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Extra Expanded Enhanced Encounters!

Extra Expanded Enhanced Encounters! (or just EEEE for short) adds a few additional encounters to Baldur's Gate 1 with some additional items. This mod requires the Enhanced Editions. Includes EET compatibility.

Original author: WithinAmnesia (v1.0) Maintainance: Graion Dilach (v2.0+)

Install order instructions

This mod should be installed after (along with other) questmods but before tweakmods. This mod should be installed after Ascalon's Questpack.

List of components:

Melia Quicknight, Crossroads

Adds a gnome fighter/cleric assassin awaiting the Bhaalspawn near the Crossroads path just above Beregost.

Bimmy's Badgering Bandits

Adds Bimmy, the human wizard slayer to Ioin Gallchobhair's group in the Lonely Peaks.

Reinforced Gnoll Stronghold

This component adds a lot of tougher gnolls to the Stronghold area. It also adds a few jellies/puddings to some of the pits. Note that this component heavily changes the experience and the powerlevel of the Stronghold area. Do not install this component if you like to rush the Stronghold for the tome. Maintainer's note: This component is considered to be split apart at one point to decrease difficulty in a possible future release.

Bear Encounter near the Gnoll Stronghold

Adds a few bears to the cave under the Gnoll Stronghold where the tome is. This component requires Siege of Dragonspear/Enhanced Edition Trilogy and will not install on vanilla Baldur's Gate Enhanced Edition installs.

Xan's New Grove

Adds a fair amount of additional items to Mulahey's chest, one dedicated to Xan, and a few other intended for him. This component also adds additional effects to his moonblade. Note that this component heavily buffs the powerlevel of Xan and also can change his role in the party which might break the player's immersion.

Daenni's Bridge Bandits

Adds an encounter against Daenni and her guards to the lower bridge of Cloakwook Wyverns.

The Fire Drake in the Wyvern Cave

Adds a few additional wyverns and a fire drake to the Wyvern Cave. Also allows Taerom to craft an additional armor after the encounter.

Undercity Magma Bulwark Encounter; Red Skeleton-(U.M.B.E.R.S.)

Adds an encounter against a fair amount of skeletons around the Magma Bulwark introduced in the Enhanced Edition. Also changes the icon of the Magma Bulwark.

Version History:

Version 1.0

Initial release

Version 2.0

Fixed: Gnolls using nonexistant item OLEAT10 instead of LEAT10 (Hide Armor). Fixed: "Conflict" with Ascalon's Questpack - Feast of Gnolls - Fission Slime no longer spawns if Aaron occupies the cell.

Changed: Each area encounter is now a separate component. Note: The Gnoll Stronghold bear cave encounter only uses SoD monsters, so it's skipped on vanilla BGEE.

Added: Traification. Added: EET support. Added: Safeguards against classic and incompatible games. Added: Project Infinity metadata.

Version 3.0

Added: Red Drakescale Armor +2 ("studded leather" armor available via Taerom from the drake encounter)

Fixed: Wyvern Cave encounter actually spawns now (and also doesn't break other mods trying to use the cave and installed prior). Fixed: Bimmy waits for Ioin Gallchobhair's action before attacking. Fixed: Melia will no longer attempt to heal the player (she will also be affected by SCS's priest script). Fixed: BG1NPC Xan will respond appropriately when he receives the New Grove Moonblade. Fixed: StrongArm description icon was corrupted. Fixed: Many description inconsistencies.

Changed: Moonblade no longer provides additional magical fire resistance, and the leech-life damage is delivered as magic damage. Restored BGEE assumption of using Dagger class. Changed: Melia's Ring of Accurate Striking only provides +1 Melee THAC0 (Mulahey's remained untouched). Changed: No longer substitute vanilla items but patch them (Xan's Moonblade, Magma Bulwark, Bimmy's helmet). Changed: The mod no longer tries to completely rearrange the contents of Mulahey's chest. Changed: Removed additional type of healing potions and substituted them with BG1 counterparts and Potion of Fortitude.

Version 3.1

Changed: Expose the Magma Bulwark icon patching to an external ini configuration option, to allow players to have the alternative icon in Tweaks Anthology v13's Unique Icons with the U.M.B.E.R.S. component. Prior to the mod installation; copy the ini/ol_eeee.ini file to override and edit ol_magma_bulwark_icon value to 0 for this option.

Version 3.2

Fixed: one typo in Bimmy's variable.

Version 4.0

Adds Russian translation by yota13 & p_zombie.

Version 4.1

Fixed: wrong random treasures dropped in the Gnoll Stronghold and Undercity section on EET.

Version 4.2

Added: Spanish translation by alaisFcZ.

Version 4.3

Added: Simplified Chinese translation by Lewis Liu (Lzw104522773).

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extraexpandedenhancedencounters's Issues

What should be done with the Baldur's Gate Arms and Armour Emporium (2022 Version 0.9)?

Quote from the Beamdog Forums for simplification:
"Baldur's Gate Arms and Armour Emporium (2022 Version 0.9)

Here is an early release / mostly functional version that has the Baldur's Gate Arms and Armour Emporium working with the merchants and one oversimplified item upgrade recipe for Long Sword +2 'Varscona' -> Long Sword +3 'Varscona'. Some features are not implemented (like calling the guard when getting caught looting in the Emporium). Two of my other minor quests are included such as Hull's Long Sword Extension and Ghost Knights of Ulcaster Quest (mostly to get the stores / items / installer working). I combed through this version to see if any Sea Tower files were in it and made sure to remove any if they existed and to only have my content in the files; although it could not hurt to double check @jastey . I am not 100% sure how to make this module work nicely / play nice with other mods or even if it works with the current E.E.E.E. properly @GraionDilach . I took a fresh S.o.D. game and iterated away until the Arms and Armour Emporium / install worked. If you find any missed bugs please feel free to report them. Feedback is welcome :-).

Download link / mirror (the attached file is the same zip): https://mega.nz/folder/KBYTQIBI#CFhHkRHk6ZyGtsCB334mqA
Arms and Armour Emporium (2022 Version 0.9).zip " - https://forums.beamdog.com/discussion/comment/1184902/#Comment_1184902

This Baldur's Gate Arms and Armour Emporium version only has the work that pre-dates the SeaTower melt-down / does not include any work from my doomed part with SeaTower project.

I am not sure what to do with this project. @GraionDilach has tinkered with the Drake scales and has also worked on iterating upon my previous work so I had the idea to put this here and see what may come of such a creative invitation. In April of 2022 I tried (hopefully successfully) to assemble / salvage / save my Baldur's Gate Arms and Armour Emporium work for it was very close to being fully functional. It seems like it is currently in a late Alpha or closed Beta kind of state of existence with the 2022 Version 0.9 iteration. It is kind of based upon a sort of waking dream / vision I had / have and I am not the best at translating those kinds of visions into perfectly working / well polished mods / content for the community to hopefully enjoy.

I hope to not be very rigid in my vision / approach with making new content for the inspiration comes to myself in an almost hazy dream like fashion / rampant imagination. Or if I am being completely honest my ~'creative process' can be even be likened to an experience as if a monkey is locked in the control room with the keys XD. Also I like tinkering / modding things from their original 'set up' / configuration or even adding onto what already exists to hopefully creative something new and exciting. So I would find it hypocritical of myself to have complete creative control over something that I wish to ultimately share to the community for many more people to hopefully enjoy.

I find that it feels more of an adventure as well to share and collaborate upon an encouraging dream and see how to grows and evolves and iterates. It is a sort of feeling of understanding that I am trying to communicate that can almost be expressed as in like: To empower only one's self can be in many ways limited in potential; yet to empower all others can be in many ways unlimited in potential.

What may come of this project / work? I am not 100% observant on all details as to what other projects are going on within the Baldur's Gate creative community sphere of influence. Yet I wonder if anyone is interested in this sort of new content / project / mod? If so I wonder who those people are. I kind of wonder what kinds and scopes of new content people would like to see in / with Baldur's Gate and what will happen in the future with the game and its creative community.

P.S. I almost forgot these details: There are a bunch of missing smithing / item upgrade recipes that I am not 100% sure what kind of material / time requirements should be appropriate to reforge / upgrade the plethora of Baldur's Gate's unique magical items into upgrade versions such as in +1 -> +2, +2 -> +3 or in rare / very specific / niche / special cases +4. As in like with Xan's Moonblade +3 -> +4 or Mithril Chain Mail +4 -> +4 with and or added magical once per day / extra passive item abilities. I hope every upgraded item has added magical once per day / extra passive item abilities to make them feel special and not a generic standard +2, +3 or +4 item but something really special. Also I thought maybe to use special unused Faerûn jewels to limit the +3 and +4 items like say there are only x3 in all of the immediate original Baldur's Gate game area (more with BG1+BG2 projects perhaps?) that are hidden in the hardest challenge areas (bottom of Durlag's Tower, added magically / quest sealed Undercity Crypt / Tomb lich boss chamber? An added BG 1 style Dragon somewhere etc.)? There are more details / ideas / concepts in the description of this master link: https://www.deviantart.com/withinamnesia/art/Jewels-Emporium-Finished-822805076
Also I attached my BAMs and item work (made into a .zip file) with the Baldur's Gate Jewels (Ruby, Star Ruby, Chardalyn).
Baldur's-Gate-Jewels.zip

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