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  1. Hey, i've just installed this mod and have worked my way to the cloakwood forest. I really like this mod, but there are a couple of things i personally would like to see changed. Nashkel Mines: I installed the option for making it harder, and i find that the added poison damage was really griefy. At levels 1-2 parties usually don't have potions of antidote and they cannot use the spell slow poison yet, meaning that poison was instant-death forcing me to reload. I think it would be better if the Guard Kobolds/Kobold chieftain instead had a chance of doing 1d2 or 1d3 acid damage. Aren't they using acid on the iron in the mine anyway? I also felt like the battle against the kobold shaman and chieftain was far more difficult than Mulahey himself. I would suggest removing or nerfing the Shaman. Nimbul: Nimbul seemed a bit over the top, i have fought him twice. First time he casts multiple stoneskins, domination spells, magic missiles, chromatic orbs and melfs acid arrow. He also used minor sequencer. Second time he didn't cast domination spells, but used other crowd control spells and a lot of damage spells. He also used minor sequencer. I think that's a bit over-the-top to send at a level 1-3 party. My suggestion is to turn him into a level 8 Blade instead (avoiding 9th level because of magic missile). I believe he was a Bard in the unmodded game. Bandit camp: I thought it was a little weird that they didn't leave anyone to guard Ender Sai. Maybe just leave the Gnoll? Centol the spider queen: Why is her dialogue so weird? "Weather is nice...maybe". What. I Don't get it? Why was this even changed. The spiders also attacked me while i was in dialogue, which felt mildly unfair Kahrk: This guy is nuts. He casts like a level 12 Mage. I know he is a level 12 Ogre magi, but that is not the same as a level 12 Mage. He felt like something out of the Tactics mod for BG2. I would suggest nerfing his spellcasting to that of a level 7 or 8 mage. His AC, saving throws, HP and attacks per turn still makes him a worthy foe. It took me about an HOUR to defeat him with my level 4-5 party. Edit: So i did all of the above with my new party, and Kahrk was no match for a level 6-7 party. I still think he should be toned down a bit, since he is in a low level area. Daveorn's new AI was a bit weird, he casts two clouds then he did nothing until i initiated combat. Honestly didn't feel more difficult than usual? The mine levels above him where far more challenging, and the Drasus party outside was quite tough to beat. Love the changes to Ulcaster. More weird dialogue: The Zhentarim mages in Sorcerous sundries. Bug? Sorcerous sundries does not have Melf's minute meteors, although the read me says that it does. Would like to see: Ankheg hive mother in the Ankheg nest. Wyvern matriach in the Wyvern den.
  2. Aerie in BG:EE Hello! When BG:EE came out, I decided shortly afterwards to have a go at modding the game. And the above was the first thing I ever did... kind of. When I first wrote it, I got so carried away by all the exciting new things I could do and at seeing my own text in the game that I put quite a lot of really silly and pointless banter. So just recently I dug it up, trimmed and polished it a bit. It's really a very small mod that adds a little cameo appearance of Aerie at the Nashkel fair (in BG2 she says the circus used to go there, so it was no stretch). I had originally being considering adding a few other cameos of BG2 NPC's into BG1, I guess, yes, to serve as an introduction to those characters. Like coming across and her old party somewhere, or Keldorn and/or Anomen out on a quest. But, then BG2:EE came out and I'm afraid I just lost interest in doing that. As far as Aerie in BG1 goes, there is one little scene I'm in the middle of writing to happen a bit after you help her, but otherwise I don't really have any further plans for this mod right now.
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