Aller au contenu

Photo

Baldur's Gate 1 No-Reload Challenge


  • Veuillez vous connecter pour répondre
16402 réponses à ce sujet

#2926
corey_russell

corey_russell
  • Members
  • 5 302 messages
Heather the Human Mage continues her adventure...

Heather and the gang (Ajantis/Khalid/Branwen/Jaheira/Imoen) continue to battle hostiles in Amn/near  Baldur's Gate. Last we heard we had barely taken down Sendia and her archer buddies without casualty. The battle with Vax and Zal, however went much better, mainly because Ajantis stood right next to Zal and he switched to his halberd, instead of  his much more dangerous darts. The party won pretty cleanly. Imoen got quite a few upgrades in this area: 1) Sendai's leather armor (AC 5) 2) Long sword +1 3) bracers of archery. The rest of the area was pretty straightforward, except the party walked right by a cave bear, and Heather was within spitting distance. Fortunately I found out about it because I tried to quick save right then and the game said I couldn't there were monsters nearby. What monsters? And then saw the cave bear. Party regrouped and killed it without casualty.

We next headed to Bassilus area to clear hostiles here. Went pretty straightforward, except the 3 hobgoblins managed to kill Khalid because some bandit archers wandered by and took him down, despite Branwen and Ajantis trying to heal him. The +2 short short went to Imoen. We went to the morning lord temple and rasied Khalid. Then back and cleared rest of the area. At this point, decided we are strong enough to continue the main story line.

The party fights their way through the mine, using 2 charges of necklace of missiles against the kobold commandos. For Mulahey I did a much different strategy than normal. Normally I bring the group into Mulahey's cave (since he himself moves out) then fire a fireball. However, Heather still only has 14 HP -- with a full party they can get into each other's way and she might be trapped behind Mulahey's minions. So instead I did this -- Ajantis and Khalid stood at the crossroads of the northern cave and Mulahey's cave. The women moved deep into Mulahey's cave. This way when Mulahey summoned help, they went after the heavily armored party members of Khalid and Ajantis. Heather tried to blind Mulahey and Branwen tried command - Mulahey resisted the blind but the command worked - needless to say, after that the women killed him. Via scroll, Heather also managed to blind Mulahey, just in case he tries to get up. He was defeated. After that the women helped the men of the party finish off the minions. The party managed to JUST barely loot everything. We left Xan in the cave -- Heather is already a full mage -- if I wanted arcane support, would not want another pure mage, but bard or cleric/mage would be fine. So Xan will have to take over Mulahey's cave, which is actually pretty comfortable.

The party sells our junk at the Carnival. Then we rest and head to Nashkel. The mayor was pleased with our success. Then we met another assassin. To be ultra-safe did something different - Heather cast invisibility on herself so that Nimbul would target any party member but her initially (pretty important as a single set of magic missiles would kill her). Heather tried to blind NImbul but he resisted -- however Branwen managed to command him, so that was that.

Normally I give boots of avoidance to the tank. However, Heather could really use it - now she should only die to a critical - if she gets ambushed it might also give herself time to go invisible.

Which, in fact is what EXACTLY happens. We tried to travel to Beregost to deal with Tranzig, but got the large bandit ambush - 9 bandits and 2 ogrillions. I was sure the party could beat them - however was ALSO sure a single critical and kill Heather. Therefore, the party attacked the ambushers while Heather put herself invisible and stayed that way the entire fight - she didn't even drop to loot. The party took a long time to win, without Heather's help, but win they did. Some potions had to be gulped, but better than than pay for a resurrection. Success!

After selling our junk, we dealth with Tranzig. He got blinded and died in like 2 rounds, so was pretty much a non-event. However his protection ring went to Jaheira, putting her AC to 0 - that's better. The party was about 12500 gold, so we headed to Thalantyr's to check on the price of the robe of good arch magi at 19 rep (18,000 as it turned out). Boo. However, while we were here, noticed we had a strength potion, heroism and potion of insulation. Ajantis gulped all of them and took down the 2 flesh golems in Thalantyr's shop for 4000 experience. This was enough to level Heather to 4 and Imoen to 5. Heather's level up brought some very welcome news - max HP gain for her (I think) - she gained 6 HP putting her at 20 HP. An ogre/bear critical could stil kill her, but now an arrow usually won't even if critical.

The party headed to the Carnival to rest, and will head to the gibberling area next, east of the Nashkel Mines.

Party Status:

Ajantis: Level 4 Paladin, 38 HP
Khalid: Level 4 Fighter, 39 HP
Branwen: Level 4 Cleric, 25 HP
Jaheira: Level 3 Fighter/Level 3 Druid, 29 HP
Imoen: Level 5 thief, 32 HP
Heather: Level 4 Mage, 20 HP

Modifié par corey_russell, 27 septembre 2011 - 02:31 .


#2927
Gate70

Gate70
  • Members
  • 3 208 messages
Mortix, LG human male Undead Hunter (roll of 98).

Str 18/08
Dex 18
Con 18
Int 11
Wis 15
Cha 18

** 2 Handed Sword, ** Two Handed Style

Gorion is dead so I'm travelling with Imoen and Viconia. So far we have helped Mirianne, Marl and Firebead Elvenhair. I've picked up a pair of girdles from an ogre and a two handed sword from Arghain.

#2928
corey_russell

corey_russell
  • Members
  • 5 302 messages
Good luck Gate70. Undead hunters get better saves than an assassin, so maybe that will serve you in good stead - and being immune to hold sure helps you as well.

#2929
Gorthaur X

Gorthaur X
  • Members
  • 282 messages
The Baldur's Gate missions were a bit of a mess. I let myself get arrested by Angelo, mouthing off to him in the process.

He killed Kivan. Huh, didn't remember that would happen!

On the way to grab Kivan's equipment, a number of Mercenaries spawned in the FF compound, and not wanting to fight them, I ran outside. Sadly, they followed me despite my invisibility, turning the SW section of Baldur's Gate hostile to me. Fortunately, we managed to run without reputation loss.

Sadly, the Undercellars were a different story, and despite Kagain's dwarven saves and Potion of Invulnerability, he fell victim to Chaos and attacked a courtesan. As with Oberon, the Undercellar fight became a horrible massacre, our reputation plummeting from 18 to 1. Good job, Kagster!

Posted Image
"The only upside was Quenash's death - we found the Cloak of Balduran on her body."

Saving Eltan was challenging, what with Flaming Fist hunting us throughout the city and half the population being hostile to us, but we managed to do it eventually (and then managed to get our reputation back to twelve by donating some money to Helm. Oh well, we had more than a hundred thousand gold when we came back to the city.).

Sarevok's coronation went well enough, though we couldn't save Liia Jannath from the Doppelgangers. But she's rich, and will surely get resurrected.

Then it was on to the thieves' guild, where we stocked up at Black Lily's and followed Sarevok into the maze.

Posted Image
"This time, we didn't even set off any traps!"

We killed the Iron Throne revenge party with Greater Malison, Emotion, a fire resistant Kagain, and some fireballs.

Posted Image

Hador hit level 10 after this fight, which was rather good timing. He has 79 HP, which is a little crazy (I usually give my characters full HP for the first four or five levels to make the early game less frustrating. Hador did get six, since he went up so many levels at once with the basilisk-killing, but still, he rolled max-HP three out of four times for his last four levels.)

For the first time in a while, I had neither the reputation nor the charisma to avoid fighting Tamoko. But a single cleric can't really pose a threat to an entire party with spell-disrupting magic missiles.

Posted Image

One way or the other, the next update will be Hador's last.

#2930
Grond0

Grond0
  • Members
  • 6 500 messages

Gate70 wrote...

Mortix, LG human male Undead Hunter (roll of 98).

Impressive - better look after him!

#2931
The Fred

The Fred
  • Members
  • 2 516 messages
I haven't had much chance to play with the Paladin kits, but they all look pretty attractive.

Meanwhile, Sidarus has had a rather expensive outing in the woods.

We crawled up the west side of Larswood to get to Peldvale, but I fancied my hand at taking on Corsone and Osmadi on the east side. I didn't expect two Cave Bears to join in the fight, however. Even now, taking one of these guys is tricky enough, at least without preparation - and Corsone summoned another, a Brown Bear, and a Dread Wolf. Ouch.

Well, Corsone was Held, but after that things went pear-shaped. Basically, Xan bit the dust, and the rest of the fight was spent with me trying to keep everyone else alive. Horror hit all the animals but the wolf, but they seemed to act normally regardless, which is pretty annoying. We managed to grab most of his stuff, but an unlucky blow hit Imoen through her Mirror Images (18 damage vs 16 hp; should have used a potion) as we fled. So, back to the FAI to raise them both (1600 gp).

When we returned, I could see that the gear was still there, so I decided to short-cut through the middle of the map, pick up the stuff, then engage Corsone from a better angle. This would not only make the battle easier, it'd mean I've have Immy's gear before the fight, and wouldn't risk losing it if I had to flee again. Only problem was, I ran into Tevan and his gang. Again, Xan's health proved a liability and he was shot down. Imoen soon followed. What to do? I Animated some skeletons, then AJ and Sidarus retreated. Once there were a short distance away, I got out the Fairy Dragon, went Invisible, and bypassed the whole fight. We picked up Imoen's gear, and fled back to the FAI. To raise them. Again. (Another 1600 gp).

OK, so our net loss is now 3200 gp and a Mage Robe of Fire Resistance or something which I couldn't fit in. Well, that's all fine, since there's nothing more that can be retrieved, really, but I wanted to settle some debts, so I headed back. This time, I prepared. We went invisible first and scouted the area out. Sidarus used Animate Dead and Chant (becoming visible) whilst Xan buffed with Mirror Image. As the skeletons engaged, he cast Sleep and then summoned some monsters. I think we took a few hits, but the minions took the brunt of the damage. Tevan was tricky, but on the second attempt we managed to Blind him, and after that it was just a case of showing him with missiles until he fell.

We grabbed the loot, fell back to the edge of the map, and rested. Next, we will deal with Corsone properly, probably by summoning monsters before Xan dies and keeping the bears at bay long enough to blind them. We should be able to prevent or interrupt his Animal Summoning, too, even if we have to Hold him; last time I was too preoccupied with the existing bears.

#2932
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages
Hi all. I'm back- at least for a while.

After considering a number of ideas for new characters and ultimately finding all of them uninspiring, I have decided to hop-skip-to-it.

Posted Image
Proficiencies: Dagger, Dart
Mods: SCS, Tutu, NPC Banter

I've always had a soft spot for Alora (probably because she is a thief with an "Al-a" name). It's time to see what she can do.

I don't necessarily expect this to be a successful run. I'm comfortable with single class thieves as some of you know, but Alora will lack my namesake's most crucial ability: Maze Traps. A number of fights which were trivial for Alesia in BGII will be brutal for Alora- assuming she even gets that far.

Alora does have one ace in the hole though.
Posted Image

I have recreated Bioware's Alora in entirety including her Lucky Rabbit's Foot . The foot is not enough to turn Alora into a powerhouse -as any of you who have used her have surely noticed- but it is non-trivial and should be understood. The Foot grants a +2 Luck Bonus. In other words, my little Halfling will enjoy a +2 bonus to all of her damage rolls in addition to other benefits. If at some later stage, you find yourself wondering how a silly little thief can weather so much abuse, remember the foot.

So that's it. We'll see how long she lasts...

Best,

A.

Modifié par Alesia_BH, 28 septembre 2011 - 01:16 .


#2933
Grond0

Grond0
  • Members
  • 6 500 messages
Welcome back Alesia and best of luck - Alora should have no problem with that :)

Jug the wizard slayer and his party have just arrived in Baldur's Gate.  His travels to that point included:
- invading the bandit camp.  Rather than my normal hit and run tactics here the party just stormed straight in.  Edwin's webs kept some of the opposition quiet and he and Imoen threw in a few fireballs to spice things up, which made clearing up pretty easy.
- cleared the rest of the areas north of the Friendly Arm.  No shopping at Ulgoth's Beard, but did acquire the ring of free action from Dushai - he noticed Imoen's hand in his pocket and regretted it about a second later.
- the Cloakwood was almost trouble free.  None of the druids caused problems, but Viconia was killed in the spiders nest, when the last ettercap got a killing blow in her off just before it expired itself.
- Jug immediately put Spider's Bane to good use during ambushes.
- outside the mine the 2 fighters were lying down on the job.
Posted Image
the first mage failed to trouble the scorers, when (for once) a dispel magic worked.
Posted Image
However, the second mage buffed up and released a fireball, which toasted Edwin and resulted in another weary round trip to the temple.
Posted Image
- worked down through the mine taking on all comers until reached Daveorn at the bottom.  The screenshot here suggests the battle was a bit closer than I felt it really was - by the end Daveorn's spells had been suppressed by Jug's wizard slaying ability and I Iet the battle horrors get attacks in in order to finish things off quickly.

#2934
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages

Grond0 wrote...

Welcome back Alesia and best of luck - Alora should have no problem with that :)


Thanks Grond0! Good luck to you and your slayer as well.:) I'd let Jug borrow The Foot, but Alora is a teensy bit protective of it. Plus I think it's magical...


Cheers,

A.

Modifié par Alesia_BH, 28 septembre 2011 - 09:41 .


#2935
Gorthaur X

Gorthaur X
  • Members
  • 282 messages
Sadly, Hador has run into a problem with the final battle: some of Sarevok's minions won't spawn in the fight, making him unkillable.

Not sure if I should just move on to BG2 without killing him, but that would feel a little anticlimactic...

#2936
corey_russell

corey_russell
  • Members
  • 5 302 messages

Gorthaur X wrote...

Sadly, Hador has run into a problem with the final battle: some of Sarevok's minions won't spawn in the fight, making him unkillable.

Not sure if I should just move on to BG2 without killing him, but that would feel a little anticlimactic...


Won't spawn? Is it possible they are simply invisible?

#2937
Gorthaur X

Gorthaur X
  • Members
  • 282 messages
Well, several rounds of invisibility detecting won't reveal them, nor are they visible anywhere in the combat log - if nothing else, I covered the area with various spells that should at least have prompted "save vs."-messages.

With a bit of googling, it appears that other people have had the same issue with SCS, including Grond0 a few months back in this thread.

There's not much of a chance I could have lost this fight - I've been hoarding rare magics for this battle throughout the game, and spent almost a hundred thousand on potions before leaving for the Undercity*, so I could probably just forget about it and move on to Amn. However, it is very disappointing, since, well, I've been hoarding rare magics for this battle throughout the game, and spent almost a hundred thousand on potions before leaving for the Undercity.

I dunno. What do you guys think?

*I already beat a version approximating the vanilla battle (in the sense of killing Sarevok's minions and beating him well below what must've been 0 HP - obviously, he still didn't die), when I got Tazok, Semaj and Angelo to all spawn, but Diarmid just won't appear.

Modifié par Gorthaur X, 28 septembre 2011 - 05:39 .


#2938
corey_russell

corey_russell
  • Members
  • 5 302 messages
Heather the level 4 Human Mage continues her adventures...

@Gorthaur - I say move to Amn - and uninstall that buggy component -- that's what Grond0 did so that he could finish BG 1 he had several runs stopped by that same bug you are encountering.

Heather and the gang (Ajantis/Khalid/Branwen/Jaheira/Imoen) continue to clear hostiles in and around the sword coast. We had some battles in the valley of the tombs. The undead were easy enough. Even the mage with his jellies wasn't much problem.

But the amazon assassins? Another matter entirely. Ajantis and Khalid charged while Branwen tried some hold persons (which were saved against). The ranged peopel weren't doing enough damage and Ajantis got held and killed. Then Khalid got held and poisoned. Jaheira moved up to remove his poison and start healing him. But if he dies, we will lose party equipment and maybe have the nice loot here rot, be a disaster. By this point only one of the amazons have been killed (one of the thieves), So Heather throws in a web, though it will catch both Jaheira and Khalid. This was helpful - Khalid gulped heal potions in between saving/not saving vs. the web. The party BARELY killed the enemies without Khalid dieing. We were able to pick up Ajantis stuff and the loot ONLY by Khalid gulping a strength potion -- had to gulp on in town too so we could resurrect Ajantis.

The lack of strength concerns me - if we get 2 deaths, stuff is being left behind and that doesn't sound good. But wasn't sure who to swap out yet...Minsc or Kivan's strength would sure help. We went to High Hedge to buy the robe of the good arch magic for Heather, as well as full plate for Ajantis. Also some magical ammo. We headed to the Temple area next. We got a lot of spawns for some reason and got hobgoblins, worgs, more dread wolves and of course vampiric wolves. The vampiric wolves not only held Khalid due to the party's rather poor damage dealing, they also chunked him. We did eventually win the battle, but now a spot's open. We recruited Kivan, to be the archer of the group. Branwen moved into 2nd positoin, took Khalid's Ankheg armor, and will be backup tank when needed.

Kivan's arrival into the group coudn't have been better as the next two areas have lots of Ogres, who are Kivan's racial enemies. We cleared the area NE of Nashkel -- enemies were easy, even the bandit archers we encountered. The party noticeably is killing the enemies faster with Kivan's help. The other area cleared is the Ogre/Hobgoblin area north of the Gnoll Fotress.

Both Imoen and Heather are getting close to leveling, I think the Doomsayer just might do it.

Modifié par corey_russell, 28 septembre 2011 - 05:45 .


#2939
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 563 messages
@Alesia
Glad to see ya back again! I think your presence here itself is a *no-reloader's Lucky Rabbit's Foot* :)
Best of luck and pleasant run with Alora!

#2940
Grond0

Grond0
  • Members
  • 6 500 messages

corey_russell wrote...
@Gorthaur - I say move to Amn - and uninstall that buggy component -- that's what Grond0 did so that he could finish BG 1 he had several runs stopped by that same bug you are encountering.

I did various things:
- abandon the game and start again
- CLUA in the missing opposition and beat them up and reset global variables to be able to kill Sarevok and continue to BG2
- beat up the opposition present and do a few hundred hits to Sarevok, so that he should be dead, and then abandon the fight, but reset global variables and continue to BG2

Trying to recreate the fight with the console felt messy and unsatisfying, so I would recommend just moving straight on to BG2 rather than doing that. 

The lack of strength concerns me - if we get 2 deaths, stuff is being left behind and that doesn't sound good. But wasn't sure who to swap out yet...Minsc or Kivan's strength would sure help.

Unusually for me I haven't been using any bags in my current run, which makes inventory management a real pain when someone does get killed (especially as I'm not allowing the use of shops to replace equipment).  However, Jug's 19 strength does allow him to carry considerably more than the other 4 members of the party put together.  Perhaps you should try a half-orc next timePosted Image.

#2941
Gorthaur X

Gorthaur X
  • Members
  • 282 messages

Grond0 wrote...

- beat up the opposition present and do a few hundred hits to Sarevok, so that he should be dead, and then abandon the fight, but reset global variables and continue to BG2


Yeah. this is what I did the three times I tried to get Diarmid/Angelo to spawn.  I suppose the fact that I was never threatened during those three fights could justify going straight to Amn.

Hypothetically, though, would you remember how to CLUAConsole Diarmid/Angelo in there?

EDIT: Nevermind, managed to get everyone except Diarmid to spawn, and then consoled him in. So, I did end up fighting the improved final battle as intended, although I was too busy mucking about the console to take very good screenshots.

Here's the last moments of the battle, though. Had to rely on the Wand of Monster Summoning, since I accidentally cancelled Vicky's last Animate Dead.

Posted Image

At least now I can take Hador into BG2 knowing he beat the first game fair and square.

Modifié par Gorthaur X, 28 septembre 2011 - 08:19 .


#2942
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages

Serg BlackStrider wrote...

@Alesia
Glad to see ya back again! I think your presence here itself is a *no-reloader's Lucky Rabbit's Foot* :)
Best of luck and pleasant run with Alora!


That's kind of you to say. I appreciate the welcome. :)

Gorthaur X wrote...
EDIT: Nevermind, managed to get everyone except Diarmid to spawn, and then consoled him in. So, I did end up fighting the improved final battle as intended, although I was too busy mucking about the console to take very good screenshots.


Congrats! I'm glad you found a solution Gorthaur X. Best of luck in BGII!

It may make sense to do some spellunking on the SCS forum about the spawn issue. Just as another data point, I'll note the I've never encountered the spawn issue with the SCS Sarevok battle in my install. It may make sense for the 3 of us to compare our logs if we can't turn up anything on the SCS forum.

Best,

A.

#2943
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages
 Quick Note on Alora's Game:

Alora is now resting at the Friendly Arm Inn. She made a few friends en route, but was more interested in their shinnies then their company. She now has a respectable early potion collection, and is ready to head to Beregost.

Of course, not every creature Alora encountered was friendly. She slinked by most of her potential foes though since she is keenly aware of her combat limitations. She'll likely be doing a lot of stealthing in the early going.

I'll write more if and when Alora makes significant progress.

Best,

A.

Btw. A few shots from Alora's early adventures.

Alora's first kill came in Candlekeep when she Critical Hit Shank with a Dart. Alora's Dexterity of 19 and The Foot make her a dangerous Dart tosser: she rarely misses and will always roll 3s for damage. That's something worth remembering Alora fans.
Posted Image

Aware of her limits, Alora snuck from shadow-to-shadow en route to the Friendly Arm. Nonetheless, she could not resist the lure of a bit of shiny she spied along the Lion's Way. This got her into a bit of a mess.
Posted Image

While tired, Alora did manage to pick off a few Gibberlings with her Darts. Note that she can roll 2s for damage when she is Fatigued.
Posted Image 

Modifié par Alesia_BH, 28 septembre 2011 - 10:47 .


#2944
corey_russell

corey_russell
  • Members
  • 5 302 messages

Grond0 wrote...

 Perhaps you should try a half-orc next timePosted Image.


Half-orcs don't exist as a player choice in vanilla BG 1 which is what I am playing, wise-guy. Also can they even be mages? That is what my class is right now, and as you know, strength is not a key stat for mages.

#2945
Gorthaur X

Gorthaur X
  • Members
  • 282 messages

Alesia_BH wrote...

Congrats! I'm glad you found a solution Gorthaur X. Best of luck in BGII!


Thanks! Here's to hoping I do better than last time. :P

It may make sense to do some spellunking on the SCS forum about the spawn issue. Just as another data point, I'll note the I've never encountered the spawn issue with the SCS Sarevok battle in my install. It may make sense for the 3 of us to compare our logs if we can't turn up anything on the SCS forum.

Best,

A.


The odd thing is, it's supposed to be a problem with older SCS versions, but I've never experienced it before either, and the only thing that's changed since my previous (trouble-free) game is that I've updated my mods - including SCS.

Anyway, best of luck with Alora; I've enjoyed your no-reloads in the past.

#2946
The Fred

The Fred
  • Members
  • 2 516 messages
Sidarus and company did a little more adventuring in the Wood of Sharp Teeth.

We returned to the scene of the Corsone/Osmadi confrontation, and beat the hell out of them. One Animate Dead and one Monster Summoning I, buffed with Chant and (since AJ has it) Remove Fear, made sure the party was safe whilst Xan Blinded the first Cave Bear. The second was more of an issue since he was preoccupied with interrupting Corsone's spells with Magic Missile, but they went down just fine. Osmadi did get a Call Lightning off which dropped Xan very low, but didn't kill him.

The battle wasn't really worth much XP or loot, though; one Extra-Healing Potion was really all we got.

We pressed on the Peldvale, but when trying to rest we were interrupted by Bandits, and Xan bit the dirt. Back to the temple... again. Hence the slow progress. On the upside, Imoen is only about 1000 XP or so off getting her coveted L6 - and the return of her Swashbuckler abilities.

#2947
Grond0

Grond0
  • Members
  • 6 500 messages

Gorthaur X wrote...

Alesia_BH wrote...

It may make sense to do some spellunking on the SCS forum about the spawn issue. Just as another data point, I'll note the I've never encountered the spawn issue with the SCS Sarevok battle in my install. It may make sense for the 3 of us to compare our logs if we can't turn up anything on the SCS forum.


The odd thing is, it's supposed to be a problem with older SCS versions, but I've never experienced it before either, and the only thing that's changed since my previous (trouble-free) game is that I've updated my mods - including SCS.

I did a fair bit of searching when it happened to me and concluded it was not the problem referred to with older versions of SCS, though it manifested similarly.  My gut instinct is that there was some conflict between SCS and one of the quest mods I used - that is partly why I have stripped them out of my current installation (which now works fine).  The most likely offenders for a conflict seemed to me to be Dark Horizons or Dark Side of the Sword Coast - do you have either of those in your installation?

#2948
Gate70

Gate70
  • Members
  • 3 208 messages
Wow, busy here.

@Gorthaur.I can't install Big World Project on Linux but it has a huge list of mods and a suggested order that has been painstakingly (I expect) worked out so I would recommend following it even if you install BGT manually.

I can run the BWP as far as selecting mods, the install then fails so I can see what order is suggested and will check against your weidu log if you post it. Same for you Grond0 if you can remember the order for what you removed.

Edit2;
Based on comments from Grond0 BWP recommends Dark Horizons (grey, expert), then DSOTSC (green, recommended) and SCS (green, recommended) in that order with the first two being very early in the list and SCS very late. Expert is defined as "Installs addional all the mods which have bugs or cause problems in megamods. Therefore if you choose this version, you should know how you can solve problems by yourself and you should know something about BG programming"

Interestingly, it recommends not to install Big Picture with SCS as either order causes issues such as over-writing modified scripts. So if you have Big Picture that would be the first one I'd suggest removing.

Edit1;
@Corey. If you need a loadlugger temporarily can Jaheira shapeshift into a bear?

Modifié par Gate70, 28 septembre 2011 - 06:36 .


#2949
Grond0

Grond0
  • Members
  • 6 500 messages

Gate70 wrote...
@Gorthaur.I can't install Big World Project on Linux but it has a huge list of mods and a suggested order that has been painstakingly (I expect) worked out so I would recommend following it even if you install BGT manually.

I can run the BWP as far as selecting mods, the install then fails so I can see what order is suggested and will check against your weidu log if you post it. Same for you Grond0 if you can remember the order for what you removed

The Weidu log from an older installation I had that I think had the problem with the final fight with Sarevok is given below.  Any thoughts on what might be the problem gratefully receivedPosted Image.
// 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-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~SETUP-DARKHORIZONS.TP2~ #0 #0 //  "Dark Horizons" Mod (Requires Tales of the Sword Coast, TuTu or BGT): BGT v206
~SETUP-DSOTSC.TP2~ #0 #0 // DSotSC for BGT-Weidu: v215
~SETUP-DSOTSC.TP2~ #0 #100 // Dark Side Interparty Banter: v215
~SETUP-DSOTSC.TP2~ #0 #200 // Extended NPC Soundsets -> Additions only: v215
~SETUP-NTOTSC.TP2~ #0 #0 // NTotSC for BGT-Weidu: v1.70a
~SETUP-NTOTSCV171.TP2~ #0 #0 // Fix NTotSC Issues: v1.71
~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU edition v1.8 -> Normal edition
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v8
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v8
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v8
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: v8
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v12
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #0 // Gavin for BG2: v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #1 // Gavin heals the PC when below 50% health  (Can be disabled or enabled via player-initiated dialogue): v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #3 // Multi-romance cheat -> No romance kills: v19
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v18
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v18
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v18
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v18
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v18
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v18
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v18
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v18
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v18
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v18
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v18
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v18
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v18
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v18
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v18
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v18
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v18
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v18
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v18
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v18
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v18
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~SETUP-SOLAUFEIN.TP2~ #0 #0 // Solaufein Romance for Baldur's Gate II (SoA & ToB)
~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ #0 #0 // The Gibberlings Three Anniversary Mod: v7
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #701 // Happy patch -> NPCs cannot choose to leave the party: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1809 // Import more NPCs into Shadow of Amn: Bub Snikt: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1810 // Import more NPCs into Shadow of Amn: Conchobhair Strongblade: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1811 // Import more NPCs into Shadow of Amn: Ferthgil Trollslayer: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1812 // Import more NPCs into Shadow of Amn: Jet'laya: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1813 // Import more NPCs into Shadow of Amn: Keiria Silverstring: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1814 // Import more NPCs into Shadow of Amn: Skeezer Lumpkin VI: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1815 // Import more NPCs into Shadow of Amn: Will Scarlet O'Hara: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 9 (31 Dec 09)
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #11 // Northern Tales fixes for items, dialogues, and graphic glitches: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #13 // Gerde's quest and other related fixes: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #15 // Fix some wrong creature races: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #16 // Xvart village rebalancing: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2005 // Helmet of alignment change: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2007 // Reflection cloak tweaks: -> Original Cloak of Spell Reflection (SoA): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2010 // Enhanced Nalia's ring: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2020 // Daystar protects from level drain: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2023 // Cespenar can improve the Daystar with the Tyr's Eye: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2045 // Enable bard class for elves: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2052 // Dragons are not immune to backstabbing: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4000 // Amazon kit (needed for Shar Teel): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4010 // Priest of Shar (needed for Viconia): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4020 // Priest of Tempus (needed for Branwen): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4030 // Bladesinger(needed for Keiria): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5001 // Kit for Shar Teel -> Amazon: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5005 // Priest of Shar kit for Viconia: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5006 // Priest of Tempus kit for Branwen: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5007 // Avenger kit for Faldorn: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5011 // Kit for Keiria -> Bladesinger: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5012 // Skald kit for Will Scarlet O'Hara: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5013 // Jester kit for Eldoth Kron: v1.7.5
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v18
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v18
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v18
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v18
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v18
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v18
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v18
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v18
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v18
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v18
~SCSII/SETUP-SCSII.TP2~ #0 #6112 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v18
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v18
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v18
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v18
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v18
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v18
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v18
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v9
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack v1.4: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.4
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.4
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.52
~SETUP-XPMOD.TP2~ #0 #0 // Creature XP Reduction -> Reduce to 75%
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1204 // Edwin Odesseiron: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1226 // Kagain: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1211 // Mazzy Fenton: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1213 // Nalia De'Arnise: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.72
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.72
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.01
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1
~BLCR/SETUP-BLCR.TP2~ #0 #0 // BG1 Level Cap Reinstator for BGT

#2950
The Fred

The Fred
  • Members
  • 2 516 messages
SO MANY MODS!

Anyway, Sidarus and his relatively small install continued onwards.

I decided to take a short break from the bandits and went on a brief forray into the Cloakwood - a pre-Chapter-4 venture. Well, we settled a disagreement between some hunters and some druids. The druids lashed out at us but were felled easily. This got Imoen to L6, hooray!, so we went on to the spider area. We were immediately attacked by a damnable SCS Phase Spider (didn't install my revised version as it's for Vanilla, not TuTu) but we quickly dealt with it. Summoned creatures also made the ettercaps further on easy, and Imoen was able to disable all the traps. Well, that went well, but I know not to push it - I often skip the nest in no-reloads, even in Ch 4, so there's no way I'm going further on until after the bandits are settled.

Speaking of which, we decided to go for a full-frontal assault. This didn't work too well, and we had to flee. In fact, it took us about five attempts. Venkt was killed on the second, and on the third and fifth I had the Fairy Dragon turn us all Invisible first. This gave us chance to maneouvre around the enemies and summon a few creatures. Holy Blight doesn't seem to hurt bandits, so I switched to a triple-Animate-Dead/Summon Insects set-up. By the end I had also traded all but one Chant for five Hold Persons.

Taking on the four guys from the tent AND Ardenor Crush AND Taugosz all at once was tricky, but Blindness and Hold Person were liberally applied, and as I said, we were quick to flee. In the end, we burnt through a few potions, but nobody on our side died. We must have summoned about 100 creatures all told, though!

So, long story short, the Bandit Camp is now not clear, but free from most of the key players. With the remaining skeletons, I plan to push through and clean up any remaining guys. I think it might be wisest to fall back and rest one more time first, though.

In the process, Xan also gained a level. He's now L6, and thankfully rolled full HP. His close-to-minimum 11 is now a slightly less dangerous 15, though he can easily be one-shotted still. I wasn't really sure what spells to pick, since he gets three new ones at L6, but I went for Identify, Glitterdust and Protection from Normal Missiles. Hopefully, with the latter, he should actually be relatively tough to kill, though I'm not sure how useful it'll be by the end game. Glitterdust should make a nice alternative to Sleep for tougher foes, though I've never actually used it before.