Baldur's Gate II: Redux A module for DragonAge:Origins /-----------------------------\ | Module 1: Irenicus' Dungeon | | Version 1.0 | \-----------------------------/ BG2 Redux Team Table of Contents ~~~~~~~~~~~~~~~~~ I. About II. Installation III. Known Issues IV. Credits V. FAQ VI. Console Debug VII. Version History Section I. About ~~~~~~~~~~~~~~~~ This is our interpretation of Baldur's Gate II:Shadows of Amn in the DragonAge engine. We tried our best to be faithful to the original classic game, and made changes only where we ran into engine limitations. This is the first module that we hope will be a series to recreate the entire game for DA audiences. This is only the first few hours of gameplay focusing on the beginning of the game in Irenicus' Dungeon. Section II. Installation ~~~~~~~~~~~~~~~~~~~~~~~~ If you are reading this, then most likely you have the module installed. If you have extracted the files to view the contents and are still unclear how to install the mod, then follow these steps: Please use whatever you normally use (vanilla daupdater, DAModder, DAModManager, etc). We're not expecting there to be any actual difference between the install methods. If you find there is a difference, please report this to us at: http://forums.gamersnexus.net/viewforum.php?f=36 and start a new thread detailing the problem. Important: when updating to a new build, please completely remove the old build before installing (delete the folder in addins or use your mod manager). Once the module is installed, you can access it from the Main Game menu in "Other Campaigns" Section III. Known Issues ~~~~~~~~~~~~~~~~~~~~~~~~~ * The main menu load screen will incorrectly display your BGR characters' class and background. This problem resolves itself once the instance of the game starts using BGR stuff (for example, start a new game or load a game, then once complete, try loading again and BGR characters will have correct class/backgrounds, but DAO characters will be incorrect) * If the player has a folder called Pre-Release Characters generated by the pre-release character creator, then it will allow them to import from module. Clicking this will cause the game to crash. Either delete this folder, or just ignore this button. this is due to a somewhat shortsighted quirk of the DAO classes that forced us to overwrite them, causing them to occupy the same IDs. * Possible crash going to or from camp from level 2. Solution is to travel back through the portal and rest from level 1. * Some reports of exiting camp and being asked if you would like to rest, but we cannot reproduce ourselves. If you get this, just select "No". * Invisibility is a self-only spell, this is intentional * Graphical gap in crystal room * Cambion device is tricky to activate with pathfinding; you have to come straight at it from the left of the Cambion. Step back again, and come straight at it to turn it off Section IV. Credits ~~~~~~~~~~~~~~~~~~~ BGR Team * Production & Design ~~~~~~~~~~~~~~~~~~~ Production, Gameplay Design - mikemike37 Gameplay Design - Nikivich Gameplay Design - Cuvieronius * Programming/Scripting ~~~~~~~~~~~~~~~~~~~~~ Scripting Lead, Ability & Environment Scripting - Nikivich Environment Scripting - Cuvieronius Tools Programming - Dutchy Ability Scripting, AI - mikemike37 * Art ~~~ Level Assembly, Environment Modelling, Texturing - mikemike37 Creature Modelling, Texturing - ZenTSaw Environment Modelling - DarthParametric Icons - Cuvieronius Misc Modelling - DarthSloth * Audio and Video ~~~~~~~~~~~~~~~ Trailer, Cutscenes - Tom Uram BG2 media conversion; vo, sound and music - Cuvieronius * Toolset ~~~~~~~ Areas, Storyline , Plots - Nik, Cuvieronius Dialogue, Items, Text, Creatures, Heads - Cuvieronius Heads, Items, Creatures, VFX - mikemike37 Dialogue, Items, VFX - Bbtufty Heads - DarthParametric * Web ~~~ Web design, hosting - Lelldorianx Trac system, hosting - Dutchy * QA ~~ BGR Team Amstradhero -Semper- FergusM Calydon VaeVictusX * Voice Acting ~~~~~~~~~~~~ Mizura as Cania/Ulvaryl Cuvieronius as Thieves/Misc. * With thanks to ~~~~~~~~~~~~~~ TimelordDC Aracos Astrid Bashir Bardlehel Chewy Gumball koawinter kzelsama Socky_D Thor Thunderfist Wizard of thay xXMephistoXx * External Credits ~~~~~~~~~~~~~~~~ Third Party Mods Used with permission to distribute Adonnay's Weaponry - Adonnay The Icons Project - Ketaros * Dragon Age Tools ~~~~~~~~~~~~~~~~ DA:O Toolset Model Exporter - ChewyGumball DA:O Model and Animation Import Export - Eshme tazpn's Command Line Tools - tazpn GUI for tazpn's Command Line Tools - Allstar92 * Infinity Engine Tools ~~~~~~~~~~~~~~~~~~~~~ Infinity Explorer - Yole WeiDU - Wes Weimer Near Infinity - Jon Olav Hauglid Sam at spellholdstudios.net * Copyrighted content used ~~~~~~~~~~~~~~~~~~~~~~~~ Baldur's Gate II This not-for-profit mod recognises Atari and Wizards of the Coast as copyright holders of the Baldur's Gate Intellectual Property. We distribute some of this copyrighted content under the four conditions of fair use of copyright under U.S. trademark law as follows: Our not-for profit mod is a reinterpretation of the Baldur's Gate Intellectual Property and does not replace the original game developed by Bioware. The work is distributed freely to the public for the public's enjoyment and the mod authors benefit in no way, financial or otherwise from its distribution. This mod contains only the first couple of hours of playable content from the considerably larger original game, marketed as having over 100 hours gameplay. The mod provides an enjoyable value-added alternative way to enjoy the original content in an entirely new way. The mod raises the profile of the existing Intellectual property, and by presenting the IP positively and in a high-quality manner, raises the value of the IP and does not detract from it. Future mods will make use of an installer that extracts text and audio from a full Baldur's Gate install, thus preventing the need to distribute this copyrighted content and directly encouraging the purchase of the original work. * Music ~~~~~ Flutey Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons "Attribution 3.0" http://creativecommons.org/licenses/by/3.0/ * Source Textures ~~~~~~~~~~~~~~~ Textures adapted from CGTextures.com, Hoschie-Stock at DeviantArt.com under conditions of use for respective licenses. Section V. FAQ ~~~~~~~~~~~~~~ Q. Why didn't you use the BG2 portraits? A. That could have been done, but it looks inconsistent with the DA engine theme and clashes with the PC portrait. Q. How do I change my party members without a Party Picker? A. Since DA is 4 max party, in order to add someone new you will first have to talk to the party member you wish to have leave. Tell them to leave, then talk to the new NPC again. Q. Why are there so many blank codex entries? A. As the modules progress, you will see more and more of the codex slots filled. This is only the first module. Many codexes will appear in this module. Q. Why did you use some custom VO for Ulvaryl and some of the Thieves? A. This was necessary for the cutscenes to flow properly. The alternative would have been to have limited cutscenes. DA audiences have become accustomed to intricate cutscenes. Q. Why don't the spells work like they do in BG2? A. There are several reasons for this: 1. DA engine has some limitations on spell implementation; 2. We simply have not the time and enough knowledgeable help to create all the proper scripts and VFX needed. We are hoping that the community will help out with plugins as they are developed. Q. What if I accidentally drag the party rest icon from my toolbar? A. Then you will have lost it, but there is a debug fix below. When you are 'exhausted', you will also get party dialogue for resting. Q. Why are there so few traps in the module? A. Traps filled the dungeon, but a problem arose where they were never disarmable. Therefore, they were removed. The only remaining working traps are in place in the Pedestal Room. Q. How much of Baldur's Gate 2 do you plan to do? A. We are hoping to complete the entire BG2 game all the way to the end of ToB. This will take quite some time and many modules, and we are always looking for help. Section VI. Console Debug ~~~~~~~~~~~~~~~~~~~~~~~~~ We have included several debug scripts with the module if you wish to use them. You must enable the debug console, then in the game if you have at least one other party member present, this will begin a dialogue where you have several choices of actions: "~" ---> "runscript b21_debug" ---> [Enter] (without quotes) You will have the ability to manage party members, travel to the various areas, gain all plot items, kill things, open a debug merchant, etc. Below are some examples: * Quests ~~~~~~ Aataqah the djinni Open Sewer Doors Free Minsc Free Jaheira * Kill Things ~~~~~~~~~~~ Kill Sewer Guardian Kill Ilyich and his crew Kill most goblins Kill most mephits * Items ~~~~~ Get all plot items Open Debug Merchant * Travel... ~~~~~~~~~ Irenicus Dungeon Level 1 Irenicus Dungeon Level 2 Irenicus Dungeon - Genie Prison Testing Arena The testing arena is a pretty big place where you can try out your party strengths against a variety of BGR enemies. There is also a chest containing all of the BGR equipment made thus far. These items are currently WIP, but most work to some extent. Items such as a variety of magical amulets and rings, some unique armor, and both Drizzt Swords: Defender and Frostbrand. There are many more items, these are just a few examples. If you lose your rest ability, it can be added back to the quickbar using the console command "runsript b21_addrest", without quotes. To use the console, please see http://dragonage.wikia.com/wiki/Console Section VII. Version History ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Baldurs Gate 2 Redux v1.0 - bgr-1.0.dazip Oct 22nd, 2010