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Saradas

Member Since 01 Apr 2015
Offline Last Active Apr 23 2022 12:40 AM

Topics I've Started

[MOD] Shadow of the the Hierophant - Arena project (chapter one)

31 January 2016 - 11:57 PM

Posted Image

File Name: Shadow of the the Hierophant - Arena project (chapter one)
File Submitter: Saradas
File Submitted: 01 Feb 2016
File Category: BG:EE Mods

Hello fellow players, this mod for BG2EE is called "Shadow of the Hierophant - Arena Project". 

 

 


It is intended to be played at the end of ToB story, just before the final boss.

Through the Hierophant, a mysterious person that appeared in your pocket plane, you will be able to meet some memorable characters of the first BG title.

This is the first chapter, so you will be revisiting past encounters ONLY from the original Baldur's Gate.

 

You don't know exactly what is the purpose of these spirits: they might be vengeful, hostile, or simply lost souls in search of peace.

And the Hierophant...is he to be trusted?

That is up to you to find out!

 

 

THE MOD IS IN BETA VERSION: it is around 75% completed and I need you people to test it and give me some impressions of the work so far. Feel free to give advices to make it a better experience and you can even propose your own ideas about future contents. 

I will upload new versions as the developing proceeds.

 

The mod is no longer in beta version, the contents are completed, but still in need of polishing.

In the future I will change the spirits' selections/battle lines, 

 

 

You can discuss in the official thread (near the file information, click Support Topic).

 

Thank you for your support.


Click here to download this file

Errors with states.ids

28 January 2016 - 09:56 PM

Hello fellow modders,

today I'm experiencing a problem that is driving me crazy. The game handles the states in State.ids incorrectly...

 

For example, my enemy mage has 2 stunning spells, but I want her to cast the second spell in the chain only if the target is not stunned yet.

 

So, this is the code:

 

 

IF
    HPLT(Protagonist,90)
    HaveSpell(WIZARD_POWER_WORD_STUN)
    See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
    Spell(NearestEnemyOf(Myself),WIZARD_POWER_WORD_STUN)
    Continue()
 END


 IF
    See(NearestEnemyOf(Myself))
    HaveSpell(WIZARD_BIGBYS_CLENCHED_FIST)
    !StateCheck(Player1,STATE_STUNNED)
THEN
RESPONSE #100
    Spell(NearestEnemyOf(Myself),WIZARD_BIGBYS_CLENCHED_FIST)
    Continue()
 END

 

The problem is that even if the target gets stunned with the first spell (Power word stun), the game fails to recognize this state [ !StateCheck(Player1,STATE_STUNNED ] in the next script chain and reads TRUE even if it's not....

 

what is the problem? thanks


[MOD] Saradas Magic for BG2

23 January 2016 - 11:57 PM

File Name: Saradas Magic for BG2
File Submitter: Saradas
File Submitted: 24 Jan 2016
File Category: BG:EE Mods
 
 

As of v2.0.0, Saradas Magic for BG2 offers a backward native classic BG2:ToB compatibility, and is EET compatible.

 
 
 
 
 


 
Readme
 
SHS official GitHub alternate download center
 


 
Saradas Magic 2 is a mod that introduces a new NPC, Saradas the archmage, which interacts in various ways with the Bhaalspawn's group. In Shadows of Amn, he is a non-playable NPC that offers many services to the Bhaalspawn's group. You can find him in the temple of Lathander, in the Temple District of Athkatla. In addition to having several exclusive dialogues that take place as the plot takes shape, it offers:
  • Identification at reduced price
  • Cure the party when one or more members of the group are seriously injured
  • An advanced artificial intelligence scripted by me that offers an epic fight, should you decide to fight him
  • A store with exclusive articles.
In the latter, you can find 7 brand new arcane spells I created:

- Flawless Teleport
- Lashing Wind
- Gravitational Field https://www.youtube.com/watch?v=eHwCaTr5ABQ
- Horrid transformation https://www.youtube.com/watch?v=tdsylCxq-MI
- Drain Spell https://www.youtube.com/watch?v=XK4DvrcsgIo
- Spectacular Combustion https://www.youtube.com/watch?v=GXZsW9TzLdY
- Tenser's Supremacy https://www.youtube.com/watch?v=kcuMWvShB1g

(The prices are not very cheap but you can still try to steal from the store :] )


In addition to this, Saradas is an artifact collector. If you find any ancient artifact, you can bring it to him and he will enchant it for you, granting magic properties to the item.
I have introduced this new feature in Saradas Magic 2 because sometimes, after a quest has been completed, it's not rare to find some useless items inside your inventory.
The funny thing is they are mostly ancient relics made of gold but end up being sold for a fistful of coins or abandoned in some dusty chest, and forgotten soon after.
My idea was to give them a purpose.

The six artifacts are:
  • The Shaman's Staff
  • The Book of Kaza
  • The Mask of King Strohm III
  • The Shadow Dragon Wardstone
  • The Symbol of Amaunator
  • The Mantle of Waukeen
Saradas Magic 2 aims to improve the tactical approach to the game as a magician, in the battles of the Forgotten Realms, creating dozens of new devastating combinations.
This is possible with the new exclusive class skills. You certainly felt that one increased slot capacity for spell level was not a very high reward for being a specialist mage.
So, I introduced those epic level spells that can be acquired after you finish the Underdark portion of the game.
Saradas will teach you the skill related to your mage class.


All this is possible thanks to the epic level spells, available for each school of specialization, and taught by Saradas:
  • Spiritual Explosion (Invocation)
  • Impenetrable Defense (Abjuration)
  • Ego's Frailty (Alterazione)
  • Summon Devil of Baator (Evocation)
  • Foreseeing the future (Divination)
  • Absolute abnegation (Enchantment)
  • Legion of shadows (Illusion)
  • Deathly Hallows (Necromancy)
  • Knowledge of the Scholar (Generalist)
  • Shroud of wild magic (Wild magic)
  • Dragonborn (Dragon Disciple)
(work on pure mages, multi-classed mages, dual-classed mages)
 
 
 
ToB PART:
 
In Throne of Bhaal Saradas is finally a recruitable NPC!
You can summon him through the Fate Spirit in your pocket plane.
He is a human Priest of Lathander dual-classed to Mage.
His stats are:
  • STR 10
  • DEX 13
  • CON 14
  • INT 18
  • WIS 20
  • CHA 15
Background:

Saradas is an old mage who has spent his entire life traveling throughout Faerun. His homeland is Sembia, where he has an old house in the city of Yhaunn. He was a priest of Lathander with an innate interest for all the forms of magic.
So he started getting more and more interested in studying the arcane arts and ancient artifacts, and dedicated his life to this purpose.

Before he met the Gorion's ward, he thought that his days as an adventurer were finished, but his interest towards the son of Bhaal grew stronger and decided to follow his path.

Saradas is a very wise man indeed, and he always tries to share his knowledge with the young ones, in his own cryptic way.
He doesn't speak much about his past and his trust is hardly earned, but he can be a very good friend to those who prove worthy of his time.
You suspect that he's hiding much more information about his past, but you can try and ask him.



Saradas Magic 2 features in Throne of Bhaal :
  • Banters and dialogues with many of the original BioWare NPCs
  • He expresses his thoughts regarding events and dialogues (interjections)
  • He has a custom ring
  • You can experience 6 different epilogues
  • 1 custom skill
  • Dialogues with the protagonist
  • Two small but enjoyable Easter egg cutscenes. One takes place inside the Sendai's enclave if you have Saradas in your party. (https://www.youtube.com/watch?v=NC6YPDjXcjg). The other one eventually triggers if you have both Saradas and Edwin inside your party. This time Edwin has really gone too far ;) (https://www.youtube.com/watch?v=kkoBmEKTCw8)
 

SIDE NOTES:

For SoA, the mod can be installed at any time of your playthrough, without compromising the current save game, and making it still enjoyable at 100% of its contents.
For ToB it's best to have a fresh start.
Removing the mod will not cause flaws in the game, nor will it corrupt save files.

 

 
SPECIAL THANKS:
 
Syntia13 for Edwina's portrait, great piece of artwork.
 
https://forums.beamd...3#Message_56260

Click here to download this file

[MOD] Saradas Revisioned Shapeshifter

01 April 2015 - 08:51 PM

Posted Image

File Name: Saradas Revisioned Shapeshifter
File Submitter: Saradas
File Submitted: 02 Apr 2015
File Category: BG:EE Mods

WHAT'S THIS MOD?

This mod is a rebalancing of the shapeshifter's skills compatible with Bg1:EE Bg2:EE SoA + ToB.

I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.

 

 

 

This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger, according to this table:

 

WEREWOLF FORM:------------------LV 1                 LV 13                 LV 15                 LV 20Claw +2 1d8          Claw +2 1d8+1         Claw +3 1d8+2         Claw +3 1d8+3 / Poison on hitSTR +2               STR +2                STR +2                STR +3DEX +2               DEX +2                DEX +2                DEX +3CON +2               CON +2                CON +2                CON +3APR +1               APR +1                APR +2                APR +2HP +10               HP +20                HP +30                HP +30M RES: +20           M RES: +30            M RES: +40            M RES: 40BASE AC: 3           BASE AC: 2            BASE AC: 1            BASE AC:0Thac0: +1            Thac0: +2             Thac0: +3             Thac0: +3Hasted               ELEM RES: +10         ELEM RES: +20         ELEM RES: +30                     PHYS RES: +10         PHYS RES: +20         PHYS RES: +25                     REG: 1HP/s            REG: 1HP/s            REG: 1HP/s                     Hasted                IMM POISON & DIS      IMM POISON & DIS                                           IMM NORM WEAPON       IMM NORM WEAPON                                           Hasted                HastedGREATER WEREWOLF FORM:---------------------------LV 13                           LV 17                                   LV 20Claw +3 2d6/ Poison on hit      Claw +4 2d6+1 / Poison on hit           Claw +5 2d6+2 / Poison on hit + Knock BackSTR +3                          STR +4                                  STR +4DEX +3                          DEX +4                                  DEX +4CON +4                          CON +5                                  CON +5APR +2                          APR +2                                  APR +2HP +30                          HP +40                                  HP +50M RES: +40                      M RES: +50                              M RES: +50BASE AC: -6                     BASE AC: -6                             BASE AC: -6Thac0: +3                       Thac0: +5                               Thac0: +6ELEM RES: +50                   ELEM RES: +50                           ELEM RES: +50PHYS RES: +33                   PHYS RES: +35                           PHYS RES: +35IMM POISON & DIS                IMM POISON & DIS                        IMM POISON & DISIMM NORM WEAPON                 IMM NORM WEAPON                         IMM NORM WEAPONREG: 2HP/s                      REG: 2HP/s                              REG: 3HP/sHasted                          Hasted                                  Hasted

 

 

The claws' improvement keeps the werewolf forms useful against tougher enemies (Liches for example) and their damage type is now slashing, not piercing.
I kept the first level of shapeshifts werewolf very close to the vanilla one, this way the kit will not result overpowered in BG1:EE (it will not regenerate, it is not immune to poisons or normal weapons).
At higher levels (reached in SoA) the shapeshifted form of the druid will scale well with the progression of the game.
Moreover, I thought it was lazy putting the same stats for every shapeshifting druid.
In vanilla version, the werewolf form has standard stats for strength and dexterity, so it could potentially be counterproductive for high level characters, and very unbalanced for weak characters.

With my mod, the druid's stats receive a buff (constitution and maximum HP too), resulting in an enhancment of the druid's prowess, but still proportional to his/her initial stats in human form.

 


Click here to download this file

Saradas Revisioned Shapeshifter V 1.1

01 April 2015 - 08:33 PM

WHAT'S THIS MOD?

This mod is a rebalancing of the shapeshifter's skills compatible with Bg1:EE Bg2:EE SoA + ToB.

I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.

 

This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger, according to this table:

 

 

 


WEREWOLF FORM:
------------------

LV 1                 LV 13                 LV 15                 LV 20

Claw +2 1d8          Claw +2 1d8+1         Claw +3 1d8+2         Claw +3 1d8+3 / Poison on hit
STR +2               STR +2                STR +2                STR +3
DEX +2               DEX +2                DEX +2                DEX +3
CON +2               CON +2                CON +2                CON +3
APR +1               APR +1                APR +2                APR +2
HP +10               HP +20                HP +30                HP +30
M RES: +20           M RES: +30            M RES: +40            M RES: 40
BASE AC: 3           BASE AC: 2            BASE AC: 1            BASE AC:0
Thac0: +1            Thac0: +2             Thac0: +3             Thac0: +3
Hasted               ELEM RES: +10         ELEM RES: +20         ELEM RES: +30
                     PHYS RES: +10         PHYS RES: +20         PHYS RES: +25
                     REG: 1HP/s            REG: 1HP/s            REG: 1HP/s
                     Hasted                IMM POISON & DIS      IMM POISON & DIS
                                           IMM NORM WEAPON       IMM NORM WEAPON
                                           Hasted                Hasted


GREATER WEREWOLF FORM:
---------------------------

LV 13                           LV 17                                   LV 20

Claw +3 2d6/ Poison on hit      Claw +4 2d6+1 / Poison on hit           Claw +5 2d6+2 / Poison on hit + Knock Back
STR +3                          STR +4                                  STR +4
DEX +3                          DEX +4                                  DEX +4
CON +4                          CON +5                                  CON +5
APR +2                          APR +2                                  APR +2
HP +30                          HP +40                                  HP +50
M RES: +40                      M RES: +50                              M RES: +50
BASE AC: -6                     BASE AC: -6                             BASE AC: -6
Thac0: +3                       Thac0: +5                               Thac0: +6
ELEM RES: +50                   ELEM RES: +50                           ELEM RES: +50
PHYS RES: +33                   PHYS RES: +35                           PHYS RES: +35
IMM POISON & DIS                IMM POISON & DIS                        IMM POISON & DIS
IMM NORM WEAPON                 IMM NORM WEAPON                         IMM NORM WEAPON
REG: 2HP/s                      REG: 2HP/s                              REG: 3HP/s
Hasted                          Hasted                                  Hasted

 

The claws' improvement keeps the werewolf forms useful against tougher enemies (Liches for example) and their damage type is now slashing, not piercing.
I kept the first level of shapeshifts werewolf very close to the vanilla one, this way the kit will not result overpowered in BG1:EE (it will not regenerate, it is not immune to poisons or normal weapons).
At higher levels (reached in SoA) the shapeshifted form of the druid will scale well with the progression of the game.
Moreover, I thought it was lazy putting the same stats for every shapeshifting druid.
In vanilla version, the werewolf form has standard stats for strength and dexterity, so it could potentially be counterproductive for high level characters, and very unbalanced for weak characters.

With my mod, the druid's stats receive a buff (constitution and maximum HP too), resulting in an enhancment of the druid's prowess, but still proportional to his/her initial stats in human form.

 

 

What's new in version 1.1:

 


- In Werewolf form now the druid regenerates 3HP/round (1HP/2s) starting from level 13. It was 1HP/s before.
- Greater Werewolf form now has 0 base AC at level 13, -1 at level 17 and 20. (Before was -6, ending up at -16 AC...my mistake. Now it's much more reasonable.)
- Greater Werewolf form now has +4 thac0 bonus at level 13, before it was +3.
- In Greater Werewolf form now the druid regenerates 6HP/round (1HP/s). Before it was 2HP/s and considering the GWW's high resistances and low AC, the results were overpowered.
- The "Regenerating" status icon now correctly appears during Werewolf form, starting from level 13.