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Baldur's Gate & Baldur's Gate II Mod Thread

Melcar

Arcane
Joined
Oct 20, 2008
Messages
36,602
Location
Merida, again
Holy fuck, that's horrible.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,342
Location
Germany
https://github.com/Goddard/Project-IE-4k
Upscale of Baldurs Gate 1 is finally seemingly coming to fruition. Unfortunately the modder is communicating on Discord -> https://discord.gg/Pr7wapQ5H6 a platform with an unseemly modern taint so maybe another Dexer can dirty his hands in finding out further information like an ETA or a download link and bring it to this thread.

Either way, it's exciting to think we'll soon be able to play BG in 640x480 or 800x600 perspective with all the glorious art and sprites touched up. If there's one thing I love about AI, it's what it's done for the graphics of many classic PC videogames.
This looks like absolute fucking garbage. Please remove this post immediately. The only way to play these games today is by nVidia Integer Upscaling.
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
https://github.com/Goddard/Project-IE-4k
Upscale of Baldurs Gate 1 is finally seemingly coming to fruition. Unfortunately the modder is communicating on Discord -> https://discord.gg/Pr7wapQ5H6 a platform with an unseemly modern taint so maybe another Dexer can dirty his hands in finding out further information like an ETA or a download link and bring it to this thread.

Either way, it's exciting to think we'll soon be able to play BG in 640x480 or 800x600 perspective with all the glorious art and sprites touched up. If there's one thing I love about AI, it's what it's done for the graphics of many classic PC videogames.

It looks like uncanny valley sex doll face.
 

WholesaleGenocide

Liturgist
Joined
Aug 17, 2008
Messages
384
After not having played BG1/2 since the big world project over a decade ago, I decided to try the EE's and attempt to mod them. What a pain in the fucking ass. Turns out, your only choice for installing mods is either manually, or through Project Infinity (and maybe that busted Roxanne installer but that's probably more trouble than its worth). Manually takes a very, very long time, but it's better with Project Infinity after you learn your way around the jankiness of the program. After quite a few failed installations, I think I actually managed to put something together with about 820 total components. For whatever reason, I get a crash whenever I talk to Dynaheir but that's the only issue I've discovered so far. It's incredibly difficult to actually put something together that's actually balanced since I haven't played in a decade. I already greatly despise ammo recovery (get used to single arrows laying all over the ground), incrementing ability scores from items instead of setting them to a stat (way too easy to get high stats), and Combat Skills & Proficiencies component "Combat Skill Points" seems a little bit much in base BG1 as you can adopt various fighting stances which seem way too good for that part of the game. I'm not restarting at this point though, so that stuff sticks for now, since I had to restart like 4 times when I discovered some hideously broken shit due to be install order. I don't think I will truly know how my list is until I get to BG2.

I avoided all huge megamods this run as they're pretty unbalanced, and am running the newest version of SCS. Unfortunately, DavidW's "Talents of Faerun" is still in beta so isn't quite ready for general use else I'd probably have been able to strike out quite a bit of stuff and just run that instead. Documentation to actually get a decent install up and running is a combination of parsing through every mod's readme, folklore, a bunch of gibblerings3 topics, some google docs, and using the weidu changelog to see which file was poked by enough mods to blow up your setup and make you try the 4+ hour install again. Thankfully, you can make a list, install it, and then back up right before the end of order SCS shit installs as that part of the install list takes especially long.
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
After not having played BG1/2 since the big world project over a decade ago, I decided to try the EE's and attempt to mod them. What a pain in the fucking ass. Turns out, your only choice for installing mods is either manually, or through Project Infinity (and maybe that busted Roxanne installer but that's probably more trouble than its worth). Manually takes a very, very long time, but it's better with Project Infinity after you learn your way around the jankiness of the program. After quite a few failed installations, I think I actually managed to put something together with about 820 total components. For whatever reason, I get a crash whenever I talk to Dynaheir but that's the only issue I've discovered so far. It's incredibly difficult to actually put something together that's actually balanced since I haven't played in a decade. I already greatly despise ammo recovery (get used to single arrows laying all over the ground), incrementing ability scores from items instead of setting them to a stat (way too easy to get high stats), and Combat Skills & Proficiencies component "Combat Skill Points" seems a little bit much in base BG1 as you can adopt various fighting stances which seem way too good for that part of the game. I'm not restarting at this point though, so that stuff sticks for now, since I had to restart like 4 times when I discovered some hideously broken shit due to be install order. I don't think I will truly know how my list is until I get to BG2.

I avoided all huge megamods this run as they're pretty unbalanced, and am running the newest version of SCS. Unfortunately, DavidW's "Talents of Faerun" is still in beta so isn't quite ready for general use else I'd probably have been able to strike out quite a bit of stuff and just run that instead. Documentation to actually get a decent install up and running is a combination of parsing through every mod's readme, folklore, a bunch of gibblerings3 topics, some google docs, and using the weidu changelog to see which file was poked by enough mods to blow up your setup and make you try the 4+ hour install again. Thankfully, you can make a list, install it, and then back up right before the end of order SCS shit installs as that part of the install list takes especially long.

I could be wrong and don't really know what I'm talkking about, but from skim-reading comments from NWN authors, alot of them seem to be taking the piss out of Beamdog. I've seen comments like "Beamdog just seem to be moving things for the sake of moving them and making it complicated" to "We had to alter this to fix some Beamdog idiocy".

I can personally attest to going into the 2da files on BG:EE and finding the columns and rows all disordered years ago. I mean they're rows and columns - how hard is this stuff?.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
483
Just did a fresh install of the GoG version of BG2 (2.6) and the first mod I'm trying to add is Lefreut's enhanced UI and he says here... https://www.gibberlings3.net/forums/topic/30827-ui-lefreuts-enhanced-ui-bgee-sod-bg2ee-and-eet/ for EE version 2.6, use the v4.7 version of this mod.

Which I'm doing and when I double click the .exe after extracting all the contents of the zip file into the BG2 main directory, it's giving me...Warning: No rule to identify SoD... like I'm trying to install the SoD skin or something ? What the fuck
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,500
Just did a fresh install of the GoG version of BG2 (2.6) and the first mod I'm trying to add is Lefreut's enhanced UI and he says here... https://www.gibberlings3.net/forums/topic/30827-ui-lefreuts-enhanced-ui-bgee-sod-bg2ee-and-eet/ for EE version 2.6, use the v4.7 version of this mod.

Which I'm doing and when I double click the .exe after extracting all the contents of the zip file into the BG2 main directory, it's giving me...Warning: No rule to identify SoD... like I'm trying to install the SoD skin or something ? What the fuck

Try version 4.8

https://github.com/r-e-d/LeUI
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
483
Just did a fresh install of the GoG version of BG2 (2.6) and the first mod I'm trying to add is Lefreut's enhanced UI and he says here... https://www.gibberlings3.net/forums/topic/30827-ui-lefreuts-enhanced-ui-bgee-sod-bg2ee-and-eet/ for EE version 2.6, use the v4.7 version of this mod.

Which I'm doing and when I double click the .exe after extracting all the contents of the zip file into the BG2 main directory, it's giving me...Warning: No rule to identify SoD... like I'm trying to install the SoD skin or something ? What the fuck

Try version 4.8

https://github.com/r-e-d/LeUI
Nope. Same error. Guess I should torrent and install SoD 2.6 and then try (not that I'm gonna play it)
I had no problem installing it on BG1 last year or so.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
483
Ok, finally got the mod to work, but only after I installed pirated copies of all 3 (BG1/SoD/BG2)

Anyway...what's the deal with SCS, aTweaks and conflictions they might have with each other ? Are the improved fiends really that much better than in the SCS version ?
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,500
Ok, finally got the mod to work, but only after I installed pirated copies of all 3 (BG1/SoD/BG2)

Anyway...what's the deal with SCS, aTweaks and conflictions they might have with each other ? Are the improved fiends really that much better than in the SCS version ?

Did you do the DLC merger thing? There's a utility for it. The Steam / Gog versions of BG1EE + SOD has SOD as a DLC separate from the other game files. So this needs to be merged into BG1EE using DLC merger before you can install any mods on it.

I thought you were just modding BG2 otherwise I'd have told you earlier.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
483
Ok, finally got the mod to work, but only after I installed pirated copies of all 3 (BG1/SoD/BG2)

Anyway...what's the deal with SCS, aTweaks and conflictions they might have with each other ? Are the improved fiends really that much better than in the SCS version ?

Did you do the DLC merger thing? There's a utility for it. The Steam / Gog versions of BG1EE + SOD has SOD as a DLC separate from the other game files. So this needs to be merged into BG1EE using DLC merger before you can install any mods on it.

I thought you were just modding BG2 otherwise I'd have told you earlier.
I am just modding BG2 now. (on SCS which is looking like the last one) And yea, I did use the merger on my initial BG1 install (bought 1 & 2 from GoG a while back) but I guess that UI mod needed all 3 installs to be the same exact version or something. Anyway, it seems to be working and read somewhere that said you'd get a prompt if you're missing it.

So how is this new Revised resting in the wild mechanic using up provisions ? Sounds like it could be
:incline:

Revised resting: resting in the wild uses up provisions (BGEE,BG2EE,EET)


This component (somewhat inspired by the Pillars of Eternity CRPG)
:balance:
changes the way resting works, in the hope of making it somewhat more meaningful as a constraint. You now need Provisions to rest in the wilderness or in a dungeon. The maximum number of provisions you can have is set by the difficulty slider: 8 at the lowest difficulty, and one fewer at each successively higher difficulty. (This can be fine-tuned using the 'fine-tune difficulty' button on the Gameplay options page; see the 'Initialize AI' component for details.) Each rest consumes 1 Provision, and once you have none you cannot rest again. You can see how many Provisions you can have by hovering over the Rest button (they are not shown on your inventory).


The main way to recover Provisions is by resting at an inn; once you do so, your Provisions are fully restocked. If you have druids and/or rangers in your party (the more the better) you also have some chance of replenishing your Provisions if you rest in the wilderness (but not in a dungeon or the Underdark). There are a small number of additional ways to replenish Provisions in the game.


The Provisions system only operates in the main BG and BG2 campaigns (including Throne of Bhaal); it does not operate in Siege of Dragonspear or either of the Black Pits campaigns. It silently deactivates during the finales of the respective campaigns (you don't need to worry about Provisions in the Undercity of Baldur's Gate, or in the Abyss).


Your provisions are automatically restocked at the end of a sea voyage. In Baldur's Gate II, you also restock your provisions automatically whenever you are in your stronghold (except for mages/sorcerers). Both these restockings can be turned off by editing stratagems.ini.


Revised inn rooms: more expensive, more benefits (BGEE,BG2EE,EET,IWDEE)


This component (also somewhat inspired by Pillars of Eternity) alters resting in inns so that it gives you a minor benefit (except for Peasant-quality inns), with the strength and duration of the benefit increasing with the quality of the room you rent. In parallel with this, all room costs have been increased, with the increase being larger for the more expensive rooms.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
483
LOL...and he just releases 35.18 an hour ago while I'm right in the middle of installing 35.17. Looks like it fixes bugs in some of the new mechanics like the revised inn rooms (among a bunch of other shit)
  • The auto-levelling system in 'NPC customization and management' now only affects NPCs, not the player (or other player-created characters).
  • The 'revised inn' component was broken by a previous update but should now work correctly.
  • Fixed a vanilla bug that meant that on Enhanced Edition games, Thaxll'ssillyia was casting at the wrong level.
  • Dragons on oBG2 were erroneously getting an additional attack per round (and have been for the whole lifetime of the mod! If you actually want to keep the +1 APR, or add it on EE, set dragons_get_plus_one_apr to 1 in the ini before installing.)
  • The 'revised elementals', 'revised permanent death', and 'HLAs as innate' components were supposed to be marked as incompatible with Spell Revisions, but weren't being due to a typo.
  • 'Slower reputation gain' was erroneously being marked as incompatible with ToF's 'revised kits and abilities'.
  • Mummy Rot now displays an icon.
  • Fixed a bug and some documentation errors in the 'reduce power of overpowered items' component.
  • Tweaked the help scripts, mostly to (try to) fix issues with IWD creatures being too enthusiastic about joining fights.
  • Fixed an issue with revised resurrection that was stopping imprisoned party members from rejoining.
  • On Enhanced Edition games, we no longer overwrite the default AI for summoned creatures (by now it's not really necessary, and it's causing issues, e.g. breaking shamans' summoned spirits).
  • Belatedly documented hotkey control of summoned creatures (now relevant only for oBG2).
  • Fixed a typo in 'Better Calls for Help' that was causing help scripts occasionally to overwrite other scripts.
  • The new Ulgoth's Beard textscreen now works properly on EET.
  • Player-summoned planetars, though still committed to compassion and mercy, no longer heal enemies.
  • NPC Customization and Management should correctly handle removing a dual class from an NPC.
  • Bassilus wasn't being assigned to a difficulty control (he's now assigned to the general AI one).
  • If you use NPC Customization and Management to change a ranger to a different class, their two pips in two-weapon fighting are correctly removed.
  • NPC Customization and Management no longer removes all spells from Baeloth (who it's not supposed to edit).
  • If you use NPC Customization and Management to change a core-game NPC's class or kit, they should no longer be barred from using items that are supposed to be only usable by them.
  • At the start of Siege of Dragonspear, NPC Customization and Management no longer resets the hit points of NPCs who have previously been in the party.
  • Improved compatibility management between SCS and ToF versions of shapeshift.
  • Fixed a compatibility issue between 'Fine Weapons' and ToF monks-use-staff component.
  • Scrolls of Shocking Grasp no longer target the caster if you have installed the 'Use IWD Shocking Grasp' tweak.
  • Scrolls of Turn Pebble to Boulder now work properly.
  • The tweak to Protection from Normal Missiles should now work properly.
  • The tweak to Mordenkainen's Sword THAC0 no longer fails if Spell-50 or similar is installed.
  • Wands of Spell Striking now penetrate SI: Abjuration.
  • For modders: included reasonably detailed SFO documentation in dw_talents/sfo/doc/index.html.
  • Fixed a library bug with SFO patching of EFF files.
  • SFO's 2DA and array functions now handle empty arrays more gracefully.
  • Other misc SFO fixes and tweaks prior to documentation release.
  • Readme history section now lists components in chronological order, not reverse chronological order.
 
Last edited:
Joined
May 2, 2012
Messages
546
More minor modding errata. Be cautious when using Bardic Wonders and/or The Artisan's Kitpack with other similar mods. Non-existent compatibility documentation from the author and minimal crossmod coding as far as I can tell from the tp2s. You're relying on other modders for troubleshooting or figuring it out on your own.
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
36,602
Location
Merida, again
Loaded up BG again (I just use the EE fuck it) with SCS latest version (only AI improvements). One thing I never liked about SCS in higher difficulty settings is that enemies seems to hit more often, harder (despite turning off damage scaling) and your characters miss more often. I was always under the impression that higher difficulties fudge the die rolls a bit in favor of enemies, but never could find confirmation on the internet about it. I did read that some abilities are increased "slightly" and some creatures given better weapon proficiencies, but that SCS "plays fair" and does not do anything outlandish.

The increased spawns and better AI from the insane difficulty setting are great, but I hate that my characters seem gimped in combat for no apparent reason. Shank and Carbos take a few too many swings to go down despite them having no armor and Tarnesh can doge my hits effortlessly despite having no protections on or armor (not to mention being able to one-hit Montaron and Imoen with a fucking staff). Damage is not doubled, but definitely the die is loaded I think.

I can see that now you can "fine tune" the difficulty settings so I may try that. I no longer pre-buff as a gameplay choice, so having enemies pre-buff like motherfuckers is not fun.
 
Joined
Jan 7, 2012
Messages
15,274
Fairly certain there's no "tilting" of rolls at all.

The "plays fair" part only applies to SCS re-balancing, and "fair" can mean "a previously level 3 early game enemy in BG1 is now level 8 with a fully optimized build but its fair because its a level 8 build you could make". But if you are using only AI improvements that shouldn't be something you are encountering AFAIK.
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
36,602
Location
Merida, again
Yeah I know. It's what everyone parrots on boards. But still, I find it odd that my fighters would miss so often against such low level opponents on "hardcore" and "insane", while the same builds have no problem with the those enemies on the "tactical" difficulty.
 

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