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Mods Worked On

Found 18 results

  1. Someone has been working in the shadows, manipulating events on the Sword Coast to their advantage... Hey guys, My first mod here. I created this because I wanted to tie up loose ends with 2 things in Baldur's Gate: the Twisted Rune, and the Cowled Wizards. So this mod was born about a year ago! It requires the Enhanced Edition Trilogy by k4thos as there is content to be found in BG, BG2, and ToB (the quest cannot be completed before ToB) Download link (alpha v0.1): https://github.com/Maltodaxtrin/CowledMenace/releases/tag/0.1 Readme: https://maltodaxtrin.github.io/ I included some screenshots in this post. Basically I'm looking for testers and people willing to try out the mod and provide feedback! Be gentle with me, this is my first time making a mod and using github. However, I spent a lot of time learning how to code in a way that doesn't break other mods as much as possible. You can see for yourself in my code. Special thanks to lots of people here including demivrgvs, Roxanne, kreso, DavidW, CamDawg, Nythrun & Miloch (area patching), Avenger, and every other helpful fellow! Also, thanks to K4thos for making the EET
  2. Gives imps, mephits, quasits and the rest of the pesky flying critters, including familiars, a leg-up. Imps and quasits get colored skin (dust mephits are still gray), and all of them get more, new and better sounds. They will snicker, mumble and generally make themselves felt, and they move with a hop. Should be compatible with any version that allows adding animations. My thanks go to kjeron for help with this. http://uploaded.net/file/160k0o6b
  3. Greetings, everyone! I've got interested in IE modding some time ago and right now I'm looking for aid. Recently I have finished my first project - NPC mod for Icewind Dale: Enhanced Edition, and right now I need help with proofreading. Here is the short info about the mod: Preview This mod adds a new recruitable companion to Icewind Dale: EE - dwarven wandering priest of Marthammor Duin Turald Ironfist. It was created as an addition to Kulyok's NPCs, though it can be played as a separate mod as well. The idea behind this project was to create a person who would look at the events of the game from the dwarven point of view and who will also be significanlty older than characters from IWD NPC Project. Turald MOD contains dialogs with main character, interjections, player-initiated talks and crossmod content with Kulyok's NPCs and LavaDelVortel's Dusky. Character info Name: Turald Gender: Male Race: Dwarf Class: Fighter/cleric Alignment: Neutral Good Location: Temple of Tempus in Easthaven Romance: No ==HELP NEEDED== The content for vanilla game (I'll add HoW/ToL content a bit later) is ready and needs to be proofreaded (especially since I'm not Native English speaker). So, if anyone can help me with it, I'll be very grateful. If more information is needed, I'll gladly provide it. Have a nice day and thank you for your attention!
  4. I initially posted this in the Divine Remix section, but since it is a ghost town over there, I thought I'd try here. Problem is pretty much in the title. Divine Remix V8 seems to work pretty well for the most part, but special abilities on the new Ranger kits included with it do not appear. Mod is currently installed on Divine Remix V8, on BG: EE, with the tweak pack installed. Any ideas on what is causing this?
  5. Hi. I've installed EET using BWS. My install was fairly plain, mostly just ai enhancements and things like rogue and wizard slayer rebalancing. I realized that bws is no longer supported but I managed to manually force it to use updated mods, and it all seemed to work fine. Now, I was playing through a solo run with my fighter/thief and decided to get some points in set snare. Now, every time I use the skill the dialogue box simply says: trap set:charname and no success/failure roll afterwards. When I start up BGII SoA through steam, and try to set traps it works fine. I also restored my install through bws, and when I load a clean BGEE I can set traps fine. Anyone have any idea's which mod(s) may be causing this problem or is it EET itself? If so, I was wondering if I want to play with SCS and RR, etc through the trilogy do I need to install these mods seperately into BGEE and BGIIEE (I'm using the steam version) Any input/help much appreciated!
  6. - - How to make a green blood in SoD and BG2EE, to replace the default - red one? - - How to make a configurable component installation of the mod? For an example, for my mod I have something like that for now: BACKUP ~ContagionGUImod/backup~ AUTHOR ~frostysh~ VERSION ~v0.2beta~ BEGIN ~Contagion GUI mod component zero.~ COPY ~ContagionGUImod/CGUIMOD~ ~override~ But I need something different, like "Do you want to install modification to the dialogue box? Yes - No.", if the Yes - one set of files intalled into ovveride, if no - another (basically UI.MENU and BOX5.MOS (V2)), "Do you want to install no blood modification? Yes - No.", if yes - install some *.BAM file, if no - not install. How I can do all of that, thanx.
  7. Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) This is a cosmetic GUI mod for BG2:EE which modifying a font colors, backgrounds for fonts, a side panels. Main purpose was to change white-on-dark to dark-on-light in-game texts. Previews: Side Panels, and Dialogue Box Inventory Character Record Installation: 0. Download links: Thanx to all machine gods *lay on hands*, now the mod is aviable on GitHub, the all releases with descriptions you can find there: Contagion GUI mod releases NOTE: Push on "Source code", download the archive, and then unpack anything that in folder like "CGUIM_v02beta_BG2EE" to your folder where Chitin.key, basically there must be ContagionGUIMod or ContagionGUIModmini folder +setu.exe file and *.tp2 file, or something like that - a standard stuff for WeiDU-based mods. And the 4shared is now only a mirror. CGUIM_v02beta_BG2EE.7z (~2,5 Mbyte) CGUIM_v02beta_mini_BG2EE.7z (~2,5 Mbyte) NOTE: Mini versions is means the version without modifications to the dialogue box. To install this stuff extract the archive into folder with Chitin.key (i.e. D:\Program Files\Baldur's Gate 2: Enhanced Edition) , and then start to execute ContagionGuiMod_setup.exe. Uninstallation 0. Just run again ContagionGuiMod_setup.exe, and follow instructions. Compability This mod can be installed on the any stage of the game, and no need to restart the game from beginning. This mod touching only cosmetic changes of GUI, not gameplay. Compability with other GUI modes - well, nope. In this case you need to make modifications manually, - look at Readme. NOTE: Dialogbox content is only in the test stage, if we do not want to install that, we must extract archive, and then delete ~/ContagionGuiMod/CGUIMOD/BOX5.PVRZ , and then replace modified fields from ~/ContagionGuiMod/CGUIMOD/UI.MENU, by default one - look at Readme. Any help with moddinf of those crazy Dialogue Box appreciated. . CGUIM for Siege of Dragonspear 0. Download links: Contagion GUI mod releases - on GitHub, look for a note in a section about BG2EE. 4shared mirrors. CGUIM_v02beta_SoD.7z (~1,8 Mbyte) CGUIM_v02beta_mini_SoD.7z (~1,8 Mbyte) NOTE: Mini version is the version without modification of dialogue box! 0.a Previews: Dialogue box Inventory https://s25.postimg.org/3ndecdbij/So_D_Inventor_modified.jpg Character record https://s25.postimg.org/f0zxnkm17/So_D_Charec.jpg https://s25.postimg.org/5uhn0agsr/So_D_Charec_modified.jpg 1. Installation : just extract the stuff from the archive-file to the directory where Chitin.key, usually the root directory of the game. And then run ... 2. Unistallation: run ... again, and follow instruction. It is WeiDU program. Manual configuring and compability with the other mods: Of course SoD UI is impressive, much more impressive than BG2:EE, but as for myself I liked old school black on white text-styles. So I decide to modify SoD UI too. This mod can be installed any time during game progress, because this mod is only cosmetic and not changes anything that is not connected ti the graphical user interface, game parameters, save-game files, etc obviously including. But this mod in the default installation just copying to "override" folder next files: BGEE.LUA, UI.MENU, INVENTOR.MOS + MOS57000.PVRZ, invstats.MOS, GUIREC2.MOS + MOS57001.PVRZ . So this mod will delete the all other UI mods ! To prevent this. if you want to use this mod with the other UI-mods, you need to install this mod, making a manual modification. I have listed the all modification that I have done in the files. NOTE: *.MOS v2, is just a small "link" to the *.PVRZ data file, that is an image data-file that can carry an information about transparency. The game have limited numbers of *.PVRZ file-indexes. In the CGUI mod I have used the next indexes - MOS57000, and MOS57001, if the any other mod will use the same indexes for *.PVRZ data-files - will happens something horrible... Basically there is the same changes in Baldur.lua, and in BGEE.LUA, as in the case of Baldur's Gate 2: EE. Readme data file Version History: Version 0.3 for SoD - 02272017 Fixed bug, UI.MENU -- line 602: text style "normal" ---> text style "CGuiMod", there was Charrec panel, resistence, effects, etc field. Version 0.2beta - 02212017 --- Added CGUIM for BG:EE + DLC "SoD", tested on version SoD 2.3673 or something like that. --- Revised Readme file. --- Added "mini" versions for both CGUIM, (mini - without modification too dialogue box). --- Updated installer to WeiDU v2.4000 or something like that. Version 0.2alpha - 01032017 Configured for BG2EE v2+ *.LUA stuff, minor changed to background images, deleted *.BAM content for spell icons. Upgraded Readme-file. Version 0,1alpha initial release for version BG2EE 1.3.2, many *.BAM file also changed Further improvements in the future: - - The main future improvements is to create a single mod with an options of components installation and adding the indivisible/green blood component. - - I will create a dialogue boxes backgrounds with proper transparency, if I will realize how... - - Changing dialogue's subtitle colors, for now I do not know how too... - - Adding cool Blender-like effects for GUI. - - Changing the filehost server for a mod Special thanks to G3 community, and Jarno Mikkola, argent77, lynx, agb1, Fiann of the Silver Hand, without yours help I will never finish that stupid mod . Also thanx to user lefreut from forums.beamdog.com, for exposing the file of dialoguebox background image "box5.pvrz", or something like that. Further information in README_contagionguimod.txt ----UPDATE1---- Added Screenshots with high resolution for mod's previews . ----UUPDATE2---- OMG! After ~4 hours of uploading 10mb to the file host server it is DONE at last! . ----UUUPDATE3---- Deleted information about bad way to install mod, added the future improvements (in the text not in the mod ) ----UPDATE4---- I have spent money to bought SoD ~20 cahsi dollars, this money was enough to support me for a few months . And ~150 hours of downloading, that was awesome... P.S. I am not a "coder/modder" or something, and this mod is mainly - Just for myself, so probably will be a many "bugs".
  8. Hi there, I'm using the last version of the game (1.023) and also the last version of the romance pack for nwn2 (v4). I played everything with no bug until now : The LT8 lines (Veedle speach) didn't came. Also i'm actually finished with the strongold for now and have to go to the ruins but a cutscene happen (i don't know whose) and stuck me on my actual map my main character cannot move afterwards. I try to get in other location BEFORE trying ruins and it works, but getting from said other location to ruins and the cutscene happen again, stucking me again too. If i try after that to use one of my companions to get me into the map it work. If i get out after coming it work. If i try to re-enter the ruins after leaving the cutscene happen again. I don't understand what's going on. Plz help me, thx in advance. PS : i'm french so plz bear with me if i do mistakes in english writing.
  9. I playing in bg2 with my lawful-good Diviner, which is a black-skinned half-elf male, protagonist. Named Ki`Izikiel The Badlucky One . And I want to make his own an easy spell (something like a "Ki's Lightning Bolt") that will be 1st or 2nd or 3rd level. How to easily perform this action with the NearInfinity program??? Is there any chance to make some 'handmade' animation?? Thanx for the answers.
  10. Playing unmodded BG2 is all very well but Gem won't have arrived until it can play all the mods, BG2 players are fond of their mods. Mod starts with five PCs assigned by LH0602.bcs, one of them is a Halfling Fighter/Thief named Maztica. She has thief skill points spread all over the place, she is all things to all people and nothing to anyone, it is like an Aesop fable. Hence her Open Lock and Find Traps skills are not maxed out, she fumbles all too many traps. She wiped out half the party when she did not detect an Ice Storm trap. I altered the script to create my own party: Abdel Adrian - Human Paladin (Undead Hunter) Reynold - Human Cleric Jorgenheim - Dwarf Fighter (Barbarian) Jaheira - Human Fighter-Druid Imoen - Human Thief-Mage Bryn - Elf Thief-Sorceror Cleric, was going to be a Cleric of Helm. But the mod has no CLAB file for this kit. T -> M concentrates on traps and locks. "T -> Sor" will concentrate on stealth. The T-Sor won't be able to use Thief-only items, don't know if there are any in the EE mod. SPCL915, "Use Any Item", should be helpful here. The Thief class is purely notional. Only Reynold and Jorgenheim were in the original mod. Last three PCs are dual class, this is true for Bryn too, I play by no rules except my own. So far there have been only two problems. EE Mission Scrolls, "LHMIS#A": Don't rest with scrolls in your possession, ditto don't rest with the scroll anywhere in the same town/dungeon, otherwise they become unusable. You get this message in the console: "[GUIScript]: QuickItem has no charges." Then nothing happens! If all else fails, use the Console: CreateItem(1,"LHMIS#A") Here # is the mission number. Maybe it is an item not recharging on resting issue? Mission 2, LH1005A.bcs: Extraction Point script was going into a loop and continually giving everyone 5,000XP! This is the original code: I altered the code as follows: This worked. Maybe "Deactivate([ALLY.0.HUMAN.FIGHTER])" is not working properly for the four NPC Knights of the Order?
  11. Hey I was wondering if there is a version of the NPC mod that I can use for BG I WITHOUT needing Baldur's Gate II
  12. Here's the most recent version: https://www.dropbox....052015.zip?dl=0 - spawns bunnies in most woodland areas - squirrels! - fix for Firebead and Nessie - horses get dialogue, but not much Install: before game start if possible Talking: Cows, Cats, Eagles, Rats Encounters: Rabbits, NE corner of Beregost map; Birds, Coast Way, just north of caravan Potion of Talking: talk to Firebead in Candlekeep, or ask Gellana Mirrorshade for advice Other Points of Interest: Cat-killing doppelganger, Reevor's Rat Quest (Prologue), Nessa the Cow (Prologue) Resource Sharing: Patches dialogue and/or override files into cow.cre, cowh.cre, cat.cre, catp.cre, eagle.cre, rat.cre, rat2.cre The Cow Goes Moo The cow goes moo and ruminates on philosophy, the cats quote Nietzche, the rats... the rats want to be your friend... I've been working on a small joke mod for BG1, partly as a tutorial project. I've tried making it crossplatform compatible - I've checked it for BGT, but don't have Tutu or EE to try it out on. So yeah... if you've got a spare half hour, either Tutu or EE, and feel like hanging out with talking animals for a bit, I'd appreciate the help. Screenshots: Just because the cow *can* talk, doesn't mean it will... Charname, Defender of Cats So far: - The mod is confined to BG1, with plans to expand later. - - - You need to enter an area for the first time for the patches to take, or visit Farmer Ted's Cow at the Friendly Arm Inn or Central Baldur's Gate. - - - This will overwrite any other mod patches to the cows and cats (though I don't know of any atm). - All "Creature has nothing to say to you" replies are transformed to animal sounds. - Using a Potion of Spurious Plot Device obtained from Firebead (Candlekeep), or Gellana Mirrorshade (Friendly Arm Inn) will access the philosophy and Nietzche. - The revolutionary chickens are coming... (not written or coded yet, though). If you're interested, PM me and I'll get you a download link. Thank you in advance, Thimblerig
  13. Let me introduce myself first. Hi. You can call me Kestral. Good, I really hate doing introductions. Anyway now onto why anyone would possibly read this ever. I would like to make a pure thief npc for Baldur's Gate 2! Don't get me wrong, I love all the various npc mods I've played with over the last few months, but really wished there was an option for a regular old thief. In vanilla BG2 you get Yoshimo, Nalia, CHARNAME (if you do a thief), or Imoen. EE adds Hexxant. For mods you have a few more choices. So I found myself thinking, "Hey! I could probably do one. I got a lot of time on my hand being a stay at home mom and crap. And it'd be nice to have a party member that is well adjusted and actually happy. Or at least rocks at faking it." Now I've never written/coded an npc for an Infinity Engine game before. My experiences are limited to visual/graphic mods for DAO/DA2 and Skyrim as well as private npc mods for Skyrim. But hell I got time to spare. Plus I've always enjoyed roleplaying as a comedic/snarky character. Here's what I would like to have in this: Romance Track for both Men and Women (maybe with differences between a m/f and a f/f romance?), a Friendship track (bromances are cool), PID Flirts and other goodies to keep the character and game interesting, quests, comedy, maybe gifts given to the PC and from the PC, and whatever else I think of. I'd kind of like maybe an npc romance that the CHARNAME can help or hinder. Honestly I loved the quests to help Aveline hook up with Donnic in DA2. Her quests would be more of the light hearted sort unless people really want drama. Then I guess they could be dramady quests. One idea I had for a romance related quest would be a meet the parents/big brother sort. Anyone who is a parent/older sibiling would know how it feels when their little girl gets her boy/girlfriend. Now here's a little bio blurb about her. Name: Elicia Location: Not Decided Gender: Female Alignment: True Neutral or Chaotic Neutral Class: Thief Race: Natural Born Wererat/Uses Human Avatar Stats: 14 21 14 10 7 12 Note: Custom Thief Kit will be included to give her the wererat abilities. Elicia at her core is a selfish, happy thief. What issues she does have stems from being the youngest of her rather large family. She wants to stand out from her older brothers and sisters. The wererat tails along with CHARNAME because she likes gold, dungeons have gold it's win-win. Plus everyone needs help with traps and locks no matter how good aligned they are. More coming later. She also calls herself a lovable berk. For tvtrope lovers see: Lovable Rogue, Little Miss Con Artist, Feelings about other characters: Bioware: Aerie: Elicia thinks she's a wee bit too mopey for her personal tastes but gets a real kick out of her being from a circus. Aerie finds the wererat odd but does appreciate her good humor, or she does when she isn't at the butt of her jokes. Nicknames her Birdie. Anomen: Despite his "unique" personality Elicia likes him quite a bit. She knows a sucker when she sees one and doesn't hesitate to play up a damsel in distress or what have you to get Anomen to do something for her. Also flirts with him to get him to buy her sweets. If CHARNAME is romancing him she will offer "helpful" hints to deal with his boasting/whining. Personally Elicia recommends replacing his dialog with your own in your head. It makes life so much more hilarious. Anomen doesn't approve of her choice of career but otherwise likes the wererat, mostly because she puts up with him. He tries to convince her to get her lycanthropy curse cured until learning she was born that way. He still tries to convince her to give up her lawless stealing ways though. Anomen does enjoy buying her sweets, if only to see happy look on her face. Nicknames him Sir Helmet. If Anomen fails his test his dialog will be different than if he succeeds. Hopefully a romance might be available depending on if CHARNAME decides to play matchmaker with the two. Cernd: She's not too fond of the nature preaching/loving guy. She's also a bit weary of the fact he turns into something that's close enough to a werewolf. Hey she's a wererat and wolves eat rats! Plus she believes his hair looks silly. Also after learning he abandoned his child/leaving him at the druid grove bothers her. Elicia grew up with a close (large) family and why he would let someone else raise his child is beyond her. However she does like pranking him via "borrowing without intent to ask or return" his stuff. Cernd tries to bond with his fellow shapeshifter and is rather disheartened that the whole predator/prey dynamic bothers her. He still tries to get her to be more welcoming of nature despite that fact that wererats are notoriously city-based folk. He's not sure what to make of her rather questionable parenting advice. Nicknames him puppy. Edwin: The two get along about as well you expect a thief and a red wizard to. Elicia finds him even too pompous for her to handle (and she tolerates Anomen.) and doesn't appreciate his attempts to get sample of her blood and/or fur. Blood is supposed to stay inside you after all! She does however mess with his stuff to annoy him and sometimes hits on him just to screw with him. Noone ever said she was smart and/or wise. The Edwina situation is absolutely hilarious to her and she enjoys teasing the heck out of her. Edwin doesn't like the wererat very well, after all she is rather dumb. He is however interested in getting a sample of her blood for research purposes. Nicknames him Ed/Eddie. Haer'Dalis: The bard and the thief get along wonderfully though she's not sure what to make of the nickname titmouse. The jury's still out on whether she ought to be offended by being referred to as a mouse in any context. She's a rat dangit. There is (hopefully) a possibility of a for fun fling between the two, that the CHARNAME can help or hinder depending on if it gets written. Nicknames him blue. Imoen:These two might have been separated at birth if one wasn't a wererat at least. Pranksters in arms forever. Nicknames her sis. Jaheira: She reminds Elicia of her mother for the most part. She doesn't appreciate Jaheira's nature shtick for being a druid but otherwise gets along with her. When she learns of Khalid's death from the party she feels sorry for her. After all Elicia would be devastated to lose a member of her family. The druid doesn't quite tolerate the thief's playful antics as they seem like a waste of time though she does grow fond of her eventually. Nicknames her mom/mommy. Jan: Jan's inventions are a thing of interest to her. More than once she'll try to get Jan to let her borrow things from him. She will not allow him to ride her into battle as his "honorable" dire rat steed. Even if the idea is comedic gold. Jan doesn't mind her, provided she asks to borrow something. Nicknames him Mister Turnip. Keldorn: Despite him being a paladin (of which she doesn't have very good opinions of seeing as most of them like to hunt "monsters" like her.) she likes the old man. Even if she doesn't agree with him putting the Radiant Heart before his family. Still she tries to get along with him after figuring out he mostly hunts out of control mages, not werebeasts. He reminds Elicia of a team dad of sorts, and actually responds to his "Dad" voice rather well. After all, he has daughters that are around her age. In trade he warms up to the wererat, even though she's a thief she's not evil and a whole bunch of misguided. Keldorn doesn't like Anomen's interest in her if it comes up. She might not be one of his actual daughter, but what kind of dad-like figure would tolerate someone like Anomen being in ANYONE'S life? Nicknames him Old Man and Dad. Mazzy: The two get along as well as you'd think. Mazzy handles her short jokes with the grace of a saint. Nicknames her buttercup for some strange reason. Minsc: Even without the hamster the two would get along pretty well. The ranger being a rodent lover just further puts him on her good list. She likes to tell him she's rusty on her hamster speak. She also spins silly stories about meeting the rare and revered were-hamster. Nicknames him ?. Nalia: They don't get along. She thinks the spoiled rich girl is a wannabe and doesn't understand how life actually works. Nalia finds her uneducated, uncouth, and possibly dirty due to superstition about rats carrying diseases. In short Elicia is the exact type of person she wants to help. Nicknames her git. Valygar: He gets along with the wererat about as well as he gets along with anyone else. She thinks he's too broody and needs to develop a sense of humor. Nicknames him ?/ Viconia: The two don't get along for a number reasons. One's a drow, rude, a jerk with a heart of jerk filled with extra jerk (in Elicia's opinion.) Vic thinks the wererat is at best a somewhat talented thief, but at the end of the day she's still a rat. After all, giant spiders love a tasty dinner of giant rats. Nicknames her ??. Yoshimo: They get along pretty well though she's better at cheating. Or at least she thinks she is. Nicknames him Yoshi. Sarevok: He scares her. A lot. Nicknames him ??. Baldur's Gate 2: EE Characters Dorn: As with Sarevok he's scares the poor wererat. She might not be the brightest but even she knows consulting with demons is a super bad idea. She might steal a lot, but she doesn't just kill for shits and giggles. Besides bodies are hard to hide. Dorn thinks she ought to be seen and not heard. After all CHARNAME didn't bring her a long for her brilliant wit but to pick locks and disable traps. She doesn't nickname him per say but often refers to him as tall dark and scary. Hexxat: While the two have common occupations Elicia doesn't trust the vampire. After all vampires make her nervous, what with the whole blood drinking thing. Blood stays on the inside! Hexxat thinks the wererat is foolish and wonders how she's survived this long. Nicknames her Bitey/Fangs/ect. Neera: The two get along pretty well even if Elicia is weary of wild mages. Plus at least she's pretty. Nicknames her Sparky. Rasaad: She thinks he's easy on the eyes but doesn't agree with the being a good guy shtick. After all heroes tend to have a short life expectancy. He tries to push onto the path of doing good much to her amusement. Nicknames him Sunny. Mod Characters: Coming Eventually. I'd love any suggestions/tips/cheese and/or rodent puns. Maybe suggestions for a romance bgm though I have an idea on one or two. I'm planning on making a mock up portrait of her using Skyrim so I can pay someone to do a BG2-style portrait for her. I'd love suggestions on her stats since all I did was grab one of the DnD books and asked my ex-DM husband what stats would be good for a wererat thief.
  14. Hi, Not sure where to post this, so, I apologize if this is the wrong spot. Basically, I followed the instructions to enable WeiDu mods in BG:EE, and installed the subrace mod. When I load/create a new game, the mod triggers correctly, prompting for subrace choice for my PC. However, when I make the choice, it adds it to an NPC nearby: in my saved game, it adds it to Imoen or Jaheira; in a brand new game, adds it to the nearest tutor in Candlekeep. (I confirmed that the mod did add the relevant stats and abilities to Imoen). If I move away such that the tutor/NPC is not in LoS, the mod does nothing. Halp?
  15. Hey there. I've been playing Baldur's Gate for a long time and experimenting with different mods. I'm pretty new to modding the game myself but I've been reading as much about modding methods as possible, but with a few things I'm still a bit lost. I was hoping you guys might be able to point me in the right direction (if not explain exactly how to) with a little project I'm trying to work on. Project Overview I'm working on a mod primarily for BG Tutu (but also BG II) that will theoretically rebalance many of the standard items in the game and add new items into the game as well. I'm intentionally trying to start pretty small on this project and may extend to more complex things (like NPCs, spells, etc) at a later time. Right now, I'm just working on creating the correct items and then getting them into the game. Here are some of the things I'm trying to do, and some roadblocks that are holding me up. Weapon Modifications 1) All bastard swords will be given a new damage range (and THAC0 penalty). 2) All two-handed swords will be given a new damage range. 3) All other swords should remain unchanged. Weapon Additions 1) Introducing two-handed axes with a damage range identical to two-handed swords (2 handed, axe proficiency, halberd animations and icons). 2) Introducing war-axes with a damage range identical to bastard swords (and THAC0 penalty). 3) Introducing a number of new magic items throughout the game (mostly introducing items that are under represented in BG Tutu, such as halberds, bastard swords, axes, clubs, etc). Desireable Methods of Delivery 1) I would like to be able to replace all existing items of a particular type with the new versions (so by modding bastard swords all bastard swords in the game would be affected on creatures and in shops). 2) I would like to add items to creature inventories (ideally as used equipment). 3) I would like to distribute some items throughout the game in various containers. Troubles Implementing Mods I've been reading through the Weidu Tutorial heavily, and it seems that most of what I want to do should be done through the COPY_EXISTING_REGEXP command, but I've been having some issues with this method. Firstly, I can't figure out how to make this method distinguish between longswords, bastard swords, and greatswords. Secondly, this method of course wouldn't grant each item a new description based on statistics (so while all bastard swords might deal 1d10 instead of 2d4 they would still be listed as 2d4 in the item description, which is bad). Because of this, I figured I would need to alter each item individually and accept that it wouldn't retro-fit the mod on top of other mods. Would I need to create a copy for each instance of weapon I wanted to mod (such as all bastard swords, all longswords, all greatswords, etc) and then make the changes to those files in DLTC and then save them under the same file name to be added to the game that way? I imagine this would solve the issue of retroactively adjusting through the game (allowing all bastard sword wielding hobgoblins to automatically use the new items since they would share the same reference name). However, thinking about it, I realize this would only change the statistics of the item, and unless I wanted to change the strings in the Dialog.tlk (which I don't want to do) then each item would need a new dialog string reflecting their new statistics (I imagine this would be preferred to keep the originals intact after uninstalling). However, the question then becomes what is the best way to do this?. This guide (http://forums.rpgdun...hp?topic=1847.0) suggests adding each dialog through WeiDU in the following manner. COPY ~itemtut/axedeath.itm~ ~override~ SAY NAME1 ~Axe~ SAY UNIDENTIFIED_DESC ~This is a basic axe.~ SAY NAME2 ~Battleaxe of Death +4~ SAY DESC ~This axe was wielded by the dwarven hero Korgan as he journeyed along in search of making a profit. The axe was lost when one of Korgan’s party members knocked him unconscious and ran off with the axe and all the rest of the treasure. How the axe ended up in your possession is unknown, but you are truly wielding a legend. STATISTICS +4 Bonus to THAC0 -3 Charisma +3 Strength Inflicts 4 Fire Damage per hit Damage: 1d8+4 Not Useable by: Mage Thief Cleric Druid~ Would I need to do it like this for each individual item? Thank you very much for any help in advance. I'm quite new to this, and finally broke down and decided to ask when I couldn't figure it out myself or find a similar guide.
  16. I have the mod installed and i am loving it. excpet for the simple fact that one of the most useful preist spells has disapeared!!!! I am a beserker/cleric duelclassed human (lvl 9 b lvl 10 c) and i don't have DF! Neither does viconia but is that because of her being a shar preistess? and Aerie dosn't have it either? Wtf is going on? Both my and Aerie are true class which from what i heard can learn anything. though we are only up to lvl 5 spells so if you made them lvl 6 then plz just tell me.
  17. Lava Del'Vortel's mods Tales of the Deep Gardens and Innershade have been added to in his new mod Colours of Infinity. With new quest The White Queen and NPC romance Yvette, Colours of Infinity is definitely worth checking out! Relevant links: Download location Readme Discussion forum
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