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[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0

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  • logojin7logojin7 Member Posts: 17
    What a great mode!
    I have no objection to it.
    First of all, I am sorry that I am not good at English.

    Especially useful for stats, Experience equivalent of a multI-class penalty
    No other mode of equivalent experience has a similar mode.
    i can't play any more games without installing this mode.

    1. I want you to divide the installation and let me choose. (Especially equivalent)
    On the premise that this mode can never be abandoned. It is regrettable that other items can not be modified or armor damage reduced(ex itemrevision). Of course everyone is content with the possible robes.

    2. Too bad whirlwind belongs to combat feet. Look at the combat feet. It would be appropriate for an agile thief to be used rather than a complete warrior class. But I think whirlwind is the symbolic skill of the warrior class. Critical strikes are in the same vein.

    3. Psionics ability or kit Do you have plans to implement? Not only that, but the idea of what you think of kits and abilities is all for it.

    iwdee 2.5v (no beta)Please check some contents as they can not be installed.

    Of course I am sorry that you are busy but Always look forward to updating the version and check

  • DarkersunDarkersun Member Posts: 398
    Holic said:

    Darkersun said:

    Thanks for the answer, so I need to start with a new party in SoD or a new party from level 1?

    How hard is it to get into modding the BG saga? I only know to use the EE Keeper and that is it.
    I really like how this mod is a complete overhaul, everything sounds like it will work really well together.
    There are alot of great mods, but often they change only parts of the classes & rulessystem and are not all build on the same level.

    You just need to start a new game in sod. You will start with a 1st level character(s), all other party members will start with level 0, but everyone will immediately receive 64000 xp, so you will be able to level up them to level 7 the way you want.

    Modding is not really hard, as long as you have a bit of experience in software development. You will need just weidu, Near Infinity and info on the file formats and scripting which can be found at https://gibberlings3.github.io/iesdp/. Regarding EET compatibility , I guess implementing it would mostly consist in verifying that the updates to spells are still valid and correcting them in case of problems; I expect most of other components to work directly as they are (but I might be wrong).
    I will try the SOD Beta and give feedback as soon as I had some time to play, thanks.

    About modding, I have a little bit experience with software development. If I find the time I will take a look and see if I'm getting anywhere.
  • DurandalDurandal Member Posts: 3
    I believe I have encountered a bug. When my Sorcerer casts Mirror Image with 20 or higher CHA (via Nymph Cloak, etc.), Mirror Image has no actual effect. The text still displays but I don't get the images.
  • DarkersunDarkersun Member Posts: 398
    I tried to install the Mod on SOD and and it said everything was installed successfully.
    But during installation I got some errors when installing "Creatures regularization: v2.13"
    I get some integer conversion errors (can not find the logfile for it).
    Not sure if this has an big impact?
  • HolicHolic Member Posts: 66
    Darkersun said:

    I tried to install the Mod on SOD and and it said everything was installed successfully.
    But during installation I got some errors when installing "Creatures regularization: v2.13"
    I get some integer conversion errors (can not find the logfile for it).
    Not sure if this has an big impact?

    Hi @Darkersun this is ok and has no impact on the mod, I'll remove this kind of messages in future releases since they seem to confuse a lot of people.
    leander
  • HolicHolic Member Posts: 66
    Durandal said:

    I believe I have encountered a bug. When my Sorcerer casts Mirror Image with 20 or higher CHA (via Nymph Cloak, etc.), Mirror Image has no actual effect. The text still displays but I don't get the images.

    Hi @Durandal, could you confirm it is related to Charisma value?
  • DurandalDurandal Member Posts: 3
    Just tested again, in a new location, with my PC (Sorcerer), Baeloth (Battle Caster), and Dynaheir (Sorcerer) using varying combinations of no gear / Nymph Cloak (+2 CHA) / Peacock Cap (+1 CHA).

    In every single instance, casting with 19 CHA created images just fine, and casting with 20 or more CHA created none. Here are some screenshots if that helps.

    PC with 19 CHA before gear


    Images work fine


    PC with 20 CHA with the Peacock Cap


    No images

  • DarkersunDarkersun Member Posts: 398
    Thanks for the fast feedback. Now finally my SoD testrun can start :)
  • HolicHolic Member Posts: 66
    Durandal said:

    Just tested again, in a new location, with my PC (Sorcerer), Baeloth (Battle Caster), and Dynaheir (Sorcerer) using varying combinations of no gear / Nymph Cloak (+2 CHA) / Peacock Cap (+1 CHA).

    In every single instance, casting with 19 CHA created images just fine, and casting with 20 or more CHA created none. Here are some screenshots if that helps.

    Hi @Durandal here is a small hot fix for mirror image, could you please try it and tell me if it works for you?

    Just copy the 2 spl files from the folder corresponding to your game (bg1 I presume) to your override folder.

  • DurandalDurandal Member Posts: 3
    That fixed it! I tested with 20, 21, and 22 CHA, and it worked each time. Thanks!
  • leanderleander Member Posts: 1
    Excellent mod!

    Is it compatible with Black Pits 1 and 2? Not sure if just me but the game freezes right after the intro battle in BP1 (at the start of the cut scene in the merchants area).

    Any chance this can be made compatible with BG1NPC and Item Randomiser?
  • HolicHolic Member Posts: 66
    Hi @leander. Indeed there was a bug with scripts in black pits. I pushed an updated 2.14 version with fix to developer branch, so if you want you can give it a try.

    Did you try to install BG1NPC or Item Randomiser? It seems to me if installed before DND 3.5 (or may be even after ???) they might work.
  • nepenthesnepenthes Member Posts: 4
    edited July 2018
    There seems to be a file that can not be installed properly.
    ArmorOverhaul.tps does not seem to be part of the installation, so please let me know how to fix it. (bgee2.5beta iwdee2.5)
  • nepenthesnepenthes Member Posts: 4
    I'd like to erase Weapon Proficiency part it and build random skills the way you did.
    Could you briefly advise your keywords or methods? I want to refer to
  • DarkersunDarkersun Member Posts: 398
    I finally had some time to play the SoD prologue.
    This mod is great! :smile: Also as well as the level of detail is fantastic. Everything has a nice description and all stats have meaning. Balance on Core Rules seem fine. I love , that I can only rest every 8 hour, good for an immersive experience. Now you really have to plan on spells and use potions more often.
    I had 2 crashes, but I'm not sure this was related to the Mod and I could restart and everything was fine.

    One minor thing, I'm not sure if the FIGHTERs "Armor Training" is working as intended. For example Khalid was wearing Full Plate Armor (Max Dex Bonus 0). In game he got a +4 AC bonus (penalty) to remove his -4 AC from Dexterity, but I could not find the Dex bonus from his "Armor training". But it could be that I overlooked something.

    To summarize:
    I love each class with this mod. Now you can specialise and make different builds.
    Even the plain Fighter has some options and is interesting class (found him really boring in the base game).
    I can not image the work that must be put into tis mod. The quality and details (like the class description) is very high. This mod should receive much more attention in this forum than it does!

    Holic, thanks again for making this :smile: . I will try to find some more time to play and post some updates!
    _Luke_AedanStummvonBordwehr
  • HolicHolic Member Posts: 66
    Hi @Darkersun
    Thanks for the feedback.

    Indeed there is a bug with applying armor training in v2.15. Attached you can find a quick fix to address this issue. Just unzip the file to your override folder. Unfortunately the bonuses will be reapplied only when you reach levels 4, 8, 12 or 16. Alternatively you can probably run something like C:Eval('ActionOverride("KHALID",ReallyForceSpellRES("ARMTRFT","KHALID"))') (replace "KHALID" with the corresponding script name of npc or Player1-6 to apply fix to someone else) in the console to make it work immediately.
    Aedan
  • SchmooplesSchmooples Member Posts: 22
    I like this mod a lot. My one complaint, however, is the Cleric spell list. It's way too shallow. For example, the Priest of Talos receives the Empower feats, but does not have the spell list really make use of it. Domain spells are nice, but the amount of spells offered seems shallow and clerics kits pretty much play the same except for a handful of spells.

    On the other hand, Druid are beastly. Spellbound Warden is my favorite especially with IWDification installed.
  • DarkersunDarkersun Member Posts: 398
    @Holic Thanks for the feedback. I will test the fix as soon as possible :smile:
  • plr313plr313 Member Posts: 2
    I want to put proficiency in effect
    so sft ** _ * put the spl file by setting opcode 326
    But nothing happened.
    Anything I missed?
    What do I have to do to get the effect?
    I would really appreciate it if you let me know.
  • HolicHolic Member Posts: 66
    plr313 said:

    I want to put proficiency in effect
    so sft ** _ * put the spl file by setting opcode 326
    But nothing happened.
    Anything I missed?
    What do I have to do to get the effect?
    I would really appreciate it if you let me know.

    Hi @plr313
    I'm not sure I understand what you are trying to do and how, could you please explain more clearly

    1. what you want to achieve
    2. what exactly you are doing
    3. what the outcome is
    4. game, version and mod version you are using
  • SchmooplesSchmooples Member Posts: 22
    I'm currently on an IWDEE playthrough and this mod actually works fine. The only issue I'm having is that the mod crashes when I rest. I figured out the problem is related to stats. Stats 20 and above causes the crash.
  • plr313plr313 Member Posts: 2
    sorry, um..
    1. I want to have some effect when investing like proficiency combat or warfare.
    2. Meanwhile, SFT89 ~ 115 _ 1 ~ 7.SPL I found the file. like proficiency combat or warfare, and so on. I inserted the opcode(apply effects list 326) so that it works with the SPL file that gets the effect
    3. I expected, but it did not change.
    4. iwdee2.5.14? and dnd.2.15 I would like to try bgee too.
    I do not have the skills, so I want to fix it after installing the mode
    I will not do distribution sharing without permission and write it privately please!~ Then have a good day!
  • SerphentasSerphentas Member Posts: 2
    Wow great mod! This is exactly what I have been looking for.

    Two questions here.

    Will this mod work with Ascension and other story mods? I really want to play as many contents with this mod.

    Does the creature regularization component remap all creatures ( including npcs from other story mods) or only the
    Original EE creatures?

  • HolicHolic Member Posts: 66
    Hi @Serphentas
    It might work with story mods as long as they change only story (generally change scripts and add npc/monsters and/or locations) and if the story mods are installed before. Mod will change stats of all creatures to be more in tune with 3ed rules as well as properly remap proficiencies, but it will not give any new feats/class benefits to 3rd party npcs, nor reset their level to 0.

    If you know exactly what .cre and .bcs files are used for new npc, you can generally take a look at 3ed\Component13\Npc[Bg1, Sod, Bg2].tps where the stats of all core npcs are set and their level reset to 0, and add few lines corresponding to new npcs prior to 3.5 mod installation. Do not hesitate to ask me if you need more help on this subject.
  • DarkersunDarkersun Member Posts: 398
    edited September 2018
    @Holic I think I found two minor bugs:
    1) The animation of the Shillelagh spell does repeat, including sounds in a loop till the spell has ended.
    2) Beastmaster description says he get d12 HP per level, but it seems he gets only d10.

    Everything else seems to work great :)
  • HolicHolic Member Posts: 66
    edited September 2018
    Thanks @Darkersun

    They bugs should now be corrected as of version 12.15.3
  • SeferexSeferex Member Posts: 3
    edited September 2018
    Wonderful mod!

    Really this is the kind of mod i was waiting to play (again and again xD) baldur's gate!
    Really thank you.

    But i have a problem :(

    I did install the version Baldurs Gate DnD 3.5 v2.15.3. But the game does not launch at all... I did try to unistall everything and run only the game (to be sure was not a problem on my pc) and it works..

    So basically i did put all the files in my directory which is: SteamLibrary\steamapps\common\Baldur's Gate Enhanced Edition

    Run the setup-3ed, i install for the italian language (i am italian, sorry for my bad english) and then install all the components with "I"

    I complete the installation without any error but when i try to run baldur.exe, nothing happen...

    Any idea?


    EDIT: Holic was so kind to follow me step by step to find the problem and it seems was in the [point buy system] module.
    He will probably fix it asap.

    Thank you Holic, for your kindness and for the great work you did!
    Post edited by Seferex on
  • HolicHolic Member Posts: 66
    Hi @Seferex
    I'm sorry for this bug. It should be fixed now in 2.15.4.
  • SeferexSeferex Member Posts: 3
    edited September 2018
    @Holic thank you! Now it is working!

    Maybe i have found another bug about HP:

    When a new character joins, they will start at level 0 as you stated.
    For this reason they will have 1 hp + their costitution bonus.

    For example, when imoen joins, she will starts with 2 hp (1 base hp + 1 costitution bonus due to COS 12). This will make her having 9hp at level 1 when she should have 7hp

    Correct me if i am wrong offcourse

    Another think i would love to see, is to know who is the character that is going to take the feat in the dialog window, since if you have many character that joins the party will be hard to understand who is going to take the feat.
  • HolicHolic Member Posts: 66
    Seferex said:



    Maybe i have found another bug about HP:

    When a new character joins, they will start at level 0 as you stated.
    For this reason they will have 1 hp + their costitution bonus.

    For example, when imoen joins, she will starts with 2 hp (1 base hp + 1 costitution bonus due to COS 12). This will make her having 9hp at level 1 when she should have 7hp

    Correct me if i am wrong offcourse

    This is intended behavior. Although it seems to be quite simple to remove additional HPs due to level 0, so I'll probably fix it in next version.
    Seferex said:


    Another think i would love to see, is to know who is the character that is going to take the feat in the dialog window, since if you have many character that joins the party will be hard to understand who is going to take the feat.

    There is a small icon in the corner of the portrait of the character involved in the dialog. It is quite small but still visible, so you can probably use it to understand who is taking the feat.

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