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Chitown Willie

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Posts posted by Chitown Willie

  1. 9 hours ago, JediMindTrix said:

    Things I do to my games I'd like to learn how to automate:

    Clerics and Mages can use light crossbows and put a prof point into them.

    All warrior classes and their kits (where applicable) can put 3 pips into their proficiencies

    All multi-class fighters and cleric/ranger can put 3 pips into their proficiencies

    Check out "Scales of Balance" mod, specifically the "Weapon Proficiency Overhaul (WPO): Overall Overhaul" component:

    • Crossbows are usable by everyone except druids and Beastmasters."
    • Trueclass fighters and Kensai can attain Mastery (+++) at 6th level, and High Mastery (++++) at 9th level, in any weapons they focus on.
    • Other kitted fighters plus barbarians, paladins, rangers, and multiclass fighters can attain Mastery (+++) at 6th level.
    • Multiclass fighter/mages can attain Mastery (+++) in any weapon but the only available styles are Single-Weapon and Two-Handed Weapon.

     

  2. 1 hour ago, Quester said:

    Needing to buy camping supplies does at least something to alleviate this. But I was also looking for a way to decrease the amounts of gold and gems dropped by most regular creatures. There must be a mod for this, but I can't remember having seen it.

    I used to use "Aurora's Shoes & Boots" to do just that:

    ~AURORA/SETUP-AURORA.TP2~ #0 #470 // Change creature gold carried -> Reduce to 50% (recommended): v5.2.1
    ~AURORA/SETUP-AURORA.TP2~ #0 #420 // Realistic random treasures -> Both 1 and 2 (no treasures lost): v5.2.1

    But unfortunately it doesn't work with the EE's, as far as I know.

  3. "Interesting. I wouldn't be surprised if a lot of people have to artificially limit themselves in order to make the resting mechanics fun."

    That exactly what I do - one rest per map area (or boss battle):

    • 1 rest for High Hedge,
    • 1 rest for The Mines,
    • 1 rest for Mulahey, etc.

    Needless to say, there are exceptions (e.g., Beregost - each of the named characters (Silke, Karlat) are given their own "rest), but for the most part, this strategy works well.

    "As a result of this, I redesigned it using some of the clever and positive design changes from Pillars of Eternity and my own game design philosophy, in an effort to increase depth and make resting as a mechanic more interesting."

    I love love love all your suggestions and couldn't agree more with your reasonings. If you port your mod to BG:EE, I'd install in an instant.

  4. 30 minutes ago, Bartimaeus said:

    This proves that IRR did not add it. The backed up RING97.itm in weidu_external\cdtweaks\backup\1140 is the file that weidu will restore if that component is uninstalled. Since this is the version of the file immediately after IRR changed it but before anything else has, that means that since the property is not there, IRR did not add it. It would have to be there if IRR was at fault, since all of IRR's changes to it have occurred by this point, but neither of CD Tweaks' or SCS's have. This is the precise purpose of using changelog and following when/how a file was changed by specific components by being able to look at the backups. So now the next question is if the backed up version of the file in the Stratagems component 5900 backup folder has it; if it does, that means the CD Tweaks component added the property. If it doesn't, that instead 99% suggests that the version of SCS you're using did it. While I am pleased to see that IRR didn't do it, I'm still going to be quite mystified if it turns out that the CD Tweaks component did, since that would seem to be quite out of scope for that component; if SCS did, that...would make more sense, except for the fact that I've literally installed SCS 34.3 after IRR in my current install, and it did not happen. Strange either way, really.

    Opened up "C:\GOG Games\BGEE\weidu_external\backup\stratagems\5900\RING97.ITM", and the "Immunity to weapons" Effect is not there.

    By the way, thanks so much for the troubleshooting advice.

  5. 7 hours ago, Bartimaeus said:

    It's not intended, but also, RING97 doesn't give protection from normal weapons. Clearly it does in your game, but in mine with both IRR and SCS, it does not. It seems pretty unlikely the CDTweaks component would give it, so I'm a little stumped. If you could look at RING97.itm in the backup folder for CDTweaks component 1140 and see if it's still the case that it has the protection from normal weapons property, that would be helpful.

    Opened up "C:\GOG Games\BGEE\weidu_external\cdtweaks\backup\1140\RING97.ITM", and the "Immunity to weapons" Effect is not there.

    Perhaps it's something unique to v.843 of IRR?

  6. Bartimaeus,

    Recently noticed that all wyverns are immune to normal weapons.

    Further examination shows that wyverns are equipped with RING97.ITM, which provides the immunity:

    image.thumb.png.65254a2a900f2ed038bc2724217c3bfa.png

    And RING97 is changed by IRR:

    Mods affecting RING97.ITM:
    00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.843)
    00001:  ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 1140 // Gems and Potions Require IdentificationGems and potionsv15
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3

    Was it intended to grant wyverns with this immunity?

  7. On 7/15/2022 at 3:09 PM, Angel said:

    Oh my, I never expected this little thing about skeletons and zombies to attract so much attention.  To be honest I haven't even tested this part very well yet.  If it's too much I will certainly tone it down of course.

    Not to add salt to wounds, but I think you applied the ju-ju zombie characteristics to all zombies:

      resist_crushingGT    => 50
      resist_piercingGT    => 50
      resist_missileGT    => 50
      resist_cold        => "if resist_fire < 100 then 100 else no_change"
      resist_magic_cold    => "if resist_magic_fire < 100 then 100 else no_change"
      strengthGT        => 18
      strength_exGT        => 10
      constitutionGT    => 16

    According to the Monster Manual, ju-jus:

    Regardless of the magic on the weapon, edged and cleaving weapons inflict normal damage, while blunt and piercing weapons cause half damage.

  8. 3 minutes ago, subtledoctor said:

    I honestly find skeletons are fine in the original game. They resist so much damage that they take a while to kill, and they bunch up in groups of ~6 such that they almost always get in a hit or two, sometimes even a crit. They're not going to kill anyone, but for a nuisance enemy they certainly inflict a bit of pain and make me use my healing and put a bit of strain on my resource management. For 1HD enemies, I think they punch above their weight. Giving them super STR and DEX scores seems unnecessary and contrary to their theme.

    Zombies are way less of a pain, and could probably use a boost. Maybe they could do some kind of grappling thing? Like, Hold on hit for 6 seconds on a failed save?

    I'm toying with buffing gibberlings, of all things. The background idea, as I understand it, is that they are weak individually but a horde can be dangerous simply because of the numbers. But they don't work out that way, mechanically. So I'm considering giving them an aura that applies +1 to-hit to every gibberling within ~15 or 20 feet. And letting it stack. So a pack of 10 gibberlings will have the thac0 of a 10HD monster, and attack 10 times per round...! Maybe a damage bonus too? But +10 damage on 10 APR could be crazy. Maybe just the thac0 boost would be enough. But the idea would be to make them truly dangerous unless/until you thin out their numbers.

    i feel like xvarts should similarly get some kind of "pack tactics" bonus...

    Kinda like the bats' Swarm ability from "Animal Summoning I":

     Swarm: each bat within 5' receives a +2 bonus to THAC0

  9. 4 minutes ago, Angel said:

    Good catch, thanks!

    I'm still searching for a balance on how to make skeletons and zombies a little more menacing, considering they are worth much more XP than living creatures with similar HD.

    Gotcha.

    Problem is an 18 Dex grants them a -5 AC - which is a big deal for a Level 1 party in High Hedge.

    Perhaps use the original skeletons for High Hedge - and ramp up to tougher skeleton w/ Mulahey?

  10. Hi Angel,

    Regarding "Revised Corporal Undead", doc states:

    "Skeletons take half damage from slashing, piercing and missiles."

    But taking a peek behind-the-scenes:

    ACTION_CLEAR_ARRAY skeleton

    ACTION_DEFINE_ASSOCIATIVE_ARRAY skeleton
    BEGIN
      resist_crushingGT    => 50
      resist_piercingGT    => 50
      resist_missileGT    => 50
      resist_cold        => "if resist_fire < 100 then 100 else no_change"
      resist_magic_cold    => "if resist_magic_fire < 100 then 100 else no_change"
      strengthGT        => 16
      dexterityGT        => 18
    END

    1. Should "resist_crushingGT" actually be "resist_slashingGT"?

    2. Curious - Why did you bump up Str & Dex? Makes 'em infinitely harder to hit.

     

  11. Trisa,

    My latest game:

    Spoiler

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.3
    ~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 #4 // Of Wolves and Men -> Quest uses hut near Thalantyr in High Hedge.: 4.3
    ~AC_QUEST/AC_QUEST.TP2~ #1 #6 // The Great Carlini: 4.3
    ~AC_QUEST/AC_QUEST.TP2~ #1 #7 // A Home for the Gibberlings: 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
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v25.5
    ~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: v25.5
    ~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.7
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #8 // Elminster Makes an Appearance -> jastey's Version: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 12
    ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 12
    ~GORIONSDREAM/SETUP-GORIONSDREAM.TP2~ #0 #0 // Gorion's Dream Restored: V0.9
    ~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #2 // Keelor the Dwarf: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #3 // Llindellyn's Lucky Arrow: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #4 // Nim Furlwing's Hunting Hounds: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #5 // Pilar and Gheldehar: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #6 // Svlast's Torment: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #7 // Will O'Hara NPC: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #8 // Will O'Hara: Install English Soundset: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #9 // Fighting Encounters: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #11 // Improved Haeball: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #12 // Improved Ghotal: 5.0.0
    ~NTOTSC/NTOTSC.TP2~ #0 #14 // Reduce Number of Shaman Cloaks -> Make Cloaks Undroppable: 5.0.0
    ~SOTSC/SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: 7.0
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
    ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.2
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
    ~AYDEN/SETUP-AYDEN.TP2~ #0 #0 // Ayden Project: Warlock Kit: v2.6.19
    ~AYDEN/SETUP-AYDEN.TP2~ #0 #1 // Ayden Project: Recruitable NPC: v2.6.19
    ~AYDEN/SETUP-AYDEN.TP2~ #0 #7 // Ayden Project: Thief Proficiencies: v2.6.19
    ~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 #30 // Use Dialogue Style for Brandock's Banter in SoD: Beta_16
    ~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #50 // Use Short Cutscene in Thalantyr's Abode: Beta_16
    ~BRISTLELICK/BRISTLELICK.TP2~ #0 #0 // Bristlelick—the gnoll companion for BGEE: 2.0
    ~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.6
    ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v6.0
    ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
    ~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: 14
    ~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE and SoD: 1.68
    ~KALE/KALE.TP2~ #0 #1 // Give Kale the Warden Class? (Recommended) -> Warden(Fighter Kit): 1.68
    ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
    ~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu, BGT BG:EE and EET: v1.2
    ~ZAKRION_BG1/SETUP-ZAKRION_BG1.TP2~ #0 #0 // Zakrion for BG1:EE: v1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #30 // Convenient NPCs: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #47 // Make Khalid a Fighter/Mage: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #48 // Make Kivan an Archer: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #49 // Make Safana a Swashbuckler: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #50 // Shar-Teel's Class -> Make Shar-Teel a Berserker: 1.1
    ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #52 // Make Skie a Shadowdancer: 1.1
    ~BG_TRAVEL/SETUP-BG_TRAVEL.TP2~ #0 #66 // New travel system between Baldur's Gate City areas -> Full version of component: v2.1
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v15
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v15
    ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.22
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.22
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Stalker: 4.22
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.22
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.22
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.843)
    ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #12 // Nerf BG1 easter egg items: v6
    ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #13 // Sensible Shops (see readme): v6
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised v1.3.808)
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Non-Magical Shields, Helms, and Armor: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> PnP restrictions: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced weapon proficiencies: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls [Angel]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce [Angel]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3266 // Recoverable Ammunition [argent77] -> 75% chance to recover after a successful hit, vs. enemies only: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3276 // Recoverable Throwing Weapons [argent77] -> 75% chance to recover after a successful hit, vs. enemies only: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3343 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 50 percent and casting speed: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4070 // Consistent Stats: Viconia -> Use BG values: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to Use Axes: v15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v15
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Weapon Category Collapse: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.38.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.38.3
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18 (Revised v1.3.808)
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 18 (Revised v1.3.808)
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised v1.3.808)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised V1.3.843)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised V1.3.843)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised V1.3.843)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised V1.3.843)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised V1.3.843)
    ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V4 Beta 10 (Revised V1.3.843)
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #0 // Revised Corporal Undead: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #1 // Revised Dragons: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #2 // Revised Golems: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #5 // Revised Magical Beasts: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #6 // Revised Monstrous Spiders: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #7 // Revised Oozes, Slimes & Jellies: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #8 // Revised Vampires: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #10 // Enhanced Battles: Candlekeep Catacombs: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #12 // Enhanced Battles: Ramazith's Tower: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #14 // Enhanced Battles: Thieves' Maze & Undercity: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #15 // Enhanced Battles: Ulcaster Ruins: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #16 // Enhanced Battles: Xvart Village: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #17 // Enhanced Battles: Zombie Farm: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #18 // Enhanced Battles: Durlag's Tower: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #19 // The Surgeon's Plight: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #20 // Sarevok's Assassins: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #21 // Prevent chapter 6 cutscene from moving party to Candlekeep: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #22 // Minor Quest Tweaks (BG1): v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #23 // Enhanced Battles: Bridgefort: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #24 // Enhanced Battles: Cyric's Temple: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #25 // Enhanced Battles: Dwarven Dig Site: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #26 // Enhanced Battles: Korlasz' Tomb: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #27 // Enhanced Battles: Vampire Encounters: v5.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #28 // Complete more/all Vision Quest encounters: v5.1
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 34.3
    ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.5
    ~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #2010 // Revised Shapeshifting Tokens for SCS: Version 1.2.1
    ~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #3010 // Alternative Sorcerer Spell Progression: Version 1.2.1
    ~BART_TWEAKS/BART_TWEAKS.TP2~ #0 #3030 // Alternative Wisdom Bonus Spells: Version 1.2.1
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
    ~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.38.3
    ~TNT/TNT.TP2~ #0 #2 // Improved trap detection: instant detection: v8.19
    ~TNT/TNT.TP2~ #0 #3 // Improved trap detection: increase trap sense range: v8.19
    ~TNT/TNT.TP2~ #0 #5 // Trap reminders -> generic: v8.19
    ~TNT/TNT.TP2~ #0 #14 // Improved trap detection: core (REQUIRED for any of previous traps components to work): v8.19
    ~TNT/TNT.TP2~ #0 #15 // Non-disarmable Davaeorn's Battle Horrors: v8.19
    ~TNT/TNT.TP2~ #0 #27 // Throwing weapons damage type -> Both of the above options: v8.19
    ~TNT/TNT.TP2~ #0 #30 // Effects of scrolls and potions do not stack with themselves: v8.19
    ~TNT/TNT.TP2~ #0 #31 // Sensible wand of frost -> Single target: v8.19
    ~TNT/TNT.TP2~ #0 #33 // Potion of Really Mirrored Eyes: v8.19
    ~TNT/TNT.TP2~ #0 #34 // Unlimited goodberries stacking: v8.19
    ~TNT/TNT.TP2~ #0 #35 // Improved Shandalar's cloak: v8.19
    ~TNT/TNT.TP2~ #0 #36 // Algernon's cloak: usable once per day: v8.19
    ~TNT/TNT.TP2~ #0 #38 // Distinct quest items: v8.19
    ~TNT/TNT.TP2~ #0 #39 // Working protection from poison: v8.19
    ~TNT/TNT.TP2~ #0 #41 // Spider form ignores web: v8.19
    ~TNT/TNT.TP2~ #0 #45 // True True Sight: v8.19
    ~TNT/TNT.TP2~ #0 #48 // Working Non-Detection: v8.19
    ~TNT/TNT.TP2~ #0 #53 // Stores always buy goods at the same (low) price | POWER USER component, consult readme: v8.19
    ~TNT/TNT.TP2~ #0 #57 // Limited stock: v8.19
    ~TNT/TNT.TP2~ #0 #58 // Fair fights -> Just a few select enemies | POWER USER component, consult readme: v8.19
    ~TNT/TNT.TP2~ #0 #60 // No XP farming: v8.19
    ~TNT/TNT.TP2~ #0 #63 // Sensible multiclass restrictions: v8.19
    ~TNT/TNT.TP2~ #0 #66 // Save Melicamp: v8.19
    ~TNT/TNT.TP2~ #0 #68 // More map notes: v8.19
    ~TNT/TNT.TP2~ #0 #69 // Disable lightning during rain: v8.19
    ~BP-BGT-WORLDMAP/SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.6
    ~LIGHTINGPACK/LIGHTINGPACK.TP2~ #0 #3 // Shader script files for lighting control -> Greatly increased contrast, brightness and gamma: v3.1
    ~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
    ~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3050 // One time area spawn points (no respawning): 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
    ~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 #3 // Remove annoying visual effects from equipped items: blur, cloak of mirroring, reflection shield(does not affect spells with these effects).: v1.0.0
    ~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #6 // Cosmetic on-hit audio-visual effect enhancements (fire, cold, acid, electricity) -> BG-style on-hit effects: v1.0.0
    ~EE_COSMETIC_ENHANCEMENTS/EE_COSMETIC_ENHANCEMENTS.TP2~ #0 #22 // Improved slime-type monster animations: v1.0.0
    ~BETTER_SPELL_VISUALS/BETTER_SPELL_VISUALS.TP2~ #0 #10 // Better Visual Feedback from Spell and Combat Protections: 1

     

  12. Holy crap, that's a lotta mods.

    Some thoughts:

    1. As a general rule-of-thumb, I use the following template for sequence:

        [quest mods]
        [NPC mods]
        [spell mods including Spell Revisions]
        [item mods including Item Revisions]
        [small kit mods]
        Divine Remix
        Song & Silence
        Rogue Rebalancing
        Monastic Orders of Faerun
        Tome & Blood
        Faiths & Powers
        Might and Guile
        [tweak mods including Tweaks Anthology]
        Scales of Balance
        SCS
        [end-of-order mods like LevelOneNPCs, NPC_EE, Randomiser, etc.]

    2. Some of your versions are outdated. Some examples:

    • Endless BG1: 10 --> 12
    • Northern Tales of Sword Coast : 4.2.0 --> 5
    • BG Quests/Encounters: 25.3 --> 25.5
    • Ascalon's Questpack: 4.2 --> 4.3
    • Made in Heaven: Encounters & Quests: 5.1 --> 5.2
    • Item Revisions V4 Beta 10 --> (May want to add Item Revisions Revised)

    3. Not sure how "Skills & Abilities" will play nice with Scales of Balance's "Fighting Style Changes".

    4. Make sure to correct an SCS file before installing:

     In ...\stratagems\priest\spellchoices_defensive\demivrgvs\druid.tph Line 41 a bracket is missing.

    PUSH_RANDOM spells (DEFENSIVE_HARMONY null
    should be
    PUSH_RANDOM spells (DEFENSIVE_HARMONY null)

    5. I don't see anything to keep your XP/gold in check; strongly recommend something like:

    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.12

    For gold, I tried an experimental version of Aurora's Shoes & Boots, but it didn't seem to work:

    ~AURORA/SETUP-AURORA.TP2~ #0 #247 // Change quest gold rewards -> Reduce to 50%: v5.3 (EE & EET)
    ~AURORA/SETUP-AURORA.TP2~ #0 #470 // Change creature gold carried -> Reduce to 50% (recommended): v5.3 (EE & EET)

    Alternatively, I use the following for quick-and-dirty gold nerfing:

    ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.5
    ~TNT/TNT.TP2~ #0 #53 // Stores always buy goods at the same (low) price | POWER USER component, consult readme: v8.19

    6. On a general note, I've always gradually added mods in very small numbers so I can appreciate the little nuances and more easily embrace the changes/quirks.

    For example, ~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.22 is a *huge* change to bards and takes a little getting used to.

    Good luck!

  13. 1 hour ago, Leilu said:

    Are bears supposed to run at the same speed or faster than humans with "Faster bears" installed?
    In my case, the bears summoned by Jaheira are still slower than humans.

    WeiDU.log 8.88 kB · 0 downloads

    I've noticed the same thing with summoned bats (from Animal Summoning I).

    I suspect the problem in my case is with the following tweak:

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3340 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 50 percent: v14

    Which speeds up party members - but not summons.

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