Thanks Corey. He's required a little bit of luck so far and will probably continue to do so, but I'm hoping he's still got a good distance to travel.
Thanks Corey. He's required a little bit of luck so far and will probably continue to do so, but I'm hoping he's still got a good distance to travel.
@Grond0 - I can't think of any way to get those kobolds without range weapons or things like horn of valhalla. Perhaps that tip you get when loading BG that says everyone should have a range and melee weapon should be taken seriously?
I can't either; I'm of the opinion that if you literally, game-engine-wise CAN'T complete something per your given rules, then it shouldn't be considered a game-ender. Perhaps modify your ruleset to allow killing at range things can't be accessed by melee and literally must be fought to continue?
The game Nethack has several voluntary challenges that the game will automatically track for you. One of those challenges is that you go through the whole game without reading anything (much more difficult than you think). However, in order to beat the game, you MUST read the book of the dead. So, the engine has an exception for that one activity.
If your restriction makes the game unwinnable through no fault of your own, then you should be able to freely ignore the restriction for that isolated case where it's absolutely necessary to continue. Or just Ctrl-Y the suckers.
Thanks all. I was intending the restrictions just to make things more challenging and I agree that it makes no sense to have a restriction that makes the game definitely unwinnable. At the end of the last session I did double-check that there were some throwing knives to be found in Spellhold, so I guess Spectre will get a special dispensation to chuck a few of those ...
Bg2ee run update 1.4,
Best laid plans by Puk,
We made it to the government district without issue and even got a new quest | member before the first ambush… a vampire! We meted our spells (thinking we were leaving town) and then Aerie received an urgent summons from her uncle and wanted to return to the circus, naturally we got ambushed by slavers but survived (only just) because Yoshimo still had his traps.


As it turns out uncle Quayle doesn't know what the word urgent actually means but the bridge district was already on my "to do list" so we agreed to be his go-for… collecting two new magic items, The "Silver Horn of Valhalla" and "Boomerang Dagger" + a new Wild mage named Neera * decided she knew me from Baldur's Gate and I went along with her because she looked fetching. To cut a long story short…We travelled around doing her quests until returning once more to Waukeen's Promenade… the red wizards will need to go on a heavy recruiting drive before we hear from them again.




Thieves' vs Vamps;
The good news is that despite ambushing us several times, the two warring guilds have now decided to try and court me, in effect calling a truce… at least until I desire excitement and decide which one to tell "take a hike".
* Perhaps love IS in the air for me after all?
Ignore this... double post.
Spectre {4} - human monk (8th and final update)Spectre then tried attacking Thaxy.
An heroic end to another Monk... Bugger but I assume #5 will sort the lizard out... good luck to him!
Oof, hard luck there Grond0. Thaxy's always been the worse dragon for me to face unless I go with Alcove cheese ![]()
I'll be starting off... later than I expected, it seems. For whatever reason, the game absolutely hates it and crashes whenever I uninstall and reinstall a mod, which is what I had to do to change an option. Here's my tentative mod-list:
// 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-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V14
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): V14
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V14
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v24
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v24
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v24
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v24
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v24
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v24
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v24
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v24
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v24
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v24
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v24
~SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v24
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v24
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v24
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v24
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v24
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v24
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v24
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v24
~SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v24
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #1 // Aerie/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #3 // Aerie/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #7 // Jaheira/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #11 // Viconia/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #13 // Anomen/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #15 // Anomen/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2292 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Normal Druid Spell Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2350 // Alter Multiclass Restrictions -> Allow humans to multiclass: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v14
~SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.66
~SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.66
~SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.66
~SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.66
~SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.66
~SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.66
~SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.66
~SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.66
~SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.66
~SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.66
~SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.66
~SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.66
~SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.66
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal get HLAs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: proto-7 140831
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcher's Keep statues from disappearing: proto-7 140831
~SETUP-WINGS.TP2~ #0 #0 // Wings for BG2:EE
~SETUP-WINGS.TP2~ #0 #1 // Restore missing banters?
So banterpacks, Unfinished Business, Flirt packs, BG2Tweaks (I might decide against some of them, mainly the spell casters...), Rogue rebalancing, SCS, Item randomizer, and Wings, which is a mod by Coutelier on the other forums that basically gives Aerie a quest and a few banters. (though it's incomplete)
Gate70/Grond0 multiplayer attempt 54 - (update 2)
Jackie, halfling thief (Grond0) & Pariah, dwarf cleric (Gate70)
A generally pretty well-controlled session today was marred by one slightly over-ambitious encounter.
Things started by paying Gaelan Bayle and going to get the trinkets from Aran Linvail to boost Pariah's defences a bit further. We then tried to get to WK, only to find it had disappeared from the map - probably as a result of importing characters from BG1. The console was used to teleport to the invisible destination and the top floor there was cleared - made relatively easy by the absence of any vampiric wraiths.
Back in Athkatla the duo started preparing easy access to lich hideouts to ensure there were no delays when making the rounds with a scroll of undead protection. However, while in the Bridge District they got distracted into solving the skinner murders. Taking on the Rune Assassins was a bit ambitious at our stage and Pariah was unable to take potions quickly enough to save himself from the hasted assassins. Jackie then had to use a potion of speed himself to evade the pursuers. After going to a temple to revive Pariah the duo returned, rested, and used skeletons to rub out the Runes - pretty easy now their buffs had gone.
While in the Docks opening up Kangaxx's tomb, they looted the Harper HQ, watched Xzar get assassinated and then sorted out Lassal. Finally, they went to the Temple Sewers to deal with Roger's troll and the rakshasa before starting the Unseeing Eye quest to get access to the lich there. The next session will start with a lich hunt.
Stats:
Jackie, thief 12, 64 HPs, 61 kills
Pariah, cleric 10, 63 HPs, 47 kills, 1 death (+2 in BG1)
The install was a success, and so Ismalin has entered SoA.
Ismalin, LG Elven Archer
The two important mods that're going to throw huge curveballs in the way that I'm used to playing is SCS and IR: right now, I have absolutely no idea where anything is, and mages are probably going to kill me unless I kill them first.
Ismalin clears the dungeon with just Imoen (and later Yoshimo) beside me: for the purposes of this run, Jaheira and Minsc were never captured along with me. I have no idea if they go anywhere after you free them, so I might be down two companions from the get-go. The notable IR items that were swapped: we got the Protector of the Second rather than the Mail of the Dead, the Amulet of Metaspell influence was missing with no replacement, and the Helm of Baldurun is missing with no replacement. Lovely. Mephits are irritating as ever, the only thing that ever really damaged me. Even the mages died before they could murder me with their spells, but the mephits... Those mephits...
Ulvaryl (Whoa! I spelled it right the first time! This may or may not be a good sign for me...) is also killed after Imoen identifies the Wand of Cloudkill, and the Shadow thief mage in there soon follows. Got a ring and belt, and then we went up-up-up the stairs.
I'll have to post a screenshot of the notable items that got randomized in the store: off the top of my head, I remember the belt of fortitude. Anyways, after selling a ton of loot from the dungeon, we have enough to purchase a +1 Composite Shortbow, which increases Ismalin's damage by 2 per hit: completely worth it. Then it's time for the circus where we have... interesting issues.
The riddle was enough to get both Ismalin and Yoshimo to level; (Grandmaster in short bows!) I initially rolled for 11 HP, but something came up that made me reload back to there to preserve some sense of normality. You see, after freeing Aerie, I heard the "ding" of her level up and didn't think to look at the EXP totals until later... For some very, very unknown reason, (maybe Wings? It's the only one I can think of... Unless my being level 9 made her script give her enough exp for level 9 cleric...) Aerie had a grand total of 800,000 experience and 9/11 Cleric/Mage. This is obviously wrong, and I'm pretty sure she had spells she wasn't supposed to have memorized: I went back to the quick save which was back at the bridge to the circus, and leveled back to 9, only getting 6 health this time. I still got her to join me, but before leveling her up, I quickly adjusted her EXP total via EEKeeper to the correct (?) 161,000 experience, putting her squarely at 7/7. I... think this is correct, though her HP total seems oddly low, even for her, sitting at 28. Can someone confirm what that's supposed to be at when she joins? I think it's supposed to be 32, but I'm not sure.
Anyways, that's where I stopped: this being SCS, I'm still considering how I'm going to form this team. Immy and Aerie are going to be part of it for certain, and with myself as an Archer that's three back-liners. Rasaad is a distinct option with his eventual magic more-or-less immunity, Anomen and Keldorn are both possible except for the minor issue that I don't know where the gloves of DEX are. Mazzy is unlikely, since Ismalin already fulfill the short bow slot. The last slot's likely going to go to Haer'Dalis; I want to learn better how to Gish it up, but not enough to put my CHARNAME in death's way just yet.
Any advise on the other slots?
FYI Epsil0, you can go get Mazzy now and she only has one point in shortswords (+ the bow of course)... as a two weapon fighter she cleans house... specialy if you also take the Stalker. Haer'Dalis is a strong all-rounder thou I'd take a Driud for the anti-mage magic, Cernd is overlooked a lot but powerful.
Well, whatever the problem is, it's not Wings: the exact same thing's happening to Anomen as well, giving him quadruple the experience he should have. I'm going to be jumping in and out of EEKeeper to fix these hotpoint totals, I guess: it's just too unfair to have a companion at 800k experience when he should have slightly less than 200k.
I can't quite recall Anomen's starting experience either, but I'll drop it to the same 161k that everyone else has/had.
@Epsil0: you could check this link to define an appropriate level for NPCs when they join you for the given level of PC (for vanilla) and then check the corresponding CRE files of NPCs in NearInfinity for their EXP/HP/etc. For example, if Aerie joins you at your max BG1-out 8 level (150000 exp) then it will be aerie7.cre file with 161000 exp, 7/7 levels and 42 hp. BUT if you'll get 1 level in SoA before meeting her (9 level, 300000 exp) then it will be aerie9.cre already with 400000 exp, 8/9 level and 50 hp. The same is for other NPC.
And I completely agree with ussnorway - Mazzy is fantastic and flexible NPC, you could *cook* her any way you wish. On the other hand Druids (Cernd) as anti-mages with their Insects are viable only (in my opinion) if you didn't nerfed them by SCS (if fire shields not block their insects).
... Huh, thanks for that. So according to these sources, since I'm level 9 he's supposed to start with a freaking 675k experience, making him level 10 cleric 7 Fighter? Unless something is terribly messed up with my CRE files as well, though I DO recall something about Anomen having two or three levels on me in my very first initial play through. I've set him at 225k experience instead, for 8/7.
The randomized items in the Adventurer's mart are the Girdle of Fortitude, Ring of Lock Picks, Periapt of Proof against Poison, Armor of Deep Night, and the Robe of the Good Archmagi. Not terribly useful besides the Girdle, which will be bought as soon as I get the gold for the license as well.
We continue onwards, nonetheless: I'm currently still terrified of mages, and I'm trying to get out of Athlatka as soon as possible. We recruit Nalia and Anomen just for extra precaution: Nalia at least will be dropped as soon as her last quest is finished. We head to her keep, hoping to avoid ambushes: No such luck though, as we're ambushed twice. Both fights were cleared relatively easily, and I'm already being overwhelmed by invisibility potions. The improved AI is already taking some effect, as the fighters are targeting both Nalia and Aerie. Both Stoneskins fall during these battles, and I dare not attempt to reapply them in Athkatla.
The Harper quests, at least, are finished easily. Prebek was a tad worrisome, but zoning in and out depleted him of spells. Cheap, I know, but since I can't cast Arcane spells I really can't counter mages yet. Disaster strikes as I attempt to take out the pirates in the inn though: in the initial battle, Yoshimo, Anomen and Nalia fall. Ismalin and Aerie just run at that point, spending 3/4 of my savings on Raise Deads. The Pirate captain is then lured outside by stealth tactics and eventually shot to death. I have Ismalin drink a potion of speed and then solo shoot the mage and the last two pirates to death.
We're at the keep now, having just killed our first troll.
Randomized loot: Harbinger +3, Shazellim +1.
And here the train wreck from SCS begins, proving my complete inexperience with the mod.
Ismalin, LG Elven Archer, traveling with Nalia, Anomen, Aerie, and Yoshimo.
We messed up a couple times in the Keep, nothing 100% fatal though: Nalia and Aerie died to a random ricochet from a Lightning bolt trap that I didn't catch, and Yoshimo got hit by a critical hit by Glaucus for 43 damage, if I remember correctly. No chunk, fortunately, so Anomen raised them all one at a time and we continued to defeat the trolls in the keep: no notable loot was obtained here as far as I remember besides the Flail of Ages and the ring of spells. Oh, and the Pearly White Ioun stone, which is quite important for anyone that can't wear a helmet.
I bought the license and the belt, with not quite enough to pay off the 15k as well leftover. Just as well, since I wanted Haer'Dalis on my team as well. We had our first Vampire encounter here, leading to this funny screenshot as Hareisham fails a Chromatic Orb save and is petrified in mist form. We complete the skinner quests. Back to Haer'Dalis: to get to him, there's Tarnor to get past first... We actually manage to kill all of them without any casualties, Ismalin pretty much soloing them with shoot-and-stealth tactics. No important items here, sadly. There's some scripts going off here that's not standard, since the bandits ended up splitting up all over the sewers. Rengaard, in fact, ran out of the sewers by another entrance, something that caused a couple scripts in the Temple District to go absolutely crazy and forced a reload.
But to continue. The imp is killed off fairly quickly after a couple prolonged encounters in the sewers where Haer'Dalis is trapped. Another funny script goes off, and the Kobold Chieftain does nothing but use Detect Evil two times in a row: only HIS men are evil, though! We obtain the mirror, free Haer'Dalis and off we go to kill the Rakshasa, which I wish I could say took no time at all, but ended up using several potions and quite a few magical arrows of Ismalin's. We go up top and found Rengaard... Who is still hostile. And for some reason, even though he attacked me first, the entire Temple District decided to go hostile and attack me. I'm classifying this as a bug, since there's no way that's supposed to happen: usually when you're fighting in self-defense, bystanders either run away or don't do anything. Everything and everything went hostile.
I reloaded to avoid this nonsense and just ran from Rengaard. We got Anomen's summons either way, so we go off to help guide the errant knight to the path of good. After doing this... Well, I had the 15k I needed, but I foolishly decided to complete the Planar Prison as well, since that's what makes sense roleplaying-wise. And I'm far, far under leveled and unprepared for this type of challenge.
Surprisingly, there're no deaths in the initial fight. Two potions of Invisibility had to be used and a ton of greater healing potions, but we prevailed in the end: I still don't know what all the loot is besides the Elven chain that can be seen in the first slot, but whatever. We do a lot of ducking-and-hiding in the pits. Anomen got held and killed during this fight, but not chunked, so a use of the RoR brings him back up since Aerie can't Raise yet. More ducking-and-hiding against basically every mage in existence down here and killed the Master of Thralls before I realized my mistake. The Warden is far, FAR scarier and I needed those pits to hide from his spells!
I honestly don't know how they expect a party in chapter 3 to survive this fight with no losses. Actually, lie: I can, but it involves ridiculous preparation, speed, and cannon fodder, none of which I had. The first shock was when he cast Timestop and Black Blade of disaster, and I didn't know what the latter did. Anomen got disintegrated here - not exactly where it happened, but this was when I first realized that he was unraisable, and I had no idea what ability had caused it. Nalia suffered the same fate since she got in range with the blade still active. I'm completely freaking out here, trying to figure out a way I can survive this onslaught. None of my remaining three are onscreen, and I don't dare get into melee with the beast, so it's a very, very fortunate thing I'm an Archer, and I'm so very thankful I took Fell beast/Demon as my Favored Enemy. But he's still moving at hasted speeds somehow (oil of speed I think?) and I don't have a chance of dispelling him, since he's at least a level 20 mage with 2 level 9 slots to burn. And he can see through and target invisible creatures with spells. This is not looking good at all.
I play ring-around-the-rosie for at least 15 minutes with him, taking potshots at him whenever he tries to cast. I saw at least 3 stone skins, 3 mantles, and I think I saw an Improved Mantle somewhere around him. Got scared as heck when he sent a Chaos my way, but I had a Potion of Invulnerability to auto-save vs the effect. And then he cast Remove Magic. Did I mention I was scared? Things got even scarier for me when he cast the one spell I couldn't counter in any way: Invisibility. I didn't know it was the Black Blade of Disaster that killed the other two, but I had to let him get an attack in on SOMETHING so he'd break invisibility... He attacked and hit Aerie, but of course without the blade it wasn't an auto-kill. I then used her and Yoshimo to dance around the prison while Ismalin continued to pelt arrows into the wretched demon's hide. It took forever, but he finally falls at the expense of two of my team. I find it weird that it's the two that had recently lost members of their families: it seems that Anomen will join his sister sooner than he had anticipated, and Nalia her father.
I stopped there: I need to figure out just how much loot I can salvage at this point. I suppose consoling in a Bag of Holding would just be cheesy at this point... Let's see what I can do with 3 inventories.
Bg2ee run update 1.5,
A moral victory by Puk,
Yoshimo asked us to go visit the thieves guild when we delivered, a wounded man to the harper hold… we swapped him out for Haer'Dalis halfway through then Edwin wanted to join our group as well but Neera wouldn't hear of it so we finished it up without him.
Unfortunately Haer'Dalis got captured soon after returning him to the theatre but I assured Aerie, he will be ok and that we will rescue him later… btw the Harpers seam to really dislike my father and have been attacking his prodgie every time we turn around… so much for Harper gratitude but the experience has increased my divine powers to the point that I felt able to collect a new member.





We visited umber hills long enough to broker a truce between the townies and some wild half-ogres, fetched some blood for a wizard and discovered the were-a-bouts of this so called shade lord then killed some chickens!
When we arrived at the ruins of an old temple I showed the group how easy it is for a true Cleric to 'turn' shadows to our cause… we released Mazzy without issue and she showed her worth almost immediately by tanking a bone golem for the group but we underestimated the shade lord and had to retreat after distorting his power over the alter because none of our weapons or spells (except repulse un-dead) worked a spit, so we left him venting his rage against his own shadows and escorted the Halfling heroine safely back to her home in Trademeet.
Sorry Grond0... want to try a Thief next?
I've got a thief in our current MP run, so get a bit of practice with backstabs from that
. I've made a start with a kensai instead ...
Gate70/Grond0 multiplayer attempt 54 - (update 3)
Jackie, halfling thief (Grond0) & Pariah, dwarf cleric (Gate70)
There was another decent session today, although slightly marred by the obligatory death.
The duo started by attacking the liches using protection from undead and speed potions. The attack on the Shade lich seemed a bit slow, so they went next to the City Gates to get Daystar to make Jackie's attack a bit more potent. Their potions of speed ran out when attacking Kangaxx and Jackie renewed his. Pariah did not as he had no weapon that could hit the demi-lich, but he did undertake the important role of hemming Kangaxx in so that he was unable to move when his morale broke.
Next they dealt with the Guild Contact - skeletons helping out there, although they were not really necessary. Then on to the Graveyard to confront Pai'Na - she proved unable to do much damage to Pariah.
At the vampire HQ the top level was cleared pretty easily except for Tanova. She rather cheesily dispelled Pariah's sanctuary with true sight, but was unable to take advantage when she attacked her simulacrum due to being caught in a lightning bounce. While she was occupied Pariah stole in and destroyed her with the MoD. Downstairs was also pretty easy, although Jackie did get drained when using a Daystar sunray at just the point the vampires recovered from Pariah's turn undead. Bodhi managed to hit Pariah several times (he's just taken a healing potion in this screenshot), but didn't last long enough to be a real threat. The skeleton warriors produced by Pariah had just changed their shape at that point (when he hit level 11), but they are clearly not yet the power packed summons produced in BGT at level 15.
Jackie released a kidnap victim (with no pantaloons from BG1 there was no point seeking a ransom). before seeking out Sir Sarles and then Neb in order to get some illithium (used to upgrade the mace).
Mae'Var's tasks sent them to the Temple district and while there they took on Tarnor's party. In the ensuing melee the amount of lag made it difficult to keep track of things. However, it looked like Pariah was tagged a couple of times with acid arrows - which stored up damage to inflict all at once, killing him before he could react. By that stage though the enemies had suffered as well and, after Pariah returned from the temple, the remnants were quickly hunted down.
Mekrath didn't have much time to enjoy the return of his mirror before losing out to a combination of traps, skeletons and being bombarded with acid arrows by Jackie.
The final action of the session was dealing with the Fallen Paladins. They went the same way as many other enemies with Pariah acting as a focal point for attacks and disabling opponents with holds and commands. Meanwhile Jackie ran in and out of the shadows seeking to take advantage of backstabs.
Stats:
Jackie, thief 14, 74 HPs (incl. 6 from ioun stone), 142 kills
Pariah, cleric 12, 67 HPs (incl. 5 from helm), 74 kills, 2 deaths (+2 in BG1)
Bg2ee run update 1.6,
Tiding up, loose ends by Puk,
I decided to help a fellow Cleric out with avenging the murder of his sister but he took it too far and Jaheira skulked away from us at the next rest… then to add insult, Anomen failed his trials which made him an even bigger Prat and we kicked him out.
We returned to help out Trademeet and repair what's left of my reputation. Collected Mazzy and Cernd as replacements then went troll hunting… a Monk also tried to join (claiming to know me from Baldurs) but the party was full up. We used standard troll tactics, of scout and cloud to open then Mazzy would two shot them with her bow and Neera used her 'Melf's Minute Meteors' to finish them… we cut through the area quickly but had to switch to melee only against those magic *****-cat things. Cernd won the challenge easy by opening with a swarm then summoned a pet and finished with his wolf so we returned to Trademeet for some shopping * and a spot of un-dead hunting just to show them what a top guy I am… ok, so I couldn't resist murdering the guard for his bottle but we did it quickly and nobody even noticed it. Next up, Cernd discovered he had a son and left the group once we helped him get the kid back.


* A cloak, the "Vhailor's Helm" (from the mart) plus a very nice Hammer just about drained my slush funds but should be all I need for quite a while.




We rescued Viconia from getting overheated then set out to break the Bard out of jail… I wanted him to replace Mazzy because somehow I just can't see the little paladin want-a-be smiling cheerfully as I join the vamps. Anyway there is only one dangerous battle in the jail and that’s the Trul master because of all his helpers… I sent in some peons to get them interested and draw out his 'death' spell then we carpet bombed the area to spread them out so they could be picked off piece mail. Aerie just dispatched the Warden with the single 'Deathfog' scroll we got for wiping out slavers in the slums and that wrapped it all up.