I swear by @subtledoctor 's Scales of Balance component that turns light crossbows into 1-handed weapons, allowing for the use of shields. Makes for a cool visual, and gives light crosbows a much needed boost against bows.
Thanks. I also think it meaningfully (tactically) distinguishes light crossbows from heavy ones (which tend to be superior in every other way). But, credit where credit's due, I only implemented it; the actual idea, and confirmation of its feasibility, came from that Chimera guy.
@subtledoctor , I was wondering if it would be possible to take this idea further. Would it be possible, feasible, and useful to create a kit on the lines of the Dwarven Defender, e.g. a warrior who trades mobility for defence, though with a focus on missile weapons? I have long wanted to play a crossbowman in full plate and packing a steel shield, but the obvious choice for a ranged warrior - Archer - works better with bows, excludes heavy armour and shields, and has a bunch of other ranger stuff that are not really applicable. This guy is the bulwark of the line, the anchor of the group, the guy turtling in his base. A person with a realistic outlook on life, if you will. If life gives you a Bhaalspawn destiny, dragons, and crazy mages, hunker down behind your shield in full plate (and with lemonade) and keep cranking that crossbow.
This is the image that inspired this train of thought, all the way back to Warhammer Fantasy Battle in the late 1990s:
I've already proposed this to @CamDawg for his Tweaks Anthology mod, but I'll say it here too:
IMHO, the Effects of natural (creature) weapons such as GHAST1.itm or GHOUL1.itm should not be subjected to Magic Resistance. I'm talking about Vampiric Wolves, Ghasts, Ghouls, Basilisks, Wraith Spiders and so forth....
Well, if they create a magical effect, than I think they should be subject to MR (insofar as anything should). If they are more biological in nature, then they should bypass MR.
Precisely! As a matter of fact, I don't think that the touch of a Ghoul/Mummy is magical in nature..... The same holds for the gaze of a basilisk or the bite of a vampire wolf.....
I'm right, aren't I ? Or are you saying that all these creatures are enhanced by magic, thus their effects should be subjected to MR?
1) Katanas when held on the main hand while dual wielding do not properly count as large weapons and they apply 2-point AC bonus (While its supposed to be 0, no AC bonus). I reproduced it on a new clean version with only scales of balance installed(BG+Sod). It happens in the version with all other mods and also the clean version. All other dual wield combos work correctly. And yes i do wait for the AC to refresh based on the ingame clock. Both have all of SoB installed except component 122, 124 (because 122 installs them automatically), and 103.
2) Also another bug specific to the version with all other mods installed, for a strange reason i can equip Katanas to the offhand. (Obviously another mod fault, but i have to test, thought i should mention it also).
3) Both version do not have the proper proficiecy category showing on a weapon's description. For example Katanas should have "Proficiency Type: Scimitar/Katana" but they have "Proficiency Type : Katana"
Dunno if these were mentioned somewhere, could be also be my fault due to install??
I tried only with the Katana from Candlekeep from the start of the game (Bought from the innkeeper). I can only equip the katana in the offhand in the version with other mods too + SoB. In the clean version with only SoB installed i cant equip it in the offhand.
@StummvonBordwehr After your comment i gave my character the +1 katana with console command and... still the same behaviour. I can still wield it in my offhand. So its not a bug in the game its specific to my combined mods. (I have no dependencies or conflicts so idk whats causing it, i will try to test tho in a new install) Also the +1 katana still doesnt count as a large weapon but of a small one, the same as the simple Katana. No change at all.
@subtledoctor it seems that katanas work as daggers for some reason since i also have 1 thaco penalty instead of 2, on top of the 2 ac bonus.
What is the universal opinion on making two-handed weapons the only weapon that does not subtract from strength? I'm a little up in the air on this. It seems to penalize my character quite a bit, especially ones that rely on strength like barbarians and berserkers.
I know that you can disable it, but what does everyone actually think about this feature?
Is the mod ready for the 2.5 versions of BG1:ee, BG2:ee and IWD:ee?
BTW I usually play fighter characters, and I am bit undecided about the job on the constitution stat... In the game and in many mods con doesnt seem to get that much love - regeneration is nice but there seem to be healing potions enough for everybody (+ scrolls of restoration, durlags goblet and rod of ressurection). So its not vital to boost the con stat. So I was thinking if a con boost could give some more benefits besides minor regeneration? Perhaps a save vs. death bonus, immunity to disease or poison. Maybe like this: 20 con = save vs death +1 23 con = immunity to disease 24 con = save vs death + 2 25 con = immunity to poison
Still going to use the mod, but some con love would be great.
Ps. Please let us know when the mod is 2.5 compatible
What is the universal opinion on making two-handed weapons the only weapon that does not subtract from strength? I'm a little up in the air on this. It seems to penalize my character quite a bit, especially ones that rely on strength like barbarians and berserkers.
I know that you can disable it, but what does everyone actually think about this feature?
I'm not a big fan of it. I also tend to use not optimized strength characters, so losing more strength hurts me even more, as I have a habit of playing non-melee classes as melee fighters. Took an all melee vanilla bard through ToB once.
In IWD with this mod, Blade can pick Spell Evasion as a bonus feat. Whith this feat Bard is immune to Webs, Fireballs, Skulls and others. Is this intended? Because it really simplifies game for them.
@subtledoctor, Evade thief skill seems to be broken on BG:EE/BG2:EE latest patch unless I'm missing something. I've tested it with just Spell Evasion component (extended list) and Thief character leveled up to level 12 (ST for Breath Weapon = 14). After throwing several different spells tens of times (fireballs, magic missile, lightning bolt, skull trap etc.) at the Thief using different characters he managed to evade EVERY SINGLE ONE of them. I don't think this should be the case, or at least I don't remember Evade being so overpowered in IWD:EE.
btw. I've looked at the magic missile in NI and while I don't know where the problem lays yet I think you also forgot about "A helpless Thief (e.g. held, stunned, or asleep) cannot use Evasion." IWD:EE feature. I think it's worth using something like this in order to make those states detectable via splprot.2da: APPEND ~STATE.IDS~ ~0x8015202D STATE_NO_EVASION~ It's a combination of following states: - 0x00000001 STATE_SLEEPING //BIT1 - 0x00000004 STATE_PANIC //BIT3 - 0x00000008 STATE_STUNNED //BIT4 - 0x00000020 STATE_HELPLESS //BIT6 - 0x00002000 STATE_CHARMED //BIT14 - 0x00010000 STATE_SLOWED //BIT17 - 0x00040000 STATE_BLIND //BIT19 - 0x00100000 STATE_FEEBLEMINDED //BIT21 - 0x80000000 STATE_CONFUSED //BIT32
edit: out of curiosity I've just finished testing splprot "Evasion check" (63) and... it works in both BG:EE and BG2:EE:
So forget about STATE_NO_EVASION, evasion check will do it automatically.
Keep in mind that @subtledoctor created a personal (i.e., revisited) Evasion passive ability, he did not port IWD:EE Evasion...... That's why there are some differences and this
"A helpless Thief (e.g. held, stunned, or asleep) cannot use Evasion."
@Luke93, the readme advertises this component as "IWD Evasion skill", not some house rule version of it. Even if this was the case allowing thief to evade during sleep sounds silly. Either way, as mentioned, the component is broken in the current state (100% evade chance).
Also IIRC subtledoctor implemented it with workarounds because "evasion check" didn't work in the past outside IWD:EE engine mode. With this engine feature implemented in all EE games, scale of balance implementation seems excessive.
Even if this was the case allowing thief to evade during sleep sounds silly.
I 100% agree with you.
Anyway, @subtledoctor tweaked IWD:EE Evasion in the following way..... The fact that helpless Thieves can evade effects may be a side effect of not using splprot "Evasion check" (63)
Thanks for exaplanation. For my mod I think I will stick with the vanilla evasion check since it's easy to trick the engine to use it even if character is not Thief (Use Eff file with "Set IDS State" -> Thief for 0 seconds + Protection against it if character is thief or don't have "EVASION" splstate - 2 rows splprot condition).
From what I see vanilla Evasion rolls additional time instead of using default Breath roll, so it's still a bit different compared to your implementation (no way to roll again "save for half damage" if there is just a single roll)
I'd love to help, but I can't reproduce the bug. When I rig Phlydia to throw fireballs at my thief, this is my result:
dunno what's up in this case. Tested on completly clean BG:EE (windows) with latest patch and just this one component: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #172 // STO - IWD Spell Evasion -> For Expanded Spell List: v5.13.1 result:
Thanks for exaplanation. For my mod I think I will stick with the vanilla evasion check since it's easy to trick the engine to use it even if character is not Thief (Use Eff file with "Set IDS State" -> Thief for 0 seconds + Protection against it if character is thief or don't have "EVASION" splstate - 2 rows splprot condition).
Changing the target to a thief has bugged consequences - the opcode can make permanent changes to the creatures base stats if multiple instances of it get applied at the same time, regardless of it's specified duration/timing mode.
From what I see vanilla Evasion rolls additional time instead of using default Breath roll, so it's still a bit different compared to your implementation (no way to roll again "save for half damage" if there is just a single roll)
There is no second roll for a breath save. It is still possible to succeed the breath save, but not the Evasion save, because specific save vs. (type) bonuses do not apply to the hardcoded evasion save: Direct bonuses on the effects, specialists spell-school save bonus, opcode 346 spell school save bonus, opcode 219 save bonus.
There is no second roll for a breath save. It is still possible to succeed the breath save, but not the Evasion save, because specific save vs. (type) bonuses do not apply to the hardcoded evasion save: Direct bonuses on the effects, specialists spell-school save bonus, opcode 346 spell school save bonus, opcode 219 save bonus.
Missed this the first time. I'm pretty sure you're wrong: Evasion is not "roll again for half damage," rather it is "roll a saving throw to escape the effect entirely, and if you fail that save, then you can still save normally for half damage." And I'm fairly sure the "save to avoid entirely" is a Breath save.
Indeed, I've confused Breath save with Spell save on Fireball hence the assumptions that the engine rolls it twice.
So the question is why Halen is seemingly immune to the effects of those spells even when he fails his save vs. Breath. Because in my install on SoD v2.5.17 just now, Phlydia was absolutely wrecking me with Acid Arrows and Fireballs, I was only making my save about a third of the time (as you seem to be as well). And the only way to know that is to look at the file(s) in NI or DLTCEP. Sending me a copy of your SPWI211.SPL would actually be more informative than the savegame.
Comments
This is the image that inspired this train of thought, all the way back to Warhammer Fantasy Battle in the late 1990s:
IMHO, the Effects of natural (creature) weapons such as GHAST1.itm or GHOUL1.itm should not be subjected to Magic Resistance. I'm talking about Vampiric Wolves, Ghasts, Ghouls, Basilisks, Wraith Spiders and so forth....
What do you think?
I'm right, aren't I ? Or are you saying that all these creatures are enhanced by magic, thus their effects should be subjected to MR?
1) Katanas when held on the main hand while dual wielding do not properly count as large weapons and they apply 2-point AC bonus (While its supposed to be 0, no AC bonus). I reproduced it on a new clean version with only scales of balance installed(BG+Sod).
It happens in the version with all other mods and also the clean version. All other dual wield combos work correctly. And yes i do wait for the AC to refresh based on the ingame clock.
Both have all of SoB installed except component 122, 124 (because 122 installs them automatically), and 103.
2) Also another bug specific to the version with all other mods installed, for a strange reason i can equip Katanas to the offhand. (Obviously another mod fault, but i have to test, thought i should mention it also).
3) Both version do not have the proper proficiecy category showing on a weapon's description. For example Katanas should have "Proficiency Type: Scimitar/Katana" but they have "Proficiency Type : Katana"
Dunno if these were mentioned somewhere, could be also be my fault due to install??
I tried only with the Katana from Candlekeep from the start of the game (Bought from the innkeeper).
I can only equip the katana in the offhand in the version with other mods too + SoB. In the clean version with only SoB installed i cant equip it in the offhand.
Found this piece of intel in the “did you know” thread: https://forums.beamdog.com/discussion/comment/1006559/#Comment_1006559
It might be a bug in the game, that causes the candlekeep katana weirdness..
@subtledoctor it seems that katanas work as daggers for some reason since i also have 1 thaco penalty instead of 2, on top of the 2 ac bonus.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24600
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 14 EE Fix
~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.0.0
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v18
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v18
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v18
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v18
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v18
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v18
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v18
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v18
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v18
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v18
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v15
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.1
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.04
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.1
~ANIMUS/ANIMUS.TP2~ #0 #0 // Animus Weapon: v1.1
~CONVINIENTAMMUNITION/SETUP-CONVINIENTAMMUNITION.TP2~ #0 #0 // Convinient Ammunition: 1.0
~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.0
~7C#SARTWEAK/7C#SARTWEAK.TP2~ #0 #101 // Change Sarevok back to his BG1, non-TotSC version -> Only give Sarevok bonuses (eg. don't lower his Saving Throws): v1.2
~7C#SARTWEAK/7C#SARTWEAK.TP2~ #0 #250 // Give Sarevok a better weapon -> Give him a Two-Handed Sword +2: v1.2
~A7-BANTERACCELERATOR/SETUP-A7-BANTERACCELERATOR.TP2~ #0 #20 // Banter Accelerator -> Frequency: 40 seconds, Probability: 10% (default): 1.3
~KITPACK.TP2~ #0 #2 // Update default Helm kit? (BG:EE)
~KITPACK.TP2~ #0 #4 // Update default Lathander kit? (BG:EE)
~KITPACK.TP2~ #0 #6 // Update default Talos kit? (BG:EE)
~JKITS/SETUP-JKITS.TP2~ #0 #0 // Kenshei: v7
~JKITS/SETUP-JKITS.TP2~ #0 #1 // Undead Eliminator: v7
~JKITS/SETUP-JKITS.TP2~ #0 #2 // Amazon: v7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31 RC3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 14 EE Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 14 EE Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 14 EE Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 14 EE Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 14 EE Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 14 EE Fix
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 4
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 4
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 4
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised 1.15a)
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v9
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74.33
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.7.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.7.9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3196 // Alter Hostile Rest Spawns -> Increase frequency by 50%: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3293 // Personalize automatic save names -> Use scheme: 000000000-(Protagonist) Save-Name: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v5
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 4.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #10 // Expanded Shamanic Dance for high level characters: 4.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #20 // Add spell "Shamanic Pact": 4.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #30 // Apply Shamanic Dance improvements to Shaman kits: 4.0
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.13
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31 RC3
~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): v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31 RC3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31 RC3
~BGEESPAWN/SETUP-BGEESPAWN.TP2~ #0 #101 // BGEE Leveling Spawns Mod: v0.3
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.92
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.13
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2000 // Streamlined Wizard Spell Progression: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Streamlined Sorcerer Spell Progression: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2170 // Reputation has no Effect on Store Prices: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2190 // Modal Buff AI Script: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: proto-7 171126
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: proto-7 171126
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #10000 // Rogue Rebalancing -> Vanilla: 0.71
~JAHEIRARECAST/JAHEIRARECAST.TP2~ #0 #2 // Jaheira Recast: Dialog Voiceover: v3.0
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #0 // Chatty Imoen: Expanded Character Sounds: v1.3
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #1 // Chatty Imoen: Add NPC Interactions: v1.3
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v2.1.0
~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.1
~LEUI-SOD/LEUI-SOD.TP2~ #0 #0 // lefreut's Enhanced UI (SoD skin) - Core component: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #1 // lefreut's Enhanced UI (SoD skin) - BG2 vanilla bams for spells: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #2 // lefreut's Enhanced UI (SoD skin) - BG2 vanilla fonts for descriptions: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #3 // lefreut's Enhanced UI (SoD skin) - Disable item comparison feature: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #4 // lefreut's Enhanced UI (SoD skin) - Reverse +/- buttons position: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #5 // lefreut's Enhanced UI (SoD skin) - Single Click to Map Travel: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #6 // lefreut's Enhanced UI (SoD skin) - Show Sidebar toggle button: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #7 // lefreut's Enhanced UI (SoD skin) - Show Quicksave button: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #8 // lefreut's Enhanced UI (SoD skin) - Show Highlight button: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #9 // lefreut's Enhanced UI (SoD skin) - Small right sidebar buttons: 3.7
~LEUI-SOD/LEUI-SOD.TP2~ #0 #10 // lefreut's Enhanced UI (SoD skin) - Quests in journal collapsed by default: 3.7
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #1 // Install Hidden Gameplay Options -> Selected options: 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #10 // Add in-game option "Enable Debug Mode": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #11 // Add in-game option "Enable UI Edit Mode": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #12 // Add in-game option "Show Strrefs": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #13 // Add in-game option "Hotkeys On Tooltips": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #14 // Add in-game option "Show trigger icons on tab": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #16 // Add in-game option "Limit druidic spells for Cleric/Ranger": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #17 // Add in-game option "3E Sneak Attack": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #18 // Add in-game option "Critical Hit Screen Shake": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #19 // Add in-game option "Show extra combat info": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #20 // Add in-game option "Show Game Date and Time on Pause": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #22 // Add in-game option "Reverse Mouse Wheel Zoom": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #23 // Add in-game option "Pause Game on Map Screen": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #24 // Add in-game option "Enable Fog": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #25 // Add in-game option "Disable Movies": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #27 // Add in-game option "XP Bonus in Nightmare Mode": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #28 // Add in-game option "Trigger Bored Sounds": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #29 // Add in-game option "Frame Rate" (experimental): 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #30 // Add in-game option "Action Feedback": 2.2
~HIDDENGAMEPLAYOPTIONS/SETUP-HIDDENGAMEPLAYOPTIONS.TP2~ #0 #32 // Add in-game option "Show Area of Effect Range": 2.2
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
@subtledoctor I mean i dont have dependencies and conflits in BWS, i resolved them.
And here is the file you asked. I hope i did both correctly.
EDIT : I have found something more. Bastards swords do not count as of the "Greatsword" category but as "Longswords".
EDIT2 : Any update?
I know that you can disable it, but what does everyone actually think about this feature?
Huge fan of this mod. Great work.
Is the mod ready for the 2.5 versions of BG1:ee, BG2:ee and IWD:ee?
BTW I usually play fighter characters, and I am bit undecided about the job on the constitution stat... In the game and in many mods con doesnt seem to get that much love - regeneration is nice but there seem to be healing potions enough for everybody (+ scrolls of restoration, durlags goblet and rod of ressurection). So its not vital to boost the con stat. So I was thinking if a con boost could give some more benefits besides minor regeneration?
Perhaps a save vs. death bonus, immunity to disease or poison. Maybe like this:
20 con = save vs death +1
23 con = immunity to disease
24 con = save vs death + 2
25 con = immunity to poison
Still going to use the mod, but some con love would be great.
Ps. Please let us know when the mod is 2.5 compatible
Whith this feat Bard is immune to Webs, Fireballs, Skulls and others.
Is this intended? Because it really simplifies game for them.
btw. I've looked at the magic missile in NI and while I don't know where the problem lays yet I think you also forgot about "A helpless Thief (e.g. held, stunned, or asleep) cannot use Evasion." IWD:EE feature. I think it's worth using something like this in order to make those states detectable via splprot.2da: APPEND ~STATE.IDS~ ~0x8015202D STATE_NO_EVASION~ It's a combination of following states:
- 0x00000001 STATE_SLEEPING //BIT1
- 0x00000004 STATE_PANIC //BIT3
- 0x00000008 STATE_STUNNED //BIT4
- 0x00000020 STATE_HELPLESS //BIT6
- 0x00002000 STATE_CHARMED //BIT14
- 0x00010000 STATE_SLOWED //BIT17
- 0x00040000 STATE_BLIND //BIT19
- 0x00100000 STATE_FEEBLEMINDED //BIT21
- 0x80000000 STATE_CONFUSED //BIT32
edit: out of curiosity I've just finished testing splprot "Evasion check" (63) and... it works in both BG:EE and BG2:EE:
So forget about STATE_NO_EVASION, evasion check will do it automatically.
Keep in mind that @subtledoctor created a personal (i.e., revisited) Evasion passive ability, he did not port IWD:EE Evasion...... That's why there are some differences and this
is probably the most important one......
Also IIRC subtledoctor implemented it with workarounds because "evasion check" didn't work in the past outside IWD:EE engine mode. With this engine feature implemented in all EE games, scale of balance implementation seems excessive.
Anyway, @subtledoctor tweaked IWD:EE Evasion in the following way..... The fact that helpless Thieves can evade effects may be a side effect of not using splprot "Evasion check" (63)
From what I see vanilla Evasion rolls additional time instead of using default Breath roll, so it's still a bit different compared to your implementation (no way to roll again "save for half damage" if there is just a single roll) dunno what's up in this case. Tested on completly clean BG:EE (windows) with latest patch and just this one component:
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #172 // STO - IWD Spell Evasion -> For Expanded Spell List: v5.13.1
result:
Here is a save in case you want to test it using the same spell selection: https://www.dropbox.com/s/71jcrjn6gy8o0i6/000000027-thief.zip?dl=1