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Posts posted by jastey
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In v16 there will be two new lines @23 + @24 in SETUP-AJANTISBG1.TRA.
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Endless BG1
For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace.
For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII).For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died.
There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Three components are for SoD/EET only.
Version 6.1 comes with transations for some missed names and install order syntax to support Project Infinity.
Changes:
-Lines in ffhealer.tpa and refugees_sod.tpa traified. Russian text by yota13.
-added install order syntax to support Project Infinity -
EBG1 updates to v6.1!
Changelog:
-Lines in ffhealer.tpa and refugees_sod.tpa traified. Russian text by yota13.
-added install order syntax to support Project Infinity -
Kerzenburgforum
Ascalon's Breagar NPC mod for BG1 and BGII
This modification introduces Breagar of Clan Bardormar as a joinable NPC into Baldur's Gate 1 and II. Breagar is of lawful good alignment and comes with an own kit: "Dwarven Blacksmith". There are dialogues, creatures, items, and quests added for both BG1 and BGII games.The mod is directly compatible with Tutu, BGT, BG:EE, BGII, BGII:EE, and EET.
For BGT and EET, Breagar works as a continuous character all through the trilogy. There are three different ToB endings dependent on the player's choices.
For BG:EE, Tutu, BGII, and BGII:EE, only the according content of the game will be installed.
Link to Download at Kerzenburgforum -
The mod updates to v10.0.0 - with a full English version, as well as some bugfixes and more crossmod.
The English version was completed by Eimerian and all was proofread by Brokenkatana, thank you very much!
Changelog v10.0.0:
-English version completed by Eimerian, all proofread by Brokenkatana
-crossmod with BST added
-crossmod with bgqe should be installed component-wise
-crossmod with bgqe: I_C_T2 changed to I_C_T for better compatibility
-second friendship dialogue in BG1 should be triggered
-typo corrections
-SoD content improvements
-compatibility with the Transitions Mod -
The tutorials 1 and 4 were updated, tutorial 3 is now available, but not finished, the "Biff the Understudy Tutorial mod" was updated with in accordance to the updates for tutorial 1 and 4.
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@Anton yes, that was an important info. Then it's not what I thought originally but something else. Thanks!
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@Angel awesome! Thank you, I'll take a look at it when I'll have the time.
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@Angel thanks in advance! (I assume you are aware that this has only to be compatible with EE.)
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Citizens of Baldur's Gate!
We are happy to give you another chance to take a stroll through the soon to be opened Balduran's Seatower!
Enter and be at awe at the great architecture, the wonders, and hidden treasures that will await anyone bold enough to enter the tower with adventures in mind!
https://www.deviantart.com/bst-modification
Thank you to @Acifer for creating the screenshot gallery!
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BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC, with each other, and small side-quests of their own.
Version 25 comes with an Italian version by Coland and bugfixes! Thank you very much Coland for translating this huge project!
Changes:
- Italian translation added by Coland.
- Corrected morning after dialogue for Ajantis romance: should not trigger next lovetalk in addition.
- Fixed reference to Imoen's script name for EET in "x#bgreplace_bgee.d".
- Shar-teel will also notice falling of a ranger/paladin if the PC meets the same requirements for CHA/STR as for romance (both greater than 10).
- Kivan's dialogue after the Montaron-Ender incident will not loop.
- Added OUTDOOR check to Jaheira's dialogue about nature.
- Coran's romance should not be blocked if Xan's broke after being committed.
- Boomerang Dagger +2 for BG:EE is now EET version (not old BGII).
- typo correction(s).
- Added Dynamic Install Order categories to bg1npc.ini to support ALIEN's Project Infinity. -
@Istfemer not in v1, but in v2 one quest will lead the party away from the city to a new localtion. Most probably this area will be accessible afterwards, too.
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BG1NPC updates to v25!
The new version comes with an Italian translation by @Coland and some bugfixes.
Changelog:
- Italian translation added by Coland.
- Corrected morning after dialogue for Ajantis romance: should not trigger next lovetalk in addition.
- Fixed reference to Imoen's script name for EET in "x#bgreplace_bgee.d".
- Shar-teel will also notice falling of a ranger/paladin if the PC meets the same requirements for CHA/STR as for romance (both greater than 10).
- Kivan's dialogue after the Montaron-Ender incident will not loop.
- Added OUTDOOR check to Jaheira's dialogue about nature.
- Coran's romance should not be blocked if Xan's broke after being committed.
- Boomerang Dagger +2 for BG:EE is now EET version (not old BGII).
- typo correction(s).
- Added Dynamic Install Order categories to bg1npc.ini to support ALIEN's Project Infinity. -
Unpinning this thread. It's like... almost a year old!
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bg1re, the Baldur's Gate version of the popular Romantic Encounters mod, adding several encounters and quests all over the game, aims at populating the game with romantic encounters, intense dialogues, unexpected private dinners, romantic traces of long lost times, and real quests that all deal with true love, fulfilled or unfulfilled.
The mod installs on BG w/TotSC, Tutu, BGT, BGEE, and EET.Version 6 comes with some bugfixes and minor improvements.
Changelog v6:
-fixed install errors for BG:TotSC (components "Eltan's Spare Minute" and "Scar's Return")
-"Necromancer's Trouble": Trevor will not be doubled inside the FF HQ and outside with Miss Thirsty; mourning mom can be mentioned to Dilos inside the FF HQ, too; new reply options and one extra for shaman PCs.
-"Minor Disclosures": the components are no longer spaced through a timer. Instead, leaving the floor once and return will trigger the next encounter.
-added folder libiconv-1.9.2-1-src.7z with iconv licence info
-typo corrections. -
bg1re updates to v6.0!
Changelog:
-fixed install errors for BG:TotSC (components "Eltan's Spare Minute" and "Scar's Return")
-"Necromancer's Trouble": Trevor will not be doubled inside the FF HQ and outside with Miss Thirsty; mourning mom can be mentioned to Dilos inside the FF HQ, too; new reply options and one extra for shaman PCs.
-"Minor Disclosures": the components are no longer spaced through a timer. Instead, leaving the floor once and return will trigger the next encounter.
-added folder libiconv-1.9.2-1-src.7z with iconv licence info
-typo corrections. -
Baldur's Gate Mini Quests and Encounters
Baldur's Gate Mini Quests and Encounters Modification (BGQE) is a mod for "vanilla" BG1 (with the add-on Tales of the Sword Coast), BG1Tutu v4, EasyTutu, BGT, BG:EE, and EET, adding several small quests and encounters to the game. Vanilla BG1 without TotSC is no longer officially supported, but it should still work for it.
Version 23 comes with a revised and improved Italian translation and a new component "Finish Cordyr's Quest without killing Sil", by Lumorus! Thank you Jazira for the French updates and Coland for the Italian updates!
Changes:
-new component added: "Finish Cordyr's Quest without killing Sil" by Lumorus, coding by jastey. Russian translation by yota13, proofreading by Austin. Italian translation by Coland. French translation by Jazira.
-"A Warm PLace for Noober": journal entry will reflect whether player knows about Joseph's death (new lines: Italian by Coland, Russian by Austin, French by Jazira, English and German by jastey)
-French translation finished by Jazira.
-Italian translation heavily revised and improved by Coland.
-Added Dynamic Install Order categories to support Project Infinity. -
bgqe updates to v23!
There is a new component: "Finish Cordyr's Quest without killing Sil", by Lumorus.
QuoteThis component expands on Cordyr's Quest twofold:
-The door to his house will be unlocked and all PCs no matter the reputation will get the quest to take care of the sirines who took over Cordyr's old fishing grounds.
-The conflict can be solved without having to kill Sil and the sirines.This component is compatible with all changes to Sil and her sirines by bg1re and Lure of Sirine's Call.
Changelog:
-new component added: "Finish Cordyr's Quest without killing Sil" by Lumorus, coding by jastey. Russian translation by yota13, proofreading by Austin. Italian translation by Coland. French translation by Jazira.
-"A Warm Place for Noober": journal entry will reflect whether player knows about Joseph's death (new lines: Italian by Coland, Russian by Austin, French by Jazira, English and German by jastey)
-French translation finished by Jazira.
-Italian translation heavily revised and improved by Coland.
-Added Dynamic Install Order categories to support Project Infinity. -
I'll integrate it if someone provides the needed code (as this is not my field of expertise.)
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I have a suspicion about what is the problem but I haven't looked at it yet. Thanks for the report!
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15 minutes ago, argent77 said:
Just to make sure, are these value correct? (Cre resref is only used to check for creature existence during install time.)
// cre resref => script name ~c#bran01~ => ~c#brandock~ ~c#grey02~ => ~c#grey~ ~c#sola12~ => ~c#solaufein~
Yes, sorry, I forgot to give the script names. They are correct.
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@argent77 thank you! I have NPCs that can do both - be a full party member or follow in "familiar" mode. Does that make sense to add them? The cre files would be:
Brandock the Mage: c#bran01.cre, c#bran02.cre, c#bran03.cre
Grey the Dog: c#grey02.cre, c#grey03.cre
Solaufein: C#Sola12.cre, C#Soltob.cre
I have another NPC in the make but the mod is not public yet.
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@kiwidoc_again was it the "first rest needs to be in pocketplane" ToB issue for you, too?
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25 minutes ago, Anton said:
I think I found a bug: Fate Spirits can't summon her if EET is installed. To test this, launch the game in TOB and see for yourself.
I need more information before I agree it's a bug. EET's fate spirit summoning is more restricted than it was in BGII:EE. The questions are: -did you start a new ToB game? Did you play from SoA to ToB, but never had her join the group in SoA? What exactly do you mean with "can't summon" - will the spirit not do it or is the reply option for her missing completely?
Ajantis BG1 updates to v19.3!
in Ajantis
Posted
Ajantis BG1 updates to v16!
Changelog:
-compatibility and crossmod content with Transitions Mod
-(SoD) for romance case (romance from BG1NPC Project), Ajantis' Farewell DisplayStringHeads in Korlasz' Crypt will be disabled.
-(SoD) Ajantis' DisplayStringHead Farewell phrase about going to Warerdeep will be changed to going to Athkatla.
-Added Dynamic Install Order categories to support Project Infinity.
-infer_charset corrected to infer_charsets in tp2.