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Third - I mean, fifth! - attempt at a large EET game on a tablet


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EDIT UP TOP - I have replace the install described here with a newer, smoother, better one. See this post later in this thread for the most current details on the most recent install, including my latest, greatest weidu.log.

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I'm getting a bit more aggressive now with my EET installs, so I thought I would document the process a bit. This install will have ~650 mod components, and several entirely different games shoved into the BG2EE app, and will then be crammed into an iPad so it can be played on the go. The idea is, hopefully, anyone who is not so used to playing with mods and feels intimidated by the process can look at this and see that it works. If their install is less aggressive than mine, they can have confidence in their own game. (If you are one of these people who installs 1,500 mod components, every quest and item under the sun, then all I can say is Bless you and good luck.)

EDIT - Okay this install had some problems. I ironed them out (seemingly, hopefully) and reinstalled it. This post now includes the updated weidu.log. Discussion of gameplay with the fixed/updated install begins here.

First things first, I will post 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]
~EET/EET.TP2~ #0 #0 // EET core (resource importation): 12sd2 for mobile 2.5
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1080 // Portrait Selectors -> lefreut's Portrait Picker: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2120 // CLUAConsole for mobile: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2900 // lefreut's Improved Record Screen: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3024 // Journal Fixes and Tweaks -> lefreut's Journal (quests collapsed by default): 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3030 // lefreut's Customize All Characters: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3043 // Mr2150's Auto-Identify Items -> Pay  50gp to identify items: 3.8.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #3051 // lefreut's Improved Inventory Screen -> Without Item Comparison: 3.8.1
~BP_IN_BG/BP_IN_BG.TP2~ #0 #100 // add access to the Black Pits in BGEE/EET: 0.9.2
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #10 // Imoen 4 Ever in SoD: Imoen Remains in Group in Korlasz' Dungeon: v10
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #11 // Imoen 4 Ever in SoD: Imoen Returns to PC in First Coalition Camp (bd1000): v10
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #12 // Imoen 4 Ever in SoD: Imoen Gives Better Reason to Stay Behind in Palace: v10
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #13 // Imoen 4 Ever in SoD: Play Cutscene With Imoen and Duke Jannath: v10
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #14 // Imoen 4 Ever in SoD: Give Imoen Dialogue Content in Chapters 8-12: v10
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #8 // Elminster Makes an Appearance -> jastey's Version: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 13
~TRANSITIONS/TRANSITIONS.TP2~ #0 #0 // Main component: Allow continued play after Sarevok and/or Irenicus is defeated: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #10 // Use BGI ending movie as a dream and give new bhaal-spawn power at first rest: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #33 // Clean-up Quests -> Option 2 and use gentler Tamoko quest: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #200 // Close quests and rumors that can't be finished after Sarevok is defeated: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #40 // Clean up the town folk chatter with regard to Sarevok: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #50 // Clean up the wounded from the thieves' maze: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #70 // Duke Eltan's reward option: House near Ducal Palace: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #71 // Duke Eltan's reward option: Cabin in High Hedge: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #72 // Duke Eltan's reward option: Gray house in NW Beregost: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #73 // Duke Eltan's reward option: House across from Flaming Fist compound: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #80 // Add Waves of Refugees to Baldur's Gate: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #140 // Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated: v2.4
~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 4.2.0
~NTOTSC/NTOTSC.TP2~ #0 #1 // Spawn less Monsters depending on Game Difficulty: 4.2.0
~NTOTSC/NTOTSC.TP2~ #0 #2 // Keelor the Dwarf: 4.2.0
~NTOTSC/NTOTSC.TP2~ #0 #3 // Llindellyn's Lucky Arrow: 4.2.0
~NTOTSC/NTOTSC.TP2~ #0 #5 // Pilar and Gheldehar: 4.2.0
~NTOTSC/NTOTSC.TP2~ #0 #9 // Fighting Encounters: 4.2.0
~SOTSC/SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: 8.0
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: 2.7
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: 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 #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 #12 // Alternate Slayer Change: v8.4
~ARESTORATIONP/ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.4
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: v25.6
~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: v25.6
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v2
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v2
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v2
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v2
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #0 // Another Fine Hell - Optional Ending for SoD and BGII Closure: Alpha_220923
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #1 // Get the Hells Out - Quest Option with Extended BGII Content: Alpha_220923
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #2 // PC's and Imoen's chest in Palace should have their content: Alpha_220923
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #2 // Do Not Miss NPC-PC Dialogues -> For NPCs in Party Only: v9.2
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: v9.2
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.5
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v30
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v30
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v30
~AC_QUEST/AC_QUEST.TP2~ #1 #0 // A Job Well-Paid: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #1 // A Feast for the Gnolls: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #2 // Jumper: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #3 // The Lost Son: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #6 // The Great Carlini: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #8 // Fangirls: 4.3
~AC_QUEST/AC_QUEST.TP2~ #1 #9 // The Serpents of Abbathor: 4.3
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #0 // EEEE: Melia Quicknight, Crossroads: 3.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #1 // EEEE: Bimmy's Badgering Bandits: 3.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #2 // EEEE: Reinforced Gnoll Stronghold: 3.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #3 // EEEE: Bear Encounter near the Gnoll Stronghold: 3.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #5 // EEEE: Daenni's Bridge Bandits: 3.1
~EXTRAEXPANDEDENHANCEDENCOUNTERS/EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #6 // EEEE: The Fire Drake in the Wyvern Cave: 3.1
~THEMED_TWEAKS/THEMED_TWEAKS.TP2~ #0 #80 // SoD - Stat-based observations and quest options: v0.3
~THEMED_TWEAKS/THEMED_TWEAKS.TP2~ #0 #100 // SoD - Quest: Scouting the Coast Way Crossing: v0.3
~THEMED_TWEAKS/THEMED_TWEAKS.TP2~ #0 #140 // SoD/BG2EE - Add a little snark to dialogues: v0.3
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v14
~INDINPC/SETUP-INDINPC.TP2~ #0 #1 // Install Interjections for Indira (BETA): v14
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v6.0
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~TENYATHERMIDOR/SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.6
~ROSE/SETUP-ROSE.TP2~ #0 #0 // Rose NPC for BG:T: v0.03 OPEN BETA
~HELGA/SETUP-HELGA.TP2~ #0 #0 // Helga NPC Mod: 1.48
~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE and SoD: 1.69
~EMILY/EMILY.TP2~ #0 #0 // Emily NPC for BG1EE: 1.65
~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 3.3
~GLAMNPCPACK/SETUP-GLAMNPCPACK.TP2~ #0 #0 // Glam's NPC Pack for BG:EE, BGT and BG TUTU
~WALAHNAN/WALAHNAN.TP2~ #0 #0 // Walahnan NPC for BGEE: v2.0
~BRISTLELICK/BRISTLELICK.TP2~ #0 #0 // Bristlelick—the gnoll companion for BGEE: 2.2
~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.7
~AMBER/AMBER.TP2~ #0 #0 // Amber the NPC MOD: v5.1
~AURENASEPH/SETUP-AURENASEPH.TP2~ #0 #0 // Auren Aseph for BG2:ToB: v8
~BTL/BTL.TP2~ #0 #0 // Beyond the Law - Kova & Kiyone -> Beyond the Law with Kiyone original sound set: v2.0.0
~BTL/BTL.TP2~ #0 #2 // Better balanced BTL items: v2.0.0
~ACBRE/ACBRE.TP2~ #1 #0 // Breagar: Contents: 12.0.0
~ACBRE/ACBRE.TP2~ #1 #2 // Breagar: Crossmods and PID: 12.0.0
~THECALLING/THECALLING.TP2~ #0 #0 // The Calling: v2
~THECALLING/THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: v2
~THECALLING/THECALLING.TP2~ #0 #40 // Exotic Item Pack: v2
~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 #8 // Artemis Entreri in Bodhi's Lair: 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 #16 // Corrected BAMs and Scripts: v27alpha
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v27alpha
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v27alpha
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27alpha
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v27alpha
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v27alpha
~UB/SETUP-UB.TP2~ #0 #26 // Restored Banters, by Camdawg and Angel: v27alpha
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #0 // Eilistraee's Song -> Yes, but don't patch the existing save games: 6.6
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // Colours of Infinity: Innershade -> Yes, but don't patch the existing save games: 10.4
~OOZE/OOZE.TP2~ #0 #0 // Ooze's Lounge: a new area under Athkatlan Slums: 2.7
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 4.0
~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
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen -> 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
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // The Tangled Oak Isle: the new area of Athkatla -> Yes, but don't patch existing save games: 2.01
~BRIDGESBLOCK/BRIDGESBLOCK.TP2~ #0 #0 // Athkatlan Grounds: The Bridge's Block: 1.11
~ALABASTERSANDS/ALABASTERSANDS.TP2~ #0 #0 // Alabaster Sands: the new area of Athkatla -> Yes, but don't patch existing save games: v1.2
~WHINHILL/WHINHILL.TP2~ #0 #0 // The Journey to the Whin Hill - a Baldur's Gate 2: EE quest -> Yes, but don't patch existing save games: v1.0
~WHINHILL/WHINHILL.TP2~ #0 #2 // The Journey to the Whin Hill: add the optional minor joinable companion - Afu-Zuuvi: v1.0
~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
~LUCY/LUCY.TP2~ #0 #0 // Lucy the Wyvern: v5.0
~DC/DC.TP2~ #0 #0 // Dungeon Crawl: v12
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #0 // Fishing for Trouble by Yovaneth: v3.2.8
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #1 // Fishing for Trouble - Major character portraits: v3.2.8
~CLIFFHISTORY/SETUP-CLIFFHISTORY.TP2~ #0 #0 // Cliffette's 'History' BWI contest entry: v2
~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
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature 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 #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
~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
~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 #5 // Silver Dagger in Irenicus Dungeon: 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
~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
~XAN/XAN.TP2~ #0 #1 // Install alternate class for Xan? -> Change Xan's class to Fighter/Mage: 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
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 5
~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: 5.0
~ADRIAN/ADRIAN.TP2~ #0 #0 // Adrian for BGII -> Adrian is a Sorcerer: v6
~ADRIAN/ADRIAN.TP2~ #0 #10 // Install optional soundset for Adrian (only in English) -> Phaelin's soundset: v6
~ADRIAN/ADRIAN.TP2~ #0 #20 // Crossmod content: v6
~ADRIAN/ADRIAN.TP2~ #0 #30 // Adrian Tolerates High Reputation -> Always: v6
~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: v5.9
~IEPBANTERS/IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: v5.9
~IEPBANTERS/IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: v5.9
~IEPBANTERS/IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: v5.9
~IEPBANTERS/IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: v5.9
~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
~SETUP-WINGS.TP2~ #0 #0 // Wings for BG2:EE
~SETUP-WINGS.TP2~ #0 #1 // Restore missing banters?
~SETUP-WINGS.TP2~ #0 #2 // Remove conflict with Hexxat?
~PAINA/PAINA.TP2~ #0 #0 // Pai'Na NPC for BG:EE
~FHAUGY/FHAUGY.TP2~ #0 #0 // Fhaugy - Baldur's Gate 2: EE NPC: 0.82
~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
~KETO/SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2: V5
~KETO/SETUP-KETO.TP2~ #0 #1 // Keto/Kelsey Interaction (Requires Kelsey-SOA): V5
~KETO/SETUP-KETO.TP2~ #0 #2 // Banter Accelerator: V5
~SKITIANPCS/SETUP-SKITIANPCS.TP2~ #0 #0 // Skitia NPCs for Baldur's Gate 2: 1.007
~SKITIANPCS/SETUP-SKITIANPCS.TP2~ #0 #2 // Skitia NPCs: Romance Theme Soundtrack -> No Romance Theme Music: 1.007
~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: v2.7
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~WALAHNANBG2/WALAHNANBG2.TP2~ #0 #0 // Walahnan NPC for BG2EE: 1.00
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #0 // Brandock the Mage: Beta_16
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #10 // Brandock the Mage: Crossmod Content: Beta_16
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #50 // Use Short Cutscene in Thalantyr's Abode: Beta_16
~C#GREYTHEDOG/SETUP-C#GREYTHEDOG.TP2~ #0 #0 // Grey The Dog NPC: 8
~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: v4.7
~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: v4.7
~SKIECOST/SKIECOST.TP2~ #0 #3 // Skie: The Cost of One Girl's Soul - The Return of Eddard Silvershield (quest & a joinable NPC): v4.7
~SKIECOST/SKIECOST.TP2~ #0 #5 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: v4.7
~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
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #105 // Revised Corporal Undead: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #156 // Revised Dragons: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #106 // Revised Magical Beasts: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #108 // Revised Vampires: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #109 // Enhanced Battles: Candlekeep Catacombs: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #112 // Enhanced Battles: Mutamin's Garden: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #116 // Enhanced Battles: Xvart Village: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #114 // The Surgeon's Plight: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #111 // Sarevok's Assassins: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #101 // Prevent chapter 6 cutscene from moving party to Candlekeep: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #118 // Minor Quest Tweaks (BG1): v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #122 // Complete more/all Vision Quest encounters: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #132 // Enhanced Battles: Trademeet: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #159 // Minor Quest Tweaks (SoA): v6
~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
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v4beta10sd17
~HEARTWOOD/HEARTWOOD.TP2~ #0 #0 // Heart of the Wood (WeiDU version): 7.0.0
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~VALHORN/SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla: v2
~OFHEIRLOOMSANDCLASSES/OFHEIRLOOMSANDCLASSES.TP2~ #0 #0 // Of Heirlooms and Classes - new artifacts forgeable by Cromwell: v2.0
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #1 // Alternate Icons -> Icon N.1 by CrevsDaak (default): v10.0 BETA
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #18 // Install Forgotten Armament Items -> ONLY Install New Items: v1.1
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #11 // Add Breach Scrolls to Sorcerous Sundries: v1.1
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #8 // Replace Boots of Speed (Paws of the Cheetah): v1.1
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #0 // Made in Heaven: Item Pack: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #1 // Icewind Dale items for Baldur's Gate 1 & 2: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #2 // Planescape Torment items for Baldur's Gate 1 & 2: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #3 // BG1-style Wands of Frost & -Lightning: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #5 // Alternative Healing Potions -> Healing Potions work as in Icewind Dale: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #7 // Change item type of Holy Symbols -> Holy Symbols are Amulets: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #9 // Turn generic Full Plate into Field Plate: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #10 // Turn all Dragon Scale Armor into Scale Mail: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #11 // P&P Mace of Disruption (and similar items): v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #14 // Add Potions of Extra Healing in BG1: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #15 // Nerf BG1 easter egg items: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #16 // Sensible Shops (see readme): v7
~BLACKHEARTS_EET/SETUP-BLACKHEARTS_EET.TP2~ #0 #0 // Install Blackhearts for EET: v1.0
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19beta
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4.19beta
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4.19beta
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4.19beta
~D5_SR_4B19_SLEEP_FIX/D5_SR_4B19_SLEEP_FIX.TP2~ #0 #0 // fix Sleep in SR v4b19
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: v4beta10sd17
~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
~IMOENISSTONE/SETUP-IMOENISSTONE.TP2~ #0 #0 // Imoen gets turned to stone in Promenade fight: 1.0
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two-Handed Axe Item Pack: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #140 // Randomized Enemy Equipment -> Add High Quality Items: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Class Updates: Bard: Add IWD Bard Songs: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #150 // IWD Class Updates: Bard: Use IWD Spell Progression: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: v5
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: v5
~IWD1_EET/SETUP-IWD1_EET.TP2~ #1 #1 // Icewind Dale: Heart of Winter in Baldur's Gate Enhanced Edition Trilogy
~IWD2_EET/SETUP-IWD2_EET.TP2~ #1 #0 // Icewind Dale 2 in Baldur's Gate Enhanced Edition Trilogy
~ICEWIND_EET/ICEWIND_EET.TP2~ #1 #0 // IceWind_End
~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
~TRAP_OVERHAUL/SETUP-TRAP_OVERHAUL.TP2~ #0 #110 // Trap Overhaul -> Monk Evasion, Fast Detection: 0.20
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #100 // Add IWD Campaigns to the EET Menu: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #110 // Adjust IWD1 XP for Full Campaign: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #115 // Adjust IWD1 Creature Stats for Full Campaign: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #130 // Adjust IWD2 XP for Full Campaign: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #135 // Adjust IWD2 Creature Stats for Full Campaign: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #150 // Add HoW access to BG2: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #155 // Remove Overpowered Items from HoW: 0.9.1
~D5_IWD_EET_INTEGRATION/D5_IWD_EET_INTEGRATION.TP2~ #1 #160 // Add IWD1 Easter Egg Content to BG2: 0.9.1
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v9sd1
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #1 // Deva and Planetar Animations: v9sd1
~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 #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 #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): v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v16
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v16
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
~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
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.92
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Dancer Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Troubadour Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Items
~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
~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 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2108 // Change Protection from Petrification into 'Mirrored Eyes': 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1151 // Reduce Damage but Improve Blindness in SR's Sunscorch: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2212 // Move Mirror Image to 3rd Level: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2213 // Add Lingering Effects to SR's Stinking Cloud: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2215 // Make Web Slow Instead of Hold: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2251 // Add Deafening Effect On Hit to Decastave: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1251 // Improve Damage and Damage Type of Alicorn Lance: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2305 // Make Haste and Slow Properly Cancel Each Other: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2321 // Make Spell Thrust Target Actors: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1351 // Add Faerie Fire and Slow On Hit to Moonblade: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1352 // Increase Range of Icelance: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2418 // Set Fire Shield and Acid Sheath Spells to be Breachable: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2451 // Make Shadow Monster Summons More Illusionary: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1451 // Make Smashing Wave Party-Friendly: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2508 // Improve Function of SR's Waves of Fatigue: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2518 // Change Damage Type and School of Phantom Blade: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #25231 // Change Sunfire -> Change Sunfire into 'Missile Storm': 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1505 // Make True Seeing Party-Wide: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1603 // Set Blade Barrier to be Breachable: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1609 // Make False Dawn Bypass Magic Resistance: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1613 // Make Physical Mirror Block 1 Attack Per Three Seconds: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1707 // Make Sunray Bypass Magic Resistance: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2711 // Adjust the Effects of Chaos: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2714 // Change the Effects of Prismatic Spray: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2808 // Set Moment of Prescience to Not Breachable: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2923 // Change Summon Planetar into Summon Noble Genie: 1.6
~A7-CHAOSSORCERER/A7-CHAOSSORCERER.TP2~ #0 #0 // "Chaos Sorcerer" kit: 2.7
~A7-CHAOSSORCERER/A7-CHAOSSORCERER.TP2~ #0 #20 // Make "Wild Mage" kit unavailable for character creation: 2.7
~A7-CHAOSSORCERER/A7-CHAOSSORCERER.TP2~ #0 #30 // Add "Primordial Artifacts": 2.7
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #1201 // Rebalanced Arcane Opposition Schools -> No Opposition Schools: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Improved Identify spell (usable by Arcanist/Multi Sorcerers): 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #53 // Revised Metamagic -> Innate metamagic, learned from scrolls or character generation: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #63 // Cantrips -> Cantrip Wands: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #72 // Sorcerer Spell Switching -> Change spells once every three levels: 0.9.48
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.9.48
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: beta 4.36
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 2.5
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 2.5
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 2.5
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 2.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #50 // Move the Cavalier to the Fighter Class: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #55 // Add the Corsair (fighter kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #60 // Add the Weaponmaster (fighter kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #80 // Add the Tomb Tunner (fighter/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #85 // Add the Thug (fighter/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #90 // Add the Rake (thief kit) and revise the Swashbuckler: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #96 // Add the Ninja (thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #97 // Add the Ninja (fighter/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #105 // Add the Spellfilcher (mage/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #110 // Add the Loremaster (mage/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #120 // Add Regional Ranger kits: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #125 // Add the Mage Hunter (ranger kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #130 // Add the Barbarian Ranger (ranger kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #151 // Move the Archer to the Fighter Class: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #155 // Add the Elven Archer (ranger kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #160 // Add the Halfling Slinger (fighter/thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #165 // Add the Marksman (thief kit): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Expanded Multiclassing: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Ranger Spell Table: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Stalker: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #280 // Revised Backstabbing: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #290 // Revised THAC0 Progression: 5.2alpha7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #400 // Bard Overhaul: Multiclass Bards: 5.2alpha7
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v4beta10sd17
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v4beta10sd17
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: v4beta10sd17
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: v4beta10sd17
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: v4beta10sd17
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: v4beta10sd17
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #25 // Choosee a Sphere System -> nuFnP: a new sphere system (fewer spheres, more balanced, closer to PnP): 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #36 // Install Paladin kits -> ...for all those, PLUS Neutral/Evil/demihuman deities: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #45 // Revised Paladin Spell Table: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #75 // Alter Priests' Weapon/Armor Usability: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #80 // Apply Sphere System (REQUIRED for the sphere system to work): 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #91 // Multiclass Druids: 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #95 // Multiclass Cleric kits (install AFTER all other kit mods!!): 0.85sd19
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #99 // Apply FnP Multiclass Kits to NPCs: 0.85sd19
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #100 // Change All Casters to 5E System: 1.19
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #902 // Bonus Spell Slot Items and 5E Casters -> bonuses to casting slots only: 1.19
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3000 // Set Spell Weapon APR to 2: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3010 // Add Backstab Immunity to the Ring of Danger Sense: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3020 // Proper Missile Deflection for the Gloves of Missile Snaring: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3030 // Improve Detonating Weapons: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3040 // Revised Barkskin for the 'Skin of the Forest' Armor: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3052 // Change IR's Rod of Absorption -> ...Longer Protection: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3055 // Permanent Fear Protection for the Badge of the Brave: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3060 // The Gargoyle Cloak Applies Stoneskin Instead of an AC Bonus: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3070 // The Dwarven Thrower Hammer Usable by Non-Dwarves: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3080 // Improve Azlaer's Harp and Methild's Harp: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3091 // Nerf Edwin's Amulet -> ...Only +1 Bonus Slot per Spell Level: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3100 // Metamagic Instead of MR for Cloak of the Weave: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #3120 // Free 1st-level Spellcasting for Some Items: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #4010 // Add a Saving Throw Against Level Drain Effects: 1.6
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #4031 // Increase Dragons' Hit Points -> 50% More Hit Points: 1.6
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #4 // House Tweaks: Monk Can Use Quarterstaves: 1.91
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #8 // House Tweaks: Not-So-Indestructible Rats: 1.91
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #9 // House Tweaks: Good-Aligned Roleplay Rewards (BG2:EE): 1.91
~HOUSETWEAKS/HOUSETWEAKS.TP2~ #0 #16 // House Tweaks: Hoodless Thief Avatars: 1.91
~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~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: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #181 // Unique Containers [Miloch] -> Unique icons only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Remove Annoying Visual Effects from Equipped Items -> Remove spell trap and reflection effects: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood except the mines: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> No restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1226 // Adjust Cromwell's Forging Time -> Eight hours: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2080 // Delay High Level Abilities: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials [Ardanis/GeN1e]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% learn spells: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie Romance from Starting: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark [Weimer]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3175 // Disable Romances: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3196 // Alter Hostile Rest Spawns -> Increase frequency by 50%: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3276 // Recoverable Throwing Weapons [argent77] -> 75% chance to recover after a successful hit, vs. enemies only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain a Legal Constitution Score of 19: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran a Legal Dexterity Score of 19: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil Alignment: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage [Mike1072]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4131 // Make Dynaheir a Generalist Mage [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4132 // Make Xzar a Generalist Mage [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4133 // Make Edwin a Generalist Mage [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v16
~METWEAKS/METWEAKS.TP2~ #0 #6 // Give Monks a cooler Deflect Missiles ability
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #10 // Wilson's strength doesn't stack indefinitely: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #50 // Joinable NPCs don't have null kits: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #60 // NPCs don't go in inaccessible locations: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #90 // Wish Hardiness doesn't stack with itself: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #150 // Temple cures work better: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #160 // Bala's Axe dispels reasonably well: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #190 // Death Ward protects against Aec'Letec's Death Gaze: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #250 // Loosen NPC item restrictions: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #260 // Green Slime poison can be cured: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #270 // Barrityl's Bigger and Better Burden: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #280 // Allies against Bodhi are better prepared for vampires: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #310 // Map notes for BGEE quests: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #360 // Nature's Beauty blindness can be cured: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #460 // Candlekeep XP boost: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #463 // Variable drow MR (core component): 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #465 // Choose base drow MR (required) -> Low (35): 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #471 // Choose MR progression rate (required) -> No level-based change: 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #475 // Choose sunlight penalties (required) -> Dazzled (-2 to hit, -2 AC versus missiles): 3.0
~JTWEAKS/SETUP-JTWEAKS.TP2~ #0 #480 // Alternate Adoy's Belt: 3.0
~SCROLLCASTERLEVELMOD/SCROLLCASTERLEVELMOD.TP2~ #0 #0 // Scroll Caster Level Mod: v1
~SETUP-AMMOLESS.TP2~ #0 #0 // Ammoless Launchers do not add their ammo's effects when using real ammo.: 1.1
~ENCHANT/ENCHANT.TP2~ #0 #0 // Enchant the Missile Launchers
~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
~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Free Action does not Prevent Haste or Movement Rate Bonus: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Fix Wild Mage Items and Spells: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Standardize Poison Immunity: 1.5
~D5_LOWER_DC_REQ/D5_LOWER_DC_REQ.TP2~ #0 #0 // equalize stats required to dual-class
~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation: 12sd2 for mobile 2.5
~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 #4020 // More realistic wolves and wild dogs: 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 #4115 // Thieves assign skill points in multiples of five: 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 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 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 #6310 // Slightly smarter carrion crawlers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
~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 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: 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 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: 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
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #1012 // IWO - Aesthetic & Enchantment Tweaks -> Replace Enchanted Equipment with Mastercraft: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #104 // IWO - IWDEE Item Tweaks: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Streamlined Proficiency System: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #123 // WPO - Combat Skills System: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #201 // SBO - Stat-based Bonus Spell Slots: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2012 // SBO - Stat-based Bonus Spells for 5E Casters -> SBO - bonuses for memorization slots AND casting slots: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2123 // XPO - No Murder XP -> kills give half XP: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #223 // XPO - Choose SoD Starting XP -> 125,000: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #228 // XPO - Choose SoA Starting XP -> 240,000: v6.5a12
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #232 // MRO - Magic Resistance Overhaul -> Reduce Magic Resistance: v6.5a12
~MAGIC_BATTLES_REVISED/MAGIC_BATTLES_REVISED.TP2~ #0 #10 // Revised Magic Battles: 1.7.1
~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
~NPC_EE/NPC_EE.TP2~ #0 #1010 // Remove dual-class flag from Imoen (warning, see Readme): 5.9.9
~NPC_EE/NPC_EE.TP2~ #0 #1020 // Remove dual-class flag from Nalia (warning, see Readme): 5.9.9
~NPC_EE/NPC_EE.TP2~ #0 #1030 // Remove dual-class flag from Anomen (warning, see Readme): 5.9.9
~NPC_EE/NPC_EE.TP2~ #0 #1200 // Remove dual-class flag from all other NPCs (warning, see Readme): 5.9.9
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC class/stat/kit choices: 5.9.9
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #9110 // Mages drop spellbooks. -> 50% of mages drop spellbooks, spellbooks contain 25% of memorized spells.: TB#Tweaks, V 2.61
~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 #22 // Improved slime-type monster animations: v1.0.0
~A7-TEXTURECONVERT/SETUP-A7-TEXTURECONVERT.TP2~ #0 #6 // Convert PVRZ files -> PVRTC 4bpp: Override files only (iOS recommended): 3.3
~Z_HOTFIXES/Z_HOTFIXES.TP2~ #0 #0 // fix stuff part 1

 

A few notes on this.

Notably, that does not include Ascension. I wrestled with this a lot, but in the end I decided to exclude it. Yes, Ascension makes ToB better. But it also is designed with the idea that the player has access to particular tools and tactics, and in my game many of those tools and tactics are not available. Could it still be worth it, could I still get through it, probably! But then again as I was thinking it over I realized that all it does is slightly improve ToB, and ToB is just... not great. It is just a series of high-level set-piece battles tacked on to the normal game - ultimately not very different from Black Pits 2. I don't even play through ToB most games, instead stopping after defeating Irenicus. So why bother agonizing over Ascension? It's not worth my time or effort - not because Ascension isn't worth it, but because the game Ascension modifies isn't worth it.

A bunch of big quest mods are missing: DSotSC, Dark Horizons, Grey Clan, Tower of Deception, Stone of Askavar, Planar Sphere, Secret of Bone Hill, etc. These generally are mods with lots of extra combat, lots of higher-powered enemies than the player normally faces at that stage, lots of high-powered loot, and lots of XP rewards. I find the original encounters are better-designed than most mod-added stuff, and I like a slower pace of power progression (I use major XP reduction mods) so these mods are more likely to take away more than they add. (Of course that's only because I already played through them before - I recommend players see this stuff themselves to make informed decisions to fine-tune their own installs.

I've cut down the "tactics-esque" mods I use. In particular, I've left out a number of SCS 'improved encounters' (many of which were inspired by or adapted from the old Tactics mod), various Made In Heaven encounter components, and the new version of Tactics itself that Morpheus562 has been working on. Again, I find that the design of these encounters often assumes the availability of tactics that don't exist in my game. I employ a bunch of house rules that make fundamental changes to things like contingencies, invisibility, Project Image/Mislead/etc., so these encounters just don't work as well. The normal encounter design is actually pretty good, especially when boosted by mod AI and my own slower advancement and player nerfs. If you keep stuff like vanilla Project Image, Chain Contingency castable in combat, etc. then you should consider adding more 'tougher encounter' mod components. (And if anyone wants to convince me to add any particular ones, please go ahead.)

The biggest new thing here is the presence of tipun's IWD1 and IWD2 mods. Moralizing out of the way: tipun's mods put almost all of the content of IWD1 and IWd2 into the BG2EE app. I would prefer an approach that dynamically grabs resources from the actual IWDEE and IWD2 games, the way EET grabs content from BGEE and SoD. If the IWD mods did this, we could potentially install mods onto IWDEE before importing! But tipun's mods don't import content, they include it in the mods themselves, so it is static. I have paid copies if IWDEE and IWD2 on my computer fight now so I don't feel too bad about this. Tipun has a long-term plan to build an NEJ-style mod that turns these games into big quests inside an EET game. Luckily for me, tipun has not yet made that a reality. I personally don't like that idea. Some content from those games could make sense within an EET game - TotLM and HoW make nice little side-quests in the BG2 context, and I've added a little easter-egg-ish mod of my own for another side quest. But I want the full IWD games to stay their own games. My BG2EE app with EET installed now has a "Select Campaign" button that shows this:

Spoiler

9UECiGh.jpg

This is kind of how I wish Beamdog/Aspyr would sell these games: give us an "Infinity Engine" app, and sell the various campaigns as in-app purchases. (Just need @Aquadrizzt to finish PST-in-EET to make that screen complete!)

Notably, IWD2 is here, and tipun's version uses the bog-standard BG2 AD&D 2nd Edition rules, instead of the 3rd Edition rules that the IWD2 game actually includes. This is amazing to me. I never played IWD2, I basically hate 3E D&D and stopped playing computer games around the time IWD2 was released. My fondest wishes relating to IWD2 are 1) to be able to play it with 2E BG2 rules, and 2) to play it on a tablet like we can now do with BGEE, BG2EE, IWDEE, and PSTEE. I sort of expected I might someday see one of those two things happen - the former a possibility from modders, the latter a possibility from Beamdog. Now, with this install, it looks like both may happen!

However, while I've put some time into installing all these mods, nothing is guaranteed here. Several of the mods have been hacked by me to work in ways or on platforms they were not designed for. And believe it or not this install actually gets into the neighborhood of pushing hardware limits. On the iOS ports of the game, you can't use mods that biff files. So I've got 120,000 files in my override folder, and I haven't even got to SCS yet. The iOS port of the game will have to deal with this giant override folder without any compression or similar benefits that come from biffing the resources. My last install had about 100,000 files and mostly performed pretty well. This will probably have about 140,000 files and that may be asking a lot of tablet hardware. (I've decided not to install my own "Mana Sorcerer" and "Imbue Familiars" mods for this reason.)

So we'll see! In the next post I'll get into the details of actually installing the mods, and what changes I've made to them. Then once things seem stable I'll play and report on how it is all working.

Edited by subtledoctor
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The first thing to install is EET, and this is the first tricky part. EET v13 only installs on BG2EE 2.6, but I am playing v2.5. EET v12 installs on BG2EE 2.5, but EET v12 lacks some features that allow compatibility with Shades of the Sword Coast and the UI changes necessary to incorporate the IWD campaigns. So I have my own modified version of EET which is v12 and installs on BG2EE 2.5, but has a bunch of features and fixes from EET v13. It also omits any biffing so all the BGEE and SoD files are dumped right into the override folder.

Then come a bunch of quest mods, and NPC mods, and NPC banter mods, and then item mods, largely in that order. The order may look like a bit of a mish-mash - why is Thalantyr item Upgrade so early? Why are there a bunch of NPCs, then some banter stuff, then more NPCs? Honestly, I don't know. Some of this stuff comes from the very old BWP install orders built into the BWS app, which were tested by many players. Some of it comes from instructions from mods themselves - more and more mods are indicating some before/after rules in their .ini files. And some of it comes from having done this several times, trying out order that seemed sensible, and then being told by some more experienced player that this or that NPCshould go after this other NPC in order to see inter-mod banters, or the like. See for example Jastey's posts below for this sort of helpful thing. The resulting order looks like a mish-mash but it is really very hand-tuned. It still may not be as perfect as it could be... but I'm pretty confident it will work with no game-stopping problems.

Other tweaking I did to mods:

  • I changed the Rose mod so that it will work on EET.
  • I changed the Tenya mod so that it can be installed on BG2EE after EET, rather than on SoD before EET.
  • I changed the Drake mod so that it can be installed on BG2EE after EET, rather than on SoD before EET.
  • I made some changes to the Fishing for Trouble mod since I was not able to get through the annoying trapped cave in my last playthrough.
  • I edited Spell Revisions to not change the Summon Deva/Planetar HLAs, so that PnP Celestials will do so instead. (This is not strictly necessary, or soon won't be anyway with the next version of PnP Celestials.)

I stopped after installing Spell Revisions and made backup copy of the install so far, because now things were about to get into mods I haven't used before. First is Black Hearts, which looks great. Ordinarily I would guess this should be installed earlier, but I don't think it will make a difference and I wanted to have that backup without any new stuff. Then there is this IWD-related sequence:

  1. IWDification arcane and divine spell packs
  2. tipun's IWD1_EET
  3. tipun's IWD2_EET
  4. tipun's Icewind_EET
  5. my own IWD-EET-Integration mod
  6. Argent77's TotLM-in-BG2EE

I had to alter IWD1_EET and IWD2_EET in order to 1) stop them from biffing, just like EET, and 2) change their XP rewards to work if you play each of those campaigns as its own game. This was a bit tricky, especially in the case of IWD2 since there is no precedent to follow for how advancement in that game should work with the BG2/AD&D 2E XP tables. I changed XPLIST.2da entries to values that seem reasonable... we'll see whether I did a good job or not.

  1. My integration mod does three main things. It adds entries for IWD1 and IWD2 to EET's "Select Campaign" UI, so that those games can be played on their own instead of from inside an EET game. (In the future, I will handle the above-mentioned XP adjustments here.)
  2. It puts Hjollder in Athkatla so that, if you don't play IWD inside an EET game, you can play the short HoW adventure during BG2, just as you can play TotLM in BG2 with Argent77's mod. (This adjusts some scripts to make various XP rewards different depending on whether you play HoW in an IWD game, versus playing it in an EET/BG2 game). And,
  3. It adds a bit of content from IWD1 to BG2, as a sort of easter egg you may or may not find. No spoiling that, yet.

I hope what happens here is: the IWD spells in the game will be the ones from IWDification, since that is the best mod for IWD spells. I know TotLM-in-BG2EE does not overwrite the IWDification spells. I hope tipun's IWD1_EET also does not overwrite the IWDification spells, but simply uses them instead. I hope HoW and TotLM are playable within an EET game, and that IWD/How/TotLm are also playable as a completely separate campaign. This is my first shot at making this all work together, so we'll see how it goes.

There were a couple files added by tipun's mods that seem to be corrupt, or anyway malformed so as not to be openable by Near Infinity: Z0SLIN94.itm, ("Spellward Sling") and IWWI090.spl ("Explosive Runes"). Both IWD2 stuff. This tripped up some mods that came later, like SCS and SoB. I simply overwrite those files with a Sling of Resistance and Snilloc's Snowball Swarm, respectively. Hopefully that works out.

Then I got into kits and tweaks, and that stuff is fairly straightforward. For some reason I decided not to install "Level 1 Cantrips" this time... I'm worried I have been coming to lean on unlimited level 1 spells as a bit of a crutch, so now I'll have to actually watch my low-level spells slots, and make more use of IR's Potions of Memory. I might also play around with some items here... like, maybe the Robe of the Weave should have a 1x/day Wondrous Recall effect to restore 1st- and 2nd-level spell slots? Or, we could do some interesting things in concert with the 5E casting mod. Like, maybe make the story of the "Evermemory" ring a bit more literal, and have it such that when wearing the ring, casting 1st-level spells don't expend spell slots? Unlimited 1st-level casting! - for the person wearing that ring. Could do something similar for priests as well, maybe. I'll have to think about it, maybe apply it manually while I'm playing, before possibly backporting it to a mod.

I'm modifying the Will to Power and 5E Casting mods such that they will hopefully cut down on the number of active effects on former party members who are no longer in the party. Maybe this will slim down savegames...? We'll see. The first attempt gave me a bit of trouble after installing it - every character on every map started being affected by a spell I made - but I have taken care of that now.

I think that's basically it? I finished installing SCS this afternoon, and then insstalled aTweaks, Scales of Balance, and NPC_EE. I'm going to have A7#TextureConvert run overnight tonight in order to convert all the UI and area .PVRZ files to a format that works on iOS - that one will likely take hours. Then tomorrow I will change all the filenames in /override to upper-case so that I can be sure to properly overwrite them if I need to replace or update some in the future. (iOS is a case-sensitive filesystem.) And then the laborious process of moving 140,000 files from my laptop to my iPad.

And then playing!! I think I will probably start with IWD, as i say, to see how that works as a standalone game in this setup. It's been a couple years since Beamdog crippled IWDEE on iOS, so I haven't been able to play it with all my mods. I miss that - I kind of enjoyed it more than BGEE or BG2EE - so I'm really looking forward to it. And then I'll check out IWD2 - I never played it before, so this will be a blind playthrough!

And then back to EET. Which, at my pace of play, will be next winter. Honestly, if this install works well maybe I won't update it any more, just leave it in place on my iPad, four games in one app.

Edited by subtledoctor
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Quick reply regarding EndlessBG1 / Transitions. I am not sure what the current status of compatibility is, so I would only install what makes most sense if the two are combined. These components from your list for EndlessBG1 can be skipped if Transitions' main component is installed because the content will be overwritten/replaced by Transitions:

Quote

~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 13
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 13

These components from Transitions from your list  can be skipped because the add the same thing like the one from EndlessBG1:

Quote


~TRANSITIONS/TRANSITIONS.TP2~ #0 #40 // Clean up the town folk chatter with regard to Sarevok: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #50 // Clean up the wounded from the thieves' maze: v2.4
~TRANSITIONS/TRANSITIONS.TP2~ #0 #80 // Add Waves of Refugees to Baldur's Gate: v2.4

Additionally, I would install Transitions extra Imoen&Duke Jannath component, because without it, Imoen will just leave the group without the PC having a say to it.

At least as far as I know.

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Good to know, thanks!

9 hours ago, jastey said:

Additionally, I would install Transitions extra Imoen&Duke Jannath component, because without it, Imoen will just leave the group without the PC having a say to it.

Hm, okay. I didn't install that in my last game and, while the transition to SoD was a bit messy, this part didn't seem to be. I don't think Imoen left the group until the 'assassination attempt.' (If you mean she leaves before I clear Korlasz' dungeon, i'm pretty sure she stayed in my party for that and the other "clean-up" quests, only leaving right before the assassination attempt.) Then she rejoined me at the coalition camp, per Imoen4Ever.

I think I'm too far into this install to go back and change anything with EndlessBG1 or Transitions, but I'll report on how things work out. Based on my last experience, I should be able to work around any problems, and if nothing else maybe this will provide more data about compatibility.

Edited by subtledoctor
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Okay, could use some input for a couple things:

1) I like installing the old TB#Tweaks component, "Mages Drop Spellbooks." With this, some enemy wizards drop a book that contains a few of their memorized spells. I set scrolls to be very expensive, and stores often don't sell many copies of spell scrolls, which can be problematic when many different NPCs are going in and out of the party. A few of these spellbooks can be a quick way to bring a new party member up to speed, as far as known spells. There are many options, like 100% of enemy mages drop spellbooks; spellbooks contain 100% of their memorized spells. In this case you could learn ever spell any enemy mage has memorized.

I think I've settled on a 50%/25% split. I want it to be a rare thing that you get something useful out of this, but very occasionally it's cool to find a really good spell that isn't readily available. Each spellbook I find might contain just a few spells, and of those maybe only one or two might be useful to me (i.e. not yet known). But I noticed that some spellbooks have no spells at all, especially at low levels. And that's just weird. Maybe it would be better to have fewer mages drop spellbooks, but have more spells in each spellbook? (25%/50%?) Or maybe drop both to 25% and really make it a rare treat.

2) Secondly, I am flirting with the idea of installing something to increase the challenge: the Low Magic World "Reduced Magical Item Slots" component by Aquadrizzt. With this mod, you can only wear two magical pieces of clothing - all magical necklaces, gloves, belts, boots, and cloaks are changed to the "ring" item type, so you can only use your two ring slots for them. (Armor and helmets are unaffected.) A lot of late BG1 and mid-to-late BG2 involve walking around like a tank, coverred head to toe with enchanted gear that gives you all sorts of ridiculous bonuses. This prevents that, and forces you to really decide how you want to equip your character: if you want a front-liner to have STR-increasing gear, then you can't also have permanent fire resistance. If you want your mage to have all the spell slots, or a thief to have all the stealth bonuses, then you have to give up other gear.

BUT, it seems crazy to install that on a game where I'm about to do a blind first playthrough of IWD2. Right? Should I let this go?

3) As I mentioned, I'm going to play around with the Evermemory ring to just let the wearer never run out of 1st-level spells. Right now there is also Kontik's Ring of Wizardry, which has a 1/day item ability to refresh 1st- and 2nd-level slots. (So mimicking the original version doubling your spell slots of those levels, in a way that works with the 5E system.) Should Kontik's ring just allow unlimited 1st-and 2nd-level casting?

And, should other items have a similar bonus? This could be a cool thing for bards, who even at late stages should emphasize low-level magic... so maybe the Wondrous Gloves? What about priests? Is this a better setup for the druids' Ring of the Forest? Instead of Charm Animal, unlimited Entangle!

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i don't speak russian, so i can't really read and understand tipun's posts. while iwd 1 works almost flawlessly, iwd 2 is really buggy.

spoiler alert, i'll go over the bugs i've discovered and proposed solutions. maybe someone can translate and give it to tipun. these fixes are game stopping, they are not optional. i didn't think anyone would try iwd 2 because it's a completely different engine, so i kept the solution(s) to myself.

the variable IWIHidden is a LOCALS variable that is basically never set correctly. i don't know if the iwd2 engine is just too different.

palisade fight stalls because enemies never spawn. there are 11 creatures in the first wave, 8 in the second, 5 in the third, all need to have this applied.

        ActionOverride("05_Ghotrag",SetGlobal("IwIHidden","LOCALS",0))
        Activate("05_Ghotrag")
        ActionOverride("12_Goblin_Team_05_01",SetGlobal("IwIHidden","LOCALS",0))
        Activate("12_Goblin_Team_05_01")
etc. this needs to be set for literally every single creature in every wave of enemies.

after the fight, the mayor doesn't give you a waypoint. you can't leave the palisade.

        RevealAreaOnMap("IW3000")  // Horde Fortress Gates

limha will 'flicker' as her script fights to make her active and the map tries to deactivate her.

        SetGlobal("LIHMA_OUTSIDE","GLOBAL",1)

after exiting the monastary, the IWIHidden variable doesn't seem to work for anyone. i don't know why. setting the variable doesn't fix the encounter. the only workaround i've found is to simply disable the IWIHide script altogether. luckily it's in an isolated slot (override) so once disabled, all other script functions are fine (class and specifics for combat, for example).

        Activate("Harhor")
        ActionOverride("Harhor",ChangeAIScript("",OVERRIDE))
        Activate("5203_Barud_TeamXX_01")
        ActionOverride("5203_Barud_TeamXX_01",ChangeAIScript("",OVERRIDE))

this needs to be set for everyone in that encounter, zama, dargub and their teams.

the fight in kuldahar stalls for the same reason.

        ActionOverride("Cedra",ChangeAIScript("",OVERRIDE))
        Activate("Cedra")
        ActionOverride("6001Black_Neo_Orog1",ChangeAIScript("",SPECIFICS))
        Activate("6001Black_Neo_Orog1")

needs to be set for literally every creature. like all other encounters, the game is checking to make sure every creature is dead before incrementing to the next wave of enemies. worse, the hide script is not consistently using the override slot nor the specifics slot. i'm guessing it's using the lowest priority first open slot. regardless, the above fix consistently works.

inside dragon's eye, there is no way to brew the potion. worse, the plant in the cutscene is completely missing. the transmutation table doesn't do anything, even after pressing the lever. i can't make the script work, for whatever reason. it could be the same reason as the other variables. i gave up and simply create the potions. i noticed tipun also did this - in earlier versions, players had to create item. in the recent version, he simply places a few potions after the encounter on the table in the boss room. this is inconsistent with the iwd2 game.

CreateItem("z6potnsb",1,0,0)  // Sabotaged Histachii Brew
CreateItem("z6genwp",4,0,0)  // Wyvern Poison

the wyvern poison requires 4 brews for 4 altars, but none get transmuted. the sabotaged histachi plant never becomes the potion, even if created by console. even after createitem is used to make the correct potion to bypass the gate to hit the lever, thorasskus doesn't have any of the correct variables set and will frequently have weird dialog. i've had it work only a few times in several playthroughs but this encounter consistently fails. sometimes nobody is even there.

        ActionOverride("Thorasskus",SetGlobal("IwIHidden","LOCALS",0))
        ActionOverride("Thorasskus",SetGlobal("CurrentForm","LOCALS",1))
        ActionOverride("Thorasskus",SetGlobal("ChangeForm","LOCALS",1))
        ActionOverride("Thorasskus",ChangeAIScript("",OVERRIDE))
        Activate("Thorasskus")
        ActionOverride("Thorasskus",ApplySpellRES("IDRINVUL",Myself))  // No such index
        Unlock("AR6103_Treasure_Room")
        ActionOverride("Thorasskus",CreateVisualEffectObject("ALTERH",Myself))
        ActionOverride("Thorasskus",CreateVisualEffect("ALTERH",[2000.2470]))
        ActionOverride("Thorasskus",Polymorph(YUAN-TI_PRIEST))
        ActionOverride("Thorasskus",SetGlobal("AnimationId","LOCALS",60704))
        OpenDoor("AR6103_Bridge")
        TriggerActivation("InfoBridge",TRUE)
        TriggerActivation("To6103a",TRUE)
        TriggerActivation("To6103b",TRUE)
        TriggerActivation("InfoTunnelA",TRUE)
        TriggerActivation("InfoTunnelB",TRUE)
        TriggerActivation("TunnelHint",TRUE)

these are copied and pasted from the scripts that are supposed to activate him. since it's a map script, i can't set a local in the map itself, so i simply execute what's in that script as if the variable had been set correctly in my own script file. i'd caution that animation id might be specific to your install. i only have eet (required) and iwd 1 + 2 and NOTHING else. so if you have custom animations thorasskus might look different.

same with the tower of solonor after you try to purify the statue. none of it activates.

        ActionOverride("Iyachtu_Xvim",SetGlobal("IwIHidden","LOCALS",0))
        Activate("Iyachtu_Xvim")

all of the minions need to be set as well. i did NOT do this in my fix script. i think i just got tired.

even after all the purification quests, pudu never shows up. if you create pudu,  he flickers out of existence. same with the encounter afterwards.

        ActionOverride("Pudu",ChangeAIScript("",SPECIFICS))
        ActionOverride("Pudu",SetGlobal("IwIHidden","LOCALS",0))
        ActionOverride("Pudu",ApplySpellRES("idinvis5",Myself))  // No such index
        Activate("Pudu")
        ActionOverride("Vyxein",ChangeAIScript("",SPECIFICS))
        ActionOverride("Vyxein",SetGlobal("IwIHidden","LOCALS",0))
        ActionOverride("Vyxein",ApplySpellRES("idinvis5",Myself))  // No such index
        Activate("Vyxein")

similarly, buvai never shows up after the rooftop fight to take the final fight. sometimes he will flicker long enough to initiate dialog.

        SetGlobal("Unhide_Buvai","GLOBAL",1)
        Activate("Buvai_deNaly")

the fields of slaughter exit isn't set correctly, you cannot leave once you arrive. the barrier is never deactivated - however, there's a small edge of map travel that you can click on after running the script.

and lastly, sometimes exiting the mindflayer dungeon there's an encounter that can cause your character to be permanently invisible. that is, your character will just show up as a name, no green circle or anything. similarly, in the ice temple, becoming incorporeal can also do this. the final fight also has the capacity to do this, for reasons i'm still not sure - it's a spell but i don't know which script is causing it.

IF
    True()
THEN
    RESPONSE #100
        ActionOverride(Player1,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ActionOverride(Player2,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ActionOverride(Player3,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ActionOverride(Player4,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ActionOverride(Player5,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ActionOverride(Player6,ApplySpellRES("IDINVIS7",Myself))  // No such index
        ChangeAIScript("",CLASS)
END

this is the spell that will undo the weird invisibility. i'm guessing a character that gets mazed or some such won't have the undo spell done and remain invisible. this script will make everyone normal again. dispel magic, remove magic, protection from magic scrolls, none of which work. this is a game mechanic spell that stops rendering your character, not just an effect.

lastly, i've had some very random intermittent bugs that have occurred only a few times. maybe 3/10 playthroughs. the ice temple pass never opens up. the multiple day acting area sometimes doesn't trigger a cutscene and i can't leave the magma chamber, etc. the below fix will contain all the creatures that need to be set. i put all the fixes in the script folder and run it on my character when a fix is needed. this way i don't change any of the original files, in case tipun wants to fix it and my changes are no longer needed. simply delete my file - no conflicts need to be resolved.

tipun did not incorporate all weapons and items from iwd2 either. the electric and mystic throwing axe are identical, but shouldn't be. the rest of it is super amazing and well balanced. returning poison arrows and returning flame bullets are super amazing awesome. phantasmal staff is the ONLY item in the game that you can give to mages - once they run out of energy blades or melf's meteors they will switch to this and NOT RUN INTO COMBAT! as far as i'm concerned, this is the fix of the century for bgt. in my opinion, installing iwd2 is worth it for literally this 1 weapon.

that said, i have nothing but the highest praise for tipun. his mod is easily my favorite of all time in my favorite game. his work is absolutely ground breaking and i'm eternally grateful for his contributions. there was a renderer glitch where all doors were misaligned and cause a pixel shift, making hidden doors very easy to spot because there would be a misaligned glow around them. the fix was check the 'use alternate renderer' in game options. by the time i read that, i had done 5 or 6 playthroughs of iwd1 and iwd2. and i actually miss the glitch to easily find hidden doors (which can be turned on any time).

iwdfix.txt

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50 minutes ago, subtledoctor said:

I think I've settled on a 50%/25% split. I want it to be a rare thing that you get something useful out of this, but very occasionally it's cool to find a really good spell that isn't readily available. Each spellbook I find might contain just a few spells, and of those maybe only one or two might be useful to me (i.e. not yet known). But I noticed that some spellbooks have no spells at all, especially at low levels. And that's just weird. Maybe it would be better to have fewer mages drop spellbooks, but have more spells in each spellbook? (25%/50%?) Or maybe drop both to 25% and really make it a rare treat.

At my current BGT game run, I've it set to 75/75 and so far (end of chapter 4) I havn't got any empty spell book.

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Hello @squiros,

 

Thanks for sharing !

I'll link your post to ArcaneCoast so Tipun will see it....

I don't speak russian either but automatic translator do the work (mostly)...

 

Do you think you could make a pull request for these to the IWD2-EET repository on Github ?

 

EDIT : Tipun has seen your post, he didn't encounter these bugs but he will take a look at it when possible.

Edited by JohnBob
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Knowing what the problems are, and even how to fix them, does not mean someone knows how to change the original code to prevent them happening. Also, putting time and effort into learning how IWD2_EET works so as to create a decent pull request might “benefit more people” but it won’t help me so that doesn’t seem fair. :huh:  Plus tipun is actively working on this mod right now, and may already have put time into those fixes, potentially making a pull request duplicative, or worse, parallel-but-different and thus useless.

Whereas, making a hotfix for the mod’s current state helps everybody right now, and provides code that someone already familiar with IWD2_EET could maybe use to improve the main project. If I can help give tipun an easier time perfecting his project, even in some small way, that would please me. I always start with hotfixes, and then backport the fixes to mods, and then update the mods. I’ve been doing that as I’ve played the games for the last three years or so and I have been satisfiedwith how it has worked out.

As far as 2E vs. 3E - blergh, 3E is where everything went wrong with D&D. 1E was ultra-quirky but fun; BECMI was fun but outdated; 2E was near perfection with only a few inherited oddities begging to be ignored (and, easily ignored!). The WotC came along and inflicted wounds which to this day, with 6E on the way, have still not healed. 

2E 4EVA

Edited by subtledoctor
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Also, FWIW these are Oloriniel's notes on the IWD mods, more stuff I will take a look at. I did note that the current IWD1_EET download seems to have fixes for at least some of this, so maybe tipun saw Oloriniel's thread and has been working on it. (Hard to say, the IWD mods don't have any versioning that I can see.)

Spoiler
Quote

Yeti pelts can not be placed in a bag of holding

---

After killing Yxunomei, I found Arundel's impersonator as normal.  But when I went upstairs, instead of the real Arundel, I met the impersonator again as if for the first time (note, I've played this before without this happening)
With Arundel, I was never able to spawn a version of him that was dying.
<<
State 81: (wounded, dying) At last...I feared I could not hold any longer...th-the last of my life has almost left my body, and...soon I shall be restored to the balance.
State trigger 1
     GlobalGT("Sprite_is_deadYxunomei","Global",0)
Global("Dying_Arundel","LOCALS",1)

State 87:  Thank Silvanus you have returned!  Evil is afoot in Kuladahar.  Strange orcs prowl through town, killing our townspeople!
State trigger 0
     GlobalGT("Sprite_is_deadYxunomei","Global",0)
Global("Dying_Arundel","LOCALS",0)
>>
So the only difference was that Dying_Arundel variable, but whether 0 or 1 I got State 87.  Again, this hasn't happened in prior runs

---

In the Severed Hand, I was not able to access Lehland's shop.  And when talking to the librarian, he did not actually give me copies of the books I asked for.  These are issues I haven't had in prior runs either

---

In Upper Dorn's Deep, Saablic Tan has the appearance of a demon wearing armor that looks (to me) Japanese and wield two scimitars.  I think, but am not sure, this is one of the endbosses of IWD2 (I don't remember that game well, having not played it in about 20 years).  This is a repeating issue every time I have played this mod (I think this is my 4th time through), and it actually affects *every* IWD umber hulk

---

In Upper Dorn's Deep, the Celebrant's Blade, obtained with the Key at the Forge once the lich is dead, is undroppable.

---

HoW: On the Burial Isle, in one of the containers, Svian's Club ("SVIAN") is undroppable.

---

HoW: The mayor and his wife aren't killed by the assassin
The mayor/wife thing was easy enough to resolve; there was someone I was supposed to have talked to before leaving the barbarian camp

---

TotLM: The Storming Shield ("USHLD3B") is undroppable.

---

I am repeatedly crashing as I approach the tower; I never get to the deep gnome girl who has the key.
As I approach, the game pauses and I get a warning that there's a trap nearby.  It's not actually a detectable/removable trap.  Tried hiding in shadows/turning invisible, but those didn't help.  There may be a line of dialogue, something like "why don't you come try to assault the tower, moron!" or "hey stupid, get out of there!"
If I enter the area, the game crashes.  I'm guessing the culprit is one of the TNT components that affects trap detection/removal

---

Seth - the halfling doorman who works for Marketh - is a no-show.  I checked NI, he's in the database, but he's missing his dialogue file, scripts, etc

---

The Morningstar of Action, from the chest in Fleezum's room, is undroppable.

---

And Fleezum doesn't drop his bright red Bathed-in-Blood plate mail.

---

Had to skip the final battle, as without the "framing sequence" installed, the game hangs after killing the endboss.  Which of course means the "Icewind Dale" quest will stay in my log.  

---

As will "Find Sheemish, son of Conlan," which didn't clear when I rescued him and sent him home, or when I talked to him again at home

---

Flozem attacks, along with Seth and a bunch of Kraken Society mages, after your confrontation with Marketh.  Which, if you already killed him, or convinced him to quit being a henchman and take up the life of an artist, means you get two Girdles of Stromnos

---

Orrick the Grey's enhancement of the Rhino Beetle Shield is undroppable

---

I've taken a detour to IWD2. in the bottom level of Dragon's Eye, there's supposed to be a cutscene during a conversation between King Lothar and Inquisitor Venomin, and it's not firing.  Not sure how to make it; I've tried changing variables so I can at least move forward (backward?) to the next day in the time loop, but no luck

 

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