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Spell-50 vs Improved summoning and Removing celestial summoning cap

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Hi.

 

Sorry if this topic shouldn't be here :).

 

Today I'm reinstalling through big world setup BGT (BG1 with tales of the swordcoast expansion, BG2 SoA and Throne of Bhaal).

 

I did it yesterday and I tried today when it finished to run the bg2 exe but it only popped up a throne of bhaal extender console so finally I have to uninstall and again select mods I wanted.

 

The main change I have done is that I have a beam bg1enhanced instalation and I selected big world project detailed customization because if I wanted to select baldur's gate enhanced edition the software warned me about some mising areas on data folder in bg1ee. I uninstalled bg1ee and instaled a full version I had in gog (I don't know when and why but I have it :D) so I'm installing with big world project detailed customization. I comment this here just in case someone has the same problems.

 

Another problem I'm having is that I want to install Improved Summonings and removing celestial summoning caps that it supposed not be compatible with spell-50 mod, anyway I'm trying to ignore those red warnings and install all.

 

Does someone know why these modules are incompatible? Has someone installed them together?

 

Kind regards and thanks for your help :)

 

PS: By the way, this guy is a powergamer :D:

 

 

 

 


Varshoon - an Illithid NPC

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Posted Image

File Name: Varshoon - an Illithid NPC
File Submitter: Lava Del'Vortel
File Submitted: 21 Oct 2009
File Updated: 03 Jul 2011
File Category: Miscellaneous Released Mods

Want to have a non-human ally, but still don't want a god-like NPC? Want to know more about the mysterious and exotic race known as the illithid? Will you risk placing your trust into a creature who is a monster only concerned with gathering knowledge? If you are willing to take this risk - join Varshoon. Each of you can learn something more about the race of the other. Well, I should tell you what to do to have this mysterious ally join you; basically, you will need a decent amount of intellect. And what if you don't? Well, you'll have to find that out for yourself. I won't reveal that kind of surprise...
This mod adds to the game a new and unique NPC - Varshoon the Illithid. He has his own kit of Psionic Forcer. Varshoon is a mental warrior. He joins with his own special equipment and it cannot be replaced with any other items.
Varshoon will converse with you many times during the game. There are timed talks, area/item triggered talks and others! Those together create a new "Respect Path" for this NPC. There are also banters and group banters (with 2 other NPC's instead of 1) with all Bioware NPC's. This mod also modifies the normal quest area of the Illithid Tunnels in the Underdark.
This mod includes a new and much better paperdoll made by myself and Erephine.

Click here to download this file

Old problem. Key to River Plug in Cloakwood mines.

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H All:

 

Just got messed up by this again.  I thought it was fixed.

 

My game was created on Feb 06, 2016 with BWS from Feb 01, 2016.  If the problem has been fixed, sorry for the post.

 

Daveaorn does not drop the River Plug Key.  When Davaeorn was searched by ShadowKeeper and NearInfinity, no key was found.

 

I am sure everyone now knows that the key that works is "Key to River Plug (BGMISC83.itm)" not "Key to River Plug (MISC83.itm)".

 

In  ShadowKeeper, River Plug (MISC83.itm) is found in Keys section and River Plug (BGMISC83.itm) is found in Miscellaneous section.

 

Tom

BGT install won't approve BG1 directory

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Hello, I spent the whole saturday trying to install very basic Big World setup (which makes it something like Really Tiny World setup), going only with tobex, fixpack, bgt and few others but for no gain. For some reason I cant get past the BGT install. It appears as if the installer won't recognize or find my BG1 installation (CD image version). I tried to reinstall BG1 in many different directories, even the default one, always doing a clean install with clean registries, starting new game and making quicksave. I had UAC turned off, no antivirus, no nothing. I checked for missing BG1 files mentioned in some FAQ post around here but found no discrepancy. :( I'm out of ideas. Send help please, thank you.

 

Attached File  SETUP-BGT_DEBUG.txt   15.85K   5 downloads

 

 

Experience points per spell casted

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Hi all.

 

I'm not sure if I should write this here or in modding forums, I will try here.

 

I'm near to finish my second install of Baldur's Gate Trilogy not Enhanced with Big World Setup.

 

In the modules I could choose there is in particular one that catched my attemption: Installing [XP for casting Arcane Spells] [v7.1]

 

That module allows you to give experience points per spell casted. As rogues get experience from traps (I think that rule is fine because you always get experience even in real life doing things) I think a arcane/divine spellcaster should receive experience points too. I tried to google some alternative system or house rules but I didn't find anything about it so I think in a system I believe is balanced and consist looking for spells arcane/divine progresion table 20 level and adding a bonus on spells according to a main stat of 25.

 

The result is giving experience as follows:

Level 1 Experience Points: 600 

Level 2 Experience Points: 700

Level 3 Experience Points: 800

Level 4 Experience Points: 900

Level 5 Experience Points: 1000

Level 6 Experience Points: 1200

Level 7 Experience Points: 1400

Level 8 Experience Points: 1600

Level 9 Experience Points: 1800

 

So a wizard with 20 level (not focused in any school) is casting per day around 5-7 9th level spells making a total max of experience points between 9000-12600 experience points per day for that level. In level 20 we talk about millions of experience points so I think I didn't create something very unbalanced unless you see something I'm not able to see rigth now 

 

In level 20 a wizard with no inteligence bonus get this daily spells:

 

1   2    3    4    5    6   7    8   9        Total # of spellslots
 
5    5   5    5    5    4   3    3   2                  37
 
600     700     800     900     1000    1200    1400    1600    1800
 
3000    3500    4000    4500    5000    4800    4200    4800    3600
 
 
Total: 37400 experience points if a 20th wizard cast all possible spells.
 
In this webpage we can see experience proggression table: http://www.sorcerers.net/Games/BG2/xp_tables.php
 
Level      Fighter/Barbarian       Paladin/Ranger       Mage/Specialist/Sorcerer
20           3,000,000                   3,600,000                 3,750,000
21           3,250,000                   3,900,000                 4,125,000
 
375000 experience points are needed to level from 20 to 21 so a wizard should cast full 37 spells x around 11 times to level up.
 
Do you think is too much experience what I gave to that module?
 
Kind regards.

BGEE/2?

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Hey.

 

Will Aurora work with BGEE/BGEE2 if use an updated version of weidu to install her?  I know journal entries won't work, but will everything else function okay, or will there be problems?

Greenhorn's questions, bugs and findings about BWS

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Ok, so I finally start up and ready to roll whole thing. But I'm already stuck. Issue is with Baldurdash 1.73. Since I will install TS I obviously need BD 1.68 or 1.73. Latter is recommended over former but for starters it can't be downloaded either from Black wyrm or link provided in BWS/Conf/Global. Furthermore it is marked as expert ( pending fixes ) but still recommended? :mellow: Now about its various components of which I can't find information ( because I can't download it and read README ).  -_-

How option 015: third path plays with Berelinde's alternatives and Saerileth's quest? Component 013:Nalia states incompatibility with Turambar's fixes and tweaks component 10 ( it should probably be 2010). And what exactly is Restored twisted rune quest? Essential fix ( like is seems in BD1.68 ) or arbitrary add on of suicidal tactical encounter disguised like fix ( like it seems in 1.73 ). 

PS: my BWS is newest, downloaded this morning

Scroll/note/book "COPY" button

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How do I get this to work? It is not obvious as the MISC9I/J/K Irenicus journals are set "Not Copyable" and yet they have a "COPY" button when they are read. Click that button, and they are added to the USER portion of the JOURNAL. (This is in BG2EE.)


Component 3600 doesn't work with Acid Elementalist Kit

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"Everybody gets ApR from proficiency, only Warriors from level" won't install with the Acid Elementalist kit because the kit's abilities 2da file doesn't have an empty ability slot in each level from 7 to 13.

 

The component prints out a message asking to be told if this ever happens so the code can be amended to add a new row instead of searching for opening in the existing rows, so this is that.

Druidic sorcerer spells per level ( and other) bugs

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Hmm, something that looked so promising turned quickly to be rather disappointing. Let's see, started new Classic adventures game with DS who's starting level is 9. ( Supposed to be 1, but I suspect that is incompatibility on kit's part, likely being designed for SoA or ToB only. His stats are 16, 16, 16, 10, 18, 18 ( rather tough cookie to roll stats for but I'm proud of this one  :) ). Regular sorc guy is supposed to have 6, 6, 6, 4 spells per casting on this level and DC 5, 5, 5, 4, ( without wisdom and charisma bonuses ) according to manuals for both kits. Well, I only have 6, 5, 4, 3 even with W and C bonuses. Looked on Shadow keeper under affects and it shows that DC have penalty of -2 spells per level instead of -1 per manual. And his hit points are weird, he was supposed to roll 1d6 points per level and I only have 51 hp. ( even with 1d4 hp/level and C 16 it is still low). Started game on normal difficulty and then changed to standard after character creation. I will continue game ( this guy is still uber powerful for this game ) but I strongly suspect this bugs are not the only ones. Is someone still maintain this mod? 

The 'official' BWP Fixpack thread

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I have some bad news folks :unsure:

 

Ok, With the release of BWP Fixpack v13.0.4, I have officially taken over the BiG World Fixpack :crazy:

 

Important links:

 

BWP Fixpack Official SHS Download

- The official place to get the officially latest version of the official BWP Fixpack, officially.

 

BWP Fixpack Git Repository

- The unofficial place to get the most up-to-date version of the BWP Fixpack (should be continuously updated while I'm around :P)

- This will always be at a higher version than the current official package of the BWPFixpack (for eg: If SHS has v13.0.4, git will have v13.0.5) This will show up in your BiG World Debug.txt when you run the fixpack

 

BWP Fixpack Update Tracker

- For non-git users, lets you see exactly what gets changed in each update (each commit is clickable and easily understandable: for example)

- For git users... meh :lol:

 

BWP Fixpack Unofficial Git Download

- For those who need the absolute latest fixes and changes applied by the BWP Fixpack.

- If something breaks if you use this, please do post and I'll gladly assist if possible. The git repo download may be unofficial but it's supposed to work :D

 

Fixes for the BWP Fixpack thread

- The place to find almost every fix in the BWP Fixpack (not the place to discuss why the fixpack errors out/how the fixpack sucks - do that in this thread :P)

 

Feel free to fork, pull, push, play and do other naughty things with the repository :P

 

My current objective is to audit everything in the _BWP Fixes.txt so most commits will reflect that (as well as any fixes that get added, updated, deprecated)

 

Problems, suggestions and absolute, blind rage - please direct it to a post in this thread. I'll do what I can :cheers:

no Lanthorn

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Playthorough of BWP Standard.  in BG2, just killed Bhodi.  Cleared out everthing, searched everywhere I can see or think of.  No Lanthorn.  Read on a site that maybe I should:

 

CLUAConsole:CreateCreature("c6bmist")

 

which I tried.  Made a bat that flew to the altar/coffin(?) in the NW part of the basement where I killed Bhodi.  Still no Lantern. 

 

Any help?

 

Thanks kindly!

 

CaptEHCJ

BiG World Setup (an attempt to update the program)

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I will start without much prefaces.
I finally managed to upgrade the BWS to fit the latest version of BWP (thanks to Dabus for help and advice, without which I could never do that). I had little time to test the new program, so not all the conflicts and dependencies can be configured correctly, but I hope for your help. ;)

Download

BWP individual.bat question (tactics section)

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Referencing the individual.bat file (Sorry that I can't cut and paste so need to retype)

 

Call %EINSTI% Tactics "1 8 9 14 31 32 33 37"

 

This line does not check BP or SCS (other lines in this section do)

 

However from the documentation:  1, 8, 9, 14, 31 are included in the Big Picture.  If following sections checks for BP before adding other tactics components why are these reloaded?  If all BP pieces were not separated I could assume they would be skipped, but with some components being checked and others not it looks like a BUG.

 

Additionally component 37 is documented as incompatible with SCS yet there is no SCS check.  Note that other sections have the SCS check for other tactics components  (Sorry that I can not paste in the code sections).

 

Personally with BP AI and encounters and SCS encounters, I only want to load 32 and 33 from tactics.  Before I drastically change this section, I would appreciate any feedback.

More "Improvements" that mess up the game!

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Hi All:

 

In December this was not a problem. My current game (02/04/2016), which is very similar to December's game, has been "improved".

 

I am in Durlag's Tower, the second level down in the dungeon, in room ARD012 (X=2100; Y=900). This may be number for the entire level.  This room has many switches on the NW wall that open and close doors on this level.  Previously in December, you would get a message in the center of your screen telling you if you opened or closed a door.  It did not tell you which door.  A few messages still appear but not on the center of the screen as before.  These messages do not appear any more so you need to guess which doors you open and which you close.  NO FUN.

 

Off to the east is a passage way which is accessible after you open the door.  It has a trap, a sliding wall that crushes whoever sets it off.  Well Imoen disarms the trap (at least that is what it says on the screen) and than the wall crushes her for massive damage, sometimes death.

 

If someone can tell how to remove or stop this from installing, it may help others who prefer not to have this in their game.  I would like to know so I can eliminate it from my next game.

 

Tom 

 

 


Brand New Installation

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Hello, im using latest BWS. Tactics version is mine favourite, but now I cannot add The Darkest Day, it has conflict with some NPC mod(which I removed) but still have this conflict.

http://s30.postimg.org/vrkeh7jjl/Error.png

How I am supposed to solve this, because the darkest day seems fine mod to me, which I must have :) Thanks

Mazzy the Paladin compatability

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I don't see Mazzy the Paladin listed in the Big World PDF.  Is there any compatibility issues? If not where should I install?  After Mazzy friendship?

Wild Mage Issue

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I'm starting BG over again and I've selected the Wild Mage. Now, using shadowkeeper i've added a few things, I've made all of my stats 18, gave my mage 5 points prof. in staffs and two handed weapons, along with a wizard necklace and a monk appearance, there are two things that are really bugging me, however.

First of all, when I start the game, I notice the "Wild Mage" title when I click it, or revisit it changes simply to 'Mage'. I don't know if this is changing anything because when I go to cast my spell, I have to cast that reckless thing first, and Wild Surges still happen, so I don't know if that's just a bug.

Secondly, I'm level 1 and should I be able to use the chaos shield and improved chaos shield? When I cast my reckless spell (which I have to do by the way, I can't cast a spell normally, I HAVE to use this first, once again I don't know if this is a bug, Wild Mages are not my forte) the chaos shields are available to use. I have the spells in my book, just not the actual box to put it in, could it be the wizard necklace that is doing this? It gives me a few extra numbers for each spell level but there's still no box above the level 1 spells.

This just seems a bit odd to go with, to me. I know the Wild Mage is supposed to be underpowered in BG I, but I am using the Big World and there is definitely some Wild Mage mod in there, because when I return to candlekeep I have to fight a Wild Mage around the corner. Any info?

BGT install won't approve BG1 directory

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Hello, I spent the whole saturday trying to install very basic Big World setup (which makes it something like Really Tiny World setup), going only with tobex, fixpack, bgt and few others but for no gain. For some reason I cant get past the BGT install. It appears as if the installer won't recognize or find my BG1 installation (CD image version). I tried to reinstall BG1 in many different directories, even the default one, always doing a clean install with clean registries, starting new game and making quicksave. I had UAC turned off, no antivirus, no nothing. I checked for missing BG1 files mentioned in some FAQ post around here but found no discrepancy. :( I'm out of ideas. Send help please, thank you.

 

Attached File  SETUP-BGT_DEBUG.txt   15.85K   13 downloads

 

 

Various minor ideas

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I don't know which forum is the most active.  Is beamdog more active than here?  G3?  Anyways, I wanted to share some ideas that have been bumping in my head

 

1) Candlekeep illusion party

Several years ago I tried to change the illusory training party you can get in the prologue.  I wanted to change them into a 2nd level Order of the Stick party, with Haley, Durkon, V, Belkar and Elan, some "cameo" work before their main appearance in OOTS.  However the game kept crashing when I tried to use the altered files.  I'm guessing it had something to do with the fact that you aren't supposed to be able to keep the party or their items, and changing them screwed with the script(s).

 

2) Plot with Firehair and Tethtoril

Why on earth are Firebead and Teth examining an ID scroll? Sure, you could say there's an RP reason... maybe it's from another culture, another plane, uses different gestures, etc... it IS Candlekeep so perhaps they're interested in some obscure aspect of the scroll.  If you put that aside however, it seems odd that two very powerful mages would otherwise care about a simple 1L scroll.  If the scroll is rare enough to merit their attention though, why are they passing it through YOUR hands??  I have always found the whole thing highly suspicious.

 

What if T is actually sending a secret message to Elvenhair?  In PNP there's a spell called Secret Page, which lets you create an illusion over a document so it looks like something else.  This would explain why they wouldn't want to be seen together, why they have somebody else carry the message.  It could be as simple as that, but since you're involved, what if it's even more?

 

What I imagine is a scroll like this:

 

"Elvenfire, the day has finally come.  IT is leaving Candlekeep, and we will finally be able to sleep easy at night.  Gorion is leaving with it today, but he refuses to divulge his plans.  Though we will now be safe, we cannot remain ignorant of what is to come.  I have enchanted this scroll with a tracer spell so that when it is accepted, the spell will strike.  In this way it will be marked.  Of course, we won't be able to track it from here, Candlekeep's wards will block the spell.

 

I need you to pack your things and leave as well. Go to our chapterhouse in Beregost.  From there you can track it's movements and learn of how it is affecting the Sword Coast.  Send regular reports!  My tracer spell was rushed, as I have only just learned of Gorion's departure, so it will not last long.  Prepare an item in Beregost with a stronger tracer, and find some way to get it to accept it from you if it should visit."

 

For most characters, this would appear to be a regular ID scroll for which Elvenbead will give his standard reward.  For characters with a certain class/ kit/ stat, or if perhaps they took it to the priest of Oghma, they might learn the truth.  Whether there's anything further to this idea is up for inspiration, but it would not only help to explain why they're having you pass on this scroll, but give some foreshadowing that powerful people have their eyes on you, even if you don't know why yet.

 

There could also be something in the scroll indicating that it was T who allowed Shank and Carbos entry to the keep to kill you, or he hired them from a caravan, or whatever.  Hairbead doesn't agree with T's plan to kill you, but can't directly oppose T either, so he gives you an invisible "boost" with his spell to help you out.

 

It might also be nice for Firehair to have a custom spell with a much longer duration.  I think the vanilla spell barely lasts long enough to exit the inn, and while SR gives a longer duration, it still might not be long enough for a casual newbie gamer who's taking his time exploring.

 

3) Carbos and Shank

How did they get in??  Entry to Candlekeep is supposed to be tighter than an elven arse, yet these two goobers made it in?  How???  One idea is mentioned above, that T (or some other monk), let them in to kill you.  Another idea is this:

 

Carbos and Shank are actually high level thieves in a BG guild.  They are competing for an "officer" position in the guild.  The guildmaster, looking for a difficult task to challenge them, sees this recent posting for a bounty on some child in Candlekeep.  He says this is their task.  The 50gp bounty for killing you is not their real reward, it's the high ranking position in the guild.  The challenge, of course, is getting in.

 

Now the guild has long known of Candlekeep's defenses, and it's weaknesses.  Wards and spells that can block archmages aren't impervious to thieves.  The trick is how the wards work.  The spells on the keep keep out the powerful.  The higher your level, the stronger the barrier becomes.  The weaker you are, the weaker the barrier, which is how peasants and farmers are able to bring in food and supplies all the time and not be kept out.  What the thieves have to do is drink a special potion from their guild alchemist that temporarily drains them to zero level commoners.

 

So they travel to the keep, drink their potions, and walk in through the front gate.  They then slip away and hide out, waiting for you.  However, they underestimate just how much the potion has weakened them, so when they attack you, they miss a lot, hit for only 1 damage, and die very easily.  Perhaps one or both could have the remains of a bounty notice on you, as well as a letter from the alchemist explaining for them to be VERY CAREFUL about how weak the potions will make them.

 

As with idea #2, it's just about adding a letter to their inventory, nothing fancy.

 

4)  Some mod has introduced bracers and girdles that don't do anything and are just for decoration.  What if they did?  What if there were bracers that gave -1 bow speed, girdles that gave +30 carrying capacity, boots that gave -2 speed to stop low AC mages from constantly running ahead of the slower warriors in armor, and circlets that gave infravision?  Minor convenience items.

 

5) FAI Porter

Create an NPC called "porter" or somesuch, just inside the common room of the FAI.  When you talk to him, for a small fee (10gp), he will teleport your party to the southern part of the FAI map, and will also spawn a copy of himself.  Talking to the copy will teleport your party inside to the first porter.  This would be a simple convenience mod for those who tire of trudging back and forth and back and forth between the map entry and the taproom.

 

The second porter can't appear until after the party goes inside first, so as not to bypass Tarnesh.  The only flaw with this is that it would allow the party to skip other events in the courtyard, if any, afterwards.  I'm not aware of any, but there may be mods that add something.  Still, I think it would be a nice timesaver.

 

Perhaps there could be something similar on the Nashkel map, something that could teleport you from the bottom of the map to near the inn, but not too close so as to avoid Nimbul.

 

6)  Balance the ammo APR

I'm well aware that 2E says bows have 2 Attacks Per Round.  This makes them too good compared to other missile weapons IMO, especially slings.  Does anyone think that bows should drop to 1 APR, or that others should go up?  The 1d4 of slings is pathetic, surely they should be 2 APR at least?  What about something like this:

 

Darts................... 4 APR, 1-3 dmg, no STR, short range

Throw daggers... 2 APR, 1-4 dmg, STR, short range

Slingstones.........2 APR, 1-4 dmg, no STR, med range

Throw axes.........1 APR, 1-6 dmg, STR, med range

Bows...................2 APR, 1-6 dmg, no STR, long range

Crossbows..........1 APR, 1-10 dmg, no STR, long range

 

 

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