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SR Revised V1.3.900 (2022 August 8th)


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Found a bug that carries over from SR b16: there are extra instances of Mestil's Acid Sheath and Monster Summoning IV at fourth level in the arcane spellbook at character creation. In normal SR its MS II, in SR-R its MS IV. They share the same descriptions as the moded versions. Also, the scroll for Monster Summoning VII has an old icon, diferent than the other MS scrolls.

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8 hours ago, BlackTalons said:

Found a bug that carries over from SR b16: there are extra instances of Mestil's Acid Sheath and Monster Summoning IV at fourth level in the arcane spellbook at character creation. In normal SR its MS II, in SR-R its MS IV. They share the same descriptions as the moded versions. Also, the scroll for Monster Summoning VII has an old icon, diferent than the other MS scrolls.

Those are disabled. See here: https://dl.dropboxusercontent.com/s/e7yj7nd5ujzlwfp/2019-07-17_02-53-02.mp4

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16 (Revised V1.1.0)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16 (Revised V1.1.0)

If they are not disabled, either you did not install the "Remove Disabled Spells" subcomponent or something else has re-enabled them somehow (overwrote hidespl.2da?).

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protection from missiles (level3): I didn't notice it before but SR reduce the duration of this spell a lot. ( from vanilla 5 turns to 1 turn) . I am not a big fan to transform this long lasting spell into a short one. Especially, it makes the spell very different in comparaison to the SCS one and it can lead to a strong diference in terme of difficulty/challenge.

Greater command (level5) :  In vanilla, this spell is a bit overpowed  but in SR I find it too weak. I would not allow to wake up on hit personally ( player get an advantage here )   , a save each round to wake up  is enough.

Cause serious wound series :  Obviously, these spells should not allow a save on hit. Currently, these spells are unappealing. 

Slay living (level5): same.

Edited by DrAzTiK
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1. Protection from Missiles is also way more powerful than vanilla's version of the spell, since it grants total immunity to all missiles rather than simply unenchanted ones. Still, one turn is pretty short...it's actually not the AI I'm worried about abusing it, but rather the player. Setting it to something like 5 rounds + 1/round level will make it last for quite a while if players use it at later levels, and once again, blanket immunity to missiles can be pretty strong when used for the right encounters.

2. Yeah, the waking on hit part of Greater Command isn't likely to change, since that's simply how the sleep status is supposed to function.

3. Uh...what makes you think the Cause Wounds series of spells offer a saving throw?

4. Slay Living: You really think a 5th level instant slay spell that's not subject to magic resistance should have no saving throw? It has additional damage if it fails. Contrast with Feeblemind, also a 5th level spell, which needs a -2 vs. spell saving throw and *is* subject to magic resistance.

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1- About cause wounds series and slay living :  sorry I didn't speak correctly. I mean that these spells need a successful hit (in melee).  And it is quite difficult for a priest to make a successful hit considerind bad thac0 of priest/ low ApR etc... but considering the amount of damage deal by cause wounds spells, maybe it is better.

Well at least for the cause wounds spells, it would have been consistent to make them similar to the cure wound serie... (aka no need a successful hit.).  The cause wound serie from IWD is  better Imo. ( https://gibberlings3.github.io/Documentation/readmes/scs_iwd_desc_divine.html)

 

2- About PNM : I am still not sure about what  the SCS version of this spell provide so I am going to wait a bit .  But I think it is dangerous to make big modification in comparaison to what enemies mage with SCS script are expecting. At least , enemies mages with SCS expect this spell to be a long duration one.

I remember that SR Mantle, Improved Mantle, and Absolute Immunity were in the past different from the SCS ones and it was a disaster for enemies AI...

 

 

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10 hours ago, DrAzTiK said:

1- About cause wounds series and slay living :  sorry I didn't speak correctly. I mean that these spells need a successful hit (in melee).  And it is quite difficult for a priest to make a successful hit considerind bad thac0 of priest/ low ApR etc... but considering the amount of damage deal by cause wounds spells, maybe it is better.

Well at least for the cause wounds spells, it would have been consistent to make them similar to the cure wound serie... (aka no need a successful hit.).  The cause wound serie from IWD is  better Imo. ( https://gibberlings3.github.io/Documentation/readmes/scs_iwd_desc_divine.html)

 

2- About PNM : I am still not sure about what  the SCS version of this spell provide so I am going to wait a bit .  But I think it is dangerous to make big modification in comparaison to what enemies mage with SCS script are expecting. At least , enemies mages with SCS expect this spell to be a long duration one.

I remember that SR Mantle, Improved Mantle, and Absolute Immunity were in the past different from the SCS ones and it was a disaster for enemies AI...

 

 

1. Cause Wounds series: Yeah, there's a huge damage disparity. The SR version does like 3.5x the damage on average, has no saving throw, isn't subject to magic resistance, and doesn't need to be cast in melee. I would probably reduce its extra damage scaling to half speed (capping out at 20th level instead of 10th) if it didn't require an attack...and I'm not sure how it would affect the AI, if they'd correctly target enemies with it.

2. I don't think there's any problem there. The problem with Prismatic Mantle was that SCS expected it to grant weapon immunity, and that part of the spell had been completely removed. This is just a matter of a shorter duration.

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Quote

2. I don't think there's any problem there. The problem with Prismatic Mantle was that SCS expected it to grant weapon immunity, and that part of the spell had been completely removed. This is just a matter of a shorter duration.

The duration change from 5 turn to 1 turn It can leads to a big difference in term of gameplay/ difficulty etc... many fights last more than 1 turn, especialy in BG2/ToB.  how you can say that there is not any problems.

Ok the vanilla PNM is weaker but item revision add a lot  of magical ranged weapons  ( returning to the wielder hand, aka free magical projectiles) so it is justice to make PNM also protecting from magical ranged missiles. (to have enemies stand a chance against us)

the SCS version of PNM doesn't protect from magical missiles but is designed to work with another component limiting the number of magical ammunition in the game. 

I prefer the SR approach : making PNM also  protecting  from magical ammunitions and not limiting the number of magical ammuitions. ( I tweak Ribald store to make him selling infinite ammount of magical ammunitions and potions)

But nevermind, it is only my opinon and I can tweak the spell myself but I think  duration should be longer.

 

Edited by DrAzTiK
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8 hours ago, DrAzTiK said:

The duration change from 5 turn to 1 turn It can leads to a big difference in term of gameplay/ difficulty etc... many fights last more than 1 turn, especialy in BG2/ToB.  how you can say that there is not any problems.

Ok the vanilla PNM is weaker but item revision add a lot  of magical ranged weapons  ( returning to the wielder hand, aka free magical projectiles) so it is justice to make PNM also protecting from magical ranged missiles. (to have enemies stand a chance against us)

the SCS version of PNM doesn't protect from magical missiles but is designed to work with another component limiting the number of magical ammunition in the game. 

I prefer the SR approach : making PNM also  protecting  from magical ammunitions and not limiting the number of magical ammuitions. ( I tweak Ribald store to make him selling infinite ammount of magical ammunitions and potions)

But nevermind, it is only my opinon and I can tweak the spell myself but I think  duration should be longer.

 

Are there any encounters in particular that you're thinking of that is necessitating this train of thought? I've played through BG1/2 (but not ToB, since ToB kind of sucks) plenty of times with SCS and SR, and I don't remember any particular encounters where I thought, "well, that PFM ran out really quickly and now they have no defenses"...but I also don't think it was much on my radar to begin with. It was mostly my impression that it's usually lower level mages that this spell is most effective for, and even then, not really if they don't also have Stoneskin and/or Mirror Image up. So do you have anybody(s) particularly in mind?

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In my current game, I am at underdark and 90% of  enemies mage do have PNM memorized, even liches. So we are not speaking about a random spell...

  All situations are differents : sometimes you face against only one solo enemy mage and it will not be the end of the word to have him unprotected against ranged missiles   because you are ofen going to breach him anyways. (note that a mage casting time stop will waste 3 or 4 rounds of PNM)

Sometimes you have to face multiple mage, you cannot breach them all and in this case, it is important for enemies mage to be protected from missiles.

Also with a short duration (one turn),  enemies mage will not even cast PNM in a prebuff routine (according the options you are choosing in SCS) and all mages will be unprotected against missiles at the begining of the fight.(it is not really worth for an enemy mage to cast PNM during the fight.) 

 

ToB do not sucks !

Edited by DrAzTiK
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6 hours ago, DrAzTiK said:

In my current game, I am at underdark and 90% of  enemies mage do have PNM memorized, even liches. So we are not speaking about a random spell...

  All situations are differents : sometimes you face against only one solo enemy mage and it will not be the end of the word to have him unprotected against ranged missiles   because you are ofen going to breach him anyways. (note that a mage casting time stop will waste 3 or 4 rounds of PNM)

Sometimes you have to face multiple mage, you cannot breach them all and in this case, it is important for enemies mage to be protected from missiles.

Also with a short duration (one turn),  enemies mage will not even cast PNM in a prebuff routine (according the options you are choosing in SCS) and all mages will be unprotected against missiles at the begining of the fight.(it is not really worth for an enemy mage to cast PNM during the fight.) 

 

ToB do not sucks !

Interesting to note that Protection from Missiles (full missile immunity and all) used to be a flat 2 turns in V3, but was patched to be only 1 turn at some point in V4's development, though it took many years for that to be reflected in its description (as it continued to say 2 turns when it was actually just 1 for quite some time). Personally, I think 1 turn is too short for me to consider using it myself, but do not care for awkward 2 turn durations, which is probably also too long for a 7th level caster casting it (especially given that there's not any counter at those levels). I think I mentioned 5 rounds + 1 round/level being what I'd change it to if I were changing it, and I think that's about right.

One major technical consideration with changing its duration is 1pp's improved projectiles subcomponent/the EEs. You're on an EE game, right?

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7 minutes ago, DrAzTiK said:

yes, I am on BG2EE 2.5. What is the problem exactly ?

 

Basically, the Enhanced Editions, and 1pp for non-EE games (from where the Enhanced Editions originally take it from), introduce a bunch of new projectile animations, ones that better match the inventory graphics of the items they're assigned to. To block a projectile like Protection from Missiles does, opcode 83 ("Protection from Projectile") is used, where you define a single projectile to be blocked. That is, every single type of projectile that you want to block must have its own specific opcode for that to happen, so naturally, Protection from Missiles has about 20 of these opcodes to protect against all the standard projectiles from the original non-Enhanced game. SR was not made with 1pp or the Enhanced Editions in mind, and unless there's a patching mechanism that I'm not aware of, it would seem like Protection from Missile could very well be missing its protection against these various types of missile animations. If you could, would you please test to see whether SR's Protection from Missiles currently protects from all types of arrows? You don't have to keep track of which ones do or don't - just the fact that it's missing more than like 1 would be proof enough, I think. Note that you should not be testing with non-Revised IR installed, since non-Revised IR changes back all of them to the non-EE projectiles (but IR Revised should use the correct ones).

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I have made some test already and Protection from missiles do protect against ALL arrows/bolts.  (magical or not). But to be sure I will do more test.

I play with item revision revisited yes.

 

my weidu.log :

Spoiler

// 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]
~BG2EETRANS/BG2EETRANS.TP2~ #0 #0 // Initialisation: v0.7.16.6
~BG2EETRANS\BG2EETRANSINSTALL.TP2~ #0 #1001 // Textes repris de BGII-ToB: v0.7.16.6
~BG2EETRANS\BG2EETRANSINSTALL.TP2~ #0 #1002 // Textes repris de BGEE: v0.7.16.6
~BG2EETRANS\BG2EETRANSINSTALL.TP2~ #0 #1003 // Ajout de la langue au menu + credits (BG2EE V2.0 et plus): v0.7.16.6
~BG2EETRANS\BG2EETRANSINSTALL.TP2~ #0 #1004 // Textes de BG2EE traduits et controles: v0.7.16.6
~ASCENSION/ASCENSION.TP2~ #2 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #10 // Balthazar can be redeemed: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #20 // Improved Sarevok-Player Interactions: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #40 // Restored Bhaalspawn Powers: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #50 // Improved Slayer Transformation: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1000 // Tougher Abazigal: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1100 // Tougher Balthazar: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1200 // Tougher Demogorgon: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1300 // Tougher Gromnir: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1400 // Tougher Illasera: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #1500 // Tougher Yaga-Shura: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #2000 // Full-body portrait for Bodhi: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.7
~ASCENSION/ASCENSION.TP2~ #2 #2400 // Slightly improved cutscenes, by DavidW: 2.0.7
~BUTCHERY/BUTCHERY.TP2~ #1 #10 // Revisions par DrAzTiK du combat contre Tazok et DigDag: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #20 // Reequilibrage de certaines creatures generiques (orques et ogres): v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #30 // Reequilibrage de Tazok et de DigDag: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #40 // Rencontre avec Groumf et Bourrinos devant le donjon de Firkraag: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #50 // Rencontre avec Groumf et Bourrinos a Brynnlaw: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #60 // Rencontre avec Groumf et Bourrinos dans les tréfonds Obscurs: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #71 // Realocation du groupe de Samia dans le donjon se firkraag: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #72 // Musiques de combats: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #78 // DrAzTIK creatures: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #70 // Combat de Sarevok necrophage revisité: v4 beta
~RE/SETUP-RE.TP2~ #2 #0 // Reactions d'Aerie, Anomen, Jaheira et Viconia aux Rencontres: v12
~RE/SETUP-RE.TP2~ #2 #1 // Tempetes et Eclairs, par berelinde (Seigneure des Tempêtes Ada, contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #2 // La Magie d'Aimi, par berelinde (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #3 // Les Doigts Agiles d'Anishai, par cmorgan: v12
~RE/SETUP-RE.TP2~ #2 #4 // Une Soiree en Compagnie d'Aran, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #5 // Les Desirs de Bjornin, par jastey (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #6 // La Tentation de Bodhi, par Kulyok (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #7 // A Franc-Marche avec la Maitresse de Guilde Busya, par magrat: v12
~RE/SETUP-RE.TP2~ #2 #8 // Le Cambion Joueur, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #9 // Les Dons de Chanelle, par cmorgan (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #10 // Une Nuit avec Coran, par magrat: v12
~RE/SETUP-RE.TP2~ #2 #11 // L'Epreuve de Cyric, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #12 // Un Rendez-Vous avec un Seigneur Pirate, par Kulyok (Desharik, contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #13 // La Dryade Esseulee, par Kulyok (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #14 // La Douceur d'Edwin, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #15 // Les Exploits d'Eldoth, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #16 // Une Romance avec Elhan, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #17 // Le Gros Gourdin de Firkraag: v12
~RE/SETUP-RE.TP2~ #2 #18 // Le Contrat de Gaelan, par Evaine Dian: v12
~RE/SETUP-RE.TP2~ #2 #19 // Une Promenade avec Garren Lancevent, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #20 // Haer'Dalis, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #21 // Le Coeur d'Hendak, par jastey: v12
~RE/SETUP-RE.TP2~ #2 #22 // Ilona, une Fille de Marchand, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #23 // Les Fascinations de Jarlaxle, par Catseye: v12
~RE/SETUP-RE.TP2~ #2 #24 // Une Nuit avec Lais a Imnesvale, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #25 // La Promesse de Laran, par berelinde (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #26 // Le Chant d'Amour de Logan, Lord Coprith, par Ajnos: v12
~RE/SETUP-RE.TP2~ #2 #27 // Mekrath et la Nymphologie, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #28 // Les Marchandises Speciales de Mira, par berelinde: v12
~RE/SETUP-RE.TP2~ #2 #29 // Le Retour de Noober, par cmorgan: v12
~RE/SETUP-RE.TP2~ #2 #30 // Rebecca la Bohemienne, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #31 // Renal Bloodscalp : une Dangereuse Affaire, par cmorgan (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #32 // La Specialite du Vieux Ribald, par Evaine Dian: v12
~RE/SETUP-RE.TP2~ #2 #33 // Sire Ryan Trawl, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #34 // Saemon, un Pirate, par Kulyok (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #35 // Le Reve de Sendai, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #36 // Sheri D'Avignon, la Barde, par cmorgan (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #37 // Solaufein et la Chambre des Plaisirs, par jastey: v12
~RE/SETUP-RE.TP2~ #2 #38 // La Recompense de Phaere, par berelinde (Talak, esclave sexuel, contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #39 // Recherches Magiques avec Teos, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #40 // Un Flirt avec Yoshimo, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #41 // Les Peurs d'Isabelle, par gertjanvh (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #42 // Au Secours d'Anne, par gertjanvh (contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #43 // La Reine Ellesime, par Domi: v12
~RE/SETUP-RE.TP2~ #2 #44 // La Romance de Valygar, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #45 // Une Repetition avec Chandra, par Western Paladin: v12
~RE/SETUP-RE.TP2~ #2 #46 // Goldander Blackenrock : Apres la Fete, par magrat: v12
~RE/SETUP-RE.TP2~ #2 #47 // Une Conversation avc Viekang, par magrat: v12
~RE/SETUP-RE.TP2~ #2 #48 // Bravoure ou Folie ? par Aeryn (Sarevok, contenu adulte): v12
~RE/SETUP-RE.TP2~ #2 #49 // A Cause de la Lune, par Aeryn (Cernd): v12
~RE/SETUP-RE.TP2~ #2 #50 // La Confession de Cernick, par Cal Jones: v12
~RE/SETUP-RE.TP2~ #2 #51 // Romance avec Valygar - Trône de Bhaal, par Kulyok: v12
~RE/SETUP-RE.TP2~ #2 #52 // Minsc prend un bain, par Thimblerig: v12
~RE/SETUP-RE.TP2~ #2 #53 // La Vanité de Nizidramanii'yt, par Thimblerig: v12
~RE/SETUP-RE.TP2~ #2 #54 // Un rendez-vous nocturne, par SisterVigilante: v12
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #0 // Interaction entre les PNJs plus developpee dans SoA: V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #1 // Interaction Minsc/Aerie plus developpee dans ToB: V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #2 // Dialogue "retrospectif" pour Imoen dans ToB: V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #3 // Dialogue au reveil pour la romance d'Anomen (de David Gaider avec des ajouts de Kulyok): V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #4 // Revision des conflits entre PNJs: V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #5 // Restitution de commentaires Aerie/Jaheira/Anomen dans l'Ombreterre: V5.4
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #3 #10 // Voulez-vous installer l'accelerateur de discussions ? Combien de temps souhaitez-vous entre deux discussions entre PNJs dans le jeu ? -> 45 minutes: V5.4
~ASSASSINATIONS/ASSASSINATIONS.TP2~ #6 #0 // Mod Assassinations pour Baldur's Gate II: v14
~SETUP-D0QUESTPACK.TP2~ #3 #5 // Additional Shadow Thieves Content: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #6 // Alternative Harper/Xzar Plot: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #7 // Extended Reynald Sequence: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #8 // Intrigue In The Copper Coronet: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #9 // Rahul Kanakia's Potion Quest: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #10 // Les Epreuves des Enfers Modifiees: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #11 // Oasis Amelioree II -> IO2 Dialogue & Combat Enhancement: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #13 // Saving Sanik In Brynnlaw: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #17 // Further Slaver Involvement: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #18 // Sending The Solamnic Knights Home: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #19 // Nazariel The Lich: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #20 // Reward Negotiation: v3.3
~SETUP-D0QUESTPACK.TP2~ #3 #21 // Infernal Thievery: v3.3
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.2.5)
~RR/SETUP-RR.TP2~ #1 #0 // Mise a jour du Combat a deux armes pour les voleurs et les bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #1 // Revisions des kits des voleurs: v4.92
~RR/SETUP-RR.TP2~ #1 #3 // Ajustements raciaux propres pour les capacites de voleur: v4.92
~RR/SETUP-RR.TP2~ #1 #4 // Revisions des kits des bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #6 // Progression des sorts propre aux bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #9 // Revisions des roublards -> Utiliser les potions de voleur de la version papier et empecher leurs effets de se cumuler.: v4.92
~RR/SETUP-RR.TP2~ #1 #999 // Icones du style de BG2 pour le contenu de RR: v4.92
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Revised Armor -> With Movement Speed Penalties: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised 1.2.5)
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10 (Revised 1.2.5)
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #140 // Revised Races: Beta 21
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcher's Keep statues from disappearing: 7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3551 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict the maximum amount of damage in this range: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4170 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4190 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v32.3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #20 // Avatar de mage pour Imoen: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #50 // Script de changement d'avatar: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #60 // Animation des armes amelioree: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #130 // Mode pause dans tous les dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #140 // Correction du cri de Bouh: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1010 // Davantage d'interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1040 // Ameliorer les gardes d'Athkatla: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1080 // Ajouter des sacs de contenance: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1346 // Make the Druid Grove Stronghold Available to All Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1180 // Portrait feminin pour Edwina: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1210 // Utiliser les vitesses de deplacement de BG1 (BETA): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1330 // Les PNJ ne peuvent pas franchir les portes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2170 // Lancement des sorts depuis les parchemins (et autres objets) au niveau du personnage: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2192 // Limiter la capacite des vendeurs a identifier les objets -> Methode hybride: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2339 // Suppression de la limite de convocation pour les creatures normales: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2340 // Suppression de la limite de convocation des creatures celestes (Ardanis/GeN1e): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2510 // Parchemins de sort avec restriction de niveau (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2540 // Accelerer les quetes de forteresse du chateau d'Arnise: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2999 // Maximum de PV au niveau 1: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3000 // Davantage de points de vie a la montee de niveau -> Maximum: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3010 // Points de vie maximum pour les PNJs (the bigg) -> Pour toutes les creatures du jeu: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3020 // Identification de tous les objets: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3030 // Apprentissage des sorts assoupli -> 100% de chance d'apprendre un sort: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3040 // Sacs de contenance sans fond: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3080 // Augmenter la taille de la pile de munitions -> Empilement illimite des munitions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3090 // Augmenter la limite d'empilement des gemmes et des bijoux -> Empilement illimite des gemmes et des bijoux: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3100 // Augmenter la limite d'empilement des potions -> Empilement illimite des potions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3110 // Augmenter la limite d'empilement des parchemins -> Empilement illimite des parchemins: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3121 // Patch du bonheur (les PNJs du groupe ne se plaignent pas de la reputation) -> Les PNJs peuvent etre en colere a propos de la reputation mais ne partent jamais (Salk): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3123 // Les PNJs du groupe ne se battent pas: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3125 // Rendre heureux les personnages neutres lorsque la reputation est moyenne: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3141 // Cinematiques et reves des chapitres 1 et 2 acceleres -> Version moins stupide: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3160 // Conserver le butin de Drizzt et desactiver Malchor Harpell: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3170 // Pas d'avatar Elfe Noir sur le groupe en Ombre-Terre: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3190 // Repos possible partout (Japheth): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3191 // Desactiver les interruptions du repos non-hostiles: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3194 // Alterer les interruptions du repos hostiles -> Desactiver en totalite: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3277 // Armes de jet recuperables -> 100% de chance de recuperer apres une attaque reussie, contre les ennemis seulement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3280 // Accorder a chaque classe/kit quatre emplacements d'arme: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3330 // Rendre les membres du groupe moins susceptibles de  mourir de facon permanente: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3340 // Increase party movement speed outside combat -> By 50 percent: v9
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques et desincarnes d'etre affectes par les attaques illithids devorant le cerveau: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #211 // Rendre Protection contre la mort efficace contre les coups  vorpals: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #262 // Recompenses en XP alterees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges -> Pas de recompenses en XP pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #270 // Recompenses de quetes impartiales: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #220 // Script simple du voleur: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #230 // Script simple du Barde (chante Chant du Barde quand inactif): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #239 // Script simple pour clerc/paladin: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #999 // Icones du style de BG2 pour le contenu d'aTweaks: v4.53
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #7500 // Gain stats as you level up -> 5 points for a full BGT game; nobody can advance over their racial maximum.: TB#Tweaks, V 2.61
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4
~A7NOEENPCS/SETUP-A7NOEENPCS.TP2~ #1 #1 // Modifier les NPJ des Editions Ameliorees -> Desactiver tous les PNJ: v3.5
~TRAP_OVERHAUL/TRAP_OVERHAUL.TP2~ #0 #5 // Trap Overhaul -> Fast Trap Detection: 0.01
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #1 #0 // ?????? -> : ???
~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #0 // No Reputation Loss from Slayer Form (Cheat): Version 1.0
~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #1 // Disable Random Treasures: Version 1.0
~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #2 // Alternative Sorcerer Spell Progression: Version 1.0
~BUTCHERY/BUTCHERY.TP2~ #1 #79 // boucherie Irenicus: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #81 // Boucherie dans la forêt de tethyr: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #82 // Boucherie dans la sphere planétaire: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #83 // Boucherie dans Spellhold: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #84 // Boucherie dans dans le chateau de Nalia: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #85 // Boucherie dans les collines de lancevent: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #86 // Boucherie dans les collines d'Umar: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #87 // Boucherie dans trademeet: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #88 // Boucherie dans Sulanessallar: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #91 // Boucherie dans le bosquet des druides: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #92 // Boucherie dans l'antre de l'oeil aveugle: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #93 // Boucherie dans l'antre de Bodhi (before underdark): v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #94 // Boucherie dans l'antre de Bodhi (after underdark): v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #95 // Boucherie dans la ville sahuagin: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #96 // 2 Boucheries araignées (Pai’Na entrance and leading to Temple of the Forgotten God—Amaunator 😞 v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #97 // Boucherie de squelettes (catacombes, umar temple entrance, spellhold): v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #98 // Davantage d'ennemis: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #99 // Cosmetic component: v4 beta
~BUTCHERY/BUTCHERY.TP2~ #1 #90 // Boucherie de Yaga Shura amélioré: v4 beta
~XPMOD/SETUP-XPMOD.TP2~ #2 #1 // Reduction de l xp des creatures -> Reduire a 50%: 7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3030 // Protagonist can die: 1.7
~DERATS_AUTOREST/DERATS_AUTOREST.TP2~ #0 #0 // Comment le repos est-il simule ? -> En appuyant sur la touche D
~DERATS_AUTOREST/DERATS_AUTOREST.TP2~ #0 #4 // Choisissez la puissance du repos -> tous les sorts rendus + 3D8 pvs rendus + dissipation 100%
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #2 #0 // Esquiver le Donjon d'Irenicus: 3.0
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #2 #101 // Gerer les PNJs court-circuites -> Uniquement les PNJs originaux: 3.0
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #25 // Edwin/Edwina: 1.01
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.7
 

 

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