Changing the BG1 Gameworld
#176
Posté 13 février 2011 - 08:46
#177
Posté 14 février 2011 - 12:11
What, did a new one come out? OK, ATTEMPT #7...Humanoid_Taifun wrote...
And then a new mod was published and Bhryaen had to start his bat from scratch.
Forgot to mention: same issue with ambient sounds bogging down the screen (in same areas) but Worldmap working perfectly... which isn't to say well. I think I'd have placed the areas differently in relation to each other, but it's a nice map. If only I could pan back somewhat to see more at once.
Modifié par Bhryaen, 14 février 2011 - 12:57 .
#178
Posté 15 février 2011 - 11:55
After a somewhat more modest reinstall I tried a simple change of Branwen into a plain fighter, only moving 2 pts from CHA to STR, but it ERRORed out, so I gave up on Level1NPCs. Shadowkeeper is just as good, no? No matter. Also it seems that Ashes of Embers didn't give my thief access to all proficiencies this time either despite installing just fine.Grond0 wrote...
If you want a non-default character [from Level1NPCs] you need to make the changes during installation
Well, I just made a complete reinstall. I first tried the (previously mentioned) Icelus method of deleting the override and such and reinstalling specific files, but it made ERRORs right away on simple mods like Stone of Askavar, so I just went with my regular (much longer) method of copying from clone folders. So keep in mind, the last game was entirely wiped out. I started this time with a non-Shadowkeepered char, straight from the regular rolls, and tested... Still faster than bears and wolves, and still out-of-sight-out-of-mind. And when I recruited Imoen, she walked just as fast! Grond0, are you saying that in your BGT games wolves do run faster? I "rem'd" or deleted all components I thought might have interfered with SCS and/ or running speed. I don't know where I went wrong. I was so ready to go for it. I'm tempted to do so anyway, even with the speed cheese.
[*sleep*]
So then I did two more BGT reinstalls, one with only about 10 mods, all for tweaks- SCS, RR, G3's Tweakpack, etc. Incredulous at finding the same speed advantage and SCS-AI-nerfing, I then reinstalled BGT + SCSI only: exactly the same issues. So it wasn't a single mod in that huge 80+ install that was affecting speeds. It's BGT itself. And there's the rub: BGT + speed/ SCS-nerfing issues or Tutu + trapped in Sarevok Temple. I don't tend to choose the easier path. I wonder (idly) if Tutufix's walking speeds would work on BGT...
#179
Posté 16 février 2011 - 01:02
#180
Posté 16 février 2011 - 01:52
For example the avatar morphing script is something that should have been in the game from the start. I hate how fighter/thieves look like fighters when wearing armor etc...
Although for BG1 I can't resist using kits, they just add so much to the game. Also I like to use the L1 NPC's from SCS because I just don't agree on some of the weapon proficiency choices that came with tutu. If it was done by bioware, then I wouldn't change it.
Widescreen mod is also great but I exprienced some severe slowdowns with it in tutu.
If you've played Baldur's Gate for the billionth time then the strategy/dialogue/npc mods can make the next run a bit more interesting.
For BG2 that's pretty much all I roll with.
Fix Pack
- Core Fixes
- Beta Fixes
Tweak Pack
- Imoen Avatar Change
- Avatar Morphing Script
- Disable Portrait Icons Added by Equipped Items
- Force All Dialogue to Pause
- More Interjections
- Alter HP Triggers for NPC Wounded Dialogues
- Bonus Merchants
- Higher HP on Level Up (only for my main character so I don't have to lower difficulty every time I level up)
- Neutral Characters Make Happy Comments at Mid-Range Reputation
- No Drow Avatars on Party In Underdark
Modifié par The Cow King, 16 février 2011 - 01:57 .
#181
Posté 16 février 2011 - 02:03
Definitely did patch (long, long ago) and definitely fixpacked. The latter had an issue of conflict with a D0Questpack's "Hell's Trials" component, but I elected to leave out the "Hell's Trials" and just let the BG2Fixpack take precedence (especially because the Fixpack's conflicting component involved a lot more than Hell's Trials).Humanoid_Taifun wrote...
SCS doesn't seem to work properly on your installation (and while you should be able to use AI exploits to outrun enemies, they should have about the same speed as you otherwise). Are you sure you patched/fixpacked your game? Idk what else might be wrong.
Note that I did test my chase(s) with a straight run- i.e., no "dodging around objects" variable. I looped around the initial forest repeatedly with dread wolves, dire wolves, regular wolves, and faster (though not fast enough) bears all ultimately falling behind both Imoen and me- not even getting a single attack in- even despite the occasional bumbling into each other and the hesitations when I'd click to a new destination. Then they'd see us again, fail to intercept, and fall behind again. It's like a dream for my early BG1 days! But no... must fight my age-old rival fairly...
I didn't test this, but I'd bet that it's the right speed for BG2. I don't know where I'd go in BG2 to test it, but nor do I anticipate being able to test running about long distances in a BG2 area with nothing but wolves, bears, and melee attackers around.
So now I'm building my Tutu .bat... a bit shorter. I've just finished my "mod Setup.exe dump (Tutu)" folder. Shouldn't take too long now... If only I knew how to make mods I'd throw together a short one that would fix BGT walking speeds (if it's broken for anyone other than just myself). I have no idea how I'd address the SCS corruption though.
#182
Posté 16 février 2011 - 02:45
#183
Posté 16 février 2011 - 06:32
In my game wolves do not move faster, but they do move at the same speed. A bit like you I noticed this when I first loaded BGT and went through the same regime of doing speed trials. I concluded that in BG2 wolves did not have the same speed advantage over characters and just accepted it as a consequence of playing using that engine. Bears also move at the same speed, though this is as a result of the faster bears component of SCS.Bhryaen wrote...
I started this time with a non-Shadowkeepered char, straight from the regular rolls, and tested... Still faster than bears and wolves, and still out-of-sight-out-of-mind. And when I recruited Imoen, she walked just as fast! Grond0, are you saying that in your BGT games wolves do run faster?
So then I did two more BGT reinstalls, one with only about 10 mods, all for tweaks- SCS, RR, G3's Tweakpack, etc. Incredulous at finding the same speed advantage and SCS-AI-nerfing, I then reinstalled BGT + SCSI only: exactly the same issues. So it wasn't a single mod in that huge 80+ install that was affecting speeds. It's BGT itself. And there's the rub: BGT + speed/ SCS-nerfing issues or Tutu + trapped in Sarevok Temple. I don't tend to choose the easier path. I wonder (idly) if Tutufix's walking speeds would work on BGT...
Are you sure they do actually move faster while running, i.e. it's not just the occasional deviations and hesitations that a lot of monsters are prone to that cause them to fall behind in a straight chase? If your characters are actually moving faster than wolves I'm afraid I don't understand how - I've just had a look through the old forum postings for BGT and no-one else seems to have had that problem.
#184
Posté 16 février 2011 - 03:58
Ah, so I was trying to curtail a "bug" that is actually normal. Harrumph.Grond0 wrote...
In my game wolves do not move faster, but they do move at the same speed.Bhryaen wrote...
Grond0, are you saying that in your BGT games wolves do run faster?
Yes, I was scouring Google for a few hours during the reinstalls, but to no avail. Most pages involved the BG2 Tweaks Beta component issues. Since it's a normal BGT walking speed (and not exactly a disadvantage), I assume most people are content with it. It's feels like a cheat for me, especially after the countless battles I've had to dodge them. Now I simply need to run away, firing on occasion, and I never need risk injury even if an entire 6-pack is on me.Grond0 wrote...
Are you sure they do actually move faster while running, i.e. it's not just the occasional deviations and hesitations that a lot of monsters are prone to that cause them to fall behind in a straight chase? If your characters are actually moving faster than wolves I'm afraid I don't understand how - I've just had a look through the old forum postings for BGT and no-one else seems to have had that problem.
For sure I'm able to outpace them, but I wasn't watching every single pixel shift, so maybe it is just the usual CRE pathnode skips. For wolves and bears it's not entirely clear that the given movement rate is slower, only that they inevitably fall behind even in a straight run. Actually usually when I try to shift my own destinationthe normal AI of creatures like wolves tends to alter their trajectory favorably toward intercepting me- and they did continue to get such boosts, but still they couldn't keep up. When I'm otherwise trying to avoid them I'll intentionally make my destination shifts just as they're nearing a rock or tree so that they get hung up on it a moment or two, but for the test the new destination was always just straight ahead in an uninterrupted line. In fact the click to reset the destination- more often when the screen is not entirely explored yet- often causes a brief hesitation in my party that would enable the wolves/ bears to catch up just that little bit more, but again they couldn't keep up. If they're running at the same pace, they're hitting a lot more pathnode issues than I'm noticing, and I suppose that is still possible.
There's no question that in vanilla and Tutu the wolves and especially Faster Bears move faster than my chars.
Funny though. When I'm done with the new Tutu install, if Dark Horizons doesn't work again, it will show that Tutu is less stable than BGT. I still can't believe that it worked so well with 80 mods. The only "issue" found is something with BGT itself, so maybe most mods nowadays work better with BGT (except for SCS maybe). The SCSI readme did mention that it only "seems to run pretty smoothly" on BGT now. hehe
I decided to use SCS I's Level0NPC's component over Level1NPCs' system despite an earlier recommendation for the latter. It says the level settings occur in-game, so that's where I got my misunderstanding of how Level1NPCs works. I'm wondering why the latter is prefered over SCS's version.
Modifié par Bhryaen, 16 février 2011 - 04:00 .
#185
Posté 16 février 2011 - 06:52
The Cow King wrote...
Widescreen mod is also great but I exprienced some severe slowdowns with it in tutu.
Have you tried installing generalized biffing - worked wonders with lag on my Linux Easytutu install. "This WeiDU mod allows you to biff your game's files for improved performance"
From www.shsforums.net/index.php
Modifié par Gate70, 16 février 2011 - 06:54 .
#186
Posté 16 février 2011 - 07:14
I agree that this does make the beginning of BG1 a bit easier (although even faster wolves rarely managed to attack my characters when dodging using the terrain in the way you mentioned). However, since a lot of the mod changes make things more difficult than vanilla it wasn't a major issue for me.Bhryaen wrote...
There's no question that in vanilla and Tutu the wolves and especially Faster Bears move faster than my chars.
That might reflect that BGT was, I believe, intended to work with other mods right from its conception (certainly from the point of turning into a WEIDU version). Tutu started off with the aim of converting BG1 to use the BG2 engine rather than specifically to use as a platform for other mods.Funny though. When I'm done with the new Tutu install, if Dark Horizons doesn't work again, it will show that Tutu is less stable than BGT. I still can't believe that it worked so well with 80 mods. The only "issue" found is something with BGT itself, so maybe most mods nowadays work better with BGT (except for SCS maybe). The SCSI readme did mention that it only "seems to run pretty smoothly" on BGT now. hehe
The SCS version is less flexible. It allows you to choose proficiencies and allocate thieving skill points in game, but you can't change a character's class or stats (though you could always use Shadowkeeper etc for that if you want). I've also found the SCS version a bit buggy - proficiency points have sometimes not been available and characters have sometimes kept the 20 extra HP they have on acquisition (I've seen other people posting with the same issues as well).I decided to use SCS I's Level0NPC's component over Level1NPCs' system despite an earlier recommendation for the latter. It says the level settings occur in-game, so that's where I got my misunderstanding of how Level1NPCs works. I'm wondering why the latter is prefered over SCS's version.
#187
Posté 17 février 2011 - 02:08
You're right. Although I can hear a pack of wolves taunting me in the background with shouts of "Ha, have to hide in BGT now, eh? Can't face us otherwise!", the truth is that I beat them and the Faster Bears enough times when faster that it's not exactly critical. I still wish there was something in BGT Tweaks or BG2 Fixpack or something to restore the original. I'm sure my speed advantage will affect other encounters too, as the way Humanoid_Taifun mentioned being able to run up to mages faster.Grond0 wrote...
I agree that this does make the beginning of BG1 a bit easier (although even faster wolves rarely managed to attack my characters when dodging using the terrain in the way you mentioned). However, since a lot of the mod changes make things more difficult than vanilla it wasn't a major issue for me.
This is also true. It's making me wonder why Tutu has such a reputation for stability over BGT other than simply the reduction of content to less than half the game (BG1 being smaller than BG2)....BGT was, I believe, intended to work with other mods right from its conception (certainly from the point of turning into a WEIDU version). Tutu started off with the aim of converting BG1 to use the BG2 engine rather than specifically to use as a platform for other mods.
OK, thanks for this. I'll just have to give Level1NPCs another go. I'm just learning that Shadowkeeper is mostly just for BG1. Is that true? I was able to use it to change my BGT char, albeit while still in Candlekeep. Is the "Gate Keeper" or something else a more universal or newfangled engine?The SCS version is less flexible. It allows you to choose proficiencies and allocate thieving skill points in game, but you can't change a character's class or stats (though you could always use Shadowkeeper etc for that if you want). I've also found the SCS version a bit buggy - proficiency points have sometimes not been available and characters have sometimes kept the 20 extra HP they have on acquisition (I've seen other people posting with the same issues as well).
#188
Posté 17 février 2011 - 04:14
Much of that popularity is from back when BGT was still in development.Bhryaen wrote...
This is also true. It's making me wonder why Tutu has such a reputation for stability over BGT other than simply the reduction of content to less than half the game (BG1 being smaller than BG2).
Gatekeeper is for BG1, Shadowkeeper is for BG2 (and BGT and Tutu (I guess)).OK, thanks for this. I'll just have to give Level1NPCs another go. I'm just learning that Shadowkeeper is mostly just for BG1. Is that true? I was able to use it to change my BGT char, albeit while still in Candlekeep. Is the "Gate Keeper" or something else a more universal or newfangled engine?
#189
Posté 18 février 2011 - 03:48
Unfortunately the same ERROR occurred after copying all the BG2 files as when I did the Icelus copying of only a few key files: Stone of Askavar fails due to something to do with the Worldmap. That one quest mod foils the process (or at least that one, since I end the install right there and thus simply haven't seen any others that would've come along).
[EDIT: left out some parts... Yes, the "CD#" folders must be not recopying properly. I wonder if it would work if I delete those with the override and BGMain.exe...]
Copying and patching 1 file ...
[./override/AR4200.ARE] loaded, 13804 bytes
override/AR4200.ARE copied to soa/backup/0/AR4200.ARE, 13804 bytes
Copied [AR4200.ARE] to [override/AR4200.ARE]
Copying and patching 1 file ...
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD5\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD4\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD3\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD2\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD2\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\CD1\\/DATA/BG1MISC.BIF]
BIFF may be in hard-drive CD-path [C:\\Games\\Baldurs Gate 2\\/DATA/BG1MISC.BIF]
[C:\\Games\\Baldurs Gate 2\\/DATA/BG1MISC.BIF] 7642315 bytes, 63 files, 0 tilesets
FAILURE:
Semantic error in TP2 code (first ext-north-link check failed)
Stopping installation because of error.
Stopping installation because of error.
ERROR: [worldmap.wmp] -> [Override] Patching Failed (COPY) (Failure("Semantic error in TP2 code (first ext-north-link check failed)"))
Stopping installation because of error.
ERROR Installing [The Stone of Askavar], rolling back to previous state
[soa/backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall 209 files for [SOA/SETUP-SOA.TP2] component 0.Sure enough though, deleting everything out of the BG2 folder and then pasting BG2 back in, then the pasting dump of SETUP.exe's (and folders and .tp2's, etc.), and Stone of Askavar installs ok.
Modifié par Bhryaen, 18 février 2011 - 10:53 .
#190
Posté 18 février 2011 - 05:00
There is nothing about Tutu or BGT that makes one or the other more or less suitable as a platform for other mods. (If anything, the advantage is with Tutu here, since that really can be used as a platform, while BGT requires you to install some mods before BGT and other mods after BGT.)Bhryaen wrote...
This is also true. It's making me wonder why Tutu has such a reputation for stability over BGT other than simply the reduction of content to less than half the game (BG1 being smaller than BG2).Grond0 wrote...
BGT was, I believe, intended to work with other mods right from its conception (certainly from the point of turning into a WEIDU version). Tutu started off with the aim of converting BG1 to use the BG2 engine rather than specifically to use as a platform for other mods.
Whether mod X works better on Tutu or on BGT is simply a matter of luck and, more importantly, how thorough the modder was in testing his mod.
#191
Posté 20 février 2011 - 01:10
Returning to a recent theme- Level1NPCs may just be buggy with Branwen. On my latest reinstall (isn't that the same as actually playing?) I made another attempt and found Branwen only ERRORed out when I chose flails as a proficiency. Since I used both the Ashes of Embers and Level1NPCs proficiency openers (and changed her to a fighter, danggit) I'd have thought she'd have no trouble with any weapon, but instead warhammer did just fine. I can't remember the other NPC I had trouble with but everyone else did quite well. Was it Kivan? I tried to add three points into "dual wield" and it kept telling me I "have no life" or some such, forcing me to choose over even though it showed 3 dual wield points open to choose. I could only choose one point. So I think Level1NPCs is actually very good, detailed, and thorough (though limited by only being able to change NPC classes/ stats every install rather than every game), but still has a few bugs in it regarding individual NPC options. I have yet to see all the NPCs in game though. It's great for me because I normally can't stand kits: the disadvantages always tend to far outweigh the advantages. (A thief without backstab??? A bard that can't develop their song???) But with NPCs getting the kits I can give them all the exotic flavor and just be a plain fighter-thief myself...
As a result of Level1NPCs I've had to make my .bat in two parts, one pre-Level1NPCs, one post. I think I'll just do a fake install of the mod where I alter every NPC in the game just to get all the numbers and WeiDU entires, but that's for future installs...
My WeiDU log is now thusly, "rem"ing out all I'm postponing...
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU classic (from Baldurdash, by Kevin Dorner): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919)
~1PP.TP2~ #0 #1 // One Pixel Productions: v2 New Potion Graphics (2): v2.7
~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7
~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7
~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7
~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7
~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7
~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7
~1PP_AWINGS/SETUP-1PP_AWINGS.TP2~ #0 #0 // 1PP: Attachable wings core [beta]
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~SETUP-BGTMUSIC.TP2~ #0 #2 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe)
~SETUP-DARKHORIZONS.TP2~ #0 #0 // "Dark Horizons" Mod (Requires Tales of the Sword Coast, TuTu or BGT): BGT v205
~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 6
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU edition v1.8 -> Normal edition
~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.5
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #10 // Install Banter Accelerator? How much time would you like in between NPC banters in-game? -> 45 Minutes: 4
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v18
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1, v6
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v2
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 2
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v8
~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits -> Original portrait by berelinde (default): v8
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: v8
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v12
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #702 // Happy patch -> Only good and evil NPCs leave the party: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #902 // Random activated traps in the pirate cave -> Game-time randomisation: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1400 // More bandit scalps: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2001 // Protagonist's biography modifications -> Do not set BG1 biography for imported characters: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 9 (31 Dec 09)
~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2 (BGT): 2.4 (BGT)
~SETUP-HARDTIMES.TP2~ #0 #1 // Hard Times: Ulcaster School Encounter: 2.4 (BGT)
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v38
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v38
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #0 // Gavin for BG2: v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #1 // Gavin heals the PC when below 50% health (Can be disabled or enabled via player-initiated dialogue): v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #8 // Alternate Portrait Selection (Default portrait is already installed) -> Original alternate, by Kaeloree: v19
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter)
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: 4
~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: 3.1
~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 2
~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship for SoA: 2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~AURORA/SETUP-AURORA.TP2~ #0 #500 // PnP Helmed and Battle Horrors: v5
~AURORA/SETUP-AURORA.TP2~ #0 #520 // Realistic Kobold Commandos: v5
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v16
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v16
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v16
~SETUP-SCS.TP2~ #0 #60 // Prevent random crashes in Beregost (by Ascension64): v16
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v16
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v16
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v16
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v16
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v16
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v16
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v16
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v16
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v16
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v16
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v16
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v16
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v16
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v16
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v16
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v16
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v16
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v16
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v16
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v16
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v16
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v16
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v16
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v16
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v16
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v16
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v16
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v16
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v16
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v16
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v16
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v16
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v16
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v16
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v16
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v16
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v16
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v16
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v16
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v16
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.38
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.38
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.38
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.38
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.38
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.38
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.38
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.38
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.38
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.38
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.38
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.38
~SETUP-ASHESOFEMBERS.TP2~ #0 #0 // Sensible weapon restrictions for MODS
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v15
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v15
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v15
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v15
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2190 // Limit Ability of Storekeepers to Identify Items -> Only Mage and Bard Storekeepers Can Identify Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.30
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #0 // 1PP: Avatar fixes * female elves w. leather armour [EFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #1 // 1PP: Avatar fixes * female elves w. chain mail [EFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #2 // 1PP: Avatar fixes * female elven cleric w. plate armour [EFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #3 // 1PP: Avatar fixes * female elven fighter w. plate armour [EFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #4 // 1PP: Avatar fixes * female human unarmoured [HFB1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #5 // 1PP: Avatar fixes * female human w. leather armour [HFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #6 // 1PP: Avatar fixes * female human w. chain mail [HFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #7 // 1PP: Avatar fixes * female human cleric w. plate mail [HFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #8 // 1PP: Avatar fixes * female human fighter w. plate mail [HFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #9 // 1PP: Avatar fixes * female human unarmoured mage [HFW1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #10 // 1PP: Avatar fixes * female human mage w. light robe [HFW2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #11 // 1PP: Avatar fixes * fixed halfling progression [IFB1, IFB2, IFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #12 // 1PP: Avatar fixes * fix frame error on cleric plate [IFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #13 // 1PP: Avatar fixes * dwarves w. chain mail [DMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #14 // 1PP: Avatar fixes * male elves w. chain mail [EMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #15 // 1PP: Avatar fixes * male human w. leather armour [HMB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #16 // 1PP: Avatar fixes * male human w. chain mail [HMB3]
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 (Hotfix 20100919)
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #55 // Dudleyfix for BG1 NPCs: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1219 // Alora: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1220 // Branwen: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1222 // Dynaheir: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1225 // Garrick: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1227 // Khalid: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1230 // Quayle: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1231 // Safana: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1233 // Skie Silvershield: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.5
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1237 // Yeslick Orothiar: v1.5
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v2.31
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1
Modifié par Bhryaen, 20 février 2011 - 03:40 .
#192
Posté 20 février 2011 - 03:57
Gate70 wrote...
The Cow King wrote...
Widescreen mod is also great but I exprienced some severe slowdowns with it in tutu.
Have you tried installing generalized biffing - worked wonders with lag on my Linux Easytutu install. "This WeiDU mod allows you to biff your game's files for improved performance"
From www.shsforums.net/index.php
Thanks for the tip. Worked great, I don't even have battle stutter anymore, those 30 second quick loads were killing me. I can now play at 1680x1050 no problems.
#193
Posté 20 février 2011 - 08:14
Thought I would try this myself. What was a bit strange was on selecting Branwen within the mod it would not let me just press enter to accept the existing stats, but would accept the same stats if entered manually. However, from then on it installed correctly. I also just started a new game and went to collect her to check that she does indeed correctly have flails proficiency implemented.Bhryaen wrote...
Returning to a recent theme- Level1NPCs may just be buggy with Branwen. On my latest reinstall (isn't that the same as actually playing?) I made another attempt and found Branwen only ERRORed out when I chose flails as a proficiency. Since I used both the Ashes of Embers and Level1NPCs proficiency openers (and changed her to a fighter, danggit) I'd have thought she'd have no trouble with any weapon, but instead warhammer did just fine. I can't remember the other NPC I had trouble with but everyone else did quite well. Was it Kivan? I tried to add three points into "dual wield" and it kept telling me I "have no life" or some such, forcing me to choose over even though it showed 3 dual wield points open to choose. I could only choose one point. So I think Level1NPCs is actually very good, detailed, and thorough (though limited by only being able to change NPC classes/ stats every install rather than every game), but still has a few bugs in it regarding individual NPC options. I have yet to see all the NPCs in game though. It's great for me because I normally can't stand kits: the disadvantages always tend to far outweigh the advantages. (A thief without backstab??? A bard that can't develop their song???) But with NPCs getting the kits I can give them all the exotic flavor and just be a plain fighter-thief myself...
I dare say you've got some sort of conflict as a result of over-writing the same thing several times - Ashes of Embers + Level1NPCs + Dudleyfix. I had a quick look at the latter in the Level1 NPCs readme (I haven't used it) and noted that it uses the vanilla spiked weapons proficiency for Branwen - perhaps this is causing a conflict with the BG2 proficiency for flails? Although it would be a separate discussion there also seemed to be a number of things in the Dudleyfix list that I wouldn't agree with - effectively everything has been returned to 'standard' even when I would have thought there were good reasons for having a character depart from the normal rules. For instance Edwin has had his spells brought back to normal, even though I thought it was well-established that his amulet was supposed to give him extra.
#194
Posté 20 février 2011 - 10:23
Ashes of Ambers replaces class limitations with strength ones, doesn't it?Bhryaen wrote...
Returning to a recent theme- Level1NPCs may just be buggy with Branwen. On my latest reinstall (isn't that the same as actually playing?) I made another attempt and found Branwen only ERRORed out when I chose flails as a proficiency. Since I used both the Ashes of Embers and Level1NPCs proficiency openers (and changed her to a fighter, danggit) I'd have thought she'd have no trouble with any weapon, but instead warhammer did just fine.
Perhaps she isn't strong enough for flails? (I'm not sure about either the requirements of flails nor her strength right now, just stating a possibility)
Could you have had trouble with his class specific bonus on dualwield? He is a ranger after all.Was it Kivan? I tried to add three points into "dual wield" and it kept telling me I "have no life" or some such, forcing me to choose over even though it showed 3 dual wield points open to choose.
#195
Posté 20 février 2011 - 01:01
Oh... I didn't know this about AoE. Wow, that's great. I thought it was just a blanket proficiency opener. That said I changed her stats a bit- I think moving 3 pts from CHA to give her STR 16- so that's not it. I was thinking it had something to do with the previous class. Most of her proficiency options looked like cleric proficiencies, but flails are part of that proficiency group, aren't they? I know that Item Rev (or another mod) had an option to move morning stars from the "mace" group to the "flail" group, and that's why I was trying to get that proficiency, but maybe I should've stuck with "mace." It was ok though: warhammers are nice. :innocent:Humanoid_Taifun wrote...
Ashes of Ambers replaces class limitations with strength ones, doesn't it? Perhaps she isn't strong enough for flails?
Wish I could remember- should've noted it down at the time. I'll just have to reinstall Level1NPCs all over to discover again where the stumbling block was.Humanoid_Taifun wrote...
Could you have had trouble with his class specific bonus on dualwield? He is a ranger after all.Was it Kivan? I tried to add three points into "dual wield" and it kept telling me I "have no life" or some such, forcing me to choose over even though it showed 3 dual wield points open to choose.
I'd immediately agree, but the first time I had the issue I didn't use Level1NPCs' proficiency changer, only AoE, (or was it Level1NPCs' component without AoE?) and it still had the issue. As a result I tried both this time- with the same effect. The Dudleyfix component I skipped entirely- "N'ed out-" on both installs. That's not to say it's not a mod conflict issue, however. Then again when I got to Minsc it gave me the option of moving Boo again despite having had it already in both SCSI and SCSII. And despite bards being unable to use shields it offered the "sword and shield" proficiency, indicating I had 2 proficiency slots available for it.Grond0 wrote...
I dare say you've got some sort of conflict as a result of over-writing the same thing several times- Ashes of Embers + Level1NPCs + Dudleyfix.
What perplexes me about it is that in the Level1NPCs readme it tells you clearly to place AoE and RR before it so that the proficiency changes will be automatically adopted for the char alteration components, but when I got there, the proficiency list was generally the old proficiency list. But that wasn't consistent because when I made Xan a cleric/mage he had access to two-handed swords, longbows, etc. It seemed like the later NPCs had the full proficiency access while the earlier ones were inconsistent, so I was thinking it was just a bit of sloppiness on the part of the modder who rushed (or was stumbling over the many modding technicalities) the first part but got better toward the end.
Modifié par Bhryaen, 20 février 2011 - 01:23 .
#196
Posté 21 février 2011 - 02:22
I set my tutu spawn randomizer to 50% chance, and some areas feel too empty, I was just wondering, if I uninstall generalized biffing, change spawn randomizer to 70-80% chance, and re-install generalized biffing, will the changes affect my current save?
Actually nvm, it worked. I really do recommend that generalized biffing mod for easytutu, I haven't had a single hitch in gameplay performance so far.
Modifié par The Cow King, 21 février 2011 - 03:08 .
#197
Posté 23 février 2011 - 01:56
I tried to delete and replace every relevant BG2 file this time, leaving in all the mod folders and .exe's, but still it ERRORed out on SoA again- same thing. So another round of folder wiping and copy-pasting... Next I'll have to fully delete everything BG2, not paste-replacing anything, but I'll bet it has something to do with the Worldmap mod affecting other mod folders on install because once BG2 has been replaced, Worldmap is not supposed to be there yet, not until the end of the install.
Level1NPCs has again halted me on Branwen. I never did go and test the Branwen in the working pre-Shadowkeepered-Bard Imoen game, so I don't know if the previous successful Branwen change actually did work. Alas this clean reinstall first ERRORed out on maces, then wouldn't even work with hammers. No combination of proficiencies would work. I could just skip it. Why is dualing her from FTR to CLC so important anyway? But it's the principle of the matter! I'm certain it's to do with Level1NPCs itself too because the %var type ERROR is the same type as the one which DavidW acknowledged was an SCS ERROR. The SCS ERROR looked like this (according to the OP):
ERROR: cannot convert %hp_min% or %%hp_min%% to an integer
ERROR: [B!GAVAMP.CRE] -> [OVERRIDE/B!GAVAMP.CRE] Patching Failed (COPY) (Not_found)
while this Level1NPCs ERROR looks like this...
ERROR cannot convert t-sref or %t-sref% to an integer
Stopping installation because of error.
Thinking it might take the same sort of fix, I went into the Level1NPCs .tp2 to investigate, but I'm simply entering a fray unarmed. The SCS issue had to do with minimum HP not being set, but the Level1NPCs ERROR isn't so explicitly worded. Though I can make out plenty in the .tp2 language, I can't see anything showing an obvious error (an extra space or a "~" out of place type of thing), so it's either a broken reference itself or a missing or incorrect command perhaps- or it's possible that it has something to do with the BRANWE & BRANWE5 CRE files- but if any of the above, I wouldn't be able to recognize it. The main thing about this issue is that the remedy is inconsistent, given that once it actually did install without ERRORs simply by choosing the right combination of proficiencies (and that time even after having gotten the ERROR). If I could guess the ones wanted by the installer, I'd just do it because it's easy enough to SK the attributes in later. But first I need Level1NPCs to do the class change...
Tried using SK to change the BRANWE files (well, those files are protected, but I made edited copies, then removed the original files from the override folder and renamed the edited ones like the originals) adding proficiencies she wouldn't ordinarily have in case the issue is a proficiency count, but... predictably no. Then I actually looked for "t-sref" in the Level1NPC's .tp2. (*rolls eyes at self for not doing that initially*) The SCS vampire fix had looked like this (needed to add the second line for the fix):
DEFINE_ACTION_MACRO ~vampire_core~ BEGIN
OUTER_SET ~hp_min~=60
The issue had been that it wasn't giving GavinBG2 a HP reference, I believe, so the "fix" set a min HP level. Notably the only "t-sref" in the BRANWE section is housed within an "OUTER_PATCH" script.
ACTION_IF ((MOD_IS_INSTALLED ~level1npcs.tp2~ 100) AND (class > 0) AND (class != t-class)) BEGIN
PRINT @410001
OUTER_PATCH t-sref BEGIN
LAUNCH_PATCH_MACRO ~t-class_text~
END
ACTION_FOR_EACH t-dlg IN ~%tutu_var%branwj~ ~b!gavinj~ ~lk#nindj~ BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~%t-dlg%.dlg~ BEGIN
SILENT
COPY_EXISTING ~%t-dlg%.dlg~ ~override~
LAUNCH_PATCH_MACRO ~t-dlg_text~
BUT_ONLY
END
END
END
Whatever the "~t-class_text~ MACRO does, that's likely where the issue is. Every NPC's alteration command section is different, so I couldn't simply cross-reference BRANWE with others to scan for irregularities (which I did try). Branwen has one of the more simple script lists though, as does Alora, but Branwen has an "OUTER_PATCH" in "hers." There are other OUTER_PATCHes in other NPC sections that look relatively identical, however, so why BRANWE's t-sref doesn't work is indiscernable here to me. And unfortunately unlike almost every single other mod's cmd prompt installer (as I mentioned before concerning its "underdeveloped" installation process), Level1NPCs simply says "please wait" rather than listing each step of the process in the cmd prompt as it goes along. Thus I have no way to know what's happening at the command structure level sequentially.
Well, I reinstalled to get Imoen changed, not Branwen, so I'll just skip it... for now... I'll post this at the Level1NPCs forum as well, I suppose. Given that there's nothing in the forum about Branwen, I suspect another mod may have affected Branwen... but... why Branwen? Hm... what if I were to install her without the romance component of BG1NPC Project? Still, I have a Dynaheir and Shar-Teel romance worked in from there too, and neither of those had issues when I changed them with Level1NPCs.
Wondering about a possible dialogue issue rather than proficiency issue (but how??) I checked the branwe.dlg file in the override folder. One discrepancy does appear to exist in the portion that is decipherable in a notepad rendition:
GlobalLT("ENDOFBG1","GLOBAL",2)
NumberOfTimesTalkedTo(0)
GlobalLT("ENDOFBG1","GLOBAL",2)
True()
GlobalLT("ENDOFBG1","GLOBAL",2)
ReallyForceSpellRES("fjxpmooc",Myself)
JoinParty()
ReallyForceSpellRES("fjxpmooc",Myself)
JoinParty()
Note that "ReallyForce... JoinParty()" appears twice. None of the other NPC .dlg files have more than one at the end. Is it because of her starting as a statue? As a last ditch effort, I delete the repetition... and same issue... so... I change Imoen to bard & get on with the remaining install... *grumble*
[EDIT: Preliminarily I tried changing Branny into a paladin and thief, but it seems it's just not possible to change her- period. Then I looked at the dlg file I'd changed and, well, it's all screwed up now...]
By the way, paying attention to the clock this time, it took a 1/2 hour to clean out the BG2 folder and paste all the necessary files back in, and another hour of installing to get through every mod (mentioned in my last WeiDU.log post) up to Level1NPCs. If Level1NPCs had gone well, it would've taken maybe 2 hours tops, provided some diligence about resuming after the usual interruptions. L1NPCs is presently the only high maintenance mod I'm installing... Then again I've rem'ed and deleted out most BG2 mods and components for this install...
Modifié par Bhryaen, 23 février 2011 - 06:34 .
#198
Posté 24 février 2011 - 12:58
The sword spider shapechange form doesn't give innate resistance to web (or free action), and I pretty much consider this to be a bug! Is there any mod or fixpack that corrects this?
I also find it very odd that druids don't have access to free action.
#199
Posté 24 février 2011 - 11:36
So that's that... Meanwhile I never did find that same issue again. I remade Kivan as an Archer this time rather than trying to dual wield him. It just made more sense for his portrait. I'm not sure it was Kivan anyway, and the issue has not resurfaced.
#200
Posté 25 février 2011 - 05:46
Here is just some irrelevant but notable proof of the issue: the now-dead Akgrogan being chased by a wolf in the open area south of the Beregost Temple. This was as straight a run as possible, starting around the southeastern corner...

... and how far ahead already by somewhat past the middle...





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