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Unable to download a few mods

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BWS/myself manually: Unable to get through to Westley Weimer's mods, ascension, weidu(!), item upgrade, valen etc.

 

Also, sorcerer's place seems to be down for me too (looking for the elementalist kit in particular).

 

Anyone know of mirrors for these?


Can't enter hell in The Darkest Day

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I'm in Chapter 6 of the SoU campaign of BG2, and have started playing through the Riativin quest. I'm up to the point where I've just killed the banshee, and have been told to visit the temple of Talos in the Temple District of Athkatla. However, I'm also playing a cleric of Lathander and have already killed the priestess and storm knights in the temple. Baurian Arathor, who is supposed to teleport me to hell, simply isn't there. I tried using the CLUAConsole to summon him and get to hell that way, but although the dialogue with him ensues, he doesn't end up teleporting me there, regardless of what I say. If anybody has the area code for hell, where I can get the demon's talon, or some other solution to this problem, it would be much appreciated.

Unable to pick a subrace(FinnJo)

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I don't get to choose a subrace though I have Finn's subrace mod, assumed this was due to an NPC spawning to ask about skipping the starter quests. Unsure if that would be related. I think the NPC in question is a part of Check the Bodies.

 

Attached File  WeiDU.log   140.38K   4 downloads

 

 

Book of Ignorance - Haeball does not give me the bow quest

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Hi All:

 

Before I get to play through this again, I thought I might get some advice why I cannot get the quest from Haeball to get him the elvin bow.  Here is the section of the walkthrough about the Book of Ignorance I follow.  It was written by Aurelinus and includes NTotSC and DSotSC.

 

The Book of Ignorance
 
This quest begins during the talk with a priestess standing next to Sorcerous Sundries.
The sequence of dialogs is very important here: 
1. Crazy priestess (Shaella) in front of the Magic Varieties tent.
2. Talk to Shaella again (after returning from Candlekeep).
3. Monk next to her (friar Hasdar); activates only after we return from Candlekeep and after second talk with Shaella. Then everything will occur in its order... but it doesn't mean it will be easy.
4. Owner of Lower Lantern (Lobar) - sends us to Ouepast  - mm75: don't know how to translate it Siren).
5. Ouepast talks about Book of Ignorance only when you talk to him for the first time (you must have already talked with Lobar). If you talked to him before, you won't find the book. Quepast must be charmed during the FIRST talk. After that you can charm him any number of times - it won't help. I've charmed Quepast and talked with him using a character with very high charisma (20). After a correct talk, new location will activate - Solitary Valley. There is an entrance to the cave (again very difficult to spot). Inside, there are non-aggressive demons (they want to be sent back to their worlds). And here we find Book of Ignorance - it should be returned to Baldur's Gate. 
 
And the case of friar Hasdar, if we give him the book, he'll escape with our book (not paying the money), leaving us with his guards. Alternatively, if we choose to kill Hasdar, we can talk about the book with a mage from Larswood (Haeball). The best way is not to tell that we have it. Haeball will give us also a new quest to do.
 
Here is information for those who do not want to go to Candlekeep... Quest can be done differently: after talking with Shaella you just need to kill friar Hasdar. Then, we need to talk with Haeball - he'll tell us about Lobar. The rest of the story line is the same as above.
 
After I get the book, I kill Hasdar.  Then I go to Haeball and he attacks me.  If I go to Haeball before I get the book, He sells me items.  Never gives me the quest.
 
I remember getting the quest a few times, many years ago.  I am sure I followed the walkthrough as it is above.  Now I wonder why I cannot get the quest.  Has it been removed?
 
If anyone knows how to get the quest, I would greatly appreciate to know what I am not doing correctly.
 
Tom

 

 

 

Hlondeth

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I'm in Hlondeth and I've just finished the Brimstone Bridge quest with the undead. What other quests are there here, and how might I get them? I've heard that there's supposed to be one at the Temple of Mystra. I've been there, did the star puzzle on the floor thing and after many zappings got the altar open, which just led to some loot. There's still the hidden door which I can't open, can't Knock, and can't pick, and neither of the two priests in the temple have anything important to say.

Charlie's tavern is marked on the map, but Charlie does nothing other than serve strange-tasting brew. That other inn owner, Ezekaiel, says he's too busy to talk to me. There's also the house on the eastern side of town that is guarded by a yuan-ti, which I can't access. So how to go about it? I've talked to many people and it seems like this city is just full of people with diverse and interesting-sounding professions who go about complaining about the weather a lot.

Looking for mod Difficulty and Tweaks v6

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Starting a new mega-mod game.  I have all the latest editions of the mods I want in my game except Difficulty and Tweaks v6.

 

I went to "kerzenburg" and downloaded the file Diff_Tweak.exe from Gibberlings 3.  I cannot extract or run the file.  I get errors both ways.  If I move the file to Notepad, I see the entire contents of the file.

 

I search Gibberlings 3 for the Difficulty and Tweaks file but found nothing.  I search Gibberlings 3 for the Mix Mod file but found nothing.  Searched the Internet for "Difficulty and Tweaks v6" and found some listings.  Nothing had the file.  I did get one reference for Difficulty and Tweaks v7, but it was just a forum.

 

Two questions.  Is there a place I can get a working copy of Difficulty and Tweaks v6 or Difficulty and Tweaks v7?  Can I substitute Mix Mod v6 for Difficulty and Tweaks v6 and not have a problem?

 

Thanks for any help.

 

Tom

Syvishtar's Journal

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I've always wanted to do a Let's Play of the greatest mod compilation of Baldur's Gate II. Good mods, bad mods, all mods. A celebration of the work that has been going into this game and this community for about 10 years now. And I started doing it on the Something Awful forums. It's actually still in progress there, but I realize that not everybody can access it. So I wanted to re-post it here and let more people read it. Let's get started!

Let's Play Rules
I want to set down some ground rules to make the game more interesting.

1. Semi-hardcore mode: What happens, happens. I will only reload if I die. I don't expect to be able to do this Ironman style, although that's my goal. But if Minsc gets disintegrated, then he's gone. But this mod brings in so many additional NPCs that replacing a dead one is no trouble. In fact, with enough treasure we can bribe random dudes on the street (or even animals, golems, beholders, dragons...) to join our party. As long as one NPC lives in the Sword Coast we will never be without cannon fodder friends. I also won't cheat in any way.

2. Blissful Ignorance Roleplaying: I need to make this a game I want to play, so I've picked my own character. He is a chaotic neutral wild mage. He's wild mage because I want to play a wild mage, and he's chaotic neutral because you all are the voices in his crazy wild mage head that he listens to in order to make decisions. I will poll the thread for every major plot decision, and go with whatever vote is the majority. That's about as chaotic neutral as things can possibly get. Make yourselves heard! Also, there are so, so many mods in this game that its practically brand-new. I worry that if I spend hours on a German-language message board just to figure out the optimal path to take in yet another maze of conversation options I'll never finish the game. So if you want to help me out in research and meta-gaming I'd also appreciate it.

3. Class-changing characters: There are approximately 100 classes total now in this game, and while some of the characters that can join our party have been changed to new classes, some still haven't. Also, sometimes you just think a character would be great as another class. So sometimes I will change a character's class when I first meet them, or I will select some possibilities and let the thread vote on it. The three characters I've got in mind right now for modifications are Montaron becoming a Thug, Xan becoming a Bladesinger, and Coran becoming a Swashbuckler. You can brush up on the available classes by reading this 200 page PDF. Also, I will give full class descriptions during each vote.

4. Party Membership is a Democracy: The mechanics of this modded game allow us to tell almost all the characters we meet to go wait for us in a major inn, such as the Jovial Juggler in Beregost, or the Copper Coronet in Amn. Periodically, such as after 2 or 3 major quests are completed, we will have a party composition vote in the thread. Each thread poster has 5 votes, which they can use to either vote FOR or AGAINST any character to be a party member. You can use all 5 votes for one character, or spread them out. You can vote both positively and negatively. If you vote too many times, only the first 5 votes are counted. If there is a tie, the character with the least amount of negative votes wins. If there's a tie in both positive and negative votes, I'll flip a coin. After voting is closed, the top 5 characters will join the party until they die.

5. Resurrection Rest and Relaxation: All party members get resurrections on the party dime if they die, and we can afford it. However, after being resurrected, party members are required to have some rest and relaxation at the party inn. They will be kicked out and replaced with the next-most-popular character. This will give them time to get over their horrifying ordeal of death and let the other party members work through their guilt at letting them die. Best solution all around. In this way we will be able to switch out characters more often and showcase them all. (Don't worry about spreading the total xp too thin. There's enough xp in this game to open an xp shop.)

6. Game mechanics and commentary: I will transcribe everything that happens in-game into thread updates (I use OCR, don't worry about my fingers) in italics. I will describe what happens in tactical encounters as a kind of play-by-play commentary, also in italics. Finally, I will also include my own roleplaying stream-of-consciousness thoughts in italics as well, to provide motivations for what I do in-game. But when it's time to comment on the game itself or talk extensively about mechanics or bitch about the plot, I'll do that in normal text, and I'll preface it by saying "Gameplay note."




FAQ

1. Why didn't you use <insert class="" here=""> or let us help you choose? I have a very specific Plan ™ for my character's progression as a wild mage and a Child of Bhaal. The chaotic nature of magic is extremely compelling to me from a storytelling perspective, and I plan to have my character be extremely superstitious of the random number generator. He will believe that the Magical Weave speaks to him through wild surges, and tailor his gameplay and spellcasting practices based on signs he appears to get from the Weave in the form of wild surges. If he does some type of magical tactic and he gets a bad wild surge, he will interpret it as the Weave not wanting him to do those types of things anymore. And if he gets a good wild surge, he will interpret that as approval of his actions. Also, later on there are other plot-related devices that I will inflict upon him. Finally, the mods in the BiG Picture make playing a wild mage more compelling than any other class, with special items, unique spells, and even a secret class that we could potentially convert to. So there's that. Also, when Irenicus captures me and tortures me for months in order to unlock my true potential, he's going to be successful. Don't worry, I'm not going to give myself a ton of xp. I'll still be entirely within the rules. But it's going to be good, trust me.

Also, there is a really frightening gameplay mechanics reason for playing a mage. I tested out quite a few different characters by starting them up in the Throne of Bhaal section of the game and playing around with them at the quite high levels you begin with. There's a demon that attacks you right away there, a difficult fight. And horrifyingly enough, he easily gibbed every single character that I rolled up. Druids, paladins, bards, fighters - all gibbed in about 10 seconds. Now the characters were solo, and only had the sub-par magical equipment that is automatically given to a new ToB character, but still. It was one demon! The only character to survive his attack was a bladesinger. The bladesinger managed to cast Summon Fallen Planetar and then Energy Blades. The Energy Blades were the only weapons that ever hurt the demon, contrary to everything in the new character starter kit. And the Fallen Planetar was the only summoned creature that could stand up to the demon (the Planetar managed to vorpal his ass in about 3 rounds). So I decided that in order to actually survive this game, I would have to be someone who could summon Planetars. That meant either be a mage or a cleric. And since I want to become a god, that ruled out clerics.

2. How do you feel about spoilers for the original game's plot? The original games are old, and there's already Let's Plays all the way until Throne of Bhaal. I'm trying to focus on and emphasize the number and scope of the mods, and how they add to, differ from, and perhaps subtract from the original game. So I'm totally fine with people referencing everything in the original game without spoilers. Besides, there are so many changes that what people think are spoilers may not be. One of the best things I am looking forward to is people losing their shit and saying, "But it was supposed to be <original way="">! It is now <modded way="">?! Holky fuck!"

3. How do I install this myself? Theoretically you should be able to simply download the Big World Project installer and the Big World Project pdf and follow the pdf exactly to install the Big World Project. However, there are some common misunderstandings and hiccups that always seem to come up.

First most common problem is that you should not use the beta installer, which despite being a more recent file with a higher version number in the same file collection, does not work. It is called BiG World Setup v9.10, and it doesn't work. Don't use it.

Another common problem is that you must make sure to have a full installation of Baldur's Gate I on your hard drive, preferably installed to a very simple directory to type such as C:/baldur. You should start BG1 and save a game after you have installed it. Later on, during the batch file installation of the Big World Project, the install script will seem to stop and a cursor will appear. If you don't catch the note, this is the prompt for you to enter in your BG1 installation path, which in this example would be C:/baldur. Hence the easy-to-type directory advice.

Still another common problem is you MUST have a full installation of Baldur's Gate II and Throne of Bhaal with patch 26498 installed to ../BGII - SoA. For some reason the installer requires that exact directory name. It can be anywhere, but it needs to be named that. Also you should start a game and save a game in both the Shadows of Amn and Throne of Bhaal portions of the game, just as you did with BG1, before beginning installation.

Another common misunderstanding is what the Big World Setup program actually does. It downloads, extracts, and updates all of the mods you tell it to, and arranges a custom batch file to install them all. But then you have to click on the batch file yourself and run it. You should expect the process to take anywhere between 6 to 24 hours depending on a lot of variables. You can run the Big World Setup program multiple times to make sure that everything is exactly the way you want it to be, and you probably should. Some files may be hosted on sites that are slow, or currently down, and a second, third, or fourth try may be what it takes to get a complete set of install files. Also, running the program several times will familiarize you with the possible options, so you can make better-informed choices. Nothing is set in stone until you end the Big World Setup program and start the batch file, so take your time.

Sometimes the Big World Setup program will not be able to find some mods automatically. There may be timeouts or naming inconsistencies. During the install the Big World Setup will inform you of those and allow you the opportunity to download the mods manually, fix the typos yourself, or just say fuck it and move on without those mods. Up to you. If you do choose to download the mods manually, then you can use this site to track them down.

If you have more specific questions about the install, you should ask in the Spellhold Studios Mega-mod Help forum.

And finally, according to the GOG Baldur's Gate forum if you buy BG1 or BG2 there they both come in the condition you need to start the install, no further patching or whatnot necessary.

4. How do I change NPC classes or kits, like changing Khalid to a Duskblade or Rose to a White Dragon Disciple? To change NPC character kits, you have to follow a bit of a complicated procedure using Shadow Keeper, the BG2 save game editor. Shadow Keeper can change the kits of any NPC for you, but it doesn't have all the data it needs to name them. So you have to first discover the value by making a character with that kit, then copy the value from one save to another. I'll give an example of changing Minsc to a Feralan, but the procedure works with all kits.

1. Download, extract, and run Shadow Keeper. It can run in the background of BG2 no problem.
2. Fire up BG2, and save your current game with the NPC whose class you want to change in the party. Save it with an easy name to remember, like "Change Minsc to Feralan."
3. Exit your current game and start a new one.
4. Create a new character for yourself that uses the Feralan kit.
5. Save the game with a name you can easily remember, like "Generic Feralan".
6. If you have a full-screen BG2 game going, just press Alt-f4 to close BG2 and get the little popup window that says "Are you sure you want to quit? Boo will miss you..." Ignore that window and switch to Shadow Keeper.
7. In Shadow Keeper, open up both save games "Generic Feralan" and "Change Minsc to Feralan."
8. In the save "Change Minsc to Feralan," use the scroll bar under your character portrait to change the selected character to Minsc.
9. Write down the amount of XP that Minsc currently has, like 9882.
10. On the Abilities tab (default tab you should be looking at already) change Minsc's Base HP and Current HP to 1. Change THAC0 to 20. Change Experience to 0. Change Levels to 0/0/0.
11. On the Characteristic tab (next one after Abilities) change Class if necessary.
12. Then select the "Generic Feralan" save. Look at that character's Characteristic tab. Click on the Set Value button for the Kit. A small window will pop up with two boxes in it, Value and Known. Copy the Value ... value, which will be something like "0x40A70000". This is the Feralan kit value.
13. Then press cancel, select your game save that you called "Change Minsc to Feralan" and again click on the Set Value button. Paste the value that you copied earlier, and press OK. You should have changed the Value from "0x00000000" to "0x40A70000". That will give the kit to Minsc.
14. Go to the Memorization tab and erase all spells.
15. Go to the Innate tab and erase all Innate abilities.
16. Go to the Wizard tab and erase all spells.
17. Go to the Priest tab and erase all spells.
18. Go to the Proficiencies tab and erase all proficiencies.
19. Go to the Thieves tab and set all thief skills to 0.
20. Save the game in Shadow Keeper. It will be called "Change Minsc to Feralan (Edited 0001)"
21. Alt-tab back to the confirmation dialog for BG2 and select No to get back to BG2.
22. Load the game "Change Minsc to Feralan (Edited 0001)"
23. Minsc should level up from 0 to 1 on game load. Click his Record, level him up, and press ok. This will give him all the stats and skills and hit points and what-have-you for his new kit.
24. Then give Minsc back the xp he used to have, which in this example is 9882. You can do that by pressing CTRL-Space and using the cheat code CLUAConsole:SetCurrentXP("9882")
25. Level Minsc up to the level that his current xp allows and continue the game as normal.

[Solved] Experience lowering to 2.95M in BWP 14.3

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Hello everybody!
 
I have the problem of char experience getting lowered to 2.95 million after loading the game.
This happens in BG1/SoA part of a BGT game however not in ToB. I can raise it over the cap with console but it resets after reloading.

After searching the forum I found only 4+ years topics about CtB, which I haven't installed.
My installation is from Big world setup 14.3("recommended" version without a few minor mods ), i have xp cap remover from bg2 tweaks installed. System: Win7 x64, 2,5 GHz Proc, 4GB Ram
I have searched scripts but found nothing. 
 
Can anybody help find the cause of it, any advice is appreciated?

 

Weidu log:

Spoiler

 

 


Problems with my BW installation

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1.  Ascalons Breagar v7.00b failed:  Error:  Failure("resource [ACVIRGI.DLG] not found for 'APPEND'")

 

2.  1ppv4 Spell Tweaks failed: 

      a.  Error:  illegal 4-byte write ( ) offset 1138 of 922-byte file SPWI414.SPL

      b.  Error:  [SPWI414.SPL] -> [override] Patching Failed (COPY) (Failure("SPWI414.SPL:  write out of bounds"))

      c.  Since this spell is a standard spell, I don't know if some other mod changed it.  Checking with DLTCEP didn't show any problems with this spell.

 

3.  The most critical failure was with item CDPP29.itm.  This caused a complete failure of Stratagems since it cause the initial component to fail so nothing else would load.  It also cause trap revisions to fail and the item checker to all fail.  Checking this item with DLTCEP shows this to be a completely invalid item.  If I knew which mod loaded this item I would delete the item from the mod/or the complete mod.

    a.  Error:  illegal 2-byte read from offset 61562 of 506-byte file

    b.  Error:  [CDPP29.ITM] -> [override/CDPP29.ITM] Patching failed (COPY) (Failure("Read out of bounds'))

 

I apologize in advance for being unable to upload any files.  I do not have the capability with a guest logon.  I will probably need to create a new userID since I have not received any response to unlock/recover password for my original account.

 

Appreciate any help. 

 

 

Almateria's Restoration Project

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File Name: Almateria's Restoration Project
File Submitter: Almateria
File Submitted: 20 Mar 2013
File Category: Miscellaneous Released Mods

Almateria's Restoration Project
Version 8.2.6
9 January, 2015

By: Almateria


I. GENERAL BULLSHIT
The Restoration Project is a mod for Baldur's Gate aiming to restore literally all unused sounds, as well as some minor cut characters or locations. In recent iterations it evolved into the younger, brasher sidekick of Unfinished Business.


II. WHAT THE MOD DOES

A. Restored Locations
This component adds, restores content to or tweaks some locations that didn't make it to the released version or had any missing content.
  • A tent in Trademeet
    Posted Image
  • A bedroom in Kiser Jhaeri's house, in Saradush, accessible by clicking the wall on the right.
  • You can now open the front door to Yaga-Shura's crib, if you're strong enough.
  • Some cloaks in Aran Linvail's cloakroom. (Those are jokes and remnants of the mod's very first release called Realistic Cloakroom.)
  • The Summoning Book in the second level of Spellhold gets an extra page, just like planned. It's an adamantine golem.
  • The Sahuagin trap in the Planar Sphere now functions like intended, locking you in the room for the duration of the fight.
  • You now get hints on the 4th level of Watcher's Keep. Look for new regions on the floor. I know it stumbled me when I was playing the first time.
  • When you get to the Spellhold with Desharik's help, you are greeted with a new text screen with original narration! The picture isn't quite right, but I'm not graphic artist and that one was set as default.
  • In the extremely unlikely event of giving Nizdramanii'yt everything you've got for the goblet of life, you are treated with a description of his leave.
B. Restored Characters and dialogues
This component restores a few cut characters. Most of them don't have any real role, but serve as flavor.
  • A drow cook in the Ust'Natha tavern.
  • Becky and Diane, a family living in the tent added by the previous component (synergy!).
  • An Amnish privateer and his execution on Brynnlaw.
  • An additional grieving nobleman on Nalia's father's funeral.
  • A vampire in the Mind Flayers' dungeon in the Underdark.
  • Two Cowled Enforcerers in the Council of Six building. One of them has something to say about Tolgerias's quest.
  • More people now join the final Bodhi crypt crawl! Kalden and Levin Rayn come to help from the Order of the Most Radiant Heart. And from the Shadow Thieves, there's Natas and Alyra.
  • Petr the dwarf is now encounterable during the Metrich Quest.
  • In Suldanesselar, a rakshasa by the name of Ziyaad is waiting in the Rillifane Lockbox house. He's hostile.
  • Two D'Aerthe guards now guard Jarlaxle's headquarters. You're probably not gonna interact much with them if you're not killing Jarlaxle, though.
  • Two new demons to be met during the Planar Sphere quest. One is Mane, to be met when on an excursion for the demon heart, and the second sneaks inside the sphere during that.
  • Falik now exists for more than cannon fodder. You can talk to him, and discover that wolfweres are pretty moronic.
  • There's a new encounter in Windspear Hills, consisting of two hobgoblin bandits ganging up on some merchants. 
  • Daleson comes back to the Fighter's Stronghold and gives out comments depending on how great/horrible you are.
  • A Tax Collector can be found between the manors of Deril and Jysstevs.
  • The infamous Gas Spores make an appearance in one of the beholder tunnels.
  • Drenden Shale, a druid, appears in the Grove as a placeholder.
Additionally, since version 5 the component also restores quite a few dialog options.
  • Deirex now talks to you after you come back to his house.
  • You can tell off Pelanna in one more way. Can be screwy if the Pause All Dialogues component from BG2Tweaks is installed.
  • General Sovalidaas can now Sovali-diss Viconia when you talk to him while controlling her.
  • Sir Donalus gets new dialog options depending on your standing with the Order.
  • You can now resign from doing the job for Alibakkars or Lurraxols and pick the other family.
  • If you've heard of Valygar's cabin from getting his tax notice, you can ask Umar villagers about it.
  • Viconia gets a brand new banter in which she asks you whether Irenicus is such a big deal if at all.
  • Lea'liyl's previously unseen dialogue now fires off properly. He's a demon in the Abyss.
  • Imoen now helps you locate the switch for the lightning machine. It's useful if you're playing for the first time, and don't know how to equip weapons, and then you die to the seemingly infinite mephits!
  • Firkraag now taunts you when you enter his dungeon. He also does it when you escape upstairs from the fight. It's class-dependent, so he'll be even more of a dick towards paladins!
  • Olma, you cook, has now an extra dialogue for non-main characters.
  • Chatting with Volo now adds a journal entry.
  • The laborer in the government district had his timed triggers simplified, and can now say an additional line.
  • Anomen now bugs you about rescuing Garren's child in two manners, the newer of which only activates once.
  • You can now ask Hendak about Imoen, if for some reason you don't know the plot to Baldur's Gate 2: Shadows of Amn.
  • Fezhak can be resurrected using Mass Resurrection.
  • Carras and the monk narcs now react with dialogue when attacked.
  • You can now replaced the killed genie in Ust'Natha with a bought slave monster.
  • Haer'Dalis will now leave after some time if you wander around with the gem in your pocket. This fails the quest, naturally.
  • You can now attack the Fear demon in Hell to assert your goodness.
  • Refusal to pay the 300 GP for Vithal's spellbook and the drow woodcutters reveal now add new journal entries.
  • Town Crier Neckeith now has a new line when you dismiss his news about Gambiton.
  • There are eight new default/multiplayer dialogues.
C. Restored Sounds
The biggest and the most important component, it restores proper damaged, dying and morale break sounds to over 1600 characters. A few of them also have additional unused sounds for other occasions.

D. Restored Items
This component restores some items not added by any other mods.
  • Blessed bolts (one each in every good-aligned god's temple) 
  • Purple and red potions (in the tent added by the first component. yess)
  • Horn of Kazgaroth (Deril has it)
  • Boots of Phasing (In Viekang's possession, both in ToB and Soa)
  • Boots of Lightning Speed (Habib has them. That's why throws the sword, btw)
  • The illusion-covered paladins at Windspear Hills now carry a letter from Firkraag, designed to make you way more angry.
  • Am-Si now keeps a key to the kidnapper's hideout, if for some reason you kill him without talking to him.
E. Restored Wish Options
This component restores two cut Wish options, them being:
  • Globe of Blades on caster (For casters with WIS > 18)
  • Party gains 10,000 GP (For casters with WIS < 9)
F. Restored XP tables in ToB
This component restores XP rewards for doing minor things in ToB, for example:
  • Talking to the heads in the Forest of Tethyr
  • Putting together the Big Metal Unit
  • Also freeing Ehlastra gave an incorrect XP value.
G. Restored random encounters
This component restores random encounters both in SoA and ToB. 
  • A singular ogre that could attack you in the wilderness after all set encounters take place 
  • A band of noble brigands that will attack you somewhere between Amkethran, Abazigal's Lair and Sendai's Enclave
  • A party of evil bounty hunters after your head. Yeah you've seen some of those names before. Same place.
H. Deril Lich (Or, Cernd's quest getting some closure)
If you obtained Cernd's son peacefully, Deril will come back as a lich after three days, if Cernd is still in the party. After a short battle he'll run back to his house, where you can dispose of him permanently.

I. Minor restorations
This component now restored various data, mainly forgotten/replaced icons.
  • Saradush gets a new icon after being sacked by Yaga-Shura.
    Posted Image
  • Berserker's Enrage, Monk's Lay On Hands and Ranger's Charm Animal all have restored icons to make them distinct from other abilities with this name. Additionally, Avenger's Shapeshifts Baby Wyvern icon now has a baby wyvern on it.
  • Ranger's Tracking now gets the more sensible, scrapped line when tracking with no monsters present.
  • The troll in the Copper Coronet's gladiator cutscene is now a black bear, as indicated by his filename, death variable and items.
  • Saemon Havarian now properly disguises you as a monk when you sneak into Amkethran. Complete with journal entries.
  • You get additional descriptions of your win or loss during the final de'Arnise Keep battle.
J. Better Item Import
With this addition, the Plane of Air djinn, also known as Malaaq, will hand you one additional weapon. What it will be depends entirely on what you carried with you when you imported the game. It could be a Flame Tongue, Bali's Axe, Longtooth dagger, Kiel's morgenstern, Root of the Problem, or something else! Not needed in BG2EE following patch 1.3.

K. Final Slayer Dream
Previous version of this mod kept the Slayer Test Area as a minor quest area with a dumbass requirement. It was pretty bad. With this component installed, the STA is finally a fully-fledged area, with a dream introduction and everything, just like Our Bioware In Heaven intended. Just sleep a few times after the dream in which Ellesime talks to you, and it will all be revealed.

L. Alternate Slayer change
Originally, the Slayer change was supposed to drain the party of their vital forces and cause horror in everyone witnessing it, until the player masters the Slayer in the Ancient Grove. This component restores this ability. It's optional, since some people could actually dislike this change.

M. Extended Waukeen's Promenade Cutscene
I have recently uncovered some unused lines voiced by Irenicus, Gaelan and Imoen, which were set to be used in a more coservative, dialog-based Waukeen's Promenade cutscene. In the change, they were lost. Despite being only six lines in total, they neatly explain why Gaelan knew where you were going and why does nobody care about the kidnapped thiefs. Also, some old-fashioned crazy mage yelling.


III. INSTALLATION/UNINSTALLATION
To install, extract the contents of arpvX.zip to your main BG2 directory (on Windows) or Baldur's Gate 2.app/drive_c/[further path] (WINE-compatible macs), then double-click the setup-arestorationp.exe file, or setup-arestorationp.command if your computer is a Mac and follow the instructions on screen. If you play bideo james on Linux you probably know what to do already.
To uninstall, do the same.


IV. COMPATIBILITY
Quest Pack should preferably be installed after installing component G. Apart from that, ARP is fully compatible with every single mod, thanks to the magic of SmartCoding.


V. VERSION HISTORY
V1 (20 March 2013)
Initial release.
V1.1 (21 March 2013)
Fixed a bug that prevented the Restored Sounds component from being installed in English language due to a misplaced REQUIRE_PREDICATE.
V1.2 (27 March 2013)
The jokecloaks are now added in a way that doesn't break the drop tables for BGT users.
V1.3 (28 March 2013)
Kiser doesn't clone himself anymore.
Becky and Diane actually appear.
Added a German translation by Gast.
V2 (3 April 2013)
Restored three new encounters.
Restored two Wish options.
Restored blessed bolts.
V3 (18 April 2013)
Restored two new minor characters.
Restored two random encounters.
Restored one large area.
Added an ending to Cernd's quest.
Fixed XP rewards for things in ToB.
V3.1 (4 May 2013)
Deril might not die so easily during the first meeting.
Added a small reward for killing Deril.
V3.2 (12 May 2013)
Wisp wrote some code that will make the mod less able to destroy absolutely everything. Thank you, Wisp!
V3.3 (22 June 2013)
The ogre actually spawns this time.
Conversely, Deril doesn't spawn in the druid grove and murder everyone anymore.
V3.4 (11 October 2013)
Prescribed testosterone to the Fanatic trying to burn Viconia.
Changed something so that Rielev's lines won't be in Polish all the time
V3.4.1 (17 November 2013)
Added BG2EE compatibility.
V3.4.2 (2 March 2014)
The guy at Nalia's dad's funeral actually says his lines!
V3.5 (12 April 2014)
Added the destroyed Saradush map icon.
Tweaked some dumb stuff.
V4 (22 April 2014)
Added the Plane of Earth to Chateau Irenicus.
Restored two random encounters.
Restored two items.
Restored eight minor characters in total.
Tweaked encounter probability.
V4.1 (16 May 2014)
Added the item import fix.
Nerfed the boots of lightning speed even more.
Fixed UB compatibility by removing the AG encounter.
Removed the German translation.
V4.2 (18 May 2014)
Added a new way to the second level of Yaga-Shura's house.
V5 (28 May 2014)
Added an alternate version of Slayer Change.
Restored two items of plot value.
Restored one banter and eight dialogue options of varying value.
Changed the Slayer Test Area to be triggered by a dream.
V5.1 (28 May 2014)
Added two new demon encounters during the Planar Sphere quest.
Added a new dialogue to one of the other demons. Thanks for the info, Argent77!
V5.1.1 (1 June 2014)
Forked installs into regular and BG2EE version.
Fixed all new components to work on BG2EE.
V6 (3 June 2014)
Remerged the installs and recoded the tp2 with code stolen from UB.
Restored a text screen appearing when sent to Spellhold by Desharik.
Restored the original Berserker's Enrage icon.
Restored Firkraag's taunts.
Restored a trap in Planar Sphere.
Restored a page in the Spellhold Spellbook.
Restored the possibility to speak with Falik.
Restored two hints in the game.
Restored an encounter in Windspear Hills.
V6.1 (13 June 2014)
Added a failsafe for the most buggy components.
Restored two dialogues and one new-old character.
Retooled the code to fit absolutely every combination.
V6.2 (19 June 2014)
Added a text description for Nizdramanii'yt's disappearance.
Added a journal entry for meeting with Volo.
Fixed the viconia banter numbered responses bug.
V6.3 (11 July 2014)
Added new ToB Tracking lines.
Fixed the bug with missing ambients, maybe.
Fixed the bug with repeating Viconia banter.
V6.4 (13 July 2014)
Added a new line for the government worker.
Added a tax collector in the Government District.
V7 (15 August 2014)
Added the Extended Waukeen's Promenade Cutscene.
Added Saemon's Disguises.
Restored a bear's original look. Yeah, I know, lame.
Added two new dialog options and one banter.
Added a new secret enemy in the Unseeing Eye dungeon.
Added Italian translation by Sergio, Dutch translation by Tzarnal, Latin translation by Sleep of Bronze and Faroese translation by inscrutable horse.
Added Unix support.
Added automatic game recognition and deforked the OSX/Windows packages.
Reduced the globals load on the save file.
Changed Deril's scripts to make him more of a challenge.
Fixed a bug when a journal line would not appear in BG2EE. By the way, hit me up for iconv's source files, or download them here.
Fixed a bug where a mistyped camelCase would occasionally, very rarely, cause Ruined Saradush to have flubbed map name.
Fixed a bug where Ruined Saradush would occasionally move two pixels upwards on map and desync.
Fixed a bug where the player occasionally got two Swords of Chaos.
Fixed a bug with Sahuagin's Chamber not locking you in properly.
Fixed a bug with new areas' names' not conforming to the game language.
Removed the Plane of Earth component. It was just too glitchy.
V7.1 (16 August 2014)
Fixed the bug with ToB's random encounter area not disabling itself correctly.
V7.2 (19 August 2014)
Restored three class abilities icons.
Added journal entries for Saemon's disguises.
V7.2.1 (15 September 2014)
Fixed a bug with Viconia talking to Charname in Graveyard District while not being in party.
Downgraded WeiDU to the last universally stable version.
V8 (26 October 2014)
Added two new dialogues with the Amkethran smugglers.
Added descriptions to the final battle with Roenalls, depending on the outcome.
Added new ways to solve the quest for Raelis Shai, the Underdark Genie scenario and the Fear Trial.
Added a new druid to the Grove, currently acting as a placeholder.
V8.0.1 (28 October 2014)
Fixed a bug with Kalden not spawning properly.
V8.0.2 (29 October 2014)
Updated the Italian translation, thanks to Sergio.
Added a new line for the town crier.
Added two new journal entries.
Recoded journal handling and shortened the tp2.
V8.0.3 (12 December 2014)
Made Better Item Import not work on BG2EE, as it will be superseded by Beamdog's solution following Patch 1.3.
V8.1 (2 January 2015)
Restored eight multiplayer dialogues.
Improved the code to better handle modern functions.
V8.1.1 (10 January 2015)
Added Simplified Chinese translation by Sebastian C.
Ironed out some bugs with Better Item Import. Again.
V8.1.2 (22 February 2015)
Fixed a bug that was partially caused by Petr's reintroduction, but actually the reason was way deeper in the game.
V8.2 (17 April 2015)
Added a LiGNUx version and deforked the builds.
Ensured compatibility with Solaufein and BG2 Tweaks.
Updated WeiDU to v238.
V8.2.1 (20 June 2015)
Added a French translation by Isaya, with a readme and all.
Ditched the standalone version of HANDLE_CHARSETS.
Ensured a two-way compatibility with SCS and Ding0's Quest Pack.
V8.2.2 (2 August 2015)
Linux-only update consisting of removal of unnecessary files.
V8.2.3 (9 August 2015)
Ensured future compatibility with EET, thanks to K4thos.
V8.2.4 (13 September 2015)
Fixed a bug made possible by restoring the Gas Spores.
V8.2.5 (25 September 2015)
Fixed some inconsistencies in the Restored Sounds component.
V8.2.6 (9 January 2016)
Consolidated the three releases of ARP, again.
Ensured even further compatibility with newer releases of EET, thanks to K4thos.

Click here to download this file

Finished BG1 of my BGT game. Some problems.

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Hi All;

 

This is a report on my success to finish BG1.  I could not have done it without the help of many experts.  See my posts for the past few months in this forum for details.  None of the solutions are my work.  Lot of great people out there came up with the fixes.

 

  1. 1. Many area map names were missing.  It did not hinder playing the game.  I believe this was fixed in BWS so this should not be an issue any more.
  2.  
  3. 2. The key to the River Plug in CLoakwood mine was missing.  Something about and overload of items or the wrong item.  It may be fixed now.  My post gives the key ID to add to your inventory.
  4.  
  5. 3. In Durlag's Tower on the second level down is a wall with switches.  Previously, you got a message when to operated the switch that told you if the action opened or closed a door.  That message was deleted either by a conflict or some modder wanted to make the game harder to play.  (My opinion.)
  6.  
  7. 4. I could not enter the necromancers cave in Stone of Askavar.  There was some code missing from AR3200.bcs,  The missing code is in my post.

  8. 5. I could not enter the Revenants cave nor was the man there who gave you the revenants dagger.
  9.  
  10. 6. In Drizzt Saga, there still is a problem with Drizzt's scimitars.  Replace them or the came will crash when you open the game.  The entire mod is hard and in the ending fight I never got a chance to do anything as my entire party was dead in a few seconds.  Pause and use <CTRL>-Y to balance the fight.
  11.  
  12. 7. I had a minor problem with the Grey Clan mod.  I think I was too powerful because I killed the tattooed man by the Hall of Wonders.  It messes up the mod.  Let him escape.  It is necessary for the mod.
  13.  
  14. 8. Black Lily (Thieves Guild) previously bought stolen items.  She does not do that now. No thief buys stolen goods.
  15.  
  16. 9. When Scar sends you to the sewers to see why people are missing, previously there were female bodies and one had a ring.  This time no female bodies, but the ring was there with a male body.  I may have played this out of sequence and cause this problem.
  17.  
  18. 10. Shaella is still in two places.  One in front of the Sorcerous Sundries and the other in the Blade and Stars(?).  I hope I got that right.
  19.  
  20. 11. To get the bow quest from Haeball, you need to delay talking to Reedrig, finish getting the Book of the Unknowing, and talk to Haeball without having the Book of the Unknowing in your possession.  I went to Feydoch, but he was not nice.  I killed him and got the bow and his body.  Did not understand what to do with his body or why I was attacked.  The talk to Brother Hasdar, take the bow to Haeball and get attacked, kill Haeball and get the mage body, go to the Solitary Valley  and deal with the deamons, then go to Ulgoth's Beard and talk to Reedrig.  Make sure you have the note from D.  You get that earlier after the fight in Ulgoth's Beard over the dagger.
  21.  
  22. 12. The graphics of the doorway to the Iron Throne is mess up in the night scene, but Ok in the day scene.
  23.  
  24. 13. The guard's circles turn red when near fights in Nashkell mines (Zernan and the history of the Nether Scrolls book mod.)
  25.  
  26. 14. Doors to the Temple of Bhaal are open.  I think they were always closed until you opened them, but I may be wrong.  No effect on the game.
  27.  
  28. 15. Vampires previously caused you to drop levels.  I do not know what they do now,  But when they attack you you get the red mark and it says you are energy drained.  Well I tried everything to get restored.  Tried restore spells.  Tried dispel magic spells.  Tried resting for two game days.  Nothing worked.  When trolls energy drained a character, rest fix the character.  It happened in the underground city to Dynaheir so it did not affect the game.  She still was effective in the fight with Sarevok.

 

The point is that none of these problems was fatal.  A few fixes and others were ignored.  The game was made with BWS, all quest mods, all stores and some enhancements.  I did not add NPC mods.

 

Hope this helps,

 

Tom

 
 I apologize for the mess.  I tried the automatic numbering and the numbering did not show up.  I cannot fix it because the numbering shows when I go into edit mode. So I did my best.
 
Tom 
 
That looks better, but the original file is a mess.
 
Tom
 

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 

 

 

Hlondeth

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I'm in Hlondeth and I've just finished the Brimstone Bridge quest with the undead. What other quests are there here, and how might I get them? I've heard that there's supposed to be one at the Temple of Mystra. I've been there, did the star puzzle on the floor thing and after many zappings got the altar open, which just led to some loot. There's still the hidden door which I can't open, can't Knock, and can't pick, and neither of the two priests in the temple have anything important to say.

Charlie's tavern is marked on the map, but Charlie does nothing other than serve strange-tasting brew. That other inn owner, Ezekaiel, says he's too busy to talk to me. There's also the house on the eastern side of town that is guarded by a yuan-ti, which I can't access. So how to go about it? I've talked to many people and it seems like this city is just full of people with diverse and interesting-sounding professions who go about complaining about the weather a lot.

Sandrah NPC for BGT is available for testing

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I start this discussion here rather than in "misc released mods" because the idea for this NPC is related to continuity as provided by BGT (or Big Picture, if you like).
It is a mod that starts at Candlekeep and even continues after the final battle of ToB (provided you follow the mods storyline along with your own).
 
The mod is large and requires a number of other mods (BGT and the megamods etc) to be installed first. It also requires you to start freshly from Candlekeep, thus it is aimed at the really dedicated players of the trilogy who like to discover something new and revisit the whole game again at the same time.
 
The main storyline of the Bhaalspawn is augmented by Sandrah's epic search for her own answers and contains numerous additional quests and hundreds of new Areas added to the game.
 
Another issue is an attempt to tie some loose ends of various parts and mods together and even.solve some contradictions in the original game.
 
Crossmod contents is provided for a large number of released mods throughout the trilogy. A list of mods that have been considered is available.
 
The download is here
 
 
Make sure that you take a look at the readme file to get an idea of the mod.
 
 
Cossmod list
 
 

 

Can some megamod expert answer this question?

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I tried to romance Shar-Teel with my evil character. Reputation is 6. It has never been over that after I got her into my party. I got her first talk, and I slept with her then. I start to think that this was a bad idea because for many hours now she haven't spoken to me. It very much looks like it has stalled right after the first talk.

 

I tried getglobals on x#sharinterest and it is set to 3. I don't know if this is normal.

 

I have searched the internet for this and I can't find anything about her romance. I also don't have a g3 account. And so I ask the experts here how can I clua her back into action again? If it is even possible?


Torgal was near impossible to kill.

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Hi All:

 

Torgal is dead, but it took a cheat to get him killed.  A very nasty fight, but some how I managed to kill every other monster but Torgal.  I had all six party members attacking Torgal, but he would not die.  Knocked him down at least five times but he never had any damage.  Torgal was being hit with an axe that did fire damage, an axe that did acid damage, arrows of fire, Melf's Acid Arrows and other weapons.  He could be knock down but got right back up.  I checked when he was down and checked when he got up and it said he was not injured.  Tried one <CTRL>-Y and he did not die.  Neither did he take damage and again the check showed he was not injured.  I used two <CTRL>-Ys in succession and followed that with a barrage of fire.  The <CTRL>-Ys knock him down, but not dead.  The fire finished him off.  

 

NI was not helpful as Torgal had some items but no description was available.

 

If anyone found a better way to kill Torgal, I would be interested in hearing how it was done.

 

Tom

Problems with my BW installation

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1.  Ascalons Breagar v7.00b failed:  Error:  Failure("resource [ACVIRGI.DLG] not found for 'APPEND'")

 

2.  1ppv4 Spell Tweaks failed: 

      a.  Error:  illegal 4-byte write ( ) offset 1138 of 922-byte file SPWI414.SPL

      b.  Error:  [SPWI414.SPL] -> [override] Patching Failed (COPY) (Failure("SPWI414.SPL:  write out of bounds"))

      c.  Since this spell is a standard spell, I don't know if some other mod changed it.  Checking with DLTCEP didn't show any problems with this spell.

 

3.  The most critical failure was with item CDPP29.itm.  This caused a complete failure of Stratagems since it cause the initial component to fail so nothing else would load.  It also cause trap revisions to fail and the item checker to all fail.  Checking this item with DLTCEP shows this to be a completely invalid item.  If I knew which mod loaded this item I would delete the item from the mod/or the complete mod.

    a.  Error:  illegal 2-byte read from offset 61562 of 506-byte file

    b.  Error:  [CDPP29.ITM] -> [override/CDPP29.ITM] Patching failed (COPY) (Failure("Read out of bounds'))

 

I apologize in advance for being unable to upload any files.  I do not have the capability with a guest logon.  I will probably need to create a new userID since I have not received any response to unlock/recover password for my original account.

 

Appreciate any help. 

 

 

Overall Progress: Questions & Feedback

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To cut down on clutter, we'll keep the newest update, and it's feedback in separate threads.

Please use this thread to place your questions and comments for the Feature List.

Sandrah NPC for BGT is no longer available for testing

Translations into English for various mods

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Nightfarer, I'm calling you out :D

If you read this, I wonder if you could provide some details to how this project of yours go?

I figured It's better to have such info in it's own thread so that you don't have to post in the BWS thread all the time. Besides, it's also an excuse for me to keep bugging you about this :P Also, perhaps people can chip in their opinions here, helping you prioritize the translations, or simply making some kind of collaboration smoother.

Personally, I just finished a BG2-only BWP run, and now I'm sorely waiting for the translations to Ascalons Breagar, Questpack & Jarl's Adventure pack to play a BG1 run. I know you said they were done already and I can't wait for them to be implemented to be honest :)
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