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Baldur's Gate 1 No-Reload Challenge


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#8901
corey_russell

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Zetran and his band of fighter/clerics - Update 6

Just a quick note - Zetran has defeated Davaeorn is about to enter the City of Baldur's Gate. To defeat him, we sent against him a large army of skeletons, but it was a bit overkill.

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#8902
Gate70

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Coronation will be packed eh?

Carthusian (V) was caught out by Tranzig, failed to hide a couple of times and the Melf Acid Arrows and Magic Missiles were a bit too much.

Carthusian (VI) is faring a little better with hitpoints: 10 + 4 + 5 + 10 + 9 + 3 for 41 at level 6. Still slightly below average but that's how it goes and relieved to get the 10/9 levels.

#8903
Charlestonian Knight Templar

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All done w/the NRC once again.  I got further than I have the last few times. I bit on a challenge from Shar-Teel when I was already wounded from a previous encounter & w/o any Potions of Healing or spells. 

I had to reroll his stats & forget the idea of dueling to Cleric later on.  I needed those points to add to my Dexterity.

A 1st Lvl fighter w/AC 7 is just waiting to buy the farm.  A changed his stats to 17/16/16/11/11/11 & the extra Dexterity got me to AC5 early on.  Now that I have Chain Mail, I'm @ AC3. 

Regardless, he is through over here.  I'll move him over the MRC. 

Below is a recap of what happened. 

CKT

#8904
corey_russell

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Gate70 wrote...

Coronation will be packed eh?

.


Sorry to hear about Tranzig's success. But yes, Coronation is indeed likely to be packed. Something kind of funny happened when Zetran got to the SW corner of Baldur's Gate - I wanted to help Aldeth with his Consortium problem but he wasn't there - but then I belated realized that yes, I saved him from the druids, but I never talked to him after the fight so he is still in the Cloakwood - so we have to venture in the Cloakwood for a sec to talk to him then return. Party doing well so far.

Our battle with the 5 Ogre Mages was interesting - we summoned a large skeleton army but the Ogre Mages did the same thing and summoned a large kobold army - our 2nd battle death of the game, Paja was cut down.

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#8905
Charlestonian Knight Templar

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My name is Garrick of Beregost, a willing follower of William Thatcher of Candlekeep. It is his exploits that I now endeavor to capture. Three days ago, William & his followers accepted service w/my former Mistress Silke. @ the time & I was desperate enough to become entangled into her evil schemes. Silke asked me to lure some adventurers who she might trick into ambushing & assassinating some men who worked for Feldepost. William & his party were the adventurers. William saw thru Silke’s scheme & when he refused she attacked. Silke turned out to be a more powerful mage than I suspected. William, @ that time, had in his service, Imoen, a rogue; Khalid, a Ranger; Jaheira, a Warrior & Druid; Montaron, a rogue & Xzar, a Mage. When the battle was done, only William & Montaron were alive. They played a deadly game of ‘cat & mouse’ w/Silke until her spell protections wore off & she had but a staff w/which to threaten them. They quickly killed her. After he & Montaron visited Kelddath Ormlyr @ the Temple of Morning to have the deceased Raised, William mercifully, accepted me into service. 
 
William came to Beregost from Candlekeep on the Sword Coast. In 10 days, William has lost the only father he ever knew after leaving behind the only home he ever knew. William is accompanied by Imoen, his lifelong friend. She is fiercely loyal to William & travelled w/him from Candlekeep thru Lion’s Way & Coast Way to the Friendly Arm Inn (FAI). Along the way, he accepted Montaron & Xzar in service despite Imoen’s protestations. Nonetheless, evil as they obviously were, they helped him overcome an assassin on the very steps of the FAI & then, after joining up w/Khalid & Jaheira @ the FAI, served him well on the return thru Coast Way battling Gibberling’s, Kobold’s & Bandits to get to Beregost. 

William is young & brash, ready to brawl @ a moment’s notice but Montaron lost favor when he almost started a deadly fight in Feldepost’s Inn. William was ready to release Montaron & Xzar when he crossed my path in front of the Burning Wizard. The gods were surely smiling on William, having kept Montaron in his service long enough to defeat my evil mistress. 

From that time on I travelled w/William from Beregost thru S Beregost Rd & N Nashkel Rd to Nashkel, where I sit now in my comfortable room in the Inn. Life is exciting in service to William. I’ve had the honor of battling Ogrillons, Hobgoblins & Bandits at his side & finally, yesterday a battle w/a Cleric assassin we fought on the main street of Nashkel...

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We defeated the evil Cleric, Neira, but we're all very sore this morning!

I think William is loyal to me also, b/c when he fell in a duel on the road between Beregost & Nashkel, the five of us carried his belongings back to the temple of the Morning where he was raised by Nalin, a Priest of Helm. He shouldn’t have fought the duel, as he was already wounded from an earlier encounter w/monsters. He will learn.
 
On a personal note, I have ample opportunity to entertain William & his entourage. They all seem to enjoy my minstrel talents w/the harp – even Kivan the Elf Ranger, who joined w/William shortly after I did.

Treasure of note: Lord Foreshadows Ring of Human Influence (William); Elven Spear of Entanglement (Kivan); Br of def AC8 & Scroll, Prot/Evil (Garrick)

Current Disposition: Resting @ the Nashkel Inn. 

Next Steps:
William seems determined to head south to investigate the Nashkel Mines.

Level Up: My own skills as a Bard have improved & I am now a Lyrist (Bard/2). I’ve learned to cast the only spell I know, Armor

Current Party: (Reputation: 11 - Average)
William Thatcher: Ftr/1 SpMail, 2HSwd*/Fl* (2HWS*, 2WS*)
            17 16 16 11 11 18 (RoHI)
Khalid: Rgr (Arch)/1 StLthr, LBow**/BSwd* (2WS***)
Jaheira: Ftr/Drd//1/1 StLthr/MShld, Sl*/Scm*/QSt*/Cl*   
Kivan: Rgr(Arch)/1, StLthr, LBow**/Spr*/LSwd*(2WS**)
Imoen: Thf (Swbkl)/1 StLthr, SBow*/SSwd*
Garrick: Bard/2, Br of Def AC8, LCBow*/SSwd*
 
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; level1npcs-v1.7; bg2_tweaks-v11; Randomizer-v68; scs-v21 (- Tactical Challenges)
 
Reloads: 1 (Shar-Teel)

Modifié par Charlestonian Knight Templar, 29 septembre 2013 - 08:34 .


#8906
BomimoDK

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Followed these no-reload challenge runs since 2006 and i must say i'm baffled that none of you are using BG:EE. pardon me if i'm brewing a ****storm, but why not?

would an entry WITH BG:EE be permitted? I've played through it once and the new and the "enhanced" content is rather good.

Modifié par BomimoDK, 29 septembre 2013 - 10:15 .


#8907
Alesia_BH

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Hello there BomimoDK. It's good to hear from you.

BomimoDK wrote...
Followed these no-reload challenge runs since 2006 and i must say i'm baffled that none of you are using BG:EE. pardon me if i'm brewing a ****storm, but why not?


I don't think you need to worry about brewing up a storm of any kind. We're a fairly laidback group; we'd rather combat demons than each other.

I can't comment on why others have chosen what they've chosen. In my case, the lack of compatibility with SCS had been an impediment in the past. Now that David has released a EE compatible version of SCS, I'm tempted to give the EE a try, but I've heard mixed reports about the stability of the SCS modded Mac version. I may pick up a copy once the kinks are worked out, but I'm in no rush; I'm content with my install and see little in need of enhancement.

If memory serves, others have tried the EE and ended up reverting (Grond0?). Those who have may care to comment on why. 

would an entry WITH BG:EE be permitted?


Absolutely, feel free; we'd be pleased to have you.

Best,

A.

Modifié par Alesia_BH, 29 septembre 2013 - 11:10 .


#8908
corey_russell

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@BominoDK: I think BG:EE uses BG 2 engine, but I LIKE the BG 1 engine, thus I often play vanilla BG 1. To use kits I have used EasyTutu from time to time. I'm willing to try BG: EE, just haven't got around to it I guess.

Zetran - Update 7 - traveling with his FOUR fighter/cleric friends...

Well, I guess it finally had to happen. I forgot that when you enter the Blushing Mermaid, your party gets reversed - this in turn caused Anna to get killed and CHUNKED because she couldn't run anywhere. It took a lot of wand of heavens hits to kill that powerful Ogre Larze.

Also, for the very first time, I successfully no-reloaded Ice Island for the experience. I had no idea where the traps were, so I had Paja protected from fire and lightning and while invisible she set them off, then skeletons tried to assist her, though it was hard in the tight corridors to make the skeletons to go where I wanted. She stayed invisible for the entire stay here. Was touch and go a few times, with all those confusions the mages like to cast, but we made it, with no casualties.

#8909
corey_russell

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Zetran and his band of fighter/clerics - Update 8

Zetran is now standing outside the Temple of Bhaal, preparing to meet his half-brother - some incidents of note:

Iron Throne 5th Floor - We did some buffs, most important be pro fire and greenstone amulet on Zetran. Our opening moves was 5x animate dead, then 5x silence - after that, the battle was won, just took some time. Here is a mid-battle shot:
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We had a massive build-up defending the dukes, you can see below - it succeeded in saving both dukes plus our wand of heavens attacks:
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Wish me luck! Wish Vicky could have been here with us...

#8910
Grond0

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BomimoDK wrote...
Followed these no-reload challenge runs since 2006 and i must say i'm baffled that none of you are using BG:EE. pardon me if i'm brewing a ****storm, but why not?


I gave it a try out some time ago - see some reflections on
http://social.biowar...219980#15219980

There were good and bad points about it.  At the stage I was playing there were relatively few mods compatible with it (I'm sure there are many more now, though I haven't checked recently), which was an issue.  However, the main reason for me not continuing with it was that I normally play BGT and hence play BG1 and BG2 as a single game without the need for importing. That not only reduces hassle, but feels more satisfying to me in the context of attempting to complete a no-reload trilogy.

At the point BG2 EE is released I would imagine I would buy that and might well move on to using it.

#8911
Serg BlackStrider

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You are most welcome, BomimoDK. I have BG:EE from Steam but didn't played it yet (just rolled a couple of characters). I don't like their new interface (though there are some convenient changes) and I'm all with old good BG1 vanilla avatars (hence Infinity Animations) even though Erephine made such an impressive work.

Anyway it would be nice to have you in the Crew!

#8912
BomimoDK

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That was certainly a warm welcome. I think i might give it a shot on my next break from uni. Should be a few weeks.

#8913
Gate70

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BomimoDK wrote...

Once the next patch is out I intend trying it again but it is too slow on my laptop thanks to the Intel 945 graphics chipset. Just timed a comparison and walking from Phyldia to Dreppin takes 30 seconds compared to 13 in BGT. Any area with activity (flowing water, combat, etc.) sees the drop-off reach epic proportions. & the "movie" stills take minutes.

I did persist far enough to get 3 save games for the pre-patch test. Took hours...

#8914
corey_russell

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Zetran and his band of fighter/clerics - FINAL BG 1 Update

So, Zetran makes through the maze with little trouble - the traps were set off by a character protected by scroll of magic protection. The Undercity Party was first lured to use their arrows of detonation on a character with 100% fire protection - then Paja retreated to our mass of undead friends and our friends and slings were all we needed to take out these guys. Every is level cap, except Zetran - so we killed a few ghasts and that did the trick.

For once, the battle with Sarevok went EXACTLY as planned.

1) Buff, summon about 5 groups of 7 skellies each around the party, a few skellies can be summoned later if needed.
2) Send Melissa to the left and fired a dispel magic out of sight - this removes Sarevok's haste and perhaps more importantly, Semaj's protections. She was then supposed to fire a fireball, but she didn't have a necklace of missiles - so Hanna scooted up enough to hand it that, and then Melissa fire a fireball (out of sight still) and retreated with Hanna.
3) Sarevok approached, made his speech and starting playing with our skellies.
4) Semaj appeared - we hit with 5 shots of wand of heavens in one round, but he was still kicking - hmm, must be high fire resistance - let's try our slings - yes he dies 2nd round.
5) Angelo and Tazok apparently don't notice the conflagration in the center - rather than waste time using our wand of heavens on Sarevok, we used our slings on him - he falls in about 2-3 rounds - success!
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Everyone is moving to BG 2. Only fighter/clerics (duals OK) are allowed, thus our last slot will be filled by Anomen. The group played a dirge for Vicky Anna (sorry Vicky you are still alive - guess Zetran doesn't pay her much attention), the only party member not to survive our trek through BG 1. Entire party is level 7 fighter/level 7 cleric.

Modifié par corey_russell, 01 octobre 2013 - 01:14 .


#8915
Grond0

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Well done Corey. Best of luck in BG2 for your holy terrors.

#8916
Charlestonian Knight Templar

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BomimoDK wrote...

Followed these no-reload challenge runs since 2006 and i must say i'm baffled that none of you are using BG:EE. pardon me if i'm brewing a ****storm, but why not?

would an entry WITH BG:EE be permitted? I've played through it once and the new and the "enhanced" content is rather good.



I'm a rookie over here that comes up like a guy from AA Ball, only to get sent down to the MRC, so my entries here are brief. Take what I say with a grain of salt. 

I will say these guys and gals are accepting of everyone that enjoys playing BG, be it vanilla, Tutu, BW or EE.

I tried an EE run but have become so accustomed to my usual mods, BGUB, NPC1 Project, Level 1 NPCs, SCS and especially, Hard Times and I felt like something was missing the whole time I played.  I couldn't wait to kill Sarevok so I could go back to Tutu.

CKT

#8917
BomimoDK

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Charlestonian Knight Templar wrote...

BomimoDK wrote...

Followed these no-reload challenge runs since 2006 and i must say i'm baffled that none of you are using BG:EE. pardon me if i'm brewing a ****storm, but why not?

would an entry WITH BG:EE be permitted? I've played through it once and the new and the "enhanced" content is rather good.



I'm a rookie over here that comes up like a guy from AA Ball, only to get sent down to the MRC, so my entries here are brief. Take what I say with a grain of salt. 

I will say these guys and gals are accepting of everyone that enjoys playing BG, be it vanilla, Tutu, BW or EE.

I tried an EE run but have become so accustomed to my usual mods, BGUB, NPC1 Project, Level 1 NPCs, SCS and especially, Hard Times and I felt like something was missing the whole time I played.  I couldn't wait to kill Sarevok so I could go back to Tutu.

CKT

I can only say that i've got the same reservations. My biggest hope is that the BWP auto-installer gains BGEE support after BG2 EE is released. i trust you're all familliar with this installer?

#8918
corey_russell

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Grond0 wrote...

Well done Corey. Best of luck in BG2 for your holy terrors.


Thanks Grond0. I assumed BG 1 would be a success, if I could attain level 5 cleric, which did take quite a while, so it was in doubt until then. My real challenge starts in BG 2...

#8919
Serg BlackStrider

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Congrats, Corey! Stay tuned in Amn!

#8920
ussnorway

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Meet Karine Moonlight,

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Whereas capable of fighting with sword or bow like any other Elf, she none the less prefers to sneak around while people are asleep and always seems to talk 'old windguts' into a good price for what she sells back to him.

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Its not that she isn't pretty but more that she just doesn't care about what others feel which makes her hard to like and if it wasn't for Gorion she would no doubt have come to some sticky end well before now… a fact that (so far) seams to elude her.

Mods;
Zip, nota, nothing… I'll probably add a special item if she makes it to bg2 but for the bg1 its just ordinary vanilla. :wub:

#8921
Serg BlackStrider

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All the best to Karine, USSNorway! Her abilities' scores are *magic numbers* of some kind, hope that foretells of her success in the end =)

Modifié par Serg BlackStrider, 01 octobre 2013 - 10:42 .


#8922
Aasim

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Entering the no-reload challenge, Loki the Elven Stalker and his dirty band of tricksters:

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Weidu as follows:
// 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-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13_120121~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches~1PP/1PP.TP2
~ #0 #401 // 1ppv4: Improved projectile effects~1PP/1PP.TP2
~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.8
~SETUP-SPELLPACKB6.TP2~
#0 #1113 //Doom~SETUP-SPELLPACKB6.TP2
~ #0 #1105 // Entangle~SETUP-SPELLPACKB6.TP2
~ #0 #1131 // Faerie Fire~SETUP-SPELLPACKB6.TP2
~ #0 #1106 // Magical Stone~SETUP-SPELLPACKB6.TP2
~ #0 #1109 // Sanctuary~SETUP-SPELLPACKB6.TP2
~ #0 #1110 // Shillelagh~SETUP-SPELLPACKB6.TP2
~ #0 #1151 // Sunscorch~SETUP-SPELLPACKB6.TP2~ #0 #1206 // Flame Blade~SETUP-SPELLPACKB6.TP2
~ #0 #1211 // Silence 15' Radius~SETUP-SPELLPACKB6.TP2
~ #0 #1213 // Spiritual Hammer~SETUP-SPELLPACKB6.TP2
~ #0 #1302 // Call Lightning~SETUP-SPELLPACKB6.TP2
~ #0 #1313 // Holy Smite, Unholy Blight~SETUP-SPELLPACKB6.TP2
~ #0 #1309 // Invisibility Purge~SETUP-SPELLPACKB6.TP2
~ #0 #1310 // Miscast Magic~SETUP-SPELLPACKB6.TP2
~ #0 #1503 // Flame Strike~SETUP-SPELLPACKB6.TP2
~ #0 #1517 // Insect Plague~SETUP-SPELLPACKB6.TP2
~ #0 #1506 // Ironskin~SETUP-SPELLPACKB6.TP2
~ #0 #1645 // Whirlwind~SETUP-SPELLPACKB6.TP2
~ #0 #1720 // Earthquake~SETUP-SPELLPACKB6.TP2
~ #0 #1705 // Fire Storm~SETUP-SPELLPACKB6.TP2
~ #0 #1728 // Implosion~SETUP-SPELLPACKB6.TP2
~ #0 #2102 // Armor~SETUP-SPELLPACKB6.TP2
~ #0 #2103 // Burning Hands~SETUP-SPELLPACKB6.TP2
~ #0 #2116 // Sleep~SETUP-SPELLPACKB6.TP2
~ #0 #2125 // Spook~SETUP-SPELLPACKB6.TP2
~ #0 #2217 // Agannazar's Scorcher~SETUP-SPELLPACKB6.TP2~
#0 #2203 // Detect Invisibility~SETUP-SPELLPACKB6.TP2
~ #0 #2224 // Glitterdust~SETUP-SPELLPACKB6.TP2
~ #0 #2207 // Knock~SETUP-SPELLPACKB6.TP2
~ #0 #2211 // Melf's Acid Arrow~SETUP-SPELLPACKB6.TP2
~ #0 #2213 // Stinking Cloud~SETUP-SPELLPACKB6.TP2
~ #0 #2219 // Vocalize~SETUP-SPELLPACKB6.TP2
~ #0 #2304 // Fireball~SETUP-SPELLPACKB6.TP2
~ #0 #2303 // Flame Arrow~SETUP-SPELLPACKB6.TP2
~ #0 #2317 // Ghost Armor~SETUP-SPELLPACKB6.TP2
~ #0 #2305 // Haste and Slow (required for component "Improved Haste")~SETUP-SPELLPACKB6.TP2
~ #0 #2307 // Invisibility 10-foot radius~SETUP-SPELLPACKB6.TP2
~ #0 #2308 // Lightning Bolt~SETUP-SPELLPACKB6.TP2~
#0 #2314 // Vampiric Touch~SETUP-SPELLPACKB6.TP2~
#0 #2401 // Confusion (Wizard and Priest)~SETUP-SPELLPACKB6.TP2
~ #0 #2402 // Dimension Door~SETUP-SPELLPACKB6.TP2~
#0 #2412 // Minor Malison and Greater Malison~
SETUP-SPELLPACKB6.TP2~ #0 #2404 // Ice Storm~
SETUP-SPELLPACKB6.TP2~ #0 #2405 // Improved Invisibility~
SETUP-SPELLPACKB6.TP2~ #0 #2413 // Otiluke's Resilient Sphere~
SETUP-SPELLPACKB6.TP2~ #0 #2501 // Animate Dead (Wizard and Priest)~
SETUP-SPELLPACKB6.TP2~ #0 #2508 // Chaos~
SETUP-SPELLPACKB6.TP2~ #0 #2502 // Cloudkill~
SETUP-SPELLPACKB6.TP2~ #0 #2503 // Cone of Cold~
SETUP-SPELLPACKB6.TP2~ #0 #2506 // Domination~
SETUP-SPELLPACKB6.TP2~ #0 #2514 // Lower Resistance~
SETUP-SPELLPACKB6.TP2~ #0 #2505 // Shadow Door~
SETUP-SPELLPACKB6.TP2~ #0 #2615 // Chain Lightning~
SETUP-SPELLPACKB6.TP2~ #0 #2614 // Death Fog~
SETUP-SPELLPACKB6.TP2~ #0 #2605 // Death Spell~
SETUP-SPELLPACKB6.TP2~ #0 #2616 // Disintegrate~
SETUP-SPELLPACKB6.TP2~ #0 #2607 // Mislead~
SETUP-SPELLPACKB6.TP2~ #0 #2648 // Reincarnation (Wizard and Priest)~
SETUP-SPELLPACKB6.TP2~ #0 #2713 // Finger of Death (Wizard and Priest)~
SETUP-SPELLPACKB6.TP2~ #0 #2721 // Mass Invisibility~
SETUP-SPELLPACKB6.TP2~ #0 #2714 // Prismatic Spray~
SETUP-SPELLPACKB6.TP2~ #0 #2812 // Abi-Dalzim's Horrid Wilting~
SETUP-SPELLPACKB6.TP2~ #0 #2821 // Deathbolt~
SETUP-SPELLPACKB6.TP2~ #0 #2810 // Incendiary Cloud~
SETUP-SPELLPACKB6.TP2~ #0 #2915 // Black Blade of Disaster~
SETUP-SPELLPACKB6.TP2~ #0 #2911 // Meteor Swarm~
SETUP-SPELLPACKB6.TP2~ #0 #2912 // Power Word, Kill~
SETUP-SPELLPACKB6.TP2~ #0 #2909 // Time Stop~
SETUP-SPELLPACKB6.TP2~ #0 #2913 // Wail of the Banshee~
SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)~
RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.63~
RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.63~
RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.63~
RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.63~
RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.63~
RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.63~
RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.63~
RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.63~
RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.63~
RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.63~
SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31~
RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.63~
RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.63~
ITEM_REV/ITEM_REV.TP2~ #0 #1043 // Heavy Armor Encumbrance -> Speed Factor Penalties: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.13~
ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.13~
BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v12~
BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v12~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v12~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Displacer Cloak: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks:
v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems:
v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v24.05~
STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v24.05~STRATAGEMS\\SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v24.05~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.10~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.10~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.10~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.10~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.10~
ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.10~
SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.8.1

So, mostly a SCS modded, PnP-influenced game setup. Party is now leaving Candlekeep and will post on their progress tonight. 
Hand-made modifications:
ADHW spell is changed via Spellpack into a "non-friendly", as per PnP - I revert this change and make it party-friendly, otherwise it breaks AI.
Best of luck to all no-reloaders of BG1 and those already transitioned.

Modifié par Aasim, 01 octobre 2013 - 12:16 .


#8923
Serg BlackStrider

Serg BlackStrider
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Good luck with your heavy-modded setup as well, Aasim!

#8924
Aasim

Aasim
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  • 1 361 messages
Thank you, Serg BlackStrider. I think they're gonna need it:)

#8925
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 561 messages

Aasim wrote...
I think they're gonna need it:)


I think so as well even though they are pretty balanced crew :wizard: (some of their abilities' distributions are a bit odd from my point of view but then it's your game :)).

BTW, did you run through this setup at least once? I had a couple of CTD with 1PPv4 due to new helmet animations (and summoned/enemies skeletons) so I reverted to the v2 in the end. Be aware of that.

Modifié par Serg BlackStrider, 01 octobre 2013 - 12:51 .