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Hickory: @UnrelatedComa: If you search the old Baldur's Gate sites (Gibberlings 3 etc.) you can find mods that add certain characters back in as fully playable characters. Off-hand I can think of
Kivan
Skie
individually. There is also
BG1 NPCs for SoA
which adds most of them back in as companions.
awesome! thanks a ton, I cant wait to bring the classics to SoA.
low rated
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Hickory: @UnrelatedComa: If you search the old Baldur's Gate sites (Gibberlings 3 etc.) you can find mods that add certain characters back in as fully playable characters. Off-hand I can think of
Kivan
Skie
individually. There is also
BG1 NPCs for SoA
which adds most of them back in as companions.
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UnrelatedComa: awesome! thanks a ton, I cant wait to bring the classics to SoA.
fuck you go ahead report this account do it kill yourself faggot
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UnrelatedComa: awesome! thanks a ton, I cant wait to bring the classics to SoA.
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SnapMantis: fuck you go ahead report this account do it kill yourself faggot
?
lol
G'Day,
I have a number of mods for Baldur's Gate II Enhanced Edition running on Wine in OpenSUSE 42.3.

They come in *.zip form and extract to a folder labeled MODNAME and an exe file in the form Setup-MODNAME.exe.

They all have the same generic install instructions:-

4.3 Installation:
I. Extract the 'AnimalCompanions_v1.5.7z' file into your main folder and make sure that both, the
'Setup-AnimalCompanions.exe' and the 'AnimalCompanions' folder, are indeed in your main folder.
II. Run (double click on) "Setup-AnimalCompanions.exe".
III. Choose whether you want druid characters to get animal companions too, or not.

And they all result in generating the same generic debug file in the form SETUP-MODNAME.DEBUG :-

WeiDU v 23900 Log

Setup-BGTNeJ.exe
[.\chitin.key] loaded, 875808 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[./goglog.ini] loaded, 97 bytes
[./unins000.ini] loaded, 41 bytes
[.\weidu.conf] loaded, 17 bytes
[.\lang\en_us\dialog.tlk] loaded, 11741380 bytes
[.\lang\en_us\dialog.tlk] 103974 string entries

Using .\lang\en_us\dialog.tlk

The SETUP-BGTNEJ.TP2 mod has 9 distinct optional components.
To save time, you can choose what to do with them at a high level rather
than being asked about each one.

What should be done with all components that are NOT YET installed?
[I]nstall them, [S]kip them, [A]sk about each one? ERROR: problem parsing TP file [SETUP-BGTNEJ.TP2]: End_of_file

FATAL ERROR: End_of_file

WeiDU Timings
load TLK 0.000
parsing .log files 0.000
stuff not covered elsewhere 0.020
loading files 0.020
Parsing TP2 files 0.020
unmarshal KEY 0.040
unmarshal TLK 0.080
TOTAL 0.180

When I install the mods that come in just a single .exe file I have no problems just the .zip and .rar mods.
I'd greatly appreciate any help.
TYVM :)

Apologies for posting this in the wrong place - I'll go looking for the correct one.
Post edited November 15, 2017 by snow365
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snow365: G'Day,
I have a number of mods for Baldur's Gate II Enhanced Edition running on Wine in OpenSUSE 42.3.

They come in *.zip form and extract to a folder labeled MODNAME and an exe file in the form Setup-MODNAME.exe.

They all have the same generic install instructions:-

4.3 Installation:
I. Extract the 'AnimalCompanions_v1.5.7z' file into your main folder and make sure that both, the
'Setup-AnimalCompanions.exe' and the 'AnimalCompanions' folder, are indeed in your main folder.
II. Run (double click on) "Setup-AnimalCompanions.exe".
III. Choose whether you want druid characters to get animal companions too, or not.

And they all result in generating the same generic debug file in the form SETUP-MODNAME.DEBUG :-

WeiDU v 23900 Log

Setup-BGTNeJ.exe
[.\chitin.key] loaded, 875808 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[./goglog.ini] loaded, 97 bytes
[./unins000.ini] loaded, 41 bytes
[.\weidu.conf] loaded, 17 bytes
[.\lang\en_us\dialog.tlk] loaded, 11741380 bytes
[.\lang\en_us\dialog.tlk] 103974 string entries

Using .\lang\en_us\dialog.tlk

The SETUP-BGTNEJ.TP2 mod has 9 distinct optional components.
To save time, you can choose what to do with them at a high level rather
than being asked about each one.

What should be done with all components that are NOT YET installed?
[I]nstall them, [S]kip them, [A]sk about each one? ERROR: problem parsing TP file [SETUP-BGTNEJ.TP2]: End_of_file

FATAL ERROR: End_of_file

WeiDU Timings
load TLK 0.000
parsing .log files 0.000
stuff not covered elsewhere 0.020
loading files 0.020
Parsing TP2 files 0.020
unmarshal KEY 0.040
unmarshal TLK 0.080
TOTAL 0.180

When I install the mods that come in just a single .exe file I have no problems just the .zip and .rar mods.
I'd greatly appreciate any help.
TYVM :)

Apologies for posting this in the wrong place - I'll go looking for the correct one.
Nej might not work with latest weidu, it's author had some issues with it. Try the version shipped with it.
Not sure about other mods, what are they?
Heya *waves*

A little question from me, before I might mess up my playthrough in the future...

I installed the Enhanced Edition Triology and also installed SCS (stratagems, the one that boosts the AI in fights alot). Now after my 20times reloading in the bandit camp, I'm slowly wondering if it's just too difficult for me (even though I didn't install all the 'really' mean parts, just the standard version).

- Is it save to deinstall SCS with it's install.exe (even though I installed it inside EET) or might I mess up the savegames and I would need to start from the beginning again?

[edit]
Or the way around: If I would reinstall EET without the difficulty-mods, would I be able to still use the old savegames? :/
Post edited January 03, 2018 by Nezraddin
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Nezraddin: Heya *waves*

A little question from me, before I might mess up my playthrough in the future...

I installed the Enhanced Edition Triology and also installed SCS (stratagems, the one that boosts the AI in fights alot). Now after my 20times reloading in the bandit camp, I'm slowly wondering if it's just too difficult for me (even though I didn't install all the 'really' mean parts, just the standard version).

- Is it save to deinstall SCS with it's install.exe (even though I installed it inside EET) or might I mess up the savegames and I would need to start from the beginning again?

[edit]
Or the way around: If I would reinstall EET without the difficulty-mods, would I be able to still use the old savegames? :/
If you have just SCS, the saves will be usable, but you might run into various glitches.
If you have other mods installed after SCS, it's likely to screw up dialogs, too, and that will become just unusable.
Also, it's not retroactive, so if you load a save where you're already in the camp, the enemies will still be boosted (but not the AI).
Alright. Thank you alot for the fast answer :)

Guess I will just start over or playing Planescape Torment first (still on my todo-list, hehe). Better than forcing myself to keep the mods active and end up getting frustrated.
Just installed BG1 + 2 (BGT branch, non-EE) using all the steps outlined in the first post. The initial gog installation worked fine, but after the fixpacks etc. is seems like the cd check has been reintroduced by something. Considering I do not even have a drive at most of my computers including this one I am wondering if anyone knows which of the steps in the original post reintroduced this and if there are ways of avoiding it.
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Trent2501: Just installed BG1 + 2 (BGT branch, non-EE) using all the steps outlined in the first post. The initial gog installation worked fine, but after the fixpacks etc. is seems like the cd check has been reintroduced by something. Considering I do not even have a drive at most of my computers including this one I am wondering if anyone knows which of the steps in the original post reintroduced this and if there are ways of avoiding it.
Does the [Alias] section of your baldur.ini reflect where your game data is actually installed?
ie
[Alias]
HD0:=E:\Games\Baldur's Gate 2
CD1:=E:\Games\Baldur's Gate 2\data\
CD2:=E:\Games\Baldur's Gate 2\data\
CD3:=E:\Games\Baldur's Gate 2\data\
CD4:=E:\Games\Baldur's Gate 2\data\
CD5:=E:\Games\Baldur's Gate 2\data\
CD6:=E:\Games\Baldur's Gate 2\data\
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Trent2501: Just installed BG1 + 2 (BGT branch, non-EE) using all the steps outlined in the first post. The initial gog installation worked fine, but after the fixpacks etc. is seems like the cd check has been reintroduced by something. Considering I do not even have a drive at most of my computers including this one I am wondering if anyone knows which of the steps in the original post reintroduced this and if there are ways of avoiding it.
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olnorton: Does the [Alias] section of your baldur.ini reflect where your game data is actually installed?
ie
[Alias]
HD0:=E:\Games\Baldur's Gate 2
CD1:=E:\Games\Baldur's Gate 2\data\
CD2:=E:\Games\Baldur's Gate 2\data\
CD3:=E:\Games\Baldur's Gate 2\data\
CD4:=E:\Games\Baldur's Gate 2\data\
CD5:=E:\Games\Baldur's Gate 2\data\
CD6:=E:\Games\Baldur's Gate 2\data\
Yes, those are all there. It is not asking for any disk in specific, but seems to check if there is any disk drive around and comes up empty.
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Trent2501: It is not asking for any disk in specific, but seems to check if there is any disk drive around and comes up empty.
At one time, the BWP applied a patch to TOB which reintroduced the disk check.
I also a a vague memory of the Baldurdash English language text update doing the same. (but I might be wrong.)
If you post your WeiDU log, someone with a better memory than me, might be able to help you.
Hi all,
Ive heard a lot of good things about this series and im planning to buy this game when get resources. Any advice and tip will be helpful.
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Ezio93: Hi all,
Ive heard a lot of good things about this series and im planning to buy this game when get resources. Any advice and tip will be helpful.
You'll need a thief to find traps in dungeons. In both games you get a thief pretty early. There are others too, if want to switch them. There are also traps outdoors as well. The only place outdoors with a high concentration of traps is the spider forest. Aside from that outdoor traps are few and far between.


I recommend this party composition:

- 2 melee consisting of the warrior classes - fighter, paladin, ranger, monk and/or barbarian. The monk and barbarian are exclusive to BG1:EE (*not* the original), Baldur's Gate Trilogy, Baldur's Gate tutu (BGT and BG tutu are mods), Baldur's Gate 2 and its expansion.

- 2 ranged. Ranged can be bows, crossbows, throwing daggers, throwing axes, slings, or darts. I don't know that much about slings and darts so I won't comment. I don't recommend throwing daggers or axes because they get too heavy when you carry them in significant quantities.

- 2 casters. 1 Arcane caster. This can be a bard, mage, or sorcerer. The sorcerer is not in the un-modded, original BG1. And 1 divine caster. This can be a cleric or druid. Rangers and paladins do cast divine spells, but their spell progression is too slow to dedicate them as a caster class.

You'd want the melee upfront, your ranged in the middle and your casters in the back. You can combine certain roles - which will leave a character slot for another NPC. For example: a cleric or druid can be a caster, but also a melee. Before you do that make sure the character can pull his own weight in both roles. If your cleric has a low strength score, low armour class, and few hit points, he or she is not your best choice to put on the front lines. This is not set in stone. When you get familiar with the game you can try different class combinations. I actually took the combining roles bit from someone else, so thank you, wherever you are.

I recommend starting with a warrior class because they are a little more hardy. You can try something else if you really want to.

Save often. Quicksaves are good, but not good enough. Manually save frequently. It would be easier if you decide that you need to take a few steps back. When you are just about finished your game, you can delete the saves except for the last few saves before the boss.

That's all I can think of for now. I'm getting pretty tired so I apologize for any errors.
Post edited March 24, 2018 by jsidhu762