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Another year, another EET run


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Hello! I just completed another install of EET with a bunch of mods, and have started playing the game on a four-year-old iPad with moderately potatoey specs. I fairly often see people around here and Reddit asking for advice on mods, compatibility, install orders, and they are only talking about 5-10 mods. I post this to demonstrate what can be achieved with fairly a lot of mods, without too much effort, and without any major bugs, and run reasonably well on middle-of-the-road hardware.

In 2022 I made an EET install with ~650 mod components installed, and in 2023 I made an install with ~690 components. This time around I have added a few more, and the list is up above 710 components. I cannot run Project Infinity on a Mac, so I install mods manually, with the help of the Mac Weidu Launcher. That utility helps get the installation process going for each mod, but each one still gets installed individually. I take my time, installing 50 or so components in the morning, ~100 in the evening, over a couple days. Most mods only take 5 or 10 seconds to install, so it is really not too onerous. I clone my game folder every 300 or so components, just in case something goes wrong (which happened a few days ago), so I don't have to start from scratch. Generally I am done with the install in 2 days - 2 days in which I am inevitably busy with other stuff. So installing manually doesn't really bother me. The only really intense part of the install is the A7-TextureConvert mod, which runs at the very end and has to handle almost all textures in the game. I use the iOS version of BG2EE as my base for EET, but it imports the desktop versions of BGEE and SoD, plus the mod versions of IWD, IWD2, and NWN, plus all there other BGEE and BG2EE mods. TextureConvert takes 5 or 6 hours to install. Generally I run it overnight.

The other difficult part is getting everything transferred over to the iPad. My override folder is about 8 GB, with 130,000 files in it. I split it into 9 smaller groups of about 15,000 files each, and transfer each group by AirDrop. Then do the same with the /Lang, /Movies, /Music, /Sounds, /Portraits, and /Worldmap folders. Something like 15 GB transferred over wifi, in 15 distinct steps. it takes about half an hour, and requires attention.

This does not even include some of the biggest mods out there! I am pretty selective. I don't use the older 'mega' mods anymore - Dark Side, Darkest Day, Grey Clan, Tortured Souls, Shadows over Soubar, Bone Hill, ... they just don't do it for me anymore. Even Northern Tales, which I think is a step of from the other big BG1 mods, now pales in comarison to the quality of the stuff being made by Lava, Jastey, AWizardDidIt, Acifer, etc. Heck, I'm not even using Ascension anymore! It makes ToB better, but to me it is just lipstick on a pig - ToB is not good even with the Ascension-related mods installed. So I don't bother. The mods here provide a LOT of extra content, without too much OP loot and without too much XP bloat, and without hard-to-pin-down compatibility issues.

I have been making my install order more and more categorical, in hopes that it makes it easier for others to emulate. Hopefully the push toward simplicity does not cause any problems. Here is my current modlist:

Spoiler
	[beginning stuff]
~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 #3051 // lefreut's Improved Inventory Screen -> Without Item Comparison: 3.8.1

	[BG1 content]
~BP_IN_BG/BP_IN_BG.TP2~ #0 #100 // add access to the Black Pits in BGEE/EET: 1.0
~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 #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
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #8 // Elminster Makes an Appearance -> jastey's Version: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #0 // Another Fine Hell - Optional Ending for SoD and BGII Closure: Alpha_230415
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #1 // Get the Hells Out - Quest Option with Extended BGII Content: Alpha_230415
~C#ANOTHERFINEHELL/C#ANOTHERFINEHELL.TP2~ #0 #2 // PC's and Imoen's chest in Palace should have their content: Alpha_230415
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v6
~C#SODBOABRI/C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v6
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #2 // Do Not Miss NPC-PC Dialogues -> For NPCs in Party Only: Alpha_181105
~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: Alpha_181105
~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ #0 #12 // Imoen 4 Ever in SoD: Imoen Gives Better Reason to Stay Behind in Palace: v11.3
~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
~THEMED_TWEAKS/THEMED_TWEAKS.TP2~ #0 #180 // BG2EE - Give Imoen innnate Magic Missiles for attack scene: v0.3
~THEMED_TWEAKS/THEMED_TWEAKS.TP2~ #0 #200 // BG2EE - Use Irenicus in hell movie as dream to restore Bhaalspawn powers: v0.3
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 26.1
~AC_QUEST/AC_QUEST.TP2~ #1 #0 // A Job Well-Paid: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #1 // A Feast for the Gnolls: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #3 // Jumper -> Alternative for compatibility: Ugh and Jumper are outside.: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #4 // The Lost Son: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #7 // The Great Carlini: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #9 // Fangirls: 5.1
~AC_QUEST/AC_QUEST.TP2~ #1 #11 // The Serpents of Abbathor -> Tweaked version: quest can be finished in BG1.: 5.1
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #105 // Main Component: Amount of -ahem- details and BG-style vs. description text! (Required) -> Descriptive Version [Adult content] and Show/Install all Components with Warnings.: 10.2
~BG1RE/SETUP-BG1RE.TP2~ #0 #105 // Main Component: Amount of -ahem- details and BG-style vs. description text! (Required): 10.2
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: 10.2
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: 10.2
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: 10.2
~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: 10.2
~SOTSC/SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: 8.0
~THECALLING/THECALLING.TP2~ #0 #0 // The Calling: Mage - The Cursed Bracers: v6_preview2
~THECALLING/THECALLING.TP2~ #0 #50 // Make All Calling Quests Open to All Classes: v6_preview2
~THECALLING/THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: v6_preview2
	// ***** some new beta-test content
~REFLECTIONS/REFLECTIONS.TP2~ #0 #100 // Reflections of Destiny Part 1: The Mirror Shard: 0.4sd1
~REFLECTIONS/REFLECTIONS.TP2~ #0 #200 // Reflections of Destiny Part 2: Back to the Future: 0.4sd1
~REFLECTIONS/REFLECTIONS.TP2~ #0 #300 // Reflections of Destiny Part 3: The Clone Saga: 0.4sd1
~REFLECTIONS/REFLECTIONS.TP2~ #0 #400 // Reflections of Destiny Part 4: Nothing to Feyr but Feyr Itself: 0.4sd1
~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
~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
~GORGON/SETUP-GORGON.TP2~ #0 #0 // Install The Gorgon's Eye: v4.0
~BLACKHEARTS_EET/SETUP-BLACKHEARTS_EET.TP2~ #0 #0 // Install Blackhearts for EET: v1.0
~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.7
~LORETAKERS/SETUP-LORETAKERS.TP2~ #0 #0 // Loretakers V 1.1: V 1.1

	[BG2 content]
~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
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #155 // Enhanced Battles: Amkethran: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #142 // Enhanced Battles: Saradush: v6
~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 #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 #17 // Corrected Character Names and Biographies: 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 #26 // Restored Banters, by Camdawg and Angel: v27alpha
~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
~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
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #0 // Fishing for Trouble by Yovaneth: v3.2.10
~FISHINGFORTROUBLE/FISHINGFORTROUBLE.TP2~ #0 #1 // Fishing for Trouble - Major character portraits: v3.2.10
~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: 1.6
~ALABASTERSANDS/ALABASTERSANDS.TP2~ #0 #0 // Alabaster Sands: the new area of Athkatla -> Yes, but don't patch existing save games: v1.3
~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: v1.2
~INLOVEUNDEATH/INLOVEUNDEATH.TP2~ #0 #0 // The Dreadful Tales: In Love, Undeath - a new quest and companion for BG2EE -> Yes, but don't patch existing save games: v1.4
~JUNIPERANDTHESTONELEECH/JUNIPERANDTHESTONELEECH.TP2~ #0 #0 // The Dreadful Tales: Juniper and the Stone Leech - companion and a quest mod for BG2EE ToB: v1.2
~BLOODIEDSTINGSOFBAROVIA/BLOODIEDSTINGSOFBAROVIA.TP2~ #0 #0 // The Bloodied Stings of Barovia - a dark Ravenloft adventure for Baldur's Gate 2 EE: v1.3
~GODCALL/SETUP-GODCALL.TP2~ #1 #0 // Call Of The Lost Goddess V 1.2
~GODCALL/SETUP-GODCALL.TP2~ #1 #50 // Install portraits for the major NPCs of the mod
~TIDINGS/SETUP-TIDINGS.TP2~ #1 #0 // Dark Tidings V 2.1
~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
~DC/DC.TP2~ #0 #0 // Dungeon Crawl: v12
~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
~SLANDOR/SLANDOR.TP2~ #1 #0 // The Minotaur and Lilacor: 2.0
~CRUCIBLE/CRUCIBLE.TP2~ #0 #3 // Install Crucible -> Mute NPCs: v2.2sd1
~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 #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
~CLIFFHISTORY/SETUP-CLIFFHISTORY.TP2~ #0 #0 // Cliffette's 'History' BWI contest entry: v2

	[BG1 NPCs]
~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
~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE and SoD: 1.69
~EMILY/EMILY.TP2~ #0 #0 // Emily NPC for BG1EE: 1.65
~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
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.3.1
~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.3.1

	[BG2/EET NPCs]
~LUCY/LUCY.TP2~ #0 #0 // Lucy the Wyvern: v5.0
~AMBER/AMBER.TP2~ #0 #0 // Amber the NPC MOD: v5.1
~AURENASEPH/SETUP-AURENASEPH.TP2~ #0 #0 // Auren Aseph for BG2:ToB: v8
~ACBRE/ACBRE.TP2~ #1 #0 // Breagar: Contents: 12.2.0
~ACBRE/ACBRE.TP2~ #1 #2 // Breagar: Crossmods and PID: 12.2.0
~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
~AJANTISBG2/AJANTISBG2.TP2~ #1 #0 // Sir Ajantis NPC for BGII: 20
~KIVAN/SETUP-KIVAN.TP2~ #0 #100 // Kivan of Shilmista: v18
~KIVAN/SETUP-KIVAN.TP2~ #0 #202 // Change Deheriana's Class from Fighter/Mage/Cleric to: -> Specialist-Mage, Diviner: v18
~KIVAN/SETUP-KIVAN.TP2~ #0 #300 // Install Herd's Alternative Portrait for Kivan.: v18
~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
~XAN/XAN.TP2~ #0 #6 // Xan's Alternate Voice by Joey Bracken: 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
~BRANWEN/SETUP-BRANWEN.TP2~ #0 #0 // Branwen BG2 NPC mod for players and modders: v3
~FADE/SETUP-FADE.TP2~ #0 #0 // Fade: An NPC for Baldur's Gate II: SoA and ToB: 5.6
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 5
~YVETTE/SETUP-YVETTE.TP2~ #0 #0 // Yvette Romance - BG2 Romance Character: 5.0sd1
~YVETTE/SETUP-YVETTE.TP2~ #0 #1 // Yvette Romance - alternative class (Pure Heartwarder): 5.0sd1
	// ***** this ^ mod's kit is not updated for the EE games
~DACE/DACE.TP2~ #0 #0 // Dace Linton NPC Mod for BG2:SoA & ToB: v5
~DACE/DACE.TP2~ #0 #1 // Install alternate portrait by Ilmatar?: v5
~NEPHELE/NEPHELE.TP2~ #0 #0 // Nephele NPC Mod for BGII: SoA & ToB: v2.7
~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: v3.0
~ADRIAN/ADRIAN.TP2~ #0 #0 // Adrian for BGII -> Adrian is a Sorcerer: v6
~ADRIAN/ADRIAN.TP2~ #0 #20 // Crossmod content: v6
~ADRIAN/ADRIAN.TP2~ #0 #30 // Adrian Tolerates High Reputation -> Always: v6
~ARATH/ARATH.TP2~ #0 #0 // Arath NPC for BGII: SoA & ToB: v6
~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v3
~ISRA_BG2/ISRA_BG2.TP2~ #0 #1 // Crossmod Content: v3
~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
~TASHIA/SETUP-TASHIA.TP2~ #0 #4 // Alternate portrait for Tashia. -> Tashia's Alternate Portrait 1 -  Created by Amalthea.: 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
~DARRON/DARRON.TP2~ #1 #0 // Darron: v2.0.0
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #1 // Choose an alternate class for Sirene? -> True Paladin
~PAINA/PAINA.TP2~ #0 #0 // Pai'Na NPC for BG:EE
~EVANDRA/SETUP-EVANDRA.TP2~ #0 #0 // Evandra NPC: v2.2
~EVANDRA/SETUP-EVANDRA.TP2~ #0 #1 // Crossmod Content: v2.2
~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
~WALAHNANBG2/WALAHNANBG2.TP2~ #0 #0 // Walahnan NPC for BG2EE: 1.00
~FHAUGY/FHAUGY.TP2~ #0 #0 // Fhaugy - Baldur's Gate 2: EE NPC: 0.82
~LHANND/LHANND.TP2~ #0 #0 // Lhannd - Baldur's Gate 2: EE NPC: v1.3
~FYALVARA/FYALVARA.TP2~ #0 #2 // Fyalvara - Baldur's Gate 2: EE NPC -> Make Fyalvara a dual-class totemic druid / fighter (may only level up as a fighter): v1.0
~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
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #0 // Brandock the Mage: v1.5
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #10 // Brandock the Mage: Crossmod Content: v1.5
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #50 // Use Short Cutscene in Thalantyr's Abode: v1.5
~C#GREYTHEDOG/SETUP-C#GREYTHEDOG.TP2~ #0 #0 // Grey The Dog NPC: 8

	[friendships/cross-mod]
~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: v5.0
~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
~WINGS/SETUP-WINGS.TP2~ #0 #0 // Wings for BG2:EE
~WINGS/SETUP-WINGS.TP2~ #0 #1 // Restore missing banters?
~WINGS/SETUP-WINGS.TP2~ #0 #2 // Remove conflict with Hexxat?
~YOSHIMOSREMORSE/YOSHIMOSREMORSE.TP2~ #0 #0 // Yoshimo's Remorse: v2.0
~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
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v23
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v23
~IMOENCANDIE/SETUP-IMOENCANDIE.TP2~ #0 #0 // Imoen Can Die In Spellhold: 1

	[item mods]
~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: v4beta10sd20
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #4 // Update names, appearances, icons, and lore values of existing dragonscale-based items to be consistent across Baldur's Gate 1, 2, and with new items introduced by this mod.  ***These changes are cosmetic only***: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #6 // Force all import-able SoD items to be available in their normal locations ****Requires starting a new game**** -> All importable items with Voidsword +3: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #9 // Change Cromwell's equipment to be more in-line with his forging skills: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #13 // Allow choice of weapon imported from Baldur's Gate into Irenecus' dungeon -> Bala's Axe, Wizard Slayer: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #22 // Allow choice of armor imported from Baldur's Gate into Irenecus' dungeon -> Mail of the Dead +2: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #27 // Allow choice of item imported from Baldur's Gate into Irenecus' dungeon -> Helm of Balduran: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #31 // Cosmetic Enhancements for Existing Items (does not affect function): v2.0.5
~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 forgeable artifacts for different classes: v2.1
~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 #20 // Add New Items to the Game: v4.2
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #11 // Add Breach Scrolls to Sorcerous Sundries: v4.2
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #27 // Add Ruby Ray Scrolls to Trademeet Store: v4.2
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #8 // Replace Boots of Speed (Paws of the Cheetah): v4.2
~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 #8 // Change item type of Holy Symbols -> Holy Symbols are Belts: 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

	[spell mods]
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4.19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4.19
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4.19
~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: v4beta10sd20
~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 #7 // Add ranged attack and a tweak to the Staff of the Magi -> Add ranged attack + replace invisibility with immunity to time stop: 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 #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
~ZGMAGIC/ZGMAGIC.TP2~ #0 #125 // Install Spell Revisions standard Conjure Water Elemental when IWD spells from IWDification/SCS are installed: 0.1sd1

	[NWN/IWD stuff]
~NWNFORBG/SETUP-NWNFORBG.TP2~ #1 #0 // NWN For BG: 0.97
~NWNFORBG/SETUP-NWNFORBG.TP2~ #1 #11 // NWN For BG - Worldmap select (EE-games only) -> Use separate worldmap for NWN areas: 0.97
~NWNFORBG/SETUP-NWNFORBG.TP2~ #1 #20 // Install NWN as a dedicated campaign: 0.97
~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
	// ***** fix PROJECTL.IDS
~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: 4.2
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #20 // Rebalance weapons and equipment: 4.2
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #31 // Reduce experience from monsters and quests -> Reduce by 50 percent: 4.2
~A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2~ #0 #40 // Allow to trade with Hobart before starting the adventure: 4.2
~TRAP_OVERHAUL/SETUP-TRAP_OVERHAUL.TP2~ #0 #110 // Trap Overhaul -> Monk Evasion, Fast Detection: 0.20
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #100 // Add IWD Campaigns to the EET Menu: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #110 // Adjust IWD1 XP for Full Campaign: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #115 // Adjust IWD1 Creature Stats for Full Campaign: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #130 // Adjust IWD2 XP for Full Campaign: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #135 // Adjust IWD2 Creature Stats for Full Campaign: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #150 // Add HoW access to BG2: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #155 // Remove Overpowered Items from HoW: 0.12.2
~IWD_EET_INTEGRATION/IWD_EET_INTEGRATION.TP2~ #1 #160 // Add IWD1 Easter Egg Content to BG2: 0.12.2
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #0 // Icewind Dale NPCs: v9sd1
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #20 // Alternate class for Nella, IWD-in-BG2 -> Nella, multiclass fighter/druid: v9sd1
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #24 // Alternate class for Severn, IWD-in-BG2 -> Severn, skald: v9sd1
~IWDNPC/SETUP-IWDNPC.TP2~ #0 #31 // Alternate class for Teri, IWD-in-BG2 -> Teri, swashbuckler: v9sd1
~TURALDNPC/SETUP-TURALDNPC.TP2~ #0 #0 // Turald NPC for IWD:EE
~TURALDNPC/SETUP-TURALDNPC.TP2~ #0 #1 // Crossmod Content: talks between Kulyok's NPCs and Turald
~CASSIANPC/SETUP-CASSIANPC.TP2~ #0 #0 // Cassia NPC for Icewind Dale: Enhanced Edition: v1.04bsd1
~KARIHINPC/KARIHINPC.TP2~ #0 #0 // Karihi NPC for Icewind Dale: Enhanced Edition: 1.0sd1

	// ***** install some personal adjustments to the IWD campaign, to more closely match an IWDEE game

~IWDCROSSMODPACK/IWDCROSSMODPACK.TP2~ #0 #0 // Icewind Dale Crossmod Banter Pack: 1.6sd1

	// ***** replace iwwi090.spl with a clone of spwi304.spl
	// ***** replace z0slng94.itm with a clone of z0slng89.itm

	[magic tweaks]
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v9sd1
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #1 // Deva and Planetar Animations: v9sd1
~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
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #10 // Rebalanced Spell Schools: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #21 // Revised Arcane Opposition Schools -> No Opposition Schools: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #30 // High-Level Spells Penetrate Magic Resistance: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #37 // Level Drain Effects -> Make Level Drain Temporary: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #40 // Revised Illusionary Clones: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #45 // Revised Invisibility and True Seeing: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #50 // Make Haste and Slow Properly Cancel Each Other: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #55 // Cure Spells Bypass Spell Deflection: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #81 // Choose-Your-Own Familiar: 2.8.3
    ~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #82 // Pooky's Mod: Imbue Familiars: 2.6.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #83 // Give Innate Cantrips to Familiars: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1151 // Reduce Damage but Improve Blindness in SR's Sunscorch: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1251 // Improve Damage and Damage Type of Alicorn Lance: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1351 // Add Faerie Fire and Slow On Hit to Moonblade: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1451 // Make Smashing Wave Party-Friendly: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1505 // Make True Seeing Party-Wide: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1603 // Set Blade Barrier to be Breachable: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1609 // Make False Dawn Bypass Magic Resistance: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1613 // Make Physical Mirror Block 1 Attack Per Three Seconds: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1707 // Make Sunray Bypass Magic Resistance: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2108 // Change Protection from Petrification into 'Mirrored Eyes': 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2110 // Make Identify Scale with Level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2151 // Change SR Expeditious Retreat into Chameleon: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2212 // Move Mirror Image to 3rd Level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2213 // Add Lingering Effects to SR's Stinking Cloud: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2215 // Make Web Slow Instead of Hold: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2251 // Add Deafening Effect On Hit to Decastave: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2321 // Move Spell Thrust to 1st Level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2352 // Increase Range of Icelance: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2418 // Set Fire Shield and Acid Sheath Spells to be Breachable: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2451 // Make Shadow Monster Summons More Illusionary: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2508 // Improve Function of SR's Waves of Fatigue: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2514 // Give Lower Resistance an Area of Effect: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2518 // Change Damage Type and School of Phantom Blade: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #25231 // Change Sunfire -> Change Sunfire into 'Missile Storm': 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2711 // Adjust the Effects of Chaos: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2714 // Change the Effects of Prismatic Spray: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2808 // Set Moment of Prescience to Not Breachable: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 2.8.3
~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2923 // Change Summon Planetar into Summon Noble Genie: 2.8.3

	[kit mods]
~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
~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
~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
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Revised Mage Spell Table -> Tome & Blood Table: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Revised Sorcerer Spell Table -> Tome & Blood Table: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #53 // Revised Metamagic -> Innate metamagic, learned from scrolls or character generation: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #72 // Sorcerer Spell Switching -> Change spells once every three levels: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 1.2
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #95 // Multiclass Specialists: 1.2
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities -> Install revised HLAs for all classes: 4.36.1
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 2.6.3
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 2.6.3
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 2.6.3
~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 2.6.3
	// ***** fix WEAPPROF entries for the menu kits
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #50 // Move the Cavalier to the Fighter Class: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #55 // Add the Corsair (fighter kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #60 // Add the Sohei Warrior (fighter kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #65 // Add the Ironsmith (fighter kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #66 // Give Breagar the Ironsmith kit: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #75 // Add the Barbarian/Thief (fighter/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #80 // Add the Tomb Runner (fighter/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #85 // Add the Thug (fighter/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #90 // Add the Rake (thief kit) and revise the Swashbuckler: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #96 // Add the Ninja (thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #97 // Add the Ninja (fighter/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #105 // Add the Spellfilcher (mage/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #110 // Add the Loremaster (mage/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #120 // Add Regional Ranger kits: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #125 // Add the Mage Hunter (ranger kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #130 // Add the Barbarian Ranger (ranger kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #151 // Move the Archer to the Fighter Class: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #155 // Add the Elven Archer (ranger kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #160 // Add the Halfling Slinger (fighter/thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #165 // Add the Marksman (thief kit): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #201 // Improved Rangers: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Revised Movement Bonuses (Quickstride): 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Ranger Spell Table: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Archers: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Stalker: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #280 // Revised Backstabbing: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #290 // Revised THAC0 Progression: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #400 // Bard Overhaul: Multiclass Bards: 5.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 5.8.2
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #12 // Revised Cleric Spell Table -> Faiths & Powers Table: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #15 // Druids Use Cleric Spell Table and XP Table: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #25 // Choose a Sphere System -> nuFnP: a new sphere system (fewer spheres, more balanced, closer to PnP): 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #36 // Install Paladin kits -> ...for all those, PLUS Neutral/Evil/demihuman deities: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #45 // Revised Paladin Spell Table: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #75 // Alter Priests' Weapon/Armor Usability: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #80 // Apply Sphere System (REQUIRED for the sphere system to work): 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #91 // Multiclass Druids: 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #95 // Multiclass Cleric kits (install AFTER all other kit mods!!): 0.91
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #99 // Apply FnP Multiclass Kits to NPCs: 0.91

	[tweak mods]
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #100 // Change ALL Casters to 5E Spellcasting: 2.5.4
~5E_SPELLCASTING/5E_SPELLCASTING.TP2~ #0 #902 // Bonus Spell Slot Items and 5E Casters -> bonuses to casting slots only: 2.5.4
~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 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #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 #1161 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> Keep class restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: 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 #2380 // Remove Racial Restrictions for Kits: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2358 // Alter Multi-Class Restrictions -> Install options one and three (everyone can multi-class anything they can single-class): v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2552 // Alter Gnome Mage Kit/Multi-Class Options -> Generic mage multi-class, enable all kits for single-class: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: 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 #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 #4100 // Change Korgan to Neutral Evil Alignment: 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 #4130 // Make Xan a Generalist Mage [Mike1072]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v16
~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 #16 // Lightning bolts don't bounce -> Lightning bolts pass through targets until they hit a wall: v1.0.0
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v4beta10sd20
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v4beta10sd20
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: v4beta10sd20
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: v4beta10sd20
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: v4beta10sd20
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #100 // YARAS Yet Another Revised Armor System: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #112 // Aesthetic & Enchantment Tweaks -> Replace Enchanted Equipment with Mastercraft: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #120 // Functional Weapon Tweaks: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #140 // IWD Item Tweaks: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #160 // All Potions Usable by Any Class: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1000 // Set Spell Weapon APR to 2: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1010 // Add Backstab Immunity to the Ring of Danger Sense: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1020 // Proper Missile Deflection for the Gloves of Missile Snaring: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1030 // Improve Detonating Weapons: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1040 // Add Revised Barkskin to 'Skin of the Forest' Armor: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1052 // Change IR's Rod of Absorption -> ...Longer Protection: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1055 // Permanent Fear Protection for the Badge of the Brave: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1060 // Make the Gargoyle Cloak Apply Stoneskin Instead of an AC Bonus: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1070 // Make the Dwarven Thrower Hammer Usable by Non-Dwarves: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1080 // Improve Azlaer's Harp and Methild's Harp: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1091 // Nerf Edwin's Amulet -> Only +1 Bonus Slot per Spell Level: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1100 // Metamagic Instead of MR for Cloak of the Weave: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1109 // Free 1st-level Spellcasting for Some Items: v1.3.4
~SUBTLED_ITEM_TWEAKS/SUBTLED_ITEM_TWEAKS.TP2~ #0 #1114 // Change Rings of Wizardry -> Replace the Ring of Acuity with Evermemory: v1.3.4
~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
~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
~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 #130 // Standardize Wand of Missiles: 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 #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 #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 #472 // Choose MR progression rate (required) -> Slow (1 per level, up to level 30): 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
~ENCHANT/ENCHANT.TP2~ #0 #0 // Enchant the Missile Launchers
~SETUP-AMMOLESS.TP2~ #0 #0 // Ammoless Launchers do not add their ammo's effects when using real ammo.: 1.1
~SCROLLCASTERLEVELMOD/SCROLLCASTERLEVELMOD.TP2~ #0 #0 // Scroll Caster Level Mod: v1
~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~METWEAKS/METWEAKS.TP2~ #0 #6 // Give Monks a cooler Deflect Missiles ability
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #3 // Modify Enhanced Edition NPCs -> Decide for each NPC individually: v4.5
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #203 // Modify individually: Hexxat -> Make Hexxat passive: v4.5
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #204 // Modify individually: Neera -> Make Neera passive: v4.5
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #205 // Modify individually: Rasaad -> Make Rasaad passive: v4.5
~KLATU/SETUP-KLATU.TP2~ #0 #2170 // Reputation has no Effect on Store Prices: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Fix Wild Mage Items and Spells: 1.5
~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Free Action does not Prevent Haste or Movement Rate Bonus: 1.5
~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
~D5_HASTE_UPDATE/D5_HASTE_UPDATE.TP2~ #0 #0 // haste update

***** fix pdialog.2da *****

	[ending mods]
~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 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 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 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 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 #6300 // Smarter sirines and dryads: 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 #7130 // Improved Red Wizards: 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 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 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 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends -> Mod-added fiends are not 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
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #41 // Integrate aTweaks "Allow Mages to scribe memorized spells onto scrolls" possibilities into Brandock's Scribe Scroll Ability -> Substantial: integrate with changing original ability so Brandock can only scribe spells he knows (NOT recommended for classic BG2/BGT): v1.5
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #9140 // Mages drop spellbooks. -> 25% of mages drop spellbooks, spellbooks contain 50% of memorized spells.: TB#Tweaks, V 2.61
~COMBAT_SKILL_PROFICIENCIES/COMBAT_SKILL_PROFICIENCIES.TP2~ #0 #10 // Revised Proficiency System: v1.4.4
~COMBAT_SKILL_PROFICIENCIES/COMBAT_SKILL_PROFICIENCIES.TP2~ #0 #30 // Combat Skill Points: v1.4.4
~COMBAT_SKILL_PROFICIENCIES/COMBAT_SKILL_PROFICIENCIES.TP2~ #0 #70 // Fighting Style Changes: v1.4.4
~COMBAT_SKILL_PROFICIENCIES/COMBAT_SKILL_PROFICIENCIES.TP2~ #0 #90 // APR on Spec: v1.4.4
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #100 // Ability Score Overhaul: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #110 // Stat-based Bonus Spell Slots: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #130 // Full Strength for 2-Hand Weapons Only: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #151 // Hit Dice Overhaul -> Generous (above-average) hit points: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #160 // Saving Throw Overhaul: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #180 // Lower Dual-Class Requirements: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #200 // Slower, Standardized XP Tables: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #213 // No Murder XP -> kills give half XP: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #223 // Choose SoD Starting XP -> 125,000: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #233 // Choose SoA Starting XP -> 240,000: v1.6.1
~SUBTLED_STAT_OVERHAULS/SUBTLED_STAT_OVERHAULS.TP2~ #0 #252 // Magic Resistance Overhaul -> Reduce Magic Resistance: v1.6.1
~MAGIC_BATTLES_REVISED/MAGIC_BATTLES_REVISED.TP2~ #0 #10 // Revised Magic Battles: 1.9.2
~NPC_EE/NPC_EE.TP2~ #0 #1010 // Remove dual-class flag from Imoen (warning, see Readme): 6.5.1
~NPC_EE/NPC_EE.TP2~ #0 #1020 // Remove dual-class flag from Nalia (warning, see Readme): 6.5.1
~NPC_EE/NPC_EE.TP2~ #0 #1030 // Remove dual-class flag from Anomen (warning, see Readme): 6.5.1
~NPC_EE/NPC_EE.TP2~ #0 #1200 // Remove dual-class flag from all other NPCs (warning, see Readme): 6.5.1
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC class/stat/kit choices: 6.5.1
~Z_HOTFIXES/Z_HOTFIXES.TP2~ #0 #0 // fix stuff part 1
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #3 // DUAL_TO_KIT_MENU -> Enable Dualing Kit to Kit(*): 0.34
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.34

	[prep for file transfer]
~A7-TEXTURECONVERT/SETUP-A7-TEXTURECONVERT.TP2~ #0 #6 // Convert PVRZ files -> PVRTC 4bpp: Override files only (iOS recommended): 3.3

New stuff that I plan to explore with this install:

  • Playing a Psionicist from the Will to Power mod
  • Gorgon's Eye (Psionicist is a multiclass thief so this should work?)
  • The new beta content in [redacted]
  • Loretakers
  • The end-of-BG1 transition from Reflections of Destiny
  • The end-of-SoD transition from Reflections of Destiny (beta testing)
  • Whin Hill and the Ravenloft-themed Lava mods
  • Dark Tidings
  • Call of the Lost Goddess
  • Test Your Mettle! (<-- I have not yet found this content in my last two playthroughs!)
  • The Crucible

And as always, I will be testing how well my own various tweak mods work in this environment.

I rolled up a Psionicist name "Sion." This class starts out as a single-class thief, and then when you use an 'Initialize Psionics' ability it is converted into a multiclass psion/thief. I did something a bit cute here: with the Combat Skills and Proficiencies mod, single-class thieves get a lot of proficiency points, which they can spend on feats outside the traditional weapon proficiencies. For this character, I chose the 'Use Magical Device' feat, which means I will be able to use arcane wands and scrolls even though I am a psion/thief (technically, in game terms, a kind of cleric/thief). Psion/thieves get more psionic abilities than the other psionic classes (fighter/psion, ranger/psion, and mage/psion), so i should have a broad array of abilities and extremely broad utility. This might be the rare thief where I prioritize Stealth over Find Traps/Pick Locks, and keep other thieves around for the basic trap-finding and chest-looting.

I chose proficiency with long swords, scimitars, and bows, since the game probably has a bunch of good items in those categories and the best ones will probably go to front-liners. I am focusing on Telekinesis and Biokinesis powers to begin, which allow me to cure myself, and a bit of melee protection, and a single-target Hold. This is useful and I am able to handle the hobgoblins on the Coast Way without too much trouble. As usual, Imoen and I 'got lost' at the very start of the game and went to Beregost before the FAI. That let us complete a panoply of small quests around Beregost and on the way up to the FAI, which means Sion the Psion is level 2/2 by the time we recruit Jaheira and Khalid and head back down south. We picked up Brandock along the way, and I specced him as a cleric/mage following Oghma the god of knowledge. 

I'm not too sure about who to take in the 6th party slot. Breagar? Minsc? Drake? Rose? Emily? Garrick? Isn't there a Glam NPC that needs to be recruited early? Must look into that. I suppose it doesn't matter much. The plan is to head fairly directly to the Nashkel Mines, clear the southeast areas, then let Jaheira & Khalid go and recruit Minsc and Dynaheir. That will take me to the first bit of new content, at the Gnoll Strongold. I already have two different mods enhancing the Gnoll Stronghold - EEEE and REBG1 (I think?) - so it is already jam-packed with encounters. This might be a bit of a stress-test for the new mod in beta...

Edited by subtledoctor
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6 hours ago, subtledoctor said:

Test Your Mettle! (<-- I have not yet found this content in my last two playthroughs!)

It will find you if you play a bit with the modron cube. :;):

On a more serious note, you did encounter some rogue modrons in the Planar Sphere? Otherwise, it sounds like a mod conflict.

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8 hours ago, subtledoctor said:

Isn't there a Glam NPC that needs to be recruited early? Must look into that. I suppose it doesn't matter much.

Moidre and Flara must be recruited before doing Naskel mine.

Littlelun must be recruited before doing Gnoll stronghold.

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Guest guest

Oh neat someone else who doesn't care for Throne of Bhaal.

Sounds like you're in for a fun time this year!  Definitely going to keep an eye on your adventures here (I'm playing with a fairly spartan set of mods myself, but that's largely because I have yet to complete a basic Trilogy run)

Link to comment
2 hours ago, Guest guest said:

Oh neat someone else who doesn't care for Throne of Bhaal.

Sounds like you're in for a fun time this year!  Definitely going to keep an eye on your adventures here (I'm playing with a fairly spartan set of mods myself, but that's largely because I have yet to complete a basic Trilogy run)

I really do wish there were more mods for ToB. The entire campaign feels more like a series of boss battles than an actual campaign, and with the exception of two enclaves, is purely linear with few stopping off points other than Watcher's Keep - and I usually do that in SoA. I know Lava added an NPC/Quest for ToB, which I am looking forward to trying out, but it feels like this expansion gets little love.

What we really need is something that makes ToB less linear, but the way it is written, I'm not sure it would be easy or even feasible. I'm hoping, given @subtledoctor's other mods that reorganize vanilla content, that we might see a ToB that feels more like a real campaign and less like a linear end-piece. It would be nice to have more options, though having played it twice, I feel like you would either have to choose between the battle at the Oasis or opening up the other enclaves early. That doesn't even get into how disappointing it would be to finally get the BMU and only use it for two battles.

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I've played through BG1/2 a fair amount of times but I don't think I've ever made it through ToB, it's a pretty big disappointment -- hoping I can actually finish it this time, though.  I ended up removing all ToB-modifying mods as I just want it as short and easy as possible so I can see what I don't like about it and if I care to run any mods that modify it. 

 

My weidu log is pretty similar to your list, subtledoctor -- your list was a huge help in getting mine to actually run properly.  I was of the same mindset that the huge old mods weren't cutting it anymore (I would love if some sort of patch to just reduce the loot and XP considerably of those mods to exist someday, though, to make them a little more palatable) so this is my first run with the more modern content additions.  I'm not personally running any SoD-modifying things, either, as I've never played it yet, or through the EE games at all!   Just a note that subtle's list is for 2.5, not 2.6, and does run an older version of Stratagems.  That caused me seemingly endless problems as I was mostly mimicking the list but with a newer version of stratagems (35.17 I think) and that in conjunction with IWDification was causing crashes with Summon Monster 1 (which was appearing as a level 3 spell).  I ended up using the IWD spells from Stratagems instead of IWDifications' and putting stratagems spell-related components just after spell-tweaks (probably would have been better to have them just before spell tweaks?). 

 

Would love to hear about your trials and tribulations through the run, especially if you run into any bugs since my setup is pretty similar!

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My second biggest disappointment with ToB was figuring out who the end-game villain was within an hour. My greatest disappointment was the situation in Amkethran. Thankfully, mods have corrected the problem in Amkethran, but I'm not sure anything can fix the lousy writing that heavily foreshadows the end-game as soon as you get to Saradush.

That said, I was impressed with the way that siege implemented. Honestly, that was the high-point in terms of Bioware game design for the IE engine IMO.

Edited by maurvir
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Guest spit

Hi, I'm having a problem with my EET mega mod.  I think it may be IWDEET that is causing it and wanted to ask if other users have this issue and how to possibly fix it.  Full Plate armor is acting as though it's magical and I can't where a ring of protection with it.  Has anyone else had that issue?  Any tips on how to fix it with near infinity or something similar?

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Okay, maybe time for a report. 

As a reminder, I have nerfed magic weapons in this install. There is no “sword +1,” “sword +2” etc. Instead there are regular swords, mastercraft swords, and named enchanted artifacts.  Mastercraft weapons are, like, forged from meteoric iron or something like that, a bit sharper and more durable than normal weapons. Functionally, they are just like swords +1. But all magic weapons without names and individual lore - your sword +2, dagger +3, etc. - are downgraded to plain mastercraft weapons. 

Which is explained just to make clear why my psionicist chose to use longswords and bows in combat. There are no less that three named magical longswords to be found in the first few hours of the game: a longsword +1, +2 against kobolds, a longsword +1, +2 against undead, and a longsword +1 with a chance to do extra damage on a crit. That last one is new to me, so must be from one of my newer mods. Loretakers? Gorgon’s Eye? The concept is a bit weird - weapons already do extra damage on crits! - but whatever, it is well-defined and nicely balanced for BG1. I will not complain. 

I took Imoen, Jaheira, Khalid, Brandock, and Flara through the Nashkel mines. So far so boring. Then dropped J&K, picked up Drake, and did some questing around Beregost - saved Melicamp, saved Brandock from saving Melicamp, and beat Bassilus. Left Imoen with Firenose Elvenface and headed south to pick up Minsc, and move toward the Gnoll Fortress. Along the way I picked up some more gear, albeit not so broadly balanced. By the time I reached the fortress I had the three afore-mentioned magic longswords; two magic katanas (alas, of no use to me); two magic war hammers (one with electric damage, one with acid damage); the Whistling short sword +2 and a pair of mastercraft short swords; a mastercraft short bow; a mastercraft dagger; a magical halberd and a mastercraft halberd; and a mastercraft quarterstaff. Also the Evermemory Ring of Wizardry and a Ring of Holiness - both of which allow unlimited casting of 1st-level spells! :O On which more in a second. In terms of armor, I have mastercraft leather/studded/chain, ankheg plate, and winter wolf hide.

I write out that litany to demonstrate the danger of going from a hand-crafted professional game to a heavily-modded install. Balance is already going out the window. Anyone using longswords, short swords, katanas, or war hammers is doing great; if you happened to specialize in scimitars, maces, or axes, you are noticeably hampered. This is just a function of modders adding stuff they think is cool and it doesn’t always add up evenly.

So on big installs like this I definitely recommend using a mod that collapses weapon proficiency categories, like Tweaks Anthology, and/or a mod that gives you more proficiency points to spend, like my Combat Skills & Proficiencies, and/or a mod that lets you respec NPC weapon proficiencies, like NPC_EE. 

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So moving on: after getting through the introductory part of the game things have gotten much more interesting. My cleric/thief psionicist is competent in early-game combat, being proficient in swords and specialized in single-weapon style for an extra 1/2 APR and proficient in melee combat broadly for an extra +1 to thac0 and damage. Not as good as a fighter would be, but I can engage in a pinch. And with high DEX I am a decent archer. My psionic powers include an Inertial Barrier for a minor defensive buff; a small-duration self-Haste for a minor offensive buff; and I can slow down enemies with Ego Whip or a telekinetic shove. 

But I also took the Use Magic Device feat, which means I can cast spells from scrolls. I have done this exactly once: to get myself a pseudodragon familiar! With my Revised Familiars mod I get a 15% hp boost when the familiar is out of my pack (so, like, an extra 4 hp at the moment). And, with my Innate Cantrips mod, familiars can have cantrips. I did not even plan for this, but it means my familiar can use the Magic Bolt cantrip, and thereby have a ranged attack! What’s more, I mistakenly left the Magic Bolt cantrip active when I put the familiar in my pack, and it gave the missile item to me! And When I tried equipping it just to see what would happen, 1) it works fine, 2) equipping it gave me the innate ability to remove it, and 3) using that innate ability gave me the Magic Bolt cantrip! 

Emergent fun! Totally useless of course - my longbow is much more effective (2 APR, 1d5+2 decent thac0) than the Magic Bolt (1 APR, 1d4+1, always hits). But still, funny and cool that it works and nothing is breaking. Meanwhile a familiar with a ranged weapon is truly useful. If my familiar dies I cannot re-cast the spell unless I find another scroll! 

(Also on the topic of the Innate Cantrips mod, I gave Imoen a cantrip as a thief thanks to the CSP mod, to foreshadow dual-classing to mage. So she has been running around using Vicious Mockery on people, which is fairly useless but fun for fun’s sake.)

So anyway, off I go to the Gnoll Fortress. I now have four mods altering this area: Ascalon’s Questpack adds a couple Gnoll Chieftains, Gnoll Bodyguards, Gnoll Lieutenants, and Gnoll Veterans to the upper towers, related to saving another innocent from becoming gnoll food; EEEE adds a butt-ton (like 100+ or more) of Gnoll Slashers, Gnoll Elites, and Gnoll Veterans to every free square foot of the place; Shades of the Sword Coast adds an extra area with Shadows and Shade Wolves; and a new mod adds some new square footage with a couple dozen or so gnolls, gnoll slashers, and flinds. I think EEEE gives mastercraft halberds to some of the stronger gnolls, as well as healing potions they will use if you don’t kill them fast enough. The halberds are just sellable loot and the potions make it a kind of game to see if I can take down a gnoll veteran in less than 12 seconds. The new mod gives a mastercraft sling and mastercraft spear, which I greatly appreciate - it helps the balance of available enhanced gear, see the post above. SotSC gives some fairly minor but well-balanced loot, like a ioun stone. 

I have Minsc in front in melee, with as many defensive buffs as possible (mastercraft chan mail, mastercraft medium shield, ring of protection, bracers of dexterity, and Protection from Evil; Charname and Drake behind with bow/crossbow and able to step in for melee support; and Brandock/Flara/familiar pitching Magic Bolts from the rear. With the Ring of Holiness we have unlimited Cure Light Wounds, but it only heals ~5-9 points per cast, so it’s not effective in combat when the gnolls are doing 6-12 damage per hit and 24 on crits. So moving forward involves taking on 2-3 sequential groups of 6-8 gnoll slashers/elites/veterans, grabbing their dropped healing potions to keep Minsc alive; and then healing everyone up and re-applying ProEvil; and then plowing through 2-3 more groups of gnolls. 

If I didn’t have this modified Ring of Holiness, what would I do? What do other players do with EEEE installed? Presumably it would come down to rest spam. So my modified ring, while it sounds powerful at first, is really more of a convenience tweak. Still, this ends up being a slog, and it is giving me too many gems, too many healing potions, and too much XP. Also it seems like some of the gnolls are dropping 5th-7th level spell scrolls? I didn’t install SCS More Random Scrolls so I think this is EEEE. It is weird and not good. 

All of which is to say, the Gnoll Fortress has gone from being too empty, to too full. When this new mod comes out of beta, then I think it + Ascalon’s + SotSC will be a really good combination of mods for this area. I will no longer be installing EEEE. 

I rescued Dynaheir and as an Invoker, she can cast any Invocation/Evocation spells without memorizing them. Slight wrinkle here, apparently a bunch of spells from lava’s Colors of Infinity BG2 mod are coded as belonging to the Invocation school. So a bit of a bug there, or anyway an unwanted mod interaction. 

Anyway, that’s all for that area. I thought it would be worth writing about because of how many modded system came i to play so intensely - psionics, cantrips, familiars, 5E spellcasting - and lots snd lots of gnolls. Next I’ll be moving up the west side of the map before getting back to the main quest, as well as doing some Black Hearts and Gorgon’s Eye stuff. 

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7 minutes ago, mickabouille said:

(and so meteoritic iron went from "the only way to have iron in the bronze age" to a kind of somewhat better iron or something :p )

I am just leaning into the fantasy trope of “iron from space > iron from earth” :laugh:

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Posted (edited)
4 hours ago, subtledoctor said:

As a reminder, I have nerfed magic weapons in this install. There is no “sword +1,” “sword +2” etc. Instead there are regular swords, mastercraft swords, and named enchanted artifacts.  Mastercraft weapons are, like, forged from meteoric iron or something like that, a bit sharper and more durable than normal weapons. Functionally, they are just like swords +1. But all magic weapons without names and individual lore - your sword +2, dagger +3, etc. - are downgraded to plain mastercraft weapons.

 

if you happened to specialize in scimitars, maces, or axes, you are noticeably hampered. This is just a function of modders adding stuff they think is cool and it doesn’t always add up evenly.

Which mod did you use to do so please ? I only know about the SCS component, but it only works on +1 weapon.

 

Maces have the Stupefier in Beregost (probably the best mace in all BGEE), axes have the Belfort's axe in Beregost (nice before access to the +2 axe in BG city), and scimitars were already hampered in vanilla, with only some +1 available then the two identical +2 in Durlag's Tower or Cloakwood. 

Edited by Trouveur80
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1 hour ago, Trouveur80 said:

Which mod did you use to do so please ?

SubtleD’s Item Tweaks. 

2 hours ago, Trouveur80 said:

Maces have the Stupefier in Beregost (probably the best mace in all BGEE), axes have the Belfort's axe in Beregost

I don’t even know where those are! :laugh: They do not seem to be sold in Thunderhammer Smithy. I will note that Taerom sells ‘Beruel’s Retort’ magical +1 throwing axes, which you can apparently just use in melee? For a fraction of the price of a +1 melee axe? Which is an unconscionable bug if I understand it correctly. 

2 hours ago, Trouveur80 said:

scimitars were already hampered in vanilla, with only some +1 available then the two identical +2 in Durlag's Tower or Cloakwood.

Unfortunately The Calling’s ‘Exotic Item Pack’ did not install for me this time, so I miss the +1 scimitar on Sendai. But Item Revisions makes the plain +2 scimitar into Rashad’s Talon, which means it has a name so my Item Tweaks will not reduce it to merely mastercraft. :)

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