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<rss version="2.0">
<channel>
	<title>SHS RSS</title>
	<description>Spellhold Studios RSS Feed</description>
	<link>http://www.shsforums.net</link>
	<pubDate>Sat, 20 Mar 2021 19:01:16 +0000</pubDate>
	<ttl>30</ttl>
	<item>
		<title>BG2 Impoved GUI</title>
		<link>http://www.shsforums.net/topic/60986-bg2-impoved-gui/</link>
		<description><![CDATA[<p><span style="color:#0000ff;"><strong>BG2 Impoved GUI</strong></span><br>
&#160;<br>
Includes:</p>
<ul class="bbcol decimal"><li><strong>Loot panel</strong></li>
<li><strong>Colorize icon of not memorized scrolls</strong></li>
<li><strong>Hide "Write magic" button for already known spells and for opposition schools</strong></li>
<li><strong>Show HitPoints on NPC/Party when pressed TAB key</strong></li>
<li><strong>THAC0 and Damage info on Inventory screen</strong></li>
<li><strong>Dark portraits on party when dragging not allowed items</strong></li>
<li><strong>Total Roll info on Character creation screen</strong></li>
<li><strong>Journal with fold/unfold quests</strong></li>
<li><strong>Grayscale background on Pause</strong></li>
<li><strong>Unlimited Hand off slot</strong></li>
<li><strong>Show NPC's active effects on right mouse click</strong></li>
<li><strong>Extended messages about item/quest/<strong>worldmap</strong> events</strong></li>
</ul><p>&#160;<br><strong>Loot panel</strong>:<br>
Add new buttons for pick up items from near corpses<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30792" title="post-41628-0-48367300-1604168773.jpeg - Size: 61.65K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-83609300-1613592013.jpeg" class='bbc_img linked-image' alt="post-41628-0-48367300-1604168773.jpeg" /></span></a>
<br><br>
Difference vs EE engine:<br>
- Panel is not realy "panel", its extension of original container screen, it cannot be visible always on main screen, still need open any container around<br>
- Panel has two modes:<br>
&#160;1) Classic (like EE)<br>
&#160;2) Grouping same items, one click to pickup some item type from all corpses<br>
&#160;<br>
Configuration of loot panel: In file "TobEx_ini\TobExTweak.ini" you can change some options:</p>
<ul class="bbc"><li>&#160;<strong>UI:Loot Panel Item Grouping</strong>=1, &#160;Enable grouping similar items to one button, or select same option in installer</li>
<li>&#160;<strong>UI:Loot Panel Sorting Unidentified First</strong>=1, &#160;Enable priority sorting, unidentified items will be always show first</li>
<li>&#160;<strong>UI:Loot Panel Sorting Order</strong>=33, 34, 5, 14, &#160;Set sorting order by priority numbers, numbers coded in file loot_groups_table.txt, for this example priority is Gold=&gt;Gems=&gt;Arrows=&gt;Bullets=&gt;All Other</li>
</ul><p>&#160;<br><em><strong>Colorize icon:</strong></em><br>
Add green border for scroll ready to memorize, you can change icon effect by replacing file STORTIN3.BAM to yours<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30789" title="post-41628-0-15027100-1604168784.jpeg - Size: 9.71K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-68251600-1613591987.jpeg" class='bbc_img linked-image' alt="post-41628-0-15027100-1604168784.jpeg" /></span></a>
<br>
&#160;<br>
&#160;<br><br><strong>Show HitPoints on NPC/Party when pressed TAB key:</strong><br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30799" title="post-41628-0-82825900-1604168823.jpeg - Size: 73.45K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-16313100-1613592083.jpeg" class='bbc_img linked-image' alt="post-41628-0-82825900-1604168823.jpeg" /></span></a>
<br><br><br><br><strong>THAC0 and Damage info on Inventory screen + </strong><br><strong>Dark portraits on party when dragging not allowed items</strong>:<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30797" title="post-41628-0-65606400-1604168837.jpeg - Size: 25.6K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-54587800-1613592066.jpeg" class='bbc_img linked-image' alt="post-41628-0-65606400-1604168837.jpeg" /></span></a>
<br><br>
&#160;<br>
&#160;<br><strong>Total Roll info</strong> on Character creation screen:<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30791" title="post-41628-0-32907500-1604168846.jpeg - Size: 26.53K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-71309900-1613592006.jpeg" class='bbc_img linked-image' alt="post-41628-0-32907500-1604168846.jpeg" /></span></a>
<br><br>
&#160;<br>
&#160;<br><strong>Journal with fold/unfold quests:</strong><br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30790" title="post-41628-0-28174700-1604168855.jpeg - Size: 66.57K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-81167900-1613591995.jpeg" class='bbc_img linked-image' alt="post-41628-0-28174700-1604168855.jpeg" /></span></a>
<br><br>
&#160;<br>
&#160;<br><strong>Grayscale background on Pause:</strong><br>
Effect like TimeStop, but only background is greyed, same as on EE engine<br>
Enable/disable with switch button on main screen<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30793" title="post-41628-0-49184900-1605155068.png - Size: 7.96K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-49647700-1613592021.png" class='bbc_img linked-image' alt="post-41628-0-49184900-1605155068.png" /></span></a>
<br><br>
&#160;<br>
&#160;<br><strong>Unlimited Hand off slot: (EXPERIMENTAL, alpha state)</strong><br>
Allow fit weapon/shield in hand off slot even when item in main hand has restrictions to hand off.<br>
You can drag to hand slots for example two hand sword and shield, but shield will be disabled.<br>
Option usefull for switching between main hand' weapon slots, if selected item has no restrictions, hand off slot will be activated again. If you save game with incompatible items, you can't load it if will uninstall this compenent<br>
&#160;<br>
&#160;<br><strong>Show NPC's active effects on right mouse click</strong><br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30800" title="post-41628-0-82841100-1606046672.png - Size: 49.75K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-47068600-1613592091.png" class='bbc_img linked-image' alt="post-41628-0-82841100-1606046672.png" /></span></a>
<br>
Componet make game little easy in "mage battle", now you can get info about active effect/spells on enemy (or any NPC). No more need to search chat window back to see which mage what casted.<br>
You can filter print of unwanted effect types, in file "TobEx_ini\TobExTweak.ini" edit line <strong>UI:Log Active Buffs Filter List= </strong>, add numbers from file icon_effects_table.txt. Don't need filter numbers starting with ";" symbol, they already internaly filtered.<br>
Example: <em>UI:Log Active Buffs Filter List=24, 25</em> - no info about "Protection from Acid" and "Protection from Cold"<br>
&#160;<br><strong>Extended <strong>messages </strong>about items/quest/worldmap events:</strong><br>
- Quest messages splitted to:<br>
&#160;&#160; 1. New Quest<br>
&#160;&#160; 2. Updated quests<br>
&#160;&#160; 3. Done quests<br>
&#160;&#160; 4. Storyline<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30788" title="extlog3.png - Size: 21.02K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-62273200-1613591650.png" class='bbc_img linked-image' alt="extlog3.png" /></span></a>
<br><br>
- Name of unhided/hided Worldmap Area<br>
- Name of gained/lost/dropped Item<br>
<a class='resized_img' rel='lightbox[608255]' id='ipb-attach-url-' href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=30798" title="post-41628-0-73064500-1613504955.png - Size: 35.16K, Downloads: 0"><span rel='lightbox'><img class='bbc_img' itemprop="image" src="http://www.shsforums.net/uploads/monthly_02_2021/post-41628-0-60458600-1613592074.png" class='bbc_img linked-image' alt="post-41628-0-73064500-1613504955.png" /></span></a>
<br><br>
&#160;<br><br><strong>Requirements</strong>:<br>
- BG2 ToB v2.5.26498<br>
- Installed TobEx v26 or v28, installer will <strong>replace</strong> existing tobex.dll with custom version<br>
- Compatible with Widescreen mod 3.07 and 1pp GUI additions , but <strong>Impoved GUI </strong>need install after<br><br><strong>Compilation</strong>:<br>
In folder "src" modified sources of TobEx v28, merge with original files<br><br><br><strong>Credits</strong>:<br>
Ascension64 for TobEx and briliant reverse engineering work !<br>
Wisp/The Bigg/Westley Weimer for WeiDU Script&Resource processor<br><br><a href='http://www.shsforums.net/files/file/1265-bg2-impoved-gui/' class='bbc_url' title='' rel='nofollow'>Click here to download this file</a></p>
]]></description>
		<pubDate>Sat, 20 Mar 2021 19:01:16 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/60986-bg2-impoved-gui/</guid>
	</item>
	<item>
		<title>SHS Suggestions and Problems Thread</title>
		<link>http://www.shsforums.net/topic/56931-shs-suggestions-and-problems-thread/</link>
		<description><![CDATA[I know there are a few people out there with some suggestions for SHS, and I'm sure every now and then there'll be a problem with the website or forums. If you experience a problem or are struck by a brilliant idea, please post here!<br />
<br /> <img src='http://www.shsforums.net/public/style_emoticons/default/cheers.gif' class='bbc_emoticon' alt=':cheers:' />]]></description>
		<pubDate>Sat, 20 Mar 2021 17:51:44 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/56931-shs-suggestions-and-problems-thread/</guid>
	</item>
	<item>
		<title><![CDATA[Improved Cloak Visual &#38; Sound Effects]]></title>
		<link>http://www.shsforums.net/topic/58166-improved-cloak-visual-sound-effects/</link>
		<description><![CDATA[<p class='bbc_center'><span rel='lightbox'><span rel='lightbox'><img class='bbc_img' src='http://downloads.spellholdstudios.net/scrn/monthly_03_2021/thumb-bb22ccdb904c5c636d8879b3506afabf-shield-of-balduran.jpg' alt='Posted Image' class='bbc_img' /></span></span></p>
<strong class='bbc'>File Name</strong>: Improved Cloak Visual & Sound Effects<br />
<strong class='bbc'>File Submitter</strong>: <a href='http://www.shsforums.net/user/39914-ikonomov/' class='bbc_url' title='' rel='nofollow'>ikonomov</a><br />
<strong class='bbc'>File Submitted</strong>: 06 Jun 2015<br />
<strong class='bbc'>File Category</strong>: <a href='http://www.shsforums.net/files/category/5-miscellaneous-released-mods/' class='bbc_url' title='' rel='nofollow'>Miscellaneous Released Mods</a><br />
<br />
Cloak of Displacement, Cloak of Mirroring,&#160;Cloak of Reflection and&#160;Shield of Balduran&#160;are all useful items that unfortunately come with very annoying visual and sound effects. &#160;In this mod I have included the Cloak of Displacement and the Claw of Kazgaroth with the&#160;Blur effect removed. &#160;The magical absorption globe for the&#160;Cloak of Mirroring and the disc glow for the Cloak of Reflection and the Shield&#160;of Balduran are&#160;hard coded into the game and cannot be removed by themselves (as this will remove the visual effects for all spells that use the same graphic), so instead I have toned down the contrast and opacity so that it is much less distracting. &#160;There is also a constant humming sound associated with the globe that I've removed completely. &#160;These things should be available elsewhere in different flavors, especially in the 1PP mod, so this is more for people that like the original graphics. &#160;This mod works best when the game is run with 3D acceleration in order to see the increased transparencies rather than in darker colors, as the game's engine uses darker shades of these graphics for transparency values.&#160; In BG1 and TotSC there is only Cloak of Displacement, so I have uploaded a separate file clckVisuals_BG1_v1.3.rar to use there.<br />
<br />
<a href='http://www.shsforums.net/files/file/1130-improved-cloak-visual-sound-effects/' class='bbc_url' title='' rel='nofollow'>Click here to download this file</a>]]></description>
		<pubDate>Sat, 20 Mar 2021 09:03:47 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/58166-improved-cloak-visual-sound-effects/</guid>
	</item>
	<item>
		<title><![CDATA[Baldur's Gate 1 &#38; 2 Widescreen HD GUI in 1280 x 720]]></title>
		<link>http://www.shsforums.net/topic/58704-baldurs-gate-1-2-widescreen-hd-gui-in-1280-x-720/</link>
		<description><![CDATA[<p class='bbc_center'><span rel='lightbox'><span rel='lightbox'><img class='bbc_img' src='http://downloads.spellholdstudios.net/scrn/monthly_11_2019/thumb-02982c49c4ba7984f9f9a3bda10a00a6-baldr000.jpg' alt='Posted Image' class='bbc_img' /></span></span></p><strong class='bbc'>File Name</strong>: Baldur's Gate 1 & 2 Widescreen HD GUI in 1280 x 720<br /><strong class='bbc'>File Submitter</strong>: <a href='http://www.shsforums.net/user/39914-ikonomov/' class='bbc_url' title='' rel='nofollow'>ikonomov</a><br /><strong class='bbc'>File Submitted</strong>: 28 Jul 2016<br /><strong class='bbc'>File Category</strong>: <a href='http://www.shsforums.net/files/category/5-miscellaneous-released-mods/' class='bbc_url' title='' rel='nofollow'>Miscellaneous Released Mods</a><br /><br /><span style='font-size: 18px;'><strong class='bbc'>BG1:</strong></span><br /><br />Many of us prefer the look and feel of the original BG1, but find the resolution of 640x480 not ideal.&#160; The widescreen mod makes the game playable at higher resolutions, but the GUI conversion is handled a bit crudely.&#160; There exists a mod that somewhat rectifies the problem TWM_GUI (<a href='http://athkatla.cob-bg.pl/viewtopic.php?t=3257' class='bbc_url' title='' rel='nofollow'>http://athkatla.cob-bg.pl/viewtopic.php?t=3257</a>), but among its available resolutions it does not have a true 16:9 support and also has some added graphical elements which I think change the overall aesthetic of the game.&#160; Inspired by TWM, I decided to create this GUI mod to add a much needed 16:9 support and attempt to preserve the graphical elements of the game in their original form as much as possible.<br /><br /><strong class='bbc'>This mod makes the following changes to the GUI:</strong><br /><br />1. All menus have been centered at their original 640x480 resolution for all game views except when at the play screen, where it is at 1280x720.<br /><br />2. The bottom GUI elements in play view have been centralized and the widths of the text and message windows have been resized to 800 pixels for easier reading.<br /><br />3. The new text and message windows (bottom GUI elements during play) use a custom font created using bam generator (<a href='http://www.shsforums.net/topic/41417-fonts-for-pt-pl/' class='bbc_url' title='' rel='nofollow'>http://www.shsforums.net/topic/41417-fonts-for-pt-pl/</a>) and edited for correct spacing between lines.&#160; I tried to find a font that resembles the original font.&#160; Small height adjustments to the text fields that use the new font have been made to allow text to show correctly in all fields.&#160; Every other text element in the game is left untouched and uses the original fonts.<br /><br /><strong class='bbc'>Known issues:</strong><br /><br />1. The loading and CD loading screens are not centered.&#160; Thanks to Zed Nocear (TWM) and pb1866 for the offset values, but there are more elements on those screens with unknown offsets.<br /><br />2. The sliders in the options panel had to be moved to the left. Thanks again to Zed Nocear for the great solution which I replicated.<br /><br />3. When moving more items between the inventory and a container (or the ground) the image of the last moved item sometimes flickers.<br /><br />4. There is a white border on the right and bottom edge (outlining the 640x480 square) in the tavern at Nashkel (AR4809).&#160; Also in some of the transitional areas when being ambushed there is black on the right edge of the area, but the terrain is supposed to extend to the edge of the map in open areas.<br /><br />5. Centering during dialogue is as per 640x480.&#160; This is again hard coded into the game's exe file and could be edited if the offset values are known.<br /><br /><strong class='bbc'>Here is a possible install order since this mod requires certain things to be installed and also modifies BGMain2.exe.</strong><br /><br />1. BG1 + TotSC (custom install with all options checked)<br />&#160;&#160;&#160;&#160; Skip step 2, 3 and installing no CD crack for GOG.com version as they are included.<br />&#160; &#160; &#160; &#160; &#160; If Setup.exe does not start:<br />&#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;1. go to Task Manager/details tab<br />&#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;2. right click on setup.exe and 'analyze wait chain'<br />&#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;3. close the program (end task) that is blocking the installation.<br /><br />2. BGTalesUK5512.exe (or BGTalesIntl5512.exe) <a href='http://www.sorcerers.net/Games/BG/index_misc.php' class='bbc_url' title='' rel='nofollow'>http://www.sorcerers.net/Games/BG/index_misc.php</a><br /><br />3. BGTalesDX8Intl.exe <a href='http://www.sorcerers.net/Games/BG/index_misc.php' class='bbc_url' title='' rel='nofollow'>http://www.sorcerers.net/Games/BG/index_misc.php</a><br />&#160; &#160;&#160;&#160;Optional:<br />&#160; &#160; &#160; &#160; &#160;&#160;No CD crack (infinitycracker_v1.1) <a href='http://gamecopyworld.com/games/pc_baldurs_gate.shtml' class='bbc_url' title='' rel='nofollow'>http://gamecopyworld.com/games/pc_baldurs_gate.shtml</a><br />&#160; &#160; &#160; &#160; &#160;&#160;BG1FixPack11.exe <a href='http://www.baldurdash.org/BG1/bg1fixes.html' class='bbc_url' title='' rel='nofollow'>http://www.baldurdash.org/BG1/bg1fixes.html</a><br />&#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;If Baldurdash's site is down, an archive can be found at&#160;<a href='https://web.archive.org/web/20190503160036/http://www.baldurdash.org/BG1/bg1fixes.html' class='bbc_url' title='' rel='nofollow'>https://web.archive.org/web/20190503160036/http://www.baldurdash.org/BG1/bg1fixes.html</a><br />&#160; &#160; &#160; &#160; &#160;&#160;Other mods<br /><br />4. Run the game once and exit.<br /><br />5. widescreen-v3.07.exe <a href='http://www.gibberlings3.net/widescreen/' class='bbc_url' title='' rel='nofollow'>http://www.gibberlings3.net/widescreen/</a><br />&#160;&#160;&#160;&#160; 1280x720, disable multiple resolutions<br /><br />6. BG1_GUI_720_v1.2.rar (this mod)<br /><br />7. ddraw.zip (DDrawCompat v0.2.1)&#160;<a href='https://github.com/narzoul/DDrawCompat/releases' class='bbc_url' title='' rel='nofollow'>https://github.com/narzoul/DDrawCompat/releases</a><br />&#160;&#160;&#160;&#160; This makes the game compatible on newer OS, including Win10.&#160; Place ddraw.dll in BG1 folder.<br /><br /><strong class='bbc'>Some suggestions for configuring the game:</strong><br /><br />Cache Size 1024MB (max)<br />Path Search Nodes 400000 (max)<br />Mouse scroll speed (max)<br />Color depth 32-bit<br />&#160;<br /><span style='font-size: 18px;'><strong class='bbc'>BG2</strong>:</span><br />&#160;<br />Widescreen-v3.07.exe (<a href='http://www.gibberlings3.net/widescreen/' class='bbc_url' title='' rel='nofollow'>http://www.gibberlings3.net/widescreen/</a>) at 1280x720 is required prior to installation.&#160; This mod makes the following changes to the GUI:<br /><br />1. The bottom GUI elements in play view have been centralized and the stretched text and message windows have been resized to the original width of 800 pixels for easier reading.<br /><br />2. In BG2 regardless of resolution when in dialogue mode, if the text window is scrolled up, the right side of previously shown text is cut by 40 pixels sometimes hiding whole words.&#160; To fix this NPC portraits that might show during dialogue have been moved to the left, which allows the text area to have uniform width across all views.<br /><br />3. The new text and message windows (bottom GUI elements during play) use a custom font created using bam generator (<a href='http://www.shsforums.net/topic/41417-fonts-for-pt-pl/' class='bbc_url' title='' rel='nofollow'>http://www.shsforums.net/topic/41417-fonts-for-pt-pl/</a>) and edited for correct spacing between lines.&#160; I tried to find a font that resembles the original font.&#160; Small height adjustments to the text fields that use the new font have been made to allow text to show correctly in all fields.&#160; Every other text element in the game is left untouched and uses the original fonts.<br /><br /><a href='http://www.shsforums.net/files/file/1146-baldurs-gate-1-2-widescreen-hd-gui-in-1280-x-720/' class='bbc_url' title='' rel='nofollow'>Click here to download this file</a><div id='attach_wrap' class='clearfix'>
	<h4>Attached Files</h4>
	<ul>
		
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&nbsp;<a href="http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=29265" title="Download attachment"><strong>BG1_GUI_720_v1.2.rar</strong></a> &nbsp;&nbsp;<span class='desc'><strong>13.98MB</strong></span>
&nbsp;&nbsp;<span class="desc lighter">476 downloads</span>
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		<pubDate>Sat, 20 Mar 2021 01:19:04 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/58704-baldurs-gate-1-2-widescreen-hd-gui-in-1280-x-720/</guid>
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		<title>Creating custom paperdoll items</title>
		<link>http://www.shsforums.net/topic/9594-creating-custom-paperdoll-items/</link>
		<description><![CDATA[Well, Sir-Kill has asked me how to do this in a PM, so (as I had to write it anyway) there's no reason not to post it here&nbsp;&nbsp;<span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/wink.gif' class='bbc_emoticon' alt=';)' /></span> <br /><br />Before you read the stuff below, to prevent any misunderstandings... We?re talking about the items that appear on the paperdoll if you equip an item (for example, the shield/helmet/sword, etc. graphics)<br /><br />Generally, a word of warning if you?re going to create extra paperdoll art. BG2 has only so-much paperdoll graphics for a reason. It is NOT wise to put in thousands of different paperdoll item graphics, and especially unique items should normally be avoided. However, if you?re completely sure you want to add it (and feel it?s necessary), heres what you?ll have to do:<br /><br />You?ll need:<br /><br />- An item that makes use of it (duh!)<br />- One set of game avatar animations (you can use one of the stock ones if you don?t care)<br />- Your paperdoll graphic (i.e. the thing you want to add to the game)<br /><br /><strong class='bbc'>I. Your Item</strong><br /><br />When you open your item in NearInfinity, change to the Edit tab. There you?ll see a field called ?inventory icon?. Let?s presume you?d want to create a ?shield of the magical triangle? which looks like a triangle on the paperdoll if you equip it. You probably used a shield as a base for your item, so this should have a value of something like <em class='bbc'>D4</em> or so. You will have to change this to a unique identifier name for your item. Make sure your designation is only TWO characters long, and is NOT used by any of the stock graphics. You could probably use something like <em class='bbc'>PP</em> (for example). Change that field to your identifier (i.e. PP in our example).<br /><br />Your item should now successfully crash the game if you equip it in-game.<br /><br /><strong class='bbc'>II. The in-game animations</strong><br /><br />An in-game avatar set in BG2 consists of several BAM files with the names:<br /><br />WQ + Size + Identifier + animation part<br /><br />For example shield graphics have the animation parts A1, A3, A5, G1, and SS. This will vary in different item categories though.<br /><br />Theres three sizes of species in Baldurs Gate. S stands for small, M for medium and L for large. BG2 also has a fourth size called N, although one of BG2?s sizes is redundant and not used at all by the game. As I?ve forgotten which one that is (sue me <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /></span>) you?ll better make sure to have all the four of them.<br /><br />If you want the same in-game graphics like the item had before, look for the files with the appropriate names and export them. In our example this would be<br /><br />WQLD4A1.BAM<br />WQLD4A3.BAM<br />WQLD4A5.BAM<br />WQLD4G1.BAM<br />WQLD4SS.BAM<br />WQMD4A1.BAM<br />WQMD4A3.BAM<br />WQMD4A5.BAM<br />WQMD4G1.BAM<br />WQMD4SS.BAM<br />WQSD4A1.BAM<br />WQSD4A3.BAM<br />WQSD4A5.BAM<br />WQSD4G1.BAM<br />WQSD4SS.BAM<br />WQND4A1.BAM<br />WQND4A3.BAM<br />WQND4A5.BAM<br />WQND4G1.BAM<br />WQND4SS.BAM<br /><br />Replace the identifier with your custom one and place them in your override folder (reason one why to keep this to a minimum, you?ll be flooded with thousands of files):<br /><br />You?ll now have the following files in your override:<br /><br />WQLPPA1.BAM<br />WQLPPA3.BAM<br />WQLPPA5.BAM<br />WQLPPG1.BAM<br />WQLPPSS.BAM<br />WQMPPA1.BAM<br />WQMPPA3.BAM<br />WQMPPA5.BAM<br />WQMPPG1.BAM<br />WQMPPSS.BAM<br />WQSPPA1.BAM<br />WQSPPA3.BAM<br />WQSPPA5.BAM<br />WQSPPG1.BAM<br />WQSPPSS.BAM<br />WQNPPA1.BAM<br />WQNPPA3.BAM<br />WQNPPA5.BAM<br />WQNPPG1.BAM<br />WQNPPSS.BAM<br /><br />Your item should now no longer crash the game as it would have done before, but will have no visible paperdoll image.<br /><br /><strong class='bbc'>III. The paperdoll graphic</strong><br /><br />The thing you initially wanted to add <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' /></span><br /><br />First off, BG2 has a new format called PLT for inventory graphics. This format sucks though, and theres no good editor around for it. However, BG2 still has support for comfortable BAM files, so i?d recommend anyone to stick to those. I would like to point out there?s no way known to me to make PLT paperdoll items work properly, and even stock BG2 uses some of the paperdoll art in BAM form (namely weapons). <br /><br />BG2 handles it?s inventory graphics still in the old BG1 naming convention system, which uses the prefix WP instead of BG2?s WQ:<br /><br />WP + Size + Identifier + animation part<br /><br />Search for the animation parts ?INV? with said naming convention, and extract it. In our case that would be:<br /><br />WPLD4INV.BAM<br />WPMD4INV.BAM<br />WPND4INV.BAM<br />WPSD4INV.BAM<br /><br />One-handed weapons have both INV and OIN files. The OIN file is for the second hand.<br /><br />You?ll now create your own paperdoll graphics.<br /><br />This is how they?re managed:<br /><br />The paperdoll screen is split in an upper and a lower half. Any INV (or OIN) BAM will have two frames. <br /><br />Frame 0 is for the upper half of the paperdoll. (i.e. hands-up)<br />Frame 1 is for the lower half of the paperdoll (below the hands)<br /><br />Note that Frame 0 will ONLY be visible in the upper half, and Frame 1 ONLY in the lower half. If it reaches into the other half that part will be invisible. <br /><br />An inventory graphic has one sequence with:<br /><br />Frame 0<br />Frame 0<br />Frame 1<br />Frame 1<br /><br />You?ll have to make sure everything stays in the appropriate half of the image. For example, shields will have to be ?split up? in the middle, as half of them is above, and half below the hands. This is absolute rubbish for the OIN graphics, as the second hand usually is lower than the left one, making you have to split the weapon graphic at odd points. Still, you?ll have to do this. My suggestion, however, is to use the full graphic for both frames, and then adjusting them (with the BAM placement values) so they match up. The redundant parts will be invisible anyway, and not slow you down. The advantage is, your sanity will be kept intact <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /></span><br /><br />As for the graphic itself. You will HAVE to use the exact palette from one of the INV files (just pick one). You?ll note the palette has different ?spectres? of colours, each representing a colour index that can later be set in your item file with ?Set Item Colour?. For example, the inner part of a shield uses the first purple scale, the rim uses the first blue scale (also used for sword blades). The wooden handles on weapons use the first red scale. Theres more, but that?s just to give you an idea. So, you?ll have to draw your item in ?false-colour? using the different colour ranges for the different parts of your object. You will then be able to use the item ability ?Set Item Colour? to set the colours to your desired colourisation. You?ll have to make sure you hit the right ?locations?. I suggest NearInfinity to set everything up.<br /><br />Now, in our shield example, we would probably be using a BG1 shield inventory graphic as a base (as PLT sucks and cannot be used in any way) and thus be using the same colours for the parts of our new and shiny shield paperdoll image. On BG1 shields these locations are:<br /><br />Unknown (034) ? inner part of the shield (PURPLE PART)<br />Unknown (037) ? shield knob (GREY PART)<br />Unknown (032) ? outer part of the shield (BLUE PART)<br /><br />Place the inventory files in your override dir. You?ll have to adjust the BAM positioning so they appear on the correct part of the paperdoll (you don?t want a sword floating left of your hand, do you? <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/wink.gif' class='bbc_emoticon' alt=';)' /></span> ), you will have to repeat this step for each character size (S, M/N, L).<br /><br />If you?ve done all that, and didn?t make a mistake along the road, your item should now show up correctly in-game.<br /><br />Congratulations, you?ve made your own (and working!) inventory paperdoll graphics!<br /><br />Reminder: Keep in mind that BG2?s PLT files use a whole different system for colouring, and that you can NOT use them as a reference or copy from them. They?re completely useless, and screw up if you use BAMs for ANY of the other inventory graphics (for example my paperdoll fix). Do not waste your time with PLT. Take my advice and stick to BAM, and you will be happy.]]></description>
		<pubDate>Sat, 20 Mar 2021 00:18:52 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/9594-creating-custom-paperdoll-items/</guid>
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		<title>BGT v1.21: Issues, Solutions and Suggestions</title>
		<link>http://www.shsforums.net/topic/60544-bgt-v121-issues-solutions-and-suggestions/</link>
		<description><![CDATA[<p>BGT now has an official <a href='http://github.com/SpellholdStudios/BGT-WeiDU' class='bbc_url' title='' rel='nofollow'>GitHub repository</a>.</p>
<p>&#160;</p>
<p><strong><span style="font-size:18px;">Changes in v1.21</span></strong></p>
<p>&#160;</p>
<p><strong>* Fixed line endings in compiled AI scripts (thanks to chuft):</strong><br>
Compiled scripts (BS, BCS) require LF line endings. The AI scripts Standard Attack (AGEN.bs) and Passive (APASS.bs) used CR LF, which the game engine failed to read. (<a href='http://www.shsforums.net/topic/60540-general-attack-script-not-working/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Restored a patrolling Watcher in Candlekeep:</strong><br>
A missing StartTimer (ID: 3) in Candlekeep area script (AR0015.bcs) prevented a patrolling Watcher (WATCH3.cre) from spawning.<br><br><strong>* Fixed closing the barracks door by the patrolling Watcher in Candlekeep:</strong><br>
MoveToPoint coordinates in the patrolling Watcher's class script (WATCH3.bcs) had to be slightly adjusted to get CloseDoor to work properly.</p>
<p>&#160;</p>
<p><strong>* Restored the original BG1TotSC spawns:</strong></p>
<p>BGT used a spawn group system which erroneously spawned all the creatures from the given spawn point slots together at the same time. That often resulted in strange combinations of a fixed number of monsters, rather than same-type creatures in scaling numbers. (<a href='http://www.shsforums.net/topic/60357-bgt-119-bugs-and-typos-thread/#entry605960' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Corrected the "waylaid by enemies" random encounters (thanks to chuft):</strong><br>
The spawns in these encounters were based on the area actor schedule, i.e., different creatures spawned depending on the in-game time of the day. An engine bug caused two separate groups of creatures to be spawned in the waylaid encounters: first using the time of the day when the player exited the previous area and second accounting for the time it took to travel to the ambush area. (<a href='http://www.gibberlings3.net/forums/topic/30265-difficulty-curve-problem/?do=findComment&comment=271554' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Restored Beregost extended main day ambient (thanks to lynx):</strong><br>
Beregost main day ambient audio files had been misnamed in the original BG1TotSC release, which resulted in the shorter edit (AMB_M14N.wav) replacing the proper extended version (AMB_M14.wav). (<a href='https://www.gibberlings3.net/forums/topic/30089-song-entries-main-ambients/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Restored Ragefast's colors and greeting line (thanks to Salk):</strong><br>
The existing BG2ToB creature file (RAGEFA.cre) had different palette colors and the original greeting line (INITIAL_MEETING) was missing.</p>
<p>&#160;</p>
<p><strong>* Restored NPCs' soundset lines:</strong><br>
- Restored morale lines: Aldeth (ALDETH.cre), Davaeorn (DAVAEO.cre), Greywolf (GREYWO.cre), Husam (HUSAM.cre, HUSAM2.cre), Krystin (KRYSTI.cre), Mulahey (MULAHE.cre), Nimbul (NIMBUL.cre), Slythe (SLYTHE.cre), Volo (VOLO.cre)<br>
- Restored rare selection lines: Cadderly (CADDER.cre), Irlentree (IRLENT.cre), Silke (SILKE.cre), Watcher (WATCH.cre, WATCH2.cre)<br>
- Restored damage and dying sounds: Gellana (GELLAN.cre), Hurgan (HURGAN.cre), Surgeon (SURGEO.cre)<br>
- Cleaned up invalid string references: Gorion (GORION.cre, GORION3.cre), Nikolai (NIKOLA.cre)</p>
<p>&#160;</p>
<p><strong>* Fixed Cadderly's dying sound (thanks to Sam.):</strong><br>
Cadderly's dying audio file (CADER09.wav) was corrupted and would not play properly. (<a href='http://www.shsforums.net/topic/57775-any-mods-which-restore-corrupted-thunder3wav-in-bg1tosc/#entry580993' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Amplified Tranzig's voice:</strong><br>
Tranzig's voice (TRANZ01.wav, TRANZ02.wav, TRANZ03.wav, TRANZ04.wav) had been mastered much quieter than most other soundset audio files.<br><br><strong>* Restored Sarevok's death dialogue box message:</strong><br>
Previous BGT versions arbitrarily changed the original final dialogue box message after Sarevok's death (SARDEAD.dlg), "Sarevok has fallen! The battle is won!", to a monologue, "What... is this!? No! How can this be? HOW CAN THIS BE?".<br><br><strong>* Restored Semaj's final battle behavior (thanks to chuft):</strong><br>
The existing BG2ToB script (SEMAJ.bcs) allowed Semaj to cast Death Spell and Flesh to Stone during the final battle in the Temple of Bhaal. These spells had been disabled in the original BG1TotSC script, most likely out of difficulty concerns. Additionally, the initial Dimension Door block which made Semaj teleport to the middle of the temple was missing in the BG2ToB version. (<a href='http://www.shsforums.net/topic/60576-sarevok-battle-when-was-it-changed/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><strong>* Added missing x86-64 binaries (thanks to Dunedan_):</strong></p>
<p>The missing setup files (tis2bg2.exe, tisunpack.exe, mosunpack.exe) prevented installation using the 64-bit version of WeiDU. (<a href='http://www.shsforums.net/topic/57620-please-ship-tis2bg2-for-linux-amd64/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><span style="font-size:18px;"><strong>Bugs, engine limitations and arbitrary changes addressed by other mods</strong></span></p>
<p>This section is mostly for players who use BGT as a BG1 engine update rather than a megamod staple and feel it strays too far from the classic BG1 aesthetics. Consult the respective documentation for further information.</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/871-bg2tob-throne-of-bhaal-extender/' class='bbc_url' title='' rel='nofollow'>TobEx</a></p>
<p>* Blindness as spell description (-4 THAC0 and -4 AC instead of the hardcoded -10 THAC0)</p>
<p>* Disable XP boost (110% of the amount actually coded into creatures and party XP)<br>
* Allow talking to charmed creatures</p>
<p>* Restore level one proficiency restrictions (max two pips)</p>
<p>* Dialogue greeting subtitles</p>
<p><br><strong>Known issues:</strong></p>
<p>* Excessive <a href='http://www.shsforums.net/topic/43639-bg2tob-tobex-release-thread/page-28#entry556490' class='bbc_url' title='' rel='nofollow'>saving throw</a> / <a href='http://www.shsforums.net/topic/58372-magic-resistance-multiple-messages/' class='bbc_url' title='' rel='nofollow'>magic resistance</a> messages in the dialogue box (cosmetic)</p>
<p>* The greeting string is displayed after the first line of dialogue rather than before</p>
<p>* Disable Force Inventory Pause may be incompatible with some NPC mods and cause problems with the inventory management (<a href='http://www.shsforums.net/files/category/72-big-world-project/' class='bbc_url' title='' rel='nofollow'>BWP</a> readme)<br><br><a href='http://www.shsforums.net/files/file/67-baldurs-gate-trilogy-tweak-pack-11/' class='bbc_url' title='' rel='nofollow'>BGT Tweak Pack</a><br>
* Item BG1-ification (restore item prices, stack sizes, lore requirements, scroll casting level, and other properties)</p>
<p>* Disable hostile reaction after charm</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/74-restored-textscreen-music-core-installation-package-9/' class='bbc_url' title='' rel='nofollow'>Restored BG1 Textscreen Music</a></p>
<p>* Music during the prologue narration and dreams</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/308-bp-bgt-worldmap/' class='bbc_url' title='' rel='nofollow'>BP-BGT Worldmap</a></p>
<p>* Update the BGT worldmap to a newer version with translation support</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/940-sword-coast-map-labels/' class='bbc_url' title='' rel='nofollow'>Sword Coast Map Labels</a></p>
<p>* Revise BG1 area map labels</p>
<p><br><a href='https://www.gibberlings3.net/mods/tweaks/tweaks/' class='bbc_url' title='' rel='nofollow'>The Tweaks Anthology</a><br>
* Restore BG1 weapon proficiency system</p>
<p>* Restore BG1 item ground icons</p>
<p>* Remove the summoning cap</p>
<p>&#160;</p>
<p><a href='https://github.com/AstroBryGuy/bg1ub' class='bbc_url' title='' rel='nofollow'>BG1 Unfinished Business</a></p>
<p>* Restore a short dialogue between Angelo and Shar-teel</p>
<p>* Correct Coran's introducing himself again if previously refused</p>
<p>* Restore the original Albert and Rufie reward</p>
<p>* Restore Entar Silvershield at his estate</p>
<p>* Restore NPCs and their quests (Quoningar, Shilo Chen, Edie, Nim Furlwing, Svlast, Mal-Kalen)</p>
<p>* Alignment, gender, script, dialogue, death variable, class, and inventory corrections</p>
<p>* Restore minor atmosphere creatures, their names, dialogues and soundsets</p>
<p>* Restore and correct items and their properties</p>
<p>* Restore Halfling Enforcers and some Durlag's Tower traps</p>
<p>* Make important corpses permanent</p>
<p>* Restore Duke Eltan at the Harbor Master's place</p>
<p>* Restore Elfsong Tavern movie</p>
<p>&#160;</p>
<p><a href='https://github.com/Gitjas/EndlessBG1' class='bbc_url' title='' rel='nofollow'>Endless BG1</a></p>
<p>* Correct references to Sarevok after the final battle</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/805-replacement-lightmaps-for-baldurs-gate-city/' class='bbc_url' title='' rel='nofollow'>Replacement lightmaps for Baldur's Gate city</a></p>
<p>* Correct indoor and outdoor night lightmaps based on the perceived ambient lighting for the area</p>
<p>&#160;</p>
<p><a href='http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=134&Itemid=94' class='bbc_url' title='' rel='nofollow'>LadeJarl's BG1 Stone GUI</a></p>
<p>(+ <a href='http://forums.pocketplane.net/index.php/topic,19424.msg340033.html#msg340033' class='bbc_url' title='' rel='nofollow'>fixes</a>)</p>
<p>&#160;</p>
<p><a href='http://www.shsforums.net/files/file/1254-baldurs-gate-1-2-color-balanced-portraits/' class='bbc_url' title='' rel='nofollow'>Color Balanced Portraits</a></p>
<p>* Tweak brightness and tone balance of BG1 and BG2 portraits to create a happy medium</p>
<p>&#160;</p>
<p><a href='https://github.com/GwendolyneFreddy/Infinity-Animations' class='bbc_url' title='' rel='nofollow'>Infinity Animations</a> (WIP)<br>
* Restore BG1 character animations<br><br><a href='https://github.com/GwendolyneFreddy/1pp' class='bbc_url' title='' rel='nofollow'>1PP</a> (WIP)<br>
* Restore BG1 paperdolls</p>
<p>* Restore BG1 inventory icons<br><br><a href='http://www.shsforums.net/topic/59358-infinity-sounds-v2-beta/' class='bbc_url' title='' rel='nofollow'>Infinity Sounds</a> (WIP)<br>
* Restore BG1 sound effects</p>
<p>* Resolve BG1 soundset issues (<a href='http://www.shsforums.net/topic/58583-issues-with-creature-and-animation-soundsets/' class='bbc_url' title='' rel='nofollow'>more info #1</a>, <a href='http://www.shsforums.net/topic/58583-issues-with-creature-and-animation-soundsets/page-3#entry604194' class='bbc_url' title='' rel='nofollow'>specific #2</a>)</p>
<p>* Restore BG1 creature missing morale break, damage, dying, selection, rare and existance sounds</p>
<p>* Restore BG1 creature existance sound delay (<a href='http://www.shsforums.net/topic/30906-chanters-in-candlekeep/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>* Restore BG1 rare right-click selection sounds (<a href='http://www.shsforums.net/topic/58388-bg1-incorrect-npc-voice-trigger/' class='bbc_url' title='' rel='nofollow'>more info</a>)</p>
<p>&#160;</p>
<p><a href='https://github.com/skellytz/BGT-Spawn-Tweak' class='bbc_url' title='' rel='nofollow'>BGT Spawn Tweak</a></p>
<p>* Normalize and configure the area spawn points</p>
<p><br><strong>BGT Finishing Touch</strong> (WIP)<br>
* Restore the classic BG1 font and golden headers</p>
<p>* Bigger BG1 font (from TotSC CD)</p>
<p>* Restore BG1 creature palette colors (bears, dogs, wolves, spiders, skeletons)</p>
<p>* Restore BG1 summoned skeleton colors</p>
<p>* Restore BG1 Fireball animation</p>
<p>* Restore BG1 Dimension Door animation and sound effect</p>
<p>* Restore BG1 summoned skeletons, monsters and animals</p>
<p>* Restore BG1 helmet colors</p>
<p>* Normalize High Hedge and Bassilus' skeletons' resistances</p>
<p>* Tweak the bonus XP for traps, locks and scrolls</p>
<p>* Restore the "waylaid by enemies" low-reputation encounters</p>
<p>* Tweak the low-reputation ambushes</p>
<p>* Restore a secret entrance to the Duchal Palace</p>
]]></description>
		<pubDate>Fri, 19 Mar 2021 06:13:49 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/60544-bgt-v121-issues-solutions-and-suggestions/</guid>
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		<title>New developer resources</title>
		<link>http://www.shsforums.net/topic/37809-new-developer-resources/</link>
		<description><![CDATA[Apparently someone downloaded the files and bothered to rate them, so it was about time I updated these really. In making mods we primarily learn by frustration until enlightenment is reached <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /></span> Unless we meet someone who has run into the same frustration before and feels generous enough to spare you from it.<br /><br />Hopefully this will help.<br /><br /><br /><a href='http://www.shsforums.net/index.php?autocom=downloads&showfile=552' class='bbc_url' title='' rel='nofollow'>» Download dev tools «</a><br /><br /><span style='font-family: Georgia'><span class='bbc_underline'><strong class='bbc'>CONTAINS:</strong></span></span><br /><br /><br /><span style='font-family: Georgia'><strong class='bbc'>THE 1PP PALETTE GENERATOR</strong></span><br /><br />So I finally got this one to a state I feel comfortable assaulting you with <span rel='lightbox'><img class='bbc_img' src='http://www.shsforums.net/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /></span> It is a script to generate .pal files from BG II gradients. <br /><br />When editing item or paperdoll colours, you won't have to start up the game to see if it looks horrible -- just put in your colours and load the resulting palette in BAMWorkshop (2). <br /><br />It has a GUI for previewing and saving and everything. It even has a snazzy icon!<br /><br /><br /><br /><span style='font-family: Georgia'><strong class='bbc'>TEXT RESOURCES</strong></span><br /><br /><span style='font-family: Georgia'>· A Guide To The Tools</span><br /><br />A look at BAMWorkshop I and BAMWorkshop II and how to cope with their numerous bugs and quirks.<br /><br /><span style='font-family: Georgia'>· Animation Guide</span><br /><br />Everything you want to know (and don't want to know) about working with character animations.<br /><br /><span style='font-family: Georgia'>· Colour Guide</span><br /><br />A look at Infinity Engine standard palettes.<br /><br /><span style='font-family: Georgia'>· PLT BAM File Format Guide</span><br /><br />Comparison between the PLT and BAM file formats and their benefits and disadvantages.<br /><br /><br /><span style='font-family: Georgia'><strong class='bbc'>OTHER RESOURCES</strong></span><br /><br /><span style='font-family: Georgia'>· Modified standard palette with unique palette entries</span><br /><sup class='bbc'>(includes both .act and .pal)</sup><br /><br /><span style='font-family: Georgia'>· Fourteen colour table templates and a matching dropper template, to test and edit</span><br /><sup class='bbc'>(includes both .act and .pal)</sup><br /><br /><span style='font-family: Georgia'>· Colour tables for converting RGB to standard palette</span><br /><sup class='bbc'>(.act only)</sup><br /><br /><span style='font-family: Georgia'>· Readmes with usage notes for the different files</span><br /><br /><span style='font-family: Georgia'>· A simple BAM template to grab palettes from the game (obsolete)</span><br /><br /><br /><br />Enjoy.]]></description>
		<pubDate>Sun, 14 Mar 2021 16:48:58 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/37809-new-developer-resources/</guid>
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		<title><![CDATA[[Release] Valen Mod For Enhanced Edition]]></title>
		<link>http://www.shsforums.net/topic/61015-release-valen-mod-for-enhanced-edition/</link>
		<description><![CDATA[<p>Hi everybody!</p>
<p>&#160;</p>
<p>I know this project is inactive but I just wanted to share a port of the Valen Mod to the enhanced edition I just released. It also includes, rebalancing, rewritting and additional content.&#160;</p>
<p>&#160;</p>
<p>Happy to take feedbacks/ ideas /complaints / thoughts on what the perfect Valen Mod should be. Everything is on github (<a href='https://github.com/hellmouse/valen_ee' class='bbc_url' title='' rel='nofollow'>https://github.com/hellmouse/valen_ee</a>) and I also made an annoncement on the IE/Modding forum with more infos <a href='http://www.shsforums.net/topic/61013-release-valen-enhanced-edition-mod/.' class='bbc_url' title='' rel='nofollow'>http://www.shsforums.net/topic/61013-release-valen-enhanced-edition-mod/.</a></p>
<p>&#160;</p>
<p>Also, I know Thorium Dragon is not very active, but if anyone has heard from him, or knows a way to contact him I could try to integrate his work to the new mod myself.</p>
<p>&#160;</p>
<p>Thanks!</p>]]></description>
		<pubDate>Sat, 27 Feb 2021 08:16:22 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/61015-release-valen-mod-for-enhanced-edition/</guid>
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		<title><![CDATA[Baldur's Gate 1 &#38; 2 Color Balanced Portraits]]></title>
		<link>http://www.shsforums.net/topic/60596-baldurs-gate-1-2-color-balanced-portraits/</link>
		<description><![CDATA[<p class='bbc_center'><span rel='lightbox'><span rel='lightbox'><img class='bbc_img' src='http://downloads.spellholdstudios.net/scrn/monthly_02_2021/thumb-dc28d744343b2af7e1f240ea99df596b-2.jpg' alt='Posted Image' class='bbc_img' /></span></span></p><strong class='bbc'>File Name</strong>: Baldur's Gate 1 & 2 Color Balanced Portraits<br /><strong class='bbc'>File Submitter</strong>: <a href='http://www.shsforums.net/user/39914-ikonomov/' class='bbc_url' title='' rel='nofollow'>ikonomov</a><br /><strong class='bbc'>File Submitted</strong>: 24 Oct 2019<br /><strong class='bbc'>File Category</strong>: <a href='http://www.shsforums.net/files/category/5-miscellaneous-released-mods/' class='bbc_url' title='' rel='nofollow'>Miscellaneous Released Mods</a><br /><br />Playing recently the original BG1 I decided to import the portraits from BG2 so I can use them for my characters.&#160; While exporting the portrait images I noticed that the BG1 portraits used in BG2 have been significantly brightened.&#160; The new BG2 portraits are brighter overall than the BG1 portraits, which is probably why they decided to change the old portraits in order to "blend in" better with the new ones.&#160; Upon comparing the images I decided that I was not quite happy with both the darker images from BG1 and the brighter images from BG2.&#160; With some editing I was able to slightly change the brightness and tone balance for both sets of images and create a happy medium.&#160; The changes are as follows:<br />&#160;<br />BG1: the original images have been slightly brightened, while toning down some of the red and overall saturation; the edited BG2 images will be installed into the portraits folder, so they can be used for custom portraits<br />&#160;<br />BG2: the yellow tones have been slightly altered;&#160; BG1 portraits will be replaced with the edited original BG1 images<br /><br /><a href='http://www.shsforums.net/files/file/1254-baldurs-gate-1-2-color-balanced-portraits/' class='bbc_url' title='' rel='nofollow'>Click here to download this file</a>]]></description>
		<pubDate>Thu, 25 Feb 2021 19:33:37 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/60596-baldurs-gate-1-2-color-balanced-portraits/</guid>
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		<title>Beregost Crashes Solved!</title>
		<link>http://www.shsforums.net/topic/44746-beregost-crashes-solved/</link>
		<description><![CDATA[After painstaking reversing of the executable, I have solved the problem of random Beregost crashes and corruption of saved games. Funnily enough, the error is actually in the ARE file! (AR3300.ARE for BG1, FW3300.ARE for BG1Tutu, AR6700.ARE for BGT).<br /><br />In a nutshell, the problem is bad search map coordinates for DOOR3304 impeded points when door is open. The search map is 320 x 320, yet there are points where y &gt; 320. This causes a buffer overflow problem, resulting in heap corruption. The heap corruption causes the symptoms we all see with Beregost crashes.<br /><br />A fix will be incorporated into a new version of BGT-WeiDU. The coded fix below can be used for BG1 and BG1Tutu, editing the COPY_EXISTING ~filename~ as necessary.<br /><br />Note that while this should solve the random Beregost crashing, it may not cover all types of Beregost crashes. The most obvious of this case would be mods causing problems with objects/creatures in the area, or mod incompatibility (as we saw with BG2Fixpack: <a href='http://www.shsforums.net/topic/24121-release-beregost-crash-fixer/page__view__findpost__p__478775' class='bbc_url' title='' rel='nofollow'>http://www.shsforums.net/topic/24121-release-beregost-crash-fixer/page__view__findpost__p__478775</a>).<br /><br />Fix will only work on new games or saved games where you have not visited Beregost yet, since the area is saved into the BALDUR.SAV file once you have visited it.<br /><br /><pre class='prettyprint lang-auto linenums:0'>BACKUP ~BeregostFix~

AUTHOR ~Asc64~

BEGIN ~BeregostFix~

//AR3300, FW3300, AR6700 (BG1, BGTutu, BGT)
COPY_EXISTING ~AR6700.ARE~ ~override~
&nbsp;&nbsp;READ_LONG 0xA4 nDoors
&nbsp;&nbsp;READ_LONG 0xA8 offDoors
&nbsp;&nbsp;READ_LONG 0x7C offPoints
&nbsp;&nbsp;READ_LONG 0x80 nPoints

&nbsp;&nbsp;SET i = 0

&nbsp;&nbsp;FOR (i = 0; i &lt; nDoors; i += 1) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;READ_ASCII ( %offDoors% + %i% * 0xC8 + 0x20 ) DoorId
&nbsp;&nbsp;&nbsp;&nbsp;PATCH_IF ( "%DoorId%" STRING_EQUAL "DOOR3304" ) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;READ_LONG ( %offDoors% + %i% * 0xC8 + 0x48 ) idxPointsImpededOpen
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;READ_SHORT ( %offDoors% + %i% * 0xC8 + 0x4C ) nPointsImpededOpen

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SET j = 0
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;FOR (j = %idxPointsImpededOpen%; j &lt; %idxPointsImpededOpen% + %nPointsImpededOpen%; j += 1) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;READ_SHORT ( %offPoints% + %j% * 0x4) x
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;READ_SHORT ( %offPoints% + %j% * 0x4 + 0x2) y

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;PATCH_IF ( x = 243 && y = 326 ) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4) 233
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4 + 0x2) 302
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;END

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;PATCH_IF ( x = 243 && y = 327 ) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4) 233
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4 + 0x2) 304
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;END

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;PATCH_IF ( x = 242 && y = 325 ) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4) 232
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;WRITE_SHORT ( %offPoints% + %j% * 0x4 + 0x2) 304
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;END

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;PATCH_IF ( x = 233 && y = 303 ) BEGIN
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;END

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;END
&nbsp;&nbsp;&nbsp;&nbsp;END
&nbsp;&nbsp;END</pre>]]></description>
		<pubDate>Wed, 24 Feb 2021 20:26:14 +0000</pubDate>
		<guid>http://www.shsforums.net/topic/44746-beregost-crashes-solved/</guid>
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