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My new "Made in Heaven" mods


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Hey long-time lurker here, 

I wanted to make a few comments about the mods (although I might get some details wrong, since it's entirely from memory and there's still things I've yet to play with or experience). 
I've basically done a full run of BG1 and two full runs of BG2, both with SCS, and the latter with morph's tactics remix, and ascension. 
The challenges in this mod compliment the challenges added from these other mods, and it gives a very solid difficulty curve throughout the game which I enjoyed a lot. 
I also enjoy fighting 'hordes', especially when it comes to undead, so I'm glad you're not afraid to add lots of powerful enemies to dungeons and boss fights where they make sense. It gives a very different feel from other challenges and fights. I also got great use out of some of the extra spells and some of the extra items are great at giving me more options without feeling like I need to collect the limited set of items in the game to optimise my party around them. 

I will also note that from my playthroughs, the Yaga-Shura fight does not seem to be bugged or incompatible with ascension. I recall it was mentioned in the readme that it might be incompatible but I've played it a few times (it's my favourite fight in the game) and no bug has occurred. This COULD be something to do with my mod setup somehow miraculously fixing it, but I don't have any other mods that change this fight.

Unfortunately, I may come across as a pessimist since my only criticism appears much larger than my praise in words. I'll still be installing it on pretty much all my runs from now on though, so don't worry:

With your spell mod, I tried out your undead component (I forgot the name of it) which separated the undead spells. This was really strong in BG1, but the spells didn't scale like the original animate dead spell did. I think this could do with some change, especially if you have challenge encounters, or any other challenge mods. As much as I absolutely love the idea of having different kinds of undead to summon, if the spell doesn't scale with level, then it basically becomes pointless once you hit SoA. This ultimately means for clerics, level 3 spells are gonna have wasted spell slots since animate dead was probably the strongest spell at that level due to it's scaling and the rest are either situational or mediocre. I also felt like the higher level spell version (doom legion?) for the skeleton warriors wasn't even as strong as the original skeleton warriors (although this could be psychological), meaning I'm taking up higher level slots for something that isn't as strong anyway. There's two ways I can think of to improve this component (I know it's still a work in progress and you may have already thought of these, but I'll give my two cents anyway). 

First, you could make each individual undead spell scale in some way. This sounds like tedious work and the result might not be very 'elegant', at least to me but I'm not a modder so I wouldn't know. 

Second, you could remove having multiple spells altogether and reduce it to a single spell. This spell would be something like spell immunity, where selecting it would give you a menu, except based on your level. The menu would then have a selection of which undead you can summon and would expand over time. Again, I'm unsure how easy this is to do, but I know that atweaks (or PnP tweaks?) uses a menu for demon summoning spells in order to increase the summon variety. 

I really enjoy the idea of being a really powerful necromancer who has mastery of all these different types of undead, but because I'm a filthy powergamer I need better incentive to use these spells in SoA :P.

All in all, fun mod with great ideas and I really enjoyed it. There's simply too many components to comment on all of them, but it's very hard to find any that stand out as poor to me.

 

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I can't seem to complete the "Zombie Infestation quest. I have two entries for the quest, one showing that it's been completed.

I'm not sure which mod this could be conflicting with, here's my WeiDU:

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]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.3
~EEEX\EEEX.TP2~ #0 #0 // EEex: master
~EEEX\EEEX.TP2~ #0 #1 // Enable effect menu module - LShift-on-hover to view spells affecting creature: master
~EEEX\EEEX.TP2~ #0 #2 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: master
~EEEX\EEEX.TP2~ #0 #3 // Timer module - Show modal actions (red bar): master
~EEEX\EEEX.TP2~ #0 #5 // Timer module - Show spell/item cooldowns (cyan bar): master
~BGQE\SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v25.6
~BGQE\SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: v25.6
~BG1UB\SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
~BG1UB\SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
~BG1NPC\BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v30
~BG1NPC\BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v30
~BG1NPC\BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v30
~BG1NPC\BG1NPC.TP2~ #0 #60 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v30
~BG1NPC\BG1NPC.TP2~ #0 #90 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v30
~BG1NPC\BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v30
~BG1NPC\BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v30
~BG1NPC\BG1NPC.TP2~ #0 #240 // The BG1 NPC Project: Kivan's Proficiency -> Kivan uses spears: v30
~BG1NPC\BG1NPC.TP2~ #0 #160 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v30
~BST\SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.8
~SOTSC\SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: v8.3
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #0 // EEEE: Melia Quicknight, Crossroads: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #1 // EEEE: Bimmy's Badgering Bandits: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #2 // EEEE: Reinforced Gnoll Stronghold: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #3 // EEEE: Bear Encounter near the Gnoll Stronghold: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #4 // EEEE: Xan's New Grove (new items in Mulahey's cave): 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #5 // EEEE: Daenni's Bridge Bandits: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #6 // EEEE: The Fire Drake in the Wyvern Cave: 4.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #7 // EEEE: Undercity Magma Bulwark Encounter; Red Skeleton-(U.M.B.E.R.S.): 4.1
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #105 // Revised Corporal Undead: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #156 // Revised Dragons: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #143 // Revised Golems: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #151 // Revised Liches: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #103 // Revised Lycanthropes (EXPERIMENTAL): v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #106 // Revised Magical Beasts: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #107 // Revised Monstrous Spiders: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #104 // Revised Oozes, Slimes & Jellies: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #108 // Revised Vampires: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #150 // Enhanced Battles: Ankheg Pit: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #109 // Enhanced Battles: Candlekeep Catacombs: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #112 // Enhanced Battles: Mutamin's Garden: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #113 // Enhanced Battles: Ramazith's Tower: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #149 // Enhanced Battles: The Spider Plague: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #154 // Enhanced Battles: Thieves' Maze & Undercity: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #115 // Enhanced Battles: Ulcaster Ruins: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #116 // Enhanced Battles: Xvart Village: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #117 // Enhanced Battles: Zombie Farm: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #119 // Enhanced Battles: Durlag's Tower: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #114 // The Surgeon's Plight: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #111 // Sarevok's Assassins: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #101 // Prevent chapter 6 cutscene from moving party to Candlekeep: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #118 // Minor Quest Tweaks (BG1): v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #127 // Enhanced Battles: Bridgefort: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #126 // Enhanced Battles: Cyric's Temple: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #124 // Enhanced Battles: Dwarven Dig Site: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #123 // Enhanced Battles: Korlasz' Tomb: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #125 // Enhanced Battles: Vampire Encounters: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #122 // Complete more/all Vision Quest encounters: v6
~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #120 // Increase Enemy Group Size: v6
~MIH_IP\SETUP-MIH_IP.TP2~ #0 #0 // Made in Heaven: Item Pack: v7
~MIH_IP\SETUP-MIH_IP.TP2~ #0 #2 // Icewind Dale items for Baldur's Gate 1 & 2: v7
~MIH_IP\SETUP-MIH_IP.TP2~ #0 #3 // Planescape Torment items for Baldur's Gate 1 & 2: v7
~MIH_IP\SETUP-MIH_IP.TP2~ #0 #17 // Sensible Shops (see readme): v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #101 // Made in Heaven: Arcane Spellpack: v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #102 // Made in Heaven: Divine Spellpack: v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #112 // No Elemental Mind Battle: v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #113 // Spell Improvements (see readme): v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #114 // Expanded Temple Services: v7
~MIH_SP\SETUP-MIH_SP.TP2~ #0 #123 // Sixth Circle Spell Scrolls in Siege of Dragonspear: v7
~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v5
~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v5
~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v5
~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v5
~C#SODTWEAKS\SETUP-C#SODTWEAKS.TP2~ #0 #3 // Do Not Miss NPC-PC Dialogues -> Activate All NPC-PC Dialogues Always: v11.1
~C#SODTWEAKS\SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: v11.1
~C#SODTWEAKS\SETUP-C#SODTWEAKS.TP2~ #0 #12 // SoD Ending: jastey's Tweaks -> Revised Full Version: v11.1
~C#SODTWEAKS\SETUP-C#SODTWEAKS.TP2~ #0 #20 // Make Portal Close from Dragonspear Castle (Aun Argent survives always): v11.1
~C#SODTWEAKS\SETUP-C#SODTWEAKS.TP2~ #0 #21 // Hephernaan takes Dragonspear Vault Key: v11.1
~SODRTD\SODRTD.TP2~ #0 #80 // SoD - Stat-based observations and quest options from Lauriel's Themed Tweaks Mod: 1.3
~SODRTD\SODRTD.TP2~ #0 #0 // Main Component: Tracking System: 1.3
~SODRTD\SODRTD.TP2~ #0 #10 // Consistency Changes to Game Dialogues: 1.3
~SODRTD\SODRTD.TP2~ #0 #20 // Officers Are Aware: 1.3
~SODRTD\SODRTD.TP2~ #0 #30 // Give PC Informed Reply Options: 1.3
~SODRTD\SODRTD.TP2~ #0 #40 // PC Can Tell the Officers: 1.3
~SODRTD\SODRTD.TP2~ #0 #50 // Add Officers Reactions: 1.3
~SODRTD\SODRTD.TP2~ #0 #60 // Additional Info Points: 1.3
~SODRTD\SODRTD.TP2~ #0 #70 // Add Additional Communication with Officers: 1.3
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #25231 // Change Sunfire -> Change Sunfire into 'Missile Storm': 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1707 // Make Sunray Bypass Magic Resistance: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3000 // Set Spell Weapon APR to 2: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3010 // Add Backstab Immunity to the Ring of Danger Sense: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3020 // Proper Missile Deflection for the Gloves of Missile Snaring: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3030 // Improve Detonating Weapons: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3040 // Add Revised Barkskin to 'Skin of the Forest' Armor: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3070 // Make the Dwarven Thrower Hammer Usable by Non-Dwarves: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3080 // Improve Azlaer's Harp and Methild's Harp: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #4010 // Add a Saving Throw Against Level Drain Effects: 1.6
~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #4020 // Improve Monster Ability Scores: 1.6
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Blade Overhaul
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Jester Overhaul
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #2 // Bardic Wonders: Skald Overhaul
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Abettor of Mask Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Dancer Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Darkbloom Bard Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #6 // Bardic Wonders: Storm Drummer Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #7 // Bardic Wonders: Troubadour Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #8 // Bardic Wonders: Deathsinger Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #9 // Bardic Wonders: Strategist Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #10 // Bardic Wonders: Kapellmeister Kit
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #11 // Bardic Wonders: Items
~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #12 // Bardic Wonders: Inspirations
~RR\SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
~RR\SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
~RR\SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR\SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.92
~RR\SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR\SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.92
~RR\SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #20 // Add New Items to the Game: v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #21 // Update Existing In-Game Items: v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #11 // Add Breach Scrolls to Sorcerous Sundries: v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #8 // Replace Boots of Speed (Paws of the Cheetah): v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #10 // NWN2 Style Weapons: v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #4 // Update Items Setting an Ability Score to Increment the Increase: v2.1
~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #24 // Update Critical Hit Immunity -> Allow Difficult Enemies to Remain Immune to Critical Hits: v2.1
~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #13 // House Tweaks: Not-So-Indestructible Rats: 1.91
~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #0 // House Tweaks: Expanded Racial Enemies: 1.91
~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #5 // House Tweaks: Monk Can Use Quarterstaves: 1.91
~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #12 // House Tweaks: Improved Dialogues (BG:EE): 1.91
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #100 // Install Battle Master Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #150 // Install Battlerager Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #130 // Install Dragoon Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #110 // Install Psi Warrior Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #120 // Install Shield Breaker Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #140 // Install Deathbringer Prestige Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #201 // Install Rashemaar Berserker Kit -> Assign kit to Minsc: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #210 // Install Champion of the Wild Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #300 // Install Champion of the Silver Flame: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #310 // Install Templar Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #320 // Install Reaver Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #600 // Archmage Prestige Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #900 // Install Eldritch Scion Kit: v3.1
~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #1103 // Install Stormlord Multiclass Kit for Fighter/Druids -> Do NOT assign kit to Jaheira: v3.1
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1002 // Artisan's Kitpack: Vanguard Fighter Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1101 // Artisan's Kitpack: Give Khalid the Vanguard Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1000 // Artisan's Kitpack: Arcane Archer Fighter Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1001 // Artisan's Kitpack: Arcane Archer (Fighter/Mage): 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1008 // Artisan's Kitpack: Siegemaster Fighter Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1009 // Artisan's Kitpack: Dreadnought Fighter Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1100 // Artisan's Kitpack: Fighter Overhaul: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #2002 // Artisan's Kitpack: Dark Hunter Ranger Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3001 // Artisan's Kitpack: Divine Champion Paladin Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3101 // Artisan's Kitpack: Give Ajantis the Divine Champion Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3002 // Artisan's Kitpack: Mystic Fire Paladin Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3005 // Artisan's Kitpack: Martyr Paladin Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #5001 // Artisan's Kitpack: Elementalist Druid Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #5002 // Artisan's Kitpack: Hivemaster Druid Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7006 // Artisan's Kitpack: Swashbuckler Overhaul: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7001 // Artisan's Kitpack: Rogue Archer Thief Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7002 // Artisan's Kitpack: Magekiller Thief Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7003 // Artisan's Kitpack: Trickster Thief Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7005 // Artisan's Kitpack: Invisible Blade Thief Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #8001 // Artisan's Kitpack: Pale Master Sorcerer Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #8002 // Artisan's Kitpack: 3e-accurate Dragon Disciple -> Original Stat Bonuses: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #9001 // Artisan's Kitpack: Warhorn Shaman Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #10002 // Artisan's Kitpack: Brawler Kit: 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #20000 // Artisan's Kitpack: Eldritch Knight (Fighter / Mage Kit): 3.9a
~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #20001 // Artisan's Kitpack: Arcane Trickster (Mage / Thief Kit): 3.9a
~CD_APPRAISER\CD_APPRAISER.TP2~ #0 #0 // Bardic Appraising: v2
~CDLORE\CDLORE.TP2~ #0 #10 // Books Provide Lore Bonuses: v4
~CDLORE\CDLORE.TP2~ #0 #20 // Weapon Knowledge Provides Lore Bonuses: v4
~CDLORE\CDLORE.TP2~ #0 #30 // Party Members Provide Lore Bonuses: v4
~CDLORE\CDLORE.TP2~ #0 #40 // Defeating Monsters Provides Lore Bonuses: v4
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #10 // Icewind Dale Casting Graphics (Andyr): v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #60 // Two-Handed Axe Item Pack: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #90 // Expanded Polymorph Self: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #130 // Use IWD Damage Animations: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Class Updates: Bard: Add IWD Bard Songs: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #150 // IWD Class Updates: Bard: Use IWD Spell Progression: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #71 // IWD Class Updates: Druid: Allow Elves to be Druids: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #160 // IWD Class Updates: Paladin: Use IWD Spell Progression: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #170 // IWD Class Updates: Ranger: Use IWD Spell Progression: v5
~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #120 // IWD Class Updates: Thief: Evasion: v5
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #150 // Remove "+x" From Unique Item Names: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing [Weimer]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of both methods: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2581 // Alter Wisdom-Based Divine Bonus Spell Table -> Use BG/BG2/IWD Table: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi- and Dual-Classes -> Loosen equipment restrictions for druid multi- and dual-classes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization [subtledoctor]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2590 // Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2620 // Make Certain Creatures Immune to Backstab/Sneak Attack [Luke]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP Creatures [the bigg] -> For non-party-joinable NPCs only: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove Fatigue from Restoration Spells: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Stacks of 120: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3345 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 150 percent and casting speed: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin [Andyr]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain a Legal Constitution Score of 19: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran a Legal Dexterity Score of 19: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
~KLATU\SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7
~KLATU\SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
~MIH_TWEAKS\SETUP-MIH_TWEAKS.TP2~ #0 #2 // Spell Level affects Saving Throws: v2
~MIH_TWEAKS\SETUP-MIH_TWEAKS.TP2~ #0 #3 // Protection from Evil blocks Domination: v2
~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #100 // Install All Baldur's Gate Portraits as Player Portraits: v2
~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #200 // Install All Baldur's Gate II Portraits as Player Portraits: v2
~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #400 // Install Icewind Dale Portraits as Player Portraits -> Icewind Dale AND Icewind Dale II Portraits: v2
~PPE\SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.02
~PPE\SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.02
~PPE\SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.02
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are immune to the iron crisis: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 34.3
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #12 // Update Skills for Bards -> Add Lockpicking and Find/Disarm Traps: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #130 // Blade Kit Enhancements: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #180 // Bard Songs Last 1 Turn: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #150 // Add New Fighter Abilities: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #141 // Allow Fighter Multiclasses to Achieve Higher than Specialized (2 pips) in Weapons Proficiencies -> Allow Fighter Multiclasses to Achieve Master (3 pips) in Weapon Proficiencies: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #20 // Update Skills for Monks: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #70 // Add New Monk Abilities: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #50 // Wizard Slayer Kit Enhancements: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #80 // Add New Paladin Abilities: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #100 // Allow Inquisitor Kit to Cast Divine Spells: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #120 // Turn Undead Overhaul: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #170 // Update Archer to provide to hit and damage bonuses per the kit description: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #300 // Update Weapon Fighting Styles: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #313 // Overhaul Proficiency System - Add New Proficiencies and Weapon Styles -> NWN2 Style Proficiency Progression: v2.0
~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #400 // 2H Weapon Additional Strength Bonus: v2.0
~ENHANCED-POWERGAMING-SCRIPTS\ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #15 // Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed: v12.3.1

 

 

ct6fdzuqlfrn.png

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On 4/23/2023 at 12:42 PM, Lurker said:

mih_eq breaks The Black Pits (BG:EE).

Najim has no dialogue after the introductory fight. Following the transition to the next area and Baeloth's speech, the scene centers on Najim, again without dialogue, and doesn't continue.

 

On 4/24/2023 at 2:33 AM, subtledoctor said:

@subtledoctor Although it's a bit late on my part, thank you. I'm finalizing a new setup, where this hotfix fixes a lot. 👍

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On 7/18/2023 at 11:28 AM, zaedalus said:

The challenges in this mod compliment the challenges added from these other mods, and it gives a very solid difficulty curve throughout the game which I enjoyed a lot. 
I also enjoy fighting 'hordes', especially when it comes to undead, so I'm glad you're not afraid to add lots of powerful enemies to dungeons and boss fights where they make sense. It gives a very different feel from other challenges and fights. I also got great use out of some of the extra spells and some of the extra items are great at giving me more options without feeling like I need to collect the limited set of items in the game to optimise my party around them. 

Yes, I found that numbers are the best ways to challenge powerful parties.  So my main way of making battles more challenging is adding more enemies.  This was also designed to complement SCS, which only does so in very limited cases.  When I design items, I tend to look for niches where the base game leaves a gap so that my items complement the base game instead of overshadowing it.

On 7/18/2023 at 11:28 AM, zaedalus said:

I will also note that from my playthroughs, the Yaga-Shura fight does not seem to be bugged or incompatible with ascension. I recall it was mentioned in the readme that it might be incompatible but I've played it a few times (it's my favourite fight in the game) and no bug has occurred. This COULD be something to do with my mod setup somehow miraculously fixing it, but I don't have any other mods that change this fight.

My main concern here was that too many enemies might spawn, not so much that my scripting interferes with other mods.

On 7/18/2023 at 11:28 AM, zaedalus said:

With your spell mod, I tried out your undead component (I forgot the name of it) which separated the undead spells. This was really strong in BG1, but the spells didn't scale like the original animate dead spell did. I think this could do with some change, especially if you have challenge encounters, or any other challenge mods. As much as I absolutely love the idea of having different kinds of undead to summon, if the spell doesn't scale with level, then it basically becomes pointless once you hit SoA. This ultimately means for clerics, level 3 spells are gonna have wasted spell slots since animate dead was probably the strongest spell at that level due to it's scaling and the rest are either situational or mediocre. I also felt like the higher level spell version (doom legion?) for the skeleton warriors wasn't even as strong as the original skeleton warriors (although this could be psychological), meaning I'm taking up higher level slots for something that isn't as strong anyway. There's two ways I can think of to improve this component (I know it's still a work in progress and you may have already thought of these, but I'll give my two cents anyway).

Revised Animate Dead?  Yes, that component has not had a whole lot of testing, you're the first person playing with it.  At least, that I heard back from.  I may have to do a lot more work here.  Doom Legion summons three skeleton warriors that are level 9 fighters with 90% magic resistance, basically the same stats as most enemy skeleton warriors.

On 7/18/2023 at 11:28 AM, zaedalus said:

First, you could make each individual undead spell scale in some way. This sounds like tedious work and the result might not be very 'elegant', at least to me but I'm not a modder so I wouldn't know.

Yes, the way that table-based monster summoning works is a bit convoluted.  It's supposed to scale, but I'm not sure exactly how the calculations work.

On 7/18/2023 at 11:28 AM, zaedalus said:

Second, you could remove having multiple spells altogether and reduce it to a single spell. This spell would be something like spell immunity, where selecting it would give you a menu, except based on your level. The menu would then have a selection of which undead you can summon and would expand over time. Again, I'm unsure how easy this is to do, but I know that atweaks (or PnP tweaks?) uses a menu for demon summoning spells in order to increase the summon variety. 

I really enjoy the idea of being a really powerful necromancer who has mastery of all these different types of undead, but because I'm a filthy powergamer I need better incentive to use these spells in SoA :P.

I really should give this component a bit more attention.  I just have a hard time justifying my usually all-good party conjuring undead horrors at all. ^^

On 7/18/2023 at 11:28 AM, zaedalus said:

All in all, fun mod with great ideas and I really enjoyed it. There's simply too many components to comment on all of them, but it's very hard to find any that stand out as poor to me.

Thanks, it's nice to hear others enjoy my meddling.  It's what motivates me to keep doing this stuff.

 

 

On 8/22/2023 at 9:54 PM, Miltoph Carter said:

Hello Angel and thank you for your wonderful work! Whenever you are going to release your next version of spellpack please take care of, aura of vitality, druids cannot memorize it.

Mm, this may be an issue with there not being enough open seventh level spell ids in spell.ids.  A whole bunch of them are taken by HLAs, leaving only 17 slots for new level 7 priest spells.  Do you have other mods installed that introduce new level 7 cleric spells?

 

 

On 9/1/2023 at 10:37 PM, herien_0 said:

I can't seem to complete the "Zombie Infestation quest. I have two entries for the quest, one showing that it's been completed.

Mm, I don't know what half of the mods on your list to, so I'm a bit at a loss here.  The quest should be cleared in Wenrics' dialog, if I recall right, and I don't change that much other than the number of zombies to kill.

 

On 9/3/2023 at 11:31 AM, dunehunter said:

Some items seem to be too powerful, for example from EEKeeper I found a belt called Adriyana's Garter, which gives +5 Armor Class, another cloak that gives +3 AC. This is way more powerful than original items.

The garter is a Throne of Bhaal item, not available until after clearing castle Saradush.  It's also limited to wizards.  There is no objective standard to what is "overpowered", but I don't think it is more powerful than other items available at that point, there are at least three shields that also give a +5 AC bonus.

As for the cloak, it gives +3 AC but only +1 saves, so it compares quite well to the Cloak of Protection +2 which is a standard game item, sacrificing one point in saves for one point of AC.  Note that it also has the same itemexlc.2da restrictions as the CoP +2.

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Hey Angel! I've been drooling over your Made in Heaven mods -- particularly the Encounters mod -- for a while. I finally have an occasion to restart, so I'll be giving it a try.

I'll be running the full MiH Encounters alongside full SCS, Ascension, Shades of the Sword Coast, DSotSC (which adds encounters), and a generally mega-modded setup -- with max HP for all critters.  I'm very much looking forward to seeing how the game is affected with all this piling on together.

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On 9/9/2023 at 9:41 PM, Angel said:

Mm, this may be an issue with there not being enough open seventh level spell ids in spell.ids.  A whole bunch of them are taken by HLAs, leaving only 17 slots for new level 7 priest spells.  Do you have other mods installed that introduce new level 7 cleric spells?

I use only iwdfiication mod before mih spells

Edited by Miltoph Carter
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22 minutes ago, Connelly said:

Hi, quick question about the Bhaalspawn powers component in Fixes. Is it an alternative for those not using Ascension, or does it attempt different fixes/changes?

That mod is unfinished and hasn't been released yet, but you are welcome to play with it if you like.  My restorations may clash with other mods though, especially UB and ARP, possibly Ascension too.

Anyway, to answer your question, the Bhaalspawn powers are the same in Ascension, UB and MiH F&R, they are based in files already in the game.  However, I plan to add one more thing that these other two mods don't offer; the ability to choose which power you get after each trial.  This is not currently the case though.

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Thanks, I was just looking over the github page and didn't find much documentation, got curious after another someone reminded me of UB and Ascension overlapping with the powers. I'm not sure how much playing and tinkering I can do, but I'll keep an eye out for the release.

Edit: It seems like only the BG Dialog Restoration and d'Arnise keep text components overlap with ARP, which isn't so bad.

Edited by Connelly
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On 4/24/2023 at 2:33 AM, subtledoctor said:

I made a hotfix mod for this. Can install it in the middle of the game, but probably need to load a save from before you enter an area with Najim.

Yes. But we've already done extensive troubleshooting there, which lead to the creation of the above hotfix. Use that hotfix and all will be well.

@subtledoctor


I have an issue when installing this mod. Aside from getting multiple warnings on each component (inc. 'No rule to identify SOD'), the one particular component concerning undead will not install at all and throws an error. See log below.

I was wondering if this is part and parcel of the same issue I've quoted here. And if it is, I have two related questions:

1) Would putting your script fix (https://github.com/subtledoctor/SubtleD_hotfixes/releases/tag/v29) prior to this mod in the install order potentially fix this issue?
2) In order to fix the 'No rule to identify SOD', and presuming (1) is not possible, you mention the script fix can be used at any time. Does this apply to EET installs as well? Can I install it on EET installs mid-game?

I've posted this in the IE discord if you would rather give feedback there.

ProjectInfinity-WeiDU-Error-mih_eq-0.log

Edited by Nameless_Knight
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The Spell Pack readme mentions the following:

Quote

Note: Ninth level spell slots are actually fairly limited because the game also puts HLAs and a bunch of BS carried over from TotSC there. This may make some spells unlearnable by sorcerers, although wizards can learn it from scrolls just fine. I have experimental code to free up more slots, but it's disabled by default. Check the ini file if you want to play with it.

And in that ini file there's this:

Quote

If enabled, this attempts to free up more ninth level spell slots for wizards by moving innates that have been stored there into the innate name space.  This may create issues for mods that refer to these spells by resource instead of by ids label.  USE AT YOUR OWN RISK!

What kind of mods exactly do you mean there? Looking at the file that works this process, it seems these spells it moves are the kind used by creatures, except maybe the summon skeleton ones. That makes me think SCS and other tactical mods.

EDIT: Answering myself, I've found Rogue Rebalancing's Bard HLA revisions chokes after installing MiH Spell Pack with this setting enabled. It seems that component looks for for the succubus' charm males and the sirine's dire charm for the magic flute. :V

Edited by Connelly
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