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Axatax

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Posts posted by Axatax

  1. Being evil aligned has everything working against you in this game.  I think the PC should *always* be evil, (alignment) based solely on his/her Bhaal heritage.  You're the child of an evil God.  So you're evil, and you have to deal with it.  That doesn't mean you can't walk a righteous path and do good deeds.  You should have to fight this urge (if you choose), and this plot line should be encouraged within the game.

    It's pretty clear to me, the SoD plot-line is some type of metaphor for the Iraq war and Caelar is supposed to be George Bush.  Maybe I'm reading too much into all of this.  So there's notions of moral ambiguity (or not).  But if you buy into the idea that the PC is inherently evil, then you should be able to do "evil" things, like join the Throne, or in a more philosophically ambiguous position, join the the Crusade. 

    Ultimately it's a role-playing game, and one might want to control a character that's somewhat different than their actual persona in the real world.

     

     

  2. Quote

    2.B CALABALD (= Calahan + Balduran's Island) by Shuv-Oohl: The sailor Calahan in Ulgoth's Beard wouldn't be a real sailor if he wouldn't have sea charts of his own. He won't part with them without an appropriate compensation, though... PCs with enough gold have now the possibility to go to Balduran's island before entering Baldur's Gate.

     

    Calahan seems like an idiot, and he hangs out right in front of Mendas' house (who can't manage to get the charts without help).  I think this plot element is either too convenient or very unconvincing.  I understand why this is needed but the way this is currently implemented doesn't really make much sense from a role-playing POV.

  3. I was thinking about a way to introduce the player to the history of the tower.  Ultima VII is a game that's very mechanically similar to BG.  In U7, There's a museum in the "main" city of Britania, that has exhibits and artifacts dealing with the hero's past deeds and the history of the realm.  A "Balduran Museum" doesn't seem like something that would be out of place in the tower (and a target to steal something from, if inclined, like the Balduran items from BG2).  Maybe even a reward for donating Balduran's logbook from the island to the museum (otherwise useless)

  4. 1 hour ago, Lauriel said:

    Shouldn't happen with the latest version.  What version do you have?

    I checked his dialogue.  It can only happen if you charm him.  I'll make a note of that.

    EDIT: ... unless some helpful mod adds dialogue to him

    I was the original poster but wasn't logged in --

    - I might not have had the latest version -- I'm going to re-do Candlekeep and I'll post back.

    - I didn't use Charm but was a hidden thief when I initiated the dialog with the mage.

  5. Quote

    It was the only way to let players know what the towers' names are. I agree that there is a lot of map points but I tend to leaving them in.

    The names of the towers are good - it supports game lore.  but each description also had something along the lines of "door" or "stairs" to the tower, right next to them, which might be redundant (I don't recall exactly how these were named).

  6. I played BST in my latest playthrough and thought this mod was enjoyable and *very* professionally done.  I didn't encounter any bugs whatsoever with this mod.  I have some very nit-picky recommendations, understanding this is beta software and incomplete --

    The first quest the PC is likely to encounter is the crypt.  I was confused WRT exactly what I was supposed to do here.  I wasn't sure if I was supposed to kill everything (or not).  The dialogs and log entry hints at how this encounter should be handed, but I just wasn't sure.  I was expecting a Demogorgon-like enemy but ended up hacking a bunch of generic skeletons (I appreciate all the arrows).

    Exactly what the Sea Tower *is*, should probably be explained somewhere.  Maybe a character at the entry way, similar to how the tour guide operates in Durlag's Tower, or maybe some books on shelves, or something at the Balduran statue that gives a condensed history of the tower and why it exists.  If I wasn't up on Forgotten Realms lore, this area would probably be perplexing.

    The map view is too busy with too many "tacks".  I don't think every staircase and entryway to each tower on the wall needs to be identified individually.

    The backgrounds also tend to look somewhat blurry.  I assume probably everyone has newer and better monitors than I do (I have a triplet of 12+ year old Dell monitors that I run at 1024x768) and this might not be obvious on 4K displays or whatnot, but it shows on low-end displays like this.  I'm essentially blind so I don't bother with buying good monitors, and I run the game fully "zoomed in", by the mouse wheel, which is probably how the game looked in 1990-whatever at 640x480.

    Anyhow, this is just some *very* nit-picky criticisms of an excellent mod with a lot of potential.  This mod caused no problems with the game overall which is very refreshing.

     

     

  7. Eltan could actually *want* to be sickened (or give the impression of being sickened), for example, for various reasons to distract from other goings on within the city.  Entar Silvershield is an obvious asshole.  Maybe Eltan felt he *had* to seek protection from the quartermaster for some reason or another (Silvershield aligning with the Throne while the PC is gone).

     

  8. Not being able to join either seem like big oversights in the original plots.  I've been thinking about how this could be done, without completely having to turn the story arcs upside-down, and literally play from the opposite side.  I think there's some very good ways to do this.  SoD has a more obvious mechanism to affect this.  You have Tamoko in BG1, and the forest encounter in SoD with Caelar.  You can somehow be "recruited" during these encounters, spend time with the "enemy", and ultimately wreak various levels of havok on the "allied" characters through means such as poisonings/espionage directed at officials such as the Dukes or the commanders in the siege camp.  If the PC was playing a "double-agent"-like role, then that could be a way to easily transition back to the original plot and have the remainder of the game and battles ultimately make sense with a scenario like this.

  9. This item is in the loot you get from the ogre South of Friendly Arm Inn. (It's unidentified when you acquire it).   If I pick this item up, and go into my inventory, clicking on it results in the game basically locking up (EET on Linux).  I have to kill the game off from another console.  I have some mods installed, but I don't know if that's the issue or which one is causing this problem. I can troubleshoot it, but before I do that, (because of the time involved with SCS) I want to know if this is a known issue.  I'm pretty sure I've never seen this on a vanilla game.

     

    weidu-bgee.log

    weidu.log

  10. 6 hours ago, Guest Siemen said:

    riginal disk versions of the Infinity Engine games to play them on my PS Vita through GemRB. I was hoping if anyone co

    Yep.  They're the same as the original release (which work in GemRB).  The Ebay prices for used copies of the retail versions aren't that expensive though, and have a pair of real game manuals.

  11. Do they actually work properly, though?  The poison effect isn't reported (in the same fashion as a party member being poisoned or an enemy poisoned with something like the Dagger of Venom - ie. "X takes Y poison damage").

     

  12. I don't know exactly where this question should go, so -- there's clearly the concept of poison arrows in BG(x), but AFAIK, in none of the games can you actually obtain any as a PC or for your party NPCs.  I think there's maybe one character that can create poison arrows, but it's something rare, while various low-level enemies use them very often.

    Not really a question, but maybe an idea would be for a store to sell them, or a generic spell to poison arrows (or bladed weapons).

     

  13. The game is crashing if I use the Duke Eltan item to skip to BG2 (it goes to SoD cleanly).  The crash happens as soon as the Irenicus Dungeon screen appears, after the ending of the SoD cut scenes.

     

    // 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]
    ~./BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #155 // The BG1 NPC Project: Give Coran his "Murder in Baldur's Gate" portrait: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #160 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v25
    ~./BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v25
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.3
    ~./BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.3

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~./EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12
    ~./EET_FIX/EET_FIX.TP2~ #0 #0 // EET Fix: v1.2
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #0 // Main component: Allow continued play after Sarevok and/or Irenicus is defeated: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #10 // Use BGI ending movie as a dream and give new bhaal-spawn power at first rest: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #20 // Give Sarevok his armor, helm, and sword -> Equipped: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #30 // Clean-up Quests -> Those supporters that are still alive when Sarevok dies immediately flee the area (to give more clean-up quests): v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #40 // Clean up the town folk chatter with regard to Sarevok: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #50 // Clean up the wounded from the thieves' maze: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #60 // Elminster makes an appearance outside of the Ducal Palace: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #70 // Duke Eltan's reward option: House near Ducal Palace: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #71 // Duke Eltan's reward option: Cabin in High Hedge: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #72 // Duke Eltan's reward option: Gray house in NW Beregost: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #80 // Add Waves of Refugees to Baldur's Gate: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #90 // Allow Imoen's magic training to be delayed: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #130 // Use abbreviated capture scene leading to BG2: v1.1
    ~./TRANSITIONS/TRANSITIONS.TP2~ #0 #140 // Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated: v1.1
    ~./ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
    ~./ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
    ~./LONGERROAD/LONGERROAD.TP2~ #0 #0 // Longer Road: 2.0.1
    ~./LONGERROAD/LONGERROAD.TP2~ #0 #1 // Restore Irenicus's original portrait from SoA.: 2.0.1
    ~./WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.3
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1227 // Adjust Cromwell's Forging Time -> Full 24 hours (BG2EE default, includes sleep): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi-Classes -> Loosen Equipment Restrictions for Druid Multi-Classes: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3091 // Increase Gem and Jewelry Stacking -> Stacks of 40: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3196 // Alter Hostile Rest Spawns -> Increase frequency by 50%: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3260 // Recoverable ammunition -> 25% chance to recover after a successful hit: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3270 // Recoverable throwing weapons -> 25% chance to recover after a successful hit: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to use axes: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v9
    ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v9
    ~./NPC_STRONGHOLDS/SETUP-NPC_STRONGHOLDS.TP2~ #0 #0 // NPC Strongholds: v8
    ~./NPC_STRONGHOLDS/SETUP-NPC_STRONGHOLDS.TP2~ #0 #1 // Soundset Changes (Throne of Bhaal required): v8
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1001 // Edwin appearance -> BG2: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1012 // Imoen appearance -> SoD: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1021 // Jaheira appearance -> BG2: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1031 // Minsc appearance -> BG2: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1042 // Viconia appearance -> SoD: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1050 // Cameo NPCs appearance: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3020 // Familiar death consequences -> Constitution loss & blocked summoning for 1 week: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3050 // One time area spawn points (no respawning): 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
    ~./EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4080 // Replace classic BG1 movies with BG:EE ones -> Replace movies: 1.12
    ~./EET_GUI/./EET_GUI.TP2~ #0 #0 // EET alternative GUI -> Siege of Dragonspear
    ~./EET_END/./EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation

     

    save.zip

  14. I'm not a newbie to EET, but I just don't know where Transitions should come in the install order.  I run Linux, so I can't use that Windows tool (I forget the name that manages that).  I just apply the mods straight with Weidu.

    This is the order that I currently use --

    BG1 EE
    ------
    BG1 NPC Project
    BG1 Unfinished Business

    BG2 EE
    ------
    EET
    EET Fixpack
    Ascension
    Longer Road EE
    BG2 Unfinished Business
    Wheels of Prophecy
    CD Tweaks
    NPC Strongholds
    EET Tweaks
    EET GUI
    EET End
    SCS

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