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Made another biggish BG2 install


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...and it looks like I might actually play it through to the end this time! Oh, the joy of having tolerably competent hardware!

Background: I played through BGEE and SoD back in 2019, using most of the Unearthed Arcana mods, plus a bunch of others like SR/IR, SCS, and a smattering of quests and NPCs. Then I turned to BG2EE. Because my hardware was so anemic - a circa 2013 iPad Mini 2, with total RAM less than half the size of my override folder, I could not play EET. So I did it the old-fashioned way: rolled up a brand new Charname, unrelated to my SoD character. But it was slow going: starting the app took several minutes, and loading a save tool a couple minutes, and the iPad would boot the app out of memory at the slightest provocation. Like, even when I killed all other processes and turned on Airplane Mode, if I plugged the iPad in to charge it, it would quit the BG2EE app. Plus, I kept finding bugs, which required hotfix mods because small fixes are harder to do on iOS than on a computer, and then I used those hotfix mods to update the original mods... and I ended up again spending more time writing mods than playing. Two attempts are chronicled here; both flamed out right around the transition to chapter 3.

But now, I have a new (to me) refurb 2020 iPad Air, and it's like a dream. It's super fast and super nice, and it starts BG2EE and loads saves in a literal snap of the fingers, and keeps the game up in the background even if I do other things. I've played through chapter 2 and into chapter 3 in just a couple days. It's great. Plus, all of the mods I'm using seem to be in great shape. Whereas before I would package a dozen or so groups of fixed files to update the game, this time I've only applied one update so far. I've got a running list of issues that need addressing, so there will probably be a second update, but in general the mods are playing very well without any after-the-fact tinkering required. It's great.

The mod list: here is 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]
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.5
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2120 // CLUAConsole for mobile: 3.5
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #61 // Expanded Epilogues for Bioware NPCs -> Alternate epilogues by Shawne: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.12
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119
~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 14
~DC/DC.TP2~ #0 #0 // Dungeon Crawl: v12
~BACKBRYNNLAW/BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v7
~SELLSWORDS/SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v7
~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens -> Yes, but don't patch the existing save games: 12.5
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // Colours of Infinity: Innershade -> Yes, but don't patch the existing save games: 10.4
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen -> Yes, but don't patch the existing save games: 6.6
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #0 // Eilistraee's Song -> Yes, but don't patch the existing save games: 6.6
~ISNF/ISNF.TP2~ #0 #0 // Colours of Infinity: I Shall Never Forget: 5.7
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.4
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27alpha
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27alpha
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27alpha
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27alpha
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27alpha
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v27alpha
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27alpha
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27alpha
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v27alpha
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v27alpha
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v27alpha
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v27alpha
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v27alpha
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v27alpha
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27alpha
~UB/SETUP-UB.TP2~ #0 #26 // Restored Banters, by Camdawg and Angel: v27alpha
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #0 // Core Files: Fishing for Trouble by Yovaneth: 3.2.5
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #1 // Optional: Add portraits for 63 major NPCs in Fishing for Trouble: 3.2.5
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 3.10
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // The Tangled Oak Isle: the new area of Athkatla -> Yes, but don't patch existing save games: 2.01
~OOZE/OOZE.TP2~ #0 #0 // Ooze's Lounge: a new area under Athkatlan Slums: 2.7
~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
~CLIFFHISTORY/SETUP-CLIFFHISTORY.TP2~ #0 #0 // Cliffette's 'History' BWI contest entry: v2
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #401 // Miscellaneous Enhancements -> Without Additonal Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Improved Oasis II -> IO2 Dialogue Enhancement Only: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~SETUP-TURNABOUT.TP2~ #0 #0 // Ascension: Turnabout: v1.3
~SETUP-TURNABOUT.TP2~ #0 #1 // Balthazar Epilogue Portrait, by Cliffette: v1.3
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #0 // Lady Elgea's extended plot: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #1 // Anomen's extended plot: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #2 // Jerlia's Ore Shop: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #3 // Elven holy water in the Temple of Lathander: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #4 // Wave Blade in Treasury: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #6 // Bards can spend the night at the festival (Five Flagons): beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #7 // A bard for the bard stronghold: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #8 // Silver Sword: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #9 // A Tunnel for Saradush: beta_4
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #10 // Temple of Mask in Docks District: beta_4
~SNAKES/SNAKES.TP2~ #0 #0 // The Slithering Menace (for BGII:ToB only): v4.0.0
~DW_LANTHORN/DW_LANTHORN.TP2~ #0 #10 // Restored Rhynn Lanthorn lens quest -> Classic Version (faithful restoration of cut content from the original game): v beta 1
~AJANTISBG2/AJANTISBG2.TP2~ #1 #0 // Sir Ajantis NPC for BGII: 20
~AJANTISBG2/AJANTISBG2.TP2~ #1 #1 // Install the unique BG(II):EE BAM for Ajantis' Family Shield: 20
~KIVAN/SETUP-KIVAN.TP2~ #0 #100 // Kivan of Shilmista: v16
~KIVAN/SETUP-KIVAN.TP2~ #0 #202 // Change Deheriana's Class from Fighter/Mage/Cleric to: -> Specialist-Mage, Diviner: v16
~KIVAN/SETUP-KIVAN.TP2~ #0 #300 // Install Herd's Alternative Portrait for Kivan.: v16
~FADE/SETUP-FADE.TP2~ #0 #0 // Fade: An NPC for Baldur's Gate II: SoA and ToB: 5.6
~XAN/XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v17
~YESLICKNPC/YESLICKNPC.TP2~ #0 #0 // Yeslick NPC for BGII: SoA & ToB -> Yeslick is a regular Fighter-Cleric: v3.0
~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod: 1.5
~AURENASEPH/SETUP-AURENASEPH.TP2~ #0 #0 // Auren Aseph for BG2:ToB: v8
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 5
~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: v3.0
~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v18_charsets
~YVETTE/SETUP-YVETTE.TP2~ #0 #0 // Yvette Romance - BG2 Romance Character: 4.1
~YVETTE/SETUP-YVETTE.TP2~ #0 #1 // Yvette Romance - alternative class (Pure Heartwarder): 4.1
~ADRIAN/ADRIAN.TP2~ #0 #0 // Adrian for BGII -> Adrian is a Sorcerer: v5.0
~ADRIAN/ADRIAN.TP2~ #0 #10 // Install optional soundset for Adrian (only in English) -> Phaelin's soundset: v5.0
~ADRIAN/ADRIAN.TP2~ #0 #20 // Crossmod content: v5.0
~ARATH/ARATH.TP2~ #0 #0 // Arath NPC for BGII: SoA & ToB: v4
~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v3
~ISRA_BG2/ISRA_BG2.TP2~ #0 #1 // Crossmod Content: v3
~FOUNDLING/FOUNDLING.TP2~ #0 #0 // Foundling: Between the Shades -> Yes, but don't patch the existing save games: 4.4
~BRANWEN/SETUP-BRANWEN.TP2~ #0 #0 // Branwen BG2 NPC mod for players and modders: v3
~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v15
~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v15
~IEPBANTERS/IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: v5.6
~IEPBANTERS/IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: v5.6
~IEPBANTERS/IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: v5.6
~IEPBANTERS/IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: v5.6
~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: v3.3
~MAZZY/MAZZY.TP2~ #0 #0 // Mazzy Friendship: v3.5
~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: v4.5
~VALYGARFRIENDSHIP/VALYGARFRIENDSHIP.TP2~ #0 #0 // Valygar Corthala Friendship: v1.3
~HAERDALIS_FRIENDSHIP/HAERDALIS_FRIENDSHIP.TP2~ #0 #0 // Haer'Dalis Friendship for BG2: ToB: v1.2
~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ #0 #0 // All Things Mazzy: Version 1.039
~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ #0 #1 // For the Good: Additional content that might annoy an evil player.: Version 1.039
~JANQUEST/SETUP-JANQUEST.TP2~ #1 #0 // Jan's Extended Quest
~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE: 1.5
~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line: 1.5
~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs: 1.5
~WILLOWISP/WILLOWISP.TP2~ #0 #3 // Optional: Drider and Dark Treant Enemies: 1.5
~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters: 1.5
~YOSHIMOSREMORSE/YOSHIMOSREMORSE.TP2~ #0 #0 // Yoshimo's Remorse: v2.0
~SLANDOR/SLANDOR.TP2~ #1 #0 // The Minotaur and Lilacor: 2.0
~TASHIA/SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.3
~TASHIA/SETUP-TASHIA.TP2~ #0 #2 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Action Style dialogues: v1.3
~KELSEY/KELSEY.TP2~ #0 #0 // Kelsey: V6
~KELSEY/KELSEY.TP2~ #0 #20 // Alternate portraits -> Install Alternate Kelsey portrait set #2, by Frida: V6
~KETO/SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2: V5
~KETO/SETUP-KETO.TP2~ #0 #1 // Keto/Kelsey Interaction (Requires Kelsey-SOA): V5
~EVANDRA/SETUP-EVANDRA.TP2~ #0 #0 // Evandra NPC: v2.2
~EVANDRA/SETUP-EVANDRA.TP2~ #0 #1 // Crossmod Content: v2.2
~DARRON/DARRON.TP2~ #1 #0 // Darron: v2.0.0
~NEPHELE/NEPHELE.TP2~ #0 #0 // Nephele NPC Mod for BGII: SoA & ToB: v2.5
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #1 // Choose an alternate class for Sirene? -> True Paladin
~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: 3.2
~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: 3.2
~SKIECOST/SKIECOST.TP2~ #0 #2 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: 3.2
~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ #0 #0 // The Gibberlings Three Anniversary Mod: v11
~A7-TESTYOURMETTLE/SETUP-A7-TESTYOURMETTLE.TP2~ #0 #0 // Test Your Mettle!: 1.2
~A7-TESTYOURMETTLE/SETUP-A7-TESTYOURMETTLE.TP2~ #0 #12 // Reduced experience for killing monsters -> Reduce by 75% (recommended): 1.2
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v16
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v16
~IMOENCANDIE/SETUP-IMOENCANDIE.TP2~ #0 #0 // Imoen Can Die In Spellhold: 1
~CLIFFKEY/SETUP-CLIFFKEY.TP2~ #0 #1 // A Mod for the Orderly - Add a Keyring to Faerun! See readme for more details about the choices below. -> Consistency Plus version: v7
~UNOFFICIAL_ITEM_PACK/SETUP-UNOFFICIAL_ITEM_PACK.TP2~ #1 #0 // Unofficial Item Pack
~UNOFFICIAL_ITEM_PACK/SETUP-UNOFFICIAL_ITEM_PACK.TP2~ #1 #2 // Gourmet from Underdark
~UNOFFICIAL_ITEM_PACK/SETUP-UNOFFICIAL_ITEM_PACK.TP2~ #1 #4 // New Items
~UNOFFICIAL_ITEM_PACK/SETUP-UNOFFICIAL_ITEM_PACK.TP2~ #1 #5 // SoD items
~UNOFFICIAL_ITEM_PACK/SETUP-UNOFFICIAL_ITEM_PACK.TP2~ #1 #6 // Better archery shop
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 SD 15
~HEARTWOOD/HEARTWOOD.TP2~ #0 #0 // Heart of the Wood (WeiDU version): 7.0.0
~VALHORN/SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla: v2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 sd 3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18 sd 3
~SPELL_REV_REV/SPELL_REV_REV.TP2~ #0 #0 // Spell Revisions Patches: 1.0
~SPELL_REV_REV/SPELL_REV_REV.TP2~ #0 #1 // Spell Revisions Tweaks: 1.0
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 18 sd 3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 sd 3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v33.4
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #0 // Trials of the Luremaster for Baldur's Gate: 3.0
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #20 // Rebalance weapons and equipment: 3.0
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #31 // Reduce experience from monsters and quests -> Reduce by 50 percent: 3.0
~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: 8.1
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v9
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.92
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: beta 4.30
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Items
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2108 // Change Protection from Petrification into 'Mirrored Eyes': 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1151 // Reduce Damage but Improve Blindness in SR's Sunscorch: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2212 // Move Mirror Image to 3rd Level: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2213 // Add Lingering Effects to SR's Stinking Cloud: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2215 // Make Web Slow Instead of Hold: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2251 // Add Deafening Effect On Hit to Decastave: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1251 // Improve Damage and Damage Type of Alicorn Lance: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2305 // Make Haste and Slow Properly Cancel Each Other: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2321 // Make Spell Thrust Target Actors: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1351 // Add Faerie Fire and Slow On Hit to Moonblade: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2418 // Set Fire Shield and Acid Sheath Spells to be Breachable: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2451 // Make Shadow Monster Summons More Illusionary: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1451 // Make Smashing Wave Party-Friendly: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2508 // Improve Function of SR's Waves of Fatigue: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2518 // Change Damage Type and School of Phantom Blade: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2523 // Change Sunfire into 'Missile Storm': 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1603 // Set Blade Barrier to be Breachable: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1613 // Make Physical Mirror Block 1 Attack Per Three Seconds: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2808 // Set Moment of Prescience to Not Breachable: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2923 // Change Summon Planetar into Summon Noble Genie: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3000 // Set Spell Weapon APR to 2: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3010 // Add Backstab Immunity to the Ring of Danger Sense: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3020 // Proper Missile Deflection for the Gloves of Missile Snaring: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3030 // Improve Detonating Weapons: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3040 // Add Revised Barkskin to 'Skin of the Forest' Armor: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3050 // Make IR's Rod of Absorption Truly Instantaneous: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3060 // Make the Gargoyle Cloak Apply Stoneskin Instead of an AC Bonus: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3070 // Make the Dwarven Thrower Hammer Usable by Non-Dwarves: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3080 // Improve Azlaer's Harp and Methild's Harp: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3091 // Nerf Edwin's Amulet -> Only +1 Bonus Slot per Spell Level: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #4010 // Add a Saving Throw Against Level Drain Effects: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #4031 // Increase Dragons' Hit Points -> 50% More Hit Points: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5000 // Revised Magic Battles: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.2.1
~POLYDISP/POLYDISP.TP2~ #0 #10 // Revised and Fixed Dispel Magic Effect: v1.00
~POLYDISP/POLYDISP.TP2~ #0 #20 // Holy Avenger and arrows of dispelling as per PnP: v1.00
~POLYDISP/POLYDISP.TP2~ #0 #40 // Spells of the Seventh Circle and above cannot be brought down by Dispel Magic: v1.00
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Improved Identify spell (usable by Arcanist/Multi Sorcerers): 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #55 // Revised Metamagic -> Metamagic spells, fill sequencers free (usable by Arcanist/Multi Sorcerers): 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #62 // Cantrips -> Level One Cantrips: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #71 // Sorcerer Spell Switching -> Change spells every level: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.17
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #85 // Sorcerer Kit: Mana Sorcerer: 0.9.17
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #10 // Expanded Shamanic Dance for high level characters: 3.1
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 SD 15
~MSFM/MSFM.TP2~ #0 #2 // Add Staff of Wizardry: v1.5
~MSFM/MSFM.TP2~ #0 #3 // Add custom inventory animation to the Staff of Wizardry: v1.5
~MSFM/MSFM.TP2~ #0 #8 // Add ranged attack and a tweak to the Staff of the Magi -> Add ranged attack + replace invisibility with increase of casting speed: v1.5
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.5
~MSFM/MSFM.TP2~ #0 #12 // Add Wand Case: v1.5
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 SD 15
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 SD 15
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #21 // Create a sphere system -> FnP: the Faiths & Powers original sphere system: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #35 // Install Paladin kits: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #37 // Install Ranger kits: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #75 // Alter weapon usability and proficiency: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #80 // Apply sphere system: 0.79.30
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #85 // Apply FnP kits to NPCs: 0.79.30
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 1.3.1
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 1.3.1
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 1.3.1
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 1.3.1
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #100 // Change All Casters to 5E System: 1.1
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #900 // Set Bonus Spell Slot Items to Work for 5E Casters: 1.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4.12.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.12.7
~FNP_MULTICLASS/FNP_MULTICLASS.TP2~ #0 #91 // Multiclass Druids: 0.79.30
~FNP_MULTICLASS/FNP_MULTICLASS.TP2~ #0 #95 // Multiclass Cleric kits (install AFTER all other kit mods!!): 0.79.30
~FNP_MULTICLASS/FNP_MULTICLASS.TP2~ #0 #99 // Apply FnP multiclass kits to NPCs: 0.79.30
~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.6
~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #502 // Changes to Wands -> Reduced Wand Charges: v0.6
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #4 // House Tweaks: Monk Can Use Quarterstaves: 1.9
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #9 // House Tweaks: Good-Aligned Roleplay Rewards (BG2:EE): 1.9
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #12 // House Tweaks: Useful Plot Items: 1.9
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #16 // House Tweaks: Hoodless Thief Avatars: 1.9
~POLYVORP/POLYVORP.TP2~ #0 #10 // Rebalanced Vorpal Weapons (affects enemies and players): v1.00
~POLYVORP/POLYVORP.TP2~ #0 #20 // Make all Dragons immune to Vorpal hits (previously some were, with default rebalancing none are): v1.00
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: 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 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1340 // Make the Planar Sphere Stronghold Available to All Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1341 // Make the de'Arnise Keep Stronghold Available to All Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1345 // Make the Noble Order of the Radiant Heart Stronghold Available to All Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1347 // Make the Imnesvale Cabin Stronghold Available to All Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1226 // Adjust Cromwell's Forging Time -> Eight hours: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2080 // Delay High Level Abilities: 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 #2339 // Remove Summoning Cap for Regular Summons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3175 // Disable Romances: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3276 // Recoverable throwing weapons -> 75% chance to recover after a successful hit, vs. enemies only: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v9
~METWEAKS/METWEAKS.TP2~ #0 #6 // Give Monks a cooler Deflect Missiles ability
~TRAP_OVERHAUL/TRAP_OVERHAUL.TP2~ #0 #110 // Trap Overhaul -> Monk Trap Evasion, Fast Trap Detection: 0.14
~ENCHANT/ENCHANT.TP2~ #0 #0 // Enchant the Missile Launchers
~SCROLLCASTERLEVELMOD/SCROLLCASTERLEVELMOD.TP2~ #0 #0 // Scroll Caster Level Mod: v1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #201 // SBO - Stat-based Bonus Spells: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5022 // Breachy Breach -> Breachier Breach and Modified Rakshasa: 1.2.1
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5035 // Modify Pierce Shield -> Pierce Shield Removes Spell Shield and Dispelling Screen: 1.2.1
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: 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 #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 #301 // Change the appearance of Valygar's armor: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53
~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // The Manual of War: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #1040 // Appropriate XP Rewards for Cowled Enforcers: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Fix Wild Mage Items and Spells: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Standardize Creature Immunities and Abilities: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Standardize Poison Immunity: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Free Action does not Prevent Haste or Movement Rate Bonus: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2170 // Reputation has no Effect on Store Prices: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.5
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2123 // XPO - No Murder XP -> kills give half XP: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #228 // XPO - Choose SoA Starting XP -> 240,000: v5.33.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.33.2
~D5_LOWER_DC_REQ/D5_LOWER_DC_REQ.TP2~ #0 #0 // equalize stats required to dual-class
~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
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #9150 // Mages drop spellbooks. -> 25% of mages drop spellbooks, spellbooks contain 25% of memorized spells.: TB#Tweaks, V 2.61
~A7-TEXTURECONVERT/SETUP-A7-TEXTURECONVERT.TP2~ #0 #6 // Convert PVRZ files -> PVRTC 4bpp: Override files only (iOS recommended): 3.3
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #161 // Make Minsc a fighter: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #242 // Make Branwen a multiclass fighter/cleric: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #621 // Make Neera a sorcerer: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #682 // Make Yoshimo a multiclass fighter/thief: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #721 // Choose a class for Nalia -> Make Nalia a thief: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #902 // Make Fade a multiclass mage/thief: v4.4.2
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v4.4.2
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #0 // Enable Dualclassing into Kits: 0.24
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.24
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.24
~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #0 // Item cosmetic enhancements: Includes new icons, projectiles, recoloring, and addition of pulse and solid glows: v1.0.0
~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #4 // Remove pulse glows from all armor(armor, helmets, shields): v1.0.0
~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #17 // IWD-style animations for Nishruu and Hakaeshar: v1.0.0
~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #21 // IWD-style Umber Hulks and Umber Hulk Elders: v1.0.0
~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #22 // Improved slime-type monster animations: v1.0.0
~BETTER_SPELL_VISUALS/BETTER_SPELL_VISUALS.TP2~ #0 #10 // Better Visual Feedback from Spell and Combat Protections: 1
~Z_ROBES_HOTFIX/Z_ROBES_HOTFIX.TP2~ #0 #0 // fix robes

So, some notes.

I'm using Spell Revisions v4 beta 18, with a couple small tweaks of my own and the "Spell Rev Revised" fixes by @grodrigues applied after (applied after the main component, but before the 'Deflection Blocks AoE' component). Those fixes and more are currently being bundled into the main branch of Spell Revisions, for a putative v4 beta 19... but I didn't want to wait, so I just applied what is available now. Everything seems to work pretty well so far.

Because the iOS games have not received the 2.6 patch yet, I'm still on patch 2.5, and so I have stuck with SCS v33.4, which dates to sometime last winter. It is stable and I have modified it to use IWD spells for enemy priests but SR spells for enemy mages. I didn't want to mess with this so I kept the version I used in my last attempt. If I was/will be on the 2.6 patch, I would jump to SCS v34, which seems to handle the combination of SR and IWD spells well, without need for my meddling.

I had heard that IR Store Revisions can wipe interfere with the More Style For Mages mod, so I installed IR Store Revisions, then MSfM, then the rest of IR. I don't think this install sequence worked - I have not seen any MSfM items for sale anywhere in Athkatla. :(

As you can see I did apply one hotfix, that was for an interaction between my 5E Spellcasting mod and Scales of Balance's YARAS component. This has already been fixed in YARAS, so if you are reading this, you need not fear this.

That's it for right now. A couple of issue have arisen, and I'll talk about them as we go.

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So I'm playing with my 5E conversion mod that lets all casters cast according to the 5E rules: you 'prepare' a set of spells before resting, and then the next day you can cast those spells spontaneously.  This has a few... uncomfortable interactions with other mods. Not bugged; just different things trying to modify the same areas and getting slightly in each others' way. The biggest one is NPC_EE. This lets you modify the stats, proficiencies, kit, and sometimes class of various NPCs, and often this means wiping out their spellbook and giving them a new set of spells. But the 5E casting mod has to initialize its system for each caster as soon as they join the party for the first time. If that caster has no memorized spells because of NPC_EE, then the 5E casting mod will interpret that they have not prepared any spells to cast that day. Long story short, it means some NPCs will not be able to cast spells until they get a night's sleep. This can be somewhat annoying, e.g. in the case of Imoen and Jaheira (you can sleep in Chateau Irenicus, but doing so is not very role-playish) or Aerie (she'll only be able to contribute sling stone to the fight against Kalak. It's not a big deal, and once you rest everything works great. But always worth mentioning, since it can affect the first couple NPCs you meet in the whole game.

For Charname this time, I am playing Silus, a fighter->mage dual class. A bit boring, I know, but it fits the story without needing to squint very much, compared to, say, a druid or ranger or cleric of Talos etc. My headcanon: Silus was raised in Candlekeep, book-smart but trained to fight in a fairly simple manner by the guards there. After being expelled, he developed his martial abilities to mirror and counter the threat of Sarevok, who was also a strong fighter; then, while being tortured by Irenicus his magical talent bloomed and now he is developing those talents.

I'm using the Scales of Balance proficiency system. Silus got mastery (+++) in long sword, scimitar, and quarterstaff before dual-classing. That gives him 2 APR with those weapons; he cannot attain highmastery and dualled before level 12, so he misses out on reaching 3 APR. That's okay; the emphasis will be on the mage side of "fighter/mage" in this run. I should note, dual-classing led to a weird bug when I got my fighter levels back. The game removes the parent resource attribution of certain permanent effects when that happens, which resulted in my spell slots becoming a bit screwy (too many spells slots! oh noes! :groucho: )... need to have the mod apply an opcode 337 effect somewhere, to counter that. Note to self!

Jaheira is a single-class druid, Minsc is a fighter with the barbarian kit, and Imoen is unchanged. The starting dungeon went fine, except the SCS "Slightly Harder Starting Dungeon" component removes almost all arrows from it. If you have a few people using bows, it is annoying. Yoshimo is specc'd out as a fighter/thief with the Tomb Runner kit, which is great: a bit more durable than normal, specialized in SWS and Katanas for strong thac0 and good APR (with SoB, SWS gives you +1/2 APR), and very high lore to identify items. I don't ever use traps, so the Bounty Hunter kit is useless to me; in this get-up, Yoshimo really shines. Only thing is, dressed in leather armor, his AC suffers and SCS enemies tend to target him in melee, so he gets hit a lot.

Out of the dungeon I met Kivan, but I turned him away because I'm not going to use him this game. He's very strong as a Stalker dual-wielding short swords, but I have Yoshimo in more ore less that role in the early game, and I'll pick up Valygar for the late game. I usually don't take Valygar but I've kitted him out as a ranger/psionicist, and I want to test my Will to Power psionics in the late game.

After talking to Gaelan I skipped the Copper Coronet - place looks like a regular wretched hive of scum and villainy - and headed to the Southern Edge. There is some combat-light questing to be done there, which helped my gain some XP toward getting my fighter levels back. Those quests also sent me to the Docks District at some point, whereupon Yoshimo requested I stop off and see Renal Bloodscalp, conveniently starting the Thieve Guild quest. While doing some small quests around the Docks, Southern Edge and the graveyard, Jaheira got cursed and I got stopped by some brigands who had poisoned a harper. I also met Nalia and Auren in the Copper Coronet. This set me up to finish out the Southern Edge Book Monster, the Slums Slavers, the Harper Hold, and Mae'Var's treachery, altogether worth several hundred thousand XP.

Unfortunately Minsc got killed by Galvarey in the Harper Hold. I'm not really into resurrection - too many NPCs in this game, and not many spots in the party! I picked up Aerie to take his place, since Silus is now a solid fighter again, and then solved the Bridge District murders and clear the top-level Temple Sewers while retrieving a spider-killing sword for a druid under the graveyard. With 45,000 gold, I paid Gaelen, met Aran, and recruited Fade. The party looks like this:

  • Silus: fighter 9 / mage 11
  • Auren: fighter 11
  • Jaheira: druid 11
  • Nalia: thief 10 / psionicist 10
  • Fade: thief 10/mage 10 ("Jinxer" bard kit)
  • Aerie: cleric 10 / mage 10 ("Priest of Baervan" kit)

The last few attempts to play I took Keto along for chapter 2, to be replaced by Fade or Haer'Dalis later. But having played through her questline twice already, I just skipped her this time. It's too early to brave the Planar Prison for H'D, so I'll stick with Fade for now.

For story reasons, I feel like I should boot Jaheira for having gotten Minsc killed. I can replace her with Branwen or Yvette... but I can't figure out how to recruit Yvette, and Branwen is a bit boring - basically a fighter with buffs. Druids are sooooo good in this install. Maybe I'll let her tag along until Trademeet, then she can be replaced by Cernd, Yeslick, or Nephele.

I'm getting bored of Nalia, may not keep her around very long. And I doubt I can tolerate Aerie for very long. So, the party composition may change pretty drastically, pretty soon.

Issues I ran into so far:

  1. The afore-mentioned 5E spell slots bug when dual-classing. Not hard to fix, and extra spell slots is not a showstopper in any event.
  2. Aerie failed to have the right spellstate applied, which led to only half of her spellcasting getting the 5E treatment. Need to see figure out why that happened.
  3. Some mod requires that you retrieve the Storm Necklace for the priestess of Talos... but the thing is nowhere to be found. This bug has persisted across the last few games I've set up, so I think it is probably not a conflict but just a bug in that mod.
  4. Fade's "Can I ask you a personal question?" dialogue ALL of Fade's dialogues happens 2 or 3 times. It doesn't keep happening forever - it's not as bad as the bug in the Wings mod - but I guess it's worth mentioning.
  5. MnG bards like Fade are not getting all of their bonus spells when they select their kit via NPC_EE. I thought I had fixed this... need to check it out. Works fine for rolling a new bard, though, or when the .CRE file already has a bard kit set, like Haer'Dalis.
  6. A few bonus spells for FnP's Hivekeeper kit are not added to the 5E casting system. This is a small oversight, I just need to figure out the best way to address it.
  7. My Random Tweaks component "Make Smashing Wave Party-Friendly" is not making Smashing Wave party-friendly. I need to see why not. That spell is great when it is party-friendly.

All in all, nothing intolerable. I find I would rather keep playing than pause to fix these things, which says a lot.

Edited by subtledoctor
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4 hours ago, mickabouille said:

> My Random Tweaks component "Make Smashing Wave Party-Friendly" is not making Smashing Wave party-friendly. I need to see why not. That spell is great when it is party-friendly.

I think I've seen this component installing with the warning "didn't change any effect" (paraphrasing from memory)

Some versions of the spell don't have the opcode 318 effect that the mod alters (depending on whether you install the spell via old IWDification, new IWDification, SCS, FnP, or some other source). Some versions of the spell move most of the effects to a subspell (e.g. if you use Spell Revisions "Deflection Blocks AoE Spells"). Sometimes it makes the correct alteration and is party-friendly at a distance, but the wave hits and damages the caster. I haven't yet entirely wrapped my head around how to control for all these variables. Might need to make a final, working version of the spell and simply overwrite. We'll see.

On 10/6/2021 at 3:46 AM, Guest Jimmy said:

Good god of murder, I think I puked a little just skimming that list. In a good way though.

It looks long, but it's actually fairly controlled. Authors of the NPC mods have gone to great lengths to make sure they all play nice together (at least in a technical sense), the quest and location mods are all self-contained, and while I apply a ton of tweaks to essentially make my own house-ruled mashup of AD&D 2.0, 2.5, and 5.0, each tweak is pretty self-contained. And/or contains good compatibility code.

Notably, you'll see that big old-fashioned "mega-mods" are excluded from this list. The only thing like that is Ascension. This would be my first time trying to play Ascension. Hopefully I don't regret it.

Like I say, this list is playing very well so far. issues that currently stand out to me:

  • I don't know where the Horn of Valhalla is. (But it might just be somewhere I haven't been yet.)
  • I need to recruit a cleric, and want to see mod content, but I cannot see any way to get Yvette into the party. (Is there supposed to be some kind of painting for sale in the Promenade? I've talked to everyone there and have not seen it.)

I'm 10 days into the game and have done... rather a lot, actually. I completed the Unseeing Eye quest, defeated the slavers in the Slums, wiped out Mae'Var's guild, repelled the attack in the Harper Hold, became lord of D'Arnise Keep, cleaned up the Southern Edge and Tangled Oak Isle, cleared the sewers and retrieved a sword for a half-drow Hivekeeper druid, helped out various people (alive and otherwise) in the graveyard, solved the murders and kidnapping in the Bridge District, freed the soul from the Soultaker dagger, slayed Baron Ployer, and removed the deadly illusions from the circus.

I've replaced Jaheira with Branwen, and I dropped Aerie from the party. Now on to Umar Hills, to investigate the Shade Lord and find Ungar Hilldark's brother, and pick up Mazzy. Then back to Athkatla to deal with Nalia's betrothal, then back to Imnesvale to pick up Valygar. Then I'll deal with Trademeet and the Planar Sphere. Then Windspear Hills and the Planar Prison. Then finally to deal with Bodhi.

Edited by subtledoctor
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Thanks for the thread, always interesting to see what mods a productive modder plays with. Surprised at the absence of Wheels of Prophecy.

The horn of valhalla is in an unnamed house in the middle of the bridge district, a bit northeast of Ranph.

Yvette's portrait is bought from a fat woman in waukeens promenade, south of the circus tent. The npc doesn't have a special name.

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I've kept moving forward. I cleaned out the former temple of Amaunator in the Umar Hills, and restored the shamanic grove there. Then back to Athkatla to expose Isaea Roenall (rhymes with "toenail," nyah!). Checked on some Shadow Thief defectors and Aran Linvail's mom, and went looking for the missing fence Arledrian for Gaelan. Nalia needed some time to get her head straight after being kidnapped, so she left to hang out at the Copper Coronet (instead of, you know, her luxury-filled castle??). I picked up Valygar to replace Nalia, and then Fade was kidnapped to the Guarded Compound.

Things have seemed pretty easy up to this point; I have been fairly steamrolling most enemies. Charname is a fighter9->mage12 and is at the height of power as a multiclass-F/M-analogue. Specialization with a couple weapons, very good thac0, and strong spell-based defenses make him the best fighter in the group, always leading at the front of the party. He is about 60% fighter and 40% mage. But that is going to change, because his fighting skills are never going to get better, and those of other warriors in the group will. The guarded compound is one of the rare encounters that really challenged my group. I picked up Aerie to help out with the rescue, but it was still quite hard. The downstairs mish-mash of monsters has been replaced by a "mage construct" which is a higher-level wizard than anyone in my party, and might be a fighter/mage because it is dual-wielding war hammers? That, plus about four invisible stalkers and four battle horrors. That was a tough fight, and of course the mage lasted the longest.

Then I went upstairs, having already exhausted some of my spell power. I opened with a volley of summons to prevent the enemy group from rushing me: Valygar throws Kitthix, Mazzy summons an earth elemental from the IR Ring of Earth Control, Aerie summons a Spirit Bear, Branwen creates an Animated Construct (basically a minor golem), and Charname summons some Demi-Shadow Monsters. The idea is that the party can then move sideways away from the nasty acid traps, and then asses how to approach the battle in round 2. Unfortunately, Sion the enemy mage leads off with a Chaos spell. This is the SR spell that causes all enemies to save to avoid being stunned, paralyzed, unconscious, or stricken with fear. Maybe also feebleminded? Every round. This spell is nasty. Several party members got stunned. Then as I was going to set myself up in round 2, Sion cast Time Stop (!) and Spell Trap (!) and some other stuff.  I managed to keep things together and slowly take down a few of the enemy fighters, though Sion was basically invincible and I could only hope to distract him. At some point Valygar got hit by Feeblemind and enemies were trying to finish him off, so I cast Invisibility on him. Then took out the enemies, and eventually took down Sion. Then I was left with... an invisible feebleminded party member. Whoops!  Not good!  There's no way to dispel invisibility on party members and Charname, the only person who could get opcode 193 active via Detect Invisibility, had no 4th-level spell slots left to cast Break Enchantment. Branwen could cast Break Enchantment, but could not target invisible creatures. So in protecting him, I destroyed my ability to undo the Feeblemind effect. :beholder:

Luckily we are rescuing Fade, who in this game is a Jinxer, a mage/thief kit that is my hopefully-less-offensive version of the Gypsy kit from the Complete Book of Bards. She can cast Break Enchantment innately, and has Detect Invisible memorized. So she dispels the Feeblemind! Yay! Except... now I see Valygar also has the 'stunned' status. And it's not going away. And I can't even walk downstairs without gathering my party. Nothing seems to be able to remove this perma-stun effect. I rest, regain spells, and cast everything I can think of: Dispel Magic, Break Enchantment, Exaltation, Spiritual Clarity, Free Action. etc. Nothing works. Valygar is broken.  Dammit!  I really can't figure out how that happened. Maybe he was stunned by the Chaos spell, and then the Feeblemind spell stopped his scripts running and prevented the stun effect from expiring? Very annoying. I had to reload and do the whole fight again.

Anyway, I have thoughts about mages in this install. Whenever I have had trouble with a fight, it has involved a mage: each floor of the Guarded Compound, the group in the sewers, the yuan-ti mage at D'Arnise Keep, etc. These mages tend to be higher level than my party, and they have very strong defenses from contingency and sequencers - Greater Spell Deflection/Spell Trap, Globe of Invulnerability, Stoneskin/Mirror Image, and PfMW. They are invulnerable to any of the damage-dealing or disabling stuff I can dish out against their party, so they inevitably survive longer than any of their allies. So far, this is exactly what we expect from games with SCS spellcasters, right?  But then... their spell defenses stay strong, while their physical defenses start to disappear. What has been happening is, the fight gets dragged out because I cannot crack their spell defenses; and since physical defenses have shorter durations, it ends up with my fighters taking them down while my casters end up feeling useless. This notwithstanding that I have designed a whole mod (Magic Battles Revised) to make caster duels run better.

On the one hand, mages feel appropriately powerful when I see that they can outlast their compatriots. On the other hand, it's a bit unsatisfying to see them finally succumb to plain-jane fighters like Auren and Mazzy, rather than to my own magical attacks. The question is, what to do about this. Part of the issue is simply that my own mages are so under-leveled (I have a mod that slows down my XP progression, that's why I'm well into chapter 3 and still 12th level). But part of it seems to be that the durations of spell defenses are so much longer (generally 2-5 turns) than the durations of physical defenses (4 or 5 rounds for PfMW, and Stoneskin might only last a round or two against a couple hasted fighters).  I've argued for keeping the duration of PfMW short, but... maybe those should be reversed? Even with 4 or 8 rounds of complete invulnerability, I'm not sure a mage can take down a couple of really tanky fighters with ~125-150 hit points and maybe some resistances on top.

Maybe physical defenses should have longer durations, and the  any layers of spell defenses should have shorter durations or be otherwise nerfed. Right now Minor Deflection/Deflection/Greater Deflection/Trap absorb 4/9/18/99 spell levels. Maybe that should be more like... 4/7/15/30? With durations of 10 rounds, instead of 20-40 rounds? Maybe I could rig something where the duration is reduced if the number of spell levels of protection is reduced? Maybe GOI should have a shorter duration? That way my casters would have to play a more active role in making enemies vulnerable.

Also, mages should have more ways of making tanks less tanky. We have talked elsewhere about adding an explicit luck penalty to Greater Malison, but maybe it should also add outright reductions to elemental resistances (even to the point of applying a negative modifier, so those affected would take more damage from Fireballs etc.) Maybe Waves of Fatigue should apply a negative modifier to physical resistances.  Hmm, need to think about this...

Edited by subtledoctor
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I know there are lots of people who want their solo barbarian to be able the curbstomp a demigod of magic, which... well, people can agree or disagree about that. But when a mage faces 1) another mage and 2) a bog-standard fighter, I feel like #1 should be better at piercing the magic defenses. I don't want to make it impossible for a fighter... it just seems thematically, that a magic user should be better - quicker - at overcoming magical defenses. Right now, with SCS, that is not the case.

I think a big part of the answer would be available if the game had working concentration checks. Then we could give mages partial protections against fighters - give them resistance, ways to reduce incoming damage without every single hit resulting in guaranteed casting interruption and, effectively, being stun-locked. Alas, concentration checks have been broken for 5 years and Beamdog hasn't seen fit to fix it in the 2.6 patch, so they'll likely be broken for another 5 years. :(

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Guest Morgoth

Thanks InKal. But every time I see a kit I can't help comparing it with Subtledoctor's stuff. And I have yet to find something remotely comparable to the quality of his kits.

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21 hours ago, Thacobell said:

I feel like mages are already super strong, and making it so that only other mages can kill them is kind of enforcing certain playstyles on the player.

Thinking about this, I’ll state my point another way: sure you want a way for warriors to deal with mages. But when I have two mages in my own party, should the warriors-only way still be the only way to deal with enemy mages? Doesn’t that effectively enforce a certain playstyle on the player?

Maybe we just need to improve the capabilities of magic attacks. 

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