Sword Coast Stratagems Component: Correct Various Errors on Race, Class et al

The full list of corrections is:

  1. Some small errors are fixed in the join-party and leave-party dialogue.
  2. Davaeorn, Krystin, Daitel, Andris and Tellan have their classes and races corrected.
  3. Skeleton warriors are made monsters rather than human (they can't be made "undead" as they're non-turnable).
  4. For the same reason, Daitel is flagged as "monster" not "undead".
  5. Various jellies are marked as "slimes".
  6. Lots of random creatures marked as "mage" are corrected to "no class".
  7. Lycanthropes, doppelgangers and vampiric wolves are changed from "humanoid" to "monster".
  8. Vampiric wolves are redesignated as "wolf" and are no longer mages.
  9. A large number of incorrect THAC0s are corrected (usually to the benefit of the creature concerned; I wasn't particularly worried about inaccurately powerful NPCs).
  10. A large number of wizards (including ogre magi) with levels that don't match their spells are corrected (the mage scripts use level as an indicator).
  11. A large number of creatures with inaccurate saving throws are corrected.
  12. Some non-clerics recorded as clerics are corrected.
  13. Naaman's dexterity is modified from 11 (rather low for a mage-thief) to 17
  14. Daitel, currently immune only to magic cold and fire, gets immunity to the nonmagical variety.
  15. The druids with Seniyad get proficient in their flame blades.
  16. Genthore isn't actually able to use his weapons. He gets proficiencies in the axe, and swaps his melee dagger (!) for a battleaxe.
  17. Niemain is wearing a Ring of Clumsiness. I've no idea whether this is deliberate, but it seems bizarre that he would engage the party in melee when at such a disadvantage, so I've taken it off his finger.
  18. Kobolds get one proficiency with the shortsword. (Currently they have none).
  19. Yago and Resar, supposedly powerful mages, don't actually get any spells at all. They're given some.
  20. Encounters with Gretek and Cyrdremac are rescripted to make them more reliably go hostile (currently they sometimes randomly don't bother).
  21. Conversely, the dialogues with the mad mages of the Ice Island seem to require that they start non-hostile.
  22. Some skeletons need to have their damage-resistance added.
  23. The casting levels for wands are made more consistent: wands of fire cast fireball at L3 (and continue to cast their high-powered Scorcher variant at L5); wands of lightning cast at L3; most other wands cast at L1. (This is relevant for penetrating MGI).
  24. The amnesia of the Nashkel merchant is corrected: he doesn't now comment on a winter wolf having been seen more than once. (If you can't stand this subcomponent, use the console and enter CLUAConsole:SetGlobal("DMWWNashkelPelt","GLOBAL",2) )
  25. Various spells and effects are made detectable.
  26. Monster Summoning spells can now be targetted on creatures protected by globes of invulnerability and the like.