• Announcements

    • Coracle past Delphi

      Logging in   05/10/2017

      If you had an account and can't log in as of 5/9/17, this may be because of a change in logins with new forum software. You can log in using your publicly displayed name (not your username) or your email address and the password you used before.   If you have problems with this, please ask any of the mods or admins. 

Search the Community

Showing results for tags 'mod'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Spiderweb’s General Boards
    • General
    • Tech Support
    • Announcements
  • Spiderweb’s Game Boards
    • Avernum: Escape from the Pit and Avernum 2: Crystal Souls
    • Avadon Series
    • Second Avernum Trilogy
    • Geneforge Series
    • First Avernum Trilogy (Old Versions)
    • Nethergate and Nethergate: Resurrection
    • Blades of Avernum
    • Blades of Avernum Editor
    • Blades of Exile
    • The Exile Trilogy


  • One day, I'll have a techno band.
  • Crystal Souls
  • Jewels of the Mind
  • Avernum RP — Knights of Old Avernum
  • Aʀᴀɴ௵ᴄᴀʏᴛᴀʀ
  • Masala of Life
  • Zummi's Blog
  • After the Gold Rush
  • feilangxiao's Blog
  • Tales from Lynaeus
  • Dying Light
  • The Life and Times of Dr. Alorael
  • Ir the Great's Blog
  • Tgiiif_2004's Blog
  • Tevildo's Blog
  • wenyue's Blog


Website URL








Real Name

Favorite Games


Found 10 results

  1. I decided to start this thread to share scripting advice with similar minded people so that we don't have to reinvent the wheel every time. Using "exhaustive search" technique and this trick: In a dialog script (signposts are nice), put this temporary script (Remember to remove it after testing!): code = num=10; // It can be whatever number you want from the creatures in the zone // you can see the numbers if you use the editor. add_char_to_party(num); temp=1; while (temp<3005) { if (char_in_party(temp) > 0) { change_coins(temp); } temp=temp+1; } break; You talk to the signpost, creature 10 is added to your party (if spawned) and then you see its number from the coins you gained. I don't know how good you're in scripting, so I'll add this: At the beginning of the zone dialogue txt, you should have: // dlg.txt begintalkscript; variables; short num; short temp; MY PROBLEM: And that's a big one, so please help. Not all creatures seem to have a "total" number! After ~20 hours of work I can't find the number for the mages in the bone peaks. I can do some stuff to circumvent it and not lose a whole quest chain, but it would be far simpler and more efficient if I could find, or generate, some identifier for them to see if they're in party. Else if I put a flag when they're recruited and then they die or are dismissed, the events will keep happening...
  2. This very basic mod increases the melee damage done by weapons and creations for GF3-5. The mod doesn't affect the damage done by status effects. I.e. a Rotgroth's acid will deal the same damage, while the punch itself will deal 40% more damage. The mod is not compatible with mods that change the gfobjsmisc.txt like artifact baton mod. To install: GF3: Go to Geneforge3 > Data > Scripts folder and overwrite the gf3objsmisc.txt file. GF4: Go to Geneforge4 > Data > Scripts folder and overwrite the gf4objsmisc.txt file. GF5: Go to Geneforge5 > Data > Scripts folder and overwrite the gf5objsmisc.txt file. I don't profess to have examined the effects on game balance increasing the melee damage would have, but this mod is for those that feel melee damage for creations and the PC could benefit from some boost. DOWNLOAD HERE (Changed to a less obnoxious site.)
  3. After a lot of work, I can finally present to all you Geneforge fans a new modification for GF5. The mod expands the content of GF5 without altering existing quests\endings\content by adding a new, large, quest chain for Shapers \ Lifecrafters (only for those). It adds choices, it doesn't remove any existing ones. The content is combat-light... unless you decide otherwise. The only assumption this mod makes aside of the game is...the identity of the amnesiac protagonist, that he discovers bit by bit. As such the quest chain can be completely ignored without any effect on GF5 game. Or... you can follow it, discover clues of who you are, choose to ignore or believe them, set up a research laboratory like so many NPCs have, discover amazing (but not game-breaking) powers and perhaps settle some old scores with past enemies. To be clear, the protagonist doesn't discover any concrete proof to confirm the theory on his identity. You even have the choice to reject the conclusion at the end of the identity quest as false. But if you do, you won't get the idea to build up the laboratory. I believe the mod increases the replay-value of GF5, since not only it adds exiting features and quests in certain locations, but you'll keep an eye open for the now much-coveted research notes in areas not affected by the mod. At the end of the quest chain you manage to do something most people considered impossible. Both people in the game and gamers that play the game alike. You can find the mod (V1.1) here: http://gamefront.onl.../GF5Origins.rar Installation instructions Clarifications EDIT: I'm working on a new mod for Warriors and Guardians. You take command of a Rebel outpost. See post 19 for more details. About my motives: Why I decided to spend that much time on a mod. Changes from V1.0
  4. Based on the wonderful work for Avadon 1 and Avadon 2 by Jerakeen here on the forum, I spent about 7 hours today making a version workable in Avadon 3. The editor pops up when you click on the sign next to the trapdoor to the Holding Cells in Camp Nightshade. I couldn't figure out how to make most of the skill ups work, but I got the raising stats, and god party working, and added a few more categories of items to the item editor part of the mod. With this, what you can do is: Add Items: Lockpicks Potions Crystals Wands Scrolls Light Cake Money 500 1000 10000 15000 More Items (Use at your own risk) Scarabs Runestones Charms Totems Weapons and Armor (by class, class specific items only) Quest items (specific to the junk items quests if you're too lazy to go look for 20 pieces of fruit, etc) Raise Stats Lockpicking skill +3 for chars that have lockpicking (just do this once) Raise primary stats by +5 (recommend not to do this more than 3 times total) God Party (defensive bonuses for everyone as it was in Av2 char editor) PLEASE only do this once. Make sure to back up your z0nightshadedlg.txt before replacing it with the new one. DOWNLOAD (mediafire) z0nightshadedlg.txt Credit goes to Jerakeen who made the original editors. All I did was modify them and add items for av3. (I hope posting it is okay, if Jerakeen isn't okay with me doing this I'm cool with the editor being removed. Since I couldn't find one and I was doing this for myself, I figured I share for those others that want a little (or big) boost.)
  5. Link to download: Ava3 Bovine mod The Read Me file: The Secret Bovine Society is a mod for "Avadon 3 - The Warborn" by Spiderweb Software © 2016. Mods are not supported by Spiderweb Software. As it was for Avadon 2, this mod was created for my own use to increase the entertainment level of the game AFTER I did several complete playthroughs. However this is not a small mod like it was in Av2. FYI: The game engine was not modified so the mechanics are the same. After reading Jeff's blogs on game creation, very inspirational I might add, I was energized to expand on this mod and do things I did not originally think about while playing the game. That being said, it still takes a long time to create an extensive mod because you don't know or have access to the code and data locked up inside the app. You have to use trial and error to see how the engine reacts to your ideas. You have to learn where the line is drawn and not to theorize about writing something on the other side of it because that is a private territory. To make a long story short, it's not a perfect project but I hope it is good enough to keep the Spiderweb family happy and "diverted" into the otherrealm to fill in the time until Jeff makes another game or more mods are made or both. There is so much potential for mods that I kept wandering off my missions and refocusing back to what my prime directive was. The primary goal for making this is to be swept away to another reality but stay lore-friendly. Start with an open mind because there are quite a few modifications. So far there is no guide or list of changes because I think the Aha! effect is an important part of the game and I want to maximize that. There will be some orientation in the beginning of the game. Please take the time to read the dialogues. Installation: After downloading and unzipping the project, there are two ways to install it. One way is to back up completely your folder named Resources (Mac) or Scripts (Windows) and then drag all of the files from the Bovine folder into your original folder and let the system replace the old files with the new ones. The second way is to just remove the duplicated files from your folder to another folder temporarily while playing the bovine mod so that none of your originals are erased. Then start a new game. This has been tested on three machines and three systems so far so any feedback would be welcome. Preferably privately to prevent spoilers. Thanks for your interest and thanks to Jeff Vogel for a great game that can be modded. (Hopefully more files can be pulled outside the app for more complex modding in the future ;-). ) P.S. I am not a graphic artist. All photo and artwork copyrights belong to their respective owners.
  6. Dear all, I would like to request some help. My Warrior\Guardian mod (+Gamerman's artifacts mod) is going well enough meaning that I have to just add a couple of things more, alpha-test it, find someone to beta-test it and release. It is much more ambitious than the Shaper\Lifecrafter mod and I have improved a lot in scripting and editing the files. Which brings me to the next project which I would require some help at: I plan a total conversion mod within the world of Geneforge. Probably taking place between GF3 and 4 but using GF5 engine. What does this mean? It means I will delete everything and make 10-20 zones from scratch, add scripts and dialogue etc. Consider it a free "expansion" of GF5. Now, this may seem difficult and a large undertaking. It is very difficult and a huge undertaking. Frankly, so far it takes me like a year to add 5-10 hours of gameplay in already existing zones. Thank every entity you worship for Gamerman's help that "easily" (i.e. easy for me) added depth and gameplay time to the Warrior mod. So... I would require help if this is to see the light of day before we all die from old age. Don't be intimidated by the scope of the undertaking! Even someone that can't find the time to write dialogue can help by providing quest ideas! Since I am pre-planning stage, here's what would help: The "easy, non coding at all parts". - Help for the first step: Ideas for Storylines \ quests \ interesting people. Yes. Even "Hey, I thought of this Lifecrafter!" would help. - Help for the Second step: After we choose what will go in the mod: Dialogue and description writers. All you need is notepad; I can incorporate description and dialogue into the code. Frankly those are what I require the most help at! The "not so easy" parts. - Scripting the dialogue\descriptions. If, after we decide what will go in the mod, we have to put it in. Also, we need the generic script for areas (the making it hostile etc). - Lore. I don't know much about the world. Many people here know way more. Advice of "No, in X game it is mentioned doors work that way!" is not only welcome, it is required! The "quite hard" parts. - Scripting the quests, flags, behavior of bosses in a fight and the complicated stuff. The "actually hard and boring" parts. - Using the Geneforge editor to make - remake zones. That means adding in every creation, broken piece of furniture, wall, rock, chest etc and make sure they are connected to the right scripts. That's long, boring and complicated. The mod will get the get go for volunteers after I have managed to make 2 zones to be sure, to be absolutely sure, that I can do it and know what I can do before wasting anyone's time. The mod will be free. Completely free and with no "this is my account if you want to support me!" things attached. If you agree to put some time to help me in this mod, that would be our mod, I would request you do it out of your free time and from the goodness of your heart.
  7. Hello Geneforge fans! It is with great pleasure that I present to everyone my first mod for GF5. This mod implements new items into the game, namely, Artifact Batons. These highly modified thorn batons are designed around the idea of implementing artifact weapons into the game alongside the artifact armors that players can get over the course of the game. These batons function like regular batons, but with a few cool twists: - No reloading needed. These batons come with infinite ammo, meaning that players won't have to worry about running out of thorns mid-battle. - Powerful custom attacks. Each of the higher level batons have their own unique attacks, which can be easily modified in the scripts. One baton for example is capable of inflicting the Searing Lightning status effect on enemies. - Stat buffs. Much like artifacts, these batons increase your stats, depending on which baton you choose to craft. In order to make these batons, you need to gather the materials you need to make these batons, which you then have to visit the smithy in Mera in order to get these made for you. You will have to do a little bit of work to obtain these rare batons, but you will find that the reward is worth the effort. The mod is here (Version 1.1): https://www.dropbox.com/s/pesxxvq9t2aeuv8/ArtifactBatons%281.1%29.zip?dl=0 To install this mod: All you have to do is simply replace the appropriate script files with the files found in the zipped folder. Don't forget to backup your original scripts. Why did I make this mod? Well, first, I was having fun modifying the scripts, and I had the idea of adding artifact weapons into the game, especially considering that no game in the entire Geneforge series to my knowledge has any artifact weapons, only artifact armors. This is sorta to show how it can be implemented. Second, I wanted to release a mod that would help players that struggle to use combat oriented classes like Warriors, Guardians, and Shock Troopers. Weapons don't really scale as well as magic or creations in the Geneforge series, and this mod is sorta a way to fix that problem. Feedback and bug reports are welcome. EDIT: CHANGES IN 1.1. - Optimized the Scripts. For modders, that means that the script takes less lines of code, which frees up space if you're one of those people adding custom items or creations to the game. - Bugfix: Properly made it so that you can't obtain these artifact batons unless you have the money to pay for them (previously, you could get away with having no money, but still be able to get the batons as long as you have the materials. This is no longer the case). - Added two new batons: Commander's Baton and Physician's Baton. The readme has the recipes and what they do exactly. - Buffed the Ether Onyx Baton's Stun and Energy Resistance boost from +20% to +30%. Hopefully that makes the baton a little more competitive.
  8. WARNING: This thread contains information about modifying your game files. If you modify your game, it may change in ways you don't expect or want. These modifications are not designed or supported by Spiderweb Software. Use at your own risk. I've tweaked text descriptions, item definitions, and creature colors that stood out as odd and potentially irritating. These edits don't touch combat balance or otherwise impact gameplay. Obviously, this mod is unsupported by Jeff and co. Use at your own risk, (especially for non-PC platforms because I have no way to test whether this runs properly on anything but a PC). Changes Version 1 1. Black Basalt is now called Red Basalt, including in the quest. 2. As much as possible, the Serpent Cult is now the Worm Cult, and leftover references to snakes have been removed. 3. All items (except the Orb of Thralni and Demonslayer) are now sellable (though not necessarily worth anything). Trash, lizard eggs, maps, etc. 4. Limoncelli is no longer gray. 5. Altered giants are no longer gray. Version 2 1. Fixed Waterfall Warren Sliths 2. Changed intro text 3. Changed text related to looting the shrine in GIFTS cave 4. Tor now recognizes you from Fort Avernum 5. Infernal in Angierach now has a name 6. Mother Clarisse now asks for 500 coins to cure the Dread Curse, instead of the erronous 1000. 7. Fixed a variety of typos and odd phrasing 8. Changed frenzying mob pronouns from "it" to "they" (optional; don't copy over the file "mobfrenzy" if you like "it" over singular "they.") --- How to use 1. Download the folder and uncompress it. 2. Open the scripts/resources folder. If on PC, go Program files > Spiderweb Software > Avernum 2 - Crystal Souls > Scripts. If on Mac, go Macintosh HD> Applications > Right Click on Avernum 2 and Show Package Contents > Contents > Resources (thanks Excalibur). 3. Backup the original scripts and replace them with the downloaded copies. (If for some reason you forget to do this or lose the backups, the original scripts can be downloaded here. But every time someone clicks that link, God puts feathers on another dinosaur.) Version 2 changes a few files that were already changed in Version 1, so if you downloaded that be sure to replace all files, even the duplicates. 4. That's it. Enjoy the mod. --- Requests for help 1. Is everything working okay? No bugs or anything? 2. What other changes do you want to see in future updates of this mod? --- Things I don't know how to change (please tell me if you do) 1. The name of the dungeon(s) Serpent Cult and Snake Pit. (Probably impossible) 2. Chitrach graphics. 3. Efreet graphics (probably impossible, unless replaced by a graphic already in the game) 4. Is there code for checking to see whether there are humans in a party? 5. If anyone can figure out the code to make a poor leather helmet no longer a requirement for entering the starting tunnel in Fort Ganrick, that would be great. 6. Is there any way to make the door in the Barrier (Pyrn's) Tower openable through tool use or a key? 7. Any ideas on the Angierach text boxes? --- Older Versions Mod, version 1 Original Scripts, version 1 --- [Edit: It helps if I actually put in the links, doesn't it?] [Edit 2: Dikiyoba has updated the description and links to version 2]
  9. Before playing A2:CS, I'm giving the original a shot. I like it a lot but I was a bit annoyed by some old graphics, so I changed some. Many new graphics come from A2:CS, mostly recoloured and modified to fit the original ones. Mainly: - Interface (a bit cleaner and smoother), Avernum 2 logo on top redone - Intro & main menu screens, plus chapters - Some floor tiles (lava & some paved floors) - Trees and mushrooms - A green table A warning: use only if you don't run A2 in 256 colours, or it may look weird Downloads (extract in your A2 folder and overwrite, make a backup copy of the original folder if you want to revert changes later): Full (with new tiles) Interface only (only interface elements and menu screens) Screenshots and comparisons:
  10. This is a little ridiculous; but I would like to know if it is possible. Playing through Avernum; I was wondering if it would be possible to name your summons? Not change their sprites, race or class, just their name. Such as "Mage Summons Bob the Crawler." "Bob the Crawler Attacks Emporer Hawthorne (25%)" "Emperor Hawthorne takes 2 points of physical damage(100 blocked.)" A few friends of mine were playing with the idea and wondering if it could be done.