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About dizzyorange

  • Birthday 09/03/1985

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  1. I haven't used about half of the Bioware NPCs yet, so I'm saving Kelsey, Keto, Xan, etc.. for next time. I added the one-day NPCs just for kicks - they'll be haikus instead of full stories. This playthrough will be mainly for the tactical challenge of SCS II, ascension, tactics, etc.. This will be my first time playing through the whole game for the tactics (as opposed to just the story), but I'm looking forward to it. Especially as I'm finally understanding the magic system.
  2. Here's my mod listing for this run through. It will be the 5th time through SoA and the 2nd time through ToB for me. ascension g3fixpack weimer's item upgrade weimer's underrep items tactics quest pack tower of deception fishing for trouble fading promises i shall never forget innershade tales of the deep gardens white queen yvette expanded thief stronghold ghareth hessa tiax alassa coran compton's bruce com encounters dungeon crawl g3 anniversary unfinished business assassinations alternatives improved horns of valhalla a mod for the orderly unique containers pnp celestials romantic encounters banterpack iep banters imoen friendship mazzy friendship sarevok friendship viconia friendship yoshimo friendship wheels of prophecy rogue rebalancing level 1 nps thebigg quest pack SCS II g3tweaks atweaks item randomiser widscreen mod nscportraits generalized biffing I'm tempted to play through BG:EE beforehand... do you guys think it's worth it? I've read mostly bad reviews.
  3. Ah, I remember now it was called BG2CPM and was made by a guy called Rabain. Unfortunately his site is down. does anyone have a copy of this mod by any chance?
  4. Revisiting BG2 after years away... I remember someone on the forums made a mod that added a small portrait for nearly every non-joinable NPC in the game that showed next to their dialogue. It was inspired by the BG1 component. It was one of the favorite mods - really added character to conversations with even minor NPCs. Does anyone know where I can find this? I don't think it was ever "officially" released. I seem to recall it was just some guy who coded a working beta in a thread with a download link.
  5. Spellhold without items is proving to the toughest part of the game so far.
  6. Playing through v8 with Ascension, Wheels v2, fixpack...etc installed. I'm currently at lvl 17ish with a party of four, finished most chap 2 quests except for Kangaxx, liches, twisted rune, and some stronghold stuff. I've really enjoyed the 30 or so hours I've put into this game and am looking forward to (hopefully) 30 more. This is my 1 1/2 time playing SCS II, only got through about half of chapter 2 last time (v2 or v3). I installed all the components except Watcher's Keep in between SoA and ToB (a little worried about how that might lead to bugs). I picked mage pre-casting option 2 and priests option 1. I liked having HLA in SoA enemies as well. The increased HP options are GREAT. Its funny dragons had the same HP as your character. I'm playing: Neutral Evil Half-Orc Kensai/Mage (cliche, but its a 1st for me) Viconia (Archer/Cleric) Korgan (berserker) Yoshimo (bounty hunter) Okay, so there is some illegal & cheesy stuff going on with Viconia's class with the help of lvl1npcs but hey, I'm not really not too good at this game. Last time through (v2) I stopped playing because the Yuan-Ti mages would slaughter me time and time again. This time toned down the difficulty level with mage pre-casting at 2. Some highlights from the game so far: Ogre-Mage in Irenicus's Dungeon Mencar Pebblecrusher & company epic battle from one end of the promenade to the other Planar prison (tough) Beholder surprise ambush in sewer & unseeing eye lair (shield stolen?, ARGHH) The rakshasa in the druid grove Tarnor the Hatchetman & company Mae'var died 4 times before beating him Torgal (goshdarn yuan-ti mages are stronger than vanilla Irenicus, but more managable at pre-cast "2") Lich in shadow dragon temple 4th try Crooked crane lich (gave up after 8 tries, going to wait until after underdark) Guarded compound a little easy * Planar sphere a little easy * Mind flayer area in sewer alhoons are FUN (thank goodness intelligence potions stack) Shadow Dragon epic fight! 2nd try Firkragg another epic fight! 3rd try *I realize these are probably much more difficult with full precasting enabled. The dragon AI was really fun, they were active and intelligent in assessing the relative danger of each party member/summon. But they had a little ADHD too. The dragon didn't go "for the kill" often enough. It seemed like after injuring a target a lot, it would blow it away and turn away instead of concentrating its attacks until the target was dead. Now off to tackle RR's Improved Shadow Thief hall and head off to brynnlaw. I'm looking forward to seeing what'll be different in Spellhold this time. Thanks as always DavidW for a great mod. Btw, it's too bad there isn't a centralized place of discussion for all SCS II. It's scattered across a few places. Bug reports end up here... there is some great stuff in the no-reload threads over at the Bioware forums.
  7. I install it after fixpack, because fixpack is coded to only work on a fresh install, right? I have not heard of the blank line issue either and it has not resulted in any issues for me. Veterans, please correct me if I'm wrong.
  8. Does the issue mentioned in the original post still happen with the Sneak Peak Version One? I experienced the generic leaving dialogs with beta 6 (or was it 7?) a few months back and was waiting for it to be resolved before (eagerly) installing Lvl1NPCs. Thanks.
  9. Don't have much specific feedback here, but just want to comment generally that I'm quite happy that SCS II has gotten a little harder with each release. It's now at the point where, if you pick the hardest options during install and avoid using exploits like project image, SCS's difficulty rivals that of any other mod, even IA. I reloaded a ton more with IA initially, but once you find the strategies that work well in IA, it becomes easier. Strategems has kept up its difficulty level on my second run-through with V5/V6 a little more; the enemies (spellcasters especially) adapt their behavior pretty well to the kind of party you are using. I used a stealth party last time and a druid/mage heavy party this time, and the experience is quite different. DW, if you have plans to keep working on strategems, keep making it harder! (as long as those components are optional I think everybody will be happy).
  10. When a wizard has the full robe (including hood) equipped, his thrusting animation is missing some frames when he is facing North or Up. In my game, the wizard disappears for a few frames during the upward thrust, while the weapon remains visible. In case it has to do with color, the robe's three "set item color" values are '66' or black. It is a valid armor color so I'm curious as to why the animation disappears. My install is Fixpack, tweaks, ascension, SCS II.
  11. Yes. No, my doctoral thesis is. Here, I'm afraid, you suffer from this being a hobby: SCS II has tended to grab my time more, partly because it's newer and partly because I'm currently in BG2 in my own playthrough (which usually takes 18 months). Also, SCS II is genuinely less stable (or at least: has been) - as far as I know there aren't any genuinely critical bugs in SCS atm, though there are one or two annoying ones. I haven't forgotten about it, but I don't have an ETA either. Best of luck with that thesis David.
  12. Wow. SCS II shouldn't ever dump 5 ogre mages on you - the most it offers is 2 ogre mages, 6 ordinary ogres. I don't touch the amount of treasure that vanilla ogre mages have (but perhaps I should). What else have you got installed? (And were the Rakshasas after the flail of ages?) I've come across this too, but (to the best of my recollection) when SCS-II was NOT installed. I think it may be a tactics thing.
  13. I'm starting a new game as a Geomantic Sorcerer (Caedwyr's kit) to play though SCS II. This'll be my first time playing an evil character. Plan to use the traditional all-evil team: Korgs, Viconia, Sarevok, Edwin, and the PC: Chaotic Neutral wanderer-type dude with a quick temper Going with a simple mod-set to avoid bugs. // 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] ~SETUP-A6XPPATCH.TP2~ #0 #0 // Correct reporting of experience (EXE patch) ~SETUP-A6XPPATCH.TP2~ #0 #1 // Remove 110% scaling of some experience (EXE patch) ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!) ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun ~SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla v1.2 ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB) ~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB) ~SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials ~RR/SETUP-RR.TP2~ #0 #6 // Revised Thievery ~RR/SETUP-RR.TP2~ #0 #7 // Chosen of Cyric encounter ~RR/SETUP-RR.TP2~ #0 #8 // Shadow Thief Improvements ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #80 // Restore SoA Load Screen Logo (ToB Only) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning ~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components) ~SCSII/SETUP-SCSII.TP2~ #0 #20 // Allow Spellstrike to take down a Protection from Magic scroll ~SCSII/SETUP-SCSII.TP2~ #0 #30 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning) ~SCSII/SETUP-SCSII.TP2~ #0 #40 // Antimagic attacks penetrate improved invisibility ~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach) ~SCSII/SETUP-SCSII.TP2~ #0 #70 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc. ~SCSII/SETUP-SCSII.TP2~ #0 #80 // Revert Greater Restoration back to only affecting one creature ~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures ~SCSII/SETUP-SCSII.TP2~ #0 #100 // Cap damage done by Skull Trap at 12d6 ~SCSII/SETUP-SCSII.TP2~ #0 #105 // Make Power-Word: Blind single-target ~SCSII/SETUP-SCSII.TP2~ #0 #110 // Make Minute Meteors into +2 weapons ~SCSII/SETUP-SCSII.TP2~ #0 #113 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level) ~SCSII/SETUP-SCSII.TP2~ #0 #140 // Move Vhailor's Helm into Throne of Bhaal ~SCSII/SETUP-SCSII.TP2~ #0 #155 // Replace +1 magical weapons with Fine ones ~SCSII/SETUP-SCSII.TP2~ #0 #160 // Remove unrealistically helpful items from certain areas ~SCSII/SETUP-SCSII.TP2~ #0 #170 // Remove unrealistically convenient ammunition from certain areas ~SCSII/SETUP-SCSII.TP2~ #0 #175 // Faster Bears ~SCSII/SETUP-SCSII.TP2~ #0 #184 // Increase the price asked by Gaylan Baele -> Gaylan wants 120,000 gold pieces ~SCSII/SETUP-SCSII.TP2~ #0 #190 // Make Watchers' Keep accessible between SoA and ToB ~SCSII/SETUP-SCSII.TP2~ #0 #195 // Retrieve Dropped Items from Hell ~SCSII/SETUP-SCSII.TP2~ #0 #220 // Smarter general AI ~SCSII/SETUP-SCSII.TP2~ #0 #230 // Better calls for help ~SCSII/SETUP-SCSII.TP2~ #0 #236 // Potions for NPCs -> About half of all unused potions on dead enemies are retrievable by the party (the rest are assumed to break) ~SCSII/SETUP-SCSII.TP2~ #0 #238 // Improved Spiders ~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #250 // Smarter genies -> Genies have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #281 // Smarter beholders -> Upgrade the beholders found in the hive in the Underdark (borrowed from Quest Pack) ~SCSII/SETUP-SCSII.TP2~ #0 #292 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod) ~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki ~SCSII/SETUP-SCSII.TP2~ #0 #310 // Enemy mages use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages) ~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting ~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting ~SCSII/SETUP-SCSII.TP2~ #0 #335 // Spellcasting Demiliches ~SCSII/SETUP-SCSII.TP2~ #0 #340 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #350 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #360 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #370 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics) ~SCSII/SETUP-SCSII.TP2~ #0 #383 // Improved Fire Giant temple ~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave ~SCSII/SETUP-SCSII.TP2~ #0 #386 // Improved Abazigal's Lair ~SCSII/SETUP-SCSII.TP2~ #0 #387 // Improved Shade Lord ~SCSII/SETUP-SCSII.TP2~ #0 #392 // Party's items are taken from them in Spellhold ~SCSII/SETUP-SCSII.TP2~ #0 #394 // More resilient trolls ~SCSII/SETUP-SCSII.TP2~ #0 #396 // Slightly improved Faldorn ~SCSII/SETUP-SCSII.TP2~ #0 #398 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting ~SCSII/SETUP-SCSII.TP2~ #0 #399 // Improved Vampires ~SCSII/SETUP-SCSII.TP2~ #0 #400 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty ~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet] ~SCSII/SETUP-SCSII.TP2~ #0 #412 // Improved Random Encounters ~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies ~SCSII/SETUP-SCSII.TP2~ #0 #430 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic) ~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack ~DRUIDSOR/SETUP-DRUIDSOR.TP2~ #0 #0 // Geomantic Sorcerer Kit
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