CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 On 6/2/2019 at 12:37 PM, ruudkoot said: Having an issue with the Friendly Random Drops component for Icewind Dale: GOG version. Mods installed: IWD Fixpack v6 1pp high quality music IWD Unfinished Business v8 Yep, got it. This is fixed for the next version. Quote Link to comment
CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 On 6/7/2019 at 7:00 AM, subtledoctor said: It's been reported that "Multiclass Grandmastery" only increases the proficiency limits for trueclass multi fighters - not multiclass kits. (Which are a thing now in the EEs.) It would be great if the component modified all kits with class = 7, 8, 9, 10, 16, or 17. This is done. On 6/12/2019 at 8:14 AM, subtledoctor said: In other news, I sent a pull request to make the Tweaks revised wizard/sorcerer/bard spell tables compatible with Tome & Blood's "Revised Ability Scores" component which gives bonus spell slots for high INT (mages) and CHA (bards/sorcerers). This is done. On 6/15/2019 at 12:06 AM, DavidW said: There's a bug in the 'make NPCs less likely to die irreversibly' component that renders it nonfunctional. (Your quality control for people you let work on this project is lamentable - some complete idiot messed up the code by failing to run a critical macro.) Fix uploaded to the repo. Cheers! Quote Link to comment
CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 On 6/19/2019 at 12:41 PM, StarkRavingMad said: The "Faster Chapter 1&2 Cut-Scenes & Dreams" is not working for me on BG2EE GoG version. The BG2 Tweaks version of this works fine, even using both of these at once seems to work fine. In the olden days, Ease of Use and BG2 Tweaks just overwrote everything and mocked other mods for their changes. Anthology introduced a kinder, gentler patching method that no longer overwrote, but depends on a more finicky text match. It was failing for the opening cutscene and the dreams; this is fixed for the next version. Quote Link to comment
Daeros_Trollkiller Posted March 12, 2020 Share Posted March 12, 2020 Hey Cam, glad to see you posting. did you happen to see my post for improving the "remove annoying visual effects" component of the tweaks mod? Please feel free to use it in the next update if it looks good to you. Quote Link to comment
CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 On 9/15/2019 at 3:13 PM, Kromgart said: Component 4080 (Make Khalid a Fighter-Mage) causes a crash in EET, in SoD part, when visiting FAI (EET allows that). That component expands Khalid and Jaheira dialogue - it sets a global variable "P#AlreadyTalkedKhalid" to 1 when you meet them in the beginning of the BG1. It also expands the area script for FAI - adding some CreatureDestroying actions when "P#AlreadyTalkedKhalid" is zero. I have never talked to K&J, and that variable was not set to 1. Now when I enter FAI first floor, the game freezes and then crashes. I set that variable in EEKeeper to 1, and the crash is gone. When I move in to see the spot where K&J usually stand in early BG1, and then change the variable to 0, Khalid appears, then disappears, and then the game freezes and crashes. Reveal hidden contents // 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] ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12 ~ASSASSINATIONS/ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II: v15 ~BACKBRYNNLAW/BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v7 ~CTBEE/SETUP-CTBEE.TP2~ #0 #0 // Check The Bodies EET: 2.2 ~CTBEE/SETUP-CTBEE.TP2~ #0 #1 // Candlekeep Chores, v2.2: 2.2 ~DC/DC.TP2~ #0 #0 // Dungeon Crawl: v11 ~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #5 // Svlast's Torment: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 3.1.1 ~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.1.1 ~REUNION/REUNION.TP2~ #0 #0 // The Reunion mod for Baldur's Gate II: v4 ~A7-TOTLM-BG2EE/SETUP-A7-TOTLM-BG2EE.TP2~ #0 #0 // Trials of the Luremaster for BG2:EE: 1.0 ~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1 ~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain: v4.0.1 ~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27 ~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27 ~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v27 ~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27 ~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27 ~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v27 ~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27 ~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27 ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v27 ~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v27 ~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v27 ~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v27 ~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v27 ~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27 ~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v27 ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v27 ~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.4 ~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44 ~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1000 // Edwin appearance -> BG1: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1010 // Imoen appearance -> BG1: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1020 // Jaheira appearance -> BG1: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1030 // Minsc appearance -> BG1: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1040 // Viconia appearance -> BG1: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1050 // Cameo NPCs appearance: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2056 // XP for killing creatures -> Custom value: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.12 ~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 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: 7 ~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 #560 // More Spell Shield scrolls: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: 7 ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are affected by the iron crisis: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32.4 ~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): v32.4 ~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): v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4217 // Remove unrealistically convenient ammunition from the game -> Remove ammo up to the +2 level from random containers: v32.4 ~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): v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32.4 ~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 #104 // PnP Color Spray: 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 #200 // Allow Breach to take down Stoneskin effects applied by items: 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 #218 // Regain Bhaalpowers in ToB: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: 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 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: 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 #510 // Expanded temple services: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1210 // Use BG Walking Speeds (BETA): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1227 // Adjust Cromwell's Forging Time -> Full 24 hours (BG2EE default, includes sleep): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2163 // Alter Weapon Proficiency System -> IWD-Style Proficiencies with Weapon Styles: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi-Classes -> Loosen Equipment Restrictions for Druid Multi-Classes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls (Angel): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3081 // Increase Ammo Stack Size -> Stacks of 40: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3091 // Increase Gem and Jewelry Stacking -> Stacks of 40: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4030 // Consistent Stats: Edwin -> Use BG Values: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4040 // Consistent Stats: Jaheira -> Use BG Values: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4060 // Consistent Stats: Minsc -> Use BG Values: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4070 // Consistent Stats: Viconia -> Use BG Values: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v9 ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.3 This should be good to go for v10. A lot of the scripting you mention was leftover cruft when we spawned alternative Khalids in ye olde times. Now that we just overwrite his old creature files it means the existing spawning system should work just fine and we can simply purge all of it. I've also created a Siege-specific Khalid so that this now works for folks picking up Khalid in Bridgefort. Quote Link to comment
CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 3 hours ago, Daeros_Trollkiller said: Hey Cam, glad to see you posting. did you happen to see my post for improving the "remove annoying visual effects" component of the tweaks mod? Please feel free to use it in the next update if it looks good to you. I'm getting to it--just working down the list atm. Quote Link to comment
Guest Ludwig Posted March 12, 2020 Share Posted March 12, 2020 Sorry to interject, but just wanted to say that it's awesome to see you back here CamDawg. Quote Link to comment
CamDawg Posted March 12, 2020 Author Share Posted March 12, 2020 On 9/16/2019 at 12:47 AM, DrAzTiK said: the component "move boo into minsc bag" is not avaible for BG2EE It is now! On 10/17/2019 at 4:20 PM, GreyBeard said: a question from a noob GOG BG:EE on Linux LUbuntu 19.04 SCS v32.7 + Tweaks Anthology v9 (both are the latest versions from github) Is there a required sequence of installing the mods? I believe there is none. But right now i enabled the Convenient Location mods and Viconia is not on the road South of Beregost. I think she's still on the same location pre-mod ... East of the road still hounded by the guards. I'd post my weidu.log later if needed. She's not literally on the road; she's in the area along the north edge off to the west a bit. Quote Link to comment
CamDawg Posted March 13, 2020 Author Share Posted March 13, 2020 On 2/6/2020 at 5:53 AM, Daeros_Trollkiller said: For consideration in the next update to this mod: I took the code from the "Remove Blur Effects" portion of the mod and added in some additional code that removes other annoying effects from items that have them, such as the cloak of mirroring and reflection shield +1. The way it works is that when equipping one of these items, it prevents the specific visual effect from playing on that character only, and only while the item is equipped. For example: Character has reflection shield +1 equipped: the visual does not play. If the character were to cast the physical mirror spell while this shield is equipped, the visual effect from the spell wouldn't show while the shield is equipped, but if you remove the shield, the effect returns immediately. It does not affect other characters or NPCs that use these spells. I've tested this with BG:EE, SoD, BG2:EE and IWD:EE and it seems to work as intended as far as I can tell ( only patching items that actually have these effects) COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ //remove blur, physical mirror, spell trap visual effects from items only ie: claw of kazgoroth, relfection shield, cloak of mirroring READ_BYTE 0x18 flags PATCH_IF ((flags & BIT2) = BIT2) BEGIN // don't care if not droppable LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 0 match_opcode = 65 match_timing = 2 END // only delete equipping blur effects LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 0 match_opcode = 197 match_timing = 2 opcode = 291 END // prevent visual effect for phsyical mirror from playing on character if item has them only while equipped (reflection shield) LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 0 match_opcode = 205 match_timing = 2 opcode = 291 END // prevent visual effect for spell trap from playing on character if item has them only while equipped (cloak of mirroring) END BUT_ONLY This is in for v10. Quote Link to comment
CamDawg Posted March 14, 2020 Author Share Posted March 14, 2020 On 3/9/2020 at 3:59 AM, Fuinril said: Hello! I'm all new here. I downloaded this mod mainly for the no traps and no locks component which is sadly broken and do not work at all as of v9 (at least in BG2 EE - but I strongly doubt it works with any IE game due to some offset errors). So I rolled up my sleeves, cast an eye about how IE modding worked, learnt some bits of Weidu and fixed it. I'm all willing to push it on github, however I think it's more polite to ask before emitting a wild PR. Moreover I did some structural changes: I separated the component in two : ground traps and container/door traps and locks... and I'm not sure it will be welcome. So I post here and wait for an answer. Here the complete patchnote : disable trigger (ground) traps can now be installed as a stand alone component update doors "locked" flag if needed (fix doors still being locked with a 0 lockpick difficulty) update container "locked" flag if needed (fix chests still being locked with 0 lockpick difficulty) update doors "hidden located" flag for hidden doors, making them instantly visible (the "Detection difficulty" parameters does not seem to be used by the game engine) fix the offset for reading "key" parameter used to check if a door or a container has a key (and if so not remove the lock) add some checks to not override uneeded files (not sure if needed) I wanted to play with the force difficulty to allow to not remove locks but allow to force any container or door at 25 str but had no success for now Finally the code : A huge thanks for all of this! For the most part, I've incorporated this, with two notable exceptions: Even though lock difficulties get set to zero, I'm retaining the locked flag as it serves as an important indicator to the player. E.g. in many homes, the guards will be called when opening locked containers, and removing the flag means the player has no warning to be careful. For now I'm going to keep it as one component as I've not seen any demand for these to be separated (and the more natural separation is likely traps vs. locks). If someone out there wants these as separate components, let me know, and also how you'd like them separated. Quote Link to comment
Fuinril Posted March 14, 2020 Share Posted March 14, 2020 (edited) 1 hour ago, CamDawg said: A huge thanks for all of this! For the most part, I've incorporated this, with two notable exceptions: Even though lock difficulties get set to zero, I'm retaining the locked flag as it serves as an important indicator to the player. E.g. in many homes, the guards will be called when opening locked containers, and removing the flag means the player has no warning to be careful. For now I'm going to keep it as one component as I've not seen any demand for these to be separated (and the more natural separation is likely traps vs. locks). If someone out there wants these as separate components, let me know, and also how you'd like them separated. The though behind the separation was this component is - I think - mainly used for playthroughs without thief. However ground traps, whle often a hindrance, are also used as battle elements like against Sarevok or in the room with the mummy mosaic in Athkatla. That beeing said I understand very well giving too many options in such a huge mod is a problem of its own, so feel free to do as you see fit. Edited March 14, 2020 by Fuinril Quote Link to comment
Jarno Mikkola Posted March 14, 2020 Share Posted March 14, 2020 Well, I would like to see the option to have either or both. Easiest way to do this is to code the separate components in their own .tpa files and then just run the files in the .tp2 file as needed or in the last option use both .tpa files. Ofcourse I always opp for more components, sue me. Quote Link to comment
CamDawg Posted March 14, 2020 Author Share Posted March 14, 2020 1 hour ago, Fuinril said: The though behind the separation was this component is - I think - mainly used for playthroughs without thief. However ground traps, whle often a hindrance, are also used as battle elements like against Sarevok or in the room with the mummy mosaic in Athkatla. That beeing said I understand very well giving too many options in such a huge mod is a problem of its own, so feel free to do as you see fit. That's something I hadn't considered. Cheers. That being said, in the set piece fights where the traps are part of the difficulty they typically can't be disarmed. For example, only two of the 15 traps in the Sarevok finale and none of the six in the Belhifet fight can be disarmed so the impact on difficulty is somewhat mitigated. Any of you folks who use the component want to chime in? Especially if you're, say, an SCS solo'er? Quote Link to comment
Jarno Mikkola Posted March 14, 2020 Share Posted March 14, 2020 8 minutes ago, CamDawg said: That being said, in the set piece fights where the traps are part of the difficulty they typically can't be disarmed. For example, only two of the 15 traps in the Sarevok What ? I would remember being able to remove most traps in the BG1 fight(in BGT-weidu ... v1.05b or close), definitely more than 2, both eyes and the smile, and at least one drop. Yes, the traps(~8) that summon the Battle Horror's weren't being able to be disarmed, but the trapped floor tiles that form the symbol were easy to disarm before the fight was to begin, after which all hell was lost anyways. Walkthrough where you can see the map... spoilers of course. Quote Link to comment
CamDawg Posted March 14, 2020 Author Share Posted March 14, 2020 (edited) Then BGT is doing something really stupid, as only two of those traps are removable in oBG. edit: And only two are disarmable in my BGT install. Edited March 14, 2020 by CamDawg Quote Link to comment
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