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Found 5 results

  1. LIST LOCATIONS The information should be functionally identical for each of these lists. -Beamdog General Modding Forum: Contains raw board code for ease of quoting and editing. -Gibberlings3: Lacks raw board code. FORENOTES -Mods that add spells to items or to NPCs but which player characters can't learn are purposefully excluded from this list. The same goes for mods that merely change spell functionality instead of making new spells. -Mods that add spells only to kits included in the same mod aren't emphasized, but may be included. -Entries below starting with - add spells directly to the standard arcane or/and divine lists. Entries below starting with ** use alternative spell systems. -Arcane spells that Wizards can learn are assumed also to have scrolls so you can add these spells to your repertoire. -As of this writing, there is a hardcoded limit of only 50 spells per spell level at a time. (That's 50 arcane per spell level and another 50 divine per spell level.) Any spells beyond this limit won't show on the spell select screen and character creation screen, and mods that would install spells beyond this limit refuse to install. -All information regarding new spells I've obtained from reading mod documentation or/and from mod authors/maintainers directly. I've not played enough with most these mods to fairly state from first-hand experience what they add. WHAT ADDS PLAYER CHARACTER-USABLE SPELLS TO THE BG ENGINE? -Normal and Enhanced Editions of Baldur's Gate and Baldur's Gate II, including the Tales of the Sword Coast and Throne of Bhaal expansions. -B_Spells (Spells and Magic) Adds a small number of arcane spells and divine spells to the game, some of which are already in Faiths & Powers. -Chaos Sorcerer Automatically adds these Chaos Sorcerer kit-only arcane spells to the Chaos Sorcerer's list of spells known: Conjure Chaos Elemental, Conjure Greater Chaos Elemental, Chaotic Weave, Nahal's Wildstrike, and Surge Control. -Dark Side of the Sword Coast (DSotSC) Adds many new spells, some arcane and some divine. The mod's new arcane spells are reviewed at that link as of June of 2018. Note that most of these spells in this mod are already in BG2, meaning if you're playing in EET (Enhanced Edition Trilogy), installing these spells is probably a waste of space! -deratiseur's Spell Mod (FRENCH ONLY!) Adds 30 arcane spells learnable via scrolls and 25 spells learnable via the spell learning UI, such as for spontaneous casters. For BG2, BG2EE, and IWDEE. (It may also work on EET, but I've not confirmed it yet.) -Dimension Gate: Or How TV Bunny Searched Remote Control. Adds about 20 arcane teleportation spells to warp to player-specified preset points. (It's like Morrowind[/url]'s Mark and Recall spells.) Also adds some quests and lightsabers. -IWDification Adds Icewind Dale arcane spells and divine spells to normal Baldur's Gate II, Throne of Bhaal, and the Enhanced Editions of BG1 and BG2. Also adds other Icewind Dale-specific content listed in the documentation outside the scope of this post. -Made in Heaven Spell Pack (MiH Spell Pack) Adds a few new arcane spells and divine spells. -Faiths and Powers (F&P, FnP) Adds a small number of divine spells from the mod B_Spells. New spells in Faiths & Powers are described here. -Northern Tales of the Sword Coast (NTotSC) (Spells from this mod don't count against the 50 spells per level limit but can't be learned by spontaneous casters like Sorcerers! They can still be added to spellbooks and prepared and cast that way normally!) Adds Fiery Cloud and Skeleton Guard as arcane spells with scrolls in Sorcerous Sundries (Baldur's Gate city). -OlvynSpells (Spells from this mod don't count against the 50 spells per level limit!) Adds many arcane and divine spells for all casting classes, each of which is listed in the post. Many spells like fly or reverse gravity require EEex to function! Noteworthy is that, as of this writing and OlvynSpells 2.2.0, these spells have been converted to use Olvyn's Spell Tool, thereby no longer counting against the 50 spells per spell type (arcane/divine) per spell level! -Out! Brief Candlekeep Adds one level 1 arcane spell, Vanishing Act. -Red Dragon Summoning Spell Adds a single level 9 arcane spell. -Region of Terror (RoT) Adds new spells that, according to the readme, are "mostly kit-specific." (Thus, you can only access these new spells if you're playing a character using this mod's new kits.) These kits also don't work with Baldur's Gate II: Enhanced Edition. -Spell Revisions (SR) and Spell Revisions Revised (SRR) Revises all vanilla and some Icewind Dale spells into a cohesive package for Baldur's Gate games. -Saradas Magic & Saradas Magic II (Spells from these mods don't count against the 50 spells per level limit!) Saradas Magic 1 (and seemingly also 2) adds high-level arcane spells, including something for each school. Dragon Disciple Sorcerers also get an exclusive spell. **Shadow Magic (Spells from this mod don't count against the 50 spells per level limit!) Adds many, many new spells (level 1-9 and seemingly arcane) specific to the new Shadow Adept Mage kit and Shadow Disciple Sorcerer kit. -Shards of ice Adds Summon Cow as a learnable, scribable arcane spell in addition to being a Wild Magic effect. (In Vanilla, Summon Cow is normally available only as a Wild Surge effect on the d100 roll of an 88. It's quite possible to play through the entire BG saga and never cast this spell under normal means) -Siege of Dragonspear to Baldur's Gate II: Enhanced Edition Item Upgrade (SoD to BG2EE Item Upgrade) Adds 5 arcane spells. -Spontaneous Casting for Clerics and Druids Adds Magic Fang as a divine spell. -Stone of Askavar Adds these 6 arcane spells. -Sword Coast Stratagems (SCS) Has the option at install time to include Icewind Dale arcane spells and divine spells for player characters. If Spell Revisions is installed, AI casters also use SR spells. According to the mod's author, the AI only uses some IWD spells (arcane and divine), not every IWD spell. Also, SCS accommodates the new spells from SCS, from IWDification, and from Spell Revisions. -Teleport Without Error Spell for BG2 & BG2EE Adds the level 7 arcane spell Teleport Without Error. (The linked version - version 15 - is EE compatible, and maybe also EET compatible.) Using this spell may result in bugs due to warping places the game expects you to walk. You've been warned! -Test Your Mettle! Adds Spacewarp as a level 5 arcane spell. The Darkest Day (TDD for Pre-EE Games, TDDz for EE Games) This mod (TDDz for EE and TDD for pre-EE) adds many new spells listed here of all spell levels and for Sor/Wiz, Cleric, and Druid spell lists! -Trials of the Luremaster (BG2 TotLM) Adds Icewind Dale arcane spells and divine spells if these spells haven't already been added by another mod, like IWDification. **Warlock (Spells from this mod don't count against the 50 spells per level limit!) Adds Warlock as a Bard kit with many kit-specific invocations, usable at-will. -Weasels! Adds a small number of arcane and divine spells, all weasel-themed. -Wild Mage Additions Adds 27 new arcane spells for Wild Mages only. VERSION HISTORY 1.9: May 30, 2021 -Added Dimension Gate. 1.8: February 23, 2021 -Added the Red Dragon Summoning spell. 1.7: February 21, 2021 -Added deratiseur's Spell Mod (French only). 1.6: February 15, 2021 -Thanks to subtledoctor of Gibberlings3 for telling me that Northern Tales spells can't be learned by spontaneous casters but also don't count against the limit of spells per spell level. -Thanks to Greenhorn of Gibberlings3 for telling me that Stone of Askavar has a small number of arcane spells! 1.5: February 14, 2021 -Explicitly mentioned which mods' spells don't count against the limit of 50 spells per type (arcane/divine) per spell level. 1.4: February 12, 2021 -Added TDDz (The Darkest Day) because I felt like it. Thankee to Azazello & Jarno for the mention in the Gibberlings3 thread months ago! -Updated link to teleport without error. This newer version (version 15) includes BG2EE compatibility. Alleluia! 1.3: September 7, 2020 -Added Chaos Sorcerer because I felt like it. -Clarified SCS AI casters to also cast Spell Revisions spells if SR is installed. 1.2: September 7, 2020 -Added Out! Brief Candlekeep. -Clarified that SCS AI used some arcane and divine spells from Icewind Dale if installed. -Added forenote about how I obtained the information about what spells are in each mod. 1.1: September 6, 2020 -Clarified the default spell limit per spell level to be 50 instead of 49. (The range of available spells by default is IDs 0 to 49.) -Clarified what SCS AI did and that Spell Revisions only added some IWD spells. -Added common acronymns for certain mods. -Added IWDification, Wild Mage Additions, and B_Spells. 1.0: September 5, 2020 -Initial Release. Alleluia!
  2. Greetings! Well this was my question on Steam, after a while of thinking with what char to start this fairy-tale, and on what difficulty. Long time thinking about decisions I have already choose Wild Mage on HoF... And for now, only few hours game I have regret it multiple times... The most stupid and useless on hardcore magic in IWD is a Wild Magic. But it's no way back! Another thing, on HoF seems to megatons of EXP, is this cool? Or should I change it? Is IWD: EE vanila on HoF cool on my settings? Or I need to install some mods?
  3. Hi everyone! I'm very new to Baldur's Gate and have a fairly simple question to ask: Is the mod Sword Coast Stratagems v33.1 fully compatible with the latest versions of the following mods: BG1 NPC Project, Unfinished Business, Portraits Portraits Everywhere and Distinguishable Clubs? https://www.gibberlings3.net/mods/tweaks/scs/ https://www.gibberlings3.net/mods/npcs/bg1npc/ https://forums.beamdog.com/discussion/38254/bg1-unfinished-business-v16-0 https://forums.beamdog.com/discussion/61015/mod-portraits-portraits-everywhere-for-bg1ee-sod-bg2ee-iwdee-eet/p1 https://forums.beamdog.com/discussion/34524/distinguishable-clubs-weidu-update-1-1/p1 Also, the page listing mods compatible with BG:EE + SoD over there at Beamdog states that SCS needs a fix to work. After I've installed SCS following all the instructions, do I still need to use that fix for SCS to work in my game? The fix mentioned is in the link below. https://forums.beamdog.com/discussion/comment/732385/#Comment_732385 Just so you guys know, I have the BG:EE + Siege of Dragonspear from Steam, and I installed them yesterday for the very first time and so far I only played for 30 minutes just to see how it was and if everything was ok, so my install is 100% vanilla clean and I would like to make my first playthrough with those mods listed above. Last but not least, any recommendations about other mods that are 100% compatible with the ones mentioned above and that would fit really well with someone like me playing BG for the first time? Thank you in advance!
  4. Greetings, all! I have a question I wish to pose to all of you modders out here, since I haven't seen it asked before, and that is is it possible to change a BGII original mod to be compatible with BGII:EE? (If so, how?) As someone who has never made their own mods before, I haven't the slightest idea of where to begin so any and all help is greatly appreciated!
  5. Greetings! After a clean installation of GOG BGEE 2.3.67.3 + Sod(modmerged) i manually installed the latest 1) Unfinished business for bg1, 2) Spell revisions, 3) Iwdification, 4)More style for mages and 5) Tweaks Anthology, in that order. After testing with a new SOD toon , i noticed that my mage was missing some vaniilla spells like Bindness, deafness and more. Same thing with BG2EE,(same mods with bg2's UB) i was missing spells like Wyvern Call, Summon Djinni/Efreet and others that i don't remember. I guess they were overwritten by the spell mods due to incorrect installation order? I can live with dupicate dispel magic/expeditious retreats and the occasinal wrong text ( vampiric touch innate is named "Moving Crates" -lol- ) but being a spell junkie i would appreciate any suggestions on that matter. Thanks!
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