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Baldur's Gate 1 No-Reload Challenge


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#8001
Blind_Visionary

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Posted ImageKillian the Arcane.
Imoen's Journal, Page 4.

Strange things. Everywhere. A lonely ghoul helped us navigate a field of basilisks, led by an insane stone-loving mage. Killian let me hide in the bushes while the two of them cleared the field. I can't say I understood what happened. But Killian came back with a pair of ogre gauntlets. Wearing them makes me feel strong. Like I imagine Fuller or Hull must feel back in Candlekeep, striding the walls. Keeping riff-raff like us out.  Bastards. I hope they understand the value of what they have taken from us.

Posted Image


Posted Image

Modifié par Blind_Visionary, 14 mai 2013 - 04:55 .


#8002
Grond0

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Sounds like Killian's making good progress - keep it going!

#8003
Haplo_74

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Hi everybody,

I read this forum since several months and I've decided to try a run myself.
But first, I want to say that I'm very, very impressed by yours performances, especially those from the "residents" of the forum: Corey_Russel, Grond0, Gate70, Alesia_BH and SergBlackStrider (I may forget some others).
Even if I don't always like the way you are playing, it's still incredible.

For example, I don't like solo playing (lack of dialogues with NPC, fast XP that means out of the low level danger zone quicker than intended, ...).
I don't like custom party (lack of dialogues, optimized characters beyond reasonnable, ...).
I don't like characters with unbalanced rolls (STR 18/xx, CON 18, DEX 18, WIS 18, INT 3, CHA 3 for example) because it's just (for me) absurd.
I don't like not realistic behaviour (sleep, try a spell, sleep again, try another spell, sleep again, ...).
I don't like attacking from war fog (being unseen, even if AI improvement prevents that now) or killing non hostiles creatures (if they have to speak, I let them speak, and launch sequencers with SCS, but I dont kill people because they look suspicious).
I don't like using exploits (like running outside in order to break spell casting or something like stealing ring of Gaxx and then killing Gaxx for another one, even if it may be impossible now with all the mods/fix)
I don't like setting traps near non hostile ennemies (even if in my installation, it automatically turn the ennemy hostile after first trap is set, and traps dont hurt dragons, liches, ...) but I authorized for myself using traps further and attract creatures into them (still wolf traps or snares don't hurt creatures like golems, liches, ... of course).
And so on (the worst in my opinion is the "farming gold and xp" in order to be very high level and able to afford every magical item and then only begin the quests as Saros Shadow Follower did).

I feel closer to SergBlackStrider in his playing style, but it's just a matter of taste, and I repeat, you all are great players.

So, about my run, I play on insane: I always do this and I don't intend to change, even if at low level it's very hard, and some mods (very few) change their content depending on the difficulty chosen. The only moment I drop the difficulty to easy is when the protagonist level up (because he needs full HP to survive, more than the NPC), then back to insane.
I will play as RP as possible, that means sleeping in an inn when possible, or in a cave, or a quiet corner when no inn nearby, sleeping when night falls (not when you need to refill your spells) and around 22h00, giving money to a temple when you enter it (5 gold pieces, not much but it's the cost of a good room in an inn, and with all those gods that NPC trust in, you have to do it), ...
Later I will post my weidu.log, but first you have to validate my character, because I can not say it's a legal character...

I rolled a fantastic 93 for my half-elf true neutral cleric-mage, distributed like this:

Haplo:

  • STR: 12
  • DEX: 17
  • CON: 14
  • WIS: 18
  • INT: 14
  • CHA: 18
For the moment, I have to wait before I can post images, but when ready, I will edit it.
I chosed a cleric-mage because Gorion is a mage (with also at least one cure spell so probably he is also a low-level cleric too), and candlekeep  contains an extensive library, a temple and an infirmary (everything thing a cleric-mage should appreciate)
I maximized the charisma because I think that the Bhaalspawn is the natural leader of the group, and in order to keep other NPC lawful to him, need to have at least 15 in CHA.
I know 14 INT is not very good for a mage (especially with ItemRevision installed, with no genius potion available), but the main character was not very curious about his origins, and he does not control the power growing inside him.
Then I saved the character and edited with Shadow Keeper in order to change two things.
  • first I removed some known spells (with BGT, you choose 7 known spells for the level 1 mage, but I though it was 3, thus I just kept "Identify", "Blind" and "Sleep").
NB: Now that I dualled Imoen, I think it was again a mistake and I should have kept only 2 (but I don't used "sleep" for the moment, so if you want, I can also erase it).
  • and second, I changed the character from cleric-mage to cleric-wild mage (I added the kit, like I said, he does not control the power growing inside him).
NB: This affects mage spells of course, but also cleric spells and innate abilities.
Because of this second change (adding wild mage kit to my cleric-mage), the character is not legal, so maybe you won't want him to enter the challenge ?!
(a challenge that I'm sure he will fail, maybe not in BG1 now that he's level 3-3, but sure in BG2, with all the difficult mods installed).
Haplo74
PS: sorry for mistakes I can do but english language is not my native language Posted Image .

Modifié par Haplo_74, 14 mai 2013 - 08:37 .


#8004
Easymask

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Aye, Durlag's Tower would be correct. I'm not too familiar with the TotSC areas. Next time I will be sure to be properly prepared.

And Blind, the journal belonged to Ajantis.

#8005
Gate70

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Welcome Haplo_74. Edit, & cleric/wild mage could be interesting (surge on heal) so I'd be happy to see progress.

Modifié par Gate70, 14 mai 2013 - 10:11 .


#8006
Grimwald the Wise

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Just rolled up a Dwarven Fighter/Cleric called Spike the Tyke, an apt name as I am a Tyke (Yorkshireman for those not in the know). Exceedingly good stats, particularly as it includes an18/99 for strength. :)

As you will probably know from the image, the set-up is vanilla but has DSoSC installed as well. I'm hoping to do more of the optional parts of the game this time.

Posted Image

Spike used sanctuary to beat Tarnesh and went north where he helped the evil child priestess against the evil fishermen. They were all killed. :( To his great delight, Spike found a +1 flail on the body of Sonner. :)

Heading southwards he bumped into a Flaming Fist mercenary who would not believe that he wasn't a bandit. As a result he ended up dead and Spike ended up  some decent armour as well as a nice belt that he picked up off the body of a dead ogre. :)

Modifié par Grimwald the Wise, 14 mai 2013 - 10:52 .


#8007
The Fred

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Haplo_74 wrote...

Even if I don't always like the way you are playing, it's still incredible.

Eh, playstyles. I don't like cheese and the like myself, though I feel soloing brings its own challenges, especially if you maintain the level cap (admittedly, levelling up solo then getting party members is a bit of an abuse, but if you want to go realistic we should be playing "Bhaalspawn" style, where the party members are at fixed, but higher, levels). And for me, some of those things are no worse than getting full HP when levelling up. ^_^

That said - if you do it, more power to you! Certainly with things like SCS, a lot of the abuses are ironed out, and so long as you avoid the truly cheesy, I'd say it's OK, but the more realistic you can play it, the better I guess.

Haplo_74 wrote...

Because of this second change (adding wild mage kit to my cleric-mage), the character is not legal, so maybe you won't want him to enter the challenge ?!

Technically, yes, this is illegal but I have done the same with Khalid and Jaheira in my game; I reasoned that it's far less than what many mods will add, and the kits are theoretically balanced against each other anyway (like, you will have to deal with Wild Surges).

#8008
Grond0

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Welcome Haplo_74.  It was interesting to see the list of things you don't like.  My own view of what is realistic behaviour would be somewhat different from yours, for instance:
- I can't imagine too many adventurers wanting to let a lich talk just to make an encounter a 'fair' fight.
- similarly if you can attack the opposition from the shadows without them responding that would surely be normal behaviour for an adventurer (just like using missile weapons or spells against enemies with only melee attacks).
- I know lots of people don't like running away to avoid spells, but personally I think that is far more realistic behaviour than something like using a potion to protect against a spell being cast.

As you say everyone has their own point of view about what is a reasonable way to play the game and I would just suggest you play it however you like - whether that's role-playing, beating the game or experimenting with different ways to play.  If you enjoy playing it I'm sure we'll enjoy hearing about itPosted Image.

#8009
The Fred

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I think attacking someone you know to be an enemy from the shadows is fine. For example, scouting with an invisible character and having the rest attack from off-screen. That's just smart. Attacking someone you only know is a foe because of metagaming is different. But then, even e.g. buffing before going into inns would be considered metagaming (though inns are very dangerous places).


Anyway, Ariadne has done the spider area; not much to report, only that copious summoned creatures made it rather easier than expected. Ariadne's immunity to poison did help, but she still took some Ettercap damage. An interesting spin I wasn't expecting - I think one of the "rain of tears" mods showed up, offering an alternative ending to the Centeol business thanks to Xan. The spiders were still a nuisance, but Stinking Cloud, Glitterdust and a hastily-erected wall of summoned creatures kept them from the party. Ariadne is still not sure exactly what was going on, but now she has a new big sword to smash things with (two-handing means a worse AC, but it's worth it for Freedom of Movement).

#8010
Haplo_74

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Hello Grond0,

Maybe I have to be more explicit, because I think you misunderstand me.

If I see a lich, I will of course try to kill it (especially as a priest), even from far away.
Same when I see a group of hobgobelins or spiders while scouting. These creatures are evil or dangerous for commoners, so I don't give them a chance to live (I will try web or entangle or something from the shadows, and then shoot them to death).

But if I see a suspicious guy in front of an inn (who said Tarnesh ?), why should I backstab him with my thief ? It's maybe just a guy with a dirty face, no ?
Same with Mulahey or Tranzig or the like. In theory, I should ask them information before killing them.

An other example: In Athkatla, in the sewers, there's a group of adventurers. You don't know why they are here and they don't threat you before they talk. So I don't want to web/entangle/cloudkill them before they talk to me. Otherwise, I should also web/entangle/cloudkill a man in heavy armor with many scars nearby. Oops, it's Keldorn the paladin :)

Edit:
Same as TheFred.
If you see someone strange, you can prepar for a fight that will maybe never come (miror image and so on), but I don't want to kill the guy without being sure (red circle). 
End of edit

For the spells, I have mixed feelings because I think you can't avoid let's say a fire ball or a death spell just because you cross a door, but also switching items or using specific potions just in time to counter the spell immediately casted is not realistic either in the heat of the fight. I still prefer the second choice, but as I said, it's a matter of taste.

Well, it's just personnal restrictions that I like to use.

Have fun with your swashbuckler.

Modifié par Haplo_74, 14 mai 2013 - 03:24 .


#8011
Blind_Visionary

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Welcome to the party Haplo! I hope you're right about the survivability of your character in BG1... So far I've found that reaching level 3 doesn't help that much. And being a wild mage makes things much more difficult, I gather. May all of your surges be good ones. Looking forward to hearing more about your run! I hope you kill Sarevok with a falling cow...

And Grimwald! I hope that Spike the Tyke can overcome his abysmal charisma... I wonder how he must feel to be so strong and smart and wise, yet have no one able to appreciate his greatness due to an utter lack of charm? Good luck with your run!

#8012
corey_russell

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@Haplo_74: Welcome! Good luck with your entrant. Many challengers play with mods, so your cleric/wild mage would just be considered a mod. The challenge no longer mentions illegal classes as part of the rules, and hasn't for some time. As Grond0 said, the key is that you enjoy playing - if that's so, we will likely enjoy reading about it.
@Blind_Visionary: I just noticed that your Journal title is "Killian the Arcane" - all this time I thought it was saying "Killing the Arcane", as if your character specializes in killing all mages it encounters.

Corey_Russell/Dogdancing Multi-Player No Reload - Attempt #5, Update 7
Coretrue, Level 7 Paladin, 77 HP, controlled by CR
Wewa, Level 8 Thief, 38 HP, controlled by Dog

The duo continues to make progress. It was time to get the main quest going. So the duo prepped by getting 10 elixars of health and giving 5 to each character, this helps in case we get ambushed. Coretrue also purchases a protection from poison scroll from Thalantyr, which he intends to use in the 2nd dangerous area in the Cloakwood.

Oddly, despite moving to two Cloakwood areas and returning the duo never got ambushed - the Cloakwood creatures are scared? The first area was cleared rather easily - our sleep wand poofed here, but it has done its job, enemies that can be affected by the sleep wand are no longer a threat to the duo anyways. We sided against Aldeth, both because it's safer and also we just don't need his quest in the City of Baldur's Gate.

The 2nd area, Coretrue rested then used his protection from poison scroll. Thanks to a suprising bug, the duo has two rings of free action, so the web traps are a non-issue, other than they can create lag for Wewa (we play over a LAN). The enemies on the surface was no problem, but Centeol was another matter.

Coretrue buffed with Protection from evil (both party members), heroism, hill giant strength and he goes in first. The battle was a mess. Coretrue took a few big hits but healed, but worse, a sword spider attacked Wewa and got a critical for 20 damage! (Wewa only has 35 HP). Wewa tried to run for the entrance, but there are strange pathing issues in there as you can't just walk straight there for some reason - Coretrue had reserved a lay on hands for just this situation, he put that on Wewa, Wewa used a blue potion and Coretrue attacked Wewa's Sword Spider - she made it out! Note that since we are playing Vanilla, they can't follow Wewa. Wewa healed outside while Coretrue kept up the pressure. Wewa tried to help once more, but was forced to retreat again. She just waited while Coretrue finished the job himself. Spider's Bane was collected and Chelak returned to his brother.

After clearing the area, Dogdancing was real tired. So we identified, sold at High Hedge, banked, rested and healed at the FAI and will brave the 3rd area of the Cloakwood next session.

Modifié par corey_russell, 14 mai 2013 - 03:54 .


#8013
Grond0

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Haplo_74 wrote...
Hello Grond0,

Maybe I have to be more explicit, because I think you misunderstand me.

If I see a lich, I will of course try to kill it (especially as a priest), even from far away.

I probably wasn't making my point clear.  All 4 of the liches in Athkatla are coded as neutral when you first meet them, though they will go hostile once they've had their dialogue - so if you never attack neutral creatures you wouldn't attack those liches until they attack you.  If you attack them anyway you're presuming that your character can make the distinction between one neutral creature and another. 

If that's the case then why should they not have other knowledge?  For instance, the party in the sewers has probably been there some time and you're likely to have heard gossip in the taverns about them.  As a result your character may well have decided to get your retaliation in first.  In the case of Keldorn the temple of course provided his description when telling you to watch out for him and therefore you wouldn't attack him.

So the point is that saying how a character would really react is not necessarily simple to decide.  That of course means you can rationalise a wide range of actions, i.e. you can do what you wantPosted Image.

#8014
Haplo_74

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OK, so first my weidu.log (in french)

Globaly, I installed
*  BGT
*  some quest mods for both BG1 and BG2 (but not very big mods such as TDD or DSotSC ...)
* AI improvements (SCS, SCSii, some parts of BP, BGSpawn)
* creature improvements (SCSii, Atweaks)
* rebalancing spells, items, kits (Spell Revision, Item Revision, Rogue Rebalancing, Refinements)
* and finaly a personnalized script that remove all additionnal items from SoBH (too much items too early) and that balanced creatures of same types (for example I had skeleton warriors for 4000 or 1975 XP, so I give all of them 4000, I had glabrezus with atweaks abilities and some without, some with 70HP others with 160HP ... I put everything to the max)

Edit:

Oh I forgot to mention that I personnalised XP for locks, traps and spells.
For spells, this is 100XP per spell level, so it's balanced in both BG1 and BG2 (and with item revision, no genius potion for both breaking spell memorization limit and obtain 100% success so I failed often).
For locks / traps it is 20 / 50 when thief level 1-3, 50 / 100 when thief level 4-5, 100 / 200 when thief level 6-9, 200 / 400 when thief level 10+, so it is balanced also in BG1 and BG2 I think)

End of edit

// 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]
~CORRECFRBG2/CORRECFRBG2.TP2~ #0 #0 // Correction des fautes mineures pour Baldur's Gate II - Shadows of Amn: 1.2 (2012-11-14)
~CORRECFRBG2/CORRECFRBG2.TP2~ #0 #1 // Correction des fautes mineures pour Baldur's Gate II - Throne of Bhaal: 1.2 (2012-11-14)
~TOBEX/TOBEX.TP2~ #2 #100 // TobEx - Base: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #102 // Reveiller en cas de degats: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #103 // Cecite telle que dans la description du sort: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #105 // Pas d'interruption de sort pour zero degat: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #109 // Desactiver le surcroit d'experience: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #111 // Desactiver le silence en cas de Charme: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #113 // Rester cache en cas de succes du vol a la tire [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #114 // Une attaque lors du repos fait avancer le temps: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #115 // Sous-titres des dialogues de salutation: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #116 // Activer les sons d'attaque des animations: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #117 // Quatre emplacements d'arme dans l'inventaire pour tous: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #120 // Faire tomber l'inventaire au sol en cas de desintegration: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #121 // Faire tomber l'inventaire au sol en cas de mort due au froid: Beta 0025
~TOBEX/TOBEX.TP2~ #2 #122 // Faire tomber l'inventaire au sol en cas de petrification: Beta 0025
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #0 // BG2 Fixpack - Correctifs principaux: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #100 // Gain d'experience si on envoie Keldorn se reconcilier avec Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #102 // Forger un objet par Cromwell prend reellement un jour: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #104 // Correction des symboles divin (par Ghreyfain): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #106 // Penalite d'attaque des Geants contre les Petites-personnes, les Nains et les Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #107 // Retire la restriction de jumelage des Archers et des Traqueurs: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #110 // Correctifs additionnels pour les scripts: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #111 // Correction de la chanson du barde: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #112 // Les tueurs de magiciens provoquent un fourvoiement magique sur les attaques a distance: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #113 // Correctifs additionnels pour les alignements: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #114 // "Action libre" protege aussi contre l'etourdissement: v10
~SETUP-BGT.TP2~ #3 #0 // Baldur's Gate Trilogy - Composant principal: 1.15 (11 Jun 12)
~SETUP-BGT-NPCSOUND.TP2~ #0 #0 // Baldurs Gate Trilogie NPC Sound
~TXTMUSIC/TXTMUSIC.TP2~ #2 #0 // Musique retablie sur les ecrans textes pour BG1TuTu, EasyTutu et BGT-WeiDU: 8 (10 Jan 12)
~SETUP-BONEHILLV275.TP2~ #5 #0 // Secret of BoneHill (necessite BGT ou Tutu): v2.75b
~BGQE/SETUP-BGQE.TP2~ #3 #0 // Mod Baldur's Gate Mini-Quests and Encounters: 6
~SETUP-TGC1E.TP2~ #6 #0 // Le Clan Gris Episode Un : A la Lumière d'une Bougie, BGT-WeiDU edition v1.8 -> Edition normale
~BG1NPC.TP2~ #2 #0 // BG1 NPC Project : modifications necessaires: v20
~BG1NPC.TP2~ #2 #1 // BG1 NPC Project : bavardages, quetes et interjections: v20
~BG1NPC.TP2~ #2 #2 // BG1 NPC Project : donner a Edwin son portrait de BG2: v20
~BG1NPC.TP2~ #2 #3 // BG1 NPC Project : donner a Imoen son portrait de BG2: v20
~BG1NPC.TP2~ #2 #4 // BG1 NPC Project : donner a Jaheira son portrait de BG2: v20
~BG1NPC.TP2~ #2 #5 // BG1 NPC Project : donner a Minsc son portrait de BG2: v20
~BG1NPC.TP2~ #2 #6 // BG1 NPC Project : donner a Viconia son portrait de BG2: v20
~BG1NPC.TP2~ #2 #8 // BG1 NPC Project : ajouter des portraits de PNJs non-recrutables pour les dialogues et les quetes: v20
~BG1NPC.TP2~ #2 #9 // BG1 NPC Project : romance d'Ajantis, elements de base (contenu adolescent): v20
~BG1NPC.TP2~ #2 #10 // BG1 NPC Project : romance de Branwen, elements de base (contenu adolescent): v20
~BG1NPC.TP2~ #2 #11 // BG1 NPC Project : romance de Coran, elements de base (contenu adulte): v20
~BG1NPC.TP2~ #2 #12 // BG1 NPC Project : romance de Dynaheir, elements de base (contenu adolescent): v20
~BG1NPC.TP2~ #2 #13 // BG1 NPC Project : relation avec Shar-Teel, elements de base (contenu adulte): v20
~BG1NPC.TP2~ #2 #14 // BG1 NPC Project : romance de Xan, elements de base (contenu adolescent): v20
~BG1NPC.TP2~ #2 #15 // BG1 NPC Project : conflits de romance pour personnage feminin, Ajantis - Xan - Coran: v20
~BG1NPC.TP2~ #2 #27 // BG1 NPC Project : ajustement de reputation grace a des bardes: v20
~BG1NPC.TP2~ #2 #28 // BG1 NPC Project : zones de Bois-Manteau accessibles au chapitre 1 -> Rendre accessible le Pavillon de Bois-Manteau (premiere zone de Bois-Manteau uniquement): v20
~BG1NPC.TP2~ #2 #30 // BG1 NPC Project : ajustements du journal de Sarevok -> Journal de Sarevok enrichi par SixofSpades: v20
~BG1NPC.TP2~ #2 #200 // BG1 NPC Project : dialogues inities par le joueur: v20
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~BG1UB/SETUP-BG1UB.TP2~ #3 #0 // Restitution du deuxieme niveau de l'Ile de Glace: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #1 // La fiole mysterieuse: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #2 // Rencontre supplementaire avec Elminster: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #3 // Angelo remarque Shar-Teel: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #8 // Safana la flirteuse: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #9 // Recompense appropriee pour Albert et Rufie: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #10 // Placer Entar Ecudargent dans sa demeure: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #11 // Scar et la fille des Sashenstar: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #13 // Shilo Chen et les Ogres-mages: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #15 // Renforts de mercenaires du Poing Enflamme: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #16 // Corrections de creatures: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #17 // Restitutions de creatures: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #18 // Restitutions de noms de creatures: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #19 // Restitutions mineures de dialogues: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #20 // Restitutions audio: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #21 // Reparations et restitutions de magasins, tavernes et auberges: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #22 // Corrections et restitutions d'objets: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #23 // Corrections et restitutions de lieux: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #24 // Cadavres permanents: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #25 // Immunite raciale des Elfes au charme et au sommeil: v12
~BG1UB/SETUP-BG1UB.TP2~ #3 #26 // Corrections de la liste de musiques pour La Saga Originale: v12
~SETUP-BGSPAWN.TP2~ #3 #0 // Systeme BGSpawn base sur le niveau et le nombre de membres du groupe (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12
~SETUP-BGSPAWN.TP2~ #3 #1 // Choisissez l'intervalle entre les apparitions de creatures: 1.12
~SETUP-BGSPAWN.TP2~ #3 #2 // Seigneur Loup Vampirique (inspire par le Loup d'Ulcaster de DavidW) REMARQUE : ceci modifie certains Loups vampiriques dans le jeu. Le systeme BGSpawn s'en sert: 1.12
~SETUP-BGSPAWN.TP2~ #3 #3 // Rencontres aleatoires de BGSpawn entre les zones (REMARQUE : necessite Baldur's Gate Trilogy - WeiDU): 1.12
~ITEM_REV/ITEM_REV.TP2~ #1 #0 // Item Revisions par Demivrgvs: V3 Beta 1.13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #0 // Spell Revisions: v3.1 (Hotfix 01)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #10 // Animations des Devas et Planetaires: v3.1 (Hotfix 01)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #20 // Correction d'Image Miroir: v3.1 (Hotfix 01)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #30 // Correction de la Dissipation de la Magie: v3.1 (Hotfix 01)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #40 // Correction du Sommeil: v3.1 (Hotfix 01)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #50 // Suppression des sorts non disponibles des ecrans de selection des sorts: v3.1 (Hotfix 01)
~SETUP-SCS.TP2~ #4 #10 // Initialisation du mod (requis par presque tous les autres composants): v21
~SETUP-SCS.TP2~ #4 #1000 // Permet au sort Protection contre les projectiles normaux de bloquer les projectiles magiques -> Aucun projectile magique ne penetre une protection contre les projectiles normaux.: v21
~SETUP-SCS.TP2~ #4 #1010 // Sort de Breche plus consistant (ne surpasse pas Renvoi de Sorts): v21
~SETUP-SCS.TP2~ #4 #1019 // Attaques anti-magiques penetrent les invisibilites majeures -> Les sorts d'antimagie ne ciblent toujours qu'une seule creature, mais affectent la cible qu'elle soit visible ou non (option par defaut): v21
~SETUP-SCS.TP2~ #4 #1040 // Reduire la puissance de la dissipation de la magie des inquisiteurs -> Dissipation des inquisiteurs a 1,5 fois leur niveau (pas deux fois leur niveau): v21
~SETUP-SCS.TP2~ #4 #1055 // Affaiblir legerement les sorts de fleaux d'insectes, et laisser les boucliers de feu les bloquer: v21
~SETUP-SCS.TP2~ #4 #1070 // Rendre possible l'apprentissage des sequenceurs de sorts, declencheurs de sorts et contingences par tous les mages: v21
~SETUP-SCS.TP2~ #4 #2000 // Rend les fleches elementaires (feu, glace...) plus semblables a leurs equivalentes dans BG2: v21
~SETUP-SCS.TP2~ #4 #2010 // Remplace de nombreuses armes magiques par des armes de maitre -> Les armes de maitre sont affectees par la crise du fer: v21
~SETUP-SCS.TP2~ #4 #2020 // Reintroduction des potions de soins majeurs: v21
~SETUP-SCS.TP2~ #4 #2030 // Retirer les Fleches de dissipation des magasins de BG1: v21
~SETUP-SCS.TP2~ #4 #3001 // Standardisation des sorts : BG1 vs BG2 -> Introduction des parchemins de sorts de BG2 dans BG1: v21
~SETUP-SCS.TP2~ #4 #3010 // Ours plus rapides: v21
~SETUP-SCS.TP2~ #4 #3050 // Meilleure gestion des PNJ: v21
~SETUP-SCS.TP2~ #4 #3090 // Empecher les membres du groupe de mourir de maniere irreversible: v21
~SETUP-SCS.TP2~ #4 #3101 // Reduit la vitesse a laquelle la reputation augmente -> La reputation augmente au 1/2 de sa vitesse normale: v21
~SETUP-SCS.TP2~ #4 #4020 // Carapaces d'ankhegs, peaux de loup des glaces et tetes de wivernes empilables: v21
~SETUP-SCS.TP2~ #4 #4050 // IA du joueur plus simple: v21
~SETUP-SCS.TP2~ #4 #5000 // IA generale plus efficace: v21
~SETUP-SCS.TP2~ #4 #5010 // Meilleurs appels a l'aide: v21
~SETUP-SCS.TP2~ #4 #5015 // Choix plus judicieux des competences martiales et des kits pour les combattants (corrige egalement quelques erreurs dans les caracteristiques des guerriers): v21
~SETUP-SCS.TP2~ #4 #5022 // Potions pour PNJ -> La moitie des potions laissees tombees par les ennemis tues se brisent et sont perdues: v21
~SETUP-SCS.TP2~ #4 #5033 // Mages plus intelligents -> Les mages utilisent des sorts de BG1 et BG2 ; les mages se preparent: v21
~SETUP-SCS.TP2~ #4 #5043 // Pretres plus intelligents -> Les pretres utilisent des sorts de BG1 et BG2 ; les pretres se preparent: v21
~SETUP-SCS.TP2~ #4 #5050 // Deploiement plus intelligent: v21
~SETUP-SCS.TP2~ #4 #5070 // Sirenes et dryades plus intelligentes: v21
~SETUP-SCS.TP2~ #4 #5080 // Vers charognards legerement plus coriaces: v21
~SETUP-SCS.TP2~ #4 #5090 // Basilics plus intelligents: v21
~SETUP-SCS.TP2~ #4 #6000 // Dopplegangers ameliores: v21
~SETUP-SCS.TP2~ #4 #6005 // Araignees geantes et de phase plus coriaces: v21
~SETUP-SCS.TP2~ #4 #6010 // Gardes des Griffes Noires et du Trone de Fer plus coriaces: v21
~SETUP-SCS.TP2~ #4 #6020 // Deploiements des groupes d'assassins ameliores: v21
~SETUP-SCS.TP2~ #4 #6030 // Amelioration des kobolds basee sur Dark Side of the Sword Coast: v21
~SETUP-SCS.TP2~ #4 #6040 // Chasseurs de primes deplaces: v21
~SETUP-SCS.TP2~ #4 #6050 // Ulcaster ameliore: v21
~SETUP-SCS.TP2~ #4 #6060 // Ile de Balduran amelioree: v21
~SETUP-SCS.TP2~ #4 #6070 // Tour de Durlag amelioree: v21
~SETUP-SCS.TP2~ #4 #6080 // Fanatiques du culte du demon ameliores: v21
~SETUP-SCS.TP2~ #4 #6090 // Druides de Bois-Manteau ameliores: v21
~SETUP-SCS.TP2~ #4 #6100 // Bassilus ameliore: v21
~SETUP-SCS.TP2~ #4 #6110 // Groupe de Drasus ameliore: v21
~SETUP-SCS.TP2~ #4 #6120 // Mages Rouges ameliores: v21
~SETUP-SCS.TP2~ #4 #6130 // Groupe d'Ombre-ville ameliore: v21
~SETUP-SCS.TP2~ #4 #6140 // Rencontres mineures ameliorees: v21
~SETUP-SCS.TP2~ #4 #6150 // Combat de fin du chapitre deux plus difficile: v21
~SETUP-SCS.TP2~ #4 #6160 // Combat de fin du chapitre trois plus difficile: v21
~SETUP-SCS.TP2~ #4 #6170 // Combat de fin du chapitre quatre plus difficile: v21
~SETUP-SCS.TP2~ #4 #6180 // Combat de fin du chapitre cinq plus difficile: v21
~SETUP-SCS.TP2~ #4 #6190 // Combat de fin du chapitre six plus difficile: v21
~SETUP-SCS.TP2~ #4 #6200 // Combat final ameliore: v21
~SETUP-AZENMOD.TP2~ #1 #1 // Crypte de Franc-Marche amelioree: v5
~TOD/SETUP-TOD.TP2~ #6 #0 // Mod Tower of Deception (necessite Throne Of Bhaal): v3.3.1 BWP Fix
~TOD/SETUP-TOD.TP2~ #6 #1 // Gardien ameliore de l'Eclat Astral: v3.3.1 BWP Fix
~TOD/SETUP-TOD.TP2~ #6 #2 // Rencontre avec Ustrain: v3.3.1 BWP Fix
~TOTDG/SETUP-TOTDG.TP2~ #2 #0 // Couleurs de l'Infini : Contes des Jardins Profonds
~TOTDG/SETUP-TOTDG.TP2~ #2 #1 // Reactions des PNJ (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
~TOTDG/SETUP-TOTDG.TP2~ #2 #2 // Ajouter les Jardins Profonds a la Carte du Monde ; composant suggere. Si ce composant ne peut etre installe pour des raisons d'incompatibilite, le passer.
~INNERSHADE/SETUP-INNERSHADE.TP2~ #1 #0 // Couleurs de l'Infini : Innershade
~INNERSHADE/SETUP-INNERSHADE.TP2~ #1 #2 // Dialogues pour les PNJs originaux de Bioware
~INNERSHADE/SETUP-INNERSHADE.TP2~ #1 #6 // Ajouter Innershade a la Carte du Monde (Vous *devez* choisir l'un de ces composants, sinon le mod ne fonctionnera pas comme il devrait.) -> Oui (BP-BGT-Worldmap)
~WHITEQUEEN/WHITEQUEEN.TP2~ #2 #0 // Les couleurs de l'infini - la Reine Blanche
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #1 #0 // Eilistraee's Song
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #1 #2 // Ajout a la Carte du Monde -> Ajouter la Clairiere d'Eilistraee a la carte du monde de BP-BGT
~SETUP-BANTERPACK.TP2~ #3 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v12 BWP Viconia BGT Fix
~SETUP-BANTERPACK.TP2~ #3 #2 // Pack de Dialogues du Pocket Plane Group pour BG2 : ToB: v12 BWP Viconia BGT Fix
~JANQUEST/SETUP-JANQUEST.TP2~ #0 #0 // Extension de la quete de Jan
~THOGHMA/SETUP-THOGHMA.TP2~ #0 #0 // Quete au service d'Oghma: v1.6
~SETUP-UB.TP2~ #1 #3 // "Le chat et la souris" (Bodhi vous pourchasse a Spellhold) par Ghreyfain: v19 BWP Fix
~SETUP-UB.TP2~ #1 #9 // "Creations de Xzar" corrigees: v19 BWP Fix
~SETUP-UB.TP2~ #1 #19 // Pouvoirs de Bhaal restaures, par David Gaider: v19 BWP Fix
~RES_FIXER/SETUP-RES_FIXER.TP2~ #0 #0 // Resource Fixer: v1
~SETUP-BPV180.TP2~ #2 #1 // Amelioration de Suldanessalar: v180 c
~SETUP-BPV180.TP2~ #2 #4 // Amelioration de la Passe du Petit Croc, par Kensai Ryu: v180 c
~SETUP-BPV180.TP2~ #2 #5 // Amelioration de la Rencontre avec Kangaxx, par Kensai Ryu: v180 c
~SETUP-BPV180.TP2~ #2 #6 // Amelioration du Roi de la crypte, par Kensai Ryu: v180 c
~SETUP-BPV180.TP2~ #2 #7 // Le Gnome Guerrier/Illusioniste des Quais, de Kensai Ryu: v180 c
~SETUP-BPV180.TP2~ #2 #8 // Amelioration des Rencontres Aleatoires, par Gebhard Blucher et Kensai Ryu: v180 c
~SETUP-BPV180.TP2~ #2 #9 // La Liche sur les Quais, de Gebhard Blucher: v180 c
~SETUP-BPV180.TP2~ #2 #10 // L'insigne rouge, une Rencontre Basee sur le Poison, par Westley Weimer: v180 c
~SETUP-BPV180.TP2~ #2 #11 // Kuroisan le kensai acide, par Westley Weimer: v180 c
~SETUP-BPV180.TP2~ #2 #12 // Le Rituel, par Westley Weimer: v180 c
~SETUP-BPV180.TP2~ #2 #13 // Amelioration du Village Xvart, pour BGT-weidu: v180 c
~SETUP-BPV180.TP2~ #2 #14 // Regles de jeu etendues au niveau 50 (Code par King Diamond): v180 c
~SETUP-BPV180.TP2~ #2 #15 // Ascension pour BP: v180 c
~SETUP-TACTICS.TP2~ #3 #3 // Amelioration de la Cite Sahuagin: v25; Lol's Update to v26
~SETUP-TACTICS.TP2~ #3 #27 // Kit Anti-Paladin: v25; Lol's Update to v26
~SETUP-TACTICS.TP2~ #3 #30 // Amelioration de l Oasis, par SimDing0: v25; Lol's Update to v26
~SPELL_REV/SETUP-SPELL_REV.TP2~ #3 #60 // Mise a jour du Livre de sorts des PNJs recrutables: v3.1 (Hotfix 01)
~RR/SETUP-RR.TP2~ #1 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.61
~RR/SETUP-RR.TP2~ #1 #1 // Thief kit revisions: v4.61
~RR/SETUP-RR.TP2~ #1 #3 // Proper racial adjustments for thieving skills: v4.61
~RR/SETUP-RR.TP2~ #1 #4 // Bard kit revisions: v4.61
~RR/SETUP-RR.TP2~ #1 #6 // Proper spell progression for Bards: v4.61
~RR/SETUP-RR.TP2~ #1 #7 // Additional equipment for Thieves and Bards: v4.61
~RR/SETUP-RR.TP2~ #1 #11 // Chosen of Cyric encounter: v4.61
~SETUP-REFINEMENTS.TP2~ #1 #10 // Capacites de haut niveau modifiees: Refinements v 3.30
~SETUP-REFINEMENTS.TP2~ #1 #30 // Correction des bugs sur les metamorphoses -> Heal on shifting back to human (Default): Refinements v 3.30
~SETUP-SOLAUFEIN.TP2~ #3 #0 // Romance de Solaufein pour Baldur s Gate II (SoA & ToB)
~RR/SETUP-RR.TP2~ #1 #2 // Thief High Level Ability revisions: v4.61
~RR/SETUP-RR.TP2~ #1 #5 // Bard High Level Ability revisions: v4.61
~SCSII/SETUP-SCSII.TP2~ #4 #1000 // Initialisation du mod (tous les autres composants requierent celui-ci): v21
~SCSII/SETUP-SCSII.TP2~ #4 #2050 // Rendre individuelles les versions d'Immunite contre les Sorts, afin que les joueurs puissent les utiliser dans une Contingence, etc.: v21
~SCSII/SETUP-SCSII.TP2~ #4 #2160 // Ajoute une copie supplementaire de parchemins de sorts difficiles a trouver: v21
~SCSII/SETUP-SCSII.TP2~ #4 #2170 // Vision veritable protege de la cecite magique: v21
~SCSII/SETUP-SCSII.TP2~ #4 #2180 // Empecher les simulacres et les images projetees  d'utiliser des objets magiques: v21
~SCSII/SETUP-SCSII.TP2~ #4 #3060 // Retirer les fleches de dissipation de la magie  des magasins: v21
~SCSII/SETUP-SCSII.TP2~ #4 #3540 // Donner aux créatures de grande taille, volantes,  non materielles ou assimilees l'immunite aux toiles d'araignee et aux  enchevetrements: v21
~SCSII/SETUP-SCSII.TP2~ #4 #4010 // Rendre les parchemins de liberte accessibles plus tot: v21
~SCSII/SETUP-SCSII.TP2~ #4 #4030 // Recuperer les objets laches en enfer: v21
~SCSII/SETUP-SCSII.TP2~ #4 #4100 // Traiter les Capacites de haut niveau des mages et des pretres comme des capacites innees plutot que comme des sorts memorisables (chacun ne pouvant etre choisis qu'une seule fois): v21
~SCSII/SETUP-SCSII.TP2~ #4 #6000 // IA generale plus efficace: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6010 // Meilleurs appels a l'aide: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6022 // Potions pour PNJ -> La moitie des potions laissees tombees par les ennemis tues se brisent et sont perdues: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6035 // Golems ameliores: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6040 // Donner plus de consistance aux demons en augmentant leurs points de vie (ce composant n'a aucun effet a moins que Demons ameliores ne soit installe): v21
~SCSII/SETUP-SCSII.TP2~ #4 #6050 // Demons ameliores -> Les demons ont des sorts innes plus rapides qui ne peuvent etre interrompus: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6060 // Genies plus intelligents -> Les genies ont des sorts innes plus rapides qui ne peuvent etre interrompus: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6070 // Donner aux celestes legerement plus d'endurance: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6080 // Celestes plus intelligents -> Les celestes ont des sorts innes plus rapides qui ne peuvent etre interrompus: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6090 // Donner aux dragons plus de consistance en augmentant leurs points de vie: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6095 // Uniformiser les immunites des dragons : les dragons dans Shadows of Amn obtiennent l'immunite aux attaques vorpales (etc) tout comme leurs cousins de Throne of Bhaal: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6100 // Dragons plus intelligents -> Les dragons ont des sorts innes plus rapides qui ne peuvent etre interrompus: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6108 // Les mages ennemis ainsi que les Orbes anciens utilisent Simulacre et Image projetee (ce composant n'aura pas d'effet tant que vous n'installerez pas Mages plus intelligents ou Orbes anciens plus intelligents): v21
~SCSII/SETUP-SCSII.TP2~ #4 #6110 // Spectateurs plus intelligents -> Donner aux rayons des spectateurs une certaine chance de traverser les protections ; l'antimagie des spectateurs bloque tous les sorts, incluant ceux qui peuvent blesser, pendant un round (simule les regles D&D): v21
~SCSII/SETUP-SCSII.TP2~ #4 #6123 // Flagelleurs mentaux plus intelligents -> Les illithids ont une resistance aux degats amelioree ; les illithids peuvent voir au-dela de l'invisibilite (correspond au mod Tactics): v21
~SCSII/SETUP-SCSII.TP2~ #4 #6130 // Vampires ameliores: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6135 // Githyankis plus intelligents: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6137 // Ajouter les capacites de haut niveau (HLA) aux mages de ToB -> Tous les mages de ToB qui peuvent lancer des sorts de niveau 9 ont des HLA: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6139 // Ajouter les capacites de haut niveau (HLA) aux mages de SoA -> Tous les mages de SoA qui peuvent lancer des sorts de niveau 9 ont des HLA: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6151 // Mages plus intelligents -> Les mages lancent uniquement des sorts de faible duree d'incantation instantanement au debut du combat s'ils sont lances en vue du personnage joueur: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6161 // Ajouter les capacites de haut niveau (HLA) aux pretres de ToB -> Tous les pretres de ToB qui peuvent lancer des sorts de niveau 7 ont des HLA: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6171 // Ajouter les capacites de haut niveau (HLA) aux pretres de SoA -> Tous les pretres de SoA qui peuvent lancer des sorts de niveau 7 ont des HLA: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6181 // Pretres plus intelligents -> Les pretres lancent uniquement des sorts de faible duree d'incantation instantanement au debut du combat s'ils sont lances en vue du personnage joueur: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6230 // Abazigal plus intelligent: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6240 // Gromnir plus intelligent: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6250 // Melissane plus intelligente: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6260 // Donner aux demons les scripts et capacites d'Ascension: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6270 // Donner a Irenicus et a Sendai d'Ascension les versions de SCSII de leurs scripts et capacites: v21
~SCSII/SETUP-SCSII.TP2~ #4 #6900 // Rendre le debut du donjon d'Irenicus legerement plus difficile: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7000 // Seigneur des ombres ameliore: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7010 // Les demi-liches lancent des sortileges: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7020 // Trolls plus resistants: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7033 // Augmenter la difficulte des regroupements de monstres en fonction du niveau -> Difficulte maximale: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7040 // Rencontres aleatoires ameliorees: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7051 // Chateau de'Arnise ameliore (inspire du mod Tactics) -> Trolls fantomes ameliores (comme dans Tactics): v21
~SCSII/SETUP-SCSII.TP2~ #4 #7060 // Faldorn legerement amelioree: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7065 // Oeil aveugle ameliore: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7071 // Bodhi amelioree (inspiree du mod Tactics) -> Version originale de Tactics : Bodhi amelioree, avec les scripts de SCSII: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7076 // Les objets des membres du groupe leur sont enleves a Spellhold -> Mode Difficile: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7078 // Combat contre Irenicus a l'asile ameliore: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7090 // Antre des spectateurs amelioree (adapte du Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #4 #7100 // Empecher de se reposer dans la cite illithid: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7110 // Drows legerement ameliores -> Ameliorer les defenses d'Ust Natha: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7120 // Tour de garde legerement amelioree: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7126 // Combat contre Irenicus en enfer ameliore (inspire du mod Tactics) -> Hybride Tactics-SCSII: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7130 // Temple des geants de feu ameliore: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7140 // Enclave de Sendai amelioree: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7150 // Antre d'Abazigal amelioree: v21
~SCSII/SETUP-SCSII.TP2~ #4 #7160 // Rencontres mineures ameliorees: v21
~SETUP-BPV180.TP2~ #2 #0 // Composant principal du mod Big Picture version 180: v180 c
~SETUP-BPV180.TP2~ #2 #3 // Ajout de la Baguette d Orcus: v180 c
~AURORA/SETUP-AURORA.TP2~ #1 #420 // Tresors aleatoires realistes -> A la fois 1 et 2 (sans perte de tresors): v5
~AURORA/SETUP-AURORA.TP2~ #1 #500 // Version papier des Horreurs casquees et de Bataille: v5
~AURORA/SETUP-AURORA.TP2~ #1 #9000 // Correction des references de zone pour les creatures: v5
~ITEM_REV/ITEM_REV.TP2~ #1 #1020 // Revision des potions: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1 // Armes de maitre: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1030 // Revision des boutiques: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #2 // Autoriser le lancement de sorts en armure -> Avec un risque d'echec au lancement de sorts profanes: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1040 // Encombrement en armure lourde -> Penalites a la vitesse de deplacement, a la dexterite et au facteur de vitesse: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1101 // Autoriser l'usage des competences de voleur en armure -> Furtivite penalisee par les armures et les boucliers: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1050 // Bonus des armures revus: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #10 // Bonus des boucliers revus: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #11 // Le combat a deux armes differe selon le type d'arme, legere ou lourde: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #12 // Les objets de protection peuvent etre portes en meme temps qu'une armure magique: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #13 // Les hallebardes peuvent egalement infliger des degats tranchants: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #16 // Equipement des Druides version papier -> Pour les Druides et les Guerriers/Druides: V3 Beta 1.13
~ITEM_REV/ITEM_REV.TP2~ #1 #1060 // Les Kensai peuvent porter des bracelets: V3 Beta 1.13
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #40 // Peau bleue pour Viconia: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1130 // Reinitialisation de la reputation dans BG2 (BGT uniquement): v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1150 // Reequilibrage du metamorphe: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1161 // Forteresses pour toutes les classes -> Conserver les restrictions des classes: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1180 // Portrait feminin pour Edwina: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2090 // Changer la limite de points d'experience -> Retirer la limite: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2170 // Lancement les sorts depuis les parchemins (et autres objets) au niveau du personnage: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2191 // Limiter la capacite des vendeurs a identifier les objets -> Capacite d'identification basee sur la connaissance du vendeur: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2200 // Grande maitrise pour les multi-classes (Weimer): v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3001 // Plus de points de vie a la montee de niveau -> Style NWN: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3090 // Empilement illimite des gemmes et des bijoux: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3100 // Empilement illimite des potions: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3110 // Empilement illimite des parchemins: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3121 // Patch du bonheur (les PNJs du groupe ne se plaignent pas de la reputation) -> Les PNJs peuvent etre en colere a propos de la reputation mais ne quittent jamais (Salk): v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3123 // Les PNJs du groupe ne se battent pas: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4031 // Caracteristiques coherentes : Edwin -> Valeurs de BG2: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4041 // Caracteristiques coherentes : Jaheira -> Valeurs de BG2: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4061 // Caracteristiques coherentes : Minsc -> Valeurs de BG2: v9.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4071 // Caracteristiques coherentes : Viconia -> Valeurs de BG2: v9.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques et  desincarnes d'etre affectes par les attaques illithids devorant le cerveau: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #104 // Vapeur coloree version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #105 // Porte dimensionnelle version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #120 // Retablir l'immunite naturelle des paladins aux maladies: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #125 // L'Empathie animale des rodeurs s'ameliore avec l'experience: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #130 // Caracteristiques raciales supplementaires pour les nains: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #140 // Caracteristiques raciales supplementaires pour les gnomes: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #153 // Demons de la version papier -> Donner le script d'aTweaks a tous les demons sans alterer les caracteristiques: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #155 // Convocation de demons davantage revisee: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #156 // Portail demoniaque: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #160 // Morts-vivants version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #180 // Mephites version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #185 // Creatures feeriques version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #190 // Elementaires version papier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #191 // Augmenter le nombre de DV des princes elementaires: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #200 // Permettre a Breche de dissiper les effets de Peau de Pierre conferes par des objets: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #201 // Incantation immediate pour les capacites innees du guerrier: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #218 // Recuperer les pouvoirs de Bhaal dans ToB: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #210 // Restaurer la vulnerabilite a la Dissipation de la Magie des Nishruu et Hakeashar: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #213 // Tables des bonus aux jets de sauvegardes etendus pour  les nains, les gnomes et les halfelins: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #217 // Les bardes interrompent leur invisibilite par leur chant -> Tous les bardes interrompent leur invisibilite par leur chant: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #261 // Recompenses en XP alterees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges -> Recompenses en XP abaissees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #270 // Recompenses de quetes impartiales: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #301 // Changer l'apparence de l'armure de Valygar: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #302 // Changer l'apparence de la Robe de Vecna: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #502 // Capacite de stockage des contenants legerement etendue -> Indiquer manuellement la capacite de stockage: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #510 // Services etendus des temples: v4.01
~ATP/ATP.TP2~ #1 #100 // ATP: Script ameliore de combat: v2.0
~ATP/ATP.TP2~ #1 #200 // ATP: Police d'Icewind Dale: v2.0
~ATP/ATP.TP2~ #1 #230 // ATP: Graphisme different pour la bille +1: v2.0
~ATP/ATP.TP2~ #1 #410 // ATP: Sorts rares en vente a la boutique de magie du Megaventure: v2.0
~ATP/ATP.TP2~ #1 #500 // ATP: Ajouter les parchemins de sorts BG1 rares aux boutiques de BG1 (BGT requis): v2.0
~ATP/ATP.TP2~ #1 #510 // ATP: Ajouter les parchemins de sorts BG2 aux boutiques de BG1 (BGT requis): v2.0
~ATP/ATP.TP2~ #1 #520 // ATP: Ajouter les armes rares a la boutique de Taerom (BGT requis): v2.0
~ATP/ATP.TP2~ #1 #540 // ATP: Restaurer la quete de la vache d'Hulrik (BGT requis): v2.0
~SETUP-BP-BGT-WORLDMAP.TP2~ #5 #0 // Carte du monde pour Baldur's Gate - icones de carte en couleurs pour Baldur's Gate incluses: v9.0.1
~SETUP-BP-BGT-WORLDMAP.TP2~ #5 #1 // Carte du monde pour Throne of Bhaal -> Utiliser la nouvelle carte du monde aussi pour Throne of Bhaal: v9.0.1
~INSTALLATIONPERSO/SETUP-INSTALLATIONPERSO.TP2~ #0 #1 // Installation Perso v1.0 -> Installation personnalisée
~SETUP-BGTMUSIC.TP2~ #2 #2 // Baldur's Gate Trilogy - Musique -> Musique integrale de Baldur's Gate/Shadows of Amn/Throne of Bhaal (ATTENTION: modifie BGMain.exe)
~WIDESCREEN/WIDESCREEN.TP2~ #1 #0 // Mod Widescreen -> pour les jeux Infinity Engine originaux (CHOISISSEZ CA !): Mod Widescreen v3.02
~CREFIXER/SETUP-CREFIXER.TP2~ #0 #0 // Creature Slot Fixer: v2
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #1 #0 // Archivage generalise au format bif: v2.2

A brief history of different attempts of Haplo the cleric - wild mage before the current game:

#attempt 1: FAI: killed by Tarnesh after a "power word: sleep" (no save allowed) and then killed by the staff

#attempt 2: coast way : just after Elminster leaves, Montaron began to scout and discovered two bandits. They went immediately to Haplo, ignoring Montaron hidden in shadows, ignoring also Xzar and Imoen and riddled him with arrows (one was enough to kill him)

#attempt 3: Beregost: Silke proved to be too difficult, even blinded.

#attempt 4: Nashkel mines: whiel technically Haplo did not die, Jaheira and Khalid were both frozen by two winter wolves so I decided to start a new game because I was not satisifed with this beginning (and also I'd probably be dead soon after)

#attempt 5: Beregost South road: Imoen scouted a part of the area and noticed nothing. So I clicked on the group to join her, and Haplo was in front, despite the formation where he should be in the center. Two hobgobelin archers were hidden in shadows, so Imoen did not see them, while they did not see her. But they see Haplo coming and again, one arrow was enough to kill him immediately (in insane, no error allowed at early stage)

#attempt 6: Coast way: killed by caravan bandit leader, with one ice arrow, despite she was entangle (that does not prevent range attackers to attack).

#attempt 7: Lion's way: stupidly killed by a bear after problems of pathfinding

#attempt 8: Nashkel mines: Greywolf gulp an oïl of speed and immediately targeted Haplo, who did not finish his "blind" spell

#attempt 9: Coast way: same as 2, when bandits where discovered by Montaron, they went to Haplo directly (despite he was not in the range of vision and put an Arrow in his chest.

#attempt 10: Nashkel: killed by Neira despite she was blinded (an unholy blight decimated the group before)

#attempt 11: Coast way: same as 6: killed by caravan bandit leader, with one ice arrow before I could blind her.

#attempt 12: North Nashkel road: poisonned by a shaman hobgobelin, that killed him immediately.

So, after all these unsuccesfull tries, I decided to:
- avoid spell casters while at level 1 or 2
- scout with a thief or ranger, then go with a fighter if no emmeny noticed, and then only the rest of the group (see attempt 5)
- go to Thalantyr and by a familiar spell ASAP (in my installation, Thalantyr has every spell evel 1-3 and sorcerous sundries has every spell level 1-5 and I think it's not logical to have familiar as a memorized spell when leaving Candlekeep, so I buy it from the mage near Beregost)
- don't use Haplo during fights with ranged attackers at low levels
- don't try to blind/hold someone (casting time = 5) when he can act and kill you faster
- be very, very cautious... 

The "real" adventures of Haplo soon coming...

Haplo74

Modifié par Haplo_74, 14 mai 2013 - 07:03 .


#8015
Blind_Visionary

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Haplo, that's quite the rig you've got set up there. How do you like BGSpawn coupled with SCS? That sounds challenging.

#8016
Blind_Visionary

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corey_russell wrote...
@Blind_Visionary: I just noticed that your Journal title is "Killian the Arcane" - all this time I thought it was saying "Killing the Arcane", as if your character specializes in killing all mages it encounters.


Ha ha...  more like he specializes in almost getting killed by all mages he encounters...  well, that and running away.

"Bravely bold Sir Killian
Rode forth from Candlekeep.
He was not afraid to die,
Oh brave Sir Killian.
He was not at all afraid
To be killed in nasty ways.
Brave, brave, brave, brave Sir Killian.

He was not in the least bit scared
To be mashed into a pulp.
Or to have his eyes gouged out,
And his elbows broken.
To have his kneecaps split
And his body burned away,
And his limbs all hacked and mangled
Brave Sir Killian.

...
"That's enough music for now, lads, there's basilisks and an insane shorty mage about."
...

Brave Sir Killian ran away.
Bravely ran away away.
When danger reared it's ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Killian turned about
And gallantly he chickened out. Bravely taking to his feet,
He beat a very brave retreat.
Bravest of the braaaave, Sir Killian!

... "Did not!  All lies!"

Modifié par Blind_Visionary, 14 mai 2013 - 08:07 .


#8017
The Fred

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Haplo_74 wrote...

But if I see a suspicious guy in front of an inn (who said Tarnesh ?), why should I backstab him with my thief ? It's maybe just a guy with a dirty face, no ?

Statistically speaking, every major settlement on the Sword Coast has an assassin in an inn - the "Friendly" Arm Inn? Yes. Beregost? One in the Red Sheaf, though by virtue of having several inns, it's the only place pre-BG which escapes with any inns which aren't crowded with assassins, though if you count Tranzig that number drops by one more. Nashkel? Yup, you guessed it. Even when you get to BG, there's a sodding Ogre in a bar!

Blind_Visionary wrote...

Haplo, that's quite the rig you've got set up there. How do you like BGSpawn coupled with SCS? That sounds challenging.

Yeah, I forgot how long full WeiDU thingies were, especially on BGT. I thought I had BGSpawn installed myself, but IIRC it's BGT-only; must'a been TuTu Spawn Randomiser I was thinking of.

I realise I never posted my own mod list (not since last time; it hasn't changed, but that was like a year ago...).
In short:
- TuTu stuff, TuTu fixes, Fixpack, etc.
- Hard Times
- Lost Items
- BG Mini-Quests and Encounters
- Grey Clan Episode 1
- Lure of the Sirene's Call
- Secret of Bone Hill
- Iron Modder TuTu edition ("A Rain of Tears" x4)
- BG1 Unfinished Business
- BG1 NPC Project
- Some 1P stuff
- gMinion (seems to do little)
- ADPack (no idea what that is)
- D0Tweaks (Enhanced Goodberries, Improved Backstabbing (?), Summons set off traps)
- Full Plate AND PACKING STEEL! (Including, anyone can backstab)
- SCS (pretty much all of it, can't remember what wasn't included besides wolves)
- ATweaks (various)
- L1 NPCs
- BG2 Tweaks (various)
- Fred's semi-failed walking speeds fix
- EasyTuTu Spawn Randomiser (70%/5 days)
- Item Randomiser (in-game version, inc. Replace Wis Tome, Randomly Don't Randomise, Scrolls, Cursed Items)
- Big World Map mod
- NEW! Generalised Biffing (helps a lot, actually!)

Phew! And that's the short version; I guess some of us get carried away with the mods, huh? B)

Modifié par The Fred, 14 mai 2013 - 08:11 .


#8018
Blind_Visionary

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The Fred wrote...
Phew! And that's the short version; I guess some of us get carried away with the mods, huh? B)


I sympathize... This game is amazingly malleable. How do you like Item Randomizer? I'm using it, but I haven't quite managed to live long enough to really feel its effects. And what do you think about Hard Times? Does it make you spend more time spawn farming, or do you just stick with what you can find rather than what you can buy?

#8019
corey_russell

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@Haplo_74: Sorry to hear of you numerous grisly ends. Just curious, have you ever beat your current BG setup WITH reloads? If you haven't, then your mods/difficulty plus your personal restrictions may be a bit much. But if you are having fun, then by all means continue as you are.

#8020
The Fred

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Hard Times is mainly a nuisance for the super-expensive throwing daggers, though with the extra-breakable items, I've had to replace my two-handed sword once already and it was costly. That and Item Randomiser do make things a bit tougher, as you can't reliably find all of those early-game good magic weapons (like Greywolf's sword).

Generally, I'm enough of a stingebag that I don't tend to buy stuff at all anyway, when I can help it, but with the higher prices, it does make life more awkward until you get magic weapons. Item Randomiser is great for not metagaming, too; I guess it wouldn't take long to figure out which foes get random gear, even if you didn't look (like Mutamin often has something; he had the Wis tome last game, and the Girdle of Bluntness this one) but you never know what. That and the randomised, disguised cursed items makes me a bit paranoid too, though I don't think actual cursed items show up randomly very often.

Certainly, SCS + Hard Times + Item Randomiser does make for a much grittier game.

#8021
Blind_Visionary

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Good on you for taking on a grittier challenge. I think I like the Item Randomiser, but it definitely tempts me into battles I probably should not be taking on (ie SCS-enhanced Mutamin) just to see if there will be any goodies among the loot... I like surprises a bit too much, I guess.

Modifié par Blind_Visionary, 14 mai 2013 - 10:39 .


#8022
Easymask

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We have made our way past brigands

Posted Image

And monsters

Posted Image

And mages

Posted Image

Oh my!

How on earth we survived that last encounter is beyond me. I had SCS installed to increase the challenge, but it does seem like Neera thought she would contribute to the difficulty setting as well.

Suffice to say, the encounter with Silke was *slightly* harder than I could remember. I'm just glad I had a few Wands of Frost at hand..

Posted Image

This party has made solid progress, the reason behind adding Neera to the party was simply due to Xzar getting chunked by Bassilus (Fire Strike + The belt that doubles fire damage taken = poor match for Xzar's amazing HP-capacity). A shame really, as Xzar is easily my favorite evil character in Baldurs Gate.

Posted Image

Even though Montaron, Dorn and Neera have died more often than not - we've completed the Nashkel Mines, killed Droth and emerged victorius in both Neera and Dorn's quests. After Neera summoned the Gate though, I'm quite certain that we will kick her out once Baeloth is available. I am looking forward to gaining that character, seeing as how I have never traveled with him before.

Nice to see so much activity in this thread as well!

Modifié par Easymask, 14 mai 2013 - 11:39 .


#8023
Blind_Visionary

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Easymask wrote...

it does seem like Neera thought she would contribute to the difficulty setting as well.


Wow, I bet the citizens of Beregost won't forget that for a while. A real pit fiend. In the street in front of the Red Sheaf. Nice job living through that!!

#8024
Haplo_74

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Blind_Visionary wrote...

Haplo, that's quite the rig you've got set up there. How do you like BGSpawn coupled with SCS? That sounds challenging.


Oh Yes, I like that. I find it more interesting, when you are level 4-5 party, to meet dangerous monsters instead of wild dogs or gibberlings (even if when they are 80 like when Laurel ask a few help, they are dangerous as well).

What I fear the most at these levels are orc  priets and orc wizards. The priets are at least level 12 (they start with a combo of "blade barrier", "chant", "aid", ...) and they cast lots of "unholy blight", "hold", "poison", "animate dead", ... but orc wizards are worst with a start with "minor globe of invulnerability", "miror image", "stoneskin", and they use the nasty "chaos" spell, a team killer with the -4 save penalty. I hate them. And generally they are not alone, but with simple orcs very dangerous also (they enrage and are very strong, they can kill a character with a single blow in insane), so I never tank them directly.

Lord vampiric wolves are also a pain, but "remove fear" is a must and I have always one (at least) in memory, it helps.

Corey_russell wrote...

@Haplo_74: Sorry to hear of you numerous grisly ends. Just curious, have you ever beat your current BG setup WITH reloads? If you haven't, then your mods/difficulty plus your personal restrictions may be a bit much. But if you are having fun, then by all means continue as you are.


Yes, I finished several times with this setup both BG1 and BG2 (never ToB, I always was borred with something in my installation before and reinstalled from scratch). But it's now very stable (don't even remember last time I have a bug, except sometimes CTD when the anti-virus is updating something while I play).

But it is my first no-reload try (and that explains my different bad tries). Reload and no-reload are two worlds apart, and I must admit that this challenge is very exciting and addictive (and much more interesting).
With reload, you failed a fight, OK, reload. Some members die, OK reload. In fact, I wanted to do perfect fights and quite never used my wand of resurrection in BG2. And I even didn't know how much it costs to raise a party member in a temple...
Sometimes, I even tried more than 50 attempts on a single fight, but these was before...

Now, it's completely different as a no-reload, and I have to assume mistakes, and planned a lot more; And that's more realistic. And much more difficult.

Haplo, true neutral half-elf cleric - wild mage, update 1

Chapter 1

Candlekeep, day 0, hour 6

This morning, Gorion said that I have to buy all I needed to travel far from Candlekeep. I gave me all the money he had (150g). Why does he want this ? I dont know.

I bought some bullets and a sling from Winthrop, and try to find if people leave interesting things in chests. Yes, I find 2 scrolls: "armor" and "true strike" (with SR, replaces useless "infravision").

I tried to learn "armor" and succeed. I'm not very confident with learinig spells, so I didn't try to learn the other and just put in in my backpack.

I helped Phlydia to find her book, gave his sword to Hull, an antidote to Dreppin, killed rats for Reevor, bought bolts for Fuller, find an "identify" spell for Firebread and helped Linda and Sire Trun (mini-quests).

But mainly, I killed two assassins in a row, Carbos and Shank. THey clearly said they wanted to kill me. Why ? Turning around the tables, Il was able each time to sling them safely, without being hurt by their knife...

Then Gorion and I leaved Candlekeep. I hope I will be back soon...

Chapter 2

Lion's way, day 1, hour 7


Gorion is dead. This time a group of assassins wanted to kill me, and Gorion died while I run. He's a hero and I'm a coward. But is it better to be a dead hero than a living coward ? I dont feel good realy...

Imoen find me when I was crying about Gorion. She equiped herself in a hurry and followed us while we leaved

(NB: I bought her a short sword because I think she could take a bow and a sword, but not an armor, while leaving in a hurry)

Imoen is my childhood friend. I know her since... In fact I always knew her. She's like the sister I never had. SO, what can I do ? I take her with me.

We scouted (OK, Imoen scouted while I waited)  the area (killing wild dogs and bears) in order to find and bury Gorion.

Then we met two other guys on the road. The tall guy, Xzar, seems completely mad, talking about dragons with rabbit feet... He does not seem to be dangerous.
But the small one is different. MOntaron is his name. I don't feel confortable with him. At first I was ready to fight two new assassins, but no, they just offer to travel with us. I accepted because I feared that they should killed us it we refused. But better watch them...

(NB: I also bought an additional sling for Montaron, because it's not logical that he hadn't one)

Oh. Did I mention that we find a diamond (realy !) in a tree ? Just incredible, isn't it ?

Coast way, day 2, hour 0

We met a strange old man (he knew Imoen's name ?) that leaved quickly after telling us a starnge advise ?! Before I could realise I should ask more, I wasn't there anymore.

We wanted to sleep (we were too far from Friendly Arm Inn, so even if sleeping in the forest is dangerous, we had no choice), but first, it was necessary to find a quiet corner.

Montaron scouted a litlle and came with bad news. several wolves were hunting, and we were the dinner. But they were separated (2 of them each time) and we managed to kill them all with arrows and bullets (and a lot of run around trees)...

When scouting, Montaron backstabbeb two bandits, that gave an armor for Imoen. The little guy is not sympathetic, but for the moment, he does te job and keep us alive.

Then we killed an ogre, with a strange female voice ?! He tried to pull down his pants but had trouble with his belt... But an ogre is an ogre, no ? It can not be an elf or something and we killed him.

We found this corner quiet enough and slept.

In the morning, we then continued the journey to Friendly Arm Inn, where as Gorion said, two friend of him were waiting for me...

Oh. Did I mention that we find a ring (I identified it as a ring +1 !!) on a rock ? Is a god with us, that we find so many things ?

Friendly Arm Inn, day 2, hour 19

Pfew. The travel was safe but long. I want to go to bed (again !). Montaron was ahead (as always) and came with news: "a strange guy is waiting for something or someone, in front of the inn". I said "and ?". Montaron feeled that the guy is an arcane caster and the guy looks suspicious. (but Montaron looks suspicious too !!).
OK I said. If you are more confortable with this, go ahead, and be prepared, but it's probably just a guy smoking his pipe outside...
I tell Xzar to go second, just in case... Imoen and I followed. Xzar, fully in his world, didn't even notice that he was the bait, if the guy was realy dangerous.
The guy (Tarnesh we now know) hailed us and became immediately hostile (with armor and miror images up).
He started with a "power word: sleep" on Xzar (as I said, he was the bait), while Montaron completely missed a backstab. But this gave me time to cast "blind" on Tarnesh, after what he was slinged / shooted to death easily.

We leaved Montaron and Xzar in the inn (they're too strange for me) and search for Gorion's friends.
I search on the first floor and didn't see them. But Unshey was pleased with one of the two belts taken from the dead ogre. I asked her if the second one was her, but no. OK, I'll try it later...

On the second floor, Landrin ask us to kill spiders in her house in Beregost and gave us 6 antidotes (nice). but still no Gorion's friends.

Back to floor zero, and we saw a man and a woman (two half-elf, like me). It must be them.
The man seems to lack self-confidence The woman is quite pretty, but it has a side "only natural", that surprised me, and bothers me. At first, I wonder if she shave her legs ?! But that's only a question between her and the husband...

They are Khalid and Jaheira, and I agreed to take them with me (Gorion trusted them, so).

To be continued.

Team:
Haplo (cleric - wild mage level 1 - 1), 6HP
Khalid (fighter level 1), 13HP

Jaheira (fighter - druid level 1 - 1), 12HP
Imoen (thief level 1), 8HP

Modifié par Haplo_74, 15 mai 2013 - 06:57 .


#8025
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@Haplo_74 BGSpawns with SCS is the deadliest mod combo you can have, really. I have tried and enjoyed them, but never in a no-reload. You are playing with my favourite class wild mage too! And, I think cleric/wild mage is even more dangerous because you'll be casting many more spells than a regular vanilla mage and each casting runs the risk of a wild surge that will end your game:burst, gate, cow, petrification, held, etc.

Nowadays I am enjoyinh BG:EE with SCS mod, it looks and plays so much nicer than the old BGT that I can't bring myself to return to BGT as for now. Besides I can play on an Ipad and that's awesome!

I'll be following your challenge here, it is most interesting. :-) Good luck to all other brave and skilled souls too, I lurk around here most of the time, reading your achievements every day. ^^