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Some spells are unchanged, some are changed?


ancalimohtar

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The vast majority of spells function as the readme says. For example, Lightning Bolt is single-target, Skull Trap is up to 20d4 rather than unlimited-d6. Cloudkill is a new color, and so on and so forth.

 

But some spells, particularly level 1 spells, seem not to be changed. Mage Armor doesn't say it improves with level. Blindness is permanent. These weren't ninja changes within a "newer" 3.1 right? I installed SR a year and a half ago, but I have version 3.1, which is the newest version right?

 

I'll check to see if level 2+ spells are goofy too.

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Mmm...3.1 is indeed the last version, we have not made "hidden changes" but only fixed some bugs here. Do you have any other mod installed which might affect spells? It would be useful if you could make a changelog, or at least post here your weidulog (the former solution is waaay better).

 

For example I remember ages ago that Kelsey mod NPC caused similar issues by re-overwriting a bunch of spells here and there. Do you have such mod installed after SR?

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Mmm...3.1 is indeed the last version, we have not made "hidden changes" but only fixed some bugs here. Do you have any other mod installed which might affect spells? It would be useful if you could make a changelog, or at least post here your weidulog (the former solution is waaay better).

 

For example I remember ages ago that Kelsey mod NPC caused similar issues by re-overwriting a bunch of spells here and there. Do you have such mod installed after SR?

 

what file should i run the changelog on? in the meantime, here's the weidu.log:

 

// 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: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.13 (22 Jan 12)
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU: 8 (10 Jan 12)
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v20
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v20
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20
~BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v20
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1, v6
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2
~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II, v8
~CLIFFKEY/SETUP-CLIFFKEY.TP2~ #0 #1 // A Mod for the Orderly - Add a Keyring to Faerun! See readme for more details about the choices below. -> Consistency Plus version: v5
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v2.5
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v2.5
~TASHIA/SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.3
~TASHIA/SETUP-TASHIA.TP2~ #0 #3 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Baldurized Dialogues: v1.3
~TASHIA/SETUP-TASHIA.TP2~ #0 #5 // Alternate portrait for Tashia. -> Tashia's Alternate Portrait 2.: v1.3
~SETUP-FADE.TP2~ #0 #0 // Fade: An NPC for Baldur's Gate II
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v9
~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer
~XAN/SETUP-XAN.TP2~ #0 #5 // BG1-style flaming swords
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 3.1
~ANGELO/SETUP-ANGELO.TP2~ #0 #0 // Angelo NPC MOD for Baldur's Gate II, v4
~ANGELO/SETUP-ANGELO.TP2~ #0 #1 // Angelo's alternative portraits -> Angelo's portrait, edited by SisterVigilante
~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: SoA: v1.1
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v4
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #101 // Alternate Tyris Portraits -> Alternate Portrait 1: v4
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II, v2
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v14
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: 4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: 4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: 4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance (By David Gaider with additions from Kulyok): 4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: 4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: 4
~SETUP-EDWINROMANCE.TP2~ #0 #0 // EdwinRomance
~SETUP-EDWINROMANCE.TP2~ #0 #1 // Restore Edwin's BG1 portrait
~SETUP-EDWINTOB.TP2~ #0 #0 // Edwin Romance ToB
~SETUP-EDWINTOB.TP2~ #0 #1 // New ending for Viconia Romance by Laufey
~TSUJATHA/SETUP-TSUJATHA.TP2~ #0 #0 // Tsujatha (BG2:SoA NPC) created by Sillara of the Tamari: v13
~IMOEN.TP2~ #0 #0 // 'Imoen Romance Add-on Mod BG2:SoA(ToB required!)v1.201'
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3.1
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3.1
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3.1
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v20
~SETUP-SCS.TP2~ #0 #1000 // Make Protection from Normal Missiles block magical missiles -> No magical missiles penetrate Protection from Normal Missiles: v20
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v20
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v20
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v20
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v20
~SETUP-SCS.TP2~ #0 #1060 // Cosmetic change: stop Stoneskins from changing your character's colour: v20
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v20
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v20
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v20
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v20
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v20
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v20
~SETUP-SCS.TP2~ #0 #3101 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v20
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v20
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v20
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v20
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v20
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v20
~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v20
~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v20
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v20
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v20
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v20
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v20
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v20
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v20
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v20
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v20
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v20
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v20
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v20
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v20
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v20
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v20
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v20
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v20
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v20
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v20
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v20
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v20
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v20
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v20
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v20
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v20
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v20
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v20
~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA
~SETUP-KELSEYTOB.TP2~ #0 #0 // Kelsey: ToB - Version 2
~SETUP-KELSEYTOB.TP2~ #0 #2 // Ascension-specific dialogue (Requires WeiDU Ascension, v1.4.12 or greater recommended)
~SETUP-KELSEYTOB.TP2~ #0 #3 // Install Default Kelsey portrait set by Wynne Lurty? (set 1 of 3)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.47
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.47
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.47
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.47
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.47
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.47
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.47
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.47
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.47
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.47
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.47
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.47
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3990 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4000 // Increase the price asked by Gaylan Baele -> Gaylan wants 40,000 gold pieces: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v20
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v20
~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: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v20
~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): v20
~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): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6122 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6137 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6161 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 7th-level spells get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7032 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7071 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7127 // Improved Irenicus in Hell (Tactics remix) -> Faithful adaptation of the Tactics version: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v20
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2293 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Un-Nerfed Druid Spell Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Spellcasting in Armor -> Allow Spellcasting in Armor with Casting Speed Penalties for Arcane Casters: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #14 // Remove Cleric Weapon Restrictions from Multi-classed Clerics: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.71
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~SETUP-REFINEMENTS.TP2~ #0 #40 // Universal lesser mage robes: Refinements v 3.31
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #55 // Dudleyfix for BG1 NPCs: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~EPORTRAITS/EPORTRAITS.TP2~ #0 #0 // Install Enkida's Portrait Mod?
~EPORTRAITS/EPORTRAITS.TP2~ #0 #101 // Alternate Aerie
~EPORTRAITS/EPORTRAITS.TP2~ #0 #102 // Alternate Anomen
~EPORTRAITS/EPORTRAITS.TP2~ #0 #103 // Alternate Cernd
~EPORTRAITS/EPORTRAITS.TP2~ #0 #104 // Alternate Edwin
~EPORTRAITS/EPORTRAITS.TP2~ #0 #105 // Alternate Imoen
~EPORTRAITS/EPORTRAITS.TP2~ #0 #106 // Alternate Irenicus
~EPORTRAITS/EPORTRAITS.TP2~ #0 #107 // Alternate Jaheira
~EPORTRAITS/EPORTRAITS.TP2~ #0 #108 // Alternate Jan
~EPORTRAITS/EPORTRAITS.TP2~ #0 #109 // Alternate Keldorn
~EPORTRAITS/EPORTRAITS.TP2~ #0 #110 // Alternate Mazzy -> Alternate Mazzy (leather)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #113 // Alternate Nalia
~EPORTRAITS/EPORTRAITS.TP2~ #0 #115 // Alternate Valygar
~EPORTRAITS/EPORTRAITS.TP2~ #0 #117 // Alternate Yoshimo
~EPORTRAITS/EPORTRAITS.TP2~ #0 #200 // Alternate Angelo and minor NPCs (Angelo NPC)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #202 // Alternate Balthazar (Ascension)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #204 // Alternate Edwina (BG2 Tweaks)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #205 // Alternate Edwina and minor NPCs (Edwin Romance)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #206 // Alternate Fade (Fade NPC)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #208 // Alternate Kelsey (Kelsey NPC)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #217 // Alternate Suna Seni (Unfinished Business)
~EPORTRAITS/EPORTRAITS.TP2~ #0 #219 // Alternate Xan (Xan NPC - affects default BioWare portrait!)
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2000 // Angelo Dosan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3185 // Tyris Flare: v1.9
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

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You have Kelsey and Ascension installed after SR, which results in the described behavior.

Also, you have Kelsey installed after SCS, which is a bad idea, because it also clashes with its updated Detectable Spells system - somewhat erratic AI behavior is to be expected (albeit nothing game-breaking).

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Dammit. I remember going through that 300 page BiG World PDF with a fine-toothed comb (took me DAYS) but apparently I messed up two things. I've since noticed a few more errors in-game: some spells' descriptions are straight up text taken from quest conversations; also the description for benefits of weapon proficiency points is wrong (e.g., official Grandmastery text, but actually applies True Grandmastery benefits).

 

This process of personally reading about all the conflicts between dozens of mods that all modify random things that aren't even related thematically, then which changes aren't compatible, then how to avoid them by installing in the right order (sometimes installing different parts of the same mod at separate times in the install order!), then going back and forth and making a notepad file to tell myself exactly what to do at every step, then waiting the hours for the whole thing to actually install, then a hundred hours into gameplay find out that you messed up--it's a lot of work, man.

 

I wish a lot of these mods would consolidate themselves. Like all the "fixes" into a fix mod, all the graphical upgrades into one mod, all the non-combat tweaks put into BG2 tweaks. (Why does SCS include non-combat things like Reputation gain speed adjustment or universal strongholds? Shouldn't it be put into the BG1/2 tweakpacks?) All the class/ability tweaks put into one mod. (Rogue Rebalancing, Refinements, that Divine whatever that apparently doesn't work with anything so I didn't install it) All the extra content stuff like Ascension into one mod, all the Bioware NPC romance/banter/extension mods together, (mod NPCs can be separate I suppose), all the item changes into one mod, and so on and so forth. So then you can just install like 10 mods and choose at each step which of the various options you'd like, everything would be organized, and you don't have to flip back and forth in a 300 page PDF and twelve tabs open to various readmes and be like, "wait, wasn't there also a breach change in some other mod...?"

 

Mods like aTweaks have so many great ideas, why not put them into the existing mods that deal with that stuff? Put the mages-can-scribe-scrolls change and the Paladins-disease-immunity change into the class/ability mod, the mephits and fey changes into SCS, breach brings down stoneskin into SCS also (since SCS has its own breach change!), etc.

 

Sorry for the rant. It's just that I lost a ton of hours because I missed one line of text in a huge PDF. I'm going to have to reinstall everything, and then restart the game, aren't I? Or is there a way to fix the messed-up spells issue and the Detectable Spells system? Are the spells themselves screwed, or just the descriptions? Is there a list of files I can run the changelog on to see which ones are messed up? Since I did the generalized biffing at the end, does that affect my ability to edit files manually to fix them?

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Okay so I tested Armor in-game, and I've discovered a few things:

 

1. Only the spellbook description is unmodded, scrolls have the spell revisions text.

2. Casting from either results in the same thing.

3. That is the unmodded result. Sadness.

 

So, at this point, I've thought about it, and the best option would be to use the changelog tool to find all the files that Kelsey screwed up, and replace them with their backups. Then I'm going to find all the files that both Ascension and SR edited, and revert all of them to the version before Ascension touched. Can someone help me with this process, given that I have no idea how to find these files, or how this biffing thing affects the process? Thank you very much!

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Rant

I feel sorry for you. I have huge respect for people behind BWP for trying to make everything work together in such a mess, but I personally would never play nor recommend playing a mega mod install. I actually fail to see why players are interested in putting together so much stuff, with so much content which might not even be coherent. Not to mention the quality level of mods varies a lot, and many mods are intended for different audiences (hardcore players, randoms, power-players, etc.).

 

If you ask me, the best installs have only the mandatory Fixpack and a handful of high quality mods such as SCS and aVENGER's mods (I'm obviously biased when it comes to Revisions mods). I'm not a big fan of NPC mods, while I have huge hopes in IEP banters. Overall your picks seem spot on, though I started skipping UB and Tweakpack since a while.

End of rant :D

 

So, at this point, I've thought about it, and the best option would be to use the changelog tool to find all the files that Kelsey screwed up, and replace them with their backups. Then I'm going to find all the files that both Ascension and SR edited, and revert all of them to the version before Ascension touched. Can someone help me with this process, given that I have no idea how to find these files, or how this biffing thing affects the process? Thank you very much!
Are you sure that's the best option? I'm not. :) Personally I would re-install everything with the correct order:

- Ascension goes as soon as possible, even right after Fixpack

- Kelsey needs to be before both SR and SCS as he screw with spells and detectable spells

- you might skip Oversight considering SCS should handle the same thing, am I wrong?

 

If you have any doubt about installing one mod or the other in a particular order just ask, people here tend to be very kind and helpful. ;)

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- Ascension goes as soon as possible, even right after Fixpack
Yes, but only if there's no BiG World Fixpack installed, as that removes the overwriting and adds the patching to the mod. Just like it can make the Tutu_only Finch NPC a BGT-weidu mod.

 

The reason why to install the larger than one modder mod combinations is easy, there's more content that just one (or even the dozen your high quality mods cover) can produce ... just like the reason to have the BG:EE in the first place... there's still intrest in the game and it can be expanded by people... ouh, and by the way, people have opinions on which mods are high quality and unless you go and check them all out, you'll never actually know which mods are good.

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You have Kelsey and Ascension installed after SR, which results in the described behavior.

Also, you have Kelsey installed after SCS, which is a bad idea, because it also clashes with its updated Detectable Spells system - somewhat erratic AI behavior is to be expected (albeit nothing game-breaking).

 

I think it's okay, actually - SCSII is installed after Kelsey, that'll right the AI again. (You're using out of date versions of SCS(II) by the way - the last non-beta version was 21.)

 

I wish a lot of these mods would consolidate themselves. Like all the "fixes" into a fix mod, all the graphical upgrades into one mod, all the non-combat tweaks put into BG2 tweaks. (Why does SCS include non-combat things like Reputation gain speed adjustment or universal strongholds? Shouldn't it be put into the BG1/2 tweakpacks?) All the class/ability tweaks put into one mod. (Rogue Rebalancing, Refinements, that Divine whatever that apparently doesn't work with anything so I didn't install it) All the extra content stuff like Ascension into one mod, all the Bioware NPC romance/banter/extension mods together, (mod NPCs can be separate I suppose), all the item changes into one mod, and so on and so forth.

 

Here's why that doesn't happen. Let's take AI and other tactical-improvement mods. There are at least a couple of dozen of them. Why don't I spearhead a project to combine them all into one super-AI mod? Three reasons:

 

(i) Most importantly, many of them are terrible, and many of the ones that aren't terrible are still flawed in various ways. Only a small proportion of AI/tactical mods are of a quality such that I'd want to play with them. That's not specific to tactical mods either: in general, and across all categories, the great majority of mods are below at least my quality-control threshold.

 

(ii) The ones that are high quality (aTweaks, for instance) are often thematically different in various respects. The design principles in aTweaks are somewhat different from those in SCS, and straightforwardly combining them into one mod is more complicated than it would look and would require various editorial calls that aren't worth making.

 

(iii) SCS is a large, complicated package that takes a good deal of time to manage and maintain. So is aTweaks. Combining them into one package would create a huge amount of extra complexity and require more coordination of schedules among amateur modders with variable schedules, for no real benefit to the end user over and above just installing the two mods sequentially.

 

It's slightly more interesting to ask why there are "thematically unrelated" components in mods like SCS. The short answer is that SCS is a tactical-and-tweak pack, and that's its theme. But the main reason is really authorial control. If I want to produce a tweak, I can code it, release it in SCS, and take responsibility for maintaining it. There isn't the need for logistical coordination between me and the designer of the Tweakpack. If Camdawg were to ask to move some SCS component into tweakpack I'd probably be amenable - but again, there's not a great deal of advantage.

 

Now, to be fair, if you're installing so huge a collection of mods that it's a seriously complicated task to work out the install order, and it's logistically not possible to read and keep in mind the readmes of all of them, then I agree that things get more difficult. My advice is the same as Demivrgvs's: don't do that. You'll get a huge, complicated mess and a lot of really low quality content. Install Ascension if you want it. Then install the fixpack. Find a few high-quality quest or other extra-content mods if you want them, and install them. Find two or three NPCs that you like and that seem to be well written, and install them. Find whatever tweakpacks (spells/items/AI/kits/...) you like and check their readmes for the right install order. (If the readme doesn't go into detail about the right order, don't install the mod - that's a good sign of quality problems.) For mods that I use or test with, the order would be SR-RR-Refinements-SCS-aTweaks-G3 Tweakpack.(The BWP install order package is overkill for a smallish collection of mods and makes things look more complicated than they are.)

 

ouh, and by the way, people have opinions on which mods are high quality and unless you go and check them all out, you'll never actually know which mods are good.

 

This is a pretty inefficient way to tell a mod's quality. If you can only tell if a mod is bad by installing and playing it, you're going to spend a lot of time playing very poor-quality content. (I accept that as a community IE modding could do with better review/feedback mechanisms - if you can't yourself code it can be difficult to find reliable quality information.)

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Rant

I feel sorry for you. I have huge respect for people behind BWP for trying to make everything work together in such a mess, but I personally would never play nor recommend playing a mega mod install. I actually fail to see why players are interested in putting together so much stuff, with so much content which might not even be coherent. Not to mention the quality level of mods varies a lot, and many mods are intended for different audiences (hardcore players, randoms, power-players, etc.).

 

I feel the same way--I didn't install the vast majority of available options in BWP. Just the ones I really thought were well thought out, and, according to forums, high-quality. Plus a bunch of fixes like textscreen music and widescreen and whatnot. I don't even mind so much going through all these forums and doing my research and picking out high quality mods. I do think this whole decentralized modding ecosystem, while it encourages lots of people to go for it, does make it really really hard for someone who is less dedicated (i.e., less in love with the nostalgia of excitement and pure tactical entertainment BG/2 offers) to put in the work to install mods.

 

 

So, at this point, I've thought about it, and the best option would be to use the changelog tool to find all the files that Kelsey screwed up, and replace them with their backups. Then I'm going to find all the files that both Ascension and SR edited, and revert all of them to the version before Ascension touched. Can someone help me with this process, given that I have no idea how to find these files, or how this biffing thing affects the process? Thank you very much!
Are you sure that's the best option? I'm not. :) Personally I would re-install everything with the correct order:

- Ascension goes as soon as possible, even right after Fixpack

- Kelsey needs to be before both SR and SCS as he screw with spells and detectable spells

- you might skip Oversight considering SCS should handle the same thing, am I wrong?

 

If you have any doubt about installing one mod or the other in a particular order just ask, people here tend to be very kind and helpful. ;)

 

Well as DavidW said below, it does seem the SCS stuff is fine--I haven't noticed particularly weird AI behavior, so far they've been dispelling and breaching correctly. I would really rather not restart the game, as 1) I finished the BG1/TOSC portion of the game and am a little bit into BG2, and since I wouldn't replay the BG1 part of the game, I would prefer to continue with this playthrough, 2) I'd prefer not to export my PC, start a new BG2 game (post-reinstall) and import him, because I'm not sure what global variables or whatnot carry over from having played the BG1 portion within this single playthrough, 3) I re-arranged what my SOA/TOB party would be after starting the game, so I had to IESE (the new shadowkeeper?) Minsc to a Fighter/Thief and Angelo to Fighter-Cleric, and etc., etc.--basically I really would just like to play the damn game now and not have to go through another 20 hours of installation and setup and PDF-reading. Next playthrough I'll wipe the slate clean and reinstall things properly with the upcoming SR v4, newer SCS/II, etc,. etc.

 

- Ascension goes as soon as possible, even right after Fixpack
Yes, but only if there's no BiG World Fixpack installed, as that removes the overwriting and adds the patching to the mod. Just like it can make the Tutu_only Finch NPC a BGT-weidu mod.

 

So does this mean that instead of the use-changelog-to-find-all-messed-up-files-and-replace-with-backups method, I can install the BiG World Fixpack (or maybe just the ascension/spell_rev portions)? Does it really matter if it's out of order since it's putting some files in override? (BTW this Fixpack doesn't show up in my WeiDU log, but I must have followed the instructions in the PDF because I have a folder in my BGII - SoA folder called BiG World Fixpack, with a single empty folder inside it, named LuxleySoA?)

 

You have Kelsey and Ascension installed after SR, which results in the described behavior.

Also, you have Kelsey installed after SCS, which is a bad idea, because it also clashes with its updated Detectable Spells system - somewhat erratic AI behavior is to be expected (albeit nothing game-breaking).

 

I think it's okay, actually - SCSII is installed after Kelsey, that'll right the AI again. (You're using out of date versions of SCS(II) by the way - the last non-beta version was 21.)

 

It's out of date because I installed this 18 months ago. I stopped playing this because I encountered that super common CTD bug that could be anything and nobody could help me; it would CTD on a sector of baldur's gate, so it was impossible to continue the game. Thankfully I never uninstalled it, and when, on a whim, I fired it up again a few weeks ago, the CTD disappeared, and here I am, in the BG2 portion.

 

 

I wish a lot of these mods would consolidate themselves. Like all the "fixes" into a fix mod, all the graphical upgrades into one mod, all the non-combat tweaks put into BG2 tweaks. (Why does SCS include non-combat things like Reputation gain speed adjustment or universal strongholds? Shouldn't it be put into the BG1/2 tweakpacks?) All the class/ability tweaks put into one mod. (Rogue Rebalancing, Refinements, that Divine whatever that apparently doesn't work with anything so I didn't install it) All the extra content stuff like Ascension into one mod, all the Bioware NPC romance/banter/extension mods together, (mod NPCs can be separate I suppose), all the item changes into one mod, and so on and so forth.

 

Here's why that doesn't happen. Let's take AI and other tactical-improvement mods. There are at least a couple of dozen of them. Why don't I spearhead a project to combine them all into one super-AI mod? Three reasons:

 

*snip*

 

That's less problematic than I had feared. I was afraid the main problem was authorial pride and drama, everybody wanting their own name on their own mod, and something to do with the mysterious splintering of the IE modding community over 5+ sites (the specifics of which nobody will talk about). If installing two mods sequentially is perfectly fine, why not just slap them together into one mod and organize the specific changes from both mods thematically together (so all the arcane spell stuff from both mods get asked in the WeiDU command prompt together for example)? Then you could have one readme, and the player wouldn't have to go on forums and check compatibility issues, and etc. I'm not trying to be glib, is there actually a problem with this? Wouldn't this slowly, over months or years, consolidate the best mods together? I mean, I already like the fact that with SCS/II, the fixpacks, and the tweakpacks, all the important original baldurdash and weidu fixes have been consolidated. Would it be possible in a few months or a year or two even more "core"ish mods get consolidated?

 

 

Now, to be fair, if you're installing so huge a collection of mods that it's a seriously complicated task to work out the install order, and it's logistically not possible to read and keep in mind the readmes of all of them, then I agree that things get more difficult. My advice is the same as Demivrgvs's: don't do that. You'll get a huge, complicated mess and a lot of really low quality content. Install Ascension if you want it. Then install the fixpack. Find a few high-quality quest or other extra-content mods if you want them, and install them. Find two or three NPCs that you like and that seem to be well written, and install them. Find whatever tweakpacks (spells/items/AI/kits/...) you like and check their readmes for the right install order. (If the readme doesn't go into detail about the right order, don't install the mod - that's a good sign of quality problems.) For mods that I use or test with, the order would be SR-RR-Refinements-SCS-aTweaks-G3 Tweakpack.(The BWP install order package is overkill for a smallish collection of mods and makes things look more complicated than they are.)

 

Well I'm not doing much more. Other than those, I only have Xan mods (sidenote: I've never understood how people can play with him, he's well written but a total freaking liability in BG1 with terrible CON, no evo spells, and a huge target on his forehead for SCS scripted enemies), other NPC mods, some minor quest/unifinished business stuff, banters, and that's about it.

 

ouh, and by the way, people have opinions on which mods are high quality and unless you go and check them all out, you'll never actually know which mods are good.

 

This is a pretty inefficient way to tell a mod's quality. If you can only tell if a mod is bad by installing and playing it, you're going to spend a lot of time playing very poor-quality content. (I accept that as a community IE modding could do with better review/feedback mechanisms - if you can't yourself code it can be difficult to find reliable quality information.)

 

I really agree with this. I get the feeling the community never wants to step on the toes of the modders, and nobody wants to create a kind of rating system or "sort by popularity" type thing. There isn't even really a centralized list of mods. I suppose it encourages people to make mods. When I played NWN, NWNvault was a godsend; their ratings system and centralized database made it so much easier and quicker and more fun to play the good third-party content. But I suppose this goes back to the "mysterious splintering of the IE modding community" issue...

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ouh, and by the way, people have opinions on which mods are high quality and unless you go and check them all out, you'll never actually know which mods are good.
This is a pretty inefficient way to tell a mod's quality. If you can only tell if a mod is bad by installing and playing it, you're going to spend a lot of time playing very poor-quality content. (I accept that as a community IE modding could do with better review/feedback mechanisms - if you can't yourself code it can be difficult to find reliable quality information.)
I really agree with this. I get the feeling the community never wants to step on the toes of the modders, and nobody wants to create a kind of rating system or "sort by popularity" type thing. There isn't even really a centralized list of mods. I suppose it encourages people to make mods. When I played NWN, NWNvault was a godsend; their ratings system and centralized database made it so much easier and quicker and more fun to play the good third-party content. But I suppose this goes back to the "mysterious splintering of the IE modding community" issue...
RIGHT, a good thing a n00b said that. As if he had been here the last 8 years, s/he wouldn't say that. And well there is and is not... but with a list such as the one proposed, you got to remember one thing: People are selfish jerks, I know this cause I am one... take for example the Improved Anvil, I really have no opinion of my own on that mod, but I know the modder that made it is a jerk for number of reasons... that doesn't actually make his mod any lesser of an entry than say Revision mods... the reputation system that this sort of list comes up with will probably be bizarre as the jerks get the most bad votes and depending on who publishes the list, it will not be objective at all, as the forum members are kinda the only ones that can vote and the community is split enough.

 

Ouh and about the efficiency... yeah, being thorough is never effective unless you actualy do the job yourself. No, you can't just go an copy the work of others, even if all the things are done a thousand times, cause you'll miss the one publishment that will open the whole thing in new levels. It's time to lower your expectations... or just deside that you are better than everyone else and be an ass... you deside.

 

So does this mean that instead of the use-changelog-to-find-all-messed-up-files-and-replace-with-backups method, I can install the BiG World Fixpack (or maybe just the ascension/spell_rev portions)? Does it really matter if it's out of order since it's putting some files in override?
Well the tecnical details prevent you from installing the BiG World Fixpack after installing any of the mods, as it actually modifies the install process, not the files themselves in most cases at least.
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If installing two mods sequentially is perfectly fine, why not just slap them together into one mod and organize the specific changes from both mods thematically together (so all the arcane spell stuff from both mods get asked in the WeiDU command prompt together for example)? Then you could have one readme, and the player wouldn't have to go on forums and check compatibility issues, and etc. I'm not trying to be glib, is there actually a problem with this? Wouldn't this slowly, over months or years, consolidate the best mods together? I mean, I already like the fact that with SCS/II, the fixpacks, and the tweakpacks, all the important original baldurdash and weidu fixes have been consolidated. Would it be possible in a few months or a year or two even more "core"ish mods get consolidated?

In most of the cases you're talking about (certainly SCS and tweakpack) one person was already maintaining all the consolidated packages. SCS and SCSII got merged because, on balance, it ended up being less work for me to maintain one integrated mod than two separate ones. But to merge (to keep my previous example) aTweaks and SCS would commit Wisp and me to a need to do a lot of coordination between ourselves that would mean much more work for us and probably less frequent updates for users - and very little would be gained.

 

It might help to realise that (in present-day IE modding) virtually all mods are solo projects. I maintain SCS, Wisp maintains aTweaks, Cam maintains G3 tweaks, etc. So any merger requires moving to a much-more-fiddly team-maintenance model.

 

I get the feeling the community never wants to step on the toes of the modders, and nobody wants to create a kind of rating system or "sort by popularity" type thing. There isn't even really a centralized list of mods.

I think (at least in part) you're more seeing the effect of a relatively small, relatively old modding community. Case in point: there is a centralised list, up to a point - the one maintained by Pocket Plane. I don't know 100% if it's still reliably up-to-date, though; if not, that reflects the fact that it's over ten years old and the people who set it up have mostly moved away.

 

I suppose it encourages people to make mods. When I played NWN, NWNvault was a godsend; their ratings system and centralized database made it so much easier and quicker and more fun to play the good third-party content. But I suppose this goes back to the "mysterious splintering of the IE modding community" issue...

I don't actually think it's that mysterious. People have different philosophies on how to organise things; absent some kind of centralised effort (as happened with NWN via the developers), and given that IE modding was always pretty niche, you're likely to see multiple sites developing. KOTOR modding is pretty similar. Abstracting away from personalities, a lot of the reason for multiple sites comes down to the question of how much, and what, editorial control a site wants to have over its hosting decisions.

 

 

ouh, and by the way, people have opinions on which mods are high quality and unless you go and check them all out, you'll never actually know which mods are good.
This is a pretty inefficient way to tell a mod's quality. If you can only tell if a mod is bad by installing and playing it, you're going to spend a lot of time playing very poor-quality content. (I accept that as a community IE modding could do with better review/feedback mechanisms - if you can't yourself code it can be difficult to find reliable quality information.)
I really agree with this. I get the feeling the community never wants to step on the toes of the modders, and nobody wants to create a kind of rating system or "sort by popularity" type thing. There isn't even really a centralized list of mods. I suppose it encourages people to make mods. When I played NWN, NWNvault was a godsend; their ratings system and centralized database made it so much easier and quicker and more fun to play the good third-party content. But I suppose this goes back to the "mysterious splintering of the IE modding community" issue...
RIGHT, a good thing a n00b said that. As if he had been here the last 8 years, s/he wouldn't say that.

I've been here the last 8 years and I'm happy to say it. The absence of any serious resources for rating or reviewing mods is in my view one of the most serious problems with the IE modding community, and has been for years. But it's difficult to work out the logistics of setting it up, particularly with IE modding a relative backwater by now. (I think concerns about community split are overrated: the vast majority of mods written in the last ten years are hosted on G3, PPG or SHS, and all three get on perfectly happily and have done for years.)

Ouh and about the efficiency... yeah, being thorough is never effective unless you actualy do the job yourself. No, you can't just go an copy the work of others, even if all the things are done a thousand times, cause you'll miss the one publishment that will open the whole thing in new levels. It's time to lower your expectations... or just deside that you are better than everyone else and be an ass... you deside.

 

I have no idea what this means.

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So does this mean that instead of the use-changelog-to-find-all-messed-up-files-and-replace-with-backups method, I can install the BiG World Fixpack (or maybe just the ascension/spell_rev portions)? Does it really matter if it's out of order since it's putting some files in override?
Well the tecnical details prevent you from installing the BiG World Fixpack after installing any of the mods, as it actually modifies the install process, not the files themselves in most cases at least.

Okay, that makes sense. Well I'm at the point where I'm really just taking suggestions for what to do, that aren't a 20-hour reinstallation of the game added with another dozen hours of replaying content I just finished and don't really want to replay.

 

I'm looking at your post here: http://www.shsforums...ds/#entry504049

And based on that info, I'm looking in the ascension/backups folder, and it has some files in /0 and /2; there are some files that seem to be spell files? .SPL? with names like SPWI102.SPL, so that's like wizard spell, level 1, id #02? or something? If I take these backup files and restore them (putting them in override?) I should have the pre-Ascension (i.e., the SR) version of the files right?

 

Should I run change-log on all the files in Ascension's \backup folder (i.e., all the files that had at least SR affecting them before ascension), then find the ones that SR also affected, and then revert all of them?

 

Edit: And still, can someone please explain how biffing affects all of this and how to deal with it since all these files are biffed? (But with generalized biffing it's reversible, right? I can "unbiff" these files, revert to the pre-ascension versions, and then "re-biff"? Or do I just need to put the pre-ascension versions in override and that's good enough without worrying about the biffs?

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If I may make a suggestion for your install worries;

1) Install BG1 + ToTSC and BG2

2)official patches (unless you have GoG version)

3) Ascension

4) BG2 Fixpack

5) BGT

 

Now, while BGT installs, take your time and read through mods' readme files. Browse their forums for mentions of bugs, feedback, compatibility etc. When you figure out what exactly you want then install things in correct order. Fixing stuff by copying files in Override folder is in general a bad thing.

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