm. With their ability to conjure up terrible storms and call down lightning on their opponents these shamans make powerful foes and allies even though they are less versed in the ways of the spirit world than others of their kind. CLASS FEATURES: – May only wear leather, studded leather, and hide armor. – May not equip shields larger than bucklers. – May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May cast druidic spells. – Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization. – Does not gain immediate access to the following number of Shaman-specific spells: Spirit Ward, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate. – Gains immediate access to the following Shaman-specific spell, which can be cast like any other: Writhing Fog. – Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20. – A Storm Caller's 'Shamanic Dance' does not summon spirits but instead calls down lightning strikes from the elemental plane of air on his opponents. SHAMANIC DANCE: Storm Callers can summon lightning storms from the elemental plane of air by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Storm Caller dances, opponents within a 30' radius have a 12% base chance plus 2% for each level of the Shaman to be struck by lightning, up to a maximum of 50% at level 20. The lightning strikes become more powerful as the Shaman gains additional levels: Level 1: 2d6 electrical damage Level 6: 4d6 electrical damage Level 12: 6d6 electrical damage Level 18: 8d6 electrical damage Level 24: 10d6 electrical damage – Gains 'Storm Aura' as a special ability at level 12. STORM AURA: Once a Storm Caller has become powerful enough he can conjure up a small storm on the spirit plane which follows him around and occasionally strikes out against the Shaman's opponents on the material plane. While Storm Aura is active opponents within a 30' radius have a 5% chance each round to be struck by lightning and take 10d6 electrical damage. – Can not be of lawful alignment. – Does not gain bonus spells per day from high Wisdom. – May not dual-class or multi-class. – Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.) – Hit Dice: d8 The kit comes with two unique HLAs (Lightning Master: +10% Elect. Resistance +5%Elect. Dmg, can be picked 5 times. Improved Storm Aura: Hit chance increased to 20%.) which replace Globe of Blades and Aura of Flaming Death. The other HLAs are the vanilla shaman ones. [/spoiler] Old post concerning FRS Kit: [spoiler] Hey there, I'm planning on releasing a little shaman kit mod or rather a mod package containing a shaman kit, several shaman items (for BGEE & BG2EE) as well as a simple shaman script á la aTweaks' Simple Class scripts. I originally made the kit for personal use only but since there is little shaman content out there yet I figured I could as well make it into a real mod. I might or might not add more shaman kits in the future. The kit is done but I still have to finish up the items and the script. For now I'm looking for some feedback on the kit before release. Writing isn't my strong suit and I'm not a native speaker so I would appreciate some proof reading as well. The 'Far Realm Seer' kit is inspired by C'thulhu/Great Old Ones. Full kit description: Far Realm Seer: The Far Realm is a plane of madness situated very far from the planes of the standard cosmology. This maddening realm has many alien and twisted inhabitants, some even as powerful as deities. Some shamans have a mythical connection that transcends the spirit world and allows them to extend their sight into the far corners of the cosmos. Of those that manage to retain their sanity a select few decide to embrace the maddening realm and harness its power for themselves. CLASS FEATURES: May only wear leather, studded leather, and hide armor. May not equip shields larger than bucklers. May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. May only become Proficient (one slot) in any weapon class. May only become Proficient (one slot) in any fighting style. May cast druidic spells. Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization. Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate. Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20. Gains the 'Far Realm Exposure' trait. May use 'Shamanic Dance' at will. FAR REALM EXPOSURE: There is little that would instill more fear than the maddening terrors of the Far Realm. Constant exposure to those condition has left the Far Realm Seer immune to fear and moral failure. Yet, their sight of the Far Realm is still a constant strain on the mind, leaving them with a -2 penalty to saves vs. enchantment spells. SHAMANIC DANCE: Far Realm Seers can pierce the veil between the Prime Material Plane and the Far Realm and thereby summon entities from the Far Realm to assist them in combat. While dancing, the Far Realm Seer takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Far Realm Seer dances, there is a 35% base chance plus 2% for each level of the Shaman that an entity will answer the call, up to a maximum of 75% at level 20. Any summoned beings will disappear if the Shaman moves, stops dancing, or if the beings leave visual range. The entities grow in power as the Far Realm Seer gains additional levels: Level 1: Weak manifestations, up to 2 manifestations at the same time. Level 6: Lesser manifestations, up to 3 manifestations at the same time. Level 12: Average manifestations, up to 4 entities at the same time. Level 18: Strong manifestations, up to 5 entities at the same time. The type of manifestation is randomly determined from all the manifestations available at the Far Realm Seer's level. Does not gain bonus spells per day from high Wisdom. Can not be of good or lawful alignment. May not dual-class or multi-class. Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.) Hit Dice: d8 Some notes: The "entities" summoned all use the awesome new Neothelid animation. The weaker ones are more transparent. The more the shaman can pierce the veil the stronger the entities get, becoming more "real". Those summons are a bit stronger than the vanilla shaman ones, making the kit also somewhat stronger in the process. So far I've only played about half of BG1 with the kit and while it felt strong I don't think it is broken or anything. [/spoiler]

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.

Expanded Classes and Kits

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This mod is a compilation of all of my previous kit and class mods, from the Alchemist kit for mages to the previously-unreleased Vampyre kit for thieves. This includes 9 cross-class kits such as the Assassin kit for monks, 6 new multiclasses such as the Cleric/Druid/Mage, and 16 unique kits such as the War Hulk, Water Dancer, and Red Soul. The cross-class kits and multiclasses are modeled to be as close to the original game as possible (your Kensai Paladin and Cleric/Druid should work just like how you'd expect them to), but the unique kits can range from modest changes to really weird powers: while the Green Soul simply gets longer-lasting spells at the cost of weaker damage spells, the Seducer kit can charm any creature (even undead and bosses) and make enemies into party members; the Plasma Wizard can fire infinite Lightning Bolts without casting spells; and the Sword Dancer can make up to 30 attacks per round. All of the crazy powers are balanced with meaningful drawbacks. Immense kudos to @Gwendolyne, @kjeron, @subtledoctor, @Raduziel, @Demivrgvs, @DavidW, and everyone else who helped make this compilation possible.

Since this mod contains 31 different kits, the full descriptions are a lot to parse. The descriptions are below, but here is a brief rundown of what this mod contains:
Fighter Kits:

-War Hulk (has sky-high HP and damage per hit but only attacks once per round)
-Archer
-Shapeshifter (buffed-up version of the Shapeshifter druid)
-Psionicist (simplified psionics system; uses per-day abilities based on vanilla spells)
-Sword Dancer (triple attacks per round but low damage per hit; can make more than 10 attacks per round even without Improved Haste)

Paladin Kits:

-Archer
-Kensai

Monk Kits:

-Kensai (trades unarmed damage output for specialization in weapons)
-Stalker (minor backstabs, lower attacks per round)
-Assassin (crazy backstabs, even fewer attacks per round)
-Psionicist
-Stone Dancer (triple attacks per round but low damage per hit; can cast Stoneskin)
-Water Dancer (triple attacks per round but low damage per hit; +1/2 attacks per round)
-Flare Dancer (triple attacks per round but low damage per hit; fire damage on hit)
-Sky Dancer (triple attacks per round but low damage per hit; can teleport twice per day)
-Fighter/Monk (monk with equal skill with weapons and fists)

Mage Kits:

-Alchemist (weak spellcaster that can craft unique items at the cost of gold)
-Red Soul (extra spell damage, lower spell duration)
-Green Soul (longer spell duration, less spell damage)
-Plasma Wizard (weak spellcaster that can fire infinite Lightning Bolts and other spells as ranged attacks)

Sorcerer Kits:

-Red Soul
-Green Soul

Cleric Kits:

-Cleric/Druid
-Seer (trades spell slots for combat bonuses and special divination spells)

Druid Kits:

-Seer

Thief Kits:

-Seducer (low-skill thief that can charm anything but is incredibly fragile)
-Archer
-Kensai (gets Critical Strike instead of Use Any Item)
-Shapechanger (beta: low-skill thief that gets unique shapeshifting spells)

Cleric/Mage Kits:

-Druid/Mage (Beastmaster item restrictions)
-Cleric/Druid/Mage (Beastmaster item restrictions)

Mage/Thief Kits:

-Druid/Thief (same item restrictions as a mage/thief)

Fighter/Mage/Thief Kits:

-Fighter/Cleric/Druid/Mage/Thief (Beastmaster item restrictions)

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

The Thread for Mirth/Share your Laughter

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We already have a thread happiness, unhappiness, and meh. I think its high time we have thread full of jovial belly laughs and incessant giggling. What has happened in your life that made you laugh? Could be a little chuckle, or a full on chortling breakdown! This isn't a thread for jokes per se ( I think we already have one). But more for sharing those little things that happen during your days that make you laugh.

BG2 Christmas party - ideas needed

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Nearly Christmas - I’ve been thinking about the best way to celebrate in-game.

In my mind Santa is a high level mage/thief. Key skills are obviously hide in shadows and move silently, also an epic level feat of reverse pickpocket. He must have some kind of special ability to cast time stop and wish as a free action unlimited times per day once per year.

For elves we can call some woodland beings

Need a location, preferably snowy, some reindeer, presents, music and feasting, other Christmas ideas

New Player: Please rate my party?

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Hi folks!

I have recently started playing Baldur's Gate (EE) for the first time because my partner has been a mega-fan for years. One of my favourite parts of these kinds of games is character creation (I literally spent the entirety of yesterday building a party) and I would love to hear from some more experienced players on what they think of my crew!

I spent so long thinking about party composition that I haven't quite figured out every one of their backstories so that they are cohesive, but I'll spend some time on writing those over the next few days.

[Note: I know generally people recommend creating the protagonist only and then recruiting party members for fun dialogue, etc, but I really think I'll get more enjoyment out of having a fully customised party than the odd funny dialogue or minor side-quest]

Protagonist:
Lawful Neutral Human Kensai, specialising in quarterstaves, to dual-class into Mage after level 9 (or 7)
His main driving force at this stage is getting to the bottom of who the hell he is and what the hell Gorion has been keeping from him all this time.

Party:
  • Lawful Evil Human Blackguard, specialising in 2h Swords - their bond is to the protagonist and they will go to any lengths to protect him and assist in his quest. [Tank]
  • Lawful Neutral Elf Fighter/Thief, specialising in Shortbows - backstory could just be an Imoen replacement? [Ranged DPS & Thief]
  • Chaotic Good Elf Archer, specialising in Longbows - backstory will be a bit tougher to work out given the opposite alignment to the Blackguard, though I figure he has a similar bond to assisting the protagonist in his quest and the chaotic nature of his alignment allows him to fit in with the rest of the party (if not always smoothly). [Ranged DPS]
  • Chaotic Neutral Half-Elf Skald - he's just here to have fun, tag along on some crazy adventures, and maybe develop the greatest song/story/saga of all time along the way. Constantly plays Bard Song and nothing else. [Support]
  • True Neutral Half-Orc Shaman - she was just passing through when these events began to unfold. With no other particular drive at this time, she has decided to accompany the party. She doesn't like direct conflict, but she loves music and a good dance, so during fights she just hangs back with the bard having a great time. [Support & Healer]

I'm looking forward to developing their backstory a bit further (I realise some of it is a bit loose/tenuous at this stage) but until then, I would love to hear peoples' thoughts! Thanks! :)

Project Infinity - public BETA for all

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Project Infinity


Discord:
https://discord.gg/aQvnbaY

Overview:
Project Infinity is a mod manager for games based on the Infinity engine. Project Infinity aims to provide the same functionality BWS did, but without the need for constant 24/7 maintenance of the tool itself, for the cost of a few additional user actions.

Project Infinity offers a graphical interface that allows you to create and manage modded installations in a way that is much easier and more convenient than the command-line programs used to install mods one by one. It allows you to select multiple mods and components you want to install at once and offers several ways to choose the installation order.

Supported Games:
  • every Infinity Engine game and version
Origin of the project:
The idea of Project Infinity comes from my 'mod template generator', but the project uses knowledge and experience from various other projects, like WeiDU, BWP, and BWS.

Acknowledgments:

I want to thank the following people:
wisp for providing features and for his patience.
Argent77,AstroBryGuy,CamDawg,DavidW,GeN1e,GrimLefourbe,lynx,Sam,Subtledoctor,qwertyqwerty and others for their feedback.
Every modder who removed ACTION_READLN or adopted his mod to use features of this tool.
The Gibberlings3 site and all the other modders for using Github.
W.K. for his code feedback.

How to use:
  1. Download and extract all the mods you want to install into a folder of your choice, for example, "G:\Mods-Extracted".
  2. Run Project Infinity.
  3. During the first run, you’re presented with the "Settings" dialog box. Select the path to the IE games you have installed and press OK.
  4. In the main window locate the text box labeled "Extracted mods". Use the browsing button to it's right to select the folder where you extracted all your mods. After a few seconds, the left panel displays a list with all mods in that folder.
  5. At the top left corner of the application, from the drop-down list select the game you want to mod.
  6. In the mods panel expand mod in order to load its components.
  7. Select all the components you want to install. Alternatively, you can import WeiDU.log from a previous installation, use "Import Weidu.log" button.
  8. Click "Set-InstallationSequence" button, all selected mod components should be added to the "Installation Sequence" window.
  9. Set the install order via one of the features, please see F.A.Q.
  10. Click the "Start-Installation" button to start the installation.
Features:
  • Mods installation, including private and unreleased mods.
  • Quick uninstallation of all the currently installed mods.
  • EET full installation, please see F.A.Q.
  • One-click Delta Updates for mods hosted on Github.
  • Download mods from sites that provide support.
  • Install Order Groups.
  • Create your own install order for mods.
  • Ability to share and reuse mod list.
  • Ability to share and reuse install order.
  • Unlimited sub-folders in the folder with extracted mods.
  • Importing a WeiDU log as an installation sequence with localized component names.
  • Launching currently selected game by clicking at the game icon.
  • Drag and drop support for changing the install order.
Features for modders:
  • Include all you Github mods in "Download Mods" ( please make request )
  • Support for Mod metadata.
  • Support for Delta Updates for mods hosted at Github.
  • Support for Mod config. (the guide will be provided later )
  • Support for Infinity Engine Mod Package, universal for all operating systems. (the guide will be provided later )
Planned Features:
  • Caching
  • Multi-threading
  • Mod Categories/Tags
Long-term goals:
  • Online Install Order and the ability for modders to contribute.
  • Automation of the mod installation for multiple games at once aka testing framework.
  • Resolve conflicts and dependencies between the internal components of a single mod.
  • Resolve conflicts and dependencies between multiple mods.
  • Cross-platform.
Not planned features:
  • Built-in custom backup system - nothing can beat Beamdog, Steam or GoG backups reliability.
  • Built-in mod list, compilations, install order, conflict and dependencies - requires 24/7 maintenance.
System requirements:
Technical limitations:
  • Scanning, copying, downloading and updating mods hang the GUI.
DOWNLOAD 
CHANGELOG | ROADMAP
(For Windows 7/8.1, you need to install first .NET Framework 4.5.2 or above and Powershell 5.1.)

How to use custom portraits (BG1, BG:EE, BG2, BG2:EE, IWD, IWD:EE, IWD2)

NWN:EE only runs in Windowed mode

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Hey all, long time no see. I sat down today to start up NWN:EE, installed the latest patch, and found, to my surprise, that the game started up in Windowed mode. I've tried adjusting the resolution, changing the nwn.ini settings, and reinstalling the game via the Beamdog client. Nothing seems to help. The game remains in Windowed mode. I would like to get it into Fullscreen, or even better, Borderless Windowed mode (since I think that's an option now?). Does anyone have any ideas what might be the problem, or how I might solve it? I'm running Windows 10.

What kind of mage specialization do you think best suits an occultist?

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In Dragon Age Origins I like how magic involves a lot of cavorting with demons, bargaining for power and such. Which mage specialization do you think best suits that kind of archetype?

BG2 crashes on map transition

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I'm in chapter 2 and I cant leave the bridge district. I can enter/leave buildings, but when I go to the map and select a new map the game crashes and the beamdog client gives me this issue: The Beamdog Client encountered an error trying to run Baldur's Gate II: Enhanced Edition (Retail). Please contact Beamdog support and mention exit code: 3221225477 I run a few mods, but I've never had this issue before. I've had random crahses, but thus is happening consistently.

Darkness over Daggerford Question: Prince Julap-Adeep's Riddles

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I seriously have no clue how to solve the first riddle. He says that even if I don't speak the language I should be able to figure it out but I can't see any correlation between the runes and the people in the room. The game should at least allow my character to make an intelligence check or something but the game is relying on my own stupid brain. How do I solve this riddle?

Code 12 on mac os 10.94

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I have a macbook pro 2.33 duo with 4 gigs ram and an SSD. The game crashes right away reporting a code 12 top report to customer service. What is the issue?

Introducing the NWN:EE Development branch

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We heard you like betas for your betas. The Development beta branch for Neverwinter Nights: Enhanced Edition has been opened from Friday. http://steamcommunity.com/games/704450/announcements/detail/1654381705278992547

Dual Class questions (possible combinations and vs Multi)

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I was away for a week and have been reading many articles and posts about Dual Classes. Through my many playthroughs (BG1/SoD/BG2/IWD), I never experienced much with Dual. I only did a Kensai 7/Mage solo BG1 if I remember well and tried it early BG2 before deciding on a different main character. Other than that, I've had something like Anomen Fighter 7/Cleric, Imoen Thief/Mage but I think those were forced on me in BG2, I can't remember too well.

So I know how the basics work with the downtime, the stats requirements, needing to be human, etc.

What I'm unsure about (doesn't help that some of the articles and posts I've read are about vanilla BG2 and some others are about EE, I'm personally using EE right now) are the possible combinations and how it affects weapon proficiencies.

I really hated the downtime of the Dual Class vs Multi (on top of being forced to be human which meant no half-orc higher str and con for example and so on). I'm currently getting close to completing my BG1 playthrough with 5 premade characters + Dorn. One of them is a Cleric/Thief mostly because I wanted to be able to disarm traps and unlock everything (I loved my F/T on my previous BG2 playthrough for backstabs and traps but I'm using a Stalker this time around in my party so I mostly wanted Thief skills for utility) but I didn't want the downtime during BG1 for heals or traps so I went with Multi. I was thinking of switching this character for a Dual once I hit BG2 (I plan on doing BG1/SoD/BG2/ToB with the same party). I wanted a stronger cleric rather than a weak cleric that has many points into thieving stuff that I don't really plan on using (however, I'm using SCS for the first time and I read that detect invisibility is very useful with this mod so I might change my mind and try those strong staff backstabs at the same time but my cleric spells will be quite limited).

Aside from just grabbing a 1st class to unlock utility and pushing the other one higher in levels, the main thing that grabbed my attention for Dual Class over Multi is the fact that I could use some Kits (which could add extra flavor or yield slightly different characters).

So here are the things that are unclear to me:

1- I think that I understood that I can start with a Kit and then Dual into a general class (F/M/T/C) but cannot get 2 kits or start say with Thief and then add a Kitted Cleric as Dual (which was what I wanted to do with my C/T Multi once I was going to hit BG2)?

2- Are there some kits that aren't available for Dual class? I think that I read Paladin, Bard and Shaman are unavailable but the rest can work (and Druid can only be used with Fighter)?

3- What are some of the better Dual Class kit options that might have an edge over their Multi counterparts? I know many talk about the Kensai/Mage or Berserker/Mage. Kensai/Thief (seems interesting), Wizard Slayer/Thief (I wish I thought about that one during my last BG2 run with my Wizard Slayer although I would have lost the Half Orc and lost some magic resistance from the extra levels once it's finally starting to kick in). Anything else? I'm curious about the possibly Druid Kit combinations (I liked my Shapeshifter I made in IWD but the Werewolf and Greater Werewolf THAC0s were horrible and it could barely ever land a hit, wondering if Shapeshifter/Fighter could make the werewolf forms more effective or if the downtime is just going to be too long).

4- Fighter/Mage combinations, many people claim it is the strongest possible character type but to be honest, if you dual at say level 9 (which many suggest over lvl 7 or 13), your melee THAC0 is going to be very weak compared to a pure fighter and your spellcasting will also obviously be quite inferior to a pure caster. I fail to understand how this class can be remotely good in melee with such weak THAC0. Sure you'll have a mage that has an improved THAC0 and more hp but mages can have so many good defensive spells, I feel like the extra hp might not matter much in the long run. Is it all about Tenser's Transformation to make up for the weaker THAC0 and melee damage? If you end up being a weak melee in the long run, I don't understand why go through downtime and all of this just to end up with a gimped mage in the long run.

5- Weapon proficiencies. I'm confused about this one. If I go with Fighter as one of the two classes, does this mean that I would be able to use any weapon type once both classes are active? For instance, would it allow a Cleric to use swords?

Suggestion: Update the Trello board

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I've been playing other stuff for a while, and the 1.79 patch notes are cool and interesting, but wow the Trello appears to be totally abandoned.

Is there a list of what's coming soon anywhere now? Because that's how I was following this, it doesn't even mention recent stuff at all.

Obviously there was a lot of time put into the console ports, but now those are out it'd be nice to know what's happening next.

Small mods you would like to see

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This is a thread for people who don't have the faintest idea how to mod themselves to suggest minor mods that they would like to see.

I will get the ball rolling ...

I have always found the Melicamp quest really frustrating and it is the one place I will reload even if I am in theory doing a no reload run. Currently you get 2,000 XP and +1 reputation if Thalantyr's Antichickenator spell succeeds and nothing if it fails. This feels really unfair. Surely seeing a guy who has been polymorphed into a chicken dying in the process of being returned to human form should be worth some experience? So what I would I like to see is a mod that gives you 1,000 XP and -1 reputation if Thalantyr's Antincheckenator spell fails and Melicamp dies.

Anyway, that's what I would like to see. Are there any other minor tweaks people are longing for?
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