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Retired Gibberlings
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  • Birthday 06/11/1981

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  1. Version v2


    These portraits were done by NiGHTMARE. They provide a series of alternative portraits for many of the BioWare NPCs. View the Readme Visit the Forum Visit the Gallery

    Improved BAMs

    Version v2


    This is a mod for Baldur's Gate or Icewind Dale created by NiGHTMARE and Andyr that Idobek repackaged with a WeiDU installer. A large number of the Baldur's Gate inventory graphics (BAMs) were improved for the sequel, so this small pack puts them back into the original. It will also work with Icewind Dale, as that re-uses many BG items. Learn more about the mod View the Readme Visit the Forum


    This is the code I wrote for stricter school exclusions. IIRC it's actually modified code from Divine Remix: COPY_EXISTING ~spwi218.spl~ ~override~ // Ghoul Touch ~spwi313.spl~ ~override~ // Skull Trap ~spwi414.spl~ ~override~ // Spirit Armor WRITE_SHORT 0x1e 28608 // Necromancers only BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi118.spl~ ~override~ // Chromatic Orb ~spwi325.spl~ ~override~ // Melf's Minute Meteors ~spwi403.spl~ ~override~ // Fire Shield (Blue) ~spwi418.spl~ ~override~ // Fire Shield (Red) WRITE_SHORT 0x1e 4800 // Alteration, Evocation; exclude Abjurers, Conjurers, Enchanters, and Necromancers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi514.spl~ ~override~ // Lower Resistance ~spwi903.spl~ ~override~ // Spellstrike WRITE_SHORT 0x1e 5120 // Exclude Illusionists and Necromancers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi722.spl~ ~override~ // Limited Wish ~spwi919.spl~ ~override~ // Wish WRITE_SHORT 0x1e 2944 // Exclude Conjurers, Diviners, Enchanters, and Invokers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING_REGEXP ~^SPWI[1-9].+\.spl$~ ~override~ READ_SHORT 0x1e "exclusion_school" PATCH_IF ("%exclusion_school%" = 64) THEN BEGIN // Alteration; exclude Abjurers WRITE_SHORT 0x1e 4160 // Exclude Abjurers and Necromancers END PATCH_IF ("%exclusion_school%" = 256) THEN BEGIN // Conjuration/Summoning; exclude Diviners WRITE_SHORT 0x1e 2304 // Exclude Diviners and Invokers END PATCH_IF ("%exclusion_school%" = 512) THEN BEGIN // Invocation/Evocation; exclude Enchanters WRITE_SHORT 0x1e 640 // Exclude Conjurers and Enchanters END PATCH_IF ("%exclusion_school%" = 1024) THEN BEGIN // Necromancy; exclude Illusionists WRITE_SHORT 0x1e 1536 // Exclude Enchanters and Illusionists END PATCH_IF ("%exclusion_school%" = 2048) THEN BEGIN // Enchantment/Charm; exclude Invokers WRITE_SHORT 0x1e 6144 // Exclude Invokers and Necromancers END PATCH_IF ("%exclusion_school%" = 4096) THEN BEGIN // Illusion/Phantasm; exclude Necromancers WRITE_SHORT 0x1e 6208 // Exclude Abjurerers, Invokers and Necromancers END PATCH_IF ("%exclusion_school%" = 8192) THEN BEGIN // Abjuration; exclude Transmuters WRITE_SHORT 0x1e 9216 // Exclude Illusionists and Transmuters END BUT_ONLY_IF_IT_CHANGES Some of that ties in with changes to spell schools made by the main AR component. There's also some related code for scroll changes, and a whole mass of related code for creature changes.
  4. I had a sudden nostalgia attack this afternoon, and decided to have a brief look through the work rooms of some of the projects I was contributing to and working on back in in the day. Reading through the Arcane Remix workroom, I couldn't help but be reminded: "holy crap, version 1 of this mod is actually almost complete!" IIRC the only reason nothing ever happened is because I didn't have time to write up any documentation for it. If I can get some people willing playtest this sucker, then I'll certainly be up for finally writing the text . A quick read through the .tp2 file suggests I completed the following content: Main component: - PnP spell tables - PnP spell revisions (includes changes to schools, effects, durations, ranges, casting times, etc; in total around 140 arcane spells are changed) - Revised joinable NPC spellbooks (only Edwin's has been manually altered, but others may be affected by various automated adjustments) - 7 new spells Optional components: - Stricter school exclusions (most specialists are restricted from two schools, rather than only one) - 8th & 9th level scrolls unusable by bards - Scrolls require higher intelligence (two versions: less than spells, and same as spells)

    Enhancement suggestions for DR v6

    I'm alive, but unfortunately I haven't a clue about any of the quest related scripts. As the "CD" prefix implies, this would be CamDawg's domain :|. Maybe another modder proficient in quest scripting could be asked to take a look?

    Any signs of life?

    I do have the graphics for several new areas, but I don't have any other things neccessary for those graphics to actually be working areas (light maps, and the like). If some else wants the graphics and is willing to do the neccessary work, though, feel free to ask! As for quests, there are some minor ones that I hope to finish off myself. The major quests generally only consist of plot outlines and various dialogue trees, and several of them are dependent on new areas that haven't even got graphics.

    Any signs of life?

    Both my free time and interest in IE modding have decreased dramatically over the past few years, but I do hope to one day get some form of LoI related release out. For a while now, I've been considering splitting the project into two. The first part would consist of things like new/altered items, revised creature scripts, and perhaps some additional dialogue for minor characters; basically stuff that's already been done, or is well on the way to being done. The second part would consist of things like joinable party members, new areas, quests, etc; in other words, the stuff that would require a LOT of work to be properly implemented. The catch is that this part would not actually be a mod for BG2, but would instead be a series of connected pen 'n' paper adventure modules (the idea being that this would cut out a large percentage of the required work). For example, one module might be entitled "The Siege of Murann", and focus on that aspect of LoI, while another might be "The King of Amn" and revolve around the royalist plot.

    Divine Remix Overview

    A passage from the 2nd Edition Player's Handbook that's often overlooked: Regarding the macros: IIRC, these are used to remove spells that are restricted by your character's deity's alignment, rather than your character's own alignment. For example, a true neutral priest of Shar can't cast Holy Smite, while a true neutral priest of Oghma can. Restrictions for your character's own alignment are controlled by exclusion flags in the .spl files themselves (see this page on IESDP for details).


    The dragon's always been there, although (highlight for movie spoiler) he isn't Beowulf's son in anything other than this movie and its associated merchandise. BTW while the dragon doesn't kill Beowulf directly in this movie, he's certainly the cause of Beowulf's death.


    Apparently the writers' excuse for the film being so different to the Beowulf legend we're familiar with is that the legend we're familar with is very different to the original tale. The "modern" version of the Beowulf legend derives from a single manuscript created in 1010, but the tale is believed to have been passed down via oral tadition for three or four centuries prior to that. Scholars have supposedly found various clues which indicate many aspects of the story were changed between its original telling and the 10th century manuscript; in particular, it's thought the scribe who created the manuscript was a Christian (the original author of Beowulf most likely being a pagan) and re-interpreted the story to reflect Chrstian traditions of the time.

    Paladin kits with gods like clerics?

    IWD 2's paladins can chose between Helm, Ilmater, and Mystra. (BTW, you can edit your posts )

    Witcher... here we go again.

    The original version was on the Spectrum, but it later came out for the C64, Amstrad, and DOS. Due to the Spectrum's infamous graphical limitations (there are only 15 colours available, and sprites have to be the same colour as their immediate background), I expect the DOS version did indeed look better .

    Witcher... here we go again.

    Do you perhaps mean The Great Escape, which came out way back in 1986?

    Other RPG's

    Ultima Underworld 2 is one of my favourite games, ever! Definitely worth a play if you can find it and get it to run. The first one isn't too bad either. I'm somewhat miffed that of the many attempts by fans to remake both games, all have been cancelled.

    Other RPG's

    Sorry to say this, but PC RPGs are also a case of gems within the rubbish heap, and I'm not just talking about recent games; it's always been that way.. The percentage of PC RPGs that can actually be considered good games is, was, and will probably always remain, very small. Just a few examples of godawful PC RPGs: Eye of the Beholder 3, Ultima 9 (many people would include Ultima 8), Descent to Undermountain, the later games in the Wizardry series, the later games in the Might and Magic series, Stonekeep (though it probably has more fans than the others mentioned here), Vampire: The Masquerade – Redemption (Bloodlines fans steer clear, the two games are absolutely nothing alike whatsoever), Legends of Valour, MetalHeart, and any MMORPG.