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Mods Worked On

  1. The EE Mod Setup Tool (for windows) Overwiew EET installs get more complex now that more and diverse mods are available to enhance the basic game. K4thos, the EET author recommended BWS for save installs when he started the project. However, original BWS has lost the supporters it had in the past and slowly decayed. This tool is aiming to provide similar functionality to mod EE games in large scale. The BWS-EE is a fork from Big World Setup (BWS old) which was originally created by dabus. BWS-EE is streamlined to serve EE game installations in a way that is up-to-date and maintainable still. While the tool was mainly intended to support EET, it also can be used to mod other EE games as listed below. Features: - assistance for creating your own customized game with any number of mods - downloading current versions of selected mods - easy mod installation for EET - correct install order of mods/components - merges SoD DLC with BGEE if needed - handle mod and components conflicts and dependencies - apply interim fixes when needed. - use players' tested compilations - save your own compilations for re-use or sharing Supported games: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy EET( BG1:EE + SoD + BG2:EE ) - Planescape: Torment Enhanced Edition - Icewind Dale: Enhanced Edition Supported mods - All actively maintained or properly completed ones! (make a pull request if there is a mod you want added) DOWNLOAD Mod requests : Create a pull request https://github.com/EE-Mod-Setup/EE-Mod-Setup or post a request at: Support https://baldursextendedworld.com/Install-Tool/ Changelog https://github.com/EE-Mod-Setup/EE-Mod-Setup/commits/master
  2. Version 0.9-alpha

    383 downloads

    This mod is a collection of class, skill, proficiency, and stat updates. This is an alpha release with the intention of adding more class, skill, and stat updates in the near future while further refining the new proficiencies that are being added. Yes, these are actual, functional, useable, proficiencies that can be assinged on the character creation and level up screens. Yes, eekeeper can recognize and adjust these proficiencies for characters. Yes, I am intimately familiar with the limited resources in the game, and no detectable spells were harmed in the making of this mod. Some components require EEex to work, and those are identified with (EEex Required). Project page Readme Forum
  3. I'll create a thread here for things I've seen that seem too small to deserve their own thread.
  4. Causes an infinite loop. Apparently the originals did not, it is purportedly an EE-introduced bug.
  5. I noticed this in my session just yesterday. BG2EE, obviously. First, Foebane +5. It directly casts SPIN104A (the payload of innate LMD SPIN104) on the target it hits, with no filter whatsoever. That's four points of magic damage, draining to the wielder's maximum health. Subject to magic resistance. The problem is that the "doesn't work on constructs and undead" 324 filter is in SPIN104. That's an important part of the spell, and really should be there in this on-hit version. The sword should either cast SPIN104, or have that 324 filter. Since the LMD effect is the last one, it's already in the right order to just slip that filter in before it. Second, Staff of the Ram +6. The description (in English) states "large creatures such as a dragons or giants will not be knocked back or stunned". The way this actually works is that when the chance procs, the staff applies a Wing Buffet (235) effect and an unconsciousness (39) effect along with an appropriate portrait icon. Wing Buffet is blocked for sufficiently large creatures, but sleep/unconsciousness isn't. You can knock out giants just fine; they merely won't be sent skidding across the room. In this case, the description (#66367) certainly needs an edit, at least in English. If nothing else, the grammatical number mismatch "a dragons or giants" should be fixed by deleting that "a". As for the unconsciousness effect, that's trickier. The animation-based large creature buffet immunity isn't any sort of stat that can easily be targeted, and race-based protection could do weird things (Yaga-Shura is a dwarf!). It might be that the best option is to simply edit the description to match the actual effect.
  6. BG2EE 2.6 I have noticed inccorect item apperance (HELM32 - Helm of the Rock and HELM33 - Gold Horned Helm) in inventory screen. I have attached a screenshot. On the top, it is observed behaviour; On the bottom, it is how it should be. Helm31(unupgraded helm of the rock) has correct apperance. I have uploaded ammended HELM32.ITM and HELM33.ITM files. HELM32.ITM HELM33.ITM
  7. Someone mentioned a scroll of Death Spell working against a Hakeashar, but the Skull of Death failing. I looked into them and found that the former uses 148 (cast spell at point) while the latter uses 146 (cast spell at creature). CamDawg mentioned that the BG2FP went through many scrolls to correct this, but other items like this might be missing.
  8. Cloak of the Lich (OHBCLCK1.ITM): "Powerful enchantments woven into it shield the wearer from all forms of death magic" Hindo's Doom +4 (SW1H71.ITM): "Immunity to all forms of death magic" Death Ward (SPPR409.SPL): "protects the target from all forms of death magic" Avoid Death (SPCL917.SPL): "the rogue becomes immune to death magic" Others anyone? The list of effects that one is immune to with those spell items (via #101) is kind of a mess (I've written them in the order found in the game files). Cloak of the Lich: 13 (kill target), 55 (slay), 209 (power word kill). Hindo's Doom +4: 13 (kill target), 55 (slay), 134 (petrification), 209 (power word kill), 238 (disintegrate) Death Ward: 13 (kill target), 55 (slay), 209 (power word kill), 238 (disintegrate) Avoid Death: 13 (kill target), 55 (slay), 134 (petrification), 238 (disintegrate), 211 (imprisonment), 216 (level drain) As you can see, it's pretty inconsistent. Cloak of the Lich lacks many effect protections compared to the others. Disintegrate seems a must. Hindo's Doom seems OKish (but petrification being there is arguable). Death Ward seems OK as well, similar to Hindo's Doom (but petrification is NOT there in this case). Avoid Death seems the most powerful one, but it's weird. It's missing Power Word: Kill protection, which is odd given that it protects against Imprisonment. It also protects against Level Drain. The protection against Imprisonment and Level Drain seems a nice touch for an HLA that only lasts 5 rounds, but it's not mentioned on the description. I'm not sure what to add, remove or change, but I'd like to hear your input on what should "death magic" be. Imprisonment it's like a permanent maze. I don't know if it counts as "death" given the special way to bring back the creature to the original state. It's only on Avoid Death. Petrification is good to have in some of the higher level utils, given that nasty stuff in high level spells can petrify (Prismatic Spray). But it's a kind of different form of death as well, and can be protected with low level things available even on early BG1. It's on Avoid Death and Hindo's Doom. Level Drain can indeed kill, but it doesn't do so instantly like the others, so we can compare it to regular damage. If Death Ward would protect against it, it would be so convenient, but it would make Negative Plain Protection useless, which lasts a lot less and it's at the same power level. It's only on Avoid Death. Disintegrate seems an obvious insta-kill, like Finger of Death. It's on all except Cloak of the Lich. Power Word: Kill is missing only on Avoid Death, so seems a no brainer that it's a bug.
  9. Version v10.1.1

    1,606 downloads

    This mod is a collection of player AI scripts designed for use in Baldurs Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, the Enhanced Edition Trilogy, and Icewind Dale: Enhanced Edition. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. Forum Project Page Readme
  10. There is a rather subtle bug in the UI code to sort custom soundsets, present on all four of BGEE, SoD, BG2EE, IWDEE. The soundsets are sorted by the lua function compareCustomSounds (in ui.menu), which is as follows: function compareCustomSound(s1, s2) -- DEFAULT, then normal alphabetically, then AoN alphabetically (result must be strictly less than) if (s1.sound == "DEFAULT") then return s2.sound ~= "DEFAULT"; elseif (string.sub(s1.sound, 1, 4) == "BDTP") then if (string.sub(s2.sound, 1, 4) ~= "BDTP") then return false; end elseif (string.sub(s2.sound, 1, 4) == "BDTP") then return true; end return s1.sound < s2.sound; end But this doesn't quite do what it's supposed to do, at least if there are any soundsets with filenames alphabetically preceding DEFAULT. Suppose you add a soundset 'BREAKS'. Then compareCustomSound will deliver DEFAULT>BREAKS, but also BREAKS>DEFAULT. lua's table.sort algorithm demands (reasonably enough) that its sort function defines a total order, so it sulks and stops sorting the sound table, leaving a mess. (The problem occurs because although the function forces DEFAULT>anything, it doesn't force anything<DEFAULT - it just resorts to alphabetical order.) As it happens, this doesn't occur in unmodded play because the default soundsets all have names alphabetically later than DEFAULT. But it could easily occur in a mod or just if a user adds their own soundset. This version works: function compareCustomSound(s1, s2) -- DEFAULT, then normal alphabetically, then AoN alphabetically (result must be strictly less than) if (s1.sound == "DEFAULT") then return s2.sound ~= "DEFAULT"; elseif (s2.sound == "DEFAULT") then return false; elseif (string.sub(s1.sound, 1, 4) == "BDTP") then if (string.sub(s2.sound, 1, 4) ~= "BDTP") then return false; end elseif (string.sub(s2.sound, 1, 4) == "BDTP") then return true; end return s1.sound < s2.sound; end I'm about to upload a fix to the fixpack (in files/tph/dw/ui_fixes.tph).
  11. This is spun off of the general EE content bug thread, starting with this report handed over by Andrea C. And while my original plan was truly a showcase of my work ethic: ... I'm going to tackle these myself. A brief overview of the spinny-head animation follows: The animation itself is spmindat.bam. It is played by spmindat.vvc for many, many different effects--primarily fear, hold, and feeblemind. Because of the overlap, spells which might block spmindat.vvc from playing (a spell such as Resist Fear) would end up blocking it correctly if it was sourced from a spell such as Horror, but incorrectly if it came from Hold Person. As a result, BG2 Fixpack cloned it into an identical animation, cdhorror.vvc. Spells which caused fear were updated to use cdhorror instead of spmindat, and spells which provided fear immunity were updated to block cdhorror instead of spmindat. Both VVCs still play the same underlying animation, spmindat.bam, but the different VVCs allow us to block one or the other via spell effects. However, oBG2 can only block animations, not remove them. So a creature who gets hit with Horror, and then had their panic removed with Remove Fear, would no longer be panicking, but the spinny-head animation would remain. EEs added the ability to remove the effects from specific spells. As such, spells which 'cure' fear were updated to also remove all the effects of e.g. Horror, to avoid the above. Which brings us to today. The shortcomings in the above plan were 1) we should have given the the same treatment to spells which cause/cure feeblemind as we did to cause/cure fear and 2) we should have updated hold cures to remove hold spells explicitly, as we did for fear cures. The good news is that the new immunity scheme we're using already addresses some of this. So the process from here: Clone spmindat.vvc into cdfeeble.vvc and cdstun.vvc Update spells which play spmindat as part of a feeblemind to play cdfeeble instead Update spells that provide immunity to feeblemind to block cdfeeble instead of spmindat Spells that cure feeblemind (pretty much anything that dispels magic) should now explicitly remove these feeblemind spells Update spells which play spmindat as part of a stun to play cdstun instead Update spells that provide immunity to stun to block cdstun instead of spmindat Spells that cure stun should now explicitly remove these stun spells Update the handful of EE fear spells that are still using spmindat to use cdhorror Update the spells that cure fear to explicitly remove the above, plus any other new fear spells that play cdhorror Update the spells that cure hold/paralyze to explicitly remove the various spells that play spmindat as part of their hold/paralyze effects. Despite hold and paralyze being separate effects (and more differentiated thanks to DavidW's work) they're both removed by the same opcode so they have to be batched here. Most of this will have to be sorted on a per-game basis since we're having to explicitly target specific spells. Once this is sorted I'll be looking at the other effects which 'cure' things that play animations, such as confusion.
  12. Hi, What I have been trying to do is to make a gauntlet during the first challenge room in Pocket Plane. Looking through the AR4500.BCS I wanted to make a few more battles take place before fighting the last encounter. Currently I am playing a modded game using SCS amongst others. From playing it (Good party with six members on LoB difficulty) the battles progress as normal, fighting kobolds and dopplegangers > Sahugain, Ogre mage > Drow > Jon/Bodhi/Sarevok. What I am wanting to do is add other battles in between as to simulate the party experience from BG1 creatures through to BG2 end game creatures. After 2 or so waves of encounters I want to implement a wait option for you to be able to save your game so you don't have to do it all again, it will become far too tedious otherwise. What I had in mind of what I wanted to do : Kobold/Doppleganger OgreMage/Wolves Battle Horror/Helmed Horror Rest point Duergar/Mephits Elementals Golems Rest point Troll/Umber Hulk Sahugain/Kuo-Tao Vampires Rest Point Githyanki Mind Flayers Drow Rest Balor/Cornugon Dragon Rest Final fight Jon/Bodhi/Ellesime This is roughly what I had in mind to do however I am stumped as to how to get the creatures to spawn in before the previous wave has been killed. Attached is a notepad of what is currently in the BCS file, I have made some changes and added in a Dragon fight (marked with */) to take place after the Drow have been killed, however the dragon seems to spawn in too quickly and with the drow still being alive I am not sure how to go about it as I am not too good with programming. I would be grateful for any help and if someone could explain what some of the Global and GlobalLT terms means because I have no idea. If I could figure out how to do one wave then I should be able to replicate it for the others. Thanks again. forum.txt
  13. jmaeq

    Beaurin Legacy

    Version v5.2.1

    7,026 downloads

    The Beaurin Legacy introduces an elven Enchanter/Thief and a hidden NPC to BGII:SoA & ToB and BGII:EE. Minyae Beaurin can be found outside of the Crooked Crane in the City Gates. The mod includes custom portraits, a friendship track for both Minyae and the Hidden NPC, numerous banters and interjections, encounters and quest(s), voicing for both NPCs (However, Minyae is fully voiced), a romance with a Bioware NPC, player-initiated dialogues, and custom friendship track themes. Project Page Forum Readme
  14. Version v14

    53,288 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
  15. Version v15

    135,889 downloads

    The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Forum Project Page Full readme Visit the Gallery
  16. There is another creature animation to correct; Inside the Planar Sphere, in the Ice Room is a snow troll which has been assigned standard troll animation. it would be great to change his apperance to snow troll.
  17. SPIN910, PSIONIC_DOMINATION, is used by mind flayers, and bypasses magic resistance. (Presumably because it's a psionic rather than a magical power). However, the sound effect played at the end of the domination period does not bypass magic resistance. So a heavily magic-resistant character might be dominated and yet get no sound effect. In my view, there is very strong developer intent that this is a bug: there's lots of developer intent supporting the idea that the sound effects associated with spells are supposed to be blocked by the same things that block the main payload of the spell. But I acknowledge that this is bound to be very controversial, especially with such a well-known and well-loved feature of the game. And certainly I can't rule out the possibility that it's an intentional nod to the complex and inconsistent ways in which psionic/magic interaction is handled in PnP, and/or a way to recognise in-game that AD&D shifted back and forth between treating mind flayers as psionic and as magical. One for the optional-but-cool component, possibly?
  18. This is specific to BG2EE (both 2.5 and 2.6). Durations for the 15 max HP bonus and the 15 self-damage at the end are switched around. In classic BG2 and the first BGEE, it does the damage first, then one second later, max HP drops back to normal. In BG2EE, max HP drops to normal, then it does the damage one second later, so the damage is to his regular HP amount. Observed: op18 (max HP): 119 duration op12 (damage): 120 delay What it should be: op18: 120 duration op12: 119 delay Pretty simple fix (op17 isn't necessary, but looks better if it matches the op18):
  19. Just in case no one mentioned it. It should last 2 turns as per the description, but it actually only lasts 1. Cheers
  20. I observe quite weird phenomenon when PC is wielding a sword of flame +1, thoug one condition must be met - you have to equip your character with whatever piece of armour you have. 1. C:CreateCreature("korgan8") 2. C:CreateItem("sw1h53") 3. Join Korgan and unequip his chainmail. 4. Give Sword of Flame +1 to Korgan At that moment, nothing unusual happened. His sprite looks normal. 4. Equip his chainmail. Look at his sprite, his armour started blinking. If you give Sword of Flame to Imoen, her chest will started blinking, even if she is not wearing any armour at all.
  21. The sword "Ilbratha +1" (SW1H26) in BG2EE has a 1/day Mirror Image ability for the wielder. Unlike the actual spell, the Ring of Duplication from Rasaad's quest, and self-buffs in general, this ability is blocked by magic resistance. It shouldn't be. (Spotted on the Beamdog forums from user hsenpar)
  22. Green slimes in both BGEE (Ye Olde Inn) and BG2EE (poison lab in Watcher's Keep) use JELLGR1 as their attack. On a failed save vs. poison at +4, the attack does a small amount of poison damage and then (this is the fun part) irreversibly kills the target with an exploding death after 10 seconds. Golems, undead, and targets with >= 100% poison damage resistance are immune outright. Now, the neat thing is that you can get hit by the green slime, see the poison damage and icon, drink an antidote (or cast Neutralize Poison), think you're OK since both the poison damage and icon have gone away, and then explode anyway. Given that poison resistance stops the exploding to begin with, I think it's a logical step that curing yourself of poison via whatever means should also stop you from exploding. In practical terms, this means adding a 321 vs. jellgr1 alongside any opcode 11 occurrence.
  23. I'll be damned if being wrong once (or more) will stop me trying to contribute. BG2 and BG2EE. AR0406. There's a guard (Actor 13 using GUARD1.CRE) that is assigned the Specifics script GUARD1A.BCS. This moves him out of the way when Lehtinan gives Charname permission to the back rooms. However, there is no check once he's moved, so he stays active(?). This is what the code could/should be (with new lines commented): IF Global("Backroom","GLOBAL",1) Allegiance(Myself,NEUTRAL) Global("f4imoved","LOCALS",0) // new THEN RESPONSE #100 MoveToPoint([1320.1507]) SetGlobal("f4imoved","LOCALS",1) // new END
  24. In the 2.6 patch, clones created by Simulacrum are affected by opcode 144 effects which disable thief skill buttons, so if a mage/thief casts Simulacrum or a thief uses Vhailor's Helm, the clone will not be able to detect traps, or dispel illusions, or hide in shadows ability. This seems to be a pretty blatantly intentional addition on Beamdog's part, but I cannot see any rationale for it; why wouldn't a cloned thief be able to hide? Note, this means Shadowdancer clones cannot use Hide in Plain Sight, which is the kit's signature ability... and the kit also has an HLA that creates a simulacrum. In that context this change seems kind of crazy to me. It was claimed to be a bug in the Beamdog forum, and Beamdog reps did not deny or push back against that claim. People just said, in essence, "have patience, wait for the 2.7 patch." (Also note that the change only affects the buttons - the clones can still be scripted to use thief skills, if clones can be scripted.) It's been quite a while since I dabbled with Simulacrum spells, but I'm pretty sure this would be quite easy to fix, by simply patching SIMULACR.SPL. If people agree it ought to be fixed. EDIT - (crap, has jmerry already gotten to this? I bet he did. Why don't we just make his mod the Fixpack and go home? )
  25. jmerry's Tweak Collection has a component with the following explanation: The issue on the engine is mentioned on another thread, and is scheduled to be fixed in 2.7 once released (if ever), so I think it's worth it to have this simple fix applied to joinable NPCs.
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