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[Mod]: Beholder Invasion v1.5

CrevsDaakCrevsDaak Member Posts: 7,155
edited April 2014 in BG:EE Mods
A mod based in the Meme thread, where the Beholders started infiltrate to BG:EE!!
This mod replaces some creatures from Candlekeep so they become Beholders, it also adds a BCS script for them.
It breaks several quests in Candlekeep, because the creatures are changed. It is completely not compatible with SCS's Skip Candlekeep components.
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Versions:
v1.0: Original release.
v1.1: Updated and improved BCS file (the Beholder's script).
v1.2: Upgraded to WeiDU, thanks to @LiamEsler.
v1.3: Improved Beholder's script, now it uses Anti-magic and Death Rays, thanks to @lunar for telling me to do so.
v1.4: Updated WeiDU and changed signature.
v1.5: Upgraded the BCS, now the Beholders are a little less cheesy and they cast spells faster as you increase the difficulty.
Post edited by CrevsDaak on
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Comments

  • meaglothmeagloth Member Posts: 3,806
    Ooooh, shiny ones!
  • WilburWilbur Member Posts: 1,173
    Like just one or two Beholders wasn't enough :D
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Wilbur said:

    Like just one or two Beholders wasn't enough :D

    One the early versions were only composed by Carbos and Shank as Beholders.
    And the BCS file stills needing work.

  • LiamEslerLiamEsler Member Posts: 1,859
    This will kill your game, and you'll have to delete your override and repair your installation to fix it.

    It would definitely be worth learning some basic WeiDU, so you can allow people to uninstall your changes. :)
  • CrevsDaakCrevsDaak Member Posts: 7,155
    LiamEsler said:

    This will kill your game, and you'll have to delete your override and repair your installation to fix it.

    It would definitely be worth learning some basic WeiDU, so you can allow people to uninstall your changes. :)

    Just delete the files to uninstall.
    Sorry if it caused trouble, it worked fine for me.
  • LiamEslerLiamEsler Member Posts: 1,859
    edited October 2013
    @CrevsDaak No trouble! It's just always a good idea to use WeiDU. In this case it's a super simple mod to make, I've attached it below. :)
    Post edited by LiamEsler on
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    @LiamEsler thanks!!
    The trouble is that I do not know WeiDU, and my Windows scripting is below zero. :P

    EDIT: You've placed the BCS besides the CRS files, and I updated the BCS to a newer version.

  • LiamEslerLiamEsler Member Posts: 1,859
    edited October 2013
    Good catch -- if you post the updated bcs I can update it for you, if you'd like. :)

    Actually, it's probably better just to post the raw script, and we can compile at install - makes it easier for you to edit in the long run!
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited November 2013
    LiamEsler said:

    Good catch -- if you post the updated bcs I can update it for you, if you'd like. :)

    Actually, it's probably better just to post the raw script, and we can compile at install - makes it easier for you to edit in the long run!

    @LiamEsler
    OK, where it goes, I had to zip it because BCS file type is not allowed here. :(
    Post edited by CrevsDaak on
  • LiamEslerLiamEsler Member Posts: 1,859
    Here you are!
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    @LiamEsler thanks for all your help guy! :D
    More thanks for the BAF, I was really frightened of having to open NearInfinity every time to edit the BCS, the BAF can be easily edited with a text editor. Just the cons, you don't have a Errors marker when compiling like in NI.
    Post edited by CrevsDaak on
  • LiamEslerLiamEsler Member Posts: 1,859
    No problemo!
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    Just tried it with INSANE difficulty, they are deadly than BG2's Nosferatu.
  • LiamEslerLiamEsler Member Posts: 1,859
    @CrevsDaak WeiDU will tell you at compile if there are any errors. :)
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    LiamEsler said:

    @CrevsDaak WeiDU will tell you at compile if there are any errors. :)

    Yeah, just I was complaining about text editors, they do not do that.
    Oh, I saw my mistake, it was grammatical, I wasn't finding the correct word to express what I've wanted to say, that remarks english wasn't the first language I've learned. Thanks again for pointing out. :D
  • sarevok57sarevok57 Member Posts: 6,002
    edited October 2013
    what if you had an archer, and used the go through door trick, if they still give 14 000xp a piece, you could grow up some levels pretty quickly :) I would try getting them caught in the inn, while being at the stairs to go up, then just before they hit me with a spell I would go back down, then when im down, I would run to the inn door, which would give me some time to get a shot in, then just before I get hit with a spell, I would go back in the inn, to the bottom of the stairs, wait, get a shot in, almost get hit by spell, then go up stairs, rinse, lather, repeat :)
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    sarevok57 said:

    what if you had an archer, and used the go through door trick, if they still give 14 000xp a piece, you could grow up some levels pretty quickly :)

    @sarevok57 If you kill the one outside first, or if you damn too quick.
    Also, congrats on 1004 comments. :P
    They still giving 14000 XP, now the XP reward is appropiate to their script (two Cause serious wounds followed by a PW: Stun and 3 Cause serious wounds plus a PW:Sleep, and that's their first attack, they have one with 3 Lower Resistance, and I was thinking of lowering their casting time by 4, but I tried with a lvl1 character and forgot about it :P.
  • sarevok57sarevok57 Member Posts: 6,002
    ah thanks on the congrats, although its funny, I don't have the badge, but my whacky little page thingy says my comments are only in the high 980s, so im going to assume that once -that- hits 1000 then I will get that badge :) but I agree now they would be worth their 14 000 since they can do all that stuff, is cause serious wounds and power stun all they can do ? < still quite devastating for bg1 if so>
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    @sarevok57 No, they can cast lot more of things, I'll hand a text copy of the BCS here.
    And, about your comments, you have 980 comments and 1008 posts. :P

    [Spoiler]
    IF
    See(NearestEnemyOf(Myself))
    HPGT(Myself,93)
    See([GOODCUTOFF])
    THEN
    RESPONSE #100
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_POWER_WORD_STUN)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_POWER_WORD_SLEEP)
    Continue()
    END

    IF
    See(NearestEnemyOf(Myself))
    HPLT(Myself,85)
    Delay(6)
    See([GOODCUTOFF])
    THEN
    RESPONSE #100
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_LOWER_RESISTANCE)
    ForceSpell([PC],WIZARD_LOWER_RESISTANCE)
    ForceSpell([PC],WIZARD_LOWER_RESISTANCE)
    ForceSpell([PC],WIZARD_POWER_WORD_BLIND)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell(Myself,WIZARD_IMPROVED_MANTLE)
    ForceSpell(Myself,WIZARD_SPELL_TRAP)
    Continue()
    END

    IF
    Allegiance(Myself,ENEMY)
    See([PC])
    HPGT(Myself,65)
    THEN
    RESPONSE #100
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_POWER_WORD_SILENCE)
    ForceSpell([PC],WIZARD_POWER_WORD_STUN)
    ForceSpell([PC],WIZARD_POWER_WORD_KILL)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CHARM_PERSON)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    Wait(1)
    Continue()
    END

    IF
    See(NearestEnemyOf(Myself))
    HPGT(Myself,45)
    THEN
    RESPONSE #100
    ForceSpell(NearestEnemyOf(Myself),BEHOLDER_CHARM_PERSON)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_POWER_WORD_KILL)
    Wait(4)
    Continue()
    END

    IF
    Allegiance(Myself,ENEMY)
    See([PC])
    !StateCheck(LastSeenBy(Myself),STATE_HELPLESS)
    HPGT(Myself,35)
    THEN
    RESPONSE #100
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CHARM_PERSON)
    ForceSpell(NearestEnemyOf(Myself),WIZARD_MAZE)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    Continue()
    END

    IF
    See(NearestEnemyOf(Myself))
    HPGT(Myself,20)
    THEN
    RESPONSE #100
    ForceSpell(NearestEnemyOf(Myself),WIZARD_DOMINATION)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_MAGIC_MISSILE)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_MAGIC_MISSILE)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],WIZARD_MAGIC_MISSILE)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)
    Wait(3)
    Continue()
    END
  • sarevok57sarevok57 Member Posts: 6,002
    @CrevsDaak ah I see most tricky :) and wowzer jam, some of those spells can be quite devasting in that order
  • lunarlunar Member Posts: 3,460
    I would like to see death ray, flesh to stone and disintegrate action though. :-(
  • WilburWilbur Member Posts: 1,173
    lunar said:

    I would like to see death ray, flesh to stone and disintegrate action though. :-(

    Me too. Why are they missing?
  • DrugarDrugar Member Posts: 1,566
    It does make more sense that Sarevok would sense a bunch of beholders to deal with Charname, instead of two bungling assassins.

    Approved.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    Wilbur said:

    lunar said:

    I would like to see death ray, flesh to stone and disintegrate action though. :-(

    Me too. Why are they missing?
    @Wilbur and @lunar, I had to use the spells the where in the game for sure. I do not know if they are, or even if I import them, they'll miss their names, and I'll need to edit the Spell.IDS, also the Dialog.tlk to pit those in the game.
    I thought of adding them in newer versions of the mod, it will be the next thing I will improve.
    Thanks for the idea, I was also thinking about Anti-Magic Ray, a thing that gets deadlier when your mage has 128 Hit Point (Well, I'm exaggerating a little).
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    sarevok57 said:

    @CrevsDaak ah I see most tricky :) and wowzer jam, some of those spells can be quite devasting in that order

    The guy that made a list (the best one) for BG1's CRE and ITM files said that programming was impossible without time and caffeine. Editing (and creating) the BCS took me about 3 hours, plus some more of trying it out and making it deadlier, but I never drank coffee while doing it (I drank hot chocolate, but sure it does not count:P).

    About the BCS, it was designed by a Mage role-player (I, Crevs Daak, also, I have to say I like Mage/Thief a lot more, but in ToB, you use much more you Mage half than the Thief one) to be awesomely deadly and I think I'm going to give the Beholders a -5 bonus to casting time, just to be sure they kill the PC even they have 50% HP.
    Post edited by CrevsDaak on
  • sarevok57sarevok57 Member Posts: 6,002
    @CrevsDaak hot chocolate kicks caffeine's butt any day :)
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited October 2013
    sarevok57 said:

    @CrevsDaak hot chocolate kicks caffeine's butt any day :)

    @sarevok57
    Yeah, better than Minsc kicking evil's butt :P

    Also, in the Saevon Havaerian Trolling Table (or troll scale), giving somebody a coffee that is so hot that he burns his tongue gets a 3/10, while giving hot chocolate gives 4/10 :P, a potion named "Hot Chocolate+4", it can be hurled against enemies for 1d3 Fire damage and 1 point of missile damage, it has a radius of 2 Yards.
    Still not reaching that level of mightiness the Potion o' Everlasting (From a BG forum) or the Tome o' Cheats (From PS:T) archived.
  • WilburWilbur Member Posts: 1,173
    CrevsDaak said:

    @Wilbur and @lunar, I had to use the spells the where in the game for sure. I do not know if they are, or even if I import them, they'll miss their names, and I'll need to edit the Spell.IDS, also the Dialog.tlk to pit those in the game.
    I thought of adding them in newer versions of the mod, it will be the next thing I will improve.
    Thanks for the idea, I was also thinking about Anti-Magic Ray, a thing that gets deadlier when your mage has 128 Hit Point (Well, I'm exaggerating a little).

    It would be really cool if you could add them plus anti-magic ray.

  • lunarlunar Member Posts: 3,460
    Huhh, I was fairly sure Disintegrate and Flesh to stone spells, ids and dialog tlk entires were already in the game.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @lunar I'm going to search, also, do you mean the Mage Spell or the 0 casting time Beholder Ray????
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