Icewind Dale Tweak Pack
Info Box
Status: Completed
Authors: Andyr, CamDawg, Idobek
Languages: Czech, English, French, German, Italian, Korean, Polish, Russian, and Spanish
Download (Windows):
IEGMC America
IEGMC Canada
Gibberlings Three
Download (OS X):
IEGMC America
IEGMC Canada
Gibberlings Three
This is a collection of tweaks that have been assembled for Icewind Dale. They were almost all made for BG2 by Idobek and CamDawg, and cannibalized by Andyr to work for Icewind Dale. It is a compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install.
The complete readme is also available, or grab the mod from the downloads page. The tweak pack contains the following components, which can be installed independently of one another:
The Icewind Dale Tweak Pack has many components, which can be installed completely independently of one another. For convenience, they are grouped into four broad categories. At installation time, players can select or ignore entire categories to streamline the installation process. The fixes component will always be presented.
Assorted Fixes
This component fixes various errors throughout the game. Some of these errors are only in IWD and fixed by the expansions.
- Typos in random treasure table fixed
- Fixed sound issues with Melf's Acid Arrow and Strength
- Some areas had trapped containers that were already detected
- Some areas have area scripts, but they were not assigned
- Conlan no longer sells infinite quantities of the Lucky Scimitar; other stores no longer sell infinite quantities of the Fateful Coin book
- In IWD, Nym takes ten days to enchant your shield. In HoW, they changed this to three days and updated his dialogue, but missed one line in his dialogue that still says 10 days
- In one of the minor tombs in the Vale of Shadows, two skeletons were being spawned in a wall and were unable to move
- In IWD sans HoW Valesti now leaves the Arboretum once it's been fully restored, as he does with HoW installed
- Fixed spawn issues with Marketh's thieves in Lower Dorn's Deep; they would sometimes spawn on top of one another, preventing their movement
- Major fixes to Bandoth's dialogue and his razorvine extract quest. The quest could be ended randomly or prove unavailable under a variety of circumstances. The fix entailed changes to his dialogue and a few other scripts. Bandoth's advice for the puzzle room was also never available due to some bad variable chacks and weightings.
- Checked and fixed power issues for items and spells; bad power levels can causes effects from items and spells to interact with spell protections (i.e. Minor Globes of Invulnerability) erroneously
- Cleaned up several spells with permanent effects that also supplied a duration; this affects nothing in the game but makes it nicer for modders
- Haste is supposed to have a range of visual (30 feet) but only had a range of 15 feet
- Fixed several spell school issues for arcane spells; everything from incorrect schools to casting animations to descriptions
- You should be able to charm the wolf in Aspel's shop and get it to leave peacably, but it was not working for games without HoW
- An orc elite and neo orog were spawning to the same coordinates in Dorn's Deep, preventing either from moving
- Neo orog generals were erroneously setting a variable that indicated Krilag was dead; this would cause Saablic Tan's dialogue to go wonky
- Fixed grouping issues in Lower Dorn's Deep; notably gnomes near the tower in Lower Dorn's Deep would go hostile as they were erroneously grouped with some salamanders
- Party now faces the right direction when entering Custhantos' library from the lower level
- Party now uses the correct entrance point when entering Wyrm's Tooth from the world map
- In the perseverance test in Trials of the Luremaster, the Luremaster would start his congratulations dialogue immediately after issuing the challenge because the monsters weren't spawning fast enough
- If you save Guello and then go straight to the gnome hideout to speak with him there, his copy in Shikata's area will never disappear
- Brother Harken will no longer float his random messages--this was a leftover from the cut Voice of Durden Anatha quest
- In HoW, a variable for Guello being saved was not being set if you left the area via the Order of he Kraken garden
- Dialogue fixes:
- Dirty Llew had a typo that was preventing him from starting his store in some dialogue branches; also fixed his broken Charisma checks
- Dirty Llew will also make umber hulk armor from hides, but this option was never presented due to bad weighting and trigger
- Removed broken and unnecessary attack commands from 10 dialogues
- Fixed variable checks in Accalia's dialogue
- Brother Ferg was not properly setting variables in his dialogue
- Fixed dialogues for about 13 creatures not properly tracking how many times they have spoken to the party
- Fengla the slave girl had some broken variable checks
- Various creatures not properly checking for clerics in the party (fire giant, Brother Perdiem, Soth, Edion Caradoc)
- Tarnelm was checking for the wrong item in some triggers
- Seth's charisma and intelligence checks were failing
- Mirek was not properly tracking variables, namely where the party had visited
- Custhantos was failing to give the party an item due to a broken action
- Ginafae and Tarnelm were failing to take items from the party due to a broken actions
- Marchon of Waterdeep's dialogue had some broken variable checks
- Saablic Tan was checking for the wrong item
- Valestis and Wylfdene were failing to set variables due to typos
- An item check for Icasaracht was failing due to a typo
- Rikasha had several typos in his variable handling that was preventing variable setting and checking
- Sister Callian was not commenting on Mother Egenia being freed due to a bad trigger
- The kids and villagers on the second level of Dragon's Eye were not realizing whether they were free or still prisoners due to bad triggers
- The little girl on the first level of Dragon's Eye (the one who gives you experience for freeing them) could occassionally have 'no valid links or replies' errors if spoken to before the captives were free
- Gaspar in Easthaven had a non-sequitir transition when discussion the caravan contract
- When returning from the Seer, Hjollder would tell the party to go confront Wylfdene if they had the mirror. If the party had upgraded the mirror with Tiernon, Hjollder's dialogue would unexpectedly end instead of telling you to go confront Wylfdene.
- Your journal indicates you give the Journal of Evayne to Larrel, but the party actually retained it
- Mytos can no longer be exploited for infinite experience
- Brother Perdiem no longer gives his full spiel every time you speak to him after freeing him
- In one branch of Norl's dialogue, asking him about his legs was taking you to the wrong response
- Fixed broken triggers in other dialogues, even though they appear to be unused (detemp.dlg, dginafae.dlg, dwinona.dlg)
- Script fixes
- Cleric Aggressive player script had a broken trigger and action
- Wizard Aggressive, Wizard Defense, and Wizard Berserk player scripts now properly cast Larloch's Minor Drain if it's available
- Some lizard men were not turning neutral when appropriate due to script typos
- Many, many creatures had broken checks to see if a particular creature is dead
- Fixed broken DV reference in a trap for the Snowdrift Inn
- Townsperson in Kuldahar was supposed to open doors, but was failing due to improper targets
- Marketh was not using a potion of invisibility due to a typo
- Some jackals were scripted to change their scripts, but were changing to a non-existent script
- Fixed minor bug in the final HoW cutscene where the camera was not moving because of a script typo
- Fixed miscellaneous targeting errors in sahuagin priestesses' scripts
- Fixed broken variable sets and checks in the scripts for blind svirfneblin, Purvis, and Ilair
- Fixed broken check for Murdaugh in Kieran Nye's script
- Several blind and unconscious deep gnomes were supposed to disappear after Malavon was defeated, but a typo was preventing it
- Yxonemei will now properly target Cloudkill on an enemy rather than herself
- Villagers in the first level of Dragon's Eye were not always leaving as they should after they were freed
- Shadowed Orc Shamen would occassionally heal the party instead of their allies
- The scripts to open the portal in the jackal caverns in TotL were flaky and could cause the cutscene to hang
- Area script in Dorn's Deep circle of runes had a block that would block the remainder of the script from execution
- Fixed broken triggers in other scripts, even though they appear to be unused (5001ls1.bcs, 5001ls2.bcs, ilgemeff.bcs, lwalpw1.bcs, lwalpw2.bcs, lwalpw3.bcs, lwalpw4.bcs)
- Creature fixes:
- Fixed two bears who had claws in their creature file, but were not assigned
- Histachi and buff shadows had special immune items in their inventory, but unassigned
- Shikata had an unassigned item that provides cosmetic effects
- Yxonomei had a potion in his creature file but not assigned
- Fixed numerous sex/gender mismatches
- Bandoth, Oswald, drow spellcasters, and others had miscoded parameters for their known spells
- Several mages (Orrick, Presio's apprentice, Varglaan, etc.) were wearing robes in their cloak slot
- Malavon has a special ring that grants some goodies (AC bonus, mirror image, etc.) in his inventory, but it was not equipped--this will make his fight tougher
- Some sahuagin had armor that they weren't wearing
- Alpheus was not wearing his ring that grants him haste effects
- Icasaracht's Soul Gem was not wearing its item that makes it immune to nonsensical effects, like panic
- Beornen and Angaar had shields in their armor slot, and their armor unused in their inventory
- Murdaugh, Xactile, and miscellaneous sahuagin had weapons available but unselected or unassigned, so they would punch the party
- Hobart had a crossbow but could not use it because he had no bolts
- Many TotL creatures were supposed to be immune to normal (e.g. fiendish harpies), +1 (e.g. infernal harpies), or even +2 (jackal clan leader) weapons, but weren't since the item that grants immunity was unassigned
- Fixed two ghosts which had an item assigned as their weapon which had no offensive capabilities
- Item Fixes
- Fixed many, many items whose effects were failing due to bad timing modes--mainly cosmetic color effects
- Incinerator's description now mentions its previously undocumented fire resistance bonus
- Belhifet's weapon was not poisoning targets due to a bad timing mode
- Bolts of lightning are supposed to play a sound while hitting, but was lacking due to a typo
- Some fire elemental 'claws' and Mordenkainen's sword were not properly flagged as magical
- When a ghoul paralyzes someone, a sound is supposed to play when it wears off, but the sound was playing way too late
- Some items had effects which could be dispelled
- The free action icon for the potion of freedom disappeared after 4 rounds, even though the potion (and all other effects) last for 10
- Due to errors in Vocalize's spell scroll, it was impossible to learn the spell
- Singing Blade of Aihonen was not playing a sound with its +3 strength ability due to a typo
- Talon of Gloomfrost was not providing its fire and cold resistances
- The Merry Shorthorn was not playing its happy little tune when used
- The Abi-Dalzim's Horrid Wilting ability of the Bracers of Icelandic Pearl was not recharging upon resting
- Mithril Chain was allowing thieving; it also disallowed spellcasting but via a miscast penalty instead of the standard brute-force disable
- Full Plate +1 was only partially disallowing thieving when worn; it would disable stealth but not pickpocketing, find traps, or other abilities
- Fixed many spell scrolls which would have different ranges and targeting when used via scroll than when cast directly; most entertaining was Ghoul Touch always paralyzing the caster
- Misery's Herald is supposed to cause Horror on 10% of its hits but was not
- The Tarnished Ring wanted a target when used, which is silly as its effects don't matter where it's targeted
- Fixed Sunscorch scroll to actually cast Sunscorch, though it appears the scroll is unused
- Fixed errors with several items, though they appear unused (bow08, bow09, bownon, idart01)
Cosmetic Changes
This batch of tweaks generally change the look and feel of the game, without making general rule changes or altering the underlying mechanics of the engine.
Remove Helmet Animations
Many don't like how any of the helmets look on the character avatars. Now
they can't be seen at all. This component will affect all helmets
in the game, including helmets introduced by mods.
Weapon Animation Tweaks
By default, spears in IWD use 33%
overhead swings, 33% backhand swings and only 34% thrusting attacks. Wouldn't
it make more sense to use the pointy end?
This component adjusts the attack animation balances of various weapons classes: spears, staves, short swords, and one-handed blunt instruments such as clubs and maces. Spears and short swords now primarily use thrusting attacks and staves are more consistent as a class and use more swinging attacks. A handful of clubs and maces were using thrust attacks; they now only use swinging attacks like all other one-handed blunt weapons. This component also changes morningstars to use a mace animation when attacking, instead of the flail-like ball-and-chain animation. Morningstars are depicted in inventory icons and description pictures as being closer to spiked maces. This component will affect all items in the game, including items introduced by mods.
Restore IWD Loading Screens (icelus)
Requires Heart of Winter
This component will restore the original Icewind Dale graphic
to the load screens with Heart of Winter installed. On the right is the load
screen with Heart of Winter installed; on the left is the original
Icewind Dale.

Disable Portrait Icons Added by Equipped Items
This component will prevent items from displaying the small icons (fire resistance,
protection from charm) that appear on the character portrait while equipped.
This will not affect the actual effects of the items, only the display
of the icon. It will also not affect icons added by spells or other means.
Icon Improvements
This component uses a combination of BG, IWD,
and BG2 icons to better differentiate
armor when it is on the ground; screenshots for comparison are available
in the Tweaks
gallery. In games with Heart of Winter installed, it also gives unique
icons to about 200 items--for example, the dozen or so items that all used
the icon for the Ring of Protection +1 now use unique icons. The 'new' icons
have been scavenged mainly from BG2,
though a few have also been borrowed from IWD2.
Force All Dialogue to Pause
This component will change all dialogue to pausing. No longer will bandits
attack in the middle of a conversation. This component will affect all dialogues
in the game, including ones introduced by mods.
Content Changes
These components make alterations to content in order to provide a better player experience.
Add Bags of Holding
Requires Heart of Winter
Heart of Winter added support for bags of holding, and scattered a few scroll
cases and gem bags about the game. Trials of the Luremaster added bags of
holding, but only to its new areas. This component adds ammo belts throughout
the game as well as adding some bags of holding to the original Icewind Dale
and Heart of Winter areas. This component also alters normal bags of holding
(both the TotL ones as
well as the new ones) to hold any type of items. By default, you could not
place armor, miscellaneous items, and some shields into them. Ammo belts
are added to Conlan, Lehland, Emmeric, and Hobart (TotL)
and Bags of Holding are added to Orrick the Grey, Bandoth, and Kiernan Nye
(TotL).
Stores Sell Larger Stacks of Items
This component will alter all stores in the game to use higher stacks of
arrows, bolts, bullets, darts, throwing axes and throwing daggers. This
component will affect all stores in the game, including ones introduced
by mods.
Gems and Potions Require Identification
This component assigns a lore value to gems and potions, meaning that they
now require identification. Lore value is calculated by an algorithm based
on the value of the item, but smaller gems and lesser potions should still
be fairly easy to identify by the party. If the Identify All Items component
is installed, this component will be automatically skipped.
Rule Changes
These components make alterations to rules, game mechanics, and other aspects of the underlying game.
Universal Clubs
From the description of a basic club in Icewind Dale:
'Anyone can find a good stout piece of wood and swing it'--so why can't mages
use clubs? This tweak allows mages to wield clubs as well as gain a proficiency
point in clubs. This component will affect all items in the game,
including items introduced by mods.
Description Updates for Universal Clubs Component
Requires Universal Clubs
This component will update the descriptions of clubs altered by the Universal
Clubs component to reflect that they're usable by mages.
Warning: Unlike the items themselves, there is no way to interactively alter item descriptions. If another mod has altered one of the items, the descriptions added by this component may not be accurate as they are based on an unmodded game. This will not affect gameplay or the ability of the items, as the descriptions are purely cosmetic.
Allow Stealth and Thieving Abilities in Heavy Armor per P&P
In Icewind Dale, thieves and rangers are prevented from
using stealth and thieving skills while in heavy armor. This component implements
the P&P method of allowing these
abilities in heavier armor, but at a penalty to the character. There is always
a small chance of success or failure regardless of the adjustments below.
Any armor above leather will impose penalties on these skills. This component
will affect some mod items; if you find armor not affected by these tweaks
or if the penalties are not listed correctly, please report it at the Tweak
Pack forums. From the Complete Book of Thieves, by armor type:
| Armor | Pick Pockets | Open Locks | Find/Disarm Traps | Stealth |
|---|---|---|---|---|
| Elven Chain | -20% | -5% | -5% | -10% |
| Studded Leather | -30% | -10% | -10% | -20% |
| Hide Armor | -60% | -50% | -50% | -20% |
| Ring or Chain Mail | -40% | -15% | -15% | -30% |
| Brigandine or Splint Mail | -40% | -15% | -25% | -30% |
| Scale or Banded Mail | -50% | -20% | -20% | -50% |
| Plate Mail | -75% | -40% | -40% | -75% |
| Full or Field Plate Armor | -95% | -80% | -80% | -95% |
Allow Arcane Spellcasting in Armor
This component will allow mages with access to armor the ability to wear
it and cast arcane magic, though at a miscast penalty. It will not allow
mages to wear armor they normally can not, but it will broaden the selection
for multi- and dual-class mages. The penalty will not affect divine magic.
This component will affect some mod items; if you find armor not affected
by these tweaks or if the penalties are not listed correctly, please report
it at the Tweak
Pack forums. The full tables of penalties are below (penalties from
armor and shields are cumulative):
| Armor | Miscast Penalty |
|---|---|
| Buckler | 5% |
| Small Shield | 5% |
| Leather Armor | 10% |
| Medium Shield | 15% |
| Studded Leather | 15% |
| Hide Armor | 20% |
| Scale Mail | 25% |
| Chain Mail | 30% |
| Full Plate Armor | 35% |
| Plate Mail | 40% |
| Splint Mail | 40% |
| Large/Tower Shield | 50% |
Wear Multiple Protection Items
This component allows players to wear more than one "X of Protection" item
at a time. Players have their choice of two different implementations (from
Ease of Use and G3/Tutu
Tweaks respectively):
- No restrictions. Players can wear as many items togather as they wish.
- P&P Style: In Pen and Paper AD&D, characters are allowed to wear magical armor with Rings/Cloaks/Amulets of Protection, but only the armor class bonus from one item would apply. This component gives every ring/cloak/amulet of protection the ability to be worn with or without its Armor Class bonus. With the AC bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their AC bonus, they can be worn together. This allows players to gain the benefits of the saving throw bonuses from the items of protection. To toggle between the versions that offer armor class bonuses and those without, use the item's special ability--the new item will be created in your inventory.
Multi-Class Grand Mastery (Weimer)
This is for players who believe that AD&D's dual-class
and multi-class system is inherently broken and that there is no conceptual
reason for multi-class characters to be denied grand mastery. Multi-class
fighters can now put more than two pips in things.
Baldur's Gate II Grand Mastery (Schumacher, Weimer)
Baldur's Gate II nerfed the benefits of grand mastery (as compared to Baldur's
Gate or Icewind Dale, which used P&P tables)
for balance reasons. This component will use the tables from BG2 instead
of IWD if installed.
Change Magically Created Weapons to Zero Weight
Nearly all magically created items in IWD have
zero weight, though there are a few exceptions. This component will change
Melf's Minute Meteors, weapons created by Enchanted Weapon, Shillegagh, and
a few others to have zero weight.
Un-Nerfed THAC0 Table
A splinter from Ease-of-Use's Un-Nerfed THAC0 Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component,
this allows the player's THAC0 to
progress until it reaches zero.
Alter Mage Spell Progression Table
This component offers two variants for mage spell progression. The
first option is the same table from the deprecated Un-Nerfed THAC0 Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from P&P,
previously available in the P&P Spell
Progression Tables component.
Alter Bard Spell Progression Table
This component offers two variants for bard spell progression. The
first option is the same table from the deprecated Un-Nerfed THAC0 Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from P&P,
previously available in the P&P Spell
Progression Tables component.
Alter Cleric Spell Progression Table
This component offers two variants for cleric spell progression.
The first option is the same table from the deprecated Un-Nerfed THAC0 Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from P&P,
previously available in the P&P Spell
Progression Tables component.
Druids Use Cleric Level and Spell Progression
This component alters druids such that they use the same experience point
table as clerics for their level progression.
Druids Use 3e Alignment
Restrictions
This component will allow druids to be any alignment as long as it lies on
one axis of neutrality (NG, LN, TN, CN, NE),
as in the 3e rules. By default in IWD,
druids can only be True Neutral.
Loosen Item Restrictions for Multi- and Dual-class Clerics and Druids
Multi- and dual-class druids and clerics retain their restrictions on items,
i.e. a mage-cleric still can not use daggers and a fighter-druid can not
use plate armor. This component will open up more items for druid and cleric
multi- and dual-classes by allowing them to use all items available to
both classes.
Add Save Penalties for Spells Cast by High-Level Casters
By request, this component will adjust spells to have save penalties when cast
by high-level casters. For every five levels over the minimum level required
to learn a spell, a -1 to saves will be imposed.
For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.
The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.
Convenience Tweaks and/or Cheats
These components seek to remove annoying aspects of the game or to make it easier.
Higher HP on Level Up
This component provides the player with a choice of two options that will
increase average HPs when characters
level up.
- Maximum. This option will ensure that the dice roll will always be the highest available. This functionality is also available in the Config options in the game itself.
- NWN-style. This option will ensure that the range of possible HPs gained will always be in the higher half of the range, i.e. results will always be 4-6 on 1d6, 5-8 for 1d8, etc.
Maximum HP Creatures (the
bigg)
This component, based on code from the bigg, will alter creatures to have
their theoretical maximum hit points. Creatures will get either a hit point
total based on maximum hit dice rolls appropriate to their level, or their
current hit point total--whichever is higher. This will only affect creatures
not in the party, so this is intended to make the game more difficult.
Identify All Items
Annoyed with having to identify items all the time? Now you don't have to.
This component will affect all items in the game, including items
introduced by mods.
Easy Spell Learning
Previously known as 100% Learn Spells
This component makes it easier for arcane spellcasters to scribe scrolls
to their spellbook. The player has a choice between two implementations:
- 100% Learn Spells. Scribing scrolls is always successful.
- 100% Learn Spells and unlimited spells per level. In addition to the above, this implementation removes the limits on the maximum number of spells learned per level.
Bottomless Bags of Holding
Requires Heart of Winter
This component will alter every bag of holding to have unlimited capacity.
This component will not affect what you can place in the bags, just the capacity.
This component will affect all items in the game, including items
introduced by mods.
Change Effect of Reputation on Store Prices
Previously Known As Low Reputation Store Discount (Sabre, Richardson,
Weimer)
This component has been broadened into a general alteration of how reputation
affects store prices. The original variant, Low Reputation Store Discount,
is unchanged: reputation values of 8-13 result in no discounts; items are
sold at their original prices. Every point lower or higher then 8 or 13,
respectively, gives the party a 5% discount. This reaches a maximum of 35%
-- meaning that the party will only pay 65% of the item's original price
-- at reputation values of 1 and 20.
Three new variants, courtesy of Luiz, remove the effect of reputation on storekeepers outright. The resulting prices can be set to 60%, 80%, or 100% of their listed values in general, but note that storekeepers will retain their original markups and buy discounts.
Unlimited Ammo Stacks
This tweak will adjust the maximum number of ammo--bullets, arrows, bolts,
darts, throwing axes and throwing daggers--in a stack to 9,999. This component
will affect all items in the game, including items introduced
by mods.
Unlimited Jewelry and Gem Stacks
This tweak will adjust the maximum number of gems and jewelry in a stack
to 9,999. This component will not affect magical rings or amulets.
Furs and pelts will also be affected by this component in HoW games.
This component will affect all items in the game, including items
introduced by mods.
Unlimited Potion Stacks
This tweak will adjust the maximum number of potions in a stack to 9,999.
This component will affect all items in the game, including items
introduced by mods.
Unlimited Scroll Stacks
This tweak will adjust the maximum number of scrolls in a stack to 9,999.
This component will affect all items in the game, including items
introduced by mods.
Rest Anywhere (Japheth, Weimer)
This component allows you to rest in any area. Inns and outdoor campsites
are no longer required.
Sellable Items (Icelus)
Previously known as Sellable Staffs, Clubs, and Slings
Originally, this component made previously unsellable staves, clubs, and
slings sellable for a single gold piece.
Minimum Stats Cheat
This component will let you set a universal minimum stat for all classes and
kits. Minimum stats are a drawback in P&P, but in IWD it just makes your
stats move upward to always meet the minimum--essentially an unnatural boost
to your dice rolls at character creation. This component will allow you to
select a minimum stat value between 6 and 15. Note that at higher minimums,
your flexibility in re-distrubuting the points can becomes more and more
limited. Play around with the range to find a minimum that works for you.
