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Caedwyr

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Posts posted by Caedwyr

  1. Massive post compiling list of issues mentioned elsewhere on this forum for easier bug/issue tracking.  Let me know which ones you consider dealt with and I'll strike them out.

    Spoiler

    1. Arcanist Kit

    • Kit description displayed correctly during character creation, however upon entering the game the character was shown as a Conjurer (both on the record screen and in the kit description).  This appears to be due to an engine issue.  Workaround listed here.
    • This is because you need to initialize the class so it works properly using the Initialize Arcanist innate button. This is a backup method, however initialization has been streamlined in v0.2
    • This is a fairly cumbersome and non-intuitive way of creating a character, especially since the kit description shown during character creation makes no mention of this. See previous bullet.
    • Even after initializing the kit via the innate and using the daily spell preparation innate, the kit description and name is still Conjurer. This appears to be due to an engine issue.  Workaround listed here.
    • ArcanistRecord.jpg.d4a932300ff5c972dd1f0e76c8bc7663.jpgArcanistKit.jpg.64031b87e479dd5ff59e2eb85d96a493.jpg
    • I'd recommend copying the kit initialization process used for Shadow Magic  It's also a janky alternate casting system, but ends up being pretty slick in how it is presented.  This means a person creating an Arcanist has a much more seamless experience and isn't confused about why their Arcanist has turned into a Conjurer. Subtledoctor has indicated he is working on cleaning this up. See previous bullet.
    • The Arcanist does not get innate cantrips or find familiar from Tome & Blood. Fixed in v0.2
    • The initialization at the start of the day erases the memorized spells.  The player is forced to rest in order to get their memorized spells back.  See the Shadow Mage for how this can be done (I believe it is done via a Wish effect). Subtledoctor has indicated he is working on cleaning this up.
    • Daily Spell Preparation doesn't do what it implies.  I would rename this to "Change prepared spells" and give a longer description on the right click description.  I can easily see a new player clicking that to prepare their daily spells and getting frustrated how it wipes out all their prepared spells.  Also, there's an order of operations here that matters a bit to avoid getting the wrong number of spontaneous spells (sometimes I only got one of each as though I was a prepared caster). More information on how this works needs to be given to the player. Being addressed, see below
    • After casting the Daily Spell Preparation innate (Change prepared spells), there needs to be some feedback provided via the chat box telling the player what has just been done and what they need to do to finalize their spell preparation and spell slot refresh. Fixed in v0.2
    • There's also some issues with how the Daily Spell Preparation needs to be activated in order to take advantage of new spell slots you gain when you level up.  Again, a lot of this can be fixed with better documentation on the right click, kit description, and feedback when the ability is used. Being addressed, see revised text below: Fixed in v0.2
      Quote

      Change Memorized Spells

      This ability allows the Arcanist to change which spells are prepared for the  next day. Upon using the ability, memorization slots will become available in the Arcanist's spellbook, and spellcasting will be disabled. After deciding which spells to memorize, the Arcanist must rest for 8 hours. Upon waking, spellcasting will be re-enabled, and the Arcanist will be unable to modify the contents of his memorization slots until the next time this ability is used.

    • Gets Refinements Mage Trueclass HLAs.  Seems to work properly. Not an issue.
    • At level 18, I picked up Dragon Breath from the HLA abilities.  I used the Daily Spell Preparation to memorize it in 2 x level 9 slots.  However, after resting I don't have any level 9 spell slots with which to cast Dragon Breath and it doesn't show up in my spontaneous spells I've prepared. Fixed in v0.2

    I will continue to update this post as I continue my testing.

  2. Massive post from my other thread summarizing issues identified

    Spoiler
    1. The find familiar spell is still selectable at character creation and level up for a sorcerer (Dragon Disciple).  I think if it is turned into an innate it should probably be removed.  This was for the Artisan's Kitpack Dragon Disciple revision.
    2. Speaking to the familiar and asking if it if has any advice gets a "NO VALID REPLIES OR LINKS" error.
    3. Asking it if "everything is okay down there" gets a response of "I am a little hurt and the cuts sting and I am bleeding" when the familiar shows as uninjured. 
    4. The familiar icons for the ferret, black cat, and rabbit are all summon monster icons.  Consider using a recoloured Cat's grace icon for the cat.  There was some discussion with Lava about obtaining a custom ferret icon for use in this component.
    5. The Tome & Blood Arcane Crafting is obtained by the Dragon Disciple at level 5.  This isn't a bug but the readme indicates that only Wizards gain the skill and Mages get it at level 1 or 2.  They get the Brew Potion variant.  Xzar got the scribe scrolls variant.  If different classes get different variants, this should probably be listed in the documentation.
    6. The summon familiar innate comes back after summoning a familiar once, since it is used for resurrecting a killed familiar.  Since
      Quote

      Yeah, once you choose a familiar the first time, you will be bound to re-summon the same one. But the sane actual spell is used in both instances, so I can’t rename it the 2nd time around. (It was fairly complicated to make that work, and I don’t want to mess with it.)

      If you don't go the route of changing the ability name after it is used the first time, then I'd recommend updating the description text.  I can provide revised text if desired.
    7. Mystic Fire kit from Artisan's Kitpack and Tome & Blood interaction with the Choose Familiar component.  The Mystic Fire does not get to choose their familiar.  I suspect that the familiar is the base game version of the Pseudodragon. I'm not sure if this cross-mod interaction is something you care about subtledoctor.  Right now the current interaction is harmless.
    8. Invisibility and Improved Invisibility portrait icons.  Remind me to load up bamworkshop and convert the existing spellbook icons to portrait icons.  I've done this type of editing before and if I recall correctly this type of adjustment is pretty simple for me to do once I remember the steps.
    9. Bardic Casting in leather armor component gets overriden by Tweaks Anthology due to outdated compatibility code in Tweaks Anthology.
    10. The Rat familiar's paw weapon does not have a description.  This matters a bit because you can now right click it to get more details.  It just shows as "Attack" with a blank information sheet.
    11. The "summon swarm of rats" ability that the Rat familiar possesses actually summons a swarm of rabbits.
    12. Imbue Familiar does not provide a description of what it does when you right click the ability.  Since it's a bit complex, this would be a good place to put this information.
    13. Tome & Blood's Innate Cantrips are added to the Shade Warrior kit (I don't believe they get added to the Shadow Adept mage kit).  I'm not sure how thematically appropriate they are to add to this kit.  Might be worth some discussion between the two mod authors.
    14. Tome & Blood's Innate Familiars are added to the Shade Warrior kit.  Since the Shade Warrior also gets a separate familiar as part of the class features, I believe that this is a bug and Tome & Blood should skip this kit when adding these options.
    15. Tome & Blood's Innate Cantrips has same issue for the Shadow Enforcer kit
    16. Tome & Blood's Innate Familiars are added to the Shade Enforcer kit.  Same comments apply as for the Shade Warrior.
    17. Tome & Blood's Innate Cantrips has same issue for the Nightblade kit
    18. Tome & Blood's Innate Familiars are added to the Nightblade kit.  Same comments apply as for the Shade Warrior.
    19. Tome & Blood's Innate Cantrips has same issue for the Nightbringer kit
    20. Tome & Blood's Innate Familiars are added to the Nightbringer kit.  Same comments apply as for the Shade Warrior.
    21. Tome & Blood's Innate Cantrips has same issue for the Dark Justicar kit
    22. Tome & Blood's Innate Familiars are added to the Dark Justicar kit.  Same comments apply as for the Shade Warrior.
    23. The Conjure Rabbit cantrip summons a rabbit that has the name "Mmmm.... grog...." in my game.  My guess is that the name is not assigned and you've attempted to use a pre-existing string which has been scrambled during my install.  I think best practice to avoid things like this is to NAME1 the summoned creature during install.
    24. The conjured rabbit sticks around a lot longer than 5 rounds.
    25. Geomantic Sorcerer kit does not receive the innate familiar, innate cantrip, or innate sequencer/contingencies (with option 3 selected) abilities.

    I will continue to update this post as I continue my testing.

  3. Massive post with compiled list of possible issues

    Spoiler
    1. Grey the Dog gets the wrong number of proficiencies because of an interaction with Scales of Balance. Fixed
    2. Scales of Balance Weapon Styles.  It would be helpful if these made it explicitly clear if ranged weapons benefit from any of the styles, and even if you don't list the negatives list  the cases in which ranged weapons might gain benefit from the styles (throwing daggers, darts, throwing hammers for example).  I can't recall the behaviour in the base game, but I can see the current descriptions confusing less experienced players.
    3. The Weapon Proficiency Overhaul dialogue box for the additional proficiency innate selection for Bows shows "Advance to Mastery (+++) with Short Bows".  It should say "Advance to Mastery with Bows"Baldr000.jpg.62a0aab51ac4147d00c812e0c5e4cae6.jpg
    4. Minor text description incompatibility with Weapon Styles Overhaul and Weapon Proficiency Overhaul and kits that explicitly list mastery or number of +++ the kit/class is able to invest.  Patching this seamlessly likely requires horrible janky regex and may not be worthwhile to do.  May have a solution or at least improved handling of this situation.

    I will continue to update this post as I continue my testing.

  4. Massive post summarizing issues identified in my testing.

    Spoiler
    1.  Artisan's Kitpack version of the berserker does not get the check for wild talent innate.
    2. Multiclass kits show as having multiple charges of "check for wild talent" innates.  Harmless effect, as all charges go away when the ability gets used. Minor cosmetic issue that isn't worth spending a lot of effort working around for something that disappears about 10s into a new game.

    I will continue to update this post as I continue my testing.

  5. Massive post with all the compiled issues from my other posts.

    Spoiler

    1. Quickstride:

    2. The Gallant bard kit (standalone version) and likely some of the other bard kits mess with the base bard spell tables, and seem to cause issues with other kits/mods obtaining their spells when they are supposed to.

    3. The corsair kit (standalone version)

    • The kit description mentions grand mastery (*****) in light bladed weapons.  With Scales of Balance Weapon Style Overhaul installed classes can only put up to 4* in a weapon type.  I wouldn't normally comment on this, but since they are both your mods you should be able to make sure the Corsair kit description gets updated when Scales of Balance is installed for a bit of extra polish.
    • Likewise, the kit description mentions Single Weapon Style, but this has been renamed to "Fencing".
    • The Swashbuckling skill is missing an icon in the innate ability section.
    • Is able to dual class to a thief, despite the in-game kit description saying it can't.  I ran change-log on dualclas.2da and it looks like the Corsair kit is not correctly blocking dual classing to thief.  Note that the readme for the mod does not include this description.  I suspect that this is some text that was overlooked or dual classibility that was overlooked for the non-Feat version of the kit because in setup.tra some versions have the restriction and some don't.
    • The class does not get a +1 bonuses to Armor Class at any level beyond the first.  I would expect them at 6, 12, 18, etc based on the kit description.  If the kit gets a +1 bonus to Armor Class at level 1, then the description should probably be altered slightly to reflect that intent.
    • I am also getting Rat: Normal Stride: Rat in addition to Keldorn: Normal Stride: Keldorn when I reload a saved game (Quickload) with the rat familiar (from the Tome & blood innate familiars/choose familiars) in my character's backpack.  Somehow it appears it has gotten into the Global Script file and is printing out the text.

    4. Multiclass Kits: Spellfilcher

    • The kit description says that the Spellfilcher gets "Silence 15' Radius" however the ability is called "Silence" in the tooltip and it works differently than the priest spell of the same name because it cannot be targeted at the ground and must target a character/npc (Living Actor).
    • At level 5 (~20,000 xp) the Spellfilcher has a chat box message appear on level up "Save vs Spells Bonus: CHARNAME".  This isn't mentioned anywhere in the kit description. This also happens at mage 9/thief 10, mage 12/thief 15.
    • Also at level 5, the variant spell turning innate does not mention the 12 hour duration in the in-game ability description that appears when you right click it.
    • For abilities obtained at certain level ups, I would recommend specifying if it is mage or thief levels in the kit description due to the class's multiclass experience system.  Otherwise players may be a bit confused about what to expect.
    • At Mage level 8/Thief level 9, the Spellfilcher gets the permanent nondetection passive.  The following displays in chat rather than "non-detection". It appears that this happens because the 220_multiclass_kits.tpa does not SAY NAME the spell and tries to reference an ability name in the base game, which can get garbled by installation of a lot of other mods https://content.invisioncic.com/u284679/monthly_2020_07/SpellfilcherNondetect.jpg.61d65ecf8cdf03f53b06ad498ffffd78.jpg

    5. Multiclass Kits: Loremaster

    • Kit description says that it doesn't get backstab multipliers, however at level 1 it has a x2 backstab multiplier.  Could be caused by another mod.  I checked backstab.2da and the one in the override and all the way through change-log always has a x1 multiplier.  I'm guessing based on very old memories that a x1 multiplier is actually a 1+1=x2 multiplier.  Shows up on the character record screen and in actual combat (tested).
    • Note that there is no benefit to thief skills in <5 point increments, so the 18 points per level means there are a bunch of points that provide no benefit at each level (you'll get the benefit every other level)

    6. Multiclass Kits: Ranger/Mage

    • Kit description in game doesn't match kit description in readme.  Readme needs to be updated.
    • Animal empathy gets additional charges at Mage2/Thief3.  Not mentioned in kit description, but should be.
    • Goodberries also gets additional uses at higher levels that isn't mentioned in the kit description.  Right now the kit description for both Animal Empathy and Goodberries is written very casually and doesn't follow the same style of kit descriptions used in most other mods or the base game.  Just needs to be tidied up a bit.
    • At Ranger/Mage first levelup (thief 2) a bunch of blank lines are spammed in chatRanger-MageLevel1.jpg.d0e25933b78a187e778db95789daef8f.jpg
    • At level Mage2/Thief3 more lines are spammed.Ranger-MageLevel2.jpg.9fdb44edaae9f1068578c8b4c098b49e.jpg
    • This happens at every level up, alternating between 2 or 3 lines getting spammed.
    • Note that there is no benefit to thief skills in <5 point increments, so the 12 points per level means there are a bunch of points that provide no benefit at each level (you'll get the benefit every 3 levels)
    • At Thief3/Mage2 the 2nd level ranger spells are added to the spellbook, but no spell slots are available yet.  Could be caused by a mod, but I'm not sure what file to check for the mage/thief kit spell table in order to see which mod has made alterations.  3rd level spells also become available 1 level before the slots are made available.
    • The druid spells get added pretty quick (all are available by level Mage5/Thief6).  Maybe this is normal for the ranger/cleric ability progression and the ranger spell progression (though I think rangers normally get their spells later).  Doesn't look unbalanced though.
    • More druid spells get added at spell level 4+ which are not mentioned in the kit description.

    7. Marksman kit (standalone version)

    • The description of when the kit gains the Called Shot ability is ambiguous, though not incorrect.  Consider updating this version to be a bit more precise like the other variations of the Marksman kit.
    • Wording as to when the Marksman gets the +1 hit and damage with missile weapons is ambiguous, as per above.

    8. Halfling Slinger kit (standalone version)

    • The name is inconsistent.  The readme and kit component call it the Halfling Slinger, but during character creation it is listed as a "Slinger".
    • The Readme and installer says that this is a Fighter or Ranger kit, however it is actually a Fighter/Thief multiclass kit.
    • During character creation it shows as being able to put 3 pips into Dual-Wielding (though you can only put one pip at level 1 in Baldur's Gate character creation). I can put 3 pips into Dual-Wielding when leveling up in game. May be due to an engine bug.
    • During character creation, you can put 2 pips into all melee weapons, all non-dual wielding weapon styles, 4 pips into Slings, and 1 pip into Bows and Crossbows.  This is with Scales of Balance installed after Might & Guile.  There appears to be some unintended interaction between these two mods. 
    • The kit description has text about abilities gained at certain levels.  Because this is a multiclass kit, I would suggest modifying the wording to say which Fighter/Thief level it gets, or just specify which Fighter or Thief level the ability is gained at.  This applies to both the +1 missile THAC0 and damage and the called shot ability.
    • The kit description lists not getting Charm Animal as a drawback.  Fighter/Thief never got this ability.
    • The class has a lot of additional undocumented features that should be added to the kit description or alluded to in some way.  I'm happy to write an updated kit description for this.
    • The inability to use metal armor isn't that big of a deal compared to a normal fighter thief, since wearing armor heavier than Studded Leather means giving up being able to use their thief abilities, but if the kit is blocked from metal armor that is a drawback.
    • Note that the class cannot use the Ankheg Plate Mail, which is a non-metallic armor available to Figher/Druids.  It appears the Slinger just has the Fighter/Thief armor restrictions.
    • The class gets an undocumented Animal Empathy ability in their innate bar.  Animal Empathy does not have any right-click description.
    • It also gets 3 weapon proficiencies and 1 advanced weapon proficiency at level 1/1 in addition to the 5 points it can distribute at character creation (with Scales of Balance installed).  This might be a few too many or entirely intentional.  It is more proficiencies than the Marksman got, however.  Up to 3,000,000 xp the kit gains another 2 advanced weapon proficiency innates.
    • There is a similar issue with the wording of the +1 THAC0 and missile damage as well as Called Shot lines in the kit description (see comments on Marksmen above).  I suspect that a similar reason and the levels at which the bonuses are actually gained will apply.  I would double check.
    • The kit can put points into Set Traps, but does not get a Set Traps button in innates.
    • The kit does not get any HLAs (more troubleshooting)Issue identified (I think)
    • The kit only gets 4 Called Shots total, see previous comments about expecting to get another one at level 20 with the kit description text as written.
      Quote

      @3243  = ~The Slinger is the epitome of skill with the sling — the result of halflings' natural aptitude with bows as well as their single-minded dedication to training with the weapon.

      Advantages:
      - +1 to hit and damage rolls with any missile weapon every 3 levels.
      - May achieve Grand Mastery (5 slots) in slings.
      - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

      CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
       4th level: -1 penalty to target's THAC0.
       8th level: -1 penalty to target's Saving Throws vs. Spell.
       12th level: -1 penalty to the target's Strength score.
       16th level: +2 bonus to damage roll.

      Disadvantages:
      - May not wear any metal armor.
      - May only become Proficient (one slot) with melee weapons.
      - May not use the Charm Animal ability.
      ~

    • The called shot description references the "Archer".  This should be "Slinger" or "Halfling Slinger"
    • The right click Called Shot description makes reference to the level of the caster.  This should be the level of the Slinger/Halfling Slinger.

    9. Mage Hunter kit (standalone version)

    • Does not receive a -1 penalty to Strength or Constitution.
    • Slight wording adjustment recommendation to improve flow for Vocal Disruption description
      Quote

      @3509  = ~Vocal Disruption

      Mage Hunters have learned to produce a coarse, groaning shout of a particular frequency that affects the inner ear of nearby spellcasters. The spellcasters must make a saving throw vs. Petrification or be partially deafened and suffer a 40% chance of spell failure for 5 rounds. The strain on the Mage Hunter's vocal cords limits them in the number of times per day that they may perform the shout.~

      Note that the Deafness effect gives a 50% spell failure chance with an indefinite duration.  You can probably pretty safely just call this Deafness and make sure it applies the deafness portrait icon (if it doesn't already).  The kit description of the Vocal Disruption ability does not provide any information on when the Mage Hunter gains additional uses of the ability, which it should if following the general convention (additional uses gained at level 6, 12, 18

    • Gained spell slot for ranger spells at level 7, but did not get Shocking Grasp or Deafness until level 8.  The cleanest way to handle this may be either detecting what level the ranger gets spell slots at install, or just specifying what character level the extra spells are added to the Mage Hunter's spellbook.  The Mage Hunter did get both new level 2 spell slots at level 10 and the additional spells.  The same was true for level 12 when obtaining level 3 spell slots and the additional spells.

    • The saving throw bonus wording isn't quite right.  You probably want to specify the exact levels they get the bonus (1, 5, 10, 15) or just say gains at level 1, level 5, and every 5 levels thereafter.

    • The Mage Hunter does not receive HLAs.

    I will continue to update this post as I continue my testing.

  6. Flagging a compatibility issue with Tome & Blood "bardic casting in leather armor" component and Tweaks Anthology Arcane Spellcasting in Armor tweak.  Subtledoctor has information on the compatibility issue (due to a revision in the component number in Tome & Blood) and older code in Tweaks Anthology, here.

  7. Is it possible to apply a spell or effect on a melee or ranged miss, in a similar manner to how opcode #248 (0xF8) Item: Set Melee Effect is used for applying a spell or effect on hit?  I found something for critical misses (#361 (0x169) Cast spell on critical miss), but couldn't find anything for a regular miss.

    Similarly, is there any way to automatically cast a spell or effect when a character kills a target (an "on-kill") effect?

  8. Hexblade fighter kit from the Sword & Fist mod

    • The kit description says that the kit can only specialize in weapons, however Scales of Balance allows it to put 3* into all weapons.  Maybe the scaling works out to about the same. @subtledoctor.
    • Refinements integration, gets all base Refinements fighter HLAs as well as the three Power Word HLAs added by the kit.  This is fairly close to being in line with how Refinements handles the HLAs for the base game fighter kits.
  9. Would initialization work cleaner if it was done via a dialogue or an item?  I know a long time ago when I was playing around with the geomantic sorcerer one of the things I really tried to avoid was any complex local or global scripting if I could avoid it.

    Separately, the initialization of the Shadow Magic kits was really robust.  Something about the timestop effect at the start of the game into a dialogue followed by a second timestop and dialogue to catch anything that wasn't dealt with the first time around seemed to catch most quirks.  I don't know enough to confirm if that approach would work for the arcanist or if the methods that the kits run on are too distinct from each other.

  10. 1 hour ago, subtledoctor said:

    Sure.  (Don't expect 40 kit descriptions to be rewritten, though - I am doing triage, here.)

    If you don't mind, I can do some of the rewriting and let you pick and choose.  I'm not going to get everything (I'm only testing the stuff in my current install), but it will at least provide something you can ransack to improve a portion of the kits if you like what I write.

  11. 38 minutes ago, subtledoctor said:

    That sounds like more than just a mod interaction.  PROFSMAX.2da should look like this after installing the SoB proficiency component:

      Hide contents

     

    
    
    2DA V1.0
    0
                        FIRST_LEVEL OTHER_LEVELS  3          6          9        
    MAGE                	1          1          2          3          4       
    FIGHTER             	1          4          2          3          4       
    CLERIC              	1          3          2          3          4       
    THIEF               	1          3          2          3          4       
    BARD                	1          3          2          3          4       
    PALADIN             	1          3          2          3          4       
    FIGHTER_MAGE        	1          3          2          3          4       
    FIGHTER_CLERIC      	1          3          2          3          4       
    FIGHTER_THIEF       	1          3          2          3          4       
    FIGHTER_MAGE_THIEF  	1          3          2          3          4       
    DRUID               	1          3          2          3          4       
    RANGER              	1          3          2          3          4       
    MAGE_THIEF          	1          3          2          3          4       
    CLERIC_MAGE         	1          3          2          3          4       
    CLERIC_THIEF        	1          3          2          3          4       
    FIGHTER_DRUID       	1          3          2          3          4       
    FIGHTER_MAGE_CLERIC 	1          3          2          3          4       
    CLERIC_RANGER       	1          3          2          3          4       
    SORCERER            	1          1          2          3          4       
    MONK                	1          3          2          3          4       
    SHAMAN              	1          3          2          3          4       

     

     

     

    The game should not be letting anyone put more than one pip in any weapon at 1st level.  This could be some kind of bug, or your PROFSMAX.2da could be different, or it could be something to do with how EET works (since it is technically BG2, even though you are starting a BG1 campaign maybe the CharGen proficiencies are acting like it is SoA?  Not having played EET, I'm not familiar with its quirks.  I would hope that it respects PROFSMAX.2da, though.

    I ran a Change-log on PROFSMAX.2da

    Quote

    [WeiDU.exe] WeiDU version 24600

     

    Mods affecting PROFSMAX.2DA:
    00000: /* created or unbiffed */ ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ 0 122 // WPO - Systemic Proficiency Changesv5.23

    Here are the contents of Profsmax.2da in my override folder:

    2DA V1.0
    0
                        FIRST_LEVEL OTHER_LEVELS  3          6          9        
    MAGE                	1          1          2          3          4       
    FIGHTER             	1          4          2          3          4       
    CLERIC              	1          3          2          3          4       
    THIEF               	1          3          2          3          4       
    BARD                	1          3          2          3          4       
    PALADIN             	1          3          2          3          4       
    FIGHTER_MAGE        	1          3          2          3          4       
    FIGHTER_CLERIC      	1          3          2          3          4       
    FIGHTER_THIEF       	1          3          2          3          4       
    FIGHTER_MAGE_THIEF  	1          3          2          3          4       
    DRUID               	1          3          2          3          4       
    RANGER              	1          3          2          3          4       
    MAGE_THIEF          	1          3          2          3          4       
    CLERIC_MAGE         	1          3          2          3          4       
    CLERIC_THIEF        	1          3          2          3          4       
    FIGHTER_DRUID       	1          3          2          3          4       
    FIGHTER_MAGE_CLERIC 	1          3          2          3          4       
    CLERIC_RANGER       	1          3          2          3          4       
    SORCERER            	1          1          2          3          4       
    MONK                	1          3          2          3          4       
    SHAMAN              	1          3          2          3          4       

    I've seen some other kit mods (the specific ones are commented on in earlier posts in this thread) that got random 3 pips available in Dual-Wielding, but it hasn't been consistent from what I've seen.  It might be the Fighter-Thief kits.

     

    43 minutes ago, subtledoctor said:

    More or less, yeah.  It is an Archer, but in the F/T class (in my mind sort of a 'favored class' for halflings), and with the halflings' favored weapon, which regular Archers cannot use as well.  (Note, halflings get a racial bonus with slings on top of the kit's bonuses.)  As you can tell, these are all just minor variations on the Archer kit.  The vanilla Archer is a Robin Hood-like forest warrior; the Marksman is armored and more like a traditional soldier focusing on ranged weapons; the Slinger is a unique halfling warrior; the Sniper is a thieving sharpshooter; and the Elven Archer adds some minor fey-themed magical abilities.  But they all play more or less the same role.

    The kit ability table says:

    
    ABILITY3    GA_SPCL311  ****        GA_SPCL311  ...

    SPCL311 is just the normal Ranger's Charm Animal innate ability.  I just give the innate to the Slinger as a freebie for the halflings out there - it may not be a ranger kit but it can still be a little ranger-ish.  Whatever happens right-clicking that ability should be the same as what happens when you right-click the ranger's innate.  Glancing at the ability in unmodded BG2EE, it does have a description, so I think it must have been modified by something else.  Do you perchance have aTweaks "Ranger Charm Animal Improves with Levels" installed, or something like it?  If so it may be wiping out the right-click description of that ability.

    I suspect your Slinger has a higher INT score than the Marksman - 17 or more.  This is  down to SoB's "Revised Stat Bonuses" component.  (Or maybe it's in the Proficiency Overhaul... conceptually it bridges the two components, and I can never remember which one actually contains it.)  Warriors with high INT get as many as 3 extra proficiencies at 1at level (but only for gaining bare proficiency - the yellow ability), and up to 3 extra pips as you level up  (the green ability).

    My main aim with the comment about the Slinger looking like a weaker Marksman was mostly just that there was a lot given to the kit which was undocumented.  For example, the kit description doesn't make any mention of the thief abilities, nor the additional innates and it really should.  It's all about the polish and documentation to make the modded entries indistinguishable or superior to the base game kits in presentation.

    On the other points, it is likely that I had higher INT which is why I got all the extra proficiencies.  I need to make sure to just CTRL+8 and adjust stats to a standardized value when rolling up test characters.

    On the missing description, yes it was aTweaks.  Thanks for the troubleshooting..

    On the Missing Multiclass Refinements HLAs for the Slinger, there's this line in the readme-refinements.htm found in the refinements directory:

    Quote

    This version of Refinements has been updated by Subtledoctor. I tried to make the HLAs modular, so that you can install HLAs for one class but not for another. This way you can mix 'n' match Refinements with different mods like Rogue Rebalancing, Faiths & Powers, etc. These HLA components have been tested and install correctly on BG2EE v1.3... but I have not done much playtesting yet. Consider this EE compatibility to be a beta. For the moment, the multiclass HLAs do not install... I think I have a way to make them work with this new modular design, but it will take some time to do.

    Furthermore, the HLA table according to LUABBR.2da is "Ra2" however, LURA2.2da is not present in my override folder.  LURA0.2da (Psypher and Ranger Barbarian both use this HLA table according to LUABBR.2da) is present, but none of the other Ra# HLA tables are present (Ra2 = Slinger, Ra3 = Mage Hunter).

  12. 13 minutes ago, subtledoctor said:

    How does this sound for the Arcanist's "Prepare Spells" ability:

    Quote

    Change Memorized Spells

    Use of this ability will enable the Arcanist to change which spells are prepared for the  next day. Upon using the ability, memorization slots will become available in the Arcanist's spellbook, and spellcasting will be disabled. After deciding which spells to memorize, the Arcanist must rest for 8 hours. Upon waking, spellcasting will be re-enabled, and the Arcanist will be unable to modify the contents of his memorization slots until the next time this ability is used.

     

    Slightly revised version below:

    Quote

    Change Memorized Spells

    This ability allows the Arcanist to change which spells are prepared for the  next day. Upon using the ability, memorization slots will become available in the Arcanist's spellbook, and spellcasting will be disabled. After deciding which spells to memorize, the Arcanist must rest for 8 hours. Upon waking, spellcasting will be re-enabled, and the Arcanist will be unable to modify the contents of his memorization slots until the next time this ability is used.

     

  13. Mage Hunter ranger kit from Might & Guile @subtledoctor

    Quote

    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8

    • Does not receive a -1 penalty to Strength or Constitution.
    • Slight wording adjustment recommendation to improve flow for Vocal Disruption description
      Quote

      @3509  = ~Vocal Disruption

      Mage Hunters have learned to produce a coarse, groaning shout of a particular frequency that affects the inner ear of nearby spellcasters. The spellcasters must make a saving throw vs. Petrification or be partially deafened and suffer a 40% chance of spell failure for 5 rounds. The strain on the Mage Hunter's vocal cords limits them in the number of times per day that they may perform the shout.~

      Note that the Deafness effect gives a 50% spell failure chance with an indefinite duration.  You can probably pretty safely just call this Deafness and make sure it applies the deafness portrait icon (if it doesn't already).  The kit description of the Vocal Disruption ability does not provide any information on when the Mage Hunter gains additional uses of the ability, which it should if following the general convention (additional uses gained at level 6, 12, 18

    • Gained spell slot for ranger spells at level 7, but did not get Shocking Grasp or Deafness until level 8.  The cleanest way to handle this may be either detecting what level the ranger gets spell slots at install, or just specifying what character level the extra spells are added to the Mage Hunter's spellbook.  The Mage Hunter did get both new level 2 spell slots at level 10 and the additional spells.  The same was true for level 12 when obtaining level 3 spell slots and the additional spells.

    • The saving throw bonus wording isn't quite right.  You probably want to specify the exact levels they get the bonus (1, 5, 10, 15) or just say gains at level 1, level 5, and every 5 levels thereafter.

    • The Mage Hunter does not receive HLAs.

  14. Apart from the last couple of comments, I've noticed in your recent updates you haven't touched a few of the bugs/issues I raised in earlier posts in this thread.  Would it be helpful for you if I were to create giant summary posts in your other mod threads where I compile all the various issues I've found? I can strike out the ones you've appeared to address in your latest updates.

  15. Regarding the Marksman/Slinger inheriting their descriptions from the Archer, that's a fair comment.  Part of my confusion came from the other two Marksmen descriptions in the setup.tra file having a different ability gain rate and I wasn't sure if that was intentional or if the plain version of the class was just out of date like you've mentioned some of the other kits may be.

    I have vague memories of horrible things being done with Regular Expressions to patch portions of text in descriptions, though it may be that cleaner ways have been discovered to do this. @CamDawg.

    You could also go for the World of Warcraft: Battle For Azeroth era ability descriptions "The character swings their weapon and does damage" or "The character swings their weapon and does damage over time", just making everything very vague.  The key thing is aiming for consistency in presentation, at least within your mods, to give it a more polished look.

  16. Halfling Slinger @subtledoctor from Might & Guile

    Quote

    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8

    • The name is inconsistent.  The readme and kit component call it the Halfling Slinger, but during character creation it is listed as a "Slinger".
    • The Readme and installer says that this is a Fighter or Ranger kit, however it is actually a Fighter/Thief multiclass kit.
    • During character creation it shows as being able to put 3 pips into Dual-Wielding (though you can only put one pip at level 1 in Baldur's Gate character creation). I can put 3 pips into Dual-Wielding when leveling up in game.
    • During character creation, you can put 2 pips into all melee weapons, all non-dual wielding weapon styles, 4 pips into Slings, and 1 pip into Bows and Crossbows.  This is with Scales of Balance installed after Might & Guile.  There appears to be some unintended interaction between these two mods. 
    • As per the Marksman comments, the kit description says you can put 5 points (Grand Mastery) into slings, but Scale of Balance alters this.  See comments about updating kit description text following some of the tricks used in the Tweaks Anthology (Maybe Divine Remix does something similar).
    • The kit description has text about abilities gained at certain levels.  Because this is a multiclass kit, I would suggest modifying the wording to say which Fighter/Thief level it gets, or just specify which Fighter or Thief level the ability is gained at.  This applies to both the +1 missile THAC0 and damage and the called shot ability.
    • The kit description lists not getting Charm Animal as a drawback.  Fighter/Thief never got this ability.
    • The class reads as a weaker and racially restricted Marksman, though it gets backstab and thief skill points.  I think this is mostly due to the class originally being a Ranger kit, and the description not taking the Fighter/Thief multiclass into account. 
    • The inability to use metal armor isn't that big of a deal compared to a normal fighter thief, since wearing armor heavier than Studded Leather means giving up being able to use their thief abilities, but if the kit is blocked from metal armor that is a drawback.
    • Note that the class cannot use the Ankheg Plate Mail, which is a non-metallic armor available to Figher/Druids.  It appears the Slinger just has the Fighter/Thief armor restrictions.
    • The class gets an undocumented Animal Empathy ability in their innate bar.  Animal Empathy does not have any right-click description.
    • It also gets 3 weapon proficiencies and 1 advanced weapon proficiency at level 1/1 in addition to the 5 points it can distribute at character creation (with Scales of Balance installed).  This might be a few too many or entirely intentional.  It is more proficiencies than the Marksman got, however.  Up to 3,000,000 xp the kit gains another 2 advanced weapon proficiency innates.
    • There is a similar issue with the wording of the +1 THAC0 and missile damage as well as Called Shot lines in the kit description (see comments on Marksmen above).  I suspect that a similar reason and the levels at which the bonuses are actually gained will apply.  I would double check.
    • The kit can put points into Set Traps, but does not get a Set Traps button in innates.
    • The kit does not get any HLAs.  This may be an issue with Refinements.
    • The kit only gets 4 Called Shots total, see previous comments about expecting to get another one at level 20 with the kit description text as written.
      Quote

      @3243  = ~The Slinger is the epitome of skill with the sling — the result of halflings' natural aptitude with bows as well as their single-minded dedication to training with the weapon.

      Advantages:
      - +1 to hit and damage rolls with any missile weapon every 3 levels.
      - May achieve Grand Mastery (5 slots) in slings.
      - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

      CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
       4th level: -1 penalty to target's THAC0.
       8th level: -1 penalty to target's Saving Throws vs. Spell.
       12th level: -1 penalty to the target's Strength score.
       16th level: +2 bonus to damage roll.

      Disadvantages:
      - May not wear any metal armor.
      - May only become Proficient (one slot) with melee weapons.
      - May not use the Charm Animal ability.
      ~

    • The called shot description references the "Archer".  This should be "Slinger" or "Halfling Slinger"
    • The right click Called Shot description makes reference to the level of the caster.  This should be the level of the Slinger/Halfling Slinger.
  17. I just ran into something weird.  @CamDawg @lefreut.

    1. I created a new character (Marksman fighter kit from Might & Guile, see above);
    2. I CLUAConsoled the character up to level 20, one level at a time to check out all the kit abilities.
    3. I quit the game and went into load game from the main menu.
    4. I deleted the new save files created by the previous new game (see 1-2).
    5. I clicked back and then selected New Game.
    6. I started creating a new character, Female, Human
    7. The only selection available for class was Thief and clicking on the Thief label brought up a blank screen where you'd normally select a kit.
    8. I was able to back out of this and exit the game normally.
    9. Restarting the game made the character creation go back to normal.

    Weidu log attached.  EET install using the GOG downloadable installers.  New game was in the BG1 portion of the game. Windows 8.1

    setup_baldurs_gate_enhanced_edition_2.5_(23121).exe
    setup_baldurs_gate_ii_enhanced_edition_2.5.16.6_(21849).exe
    setup_baldurs_gate_siege_of_dragonspear_2.5_(23121).exe

    Trying the same set of steps again and I was not able to reproduce.

    WeiDU-BGEE.log WeiDU.log

  18. Next up, Marksman kit from Might & Guile (Component 320) @subtledoctor.  No Feat system installed.

    Quote

    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8

    • The kit description is not updated to reflect the changes to the weapon groups and proficiency system from Scales of Balance.  I believe that @CamDawg did some clever things to automatically update text for this type of thing in the Tweaks Anthology.  (See references to Grand Mastery, 5 pips, Longbows, Shortbows, Crossbows, but not slings)
    • The description of when the kit gains the Called Shot ability is ambiguous and does not follow the general standard of how other kit abilities are described.  I'd suggest changing it to
      Quote

      - May use the Called Shot ability once per day every 4 levels (starting at 4th level).

      or

      - May use the Called Shot ability. Gains one use at level 4 and an additional use every 4 levels thereafter.

      or

      - 4th level: May use the Called Shot ability once per day and gains an additional use every 4 levels thereafter.

    • Wording as to when the Marksman gets the +1 hit and damage with missile weapons is unclear.
    • It appears both the previous wording issues are because one of the lines in the setup.tra file wasn't updated to the newer format for the install configuration I used.
    • Quote

      @3204  = ~The Marksman is the epitome of skill with ranged weapons. He can make almost any shot, no matter how difficult. To become so skilled, the marksman has had to sacrifice some proficiency with melee weapons and armor.

      Advantages:
      - +1 to hit and damage rolls with any missile weapon every 3 levels.
      - May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows.
      - May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

      CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
       4th level: -1 penalty to target's THAC0.
       8th level: -1 penalty to target's Saving Throws vs. Spell.
       12th level: -1 penalty to the target's Strength score.
       16th level: +2 bonus to damage roll.

      Disadvantages:
      - May not wear heavier armor than splint mail.
      - May only become Specialized (++) with melee weapons.~

      vs

      Quote

      @3205  = ~MARKSMAN: This soldier is the epitome of skill with ranged weapons. He can make almost any shot, no matter how difficult. To become so skilled, the marksman has had to sacrifice some proficiency with melee weapons and armor.
       
      Abilities:
      - +1 to hit and damage rolls with ranged weapon at levels 3, 6, 10, 15, and 21.
      - Can achieve Grand Mastery (+++++) with bows and crossbows.
      - May learn to use Called Shots at levels 1, 3, 6, 9, and 12. Called Shots may be used at will, and the effects work for one round. The Archer has a +2 bonus to thac0 and damage while performing Called Shots, but must remain stationary during that time. The Archer learns the following Called Shots:

      - 1st level: Trip Shot. Aimed at the legs, this shot causes the target to fall down for one round upon a failed save vs. Breath.
      - 3rd level: Disarming Shot. This shot knocks loose the targets grasp on a weapon, resulting in a -4 penalty to thac0 and reduced APR for one round, upon a failed save vs. Breath.
      - 6th level: Crippling Shot. This shot causes the target to lose their footing and slowly recover, becoming Slowed for two rounds upon a failed save vs. Breath.
      - 9th level: Blinding Shot. Aimed at the eyes, this shot causes the target to flinch and momentarily lose their vision, being Blinded for one round upon a failed save vs. Breath.
      - 12th level: Hammer Shot. This shot strikes with incredible force, adding 1d6 crushing damage to the normal missile damage and knocking the target back 5-10 feet, unless the target makes a successful save vs. Breath.

      Restrictions:
      - May reach a lower level of proficiency than normal with melee weapons.
      - May not wear heavier armor than splint mail.~

      Obviously, the Called Shot text is going to vary between these two, but the first three lines still need to be updated to the less ambiguous wording version.

    • Does not get a +1 to hit and damage with ranged weapons at level 1.  Tested using a Short Bow.  May be an interaction with Scales of Balance, though I am getting the expected Dexterity modifier to my ranged THAC0.  It does get the +1 to Missile THAC0 and damage at level 3, level 6, level 9, level 12, level 15, level 18, . I'm not sure if it is intentional that the base version of the Marksman is supposed to have a different Called Shot and Missile Weapon THAC0/Damage scaling from the other versions, but either way the base version description of when abilities are gained and additional uses are gained could be cleaned up by following the format used in the @3205 or @3206.

    • Does not get Called Shot at level 1.  I'm not sure if the base (no Feats, no Called Shot mod components) Marksman is supposed to get Called Shot at level 1 or not.  Does gain Called Shot at level 4, 8, 12, 16.  Does not get a called shot use at level 20 even though you might expect to since level 20 tends to be the last level you get additional ability uses for most kits.

    • Gets the basic Trueclass Fighter Refinements HLAs.  For better integration, for the Marksman kit I'd suggest removing Hardiness and giving Precision (from the Archer Ranger kit) instead.

  19. From my Kitlist.2da

    128                 D5_ARCANIST         540949              540950              540951              D5ACNST             149                 0x00004000          1                   0x00004080

    And K_M_H.2da

    2DA  V1.0
    *
         KIT
    1    0
    2    22
    3    23
    4    24
    5    25
    6    26
    7    27
    8    28
    9    29
    10   30
    11      68
    12      128
    13      136

    The Arcanist is the second last kit in the list shown during character creation, so I'm not sure why that's happened.  Also, as discussed earlier, the correct description and name shows during character creation, so it may be something going wrong with a script.

     

    My install list slightly before and after d5_arcanist

    Spoiler

    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Revised Identify spell: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #45 // Arcane Crafting: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #53 // Revised Metamagic -> Innate metamagic, learned from scrolls or character generation: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #61 // Cantrips -> Innate Cantrips: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #68 // Pooky's Mod: Imbue Familiars: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #75 // Ability Score Spellcasting Bonuses: 0.8.52
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.8.52
    ~D5_ARCANIST/D5_ARCANIST.TP2~ #0 #0 // Add Arcanist kit: 0.1
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add the Psionicist, rogue/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add the Soulblade, fighter/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add the Psypher, ranger/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #500 // Add the Cerebremancer, mage/psion: 0.9.13
    ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #950 // Allow Multiclass Clerics to Use More Weapons: 0.9.13
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 4.8
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 4.8
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v6.1.0
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v6.1.0
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v6.1.0
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v6.1.0
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: 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 #100 // Commoners Use Drab Colors: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: 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 #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 #1101 // Do Not Reveal City Maps When Entering Area: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1225 // Adjust Cromwell's Forging Time -> Instant forging (original BG2 default): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: 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 #2100 // Allow Thieving and Stealth in Heavy Armor: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: 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 #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 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3260 // Recoverable ammunition -> 25% chance to recover after a successful hit: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3272 // Recoverable throwing weapons -> 75% chance to recover after a successful hit: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3292 // Personalize automatic save names -> Use scheme: 000000000-(Protagonist)-Save-Name: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: 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 #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 #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 #4120 // Give Coran A Legal Dexterity 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
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2051 // XP for killing creatures -> Decrease to 75%: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2060 // XP for quests -> Increase to 150%: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 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
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.53
    ~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 #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 #201 // Instant casting for warrior innates: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: 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
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #22 // Enhanced Ankhegs: v3.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #23 // Enhanced Basilisks: v3.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #24 // Enhanced Dread Wolves: v3.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #25 // Enhanced Mustard Jellies: v3.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #26 // Enhanced Winter Wolves: v3.1
    ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #27 // Enhanced Wraith Spiders: v3.1
    ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4163 // Increase the price of a license to practise magic in Athkatla -> License costs 30,000 gp: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 gold pieces: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: v33.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // SBO - Hit Dice Overhaul -> Closer to average hit points: v5.23
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #240 // POI - Poison Overhaul: v5.23
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.3
    ~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v7
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53

    Shadow magic is installed earlier in the order.

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