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Baldur's Gate The Baldur's Gate Series Thread

Storyfag

Perfidious Pole
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Vienxay mod NPC (...) Luna, a powerful Shadowmage
Tells you pretty much everything about the mod quality :lol:
Why? Its a good mod with an interesting NPC and she plays a nice secondary thief\archer\mage role

But the battle with Luna was tough, is there something I dont know about Shadowmages?
It's about a Shadowmage being named "Luna" of all things. Not really fitting the setting.
 

notpl

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Dec 6, 2021
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Does anyone know precisely what the difficulty settings in this series do? I've seen posts online saying it increases/changes enemy spawns in encounters, except every encounter I've double checked this with (currently playing on Insane) it's not true, I can reload on other difficulties or find videos online of people playing the same encounter on the easiest difficulties and see the spawns are identical. I saw a post somewhere saying that it increases enemy HP by a huge factor, which I can also confirm is not true by checking the wiki entry for any given enemy and seeing their HP tick down at exactly the level listed online. It's supposed to increase incoming damage multiplicatively, but the EE included a setting to turn that off, which I took advantage of because that's retarded. The thing is, I'm starting to think that the incoming damage is the only thing the difficulty changes, so playing on Insane with that setting activated is identical to Core.
 

Nano

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Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
Does anyone know precisely what the difficulty settings in this series do? I've seen posts online saying it increases/changes enemy spawns in encounters, except every encounter I've double checked this with (currently playing on Insane) it's not true, I can reload on other difficulties or find videos online of people playing the same encounter on the easiest difficulties and see the spawns are identical. I saw a post somewhere saying that it increases enemy HP by a huge factor, which I can also confirm is not true by checking the wiki entry for any given enemy and seeing their HP tick down at exactly the level listed online. It's supposed to increase incoming damage multiplicatively, but the EE included a setting to turn that off, which I took advantage of because that's retarded. The thing is, I'm starting to think that the incoming damage is the only thing the difficulty changes, so playing on Insane with that setting activated is identical to Core.
All about psychology. Making people think they're hardcore for choosing the hardest difficulty in the settings.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
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Does anyone know precisely what the difficulty settings in this series do? I've seen posts online saying it increases/changes enemy spawns in encounters, except every encounter I've double checked this with (currently playing on Insane) it's not true, I can reload on other difficulties or find videos online of people playing the same encounter on the easiest difficulties and see the spawns are identical. I saw a post somewhere saying that it increases enemy HP by a huge factor, which I can also confirm is not true by checking the wiki entry for any given enemy and seeing their HP tick down at exactly the level listed online. It's supposed to increase incoming damage multiplicatively, but the EE included a setting to turn that off, which I took advantage of because that's retarded. The thing is, I'm starting to think that the incoming damage is the only thing the difficulty changes, so playing on Insane with that setting activated is identical to Core.
All about psychology. Making people think they're hardcore for choosing the hardest difficulty in the settings.

SoD by default has AI changes similar to SCS tied to the difficulty.
 
Joined
Jan 7, 2012
Messages
15,281
The difficulty settings for BG1/2 only say that difficulty modifies damage taken. I think the reference to more enemies or AI changes on higher difficulties is only valid for IWD1, Beamdog is simply using the same engine for all their games with all the same options available. It's still a useful option if you're playing with SCS though.

SoD by default has AI changes similar to SCS tied to the difficulty.
Is it actual AI changes or just added enemies?
 

BruceVC

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Jul 25, 2011
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10,012
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South Africa, Cape Town
Okay I have good news and bad news, firstly the bad news. I am working on a project till the 11/12 August in Johannesburg which means I wont be updating my " Saga of the Sword Coast " chronicles until I am back in CPT because I wont be gaming. But the good news is I use my work laptop for Codex so I will still be active in threads but less frequently

Now back to BG1, I cleared the Cloakwood mines. It had a worthwhile magic battle with Davaeorn at the end but he succumbed to my superior wizardry and combat skills. The grand plot is also becoming clearer which is interesting

I am now on my way to Baldurs Gate, I picked up some very useful items in the mines and Cloakwood and some unusual ones like a spider wraith egg

On the way to BG I found an underground burrow with Ankhegs and after I killed them I am going to get some Ankheg armor crafted at Beregost. It should suit me well when I get to Baldurs Gate :cool:
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Got a question. I'm in the mood of a playthrough of all the games, Bhaal included. But this time, for the first time ever, I'm gonna use mods. I will use the enchanted editions (yes, yes, I know), so I'm wondering, how does the mods work? Do they work from game to game, I mean, when you transfer your character? Like if I use a mod in BG1 will that character still be able to transfer to BG2 without issue? Same goes for BG2 to Bhaal.
 

Sarathiour

Cipher
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Jun 7, 2020
Messages
3,276
enchanted editions
Further proof of beamdog vile attempt at necromancy.

It depend what kind of mods you are using, but generally speaking, the game are treated as sperated entity, unless you're using EEtrilogy or something like this. Transfer should work fine unless you're using some custom kit or classes, then it will generally be explained in the readme.
Be warned that if for some unfathomable reason you've decided to intall SoD, you need to use a mod manager.
 

Sratopotator

Savant
Joined
Sep 21, 2016
Messages
151
Got a question. I'm in the mood of a playthrough of all the games, Bhaal included. But this time, for the first time ever, I'm gonna use mods. I will use the enchanted editions (yes, yes, I know), so I'm wondering, how does the mods work? Do they work from game to game, I mean, when you transfer your character? Like if I use a mod in BG1 will that character still be able to transfer to BG2 without issue? Same goes for BG2 to Bhaal.
- Transfer that matters is BG1->BG2. BG2->ToB transfer is made on shared BG2-ToB data files, so there shouldn't be a problem here.
- In the originals, only very specific BG1 items were imported to BG2 = items are not a problem. You can use some kind of "BG1 items in BG2" mod, but the one I know about is integrated into Irenicus dungeon, so again, no problem. There are some methods of transferring ALL items into BG2 but they are totally cheat-y, and obviously make you overpowered for a while (in the original, you could drop all your BG1 items in the first frames of BG2 dungeon intro, before they are taken away, and then just pick them up where you left them, dunno if EE has this fixed). I suppose, if you would have some super strange items in BG1EE AND you would want to transfer them using some gimmick, there may be a problem with those items being displayed, if you did not install a mod that contains those exact items for BG2EE. This smells super cheesy though.
- If items are not a problem, and obviously XP neither, additional content from BG1 doesn't really affect the transfer. Only exception is...
- Classes/kits! If you add a modded kit to BG1EE, and it's lacking in BG2EE, you will lose it during the transfer (character will default to base class for kits, and dunno what for classes). You can use a character editor to give it back. Or just make sure to install the same kit mod for BG2EE. Or...
- Use EET - it merges both games and the expansion into one seamless experience. Tho installing it along with other mods may be a hassle, to a degree. Here is a list of EET compatible mods, along with some explanations and notes for specific mods you may want to use.

Damn, ninjaed.
 

Gargaune

Arcane
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Mar 12, 2020
Messages
3,651
how does the mods work? Do they work from game to game, I mean, when you transfer your character? Like if I use a mod in BG1 will that character still be able to transfer to BG2 without issue? Same goes for BG2 to Bhaal.
Well, BG1 and BG2 are separate installs, so if you mod one you'll want to mod the other to access the same features. But sure, it depends on the mod, a UI mod won't affect your save, but if you're using modded character classes or feats or whatever, you'll wanna apply the mod to both installs. ToB you don't need to worry about, any mod on BG2 will equally apply to the expansion.

Be warned that if for some unfathomable reason you've decided to intall SoD, you need to use a mod manager.
Maybe things have changed since I last looked into it, but the only thing I was aware of SoD needing for mod support was DLCMerger.
 
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Jan 7, 2012
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15,281
I really don't see a reason to use EET. Pre-EEs using BGT or TuTu gave you the opportunity to play BG1 with BG2 engine and classes/spells. Now EE does this by default. So the only reason for EET is if you are using one of the stupidly large quest mods that requires it because they extend across multiple games (AFAIK these mods are at best bad and at worst SoD-tier awful). Or if you want to use tomes on NPCs in BG1 and have those effects persist in BG2, but cmon who doesn't use all tomes on themselves? In either case the vast amount of work and time required to figure out a good EET install, get it all working, and deal with inevitable bugs isn't worth the effort IMO.

Things that you'll need to install in both BG1 and BG2 to import correctly are:

- anything adding kits, and possibly anything modifying how classes work depending on what they do (e.g. if something adds spells or abilities to a class you'll need it on both or they spells/abilities will be lost).
- anything modifying proficiencies. e.g. I like BG1 proficiencies so I apply it to both games, if you don't it will just import with proficiencies that either do nothing or are randomly changed.
- anything modifying items, if you want those modifications to persist in BG2. e.g. if you install a mod that changes what armors you can use thief skills in or what weapons thieves can backstab with you'll want to do it in both games.

Ideally you'll also follow a consistent mod install order as well.

There is a vast power gap between BG2 and BG1 so doing anything that imports more items doesn't really affect BG2 balance too badly. Even SoD, which adds a lot more items to import and gives you like 3x as much XP, only makes BG2 mildly easier for the first two chapters.
 

Sratopotator

Savant
Joined
Sep 21, 2016
Messages
151
Yeah, EET is not worth it, I suppose, considering the effort needed.
But I can see someone doing it just for the sake of it, if already installing a gazzilion mods.

Besides, spending 30 hours on an overcomplicated BG setup, and then dropping it after 5 hours of play, is a time-honored tradition :D EET is just another tool in an autistic man's toolbelt.
 
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Sratopotator

Savant
Joined
Sep 21, 2016
Messages
151
Oh, EET is also not worth it if you are planning on having classic BG1 UI during BG1 content. Someone mentioned the mod few pages ago. I dropped out of using EET in my planned playthrough because the UI mod is not compatible.
 

Chippy

Arcane
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May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
enchanted editions
Further proof of beamdog vile attempt at necromancy.

It depend what kind of mods you are using, but generally speaking, the game are treated as sperated entity, unless you're using EEtrilogy or something like this. Transfer should work fine unless you're using some custom kit or classes, then it will generally be explained in the readme.
Be warned that if for some unfathomable reason you've decided to intall SoD, you need to use a mod manager.

If I've read this correctly, are you saying I can't transfer a EE BG1 character with SOD installed into BG2EE? I'm not criticizing you, as I haven't played it. It's just that I wanted to know if Beamdog are that retarded.
 

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