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Kit Revisions (Rangers)


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Seeing as i am making a nuisance of myself in the kit revisions forum, it occurred to me as I was limping back to the FAI from Cloakwood that a Ranger ability to have the option to avoid random encounters would be quite handy.

 

Probably can't be done but thought I would share anyway

Actually something like that could be done imo, but not within KR. An eventual Quest Revisions (I think that would be Arda's favourite Revision project) could check via scripts if the party has a ranger PC and react accordingly (e.g the supposed ambushers could not be prebuffed if a Ranger is detected), but I fear things like this are just dreams. ;)
How about a different approach, you could make the game check that the player has entered to different areas, and then make an ability that summons an invisible creature that checks those global's and gives options to travel safe to via dialog... and the safe travel to means a cutscene of a teleportation to the passed area and area check which will advance the game timer etc. The would be safe areas could be Friendly Arms Inn, Copper Coronet, and the Guilds after gaining one of them... etc.
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Similiar to Fighter and Paladin, Ranger could give his allies some kind of aura on later levels.

Bonus to Silent Movement and Hide in Shadows could be great for your team's thieves.

Immunity to Entangle would actually make the whole thing much more tactical.

Bonus Movement Speed for everyone seems pretty high in terms of powerlevel.

Either Protection from Animals or +2 bonus to AC/Saves against them seems cool as well even if that's just small bonus.

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Archers get called shot at level1. (instead of 4)

Tracking ability display a defence stance portrait icon, it it intended ?

 

About tracking ability : does it allow to reveal invisible creatures or only hidden creatures ?

Edited by DrAzTiK
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- Archers get called shot at level1. (instead of 4)

- Tracking ability display a defence stance portrait icon, it it intended ?

- About tracking ability : does it allow to reveal invisible creatures or only hidden creatures ?

- known issue, I did not posted a hotfix because I expected a new beta to be out sooner...

- I do not have a more appropriate portrait icon, and I think one is necessary.

- both

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Ok :)

 

Some test with barbarian : while raging, I get the bonus to movement speed but I think barbarian also still have bonus to movement speed. (I mean the standard vanilla bonus to movement speed). While raging, my babarian move really really fast.

Just checked the clab file and passive movement rate bonus (spcl151) isn't there anymore as expected. While raging the barbarian gets +2 to ms at level 1, and additional +1 at levels 10 and 19. Considering base speed is 9, it means an enraged barbarian moves 20-45% faster. It should be noticeable indeed.

 

Anyway, the test is quick, just make your non-enraged barbarian and another character run at a point and see if one of them is faster. :)

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I have made the "run test" with Minsc ( babarian with levelone NPC)and he do do run quickly, as in vanilla. (I mean, even while not raging).

Huu ??

 

edit: tested on an clean install, (BG2fix pack and KR) this problem doesn't occurs for new created characters.

Humm, how can I manage to guess what happens to Minsc in my current playthrough ?

 

If I check with near infinity,all minsc CRE get the following effect :

Unknow (BO) (176), with value +2. this effect increase movement speed

 

I suspect that the problem come from Level one NPC because my own CRE babarians enemy do have correct effects. (very cool how SCS patch all CRE now^^)

 

Edit2 : I suppose kit revisions shoud be installed before level one npc (genius inside)..

 

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

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~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #0 // BG2 Fixpack - Correctifs principaux: v10

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~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #110 // Correctifs additionnels pour les scripts: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #113 // Correctifs additionnels pour les alignements: v10

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~BG1NPC.TP2~ #2 #8 // BG1 NPC Project : ajouter des portraits de PNJs non-recrutables pour les dialogues et les quetes: v20

~BG1NPC.TP2~ #2 #9 // BG1 NPC Project : romance d'Ajantis, elements de base (contenu adolescent): v20

~BG1NPC.TP2~ #2 #10 // BG1 NPC Project : romance de Branwen, elements de base (contenu adolescent): v20

~BG1NPC.TP2~ #2 #11 // BG1 NPC Project : romance de Coran, elements de base (contenu adulte): v20

~BG1NPC.TP2~ #2 #12 // BG1 NPC Project : romance de Dynaheir, elements de base (contenu adolescent): v20

~BG1NPC.TP2~ #2 #13 // BG1 NPC Project : relation avec Shar-Teel, elements de base (contenu adulte): v20

~BG1NPC.TP2~ #2 #14 // BG1 NPC Project : romance de Xan, elements de base (contenu adolescent): v20

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~BG1NPC.TP2~ #2 #29 // BG1 NPC Project : zones de Bois-Manteau accessibles au chapitre 1 -> Rendre accessibles les quatre zones de Bois-Manteau (tout sauf les mines): v20

~BG1NPC.TP2~ #2 #30 // BG1 NPC Project : ajustements du journal de Sarevok -> Journal de Sarevok enrichi par SixofSpades: v20

~BG1NPC.TP2~ #2 #200 // BG1 NPC Project : dialogues inities par le joueur: v20

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~TXTMUSIC/TXTMUSIC.TP2~ #2 #0 // Musique retablie sur les ecrans textes pour BG1TuTu, EasyTutu et BGT-WeiDU: 9 (22 Mar 13)

~PAINTBG/PAINTBG.TP2~ #0 #0 // PaintBG: make portraits available via 'portraits' directory

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~PAINTBG/PAINTBG.TP2~ #0 #7 // PaintBG: Aerie -> Lighter Aerie, with smaller eyes

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~PAINTBG/PAINTBG.TP2~ #0 #10 // PaintBG: Alora

~PAINTBG/PAINTBG.TP2~ #0 #11 // PaintBG: Anomen

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~PAINTBG/PAINTBG.TP2~ #0 #26 // PaintBG: Imoen -> Slightly more painted Imoen

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~PAINTBG/PAINTBG.TP2~ #0 #32 // PaintBG: Kagain

~PAINTBG/PAINTBG.TP2~ #0 #33 // PaintBG: Keldorn

~PAINTBG/PAINTBG.TP2~ #0 #35 // PaintBG: Khalid -> Khalid with ginger hair

~PAINTBG/PAINTBG.TP2~ #0 #36 // PaintBG: Kivan

~PAINTBG/PAINTBG.TP2~ #0 #37 // PaintBG: Korgan

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~PAINTBG/PAINTBG.TP2~ #0 #47 // PaintBG: Safana

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~PAINTBG/PAINTBG.TP2~ #0 #51 // PaintBG: Skie

~PAINTBG/PAINTBG.TP2~ #0 #53 // PaintBG: Tiax

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~PAINTBG/PAINTBG.TP2~ #0 #55 // PaintBG: Viconia -> Original Viconia; with a hood

~PAINTBG/PAINTBG.TP2~ #0 #57 // PaintBG: Xan

~PAINTBG/PAINTBG.TP2~ #0 #59 // PaintBG: Xzar

~PAINTBG/PAINTBG.TP2~ #0 #60 // PaintBG: Yeslick

~PAINTBG/PAINTBG.TP2~ #0 #61 // PaintBG: Yoshimo -> Yoshimo with oriental hairstyle; partially shaved

~PAINTBG/PAINTBG.TP2~ #0 #63 // PaintBG: Extra portraits (Bodhi, Jon, Ellesime and ToB characters) - affects LR Jon, TS Bodhi and Ascension Balthazar

~PAINTBG/PAINTBG.TP2~ #0 #64 // PaintBG: Additional portrait for Gorion (BG1 character)

~PAINTBG/PAINTBG.TP2~ #0 #65 // PaintBG: Additional portrait for Tamoko (BG1 character)

~BG1UB/SETUP-BG1UB.TP2~ #3 #0 // Restitution du deuxieme niveau de l'Ile de Glace: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #1 // La fiole mysterieuse: v13_120121

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~BG1UB/SETUP-BG1UB.TP2~ #3 #8 // Safana la flirteuse: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #9 // Recompense appropriee pour Albert et Rufie: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #10 // Placer Entar Ecudargent dans sa demeure: v13_120121

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~BG1UB/SETUP-BG1UB.TP2~ #3 #13 // Shilo Chen et les Ogres-mages: v13_120121

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~BG1UB/SETUP-BG1UB.TP2~ #3 #15 // Renforts de mercenaires du Poing Enflamme: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #16 // Corrections de creatures: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #17 // Restitutions de creatures: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #18 // Restitutions de noms de creatures: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #19 // Restitutions mineures de dialogues: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #20 // Restitutions audio: v13_120121

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~BG1UB/SETUP-BG1UB.TP2~ #3 #22 // Corrections et restitutions d'objets: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #3 #24 // Cadavres permanents: v13_120121

~BGQE/SETUP-BGQE.TP2~ #3 #0 // Mod Baldur's Gate Mini-Quests and Encounters: 8.1

~SETUP-TGC1E.TP2~ #6 #0 // Le Clan Gris Episode Un : A la Lumière d'une Bougie, BGT-WeiDU edition v1.8 -> Edition normale

~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored sounds: v3.3

~BG1NPCBEG/BG1NPCBEG.TP2~ #1 #100 // PNJs de BG1 au debut du jeu: v1.1

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #0 // 1PP : corrections d'avatars * elfes de sexe feminin en armure de cuir [EFB2]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #1 // 1PP : corrections d'avatars * elfes de sexe feminin en cotte de mailles [EFB3]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #2 // 1PP : corrections d'avatars * clerc elfe de sexe feminin en armure de plates [EFC4]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #3 // 1PP : corrections d'avatars * guerriere elfe en armure de plates [EFF4]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #4 // 1PP : corrections d'avatars * humaine sans armure [HFB1]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #5 // 1PP : corrections d'avatars * humaine en armure de cuir [HFB2]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #6 // 1PP : corrections d'avatars * humaine en cotte de mailles [HFB3]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #7 // 1PP : corrections d'avatars * clerc humaine en armure de plates [HFC4]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #8 // 1PP : corrections d'avatars * guerriere humaine en armure de plates [HFF4]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #9 // 1PP : corrections d'avatars * mage humaine sans armure [HFW1]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #10 // 1PP : corrections d'avatars * mage humaine en robe legere [HFW2]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #11 // 1PP : corrections d'avatars * correction de la progression des petites-gens [iFB1, IFB2, IFB3]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #12 // 1PP : corrections d'avatars * correction d'une erreur du clerc en armure de plates [iFC4]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #13 // 1PP : corrections d'avatars * nains en cotte de mailles [DMB3]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #14 // 1PP : corrections d'avatars * elfes de sexe masculin en cotte de mailles [EMB3]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #15 // 1PP : corrections d'avatars * humain en armure de cuir [HMB2]: v3

~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #16 // 1PP : corrections d'avatars * humain en cotte de mailles [HMB3]: v3

~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II

~ITEM_REV/ITEM_REV.TP2~ #1 #0 // Item Revisions par Demivrgvs: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1020 // Revision des potions: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1 // Armes de maitre: V3 Beta 1.16

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #0 // Spell Revisions: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #10 // Animations des Devas et Planetaires: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #20 // Correction d'Image Miroir: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #30 // Correction de la Dissipation de la Magie: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #40 // Correction du Sommeil: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #50 // Suppression des sorts non disponibles des ecrans de selection des sorts: v3.1 (Hotfix 03)

~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #60 // Mise a jour du Livre de sorts des PNJs recrutables: v3.1 (Hotfix 03)

~SETUP-BGSPAWN.TP2~ #3 #0 // Systeme BGSpawn base sur le niveau et le nombre de membres du groupe (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12

~SETUP-BGSPAWN.TP2~ #3 #1 // Choisissez l'intervalle entre les apparitions de creatures: 1.12

~SETUP-BGSPAWN.TP2~ #3 #2 // Seigneur Loup Vampirique (inspire par le Loup d'Ulcaster de DavidW) REMARQUE : ceci modifie certains Loups vampiriques dans le jeu. Le systeme BGSpawn s'en sert: 1.12

~SETUP-BGSPAWN.TP2~ #3 #3 // Rencontres aleatoires de BGSpawn entre les zones (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12

~SETUP-TACTICS.TP2~ #3 #37 // Trolls Rationalises

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #50 // Script de changement d'avatar: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #60 // Animation des armes amelioree: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #70 // Incantation des sorts style Icewind Dale (Andyr): v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #110 // Amelioration des icones des objets: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #130 // Mode pause dans tous les dialogues: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #140 // Fix Boo's Squeak: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1010 // Davantage d'interjections: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1020 // Modifier la valeur limite des points de vie pour les dialogues des PNJs blesses: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1040 // Ameliorer les gardes d'Athkatla: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1080 // Ajouter des sacs de contenance: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1090 // Pack d'objets exotiques: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2261 // Alterer la table de progression des sorts du mage -> Table P&P: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2271 // Alterer la table de progression des sorts du barde -> Table P&P: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2281 // Alterer la table de progression des sorts du clerc -> Table P&P: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2294 // Alterer les tables de progression des sorts et de niveaux du druide -> Table d'XP des clercs, table P&P des sorts des clercs et druides: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3000 // Plus de points de vie a la montee de niveau -> Maximum: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3010 // Points de vie maximum pour les PNJs (the bigg) -> Pour toutes les creatures du jeu: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3030 // Apprentissage des sorts assoupli -> 100% de chance d'apprendre un sort: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3040 // Sacs de contenance sans fond: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3080 // Empilement illimite des munitions: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3090 // Empilement illimite des gemmes et des bijoux: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3100 // Empilement illimite des potions: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3110 // Empilement illimite des parchemins: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3121 // Patch du bonheur (les PNJs du groupe ne se plaignent pas de la reputation) -> Les PNJs peuvent etre en colere a propos de la reputation mais ne quittent jamais (Salk): v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3125 // Rendre heureux les personnages neutres lorsque la reputation est moyenne: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3210 // Minimum pour les stats (triche): v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4000 // Ajuster le jet de reputation des PNJs mauvais recrutables: v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4080 // Transformer Khalid en Guerrier / Mage (Domi): v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4090 // Transformer Montaron en Assassin (Andyr): v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4100 // Changer l'alignement de Korgan en "Neutre Mauvais": v11

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4110 // Donner à Kagain 19 de constitution: v11

~RR/SETUP-RR.TP2~ #1 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.66

~RR/SETUP-RR.TP2~ #1 #1 // Thief kit revisions: v4.66

~RR/SETUP-RR.TP2~ #1 #3 // Proper racial adjustments for thieving skills: v4.66

~RR/SETUP-RR.TP2~ #1 #4 // Bard kit revisions: v4.66

~RR/SETUP-RR.TP2~ #1 #7 // Additional equipment for Thieves and Bards: v4.66

~RR/SETUP-RR.TP2~ #1 #8 // Upgradeable Equipment: v4.66

~RR/SETUP-RR.TP2~ #1 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.66

~RR/SETUP-RR.TP2~ #1 #999 // BG2-style icons for RR content: v4.66

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #0 // Level 1 NPCs par Nythrun : Liste des PNJs recrutables (requis pour l'installation de composants des PNJs): v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1219 // Alora: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1222 // Dynaheir: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1223 // Eldoth Kron: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1224 // Faldorn: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1225 // Garrick: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1206 // Imoen: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1226 // Kagain: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1228 // Kivan: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1212 // Minsc: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1235 // Xan: v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #2 #1237 // Yeslick Orothiar: v1.9

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #5 // DrAzTiK Boucherie à la sortie des trefonds obscurs(BETA)

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #6 // Nouvelles rencontres avec Groumf & Bourinos

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #7 // Equilibrage de certaines creatures generiques.

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #8 // Equilibrage de certains boss mineurs.

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #9 // BGT MODD

~SETUP-GROUMF_ENCOUNTERS.TP2~ #0 #10 // Reputation boucherie

~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 18

~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 18

~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 18

~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 18

~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 18

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1000 // Initialisation du mod (tous les autres composants requierent celui-ci): v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1901 // Standardisation des sorts : BG1 vs BG2 -> Introduction des parchemins de sorts de BG2 dans BG1: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2160 // Ajoute une copie supplementaire de parchemins de sorts difficiles a trouver: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #2170 // Vision veritable protege de la cecite magique: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #3030 // Reintroduction des potions de soins majeurs: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4000 // Ours plus rapides: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4010 // Donner aux creatures de grande taille, volantes, non materielles ou assimilees l'immunite aux toiles d'araignee et aux enchevetrements: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4020 // Loups et chiens sauvages plus realistes: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4030 // Metamorphose amelioree: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4040 // Rendre les membres du groupe moins susceptibles de mourir de facon permanente: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4110 // Permettre de separer les couples de PNJ: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4120 // Les PNJ vont dans les auberges: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4146 // Passe les sections tutoriel de Chateau-Suif -> Passe tout Chateau-Suif (avertissement : brise l'illusion realiste !): v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4150 // Permettre aux Mages Cagoules de deceler le lancement de sorts a l'interieur, dans les zones au niveau du sol, a Athkatla: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4180 // Rendre les parchemins de liberte accessibles plus tot: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4215 // Retirer les objets exagerement opportuns de certaines regions: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4218 // Retirer les munitions exagerement opportunes de certaines regions -> Retirer tous les projectiles des conteneurs aleatoires: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4240 // Traiter les Capacites de haut niveau des mages et des pretres comme des capacites innees plutot que comme des sorts memorisables (chacun ne pouvant etre choisis qu'une seule fois): v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5000 // IA du groupe plus simple: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5050 // Carapaces d'ankhegs, peaux de loup des glaces et tetes de wivernes empilables: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5060 // S'assurer que Shar-Teel ne meurt pas lors du defi originel: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA): v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6000 // IA generale plus efficace: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6010 // Meilleurs appels a l'aide: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6020 // Ajouter les capacites de haut niveau (HLA) aux lanceurs de sorts -> Seuls les lanceurs de sorts choisis de ToB ont des HLA: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6033 // Mages plus intelligents -> Les mages dans BG1 lancent des sorts a incantation courte instantanement au debut d'un combat ; les mages dans BG2 ne le font que si ces sorts sont lances en ayant le PJ en vue: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6044 // Pretres plus intelligents -> Les pretres lancent des sorts a incantation courte instantanement au debut d'un combat en mode de difficulte difficile et au-dela: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6104 // Potions pour PNJ -> Toutes les potions laissees tombees par les ennemis tues se brisent et sont perdues: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6200 // Araignees ameliorees: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6300 // Sirenes et dryades plus intelligentes: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6310 // Vers charognards legerement plus coriaces: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6320 // Basilics plus intelligents: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6500 // Golems ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6510 // Demons ameliores -> Les demons ont environ 50% de points de vie en plus de la normale: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6520 // Genies plus intelligents -> Les genies ont environ 50 pour cent de points de vie de plus que la normale: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6530 // Celestes plus intelligents -> Les celestes ont environ 50% de points de vie en plus de la normale: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6540 // Dragons plus intelligents -> Les dragons ont une augmentation substantielle de points de vie: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6570 // Githyankis plus intelligents: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6580 // Vampires ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6590 // Boss de fin de ToB plus intelligent: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7000 // Dopplegangers ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7010 // Gardes des Griffes Noires et du Trone de Fer plus coriaces: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7020 // Deploiements des groupes d'assassins ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7030 // Amelioration des kobolds basee sur Dark Side of the Sword Coast: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7040 // Chasseurs de primes deplaces: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7050 // Ulcaster ameliore: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7060 // Ile de Balduran amelioree: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7070 // Tour de Durlag amelioree: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7080 // Fanatiques du culte du demon ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7090 // Druides de Bois-Manteau ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7100 // Bassilus ameliore: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7110 // Groupe de Drasus ameliore: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7130 // Mages Rouges ameliores: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7140 // Groupe d'Ombre-ville ameliore: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7200 // Combat de fin du chapitre deux plus difficile: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7210 // Combat de fin du chapitre trois plus difficile: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7220 // Combat de fin du chapitre quatre plus difficile: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7230 // Combat de fin du chapitre cinq plus difficile: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7250 // Combat final ameliore: v27

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7900 // Rencontres mineures ameliorees: v27

~ITEM_REV/ITEM_REV.TP2~ #1 #1030 // Revision des boutiques: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #3 // Autoriser le lancement de sorts en armure -> Avec une penalite de vitesse d'incantation pour les lanceurs de sorts profanes: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1040 // Encombrement en armure lourde -> Penalites a la vitesse de deplacement, a la dexterite et au facteur de vitesse: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1101 // Autoriser l'usage des competences de voleur en armure -> Furtivite penalisee par les armures et les boucliers: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1050 // Bonus des armures revus: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #11 // Le combat a deux armes differe selon le type d'arme, legere ou lourde: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #12 // Les objets de protection peuvent etre portes en meme temps qu'une armure magique: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #13 // Les hallebardes peuvent egalement infliger des degats tranchants: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1090 // Annule les restrictions d'arme pour les lanceurs de sorts divins multiclasses -> Pour les Clercs uniquement: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #16 // Equipement des Druides version papier -> Pour les Druides et les Guerriers/Druides: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1060 // Les Kensai peuvent porter des bracelets: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1070 // Les Voleurs peuvent utiliser des baguettes: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #17 // Modifications des armes: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #1080 // L'enchantement des armes n'affecte pas leur facteur de vitesse: V3 Beta 1.16

~ITEM_REV/ITEM_REV.TP2~ #1 #18 // Penalite d'attaque sournoise avec les armes inappropriees -> Penalite d'attaque sournoise: V3 Beta 1.16

~SETUP-BGTTWEAK.TP2~ #2 #400 // Ajout de la cape de Semaj et anneau de protection de Korevas ameliore: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #500 // Exploration automatique des villes: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #1000 // Sacs sur la Cote des Epees: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #2100 // Armes exotiques pour Taerom: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #2300 // Desactiver la reaction hostile apres un charme: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #2500 // Acces a Barbe d'Ulgoth uniquement par l'ouest du Travers du Ver: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #2600 // Empecher l'acces a la Tour de Durlag par les zones adjacentes: 11 (5 Feb 12)

~SETUP-BGTTWEAK.TP2~ #2 #2700 // Mettre l'Epee du chaos +2 dans l'inventaire de Sarevok: 11 (5 Feb 12)

~AURORA/SETUP-AURORA.TP2~ #1 #460 // Tresors aleatoires realistes -> Suppression de tous les tresors aleatoires: v5

~AURORA/SETUP-AURORA.TP2~ #1 #500 // Version papier des Horreurs casquees et de Bataille: v5

~AURORA/SETUP-AURORA.TP2~ #1 #9000 // Correction des references de zone pour les creatures: v5

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #218 // Recuperer les pouvoirs de Bhaal dans ToB: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #262 // Recompenses en XP alterees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges -> Pas de recompenses en XP pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #220 // Script simple du voleur: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #230 // Script simple du Barde (chante Chant du Barde quand inactif): v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #500 // Capacite de stockage des contenants legerement etendue -> Utiliser la capacite de stockage recommandee (999): v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #510 // Services etendus des temples: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #999 // Icones du style de BG2 pour le contenu d'aTweaks: v3.82

~SETUP-XPMOD.TP2~ #2 #1 // Reduction de l xp des creatures -> Reduire a 50%

~ATP/ATP.TP2~ #1 #100 // ATP: Script ameliore de combat: v2.0

~ATP/ATP.TP2~ #1 #230 // ATP: Graphisme different pour la bille +1: v2.0

~ATP/ATP.TP2~ #1 #410 // ATP: Sorts rares en vente a la boutique de magie du Megaventure: v2.0

~ATP/ATP.TP2~ #1 #500 // ATP: Ajouter les parchemins de sorts BG1 rares aux boutiques de BG1 (BGT requis): v2.0

~ATP/ATP.TP2~ #1 #510 // ATP: Ajouter les parchemins de sorts BG2 aux boutiques de BG1 (BGT requis): v2.0

~ATP/ATP.TP2~ #1 #520 // ATP: Ajouter les armes rares a la boutique de Taerom (BGT requis): v2.0

~ATP/ATP.TP2~ #1 #540 // ATP: Restaurer la quete de la vache d'Hulrik (BGT requis): v2.0

~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #2050 // Improved Difficulty System. -> Serious dialogue (recommended).: TB#Tweaks, V 2.61

~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #7550 // Gain stats as you level up -> 5 points for a full BGT game; only the main character can advance over their racial maximum.: TB#Tweaks, V 2.61

~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #8500 // Party Members can facestab too! -> Always: TB#Tweaks, V 2.61

~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: v6.8

~SETUP-BGT-NPCSOUND.TP2~ #0 #0 // Baldurs Gate Trilogie NPC Sound

~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #1 #0 // Archivage generalise au format bif: v2.2

~WIDESCREEN/WIDESCREEN.TP2~ #1 #0 // Mod Widescreen -> pour les jeux Infinity Engine originaux (CHOISISSEZ CA !): Mod Widescreen v3.02

 

 

 

Edited by DrAzTiK
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Silly thing, but Refinements managed to actually implement additional +2 bonus to AC/ST against Racial Enemy. Look up Racial Nemesis HLA.

 

Also, what do you think about making Racial enemies much more... generalized? Now this ability is just narrow and terrible. But if we could choose between:

- Beasts

- Humanoids

- Monsters

- Undeads

- Extra-Planars

Nearly any choice except of Beasts becomes good here. And that's what we call a choice!

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Racial Enemy

Silly thing, but Refinements managed to actually implement additional +2 bonus to AC/ST against Racial Enemy. Look up Racial Nemesis HLA.
I know (via invisible creature and scripts though), and I do said that I was willing to do something similar to Refinements for an eventual Racial Enemy upgrade, but see below.

 

Also, what do you think about making Racial enemies much more... generalized? Now this ability is just narrow and terrible. But if we could choose between:

- Beasts

- Humanoids

- Monsters

- Undeads

- Extra-Planars

Nearly any choice except of Beasts becomes good here. And that's what we call a choice!

We already discussed this, and that is EXACTLY what I would do if only Racial Enemy wasn't hardcoded to use race.ids entries. :( I do hope sooner or later BGEE and/or ToBEx allow us to tweak it, but right now my hands are tied.

 

I even tried to imagine a way to remove/block the current racial enemy end force upon the class an automatic "Monster Bane" (which is the most appropriate pick imo), but afaik I cannot even do that.

Edited by Demivrgvs
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I cannot directly access to my files before this afternoon but I can give you a small preview on what to expect from tonight's new release. :) If necessary I'm still able to alter something if it doesn't require too much time.

 

True Ranger

I spent almost an entire day looking at each and every existing PnP spell to try improving ranger's spellbook, and the result is the following.

 

Legend: spells already available via vanilla or SRv3, will be handled by SR, added by KR as part of the kit revision itself

 

/--- 1st lvl spells ---/

 

Cure Light Wounds (Regenerate Light Wounds)

Entangle

Shillelagh

Animal Summoning I

Goodberries

Blades of Fire

Longstrider

 

Removed: Faerie Fire, Magical Stone, Strength of Stone, Sunscorch

 

/--- 2nd lvl spells ---/

 

Barkskin

Cure Moderate Wounds (Regenerate Moderate Wounds)

Resist Fire and Cold

Slow Poison

Animal Summoning II

Gust of Wind

Snare

Swift Haste

 

Removed: Charm Person or Animal, Find Traps, Fire Trap, Flame Blade

 

/--- 3rd lvl priest spells ---/

 

Cure Disease

Cure Serious Wounds (Regenerate Serious Wounds)

Hold Person or Animal

Storm Shield (Wind Wall)

Summon Insects

Animal Summoning III

Gr. Magic Fang

Spike Growth

 

Removed: Call Lightning, Contagion, Dispel Magic

 

/--- 4th lvl spells ---/

 

Animal Summoning I (Animal Summoning IV)

Cure Critical Wounds (Regenerate Critical Wounds)

Farsight

Free Action

Lesser Restoration

Neutralize Poison

Foebane

 

Removed: Call Woodland Beings, Death Ward, Ice Storm, Negative Plane Protection, Poison

 

 

Short description of the the new spells:

- Blades of Fire: pretty much IR's Oil of Fiery Burning, adds fire damage to melee weapons

- Longstrider: self only, +2 movement rate for 1 hour

- Snare: a Fire Trap variant which entangles opponents instead of dealing fire damage

- Swift Haste: a single target, self only, casting time 1, 4 rounds duration Haste

- Foebane: adds 2d6 damage against monsters to weapons

 

What do you think?

 

It's not implemented right now, but I'm taking into consideration the possibility of merging Animal Empathy with Animal Companion as a sort of "upgrade" of the former (e.g. at 4th level the True Ranger could use this ability to either charm another animal or temporary summon a wolf). Obviously, such an addition would make even more mandatory to make this class roll d8 for hit points and/or limit it to medium armors.

 

Archer

No changes for this beta (except small adjustments to Called Shots).

 

This kit already receives too much things imo (e.g. at level 4 it gets+1 hit/dmg with missiles, Called Shots and Divine Spellcasting), if anything it needs a small nerf (e.g. +1 casting speed penalty), but surely not a buff. For example we could decide to remove quite a few spells, and maybe give it only a handful unique ones (from PnP I could only imagine things like Hawkeye/Guided Shot, Favorable Winds, Arrow Storm).

 

Beastmaster

Not yet implemented for this beta, but I actually have a bunch of unique spells in mind for him. ;)

 

Stalker

This kit now gets one unique spell at each spell level:

- Camouflage: self only Invisibility

- Hunter's Eye: +1 backstab multiplier for 1 backstab

- Non-detection: self explanatory

- Improved Camouflage (*): self only Improved Invisibility

 

(*) PnP actually has Mass Camouflage but I think this solution is better, am I wrong? Alternatively PnP also has Mass Longstrider, which could be a dream come true for those players who really cannot bear slow travels. :D

 

If you have any suggestion or feel like I did something wrong don't be shy. :)

Edited by Demivrgvs
Link to comment
We already discussed this, and that is EXACTLY what I would do if only Racial Enemy wasn't hardcoded to use race.ids entries. :( I do hope sooner or later BGEE and/or ToBEx allow us to tweak it, but right now my hands are tied.

Meh. I also do remember an old mod that added some additional racial enemies, I think it was SimDong's TweakPack. Still, it probably just added new entries to Races.IDS. Rebuilding everything from scratch is a bit harder. ToBHack pls?

I really do like spellbook of Ranger. Suddenly it feels much more 'supportive' and blends with the skillset instead of becoming really bad Druid. I am not sure about what I feel about Ranger's not have an access to Faerie Fire. That's a good spell, fits them flavorwise and mechanic-wise.

Hunter's Eye seems to be an awkward name for this spell. And possibly it should somehow scale into lategame, maybe by increasing Backstab modifier more at later levels?

I'm all for mass Longstrider. I often use Haste just to move my party over locations.

 

Archers

- loose 2-weapon fighting style free points

- loose any animal-based powers (let it be charm or companion)

- loose Hide in Shadows?

 

As overall, I'm all for restricting Rangers to Leather Armors but then they require some really strong features so his kits (which usually just restrict them to Leather armors) can have new disadvantages.

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Ranger spellbooks

Anyhow, T-up for Stalker having self-only II - even in PnP, it's a "loner" class.
My point exactly.

 

I really do like spellbook of Ranger. Suddenly it feels much more 'supportive' and blends with the skillset instead of becoming really bad Druid. I am not sure about what I feel about Ranger's not have an access to Faerie Fire. That's a good spell, fits them flavorwise and mechanic-wise.
I removed Faerie Fire because in PnP the ranger does not get it, and gameplay wise it actually heavily overlaps with both Tracking ability and the new Quarry. Trust me, with those two abilities you really won't need FF while playing a ranger.

 

Hunter's Eye seems to be an awkward name for this spell. And possibly it should somehow scale into lategame, maybe by increasing Backstab modifier more at later levels?
Meh, I actually don't like the spell name myself, but it's the original PnP name. :( The spell doesn't scale with levels within PnP, and while nothing prevents us from tweaking it if necessary keep in mind that it sort of scale by itself when Stalker's base multiplier improve at levels 9 and 17.

 

I'm all for mass Longstrider. I often use Haste just to move my party over locations.
Well...I can actually give this spell to all rangers while keeping Stalker's focus on stealth oriented ones.

 

True Ranger

I also do remember an old mod that added some additional racial enemies, I think it was SimDong's TweakPack. Still, it probably just added new entries to Races.IDS. Rebuilding everything from scratch is a bit harder. ToBHack pls?
Yes, it only added more entries. As I said, without ToBEx my hands are tied on this matter.

 

As overall, I'm all for restricting Rangers to Leather Armors but then they require some really strong features so his kits (which usually just restrict them to Leather armors) can have new disadvantages.
I wouldn't restrict the True Ranger to light armors, but medium ones as per PnP, thus still 1 step better than all its kits.

 

If I'm going to implement a sort of Animal Companion as described in my previous post, only the True Ranger and the Beastmaster will get it (with the latter kit obtaining it earlier at level 1, and summoning a more powerful stealthy panther), thus creating a new disadvantage for both Archer and Stalker.

 

Archer

- loose 2-weapon fighting style free points

- loose any animal-based powers (let it be charm or companion)

- loose Hide in Shadows?

- cannot be done :(

- already done :)

- I think this is a too much defining feature for a ranger

Edited by Demivrgvs
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I removed Faerie Fire because in PnP the ranger does not get it, and gameplay wise it actually heavily overlaps with both Tracking ability and the newQuarry. Trust me, with those two abilities you really won't need FF while playing a ranger.

Forgot you want to implement this stuff. Then yeah, FF is obsolete.

 

I wouldn't restrict the True Ranger to light armors, but medium ones as per PnP, thus still 1 step better than all its kits.

Sounds okay.

What about restricting Paladins from using Light Armors and Exotic Weapons to balance that off? Or at least limit them off to profiiency in exotic weapons.

 

Meh, I actually don't like the spell name myself, but it's the original PnP name. :( The spell doesn't scale with levels within PnP, and while nothing prevents us from tweaking it if necessary keep in mind that it sort of scale by itself when Stalker's base multiplier improve at levels 9 and 17.

Forgot now Stalkers have x4 modifier which is enough. Spell still feels underwhelming then.

 

Camouflage

What about this spell making it possible to hide in plain sight? Just invisibility is like... the most boring thing ever.

 

Well...I can actually give this spell to all rangers while keeping Stalker's focus on stealth oriented ones.

What about upgrading lvl1 Longstrider to actually affect your whole team but for example working only out of combat?

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