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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. Version v14

    54,542 downloads

    This is a collection of kits and an item pack from Sorcerer's Place. The mods were originally in an older, harder-to-install format and have been converted to use a WeiDU installer. Item restrictions are also applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. Polar Bear, Drizzt1180, and Creslyn wrote the original content. Learn more about the mod View the Readme Visit the Forum
  2. Version v10

    37,386 downloads

    The Icewind Dale Fixpack is designed to fix several bugs and errors that remain in the game after the official patches have been applied. It works on with or without the expansions Heart of Winter and Trials of the Luremaster installed. In fact, many issues quietly fixed by Heart of Winter or Trials of the Luremaster have been rolled back to every version of the game. This originally started as a component of the IWD Tweak Pack, but was broken out in to its own mod because 1) it's gotten fairly extensive on its own and 2) it should be installed right after the official patches whereas the tweaks should be last installed. Learn more about the mod View the Readme Visit the Forum
  3. Version v11

    25,069 downloads

    Like its predecessors for Baldur's Gate and Baldur's Gate II, Unfinished Business for Icewind Dale aims to restore content and quests that were omitted from the game as shipped. The additional content in this mod is based on what I can piece together from various game resources and from talking with former developer JE Sawyer on the Obsidian forums. Later, through my work with Beamdog, I was able to secure some of the original quest design notes and further refine the restorations. Learn more about the mod View the Readme Visit the Forum
  4. Version v6

    13,715 downloads

    The Item Upgrade for Icewind Dale mod is a modest collection of upgrades for various items throughout the game. Reading through the item descriptions, the developers really took a lot of time to give many items an elaborate backstory. In many cases, I felt that an upgrade was a chance to tell a bit more of the story. Learn more about the mod View the Readme Visit the Forum
  5. Version v8 (BETA)

    74,341 downloads

    Version 8 is a beta release. The Divine Remix aims to rebalance and change several aspects of divine-magic-using classes, such as clerics, paladins, druids, and rangers. The mod was originally known as Cleric Remix. Learn more about the mod View the Readme Visit the Forum
  6. Version v3

    767 downloads

    The Debugging Suite is designed to work with Baldur's Gate II with or without the Throne of Bhaal expansion pack. Note that the suite doesn't actually alter any game files and leaves no entry in the WeiDU log, so that it can be used at any point in the install order, as many times as needed. If there is interest for the Suite on other platforms (BG, IWD, etc.) it can be developed. For the most part, the file formats are the same so certain components may work on non-BG2 variants of the Infinity Engine, though I may not be able to actively support them. Readme Forum Project page
  7. Version v13

    380,767 downloads

    The BG2 Fixpack is a WeiDU compilation of fixes for Baldur's Gate II. This collaborative effort, including the work of modders from several different modding communities, has been the definitive compilation of fixes to supplement the official patches since its initial relase in 2006 and includes all of the fixes addressed by previous efforts such as Baldurdash (including the Game Text Update) plus several hundred more. Learn more about the mod View the Readme Visit the Forum Visit the Gallery
  8. I've obviously been at this too long, as I don't remember this at all. This was probably just lifted from BG2FP/WeiDU bitwise docs at some point. (My fave wtf moment so far since I've returned was finding that I missed free beer in the WeiDU docs.)
  9. Wow, I'm having to go way back in the memory here, but as I recall BioWare's scripting generally expected the city flag to mean outdoor city areas.
  10. Sounds like the Duskblade may be picking up the barbarian flag somehow--the ridiculous HP is a side effect of a barbarian under the NWN-style HP boost. edit: Yep, it's being flagged as a barbarian to properly restrict items. I'm not sure Andy and Nick realized this would give it a the barbarian's base d12 HP roll, too.
  11. It's the Imoen-init banter that starts with "So. You're part of that Order of the Radiant Heart, right, Anomen?". The CN version does need in-party checks at the end, for Keldorn, Jaheira, Mazzy and Korgan. Cheers, thanks. Also found one other bug here--Anomen has a snotty response after the interjections of Mazzy, Jaheira, and Korgan, but not Keldorn. The interjection/response fits the same pattern, so Keldorn's interjection is now linked back to Anomen as well: // fix anomen's banter linking to non-present party members ADD_TRANS_TRIGGER BANOME25 51 ~IsValidForPartyDialogue("Korgan")~ DO 1 ADD_TRANS_TRIGGER BANOME25 51 ~IsValidForPartyDialogue("Mazzy")~ DO 2 ADD_TRANS_TRIGGER BANOME25 51 ~IsValidForPartyDialogue("Jaheira")~ DO 3 ADD_TRANS_TRIGGER BANOME25 51 ~IsValidForPartyDialogue("Keldorn")~ DO 4 // keldorn should link back to one last anomen retort ALTER_TRANS BKELDO25 // file name BEGIN 33 END // state number (can be more than one) BEGIN 0 END // transition number (can be more than one) BEGIN // list of changes, see below for flags EPILOGUE ~EXTERN BANOME25 52~ END
  12. Amaurea has just completed her BG portrait pack.
  13. Personally, I'd just go with Gorion at the end of the prologue. He's a required person to talk to, and also works roleplaying-wise.
  14. This forum will also provide support for Caedwyr's new Geomantic Sorcerer kit.
  15. Now let's add the initial release of Amaurea's BG2 Portraits mod.
  16. Let's add theacefes's new BG2 Alternate Soundtrack mod, which provides new soundtracks for several areas of the game.
  17. I vaguely remember trying this and it not working. The class of the kit does have to match the class of the K_x_x 2da file. ADD_KIT handles all of this.
  18. Could be either. You could do something like DR, which uses GA_ to put divine spells directly into spellbooks. If you're making one spell with a mess of 147 opcodes, then you'd want AP_. One thing to be careful of with 147--it will apply an XP bonus for spell learning (even for divine and innate spells), whereas GA_ in a clab file will not. There's some way to make it not apply an XP bonus (drake127 did it, I think) but I've never found the proper tweaking of parameters to make this happen.
  19. Any spell can be added to spellbooks with this opcode, yes. However, unless it's named in the normal convention it won't show up in sorcerer level-up spell selections or spell selections at character creation (spwi[1-9][0-4][0-9]) or be automatically added to the divine spellcasters (sppr[1-7][0-4][0-9]).
  20. If I may, I'd suggest going ahead and extending this series to all 26 letters. I know I've already hit a few that weren't in the last library (h and t, IIRC). For ease, Id also suggest shift-F2'ing this chunk into an alphabetized list.
  21. Just toss them all in one--declaring a bunch of vars isn't going to slow down install regardless.
  22. While you're mucking around with it, can I request you also farm the whole thing out to a lib so I can steal it easier?
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