![]() skeletons in IWD could attack with just about any melee or ranged weapon in the game. Icewind Dale routinely randomized the weapons and other equipment of enemy mobs, e.g. The accompanying sound effects are also updated. The electricity animation is the biggest change. While there's no default acid damage graphic in BG2 many spells/items play one manually, like Melf's Acid Arrow. IWD and BG2 use different graphics:įire and cold are very similar. When a creature is hit by elemental damage, a small animation plays on the target based on the damage type. This component adds three new forms to the arcane Polymorph Self spell: winter wolf, polar bear, and boring beetle (the boring beetle requires Infinity Animations on original BG2). Spoilers about their precise locations are available on the forums. Two-handed axes use the axe proficiency and have base stats of 9 speed and 1d10 damage. This component scatters normal and magical two-handed axes throughout the game to make them available for players. Icewind Dale also featured two-handed axes, as opposed to the strictly one-handed variety found in the Baldur's Gate series. The dress of noblemen and noblewomen are not affected. This tweak changes the random selections of colors for commoners to a drab palette. Unlike Icewind Dale, commoners in BG2 wear brightly colored clothes. Screenshots for comparison are available in the Tweaks gallery. Note that this is purely a cosmetic change-the spells themselves function exactly as before. This component changes the spellcasting animations to those of Icewind Dale. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. A necromantic spell, for example, looks quite different from creating an illusion. When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. IWDification has several components, which can be installed completely independently of one another.Īlso available in the Tweaks Anthology mod no +5 items or ninth level spells will be added to a Tutu or BGEE game. Content will be adjusted as appropriate for the detected platform-e.g. 6.IWDification works on all IE games that use the Baldur's Gate II engine, which includes the original Baldur's Gate II (Shadows of Amn with or without Throne of Bhaal), the Enhanced Editions of Baldur's Gate and Baldur's Gate II, and the three major Baldur's Gate conversion mods (Tutu, BGT, and EET).6.9K Baldur's Gate II: Enhanced Edition.423 Planescape: Torment: Enhanced Edition.88 Persistent Worlds & Multiplayer for NWN (not EE).410 Custom Content & Community Exp Pack.However, it's my best effort at turning the IWD2 portraits into IWD:EE portraits. how it looks in IWD:EE with this portrait pack:Īll this means that my portrait pack cannot claim 100% authenticity in representing the "official" IWD2 portraits. Here an example of how it looks in IWD2 vs. In addition, the side-bar portraits also use a different aspect ratio in the two games. However, it should be noted that it probably differs in small ways from the (lost) original source art, because the AI essentially just "guesses" the details. Here is an example of a portraits at the resolution at which it is stored in the IWD2 game files, followed by the larger resolution I achived via upscaling:Īs you can see, the result of the AI-based upscaling look pretty good. Since conventional upscaling algorithms cause blurriness, graininess, and other ugly image artifacts, I used AI-based upscaling services (, ). This let me recreate them by cropping the source art in the same way, and if necessary applying the same brightness/contrast/gamme adjustments, as was done to create the original portrait - but without the downscaling.įor other portraits, I could find no original source art – so I had to rely on upscaling the low-resolution images that come with the IWD2 game. First and foremost, this meant bringing them to a higher image resolution.įor some of the portraits, I found the original source art from which they were made ( see here). As I mentioned in the mod description, I had to "remaster" these IWD2 portraits in order to make them suitable for IWD:EE. ![]()
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