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Wisp

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Hi Wisp, I found only 1/2 a dozen cases where this can happen so it's not such a big deal. I just went through itemlist.2da and made sure each fighter gets a weapon of the exact same type.

 

I noticed though that some fighters (Koshi for instance) only get +1 replacements for their unique magic weapons, am I wrong in thinking they should get +2 at least? I say this because druids can summon creatures immune to +1 or less in the early game (there is no "generic" +2 ninja-to to replace Usono's blade).

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I noticed though that some fighters (Koshi for instance) only get +1 replacements for their unique magic weapons, am I wrong in thinking they should get +2 at least? I say this because druids can summon creatures immune to +1 or less in the early game (there is no "generic" +2 ninja-to to replace Usono's blade).

For the most part these are because the replacement column is pretty much a straight addition to the amount of loot the player finds. Because if that, I try to keep the replacement items fairly inconsequential. However, maybe I should make an exception for Koshi and give him a +2 katana instead. Any others that stick out?

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Hi again, about the party having too much loot, would you consider reducing the price generic magic items can be sold for? +2 bastard swords, long swords and short swords are particularly overpriced, and the party will probably never buy any of them, only sell them.

 

The skeleton warrior who used to have halcyon spear didn't get a replacement weapon (he had metaspell amulet in my game). If it's not too much outside the mod's scope would you consider replacing this skeleton warrior with a more powerful creature, as you fight pairs or even groups of skeleton warriors just to get to a single unique one that's no tougher. Maybe a greater mummy, since he's in a sarcophagus...

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Hi again, about the party having too much loot, would you consider reducing the price generic magic items can be sold for? +2 bastard swords, long swords and short swords are particularly overpriced, and the party will probably never buy any of them, only sell them.

Sounds like a good option.

 

The skeleton warrior who used to have halcyon spear didn't get a replacement weapon (he had metaspell amulet in my game). If it's not too much outside the mod's scope would you consider replacing this skeleton warrior with a more powerful creature, as you fight pairs or even groups of skeleton warriors just to get to a single unique one that's no tougher. Maybe a greater mummy, since he's in a sarcophagus...

I'll give it some thought. At the very least I'll fix the weapon. However, I'm not particularly convinced the encounter needs to be more difficult. The loot is from the lowest tier and you can view the preceding opponents as part of the challenge.

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Some wizards seem to have entirely too many scrolls: Yuan Ti mage on lvl 1 of Nalia's keep had 3* Improved Invisibility, 2* stoneskin, 2* Secret Word and a Minor Sequencer... Sorcerous Amon had a lot of scrolls too. Oh, well I'm playing a new game with a sorc so the scrolls are kind of irrelevant except as single use items.

 

Gromnir had a mis-assigned item, he got the Darksteel shield but it wasn't actually put in any slot - inventory or equipment - on his cre file (not that I'd use shields in ToB).

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Some wizards seem to have entirely too many scrolls: Yuan Ti mage on lvl 1 of Nalia's keep had 3* Improved Invisibility, 2* stoneskin, 2* Secret Word and a Minor Sequencer... Sorcerous Amon had a lot of scrolls too. Oh, well I'm playing a new game with a sorc so the scrolls are kind of irrelevant except as single use items.

 

Gromnir had a mis-assigned item, he got the Darksteel shield but it wasn't actually put in any slot - inventory or equipment - on his cre file (not that I'd use shields in ToB).

If you haven't reinstalled the mod since, can you upload the three files fl#randomseed.2da, fl#randoptions.2da and fl#removeditems.2da (they're in your override), as well as your weidu.log?

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My install:

 

 

// 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]

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10

~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2

~FREEACT/SETUP-FREEACT.TP2~ #0 #50 // Update spell and item descriptions: v2

~RETALIATORKIT/SETUP-RETALIATORKIT.TP2~ #0 #0 // Retaliator Kit

~SETUP-PPK.TP2~ #1 #0 // Prestige Kit Pack Basic

~SETUP-PPK.TP2~ #1 #1 // Dreadnought

~SETUP-PPK.TP2~ #1 #3 // Ssaulabi

~SETUP-PPK.TP2~ #1 #9 // Tempest

~SETUP-PPK.TP2~ #1 #11 // Shadowdancer

~SETUP-PPK.TP2~ #1 #16 // Elementalist

~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials

~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.50

~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.50

~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.50

~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.50

~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.50

~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.50

~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.50

~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v10

~ATP/ATP.TP2~ #0 #210 // ATP: BG1 graphics for Short Sword +1: v2.0

~ATP/ATP.TP2~ #0 #220 // ATP: New graphics for Scimitar +1: v2.0

~ATP/ATP.TP2~ #0 #230 // ATP: New graphics for Bullet +1: v2.0

~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments

~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies

~SETUP-D0TWEAK.TP2~ #0 #7 // PnP Celestial Fury

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2080 // Delay High Level Abilities: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2091 // Change Experience Point Cap -> Level 20 Experience Point Cap: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v12

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v12

~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls

~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only

~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII

~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes

~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II

~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour Switching

~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects

~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches

~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations

~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves

~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)

~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)

~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)

~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)

~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects

~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals

~SETUP-TACTICS.TP2~ #0 #4 // Improved Bodhi

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21

~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v21

~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility -> Spell Thrust, Secret Word and Ruby Ray get areas of effect (legacy option, not recommended): v21

~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21

~SCSII/SETUP-SCSII.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v21

~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21

~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of Balduran from the game: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3521 // Remove unrealistically convenient ammunition from certain areas -> Remove ammo up to the +2 level from random containers: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21

~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21

~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21

~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21

~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v21

~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v21

~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21

~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21

~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21

~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21

~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7071 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v21

~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21

~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21

~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.10

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.10

~POLYTWEAK/POLYTWEAK.TP2~ #0 #75 // Related Weapon Proficiencies -> Related Weapon Proficiencies except clubs (see readme): v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #100 // Anomen: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #150 // Cernd: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #201 // Jaheira -> two handed weapons: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #300 // Keldorn: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #500 // Nalia: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v1.20

~POLYTWEAK/POLYTWEAK.TP2~ #0 #700 // Viconia: v1.20

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.8

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

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #10100 // Remove Protection from Undead scrolls from stores -> All scrolls from all stores: v6.8

// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.8

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

~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #10100 // Remove Protection from Undead scrolls from stores -> All scrolls from all stores: v6.8

~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.8

 

 

 

(I had recently re-installed the randomizer for a new game, if that means anything)

fl#randomseed.2da

fl#randoptions.2da

fl#removeditems.2da

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I got 2 Girdle of Bluntness in BG1, one dropped from someone and another one sold by a merchant in Nashkel.

The one in Nashkel is likely caused by another mod. Item Randomiser only moves the girdle (formerly) possessed by Krumm. There is an unused "Carnival Shop" store that carries a second girdle; perhaps another mod uses it, which would allow you to buy a second copy.

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Ok, I understand that Girdle and bastard swords aren't bugs or even incompatibilities per se.

 

But, by the end of BG1 I had 3 Cloaks of non-detection, and that's probably an incompatibility. Also, not sure if that's related, but I couldn't find cloak of protection +2. Maybe I just missed it, though.

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But, by the end of BG1 I had 3 Cloaks of non-detection, and that's probably an incompatibility.

The Cloak of Non-Detection is not randomised in BG1. You can find two cloaks in vanilla BG1 (Cloakwood and from Ordulinian), and some other mod is probably responsible for the third. Generally, Item Randomiser doesn't (can't) cause duplicate items, unless you do something to invalidate your save (e.g., re-randomise without starting a new game).

 

Also, not sure if that's related, but I couldn't find cloak of protection +2. Maybe I just missed it, though.

If you want to know where it is, I'll need the value of the global variable "fl28t02". Or you can look it up yourself by matching the value of the variable to one of the locations in tier 28 in randomiser/lists/bg1location.2da (the location column).

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The good news is that the crash can be fixed. The bad news is that getting the scripting to work right requires more effort that I'm willing to put into it (if there's even a reliable solution to be found). I'll be disabling the randomisation of the CON manual on original BG1.

Any idea if making this change would allow the BG1 engine to use mode 1 randomization as you speculated earlier?

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The good news is that the crash can be fixed. The bad news is that getting the scripting to work right requires more effort that I'm willing to put into it (if there's even a reliable solution to be found). I'll be disabling the randomisation of the CON manual on original BG1.

Any idea if making this change would allow the BG1 engine to use mode 1 randomization as you speculated earlier?

 

Sorry about the late reply, but I really have no idea. I can't predict the behaviour of the BG1 engine well enough.

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