·Neera was happy to get that voice out of her head... after I freed him we agreed to wait before taking our romance to the next level. ·Glint meet up with his family but I had to be clear about my feelings for him... it seems "right hand gnome" has different connotations? ·Dynaheir helped talk her sister-witch out of joining the enemy and I got a sword out of it.
Fights: I defeated the crusader camp with standard crowd control tactics and placed both the mission items before making a quick retreat back to headquarters.
Bugs:
The mushroom graveyard quest bugged out but this may be because I'm good this run?
Glints' sister bugged (disappeared) after agreeing to talk to the ogres for us... looks like a dialogue script error.
The crusader patrols bugged and didn't fight back as I stuck them with arrows in held states... a clear case of lazy scripting
So, good day all the heroes! Few minuts ago my brave paladin falls from the look of basilisk, being level ~7 level, caus of my stupidness. I just casted protection from petrification not to my baalspawn, but Xan, and monster use it in his way. New attempt i will blog here.
My trilogy settings(Made by Darktech + much mods from me, going stable with minor problems)
Short description
SCS - most of changes Ascention Few npc(Kindrek, Yasraena, Saerileth, Bg1 to Bg2 npc's) Dark side of the Sword Coast BG2/BGT Tweaks Subraces mod, Prestige KitPack v2 PP1 some graphic mods Graphic fix mod
Full log
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // ?????? -> : ??? ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // ?????? -> : ??? ~SETUP-BGT.TP2~ #0 #0 // ?????? -> : ??? ~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // ?????? -> : ??? ~SETUP-GUI.TP2~ #0 #1 // ?????? -> : ??? ~SETUP-BGTMUSIC.TP2~ #0 #2 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // ?????? -> : ??? ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // ?????? -> : ??? ~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2002 // Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12) ~SETUP-UB.TP2~ #0 #0 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #1 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #2 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #4 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #5 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #6 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #7 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #8 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #9 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #10 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #12 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #16 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #18 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #21 // ?????? -> : ??? ~SETUP-UB.TP2~ #0 #24 // ?????? -> : ??? ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v16 ~1PP.TP2~ #0 #2 // ?????? -> : ??? ~1PP.TP2~ #0 #3 // ?????? -> : ??? ~1PP.TP2~ #0 #4 // ?????? -> : ??? ~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.8 ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB) ~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB) ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #5 // DSotSC for BGT-Weidu: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #100 // Dark Side Interparty Banter: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #200 // Extended NPC Soundsets -> Additions only: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #400 // Alternate Bardo Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #410 // Alternate Bub Snikt Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #420 // Alternate Conchobhair Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #430 // Alternate CuChoinneach Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #440 // Alternate Ferthgil Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #450 // Alternate Jet'laya Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #460 // Alternate Keiria Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #470 // Alternate Skeezer Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #480 // Alternate Thorfinn Portrait: v 2.17 ~DSOTSC/SETUP-DSOTSC.TP2~ #0 #500 // Biff the override folder (recommended unless you are installing NTotSC as well or performing a mega-mod installation).: v 2.17 ~YESLICKNPC/YESLICKNPC.TP2~ #0 #0 // Yeslick NPC for BGII: SoA: v1.1 ~YASRAENA/SETUP-YASRAENA.TP2~ #0 #0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v16_charsets ~SETUP-KINDREK.TP2~ #0 #0 // Kindrek v2.5 (BG2:SoA & TOB NPC) created by nethrin: v2.7_charsets ~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v18_charsets ~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v4 ~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v4 ~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test: v4 ~NPCKIT/NPCKIT.TP2~ #0 #410 // Anomen Gains Berserker Kit on Failing Knighthood Test: v4 ~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit: v4 ~SETUP-NPC_STRONGHOLDS.TP2~ #0 #0 // NPC Strongholds: v2 ~SETUP-NPC_STRONGHOLDS.TP2~ #0 #1 // Soundset Changes (Throne of Bhaal required): v2 ~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #10 // Portraits for Dark Side of the Sword Coast: v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #1530 // Portraits for Slandor: v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #1340 // Portraits for Big Picture: v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #5000 // Alternate Female Character-Creation Portraits: v2.9 ~SETUP-NSCPORTRAITS.TP2~ #0 #5010 // Alternate Male Character-Creation Potraits: v2.9 ~SETUP-PPK.TP2~ #1 #0 // Prestige Kit Pack Basic ~SETUP-PPK.TP2~ #1 #1 // Dreadnought ~SETUP-PPK.TP2~ #1 #2 // Blackguard ~SETUP-PPK.TP2~ #1 #3 // Ssaulabi ~SETUP-PPK.TP2~ #1 #4 // Priest of Tempus ~SETUP-PPK.TP2~ #1 #5 // Priest of Ohgma ~SETUP-PPK.TP2~ #1 #6 // Champion ~SETUP-PPK.TP2~ #1 #7 // Mystic Fire ~SETUP-PPK.TP2~ #1 #8 // Duelist ~SETUP-PPK.TP2~ #1 #9 // Tempest ~SETUP-PPK.TP2~ #1 #10 // Trickster ~SETUP-PPK.TP2~ #1 #11 // Shadowdancer ~SETUP-PPK.TP2~ #1 #12 // Red Dragon Disciple ~SETUP-PPK.TP2~ #1 #13 // Blue Dragon Disciple ~SETUP-PPK.TP2~ #1 #14 // Green Dragon Disciple ~SETUP-PPK.TP2~ #1 #15 // White Dragon Disciple ~SETUP-PPK.TP2~ #1 #16 // Elementalist ~SETUP-PPK.TP2~ #1 #17 // Shadowdruid ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.8 ~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1210 // Use BG Walking Speeds (BETA): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16 ~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1600 // Hooded unarmoured mages: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1809 // Import more NPCs into Shadow of Amn: Bub Snikt: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1810 // Import more NPCs into Shadow of Amn: Conchobhair Strongblade: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1811 // Import more NPCs into Shadow of Amn: Ferthgil Trollslayer: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1812 // Import more NPCs into Shadow of Amn: Jet'laya: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1813 // Import more NPCs into Shadow of Amn: Keiria Silverstring: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1814 // Import more NPCs into Shadow of Amn: Skeezer Lumpkin VI: 11 (5 Feb 12) ~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 11 (5 Feb 12) ~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only ~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects ~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks ~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations ~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves ~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core) ~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects ~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3080 // Move the Cloak of Mirroring: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 gold pieces: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcker's Keep statues from disappearing: v6.8 ~SETUP-BG2-BIGGER-FONTS.TP2~ #0 #0 // Install Bigger fonts for Baldur's Gate 2: v0.1 ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.07 ~SETUP-BGII-SUBRACE.TP2~ #0 #2 // Alternate NPC subraces ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.9 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
My rules:
Char creation - free class/race choice with keeper, free stat roll and adjustion
Core rules
Light RP - no pre buffs without scouting, LVL up with slider down only inside Inn's
BG2 scroll/trap exp - cheaty at start, but its my insurance(i didnt play with SCS and other surprise events from mod, got trapped and died many times by random encounters i didnt know about at all)
Full item randomisation
Few first attempts fails fast, i died twice at kobold mines (shaman and commandos owns whole party), last one - many deaths of my mates(10-15 revives at temples), hardest fight - ogr mage east to beregost, killed 3 of 6, running from him about 15 minuts and killed with bows, after he used all crowd control and defensive spells. Then i died to basilisc ambush beetwen areas while travelin - baalswapn child stay as stone statue...
My new start: PC - Artshtein, polecat female moon elf-paladin, my wow-style fantasy. Roled VERY nice: got enough points to make 7 int after maxin DEX, CONS and CHAR, and got jackpot - 18/00 STR. Edited with keeper for elf stats and race: +1 dex, -1 cons And my tiefling Imoen sister
My plan: Friendly Arm Inn => Beregost => Nashkel => Carnaval => Gnolls Keep => Mines, then - post results. Really excited about loot this time, previous times i got nothing usefull for my pally and custom half orc security
Not gonna lie, those mods there absolutely terrifies me for some reason. Might want to check if they installed correctly. Best of luck! Away from my computer with screenshots, but Barl's currently in the Underdark alive and... kinda/sorta well, with 4 men from 6 still alive. I'll give details later.
@sipaka I notice that you have the BG2 subrace mod installed. Do you know if it is EE compatible and where the most up to date version can be found. The most up to date version that I have was last modified in 2004.
@Wise_Grimwald Subrace is one of the buggy ones, and its really out of date. Component with changing Imoen buggs twice at start(Imoen looks tiefling in Candlekeep, but arrives to party as default Imoen with tiefling stats and race, then - i testet bg2 - she just didnt arrived to open case and start 1st dialog) - i am a real adventurer and a bit gamedesigner/tester, so i hope i can solve it with game tools. Unfortunately, im not a programmer
@Neverused I installed them about 30-40 times for stable launch, a week work. Working stable, but there are many minor bugs, its my first mod compilation.
Part 1 - From the CandleKeep to the Mines So, that's it. First big bad (fetish) guy got his arrow in the knee
and then girls flee from the wolf band.
Unbieleveble. I decided to risk - Algalon's cloak is now in Imoen's pocket. 1 attempt with 19 dex(tiefling) and 40 pick pocket skill. Now i can clear any guarded by peasants chests without risk, and with my 18+2 charisma i got nice sell-outs everywhere!
Meh. Unidentified leather looking like usual +1 armor? Of course i need equip it... Stop, wait, isnt it cursed?
-Imoen, didnt u know that kidding with cursed items is quite dangerous? -Just check out that dangling stuff i've got, lol! Wait, i can't unbutton that! Such disgrace! -By the holy light...
Improved Xvart village surprised me much. Here i find grateful audience for some firework show. But its becomes more like the death bringing fire rain for pity onlookers :devilsmile:
Btw, looks like xvarts are main heroes of iron crysis. Just look - they can make own iron monopoly, to rival the Iron Throne...
Nothing interest, from the gnoll's hold to the mines. Just cleared. Many useless items, like long swords, axes, halberts and spears. Even 2 chain mails +1 - at least now i can trade with my heroic reputation and high charisma. Priest from Lathander's temple offers full paladin manchkin set, so i bought few helpful items for PC(full could be too cheaty). One really nice thing i got - boots of speed, and my pally becomes main solo-tank for my strong backline.
Xan used strange potion of intilligency 25 from carnaval, and i got a day to learn massive spells. Traders and even Thalantyr didnt offered suitable mage stuff, just dozen of passable scrolls. Tons of XP from learning filled and i'm ready for clear all the Sword Coast from darkness and evil.
Honestly wanna go to next mine to get Yeslick. My dreamteam - me, Imoen, Xan, Anomen and Yeslick. 2 slots in bg1 and 1 in bg2 are free... Any suggestions and tips could be awesome. I got Yasraena mod, may be ill invite her.. Anyway need to find two good aligned mates more for Serevok hunting. Minsk bored me years ago, and dont want to deal with Adjantis/Kivan, just dont like them.
So I have SOME screenshots, but not nearly as many as I would've hoped... Habits die hard, it seems. I have none of the De'arnise keep, for example.
Barl, Human Archer 9 -> Cleric 10+ Party is/was Minsc, Jaheira, Mazzy, Neera, and Yoshimo. One thing I'm pretty adamant on this runthrough is getting Cerberus. Looking at a guide, this means spending 8 more days in Amn, so ample time for the last easy-ish stronghold quest. I dropped Minsc to pick up Nalia, and I ran into a bug that should've set off red flags: Minsc didn't do his dropout dialogue, and I couldn't talk to him afterwards. More on this later.
There were no spirit trolls on the base level, so the Fire elementals we summoned were enough to clear it. Fighting to open the drawbridge, Mazzy and Jaheira needed to be crit to be hit, so it was just a matter of taking down all that health. Their servant fails to save vs a Mental Domination, and gives me a flail head without fighting to the death. Tansheron's bow is used to cheese out the Iron golem from behind the door, and the other golems only get a Cursed Wound on somebody. We rest for the first and only time, as Nalia hadn't filled her level 5 and 6 slots, including Cloudkill, and to lift the curse.
We made the flail, noting it's much weaker than the vanilla version. In the "basement," the first room of trolls is easily cleared, and the room of Umber Hulks is filled with a Cloudkill, killing most of them immediately. Preparations are made for Torgal: two Fire Elementals, I think a Skeleton Warrior, Resist Fear, and Conjure Animals, and Haste and Chant. Pulling him invisibly didn't work; the others followed after him. Mazzy and Jaheira hold the door, Mazzy with Lilaarcor and Jaheira with the Shield of Harmony to prevent any Umber Hulk shenanigans. Torgal himself, after killing some summons, goes after Neera and so she's pulled to the far room, and Barl follows. I'm not really tracking this fight as carefully as it's literally just sending Neera back and forth across the room and Barl auto attacking.
Nalia lays down another Cloudkill after most of our summons die, and is almost instantly after hit by a Chaos from one of the mages, and Yoshimo with her. Fortunately, the Cloudkill pretty much guarantees the mages don't do anything else important. Torgal dies somewhere around here, and Mazzy, Jaheira, and Barl clean up the remaining combatants that didn't already succumb to the doorway fight. No deaths, no consumables besides Potions of Greater Healing used. After claiming the 10k gold, we drop off Nalia and CTRL-Q Minsc back into the party, since we can't talk to him and... something.
A few rests later, and Delon arrives and we clear the second Ranger stronghold quest. Other things that happened: Mazzy is called home, Jaheira leaves while we're waiting on Mazzy's sister, and so we have the second to last Harper battle.
Time to do the vampires. There're no NPP permanent items that I've found so far in IR, so we're going in with protection 5 rounds at a time. Tanova is again the most dangerous of them all. Note that I don't have Improved Vampires installed as the CON drain's a bit silly and impossible to counter besides PFMW.
Tanova is convinced to waste the majority of her spells on summons, and then goes silent for awhile as I send out more summons. I've no idea where she went. Shrugging, we clear the rest of the dungeon. The clay golem fails to get a Cursed Wound on anyone this time, and the others fail to put up much of a fight. As for Bodhi herself, well...
She fails to even kill all the summons before Barl takes her down. Archers with Haste are fair and balanced at this point in the game
Going back, we find where Tanova hid herself, and execute her:
And now it's a wait of a few more days for the last Ranger stronghold quest. We fight the Harpers that attack in the meantime, Chaos doing wonders on their mages. Fighting Umar herself could've gone a lot worse. We interrupt the majority of her spells, but the one she DID get off was a Prismatic Spray. Fortunately Neera gets lucky and gets away with only damage. She still dies, but it could've been worse. Cerberus is now in our possession, and it's time to leave for Brynnlaw.
Perth is killed by a Harm + Ice Storm, as Perth wastes his first spell detecting invisibility and then Mislead + something. Moving on to the Courtesan hall... The guards hurt, but they're still melee. The mage, on the other hand, casts a Sphere of Chaos and...
And we're down to 5. Minsc's body is still visible on the ground: it wasn't a Disintegration effect, but since he's not technically in the party, and CTRL Q'd in, I'm willing to bet that any death would've caused this result. Regardless, after setting Clair free, Yoshimo convinces Deshirak to let us into Spellhold. Yoshimo turns traitor, Imoen joins, yadda-yadda-yadda, shadowkeeper Imoen back to pure Thief again... Barl sacrifices a point of DEX, Tansheron's bow's still ridiculous...
Anyhow, besides an initial stumble against the Yuanti mages resulting in another Neera death (Flame strike from a summoned Genie), the dungeon's going fine until I attempt the last portal fight. I'm pretty sure the Pit Fiend cast with a dirty aura, as I think Jaheira should've been able to clear the radius of the second Fireball, but...
And now, we're 4. One of each of the "standard" classes, funnily enough: Fighter, Cleric, Mage, and Thief. Things just got difficult. Spells are rearranged with a greater priority on summons, since we lost our two Fire Elementals. The Minotaur level/Slayer transformation level never poses any danger, and the lone Gauth is soaked by two Skeleton Warriors. We bribe Lonk the Sane with 2k gold, and time for Irenicus.
This fight always gives me trouble, with his dual Time Stop, his Morde sword spam, the clones, the Chaos Sphere... Ugh. We fight on his terms for awhile, killing one or two of the clones, but eventually are forced out of the area by the Chaos Sphere, Barl and Mazzy to the top right and Neera and Imoen to the top left. Neera's confused en route, and stumbles into the Sphere of Chaos which... dispels the confusion. I'm not complaining, and an Invisibility potion later, we're all safe. Jon's still focusing on killing the last of the inmates, and Barl throws a Summon Animals and several Skeleton warriors into the mix. Eventually...
Neera's already casting her True Sight for the murderers, and Barl joins her a second later. No Backstabs were to be had, and without them, the thieves weren't really a problem. Yoshimo is killed, and his heart stuffed in a Bag of Holding.
We made the flail, noting it's much weaker than the vanilla version.
What was weaker about it (assuming you did upgrade it fully using all 3 heads)?
Ah, right: instead of a 100% chance of 1 acid, 1 ice, and 1 fire damage on-hit, it's now lowered to I think a 20% chance per head that it'll activate. So 20% chance of 1d4 acid damage, 20% chance of 1d4 ice, 20% of 1d4 fire. Each head also had some effect tied to it: ice was slow, I think acid might've been reduction of AC to THAC0, and fire was... something. It's still good, just not the sure mage-interrupter it is in Vanilla.
sipaka said:@Wise_Grimwald Subrace is one of the buggy ones, and it's really out of date. Component with changing Imoen bugs twice at start (Imoen looks tiefling in Candlekeep, but arrives to party as default Imoen with tiefling stats and race, then - i testet bg2 - she just didnt arrived to open case and start 1st dialog) - i am a real adventurer and a bit gamedesigner/tester, so I hope that I can solve it with game tools. Unfortunately, I'm not a programmer
I noticed when I was playing Tutu that there were a number of bugs. Teifling for instance had increased Charisma instead of decreased. There was a dwarven race that was supposed to have +1 in axe proficiency but instead of +1 you got 1 in that proficiency even if you had put 4 there.
I mentioned these bugs on the boards so hopefully they will one day be rectified if they haven't been already.
Both of these could easily be rectified in GateKeeper in the past, and I suppose can nowadays be rectified with EE Keeper if necessary. I'm sure that your problem with what Imoen looks like will be rectifiable with EE Keeper. I noticed that one too, but didn't bother with it in the past, but now that I am a bit more savvy with the Keepers, I will probably correct things. I'm not a programmer either, well not for decades anyway. Fortran IV ring any bells?
Ah, right: instead of a 100% chance of 1 acid, 1 ice, and 1 fire damage on-hit, it's now lowered to I think a 20% chance per head that it'll activate. So 20% chance of 1d4 acid damage, 20% chance of 1d4 ice, 20% of 1d4 fire. Each head also had some effect tied to it: ice was slow, I think acid might've been reduction of AC to THAC0, and fire was... something. It's still good, just not the sure mage-interrupter it is in Vanilla.
Thanks - that change is made by the Item Revisions mod and was indeed designed to nerf the FoA a bit (as well as make it slightly more interesting to use).
With no one in the party to cast Sleep, the Gnolls here could prove a problem. Finch runs ahead to distract the Gnolls, then runs away when Chara throws a grenade (which, like Arrows of Detonation, hit automatically). This allows me to land hits on groups of enemies without endangering my tank.
Chara only makes one damage roll for each grenade; that's why all the Gnolls suffer the same amount of damage. The danger in using grenades is not that Finch might get damaged; the risk is that she could get stunned for a whole round. That's more than enough time for her to die from the enemies' automatic hits.
Still, compared to the bounty hunters we fought before, the Gnolls don't give us much trouble. Tiax's Ghast continues to serve as our primary tank, Frisk disables groups of enemies with Hypnosis (which still gives a very generous +4 save bonus), Finch and Tiax use Command on problem enemies, Chara throws Bottles of Sludge, and Morwen gets most of the kills using her +2 longbow. As our highest-level character at level 5, Morwen is our best damage dealer.
We run into some Kobold Witch Doctors and their cohorts down south, who drop a very small number of a very powerful weapon.
Unfortunately, Item Randomizer robs us of the tome in one of the caves here.
We take down Neira in Nashkel. Tiax and Finch make good use of Shatter, a level 2 priest spell that deals lingering crushing damage.
The casting time is 9, so it's really slow, but considering how lousy our THAC0 is, having a decent source of spell damage is very helpful. We earn a helm that grants immunity to blindness and deafness, which, combined with Morwen's Greenstone Amulet, could block both the stun and the deafness of Chara's grenades.
Why not use that to create a grenade-based tank? Because I need that Greenstone Amulet on Chara, lest a disabler kill them. The top priority is always to make sure the main character is safe.
I stop by the Ruins to do the Kozah quest thingy, and end up fighting a blurry Doomsayer. Finch proves to be an extremely fragile tank--her AC isn't remotely good enough for her to survive against this thing.
And Rainwater Brew only heals 2d6 HP per round; that won't be enough to keep her alive. Instead, Finch kites the Doomsayer while Tiax hits it with a couple of Shatter spells, which are supposed to be more damaging to undead and constructs.
Morwen can land hits on the thing occasionally, but it proves immune to missile damage, and our Bottles of Sludge have no effect at all. Mercifully, Finch can take it down by trading places with Tiax and nailing the Doomsayer with more Shatter spells while Tiax kites it.
We solve an easy riddle to save Brage and get 1000 gold from the temple east of Beregost, but gold is really immaterial at this point. Chara won't be able to spend that money on any decent potions until level 4, which is still really far away. What we really need is XP.
We take a gamble by tackling some Sirines to the far west. Morwen makes a critical save against Charm and uses Bonemeal Eyedrops to improve her ranged attacks. Since Bonemeal Eyedrops can dispel the Sirines' Improved Invisibility if the Sirines fail their save, they make a huge difference in Morwen's chances to land a hit on the critters.
Our encounter with Sil is more friendly. I barely know anything about Sil--I apparently named one of my characters after her by complete accident--but it seems you can avoid combat with the right dialogue choices. You even get a cloak out of the deal.
I didn't know where the Flesh Golem cave was until recently, so for once I go in to poke around. Turns out there are a bunch of traps in this area.
I've heard people like to use Potions of Absorption in this area, so I'm guessing those Flesh Golems do a bunch of damage. Unfortunately for me, Item Revisions tweaks Potions of Absorption (renamed Potions of Insulation) so they only give 50% electrical resistance and no AC bonus vs. blunt weapons (the old Potions of Insulation are now Potions of Absorption in IR and give 10% physical damage resistance).
So I kite the golems instead, using Shatter to bring them down.
The "Hold Person" message is a bug; the Shatter spell is rigged to cast a sub-spell that happens to be named Hold Person.
I think we're supposed to get a tome in this area, or some other big reward, but Item Randomizer gives us a golem manual instead.
We have no use for this. I don't think we can even equip it or anything.
An old geezer attacks us for some reason. Later I would learn this is because we made friends with Sil.
Multiple pirates appear, and some turn invisible. Fearful of getting backstabbed, Chara uses a Smoke Bomb to run into the northwest corner while Morwen tries to mess with the enemy group using Color Spray. Chara escapes, but Frisk just barely dies to a single backstab.
Without Frisk to use Detect Illusions, we use Bonemeal Eyedrops to reveal the enemy before they can backstab anyone else. But the eyedrops do nothing if the enemy makes its saving throw.
The saving throw is just there to nerf the item. I thought a guaranteed invisibility purge would be overpowered, and I didn't want to reduce it to a 25% or 50% chance or something. I don't like making things into percentages.
Smoke Bombs are different, however. They last 1d4+3 seconds and therefore only have a 50% chance of lasting a full round--I made it this way so they'd be a cheap and reliable escape option, but wouldn't be able to keep somebody invisible indefinitely. Chara gets nailed by a backstab, but miraculously survives.
How did the backstab fail?
Chara was wearing a Knave's Robe. In IR, a Knave's Robe grants +2 saves vs. death and makes the wearer immune to backstab.
Without it, Chara would have died.
Chara heals themself with a potion and keeps running around. The rest of the party manages to pull down the enemy, and we scrape by with a single death.
We head back to Beregost and speak to the folks in the temple to the east, getting an illuminated book from Blaise. Turns out a mod introduces a long-distance romance between a bookworm in Candlekeep and a book at the temple.
We'll have to wait another several chapters before we can actually deliver the book.
I want to get a hold of the Wand of Lightning from the big house in Beregost, so I pull out a trick I used in a previous, non-documented run: I enter the house, talk-block the guards and the guy in the poofy pants to the northeast, and then charm them one at a time using Frisk's Charm power.
Charm can be cast at will, which means we don't have to rest if the target makes a saving throw, but this trick can be done with any normal charm spell.
We order the guard, Carl, to attack someone in the party, then leave the house just as he starts to swing his sword. This causes him to follow us outside, allowing us to send him away.
We do the same thing with the other guard, removing both of them from the area we want to plunder.
We also charm the guys in poofy pants.
By moving all of them outside, we can loot the house without fear of capture. Of course, the Item Randomizer means that we don't get the Wand of Lightning, as I realize shortly after I head upstairs.
Frisk makes the guys in poofy pants parade around town for no reason. It fills us with determination.
We start wandering around aimlessly in search of new sources of XP. Chara just barely reaches level 3, but with the easy sources of XP all gone, I don't know how we're going to get to level 4. We'd have to double Chara's XP somehow, from 5,000 to 10,000. We really need to get to level 4 as quickly as possible; only then will Chara be able to cast Mirror Image. More importantly, Chara will finally be able to create level 4 Alchemist potions: Radiant Philters, which boost elemental damage resistances; Bitter Tonics and Brine Solutions, which boost our saving throws (but not saves vs. breath, which are really important in Spell Revisions because of Web and Lightning Bolt and Fireball); Musk Wine, which boosts STR and movement rate; Sour Draughts, which heal 4d8 HP (18 on average, compared to Rainwater Brew's 7), and most importantly, Pressurized Gas.
Pressurized Gas releases a cloud that deals poison damage. Since the Wand of Fire will get moved by Item Randomizer and we're going to be extremely low-level, we really need Pressurized Gas to tackle the Bandit Camp. But we can't get it until we get another 5,000 XP for Chara.
By the way, a quick look at my install confirmed it: ALL sources of XP in my game have indeed been cut by 75%. We only get a quarter of our normal XP. It's the difference between fighting Sarevok at level 8 and fighting him at level 5.
Anyway, we wander around fighting random critters. Morwen carries the day, using her many Arrows of Biting when we have to deal with mages.
When we have to deal with large groups, Chara can deploy their grenades to speed things up.
I had trouble with Bassilus the last time I played BG1, but I don't have many other options for collecting XP. Chara's grenades could stun-lock him if we're lucky, but Chara would have to get really close, and it would only take a few lucky rolls from the skeletons or a bad save against Hold Person to end the run.
Instead, the rest of the party hurries up to disable him. Tiax lands a Command spell on the first round, while Frisk puts themself in danger to hypnotize the undead. Unlike Charm, a Seducer's Hypnosis can work on undead and other non-humanoid critters.
Finch engages in melee with her flail, Morwen uses Arrows of Biting, and Tiax uses Shatter, whose lingering damage might disrupt a spell in the future. Frisk hypnotizes Bassilus for the next two rounds, allowing us to make two chunks out of Bassilus' health bar.
Then he makes his saving throw and turns invisible. And Tiax's Ghast finally succumbs to enemy pressure, robbing us of our chance to paralyze Bassilus.
Frisk keeps Bassilus occupied on and off. When their Hypnosis spells don't work on him, Morwen uses Magic Missile to disrupt his spells.
Morwen has struggled to land hits on Bassilus despite having the best THAC0 in the group, so she has switched to Arrows of Fire, which Item Revisions makes into +1 weapons, including the THAC0 bonus. Tiax nearly dies to an enemy crossbow, but Morwen gets a couple lucky hits on Bassilus and brings him down.
We get a couple of very special items from Bassilus, courtesy of Item Randomzier and tweaked by Item Revisions.
The robe is quite nice, but the Shield Amulet tweak makes our party weaker. Frisk cannot wear armor due to the Seducer kit (well, they can for some items, due to some mod-introduced bugs, but I don't want to take advantage of them), which means being able to set their AC to 4 would have been a major boon.
We return to the Beregost Temple for our reward. Once again, we are disappointed.
Gold is great, but we so desperately need more XP. It's time to take a gamble with the basilisks.
We managed to find a single Potion of Mirrored Eyes, which is undispellable thanks to Item Revisions, but I'm not sure I want to use it quite yet. Instead, I have Tiax's Ghast distract the basilisks while Morwen uses hit-and-fade tactics. Unfortunately, the Ghast isn't quite immune to the basilisk's gaze.
One of my mods--I assume Spell Revisions--tweaks the basilisk's gaze so it can slow and then paralyze people as well as petrify them. The Ghast's normal immunities don't apply. Korax is probably no different, though I don't like using him anyway.
The basilisk keeps attacking the already-disabled Ghast, so Morwen keeps plucking away her bow. She has a 95% hit chance (against the weaker basilisks at least), and she manages to bring one down without using our only Potion of Mirrored Eyes.
That's 70 XP per party member. All we have to do to get Chara to level 4 is kill more than 50 of these things.
Disappointing or not, it's the best we've got right now. Morwen finally drinks the potion and goes up against the next basilisk. It can't touch her, and that immensely overpowered bow of hers (a +2 longbow with the normal +1 APR instead of the nerfed +0.5 APR of Item Revisions, all at zero cost) lets her bring down the basilisk in short order.
That potion will only last 50 rounds, so when we get ambushed by some human adventurers, I know we need to take them down fast, lest Morwen get herself petrified when the potion wears off.
Frisk proves unable to hold down more than one enemy at a time with Hypnosis, but Morwen makes strong progress with her bow, and Finch shrugs off a Hold Person thanks to the Greenstone Amulet.
Morwen still has plenty of time left, so she continues hunting basilisks.
She finds some Medusas up north and attacks them as well.
What just happened?
How is that possible? Her immunity to petrification shouldn't have worn off for at least another 20 rounds.
Well, hopefully Morwen's last Arrow of Biting will bring it down; the Medusa didn't have much HP left. And we do have a green Stone to Flesh scroll left. I decide to sacrifice Tiax to prevent Morwen from getting chunked.
The plan is for Tiax to hide, go over to Morwen with a couple of Smoke Bombs and the scroll, and cure her petrification. Then he'll talk to her to bring her back into the party, Morwen will use a Smoke Bomb to escape, and Tiax will linger there to make sure the Medusas focus on him. If Morwen makes it to safety and Tiax manages to survive, he'll use his last Smoke Bomb to escape, and we'll flee the area rather than risk our lives for precious XP.
But things don't turn out like I expected.
The Medusa has targeted Morwen. If it lands a single hit, then Morwen will shatter, and we will forever lose our most powerful party member by far.
As well as all the equipment she was carrying. We still have the Greenstone Amulet with us, and the petrification automatically sent the Turqoise Bag of Holding (Thalantyr sells it in my install) to Finch. But we lost a lot of Arrows of Detonation--the one weapon we could have used to kill those Medusas without any Potions of Mirrored Eyes left.
But I don't think I can rescue Morwen in time. And though I don't like Tiax, his Ghast is too important for us to risk him. Not if it doesn't bring back Morwen.
We decide to flee. The Medusa descends upon Morwen off-screen, and the best character in the party is lost forever.
I generally prefer to treat chunking as a regular death (I bring back the character through other means) but petrification is a different matter. Morwen is truly gone.
Despite my hopes, the Medusa does not die from Morwen's poison. As I would later learn, Medusas can regenerate.
Notice the dead gnolls, somehow lying in perfect formation. Sometimes I CTRL-Y unimportant enemies that don't pose a credible threat; that's why the bodies are arranged like that.
I think the problem here was that Potions of Mirrored Eyes don't actually grant immunity to petrification in Item Revisions. They grant immunity to the GAZE projectile used by basilisks and certain other critters and spells (like Frisk's Charm spell). The Medusas for some reason didn't use that projectile, and so Morwen was helpless.
I don't even know if the petrification offers a save. But I'm not willing to let the Medusa get away with taking away Morwen. I dig up a Fireball scroll I found by chance and use Frisk to scout out the Medusa while Chara launches a Fireball from the fog of war.
The Medusa comes for Chara, and Chara's aura is not yet clear.
We don't have time to try another scroll (I don't know if I even have one left), but we do have a spare Potion of Explosions, the Medusa is almost dead, and unlike the Fireball scroll, anyone in the party can use the potion. Finch runs out and hurls the Potion of Explosions, torching the Medusa who killed our bard.
Coming here was a mistake, but at least that Medusa is dead.
Frisk pokes around to see if there are other Medusas wandering around and stumbles upon Mutamin. They hit him with Charm out of desperation, and he makes no saving throw!
But it won't take effect for another round, and in the meantime, Frisk's movement rate is slowed. Mutamin hits them with Sleep, and they go down.
Losing Morwen is one thing, but Frisk is special. Frisk and Chara are my own two characters, whom I'd been hoping to take all the way to the Throne of Bhaal. Miraculously, Frisk makes their save vs. the Greater Basilisk's first attack, and though it deals no damage, it wakes her up. In Spell Revisions, Sleep scales with the caster's level, but it lets you wake up when you're hit.
Frisk tries to escape, but another gaze attack is on the way. This time, they fail their save.
If this works like SR's normal Flesh to Stone spells, as it should, Frisk will be petrified in two or three rounds. Finch tries to free them with Remove Paralysis, but it has no effect.
This is the level 2, modded version of Remove Paralysis, and I don't know what it can actually do.
Mutamin, despite apparently failing his saving throw, somehow does not come under our control. I've noticed that sometimes successful saving throws won't show up in the dialogue box. But this is a blessing in disguise, because Mutamin attacks Frisk while they're vulnerable.
Frisk dies before they can get petrified.
All we have to do is collect their equipment and run for dear life. Finch uses a Smoke Bomb to get close, but it doesn't last long enough for her to escape Mutamin's notice. Mercifully, his spell doesn't frustrate our escape plans.
We make it out safely and resurrect Frisk. But we lost our strongest party member forever. I don't know how we're going to bring down enemies without Morwen's bow.
But we're not done yet. I stop by High Hedge and buy the last two Potions of Mirrored Eyes. Mutamin hasn't heard the last of us.
Plotting our vengeance fills us with determination.
@Arctodus: I don't know which mod it is. It was just some random component in my BWS install. Try out BWS and you'll see it when you customize your install options.
If you want to reduce your XP, you can tweak it so the penalties aren't so severe. I would not recommend going for the 75% tax--the extra quests from my mods, and the XP they give, do not remotely compensate for it. Even the 50% option is excessive.
If you want a good balance of XP in BG1, reduce kill XP by 25%. Most enemies give a LOT of XP in BG1, and doing this doesn't hurt you was much, but it makes it so that you don't get ridiculous amounts of XP. For BG2, this is a different story, since kill XP is fine, but quest XP is a bit high sometimes.
TL;DR don't use XP reducing mods on Trilogy installs of any kind. Level up enemies/use max HP on all enemies/whatever else you want. Because you end up making the game almost unplayable, and IMO extremely frustrating.
Gate70/Grond0 multiplayer trilogy attempt 123. BG:EE part 3 (12) Daorem (dark moon monk, Gate70) and Char (blackguard, Grond0)
The save name hinted at what was to come. The roof. Char quaffed a potion of mirrored eyes while Daorem sipped another, and out to face the basilisks crawling around Durlag's Tower. They were soon victorious, and Char again saved against a stun trap while Daorem again failed to save.
Then it was time to sort out Nashkel Mine. A half-orc named Mulahey was blinded but decided to shout for minions. They were duly dealt with before turning back to Mulahey and grinding him ino the dirt. Four amazons outside fancied their chances though, one incapacitating Char but Daorem distracted them and flounced away from at least two spells before returning once Char had recovered.Nimbul and Tranzig had their villainy cut short while things got a bit heated at the bandit camp. Char was almost dead at one point with three bandits shooting at him. Daorem tried to intervene as Char stubbornly insisted the stopper on his healing potions could not be budged mid combat, or ever...
Fortunately, the bandits blinked first and Daorem could use her healing abilities.After a good nights rest, Daorem tried and failed to blind Venkt so a bit of brute force would instead have to suffice.Daorem suggested sorting out some house spiders for Landrin on, or out of, the way to Cloakwood. She later wished she had not bothered as Char returned and then forcefully retrieved a pair of golden pantaloons which were still required for our purposes... unlike our reputation.On reaching Cloakwood, a lack of multiplayer synchronicity (I saw this, you saw that) led to a stealthed Daorem catching herself in a trap within sight of two ettercaps. Char had easily kept one distracted but the other moved in as Daorem returned from the shadows.Fortunately she saved at the next opportunity and moved to safety. Char led spiders and ettercaps out of Centeol's lair, eventually being rewarded with the Spiders Bane sword. The remainder of the trip to Cloakwood mine was uneventful.
The mercenaries outside the mine were in good form, Genthore refusing to be blinded so Char shot poisoned arrows at Kysus while Daorem punched Rezdan but had to run with him still alive. Drasus chased Daorem long enough for Char to kill both mages, and refused to switch targets so Daorem stopped for some melee. Char weighed in mightily and killed Drasus but Genthore had arrived and shoved Char through the rope fence (multiplayer quirk), leaving the two fighting across it. Daorem cautiously punched Genthore from behind and once he was dead a brief control switch allowed Char to be jumped back over the fence to an area where he wasn't stuck on an island with no way out.
Cloakwood Mine was entered with both characters wounded, and neither resorting to potions. Daorem had no intention of resting inside, and Char probably guessed as much since he didn't press the nap button. After only a few minutes there were only a pair of Battle Horrors between the party and Davaeorn. Daorem handed Char a couple of potions (not healing ones, obviously) and the blackguard drew the horrors out to their ends one after the other.A potion of magic blocking was enough to convince Davaeorn that the answer to life, the universe and everything was a solid hit of 42.
That all looked incredibly easy but Daorem quickly learned that Char was not so heavy-footed as she thought and had daintily skipped across a couple of traps earlier. Ouch.With Cloakwood Mine flooded, the city of Baldur's Gate was open for adventuring. Daorem and Char wasted little time in picking up tomes of dexterity, wisdom and intelligence for Daorem, a ring +2, shortbow +2 from Marek and losing a child's body (possibly speaking too quickly to Varci and the father). The ogre in the sewers and doppelgangers in the Seven Suns put up little resistance and the duo continued that theme on the fifth floor of the Iron Throne HQ. Who would have thought that a few arrows of detonation and a oil of fiery burning would leave such a neat funeral pyre of mercenaries. Daorem took a ring of free action off one of the bodies and used it instead of a fire resistance ring.
Duke Eltan sent the duo back to Candlekeep, resulting in two more tomes being picked up for Daorem, and Prat's gang also falling for the detonation/burning combo.Back at the city, Slythe found he was ill-prepared for dealing with a blackguard, and Sarevok found the switching of two henchies for potioned interlopers had spoiled his plans.As Sarevok teleported away, Char declined to follow but Belt didn't get too upset.
After a final shop, the duo headed down into a thieves maze and used the remaining time from the coronation potions to strike down everything in their path. Daorem spotted more mercenaries waiting in the undercity and another judicious use of detonation/burning was duly authorised. On to the abandoned temple of Bhaal, which seemed a suitable place to rest outside.
Daorem offered Char a protection from magic scroll but used it herself as he'd already gulped magic shielding potions. Char drew Sarevok out and as one person ran him around the second casually shot Semaj down while his magics bounced off various protections. Sarevok never looked like being the victor after a dispelling arrow removed his haste, and so it proved.
Well done, well done said Belt. Now just shin down this rope and... (to be continued, probably fatally)
Edit. Some additional screenshots (just realised my Linux install was taking in-game screenshots as well as system screenshots with prtscr. Have disabled the latter as it also gave a pop-up that minimised the game and led to a lack of control, plus often produced a black image)
Mulahey shouts for help
Taugosz evades the Frozen Fist
Char is bumped into an area you can't normally reach
It's time to exact revenge on Mutamin for nearly taking away Frisk. But with Morwen, our star party member, petrified and shattered, we're in very poor shape. At the risk of cutting into our XP reward, I bring Kivan and Ajantis into the group--partly because I need more attack power, but mostly because I need people I can afford to lose to petrification. I also recruit Korax, because Tiax's Ghast will not be enough on its own. Frisk scouts out the enemy, using a Smoke Bomb when they fail a stealth check.
Chara uses a rare and precious Potion of Invisibility before we approach, to make sure Chara is safe if things go to hell--or if they get flanked by a basilisk and get petrified before I can react. The rest of the party prepares for combat.
Ajantis marches forward and Mutamin immediately knocks him out. He fails a save against the Greater Basilisk's gaze and gets paralyzed. Petrification is probably imminent.
Kivan has no Arrows of Biting--we lost all of them when Morwen was petrified--so he charges after Mutamin armed only with a halberd. Further back, safe from the enemy's attacks, Finch uses a Wand of Sleep to knock out one of the Basilisks while Tiax removes some Mirror Images from Mutamin using the Wand of Missiles. Two Medusas approach from the north.
I don't know about vanilla, but in Item Revisions, Wands of Sleep work on targets up to level 10, so it's entirely possible to disable basilisks--though they'll still wake up if you attack them.
The Medusas attack Kivan. He goes down.
I don't like Kivan much anyway, but it's going to be really hard to kill anything with Kivan dead and Ajantis paralyzed. And though we manage to knock out the second basilisk with the Wand of Sleep, a mis-timed charge from the Wand of Missiles wakes up Mutamin right after we put him to sleep.
But we have a trump card. Frisk has a couple scrolls of Flame Arrow, which will hit Mutamin multiple times with no chance of failure. Mutamin can't take it.
Only the Medusas and basilisks remain. Finch uses the Wand of Sleep while Tiax throws Bottles of Sludge at the nearest Medusa. Korax tanks the enemy; I'm pretty sure he's truly immune to petrification. But the Medusa keeps making its saves against Finch's wand and Korax's melee attacks.
Korax gets down to Badly Injured, so I pull him away while the party throws Bottles of Sludge. Finch gets the final blow.
We get 1000 XP (200 apiece, thanks to Ajantis sucking up our XP while contributing nothing), which is just enough to bump Finch up another level.
Finch and Tiax cast Battering Ram (the SR version of Knock) and Shatter (which does lingering crushing damage) on the remaining Medusa while Frisk uses the throwing dagger we got from the fight with Tristan and Isolde.
The dagger sets your APR to 5, but we don't have anyone in the party who can really make much use of it. Only Frisk has any pips in daggers, and their 1d4 HP per level and inability to wear armor make the dagger's poor range dangerous. Plus, Frisk is often needed for Hypnosis, which sets their APR to 0 for 6 seconds every time they use it.
The Medusa is getting awfully close. Finch tries one last time to knock it out with the Wand of Sleep. Finally, it works.
But Frisk lands a hit right afterwards, and the Medusa climbs to its feet to stalk us once more. It keeps chasing Korax, and eventually does the poor ghoul in.
The Medusa is almost dead, but we don't have a safe way of handling it. I don't think we can kite it: judging by how far away the Medusa was when it petrified Morwen, the Medusa seems to have unusually long range. But I don't know how long.
Instead, we stay on the run, and Frisk uses a spare scroll to deal damage. Thieves with high Intelligence can use scrolls and wands in my install, and as a Seducer, Frisk is required to have at least 11 INT.
Unfortunately for Tiax, I was right about the Medusas' deceptive reach.
Frisk switches to the Wand of Missiles and finally brings it down.
We bring back Tiax using a Stone to Flesh scroll, take him back into the party, and retreat before the basilisks awaken. When they do, they target Ajantis instead.
Finch uses the Wand of Sleep once more, but I know I'm going to need more than that if I want to bring down the basilisks. Frisk deploys another Fireball scroll, shattering Kivan forever and dealing a few precious points of damage to the enemy.
Tiax heals himself with some potions--as if our HP matters in this fight--and I notice something very special.
He still has a Ghast to summon! At the time, I thought his death restored the spell--such things have been known to happen when an NPC leaves the party briefly--but actually, I hadn't used it yet in this fight.
There are two icons in that screenshot that might be confusing. The human-shaped icon is from a mod; it brings up a dialogue that lets Tiax change his kit (it didn't get removed properly when I made him a cleric of Cyric). The blank icon is a custom buffing spell I use to rest the party and hasten pre-buffing.
Anyway, with Mutamin and the Medusas out of the way, I'm sure that a Potion of Mirrored Eyes will keep us safe. Frisk's dagger isn't very strong despite having 5 APR (Frisk is low level and has no special bonuses to missile damage besides the +1 bonus from Bonemeal Eyedrops), but Frisk is still our more dangerous attacker since Ajantis is still paralyzed.
Ajantis gets petrified and Tiax's Ghast gets paralyzed, but Frisk is perfectly safe, and brings down the basilisks on their own.
Frisk gets two excellent new toys from Mutamin's body: Longtooth, which they will probably never use because Seducers are lousy backstabbers unless they're backstabbing a charmed target (which can cause instant death!), and the Bracers of Archery, which give an extra +1 bonus to missile damage in Item Revisions. Frisk still can't do much with that throwing dagger, but it's a tiny boost to our offensive output.
Frisk pokes around for more basilisks and uses an Ice Lance scroll against the first one they see. But while Frisk is casting it, a Medusa wanders into view.
I looked at the Medusa's weapon in Near Infinity and it has a range of 6 and petrifies the target on a failed save vs. polymorph at -4. Like a basilisk's attack, it also uses the GAZE projectile, to which an IR Potion of Mirrored Eyes gives immunity.
But for some reason, Medusas just flat-out ignore the immunity.
Mercifully, the enemy fails to shatter Frisk. We make our escape, rest, and return to rescue Frisk.
This time, I have no ambitions about killing the Medusa or the remaining basilisk. All that matters to me is saving Frisk.
First, Tiax summons a Ghast and Chara uses a Potion of Invisibility to go scouting. Once we find the Medusas and Frisk's petrified body, we hurry over to Frisk and Chara breaks invisibility by casting Spell Revisions' Summon Monster I.
We now have one Ghast and four Gibberlings, all of which we can sacrifice without cost. We send our summons up north to distract the enemy. This gives us just enough time for Finch to use a Stone to Flesh scroll, talk to Frisk to bring them back into the party, and run back south while Frisk escapes using a Smoke Bomb.
By chance, Tiax's Ghast just barely manages to kill the basilisk before getting petrified.
There's still at least one Medusa on the map. But I've had enough for now. We can tackle the last Medusa later, when we're in better shape.
Frisk makes another joke about Medusas making them hard as rock. We are filled with determination.
Sooooo I will update, promise, but I could use a bit of advice. Due to taking far too long to clear the Beholder Lair out and not watching the 3-day time limit, Ust Natha is now hostile. Fortunately, I'm outside it, and checking my Weidu, defenses are NOT upgraded so no facing the same stuff semiticgod did. Would storming Ust Natha be completely suicidal, or would I be better off dragon-slaying?
My many mods continue to give us disappointing XP and items we have little use for.
There are so few places for us to get much XP. I go back to the Ankheg area to do the Umberlee water bowl thingy quest, and an Ankheg catches us by surprise. Amazingly enough, it manages to kill Finch despite her being level 4.
I really need a better tank. We're also short of a decent warrior. I don't like BG1 fighters much--there aren't any that really interest me--but we're kind of desperate here. I decide to bring Minsc into the party. On the way back to the Gnoll Fortress, I discover that one of my mods makes ALL nonmagical metal items breakable.
I think he just lost a suit of plate mail. We really need to stick to magical armor.
I don't want Dynaheir in the party (I have no need for a sorcerer), and there's an option in my install to separate her from Minsc, but the dialogue makes me feel guilty. In the end, I keep them together, booting them from the party and moving on to a more practical NPC.
Kagain.
Who, it turns out, can choose the immensely powerful Dwarven Defender kit.
I always felt the Dwarven Defender kit was unbalanced. The advantages are great, but the disadvantages are virtually nil, and a kit with no disadvantages just doesn't feel that interesting.
That said, we really, really do need a decent tank. And Kagain's proficiency with axes is going to be extremely valuable considering we still have that +3 axe we got from the bounty hunter ambush at the Gnoll Fortress. Kagain has high numbers across the board.
Of course, as some Battle Horrors outside Durlag's Tower remind me, physical damage resistance isn't always enough, and there are some things Defensive Stance cannot block. Tiax and Finch actually have to bail Kagain out using Shatter.
I poke around the first level of Durlag's Tower. Turns out Kagain's axe, which is supposed to kill ghouls instantly, does not instantly kill ghasts. In fact, as I would later learn, it doesn't instantly kill ghouls, either. But Kagain's vast HP pool means he can soak up a lot of the traps that Tiax cannot yet disarm.
Notice the highlighted sections in blue. I use CTRL-4 to imitate the effects of the Find Traps spell; it saves time.
On the second floor, we run into a mage. He looks pretty tough.
When he casts his first spell, I decide that combat would be fatal.
A level 12 mage is far beyond our power. I hurry downstairs, and when the mage follows us down, I haul the whole party out of Durlag's Tower.
I head back to Firewine Bridge; I figure the mage there will be a little easier to handle. Kagain handles most of the dungeon solo, but apparently even he can't handle all of the traps.
By this point, I just use CTRL-R and calculate the cost in gold in my head instead of going through the inventory management involved in resurrecting people at a temple. I don't think the gold cost will ever become relevant, though; we have far more gold than we owe in CTRL-R resurrections.
After another pitiful XP reward from the undead knights, we bring Indira into the party, a mod-introduced Fighter/Mage with a voice I find rather charming.
Then I discover that Doufas' Saber is even powerful than I had thought. Not only does it give the user 3 APR and deal magic damage; it can paralyze any target on a failed save.
MGOI and magic resistance can block it, but the hold effect works on any type of critter; not just humans.
Unfortunately, no one in the group has any pips in katanas. Nor will anyone for a very, very long time; our next proficiency points will take thousands and thousands of XP to collect.
Indira is a Bladesinger or some other mod kit, and I discover that the kit selection screen is indeed very exploitable: I can select her kit multiple times and get multiple uses of an Offensive Spin-type spell.
I won't use them, though. I prefer to use exploits that are hard to find or hard to perform.
Anyway, we run into a mage by surprise--there's another one besides the Ogre Mage--and Kagain gets enfeebled.
In SR, this just applies some movement speed and attack penalties; Kagain doesn't have to deal with having his STR reduced to 5.
The mage retreats and coats the floor with a Web, against which we have no defense whatsoever. His Improved Invisibility will be a big problem, but I manage to remove it using some Bonemeal Eyedrops.
The mage makes his save against Chara's grenade, avoiding the stun and the deafness both...
But we just barely manage to scrape together the APR to cut through his defenses and bring him down.
The Ogre Mage approaches, with some ogrillons and kobolds advancing on us from both sides. We struggle to manage the enemy pressure despite getting periodically disabled by the dead mage's Web.
The Ogre Mage engages us. Kagain's Ring of Energy fails, but his Greenstone Amulet keeps him safe from a Hold Person. Finch compensates for her lousy APR by using the Wand of Missiles.
Kagain's Defensive Stance is little help against Magic Missile, but it seems that the Ogre Mage doesn't have very high-level mage spells.
I remember getting blasted by Sunfire in this area in a Tutu run a while back. I wonder where it came from.
The Ogre Mage doesn't have the defenses to hold strong. We grind him down.
With Firewine complete, Frisk is just inches away from level 4.
It took a tremendous amount of work, but we're almost there. And once we are, we will just barely be able to handle the bandit camp.
Every step of the way, we've been struggling. We are filled with determination.
Sooooo I will update, promise, but I could use a bit of advice. Due to taking far too long to clear the Beholder Lair out and not watching the 3-day time limit, Ust Natha is now hostile. Fortunately, I'm outside it, and checking my Weidu, defenses are NOT upgraded so no facing the same stuff semiticgod did. Would storming Ust Natha be completely suicidal, or would I be better off dragon-slaying?
Once you fail the dragon egg quest, you can actually just leave the Underdark via the exit. You would only need to storm Ust Natha if you intended to finish the dragon quest. You only need to kill the dragon (Adalon) if you intend to forge the flesh armor.
Based on a speedrun I saw, if you don't finish the Ust Natha questline, you can open the way to the surface simply by turning Adalon hostile. She has a scroll that supposedly can break the wards on the way out, but I don't think you need the scroll; the exit opens as soon as she goes red. The speedrunner in question just fired a Lightning Bolt at her and then ran straight to the Underdark exit the moment it her, updating the journal.
@Neverused: I don't think you can enter Ust Natha after failing the questline anyway. I'm pretty sure it gets locked up forever. But without Ust Natha upgraded, conquering the city should be perfectly doable for a normal party. It'll just be harder than in vanilla, like any SCS fight.
Although in the first two attempts at this I found this challenge easier than originally expected, the danger of pressing the space bar is still a real one. A third attempt was looking promising with Caesar up to level 4 and almost perfect HPs, but that failed when Neira opening a conversation interrupted an attempt to rage and I paused by reflex before I could stop myself.
A fourth attempt didn't get much further with Caesar just shy of level 5 when he charmed Silke and used her to kill Landrin's spiders. He tried to get Silke to waste her remaining spells by targeting a dropped object, but that doesn't seem to be allowed any more in the EE. Caesar then attacked her anyway, despite already being badly injured, but Silke's AI proved surprisingly good as she ran away from melee attacks and released a couple of magic missile spells to finish Caesar off.
The above experience had helped to remind me about the behaviour of berserk rage in EE: - if you're enraged when trying to sleep or when travelling, bonus HPs are lost both during the duration and again on arrival/awakening, i.e. you actually lose current HPs. - being reduced below 1 HP now causes unconsciousness, not death. - sleeping with rage available, but not active, will cause it to be applied like an automatic healing spell (giving you extra HPs, rather than losing them as happens when sleeping with rage active).
Starting again, this time I'll try to play more safely. Caesar went straight to Beregost from Candlekeep (taking on Shoal without the ability to pause is difficult and time-consuming). He shot down Algernon and Neera before a few quests pushed him up to level 2.
Heading north, Caesar killed some fishermen on the way to talk to Tenya and pick up his 3rd level. With HPs gained of 14 and 12 so far, there was no problem about running past the ankheg to get to Ulgoth's Beard. On arrival, Dushai was charmed and moved out of sight of villagers before being struck down for his ring.
The difficulty of targeting without pausing meant I didn't want LMD as a Bhaal power, so before going to Nashkel Caesar looked for reputation upgrades. Joia got her ring back before Melicamp was successfully restored (getting to level 4 there with 15 more HPs). Ardrouine, Charleston Nib and Brage pushed reputation back to 10 to ensure Caesar would get CLW and this time I pre-cast rage to make sure there would be no problem fighting Neira. The ankheg armour gave a nice boost, but I still decided Caesar should look for another level before tackling Greywolf. Firebead and Mr Colquetle provided both XP and reputation before Karlat's removal allowed Perdue to claim his sword back. An ogre found itself beltless (and indeed bodyless) before getting a reward from Bjornin triggered level 5 and 11 more HPs.
Surprisingly, only 1 of the 3 long swords bought in Candlekeep had been broken - despite using dual wielding attacks up to this point. Caesar did equip his new magical shield though for the fight with Greywolf and won that with a bit in hand to gain a nice sword upgrade. The next destination was Firewine Bridge, but Caesar successfully rescued Arabelle on the way - his sling performing well there despite lack of proficiency. At Firewine he charmed Bentan and watched him get killed by kobolds. Poe then joined him for the fight with Meilum, but the latter died so quickly Poe was untouched - a few more kobolds allowed Caesar to inherit his gear without any reputation loss though.
Travelling back from Firewine Caesar had a nasty shock when a basilisk ambushed him. Fortunately though the basilisk chose to try and attack in melee and Caesar was able to run away.
A quick trip through the Cloud Peaks yielded further reputation gains from Samuel, a dryad and Drienne as well as the charisma tome. With reputation at 19 Caesar headed for the basilisk area to maximise that. The monsters were nullified by a green scroll and cutting them down got Caesar to level 6 and 14 more HPs. Korax failed to quickly paralyse Mutamin, but his horror spell bounced off Caesar's rage. Korax continued on to have a go at Kirian's mob - they cut him down, but didn't last long against Caesar. With reputation now at 20, Caesar did a bit of shopping before heading to the coast to find some sirines. A charge from his new shield amulet was used as well as rage, but the first group of sirines didn't have time to try any missile attacks anyway. That encounter took him to level 7 and his good rolls continued with 14 more HPs. Sil and her friends were no more successful than the first group, but Caesar decided to rest ahead of taking on the golems.
The bug associated with resting while enraged meant he waited until rage had expired and thus was potentially exposed when a sirine spawned. However, that should have been no trouble in theory - their first action is to go invisible, so that gives plenty of time to run away and rest elsewhere. Unfortunately, my reflexes were not in good order. My first reaction was to turn and attack the sirine and, after immediately breaking that off and running I suffered from one of the phantom clicks where the game shows a movement destination, but the character doesn't actually move towards it. The second or so it took me to recognise that problem meant that Caesar was still just within sight as the sirine's aura cleared ...
Barl, Human Archer -> Cleric. Travelling with Mazzy Fentan, Neera, and Imoen. OK, I thought I made screenshots of more than I did... I'll make do with what I have, though.
Like normal people, we elect to go fight the Sahuaguin. Besides Imoen missing a trap and Barl taking far too much damage from the Rebels near the entrance, nothing spectacular happens here. The Cloak of Mirroring now simply creates a Reflected Image every round: powerful, but not "immune to all damage spells" powerful. The once-useless boots in the imp's chest now provide immunity to stuff like Teleport Field, Maze, and IMPRISONMENT. I might go lich hunting back in Athkatla with these. Imoen's traps insta-gib the King, and after resting, we take out the Prince as well who wandered all the way to the fighting pit. To the Underdark!
Urgh. So let me first state how much I hate the Underdark and how much I hate Drow's inexplicable Magic resistance and SCS' characters that get to cast innately with 0 cast time and 0 warning and how I'm 100% unprepared when it happens. Oh, and Beholders that use Telekinesis without a save. That's totally fair.
I'm pretty much caught off guard by the first drow warparty that attacks: Mazzy ends up split to the north while everyone else is frantically retreating to the south, Barl shooting behind him. Neera ends up Confused by a wayward spell, and wanders into a Teleport Field and dies. Barl and Imoen clean up the south side, and Mazzy returns, more or less intact excepting a few potions of greater healing. Their mages have used most of their dangerous spells, so shooting them to death works much better now. After raising Neera, we continue.
We use Invisibility to get to the Sverneblin, and prepare for the Balor. Back in Amn, I purchased 4 potions of Fire Resistance specifically for this, since in IR potions can't be dispelled. Also, the Balor's Vorpal attack allows a Save vs Death at I think a -4 penalty, which can be negated with Death Ward if I recall correctly. Almost all level 4 slots are now Death Ward, 4 Animate Deads and the rest in Protection from Fire in the 3rd level. Another card I can play is Mazzy's boots: they can be activated at-will to get either +6 AC and +8 to saves or +8 to AC and +6 to saves for 20 seconds; the drawback is that you can't auto-attack or cast spells or I believe use any other items during the time period. But when Vorpal strikes are on the line, with an Archer whose favored enemy is Demon... Surviving is just fine.
It goes roughly as planned. Neera is outside the door, Mazzy and my line of Skeleton Warriors are tanking, Barl has Tuigan's with Arrows of Piercing +3 and Imoen has Tansheron's bow. The Dispel Magic takes out all of Barl's Resist Fires that it hits, but Neera avoids it. Also, not being in the Firestorm, she successfully takes out the Balor's Aura of Flaming Death with a Breach. The hail of arrows is soon enough.
After killing the Balor, we go around releasing things from the trap- the-soul-thingy. None of them are any problem until the Lich. We throw Skeleton Warriors at it as we retreat back to the northwest, making darn sure we have Fear protection at all time. Mazzy's sub-zero save possibilities are wonderful here, as I can use her for sight and get Alchra Digott to waste precious spells with little risk. Skeleton Warriors help too; two survive past its death spell, and tank a considerable amount of spells after Alchra teleports to us and we run back to the east. Both Mazzy and Imoen ate a ADHW, both survived with plenty of health to spare. Eventually, it's down to level 1 and level 2 spells, so we take the opportunity to rid ourselves of our first Lich, while a summoned genie apparently found the Air portal.
The second drow ambush is a lot less threatening than the first, and is cleared without incident and without many resources. We're turned into Drow, and into Ust Natha we go! I first look at the stores; three things catch my eye, the Shield of Mirroring, the Greenstone Amulet, and Firetooth (the dagger). Of these, Firetooth's the least important, and we immediately fork over 16k for the Greenstone amulet for Barl. We also purchased a scroll of Improved Haste for Neera. After flipping through my Bags of Holding, I find I could probably sell enough +2 items to acquire the Shield of Mirroring as well, so we do so.
The ambush coming out of Ust Natha's foiled pretty badly by True Sight, and then Tuigan's + Improved Haste gives us an 8 APR Archer to pump out damage. The Improved Haste lasts long enough for us to rescue Phaere. Back in Ust Natha, we trap the area the Beholder comes in, and go talk to Phaere again. She gives us 3 days after that, which I should've been tracking, but...
We fight in the arena, taking all the matches including the Beholder on the right, and the first two fights before the Mage fight on the left. Skeleton Warriors are wonderful assets against Beholders. The Aboleth approaches us, and we go to deal with Qilue. Again, same setup, more or less: Improved Haste, Divine Shell, Shield of the Archons, Righteous Might... Qilue teleports away almost instantly, and we deal with her first set of servants with relative ease. I have no clue how these things are coded: they're casting high level mage spells, but their Chain Lightnings and Fireballs are doing single-digit damage, as though they don't actually have a casting level or something. A bunch of Innate abilities, perhaps? Regardless, after the last PFMW and Stoneskin are breached, Qilue and the rest of her servants are arrow fodder.
And then, thinking it's perfectly safe with the Shield of Mirroring to go Beholder hunting, I... take the wrong door. And I'm fighting Illithids instead. And now Divine Remix is suddenly terrifying, since Cha otic Commands is now 1 turn + 1 round per level, or 10 times as short as it is in Vanilla. Everything's going fine until the Ullithid's join the brawl: between Stuns and their ridiculous Ballistic abilities, everyone's dead besides Barl who drinks a potion of Invisibility. How do people LIVE in this place when the SCS component that allows them to see through invisibility is installed?! Oh, and the Ulitharid can go Improved Invisible without using their aura. Cool.
There's only one thing to do: Slayer Transform and pray that I can take out the Master Brain quickly enough. It's a near, near thing: With 50 HP remaining, and the damage ticks from the Slayer transform coming, and two Ulitharid in the room, Barl drinks a potion of Invisibility before he takes 20 damage, and then ends the Slayer transform right before he would've taken the 40 lethal damage. Phew.
Since the Master Brain's death states that ALL doors should now be unlocked, I CTRL-J my way out of the somehow-locked chamber, and after looting, return outside. The results?
The Beholder Area now, though I have the Master Brain Blood and should've just called it here: I learn that the Beholder script still can identify the Shield, though it has a different name, and can rip it off your arm without a save. Cool. Ugh. Skeleton Warriors are key here, and Barl and Neera stock up on Holy Smite and Fireball respectively to bomb the area from afar. It takes two rests and something like 7 Skeleton Warriors, but the Hive Mother falls.
And the Elder Orb fights. Good grief, the Elder Orb fights suck. 100% MR, if my success rate's anything to go by, standard Beholder Eye stalks, sees through Invisibility, can TARGET Improved Invisible characters, casting as at least a level 18 mage... Gah. Fortunately, Potions of Magic Shielding are undispellable, so Barl can "safely" engage, which he's forced to do. And it turns out that I'm unbelievably lucky, as the Elder Orb used a PW:Kill on Barl at 65 HP. Maybe it hoped an incoming ray would do a bit more damage? I dunno. With the last of my potions of Magic Shielding, we kill the last Elder Orb.
Resting to raise Mazzy, I learn that all these rests have made me go over the 3-day limit. I've been raising Mazzy and Neera pretty much non-stop, so part of me's not surprised. But I choose to fight Adalon: there were a few lucky saves there, as her Frost Breath is capable of killing Barl on a failed save and I don't think he had a Resist Cold on him when he made that save. Regardless, between Mazzy's with a Fire Giant Strength Potion and Barl under the effects of a Potion of Heroism, Adalon dies.
One more mistake before leaving the Underdark: I elect to fight the Demon Knights, not knowing their abilities under SCS. Should've buffed further, but I could only remember that they could Level drain with their swords. Turns out that innate-casting-fireballs are a thing, and Neera is obliterated pretty instantaneously.
Mazzy is then Stunned and executed; Barl and Imoen successfully clean up the remainder without further incident. Another Raise, finding that the only things the Demon Knights are useable by Neutral or Evil characters only, and we grimly trudge to the end of the Underdark. The last few Drow fights are irritating, but nothing too spectacular, and we emerge into daylight, our 6 whittled down to 3. Well, to 2 and then to 3, counting Yoshimo, but that's expected.
We recruit Rasaad, Nalia, as more-or-less permanent members, though Rasaad might be swapped for Valygar permanently later. We did Rasaad's questline, got Nalia kidnapped, got her back, recruited Valygar for the Planar sphere, fought the Guarded Compound for Celestial Fury where Rasaad managed to die to a Fireball (anyone see a trend?), and stopped with forging Gesen's shortbow, which now does 1d8 + 4 + 2d6 Lightning damage (save for half). Remaining major quests in Athkatla: Beholders, Liches, Windspear Hills, Planar Prison, Planar Sphere.
Unfortunately, the Ghast isn't quite immune to the basilisk's gaze.
This shouldn't be happening. I've checked the Weidu log you posted. SR (its latest version, but I'll go on holidays soon so I'll try to fix as much as I can) should go *very* late in the install order. Just before CDTweaks or such. Thing is, Petrification/Haste/Dispel components don't adhere to "standard" SR procedure (overwriting), they patch stuff. I made it that way since I wanted such heavy revisions to be compatible with any mod-added content. What you'll end up if you get this installed early is that creatures not immune to petrification be vulnerable to it (like Korax). Creatures that end up in your override after SR will use the "old" petrification effect; permanently stoning your characters. SCS is an exception from that rule, since it makes spells (like beholder rays) from those existing, therefore keeping the compatibility intact. Same cannot be said for other mods however. This works both ways - so other than items installed/modified before SR, mod-added items that say "immune to petrification" won't protect you from SR version of it.
Some mod items don't have the proper immunities even when the install order is correct. I've seen at least one mod item in Near Infinity that flat-out gave immunity to the wrong opcode, making the item do absolutely nothing! A lot of mod items don't work properly because the creator didn't know enough about the engine to make them work.
@Aasim: Normally, I'd have SR installed late, but BWS has a particular order for installing mods, and I can't tweak it. To fix this bug, I'd have to install everything manually, which is likely to cause more bugs instead of less. Because whoever set up BWS will know more about mod order than I do.
Any idea why the Medusa was able to get past IR's Potion of Mirrored Eyes? The Medusa's attack and the basilisk's attack both used the GAZE projectile.
@Grond0 Hard Luck. I find it particularly annoying when you give the correct instructions and the game doesn't carry them out.
@semiticgod You said: The Medusa's attack and the basilisk's attack both used the GAZE projectile. Are you sure about that? I thought that they differed. My recent experience is that you need to keep a certain distance from the medusae even if you have the protection of the potion.
Comments
ABT-8,
personal matters,·Neera was happy to get that voice out of her head... after I freed him we agreed to wait before taking our romance to the next level.
·Glint meet up with his family but I had to be clear about my feelings for him... it seems "right hand gnome" has different connotations?
·Dynaheir helped talk her sister-witch out of joining the enemy and I got a sword out of it.
Fights: I defeated the crusader camp with standard crowd control tactics and placed both the mission items before making a quick retreat back to headquarters.
Bugs:
nice
Few minuts ago my brave paladin falls from the look of basilisk, being level ~7 level, caus of my stupidness. I just casted protection from petrification not to my baalspawn, but Xan, and monster use it in his way. New attempt i will blog here.
My trilogy settings(Made by Darktech + much mods from me, going stable with minor problems)
Short description
SCS - most of changes
Ascention
Few npc(Kindrek, Yasraena, Saerileth, Bg1 to Bg2 npc's)
Dark side of the Sword Coast
BG2/BGT Tweaks
Subraces mod, Prestige KitPack v2
PP1 some graphic mods
Graphic fix mod
Full log
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // ?????? -> : ???
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // ?????? -> : ???
~SETUP-BGT.TP2~ #0 #0 // ?????? -> : ???
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // ?????? -> : ???
~SETUP-GUI.TP2~ #0 #1 // ?????? -> : ???
~SETUP-BGTMUSIC.TP2~ #0 #2 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // ?????? -> : ???
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // ?????? -> : ???
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2002 // Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~SETUP-UB.TP2~ #0 #0 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #1 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #2 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #4 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #5 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #6 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #7 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #8 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #9 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #10 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #12 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #16 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #18 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #21 // ?????? -> : ???
~SETUP-UB.TP2~ #0 #24 // ?????? -> : ???
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v16
~1PP.TP2~ #0 #2 // ?????? -> : ???
~1PP.TP2~ #0 #3 // ?????? -> : ???
~1PP.TP2~ #0 #4 // ?????? -> : ???
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.8
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #5 // DSotSC for BGT-Weidu: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #100 // Dark Side Interparty Banter: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #200 // Extended NPC Soundsets -> Additions only: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #400 // Alternate Bardo Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #410 // Alternate Bub Snikt Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #420 // Alternate Conchobhair Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #430 // Alternate CuChoinneach Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #440 // Alternate Ferthgil Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #450 // Alternate Jet'laya Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #460 // Alternate Keiria Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #470 // Alternate Skeezer Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #480 // Alternate Thorfinn Portrait: v 2.17
~DSOTSC/SETUP-DSOTSC.TP2~ #0 #500 // Biff the override folder (recommended unless you are installing NTotSC as well or performing a mega-mod installation).: v 2.17
~YESLICKNPC/YESLICKNPC.TP2~ #0 #0 // Yeslick NPC for BGII: SoA: v1.1
~YASRAENA/SETUP-YASRAENA.TP2~ #0 #0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v16_charsets
~SETUP-KINDREK.TP2~ #0 #0 // Kindrek v2.5 (BG2:SoA & TOB NPC) created by nethrin: v2.7_charsets
~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v18_charsets
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v4
~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v4
~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test: v4
~NPCKIT/NPCKIT.TP2~ #0 #410 // Anomen Gains Berserker Kit on Failing Knighthood Test: v4
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v4
~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager: v4
~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit: v4
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v4
~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit: v4
~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit: v4
~SETUP-NPC_STRONGHOLDS.TP2~ #0 #0 // NPC Strongholds: v2
~SETUP-NPC_STRONGHOLDS.TP2~ #0 #1 // Soundset Changes (Throne of Bhaal required): v2
~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #10 // Portraits for Dark Side of the Sword Coast: v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #1530 // Portraits for Slandor: v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #1340 // Portraits for Big Picture: v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #5000 // Alternate Female Character-Creation Portraits: v2.9
~SETUP-NSCPORTRAITS.TP2~ #0 #5010 // Alternate Male Character-Creation Potraits: v2.9
~SETUP-PPK.TP2~ #1 #0 // Prestige Kit Pack Basic
~SETUP-PPK.TP2~ #1 #1 // Dreadnought
~SETUP-PPK.TP2~ #1 #2 // Blackguard
~SETUP-PPK.TP2~ #1 #3 // Ssaulabi
~SETUP-PPK.TP2~ #1 #4 // Priest of Tempus
~SETUP-PPK.TP2~ #1 #5 // Priest of Ohgma
~SETUP-PPK.TP2~ #1 #6 // Champion
~SETUP-PPK.TP2~ #1 #7 // Mystic Fire
~SETUP-PPK.TP2~ #1 #8 // Duelist
~SETUP-PPK.TP2~ #1 #9 // Tempest
~SETUP-PPK.TP2~ #1 #10 // Trickster
~SETUP-PPK.TP2~ #1 #11 // Shadowdancer
~SETUP-PPK.TP2~ #1 #12 // Red Dragon Disciple
~SETUP-PPK.TP2~ #1 #13 // Blue Dragon Disciple
~SETUP-PPK.TP2~ #1 #14 // Green Dragon Disciple
~SETUP-PPK.TP2~ #1 #15 // White Dragon Disciple
~SETUP-PPK.TP2~ #1 #16 // Elementalist
~SETUP-PPK.TP2~ #1 #17 // Shadowdruid
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.8
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1210 // Use BG Walking Speeds (BETA): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1600 // Hooded unarmoured mages: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1809 // Import more NPCs into Shadow of Amn: Bub Snikt: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1810 // Import more NPCs into Shadow of Amn: Conchobhair Strongblade: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1811 // Import more NPCs into Shadow of Amn: Ferthgil Trollslayer: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1812 // Import more NPCs into Shadow of Amn: Jet'laya: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1813 // Import more NPCs into Shadow of Amn: Keiria Silverstring: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1814 // Import more NPCs into Shadow of Amn: Skeezer Lumpkin VI: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 11 (5 Feb 12)
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3080 // Move the Cloak of Mirroring: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 gold pieces: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcker's Keep statues from disappearing: v6.8
~SETUP-BG2-BIGGER-FONTS.TP2~ #0 #0 // Install Bigger fonts for Baldur's Gate 2: v0.1
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.07
~SETUP-BGII-SUBRACE.TP2~ #0 #2 // Alternate NPC subraces
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
My rules:
- Char creation - free class/race choice with keeper, free stat roll and adjustion
- Core rules
- Light RP - no pre buffs without scouting, LVL up with slider down only inside Inn's
- BG2 scroll/trap exp - cheaty at start, but its my insurance(i didnt play with SCS and other surprise events from mod, got trapped and died many times by random encounters i didnt know about at all)
- Full item randomisation
Few first attempts fails fast, i died twice at kobold mines (shaman and commandos owns whole party), last one - many deaths of my mates(10-15 revives at temples), hardest fight - ogr mage east to beregost, killed 3 of 6, running from him about 15 minuts and killed with bows, after he used all crowd control and defensive spells. Then i died to basilisc ambush beetwen areas while travelin - baalswapn child stay as stone statue...My new start:
PC - Artshtein, polecat female moon elf-paladin, my wow-style fantasy. Roled VERY nice: got enough points to make 7 int after maxin DEX, CONS and CHAR, and got jackpot - 18/00 STR. Edited with keeper for elf stats and race: +1 dex, -1 cons
And my tiefling Imoen sister
My plan: Friendly Arm Inn => Beregost => Nashkel => Carnaval => Gnolls Keep => Mines, then - post results. Really excited about loot this time, previous times i got nothing usefull for my pally and custom half orc security
Subrace is one of the buggy ones, and its really out of date. Component with changing Imoen buggs twice at start(Imoen looks tiefling in Candlekeep, but arrives to party as default Imoen with tiefling stats and race, then - i testet bg2 - she just didnt arrived to open case and start 1st dialog) - i am a real adventurer and a bit gamedesigner/tester, so i hope i can solve it with game tools. Unfortunately, im not a programmer
@Neverused
I installed them about 30-40 times for stable launch, a week work. Working stable, but there are many minor bugs, its my first mod compilation.
So, that's it. First big bad (fetish) guy got his arrow in the knee
and then girls flee from the wolf band.
Unbieleveble. I decided to risk - Algalon's cloak is now in Imoen's pocket. 1 attempt with 19 dex(tiefling) and 40 pick pocket skill. Now i can clear any guarded by peasants chests without risk, and with my 18+2 charisma i got nice sell-outs everywhere!
Meh. Unidentified leather looking like usual +1 armor? Of course i need equip it... Stop, wait, isnt it cursed?
-Imoen, didnt u know that kidding with cursed items is quite dangerous?
-Just check out that dangling stuff i've got, lol! Wait, i can't unbutton that! Such disgrace!
-By the holy light...
Improved Xvart village surprised me much. Here i find grateful audience for some firework show. But its becomes more like the death bringing fire rain for pity onlookers :devilsmile:
Btw, looks like xvarts are main heroes of iron crysis. Just look - they can make own iron monopoly, to rival the Iron Throne...
Nothing interest, from the gnoll's hold to the mines. Just cleared. Many useless items, like long swords, axes, halberts and spears. Even 2 chain mails +1 - at least now i can trade with my heroic reputation and high charisma. Priest from Lathander's temple offers full paladin manchkin set, so i bought few helpful items for PC(full could be too cheaty). One really nice thing i got - boots of speed, and my pally becomes main solo-tank for my strong backline.
Xan used strange potion of intilligency 25 from carnaval, and i got a day to learn massive spells. Traders and even Thalantyr didnt offered suitable mage stuff, just dozen of passable scrolls. Tons of XP from learning filled and i'm ready for clear all the Sword Coast from darkness and evil.
Honestly wanna go to next mine to get Yeslick. My dreamteam - me, Imoen, Xan, Anomen and Yeslick. 2 slots in bg1 and 1 in bg2 are free... Any suggestions and tips could be awesome. I got Yasraena mod, may be ill invite her.. Anyway need to find two good aligned mates more for Serevok hunting. Minsk bored me years ago, and dont want to deal with Adjantis/Kivan, just dont like them.
Barl, Human Archer 9 -> Cleric 10+
Party is/was Minsc, Jaheira, Mazzy, Neera, and Yoshimo.
One thing I'm pretty adamant on this runthrough is getting Cerberus. Looking at a guide, this means spending 8 more days in Amn, so ample time for the last easy-ish stronghold quest. I dropped Minsc to pick up Nalia, and I ran into a bug that should've set off red flags: Minsc didn't do his dropout dialogue, and I couldn't talk to him afterwards. More on this later.
There were no spirit trolls on the base level, so the Fire elementals we summoned were enough to clear it. Fighting to open the drawbridge, Mazzy and Jaheira needed to be crit to be hit, so it was just a matter of taking down all that health. Their servant fails to save vs a Mental Domination, and gives me a flail head without fighting to the death. Tansheron's bow is used to cheese out the Iron golem from behind the door, and the other golems only get a Cursed Wound on somebody. We rest for the first and only time, as Nalia hadn't filled her level 5 and 6 slots, including Cloudkill, and to lift the curse.
We made the flail, noting it's much weaker than the vanilla version. In the "basement," the first room of trolls is easily cleared, and the room of Umber Hulks is filled with a Cloudkill, killing most of them immediately. Preparations are made for Torgal: two Fire Elementals, I think a Skeleton Warrior, Resist Fear, and Conjure Animals, and Haste and Chant. Pulling him invisibly didn't work; the others followed after him. Mazzy and Jaheira hold the door, Mazzy with Lilaarcor and Jaheira with the Shield of Harmony to prevent any Umber Hulk shenanigans. Torgal himself, after killing some summons, goes after Neera and so she's pulled to the far room, and Barl follows. I'm not really tracking this fight as carefully as it's literally just sending Neera back and forth across the room and Barl auto attacking.
Nalia lays down another Cloudkill after most of our summons die, and is almost instantly after hit by a Chaos from one of the mages, and Yoshimo with her. Fortunately, the Cloudkill pretty much guarantees the mages don't do anything else important. Torgal dies somewhere around here, and Mazzy, Jaheira, and Barl clean up the remaining combatants that didn't already succumb to the doorway fight. No deaths, no consumables besides Potions of Greater Healing used. After claiming the 10k gold, we drop off Nalia and CTRL-Q Minsc back into the party, since we can't talk to him and... something.
A few rests later, and Delon arrives and we clear the second Ranger stronghold quest. Other things that happened: Mazzy is called home, Jaheira leaves while we're waiting on Mazzy's sister, and so we have the second to last Harper battle.
Time to do the vampires. There're no NPP permanent items that I've found so far in IR, so we're going in with protection 5 rounds at a time. Tanova is again the most dangerous of them all. Note that I don't have Improved Vampires installed as the CON drain's a bit silly and impossible to counter besides PFMW.
Tanova is convinced to waste the majority of her spells on summons, and then goes silent for awhile as I send out more summons. I've no idea where she went. Shrugging, we clear the rest of the dungeon. The clay golem fails to get a Cursed Wound on anyone this time, and the others fail to put up much of a fight. As for Bodhi herself, well...
She fails to even kill all the summons before Barl takes her down. Archers with Haste are fair and balanced at this point in the game
Going back, we find where Tanova hid herself, and execute her:
And now it's a wait of a few more days for the last Ranger stronghold quest. We fight the Harpers that attack in the meantime, Chaos doing wonders on their mages. Fighting Umar herself could've gone a lot worse. We interrupt the majority of her spells, but the one she DID get off was a Prismatic Spray. Fortunately Neera gets lucky and gets away with only damage. She still dies, but it could've been worse. Cerberus is now in our possession, and it's time to leave for Brynnlaw.
Perth is killed by a Harm + Ice Storm, as Perth wastes his first spell detecting invisibility and then Mislead + something. Moving on to the Courtesan hall... The guards hurt, but they're still melee. The mage, on the other hand, casts a Sphere of Chaos and...
And we're down to 5. Minsc's body is still visible on the ground: it wasn't a Disintegration effect, but since he's not technically in the party, and CTRL Q'd in, I'm willing to bet that any death would've caused this result. Regardless, after setting Clair free, Yoshimo convinces Deshirak to let us into Spellhold. Yoshimo turns traitor, Imoen joins, yadda-yadda-yadda, shadowkeeper Imoen back to pure Thief again... Barl sacrifices a point of DEX, Tansheron's bow's still ridiculous...
Anyhow, besides an initial stumble against the Yuanti mages resulting in another Neera death (Flame strike from a summoned Genie), the dungeon's going fine until I attempt the last portal fight. I'm pretty sure the Pit Fiend cast with a dirty aura, as I think Jaheira should've been able to clear the radius of the second Fireball, but...
And now, we're 4. One of each of the "standard" classes, funnily enough: Fighter, Cleric, Mage, and Thief. Things just got difficult. Spells are rearranged with a greater priority on summons, since we lost our two Fire Elementals. The Minotaur level/Slayer transformation level never poses any danger, and the lone Gauth is soaked by two Skeleton Warriors. We bribe Lonk the Sane with 2k gold, and time for Irenicus.
This fight always gives me trouble, with his dual Time Stop, his Morde sword spam, the clones, the Chaos Sphere... Ugh. We fight on his terms for awhile, killing one or two of the clones, but eventually are forced out of the area by the Chaos Sphere, Barl and Mazzy to the top right and Neera and Imoen to the top left. Neera's confused en route, and stumbles into the Sphere of Chaos which... dispels the confusion. I'm not complaining, and an Invisibility potion later, we're all safe. Jon's still focusing on killing the last of the inmates, and Barl throws a Summon Animals and several Skeleton warriors into the mix. Eventually...
Neera's already casting her True Sight for the murderers, and Barl joins her a second later. No Backstabs were to be had, and without them, the thieves weren't really a problem. Yoshimo is killed, and his heart stuffed in a Bag of Holding.
I'll update further later; time for work.
Subrace is one of the buggy ones, and it's really out of date. Component with changing Imoen bugs twice at start (Imoen looks tiefling in Candlekeep, but arrives to party as default Imoen with tiefling stats and race, then - i testet bg2 - she just didnt arrived to open case and start 1st dialog) - i am a real adventurer and a bit gamedesigner/tester, so I hope that I can solve it with game tools. Unfortunately, I'm not a programmer
I noticed when I was playing Tutu that there were a number of bugs. Teifling for instance had increased Charisma instead of decreased. There was a dwarven race that was supposed to have +1 in axe proficiency but instead of +1 you got 1 in that proficiency even if you had put 4 there.
I mentioned these bugs on the boards so hopefully they will one day be rectified if they haven't been already.
Both of these could easily be rectified in GateKeeper in the past, and I suppose can nowadays be rectified with EE Keeper if necessary. I'm sure that your problem with what Imoen looks like will be rectifiable with EE Keeper. I noticed that one too, but didn't bother with it in the past, but now that I am a bit more savvy with the Keepers, I will probably correct things. I'm not a programmer either, well not for decades anyway. Fortran IV ring any bells?
ABT-9,
Wrap it up,·Neera was upset with me about the murder charge... I agreed she should leave.
·Imoen helped me out of jail and I got a new cell out of it, so thanks sis!
Fights: I defeated the crusader champion with a single wand cast, countered the ambush with a storm of spells and stuck the boss with arrows.
Bg2ee; I loaded the final save and up the level to legacy of Bhaal
Undergate: Chara and Frisk in Baldur's Gate
Part 5
Previous posts here:https://forums.beamdog.com/discussion/comment/860188/#Comment_860188
https://forums.beamdog.com/discussion/comment/860578/#Comment_860578
https://forums.beamdog.com/discussion/comment/861123/#Comment_861123
https://forums.beamdog.com/discussion/comment/861538/#Comment_861538
With no one in the party to cast Sleep, the Gnolls here could prove a problem. Finch runs ahead to distract the Gnolls, then runs away when Chara throws a grenade (which, like Arrows of Detonation, hit automatically). This allows me to land hits on groups of enemies without endangering my tank.
Chara only makes one damage roll for each grenade; that's why all the Gnolls suffer the same amount of damage. The danger in using grenades is not that Finch might get damaged; the risk is that she could get stunned for a whole round. That's more than enough time for her to die from the enemies' automatic hits.
Still, compared to the bounty hunters we fought before, the Gnolls don't give us much trouble. Tiax's Ghast continues to serve as our primary tank, Frisk disables groups of enemies with Hypnosis (which still gives a very generous +4 save bonus), Finch and Tiax use Command on problem enemies, Chara throws Bottles of Sludge, and Morwen gets most of the kills using her +2 longbow. As our highest-level character at level 5, Morwen is our best damage dealer.
We run into some Kobold Witch Doctors and their cohorts down south, who drop a very small number of a very powerful weapon.
Unfortunately, Item Randomizer robs us of the tome in one of the caves here.
We take down Neira in Nashkel. Tiax and Finch make good use of Shatter, a level 2 priest spell that deals lingering crushing damage.
The casting time is 9, so it's really slow, but considering how lousy our THAC0 is, having a decent source of spell damage is very helpful. We earn a helm that grants immunity to blindness and deafness, which, combined with Morwen's Greenstone Amulet, could block both the stun and the deafness of Chara's grenades.
Why not use that to create a grenade-based tank? Because I need that Greenstone Amulet on Chara, lest a disabler kill them. The top priority is always to make sure the main character is safe.
I stop by the Ruins to do the Kozah quest thingy, and end up fighting a blurry Doomsayer. Finch proves to be an extremely fragile tank--her AC isn't remotely good enough for her to survive against this thing.
And Rainwater Brew only heals 2d6 HP per round; that won't be enough to keep her alive. Instead, Finch kites the Doomsayer while Tiax hits it with a couple of Shatter spells, which are supposed to be more damaging to undead and constructs.
Morwen can land hits on the thing occasionally, but it proves immune to missile damage, and our Bottles of Sludge have no effect at all. Mercifully, Finch can take it down by trading places with Tiax and nailing the Doomsayer with more Shatter spells while Tiax kites it.
We solve an easy riddle to save Brage and get 1000 gold from the temple east of Beregost, but gold is really immaterial at this point. Chara won't be able to spend that money on any decent potions until level 4, which is still really far away. What we really need is XP.
We take a gamble by tackling some Sirines to the far west. Morwen makes a critical save against Charm and uses Bonemeal Eyedrops to improve her ranged attacks. Since Bonemeal Eyedrops can dispel the Sirines' Improved Invisibility if the Sirines fail their save, they make a huge difference in Morwen's chances to land a hit on the critters.
Our encounter with Sil is more friendly. I barely know anything about Sil--I apparently named one of my characters after her by complete accident--but it seems you can avoid combat with the right dialogue choices. You even get a cloak out of the deal.
I didn't know where the Flesh Golem cave was until recently, so for once I go in to poke around. Turns out there are a bunch of traps in this area.
I've heard people like to use Potions of Absorption in this area, so I'm guessing those Flesh Golems do a bunch of damage. Unfortunately for me, Item Revisions tweaks Potions of Absorption (renamed Potions of Insulation) so they only give 50% electrical resistance and no AC bonus vs. blunt weapons (the old Potions of Insulation are now Potions of Absorption in IR and give 10% physical damage resistance).
So I kite the golems instead, using Shatter to bring them down.
The "Hold Person" message is a bug; the Shatter spell is rigged to cast a sub-spell that happens to be named Hold Person.
I think we're supposed to get a tome in this area, or some other big reward, but Item Randomizer gives us a golem manual instead.
We have no use for this. I don't think we can even equip it or anything.
An old geezer attacks us for some reason. Later I would learn this is because we made friends with Sil.
Multiple pirates appear, and some turn invisible. Fearful of getting backstabbed, Chara uses a Smoke Bomb to run into the northwest corner while Morwen tries to mess with the enemy group using Color Spray. Chara escapes, but Frisk just barely dies to a single backstab.
Without Frisk to use Detect Illusions, we use Bonemeal Eyedrops to reveal the enemy before they can backstab anyone else. But the eyedrops do nothing if the enemy makes its saving throw.
The saving throw is just there to nerf the item. I thought a guaranteed invisibility purge would be overpowered, and I didn't want to reduce it to a 25% or 50% chance or something. I don't like making things into percentages.
Smoke Bombs are different, however. They last 1d4+3 seconds and therefore only have a 50% chance of lasting a full round--I made it this way so they'd be a cheap and reliable escape option, but wouldn't be able to keep somebody invisible indefinitely. Chara gets nailed by a backstab, but miraculously survives.
How did the backstab fail?
Chara was wearing a Knave's Robe. In IR, a Knave's Robe grants +2 saves vs. death and makes the wearer immune to backstab.
Without it, Chara would have died.
Chara heals themself with a potion and keeps running around. The rest of the party manages to pull down the enemy, and we scrape by with a single death.
We head back to Beregost and speak to the folks in the temple to the east, getting an illuminated book from Blaise. Turns out a mod introduces a long-distance romance between a bookworm in Candlekeep and a book at the temple.
We'll have to wait another several chapters before we can actually deliver the book.
I want to get a hold of the Wand of Lightning from the big house in Beregost, so I pull out a trick I used in a previous, non-documented run: I enter the house, talk-block the guards and the guy in the poofy pants to the northeast, and then charm them one at a time using Frisk's Charm power.
Charm can be cast at will, which means we don't have to rest if the target makes a saving throw, but this trick can be done with any normal charm spell.
We order the guard, Carl, to attack someone in the party, then leave the house just as he starts to swing his sword. This causes him to follow us outside, allowing us to send him away.
We do the same thing with the other guard, removing both of them from the area we want to plunder.
We also charm the guys in poofy pants.
By moving all of them outside, we can loot the house without fear of capture. Of course, the Item Randomizer means that we don't get the Wand of Lightning, as I realize shortly after I head upstairs.
Frisk makes the guys in poofy pants parade around town for no reason. It fills us with determination.
Undergate: Chara and Frisk in Baldur's Gate
Part 6
Previous posts here:https://forums.beamdog.com/discussion/comment/860188/#Comment_860188
https://forums.beamdog.com/discussion/comment/860578/#Comment_860578
https://forums.beamdog.com/discussion/comment/861123/#Comment_861123
https://forums.beamdog.com/discussion/comment/861538/#Comment_861538
https://forums.beamdog.com/discussion/comment/864004/#Comment_864004
We start wandering around aimlessly in search of new sources of XP. Chara just barely reaches level 3, but with the easy sources of XP all gone, I don't know how we're going to get to level 4. We'd have to double Chara's XP somehow, from 5,000 to 10,000. We really need to get to level 4 as quickly as possible; only then will Chara be able to cast Mirror Image. More importantly, Chara will finally be able to create level 4 Alchemist potions: Radiant Philters, which boost elemental damage resistances; Bitter Tonics and Brine Solutions, which boost our saving throws (but not saves vs. breath, which are really important in Spell Revisions because of Web and Lightning Bolt and Fireball); Musk Wine, which boosts STR and movement rate; Sour Draughts, which heal 4d8 HP (18 on average, compared to Rainwater Brew's 7), and most importantly, Pressurized Gas.
Pressurized Gas releases a cloud that deals poison damage. Since the Wand of Fire will get moved by Item Randomizer and we're going to be extremely low-level, we really need Pressurized Gas to tackle the Bandit Camp. But we can't get it until we get another 5,000 XP for Chara.
By the way, a quick look at my install confirmed it: ALL sources of XP in my game have indeed been cut by 75%. We only get a quarter of our normal XP. It's the difference between fighting Sarevok at level 8 and fighting him at level 5.
Anyway, we wander around fighting random critters. Morwen carries the day, using her many Arrows of Biting when we have to deal with mages.
When we have to deal with large groups, Chara can deploy their grenades to speed things up.
I had trouble with Bassilus the last time I played BG1, but I don't have many other options for collecting XP. Chara's grenades could stun-lock him if we're lucky, but Chara would have to get really close, and it would only take a few lucky rolls from the skeletons or a bad save against Hold Person to end the run.
Instead, the rest of the party hurries up to disable him. Tiax lands a Command spell on the first round, while Frisk puts themself in danger to hypnotize the undead. Unlike Charm, a Seducer's Hypnosis can work on undead and other non-humanoid critters.
Finch engages in melee with her flail, Morwen uses Arrows of Biting, and Tiax uses Shatter, whose lingering damage might disrupt a spell in the future. Frisk hypnotizes Bassilus for the next two rounds, allowing us to make two chunks out of Bassilus' health bar.
Then he makes his saving throw and turns invisible. And Tiax's Ghast finally succumbs to enemy pressure, robbing us of our chance to paralyze Bassilus.
Frisk keeps Bassilus occupied on and off. When their Hypnosis spells don't work on him, Morwen uses Magic Missile to disrupt his spells.
Morwen has struggled to land hits on Bassilus despite having the best THAC0 in the group, so she has switched to Arrows of Fire, which Item Revisions makes into +1 weapons, including the THAC0 bonus. Tiax nearly dies to an enemy crossbow, but Morwen gets a couple lucky hits on Bassilus and brings him down.
We get a couple of very special items from Bassilus, courtesy of Item Randomzier and tweaked by Item Revisions.
The robe is quite nice, but the Shield Amulet tweak makes our party weaker. Frisk cannot wear armor due to the Seducer kit (well, they can for some items, due to some mod-introduced bugs, but I don't want to take advantage of them), which means being able to set their AC to 4 would have been a major boon.
We return to the Beregost Temple for our reward. Once again, we are disappointed.
Gold is great, but we so desperately need more XP. It's time to take a gamble with the basilisks.
We managed to find a single Potion of Mirrored Eyes, which is undispellable thanks to Item Revisions, but I'm not sure I want to use it quite yet. Instead, I have Tiax's Ghast distract the basilisks while Morwen uses hit-and-fade tactics. Unfortunately, the Ghast isn't quite immune to the basilisk's gaze.
One of my mods--I assume Spell Revisions--tweaks the basilisk's gaze so it can slow and then paralyze people as well as petrify them. The Ghast's normal immunities don't apply. Korax is probably no different, though I don't like using him anyway.
The basilisk keeps attacking the already-disabled Ghast, so Morwen keeps plucking away her bow. She has a 95% hit chance (against the weaker basilisks at least), and she manages to bring one down without using our only Potion of Mirrored Eyes.
That's 70 XP per party member. All we have to do to get Chara to level 4 is kill more than 50 of these things.
Disappointing or not, it's the best we've got right now. Morwen finally drinks the potion and goes up against the next basilisk. It can't touch her, and that immensely overpowered bow of hers (a +2 longbow with the normal +1 APR instead of the nerfed +0.5 APR of Item Revisions, all at zero cost) lets her bring down the basilisk in short order.
That potion will only last 50 rounds, so when we get ambushed by some human adventurers, I know we need to take them down fast, lest Morwen get herself petrified when the potion wears off.
Frisk proves unable to hold down more than one enemy at a time with Hypnosis, but Morwen makes strong progress with her bow, and Finch shrugs off a Hold Person thanks to the Greenstone Amulet.
Morwen still has plenty of time left, so she continues hunting basilisks.
She finds some Medusas up north and attacks them as well.
What just happened?
How is that possible? Her immunity to petrification shouldn't have worn off for at least another 20 rounds.
Well, hopefully Morwen's last Arrow of Biting will bring it down; the Medusa didn't have much HP left. And we do have a green Stone to Flesh scroll left. I decide to sacrifice Tiax to prevent Morwen from getting chunked.
The plan is for Tiax to hide, go over to Morwen with a couple of Smoke Bombs and the scroll, and cure her petrification. Then he'll talk to her to bring her back into the party, Morwen will use a Smoke Bomb to escape, and Tiax will linger there to make sure the Medusas focus on him. If Morwen makes it to safety and Tiax manages to survive, he'll use his last Smoke Bomb to escape, and we'll flee the area rather than risk our lives for precious XP.
But things don't turn out like I expected.
The Medusa has targeted Morwen. If it lands a single hit, then Morwen will shatter, and we will forever lose our most powerful party member by far.
As well as all the equipment she was carrying. We still have the Greenstone Amulet with us, and the petrification automatically sent the Turqoise Bag of Holding (Thalantyr sells it in my install) to Finch. But we lost a lot of Arrows of Detonation--the one weapon we could have used to kill those Medusas without any Potions of Mirrored Eyes left.
But I don't think I can rescue Morwen in time. And though I don't like Tiax, his Ghast is too important for us to risk him. Not if it doesn't bring back Morwen.
We decide to flee. The Medusa descends upon Morwen off-screen, and the best character in the party is lost forever.
I generally prefer to treat chunking as a regular death (I bring back the character through other means) but petrification is a different matter. Morwen is truly gone.
Despite my hopes, the Medusa does not die from Morwen's poison. As I would later learn, Medusas can regenerate.
Notice the dead gnolls, somehow lying in perfect formation. Sometimes I CTRL-Y unimportant enemies that don't pose a credible threat; that's why the bodies are arranged like that.
I think the problem here was that Potions of Mirrored Eyes don't actually grant immunity to petrification in Item Revisions. They grant immunity to the GAZE projectile used by basilisks and certain other critters and spells (like Frisk's Charm spell). The Medusas for some reason didn't use that projectile, and so Morwen was helpless.
I don't even know if the petrification offers a save. But I'm not willing to let the Medusa get away with taking away Morwen. I dig up a Fireball scroll I found by chance and use Frisk to scout out the Medusa while Chara launches a Fireball from the fog of war.
The Medusa comes for Chara, and Chara's aura is not yet clear.
We don't have time to try another scroll (I don't know if I even have one left), but we do have a spare Potion of Explosions, the Medusa is almost dead, and unlike the Fireball scroll, anyone in the party can use the potion. Finch runs out and hurls the Potion of Explosions, torching the Medusa who killed our bard.
Coming here was a mistake, but at least that Medusa is dead.
Frisk pokes around to see if there are other Medusas wandering around and stumbles upon Mutamin. They hit him with Charm out of desperation, and he makes no saving throw!
But it won't take effect for another round, and in the meantime, Frisk's movement rate is slowed. Mutamin hits them with Sleep, and they go down.
Losing Morwen is one thing, but Frisk is special. Frisk and Chara are my own two characters, whom I'd been hoping to take all the way to the Throne of Bhaal. Miraculously, Frisk makes their save vs. the Greater Basilisk's first attack, and though it deals no damage, it wakes her up. In Spell Revisions, Sleep scales with the caster's level, but it lets you wake up when you're hit.
Frisk tries to escape, but another gaze attack is on the way. This time, they fail their save.
If this works like SR's normal Flesh to Stone spells, as it should, Frisk will be petrified in two or three rounds. Finch tries to free them with Remove Paralysis, but it has no effect.
This is the level 2, modded version of Remove Paralysis, and I don't know what it can actually do.
Mutamin, despite apparently failing his saving throw, somehow does not come under our control. I've noticed that sometimes successful saving throws won't show up in the dialogue box. But this is a blessing in disguise, because Mutamin attacks Frisk while they're vulnerable.
Frisk dies before they can get petrified.
All we have to do is collect their equipment and run for dear life. Finch uses a Smoke Bomb to get close, but it doesn't last long enough for her to escape Mutamin's notice. Mercifully, his spell doesn't frustrate our escape plans.
We make it out safely and resurrect Frisk. But we lost our strongest party member forever. I don't know how we're going to bring down enemies without Morwen's bow.
But we're not done yet. I stop by High Hedge and buy the last two Potions of Mirrored Eyes. Mutamin hasn't heard the last of us.
Plotting our vengeance fills us with determination.
That xp penalty really ramps the difficulty up ! Do you know which mod introduce that change ?
If you want to reduce your XP, you can tweak it so the penalties aren't so severe. I would not recommend going for the 75% tax--the extra quests from my mods, and the XP they give, do not remotely compensate for it. Even the 50% option is excessive.
TL;DR don't use XP reducing mods on Trilogy installs of any kind. Level up enemies/use max HP on all enemies/whatever else you want. Because you end up making the game almost unplayable, and IMO extremely frustrating.
Daorem (dark moon monk, Gate70) and Char (blackguard, Grond0)
The save name hinted at what was to come. The roof. Char quaffed a potion of mirrored eyes while Daorem sipped another, and out to face the basilisks crawling around Durlag's Tower. They were soon victorious, and Char again saved against a stun trap while Daorem again failed to save.
Fortunately, the bandits blinked first and Daorem could use her healing abilities.After a good nights rest, Daorem tried and failed to blind Venkt so a bit of brute force would instead have to suffice.Daorem suggested sorting out some house spiders for Landrin on, or out of, the way to Cloakwood. She later wished she had not bothered as Char returned and then forcefully retrieved a pair of golden pantaloons which were still required for our purposes... unlike our reputation.On reaching Cloakwood, a lack of multiplayer synchronicity (I saw this, you saw that) led to a stealthed Daorem catching herself in a trap within sight of two ettercaps. Char had easily kept one distracted but the other moved in as Daorem returned from the shadows.Fortunately she saved at the next opportunity and moved to safety. Char led spiders and ettercaps out of Centeol's lair, eventually being rewarded with the Spiders Bane sword. The remainder of the trip to Cloakwood mine was uneventful.
The mercenaries outside the mine were in good form, Genthore refusing to be blinded so Char shot poisoned arrows at Kysus while Daorem punched Rezdan but had to run with him still alive. Drasus chased Daorem long enough for Char to kill both mages, and refused to switch targets so Daorem stopped for some melee. Char weighed in mightily and killed Drasus but Genthore had arrived and shoved Char through the rope fence (multiplayer quirk), leaving the two fighting across it. Daorem cautiously punched Genthore from behind and once he was dead a brief control switch allowed Char to be jumped back over the fence to an area where he wasn't stuck on an island with no way out.
Cloakwood Mine was entered with both characters wounded, and neither resorting to potions. Daorem had no intention of resting inside, and Char probably guessed as much since he didn't press the nap button. After only a few minutes there were only a pair of Battle Horrors between the party and Davaeorn. Daorem handed Char a couple of potions (not healing ones, obviously) and the blackguard drew the horrors out to their ends one after the other.A potion of magic blocking was enough to convince Davaeorn that the answer to life, the universe and everything was a solid hit of 42.
Duke Eltan sent the duo back to Candlekeep, resulting in two more tomes being picked up for Daorem, and Prat's gang also falling for the detonation/burning combo.Back at the city, Slythe found he was ill-prepared for dealing with a blackguard, and Sarevok found the switching of two henchies for potioned interlopers had spoiled his plans.As Sarevok teleported away, Char declined to follow but Belt didn't get too upset.
After a final shop, the duo headed down into a thieves maze and used the remaining time from the coronation potions to strike down everything in their path. Daorem spotted more mercenaries waiting in the undercity and another judicious use of detonation/burning was duly authorised. On to the abandoned temple of Bhaal, which seemed a suitable place to rest outside.
Daorem offered Char a protection from magic scroll but used it herself as he'd already gulped magic shielding potions. Char drew Sarevok out and as one person ran him around the second casually shot Semaj down while his magics bounced off various protections. Sarevok never looked like being the victor after a dispelling arrow removed his haste, and so it proved.
Well done, well done said Belt. Now just shin down this rope and... (to be continued, probably fatally)
Edit. Some additional screenshots (just realised my Linux install was taking in-game screenshots as well as system screenshots with prtscr. Have disabled the latter as it also gave a pop-up that minimised the game and led to a lack of control, plus often produced a black image)
Mulahey shouts for help
Taugosz evades the Frozen Fist
Char is bumped into an area you can't normally reach
Undergate: Chara and Frisk in Baldur's Gate
Part 7
Previous posts here:https://forums.beamdog.com/discussion/comment/860188/#Comment_860188
https://forums.beamdog.com/discussion/comment/860578/#Comment_860578
https://forums.beamdog.com/discussion/comment/861123/#Comment_861123
https://forums.beamdog.com/discussion/comment/861538/#Comment_861538
https://forums.beamdog.com/discussion/comment/864004/#Comment_864004
https://forums.beamdog.com/discussion/comment/864065/#Comment_864065
It's time to exact revenge on Mutamin for nearly taking away Frisk. But with Morwen, our star party member, petrified and shattered, we're in very poor shape. At the risk of cutting into our XP reward, I bring Kivan and Ajantis into the group--partly because I need more attack power, but mostly because I need people I can afford to lose to petrification. I also recruit Korax, because Tiax's Ghast will not be enough on its own. Frisk scouts out the enemy, using a Smoke Bomb when they fail a stealth check.
Chara uses a rare and precious Potion of Invisibility before we approach, to make sure Chara is safe if things go to hell--or if they get flanked by a basilisk and get petrified before I can react. The rest of the party prepares for combat.
Ajantis marches forward and Mutamin immediately knocks him out. He fails a save against the Greater Basilisk's gaze and gets paralyzed. Petrification is probably imminent.
Kivan has no Arrows of Biting--we lost all of them when Morwen was petrified--so he charges after Mutamin armed only with a halberd. Further back, safe from the enemy's attacks, Finch uses a Wand of Sleep to knock out one of the Basilisks while Tiax removes some Mirror Images from Mutamin using the Wand of Missiles. Two Medusas approach from the north.
I don't know about vanilla, but in Item Revisions, Wands of Sleep work on targets up to level 10, so it's entirely possible to disable basilisks--though they'll still wake up if you attack them.
The Medusas attack Kivan. He goes down.
I don't like Kivan much anyway, but it's going to be really hard to kill anything with Kivan dead and Ajantis paralyzed. And though we manage to knock out the second basilisk with the Wand of Sleep, a mis-timed charge from the Wand of Missiles wakes up Mutamin right after we put him to sleep.
But we have a trump card. Frisk has a couple scrolls of Flame Arrow, which will hit Mutamin multiple times with no chance of failure. Mutamin can't take it.
Only the Medusas and basilisks remain. Finch uses the Wand of Sleep while Tiax throws Bottles of Sludge at the nearest Medusa. Korax tanks the enemy; I'm pretty sure he's truly immune to petrification. But the Medusa keeps making its saves against Finch's wand and Korax's melee attacks.
Korax gets down to Badly Injured, so I pull him away while the party throws Bottles of Sludge. Finch gets the final blow.
We get 1000 XP (200 apiece, thanks to Ajantis sucking up our XP while contributing nothing), which is just enough to bump Finch up another level.
Finch and Tiax cast Battering Ram (the SR version of Knock) and Shatter (which does lingering crushing damage) on the remaining Medusa while Frisk uses the throwing dagger we got from the fight with Tristan and Isolde.
The dagger sets your APR to 5, but we don't have anyone in the party who can really make much use of it. Only Frisk has any pips in daggers, and their 1d4 HP per level and inability to wear armor make the dagger's poor range dangerous. Plus, Frisk is often needed for Hypnosis, which sets their APR to 0 for 6 seconds every time they use it.
The Medusa is getting awfully close. Finch tries one last time to knock it out with the Wand of Sleep. Finally, it works.
But Frisk lands a hit right afterwards, and the Medusa climbs to its feet to stalk us once more. It keeps chasing Korax, and eventually does the poor ghoul in.
The Medusa is almost dead, but we don't have a safe way of handling it. I don't think we can kite it: judging by how far away the Medusa was when it petrified Morwen, the Medusa seems to have unusually long range. But I don't know how long.
Instead, we stay on the run, and Frisk uses a spare scroll to deal damage. Thieves with high Intelligence can use scrolls and wands in my install, and as a Seducer, Frisk is required to have at least 11 INT.
Unfortunately for Tiax, I was right about the Medusas' deceptive reach.
Frisk switches to the Wand of Missiles and finally brings it down.
We bring back Tiax using a Stone to Flesh scroll, take him back into the party, and retreat before the basilisks awaken. When they do, they target Ajantis instead.
Finch uses the Wand of Sleep once more, but I know I'm going to need more than that if I want to bring down the basilisks. Frisk deploys another Fireball scroll, shattering Kivan forever and dealing a few precious points of damage to the enemy.
Tiax heals himself with some potions--as if our HP matters in this fight--and I notice something very special.
He still has a Ghast to summon! At the time, I thought his death restored the spell--such things have been known to happen when an NPC leaves the party briefly--but actually, I hadn't used it yet in this fight.
There are two icons in that screenshot that might be confusing. The human-shaped icon is from a mod; it brings up a dialogue that lets Tiax change his kit (it didn't get removed properly when I made him a cleric of Cyric). The blank icon is a custom buffing spell I use to rest the party and hasten pre-buffing.
Anyway, with Mutamin and the Medusas out of the way, I'm sure that a Potion of Mirrored Eyes will keep us safe. Frisk's dagger isn't very strong despite having 5 APR (Frisk is low level and has no special bonuses to missile damage besides the +1 bonus from Bonemeal Eyedrops), but Frisk is still our more dangerous attacker since Ajantis is still paralyzed.
Ajantis gets petrified and Tiax's Ghast gets paralyzed, but Frisk is perfectly safe, and brings down the basilisks on their own.
Frisk gets two excellent new toys from Mutamin's body: Longtooth, which they will probably never use because Seducers are lousy backstabbers unless they're backstabbing a charmed target (which can cause instant death!), and the Bracers of Archery, which give an extra +1 bonus to missile damage in Item Revisions. Frisk still can't do much with that throwing dagger, but it's a tiny boost to our offensive output.
Frisk pokes around for more basilisks and uses an Ice Lance scroll against the first one they see. But while Frisk is casting it, a Medusa wanders into view.
I looked at the Medusa's weapon in Near Infinity and it has a range of 6 and petrifies the target on a failed save vs. polymorph at -4. Like a basilisk's attack, it also uses the GAZE projectile, to which an IR Potion of Mirrored Eyes gives immunity.
But for some reason, Medusas just flat-out ignore the immunity.
Mercifully, the enemy fails to shatter Frisk. We make our escape, rest, and return to rescue Frisk.
This time, I have no ambitions about killing the Medusa or the remaining basilisk. All that matters to me is saving Frisk.
First, Tiax summons a Ghast and Chara uses a Potion of Invisibility to go scouting. Once we find the Medusas and Frisk's petrified body, we hurry over to Frisk and Chara breaks invisibility by casting Spell Revisions' Summon Monster I.
We now have one Ghast and four Gibberlings, all of which we can sacrifice without cost. We send our summons up north to distract the enemy. This gives us just enough time for Finch to use a Stone to Flesh scroll, talk to Frisk to bring them back into the party, and run back south while Frisk escapes using a Smoke Bomb.
By chance, Tiax's Ghast just barely manages to kill the basilisk before getting petrified.
There's still at least one Medusa on the map. But I've had enough for now. We can tackle the last Medusa later, when we're in better shape.
Frisk makes another joke about Medusas making them hard as rock. We are filled with determination.
Undergate: Chara and Frisk in Baldur's Gate
Part 8
Previous posts here:https://forums.beamdog.com/discussion/comment/860188/#Comment_860188
https://forums.beamdog.com/discussion/comment/860578/#Comment_860578
https://forums.beamdog.com/discussion/comment/861123/#Comment_861123
https://forums.beamdog.com/discussion/comment/861538/#Comment_861538
https://forums.beamdog.com/discussion/comment/864004/#Comment_864004
https://forums.beamdog.com/discussion/comment/864065/#Comment_864065
https://forums.beamdog.com/discussion/comment/864387/#Comment_864387
My many mods continue to give us disappointing XP and items we have little use for.
There are so few places for us to get much XP. I go back to the Ankheg area to do the Umberlee water bowl thingy quest, and an Ankheg catches us by surprise. Amazingly enough, it manages to kill Finch despite her being level 4.
I really need a better tank. We're also short of a decent warrior. I don't like BG1 fighters much--there aren't any that really interest me--but we're kind of desperate here. I decide to bring Minsc into the party. On the way back to the Gnoll Fortress, I discover that one of my mods makes ALL nonmagical metal items breakable.
I think he just lost a suit of plate mail. We really need to stick to magical armor.
I don't want Dynaheir in the party (I have no need for a sorcerer), and there's an option in my install to separate her from Minsc, but the dialogue makes me feel guilty. In the end, I keep them together, booting them from the party and moving on to a more practical NPC.
Kagain.
Who, it turns out, can choose the immensely powerful Dwarven Defender kit.
I always felt the Dwarven Defender kit was unbalanced. The advantages are great, but the disadvantages are virtually nil, and a kit with no disadvantages just doesn't feel that interesting.
That said, we really, really do need a decent tank. And Kagain's proficiency with axes is going to be extremely valuable considering we still have that +3 axe we got from the bounty hunter ambush at the Gnoll Fortress. Kagain has high numbers across the board.
Of course, as some Battle Horrors outside Durlag's Tower remind me, physical damage resistance isn't always enough, and there are some things Defensive Stance cannot block. Tiax and Finch actually have to bail Kagain out using Shatter.
I poke around the first level of Durlag's Tower. Turns out Kagain's axe, which is supposed to kill ghouls instantly, does not instantly kill ghasts. In fact, as I would later learn, it doesn't instantly kill ghouls, either. But Kagain's vast HP pool means he can soak up a lot of the traps that Tiax cannot yet disarm.
Notice the highlighted sections in blue. I use CTRL-4 to imitate the effects of the Find Traps spell; it saves time.
On the second floor, we run into a mage. He looks pretty tough.
When he casts his first spell, I decide that combat would be fatal.
A level 12 mage is far beyond our power. I hurry downstairs, and when the mage follows us down, I haul the whole party out of Durlag's Tower.
I head back to Firewine Bridge; I figure the mage there will be a little easier to handle. Kagain handles most of the dungeon solo, but apparently even he can't handle all of the traps.
By this point, I just use CTRL-R and calculate the cost in gold in my head instead of going through the inventory management involved in resurrecting people at a temple. I don't think the gold cost will ever become relevant, though; we have far more gold than we owe in CTRL-R resurrections.
After another pitiful XP reward from the undead knights, we bring Indira into the party, a mod-introduced Fighter/Mage with a voice I find rather charming.
Then I discover that Doufas' Saber is even powerful than I had thought. Not only does it give the user 3 APR and deal magic damage; it can paralyze any target on a failed save.
MGOI and magic resistance can block it, but the hold effect works on any type of critter; not just humans.
Unfortunately, no one in the group has any pips in katanas. Nor will anyone for a very, very long time; our next proficiency points will take thousands and thousands of XP to collect.
Indira is a Bladesinger or some other mod kit, and I discover that the kit selection screen is indeed very exploitable: I can select her kit multiple times and get multiple uses of an Offensive Spin-type spell.
I won't use them, though. I prefer to use exploits that are hard to find or hard to perform.
Anyway, we run into a mage by surprise--there's another one besides the Ogre Mage--and Kagain gets enfeebled.
In SR, this just applies some movement speed and attack penalties; Kagain doesn't have to deal with having his STR reduced to 5.
The mage retreats and coats the floor with a Web, against which we have no defense whatsoever. His Improved Invisibility will be a big problem, but I manage to remove it using some Bonemeal Eyedrops.
The mage makes his save against Chara's grenade, avoiding the stun and the deafness both...
But we just barely manage to scrape together the APR to cut through his defenses and bring him down.
The Ogre Mage approaches, with some ogrillons and kobolds advancing on us from both sides. We struggle to manage the enemy pressure despite getting periodically disabled by the dead mage's Web.
The Ogre Mage engages us. Kagain's Ring of Energy fails, but his Greenstone Amulet keeps him safe from a Hold Person. Finch compensates for her lousy APR by using the Wand of Missiles.
Kagain's Defensive Stance is little help against Magic Missile, but it seems that the Ogre Mage doesn't have very high-level mage spells.
I remember getting blasted by Sunfire in this area in a Tutu run a while back. I wonder where it came from.
The Ogre Mage doesn't have the defenses to hold strong. We grind him down.
With Firewine complete, Frisk is just inches away from level 4.
It took a tremendous amount of work, but we're almost there. And once we are, we will just barely be able to handle the bandit camp.
Every step of the way, we've been struggling. We are filled with determination.
@Neverused: I don't think you can enter Ust Natha after failing the questline anyway. I'm pretty sure it gets locked up forever. But without Ust Natha upgraded, conquering the city should be perfectly doable for a normal party. It'll just be harder than in vanilla, like any SCS fight.
Caesar, dwarf berserker {5} (update 1)
Previous update
Although in the first two attempts at this I found this challenge easier than originally expected, the danger of pressing the space bar is still a real one. A third attempt was looking promising with Caesar up to level 4 and almost perfect HPs, but that failed when Neira opening a conversation interrupted an attempt to rage and I paused by reflex before I could stop myself.
A fourth attempt didn't get much further with Caesar just shy of level 5 when he charmed Silke and used her to kill Landrin's spiders. He tried to get Silke to waste her remaining spells by targeting a dropped object, but that doesn't seem to be allowed any more in the EE. Caesar then attacked her anyway, despite already being badly injured, but Silke's AI proved surprisingly good as she ran away from melee attacks and released a couple of magic missile spells to finish Caesar off.
The above experience had helped to remind me about the behaviour of berserk rage in EE:
- if you're enraged when trying to sleep or when travelling, bonus HPs are lost both during the duration and again on arrival/awakening, i.e. you actually lose current HPs.
- being reduced below 1 HP now causes unconsciousness, not death.
- sleeping with rage available, but not active, will cause it to be applied like an automatic healing spell (giving you extra HPs, rather than losing them as happens when sleeping with rage active).
Starting again, this time I'll try to play more safely. Caesar went straight to Beregost from Candlekeep (taking on Shoal without the ability to pause is difficult and time-consuming). He shot down Algernon and Neera before a few quests pushed him up to level 2.
Heading north, Caesar killed some fishermen on the way to talk to Tenya and pick up his 3rd level. With HPs gained of 14 and 12 so far, there was no problem about running past the ankheg to get to Ulgoth's Beard. On arrival, Dushai was charmed and moved out of sight of villagers before being struck down for his ring.
The difficulty of targeting without pausing meant I didn't want LMD as a Bhaal power, so before going to Nashkel Caesar looked for reputation upgrades. Joia got her ring back before Melicamp was successfully restored (getting to level 4 there with 15 more HPs). Ardrouine, Charleston Nib and Brage pushed reputation back to 10 to ensure Caesar would get CLW and this time I pre-cast rage to make sure there would be no problem fighting Neira.
The ankheg armour gave a nice boost, but I still decided Caesar should look for another level before tackling Greywolf. Firebead and Mr Colquetle provided both XP and reputation before Karlat's removal allowed Perdue to claim his sword back. An ogre found itself beltless (and indeed bodyless) before getting a reward from Bjornin triggered level 5 and 11 more HPs.
Surprisingly, only 1 of the 3 long swords bought in Candlekeep had been broken - despite using dual wielding attacks up to this point. Caesar did equip his new magical shield though for the fight with Greywolf and won that with a bit in hand to gain a nice sword upgrade.
The next destination was Firewine Bridge, but Caesar successfully rescued Arabelle on the way - his sling performing well there despite lack of proficiency. At Firewine he charmed Bentan and watched him get killed by kobolds. Poe then joined him for the fight with Meilum, but the latter died so quickly Poe was untouched - a few more kobolds allowed Caesar to inherit his gear without any reputation loss though.
Berserker L5, 67 HPs, 71 kills
Caesar, dwarf berserker {5} (2nd and final update)
Previous update
Travelling back from Firewine Caesar had a nasty shock when a basilisk ambushed him. Fortunately though the basilisk chose to try and attack in melee and Caesar was able to run away.
A quick trip through the Cloud Peaks yielded further reputation gains from Samuel, a dryad and Drienne as well as the charisma tome. With reputation at 19 Caesar headed for the basilisk area to maximise that. The monsters were nullified by a green scroll and cutting them down got Caesar to level 6 and 14 more HPs. Korax failed to quickly paralyse Mutamin, but his horror spell bounced off Caesar's rage. Korax continued on to have a go at Kirian's mob - they cut him down, but didn't last long against Caesar.
With reputation now at 20, Caesar did a bit of shopping before heading to the coast to find some sirines. A charge from his new shield amulet was used as well as rage, but the first group of sirines didn't have time to try any missile attacks anyway. That encounter took him to level 7 and his good rolls continued with 14 more HPs. Sil and her friends were no more successful than the first group, but Caesar decided to rest ahead of taking on the golems.
The bug associated with resting while enraged meant he waited until rage had expired and thus was potentially exposed when a sirine spawned. However, that should have been no trouble in theory - their first action is to go invisible, so that gives plenty of time to run away and rest elsewhere. Unfortunately, my reflexes were not in good order. My first reaction was to turn and attack the sirine and, after immediately breaking that off and running I suffered from one of the phantom clicks where the game shows a movement destination, but the character doesn't actually move towards it. The second or so it took me to recognise that problem meant that Caesar was still just within sight as the sirine's aura cleared ...
OK, I thought I made screenshots of more than I did... I'll make do with what I have, though.
Like normal people, we elect to go fight the Sahuaguin. Besides Imoen missing a trap and Barl taking far too much damage from the Rebels near the entrance, nothing spectacular happens here. The Cloak of Mirroring now simply creates a Reflected Image every round: powerful, but not "immune to all damage spells" powerful. The once-useless boots in the imp's chest now provide immunity to stuff like Teleport Field, Maze, and IMPRISONMENT. I might go lich hunting back in Athkatla with these. Imoen's traps insta-gib the King, and after resting, we take out the Prince as well who wandered all the way to the fighting pit. To the Underdark!
Urgh. So let me first state how much I hate the Underdark and how much I hate Drow's inexplicable Magic resistance and SCS' characters that get to cast innately with 0 cast time and 0 warning and how I'm 100% unprepared when it happens. Oh, and Beholders that use Telekinesis without a save. That's totally fair.
I'm pretty much caught off guard by the first drow warparty that attacks: Mazzy ends up split to the north while everyone else is frantically retreating to the south, Barl shooting behind him. Neera ends up Confused by a wayward spell, and wanders into a Teleport Field and dies. Barl and Imoen clean up the south side, and Mazzy returns, more or less intact excepting a few potions of greater healing. Their mages have used most of their dangerous spells, so shooting them to death works much better now. After raising Neera, we continue.
We use Invisibility to get to the Sverneblin, and prepare for the Balor. Back in Amn, I purchased 4 potions of Fire Resistance specifically for this, since in IR potions can't be dispelled. Also, the Balor's Vorpal attack allows a Save vs Death at I think a -4 penalty, which can be negated with Death Ward if I recall correctly. Almost all level 4 slots are now Death Ward, 4 Animate Deads and the rest in Protection from Fire in the 3rd level. Another card I can play is Mazzy's boots: they can be activated at-will to get either +6 AC and +8 to saves or +8 to AC and +6 to saves for 20 seconds; the drawback is that you can't auto-attack or cast spells or I believe use any other items during the time period. But when Vorpal strikes are on the line, with an Archer whose favored enemy is Demon... Surviving is just fine.
It goes roughly as planned. Neera is outside the door, Mazzy and my line of Skeleton Warriors are tanking, Barl has Tuigan's with Arrows of Piercing +3 and Imoen has Tansheron's bow. The Dispel Magic takes out all of Barl's Resist Fires that it hits, but Neera avoids it. Also, not being in the Firestorm, she successfully takes out the Balor's Aura of Flaming Death with a Breach. The hail of arrows is soon enough.
After killing the Balor, we go around releasing things from the trap- the-soul-thingy. None of them are any problem until the Lich. We throw Skeleton Warriors at it as we retreat back to the northwest, making darn sure we have Fear protection at all time. Mazzy's sub-zero save possibilities are wonderful here, as I can use her for sight and get Alchra Digott to waste precious spells with little risk. Skeleton Warriors help too; two survive past its death spell, and tank a considerable amount of spells after Alchra teleports to us and we run back to the east. Both Mazzy and Imoen ate a ADHW, both survived with plenty of health to spare. Eventually, it's down to level 1 and level 2 spells, so we take the opportunity to rid ourselves of our first Lich, while a summoned genie apparently found the Air portal.
The second drow ambush is a lot less threatening than the first, and is cleared without incident and without many resources. We're turned into Drow, and into Ust Natha we go! I first look at the stores; three things catch my eye, the Shield of Mirroring, the Greenstone Amulet, and Firetooth (the dagger). Of these, Firetooth's the least important, and we immediately fork over 16k for the Greenstone amulet for Barl. We also purchased a scroll of Improved Haste for Neera. After flipping through my Bags of Holding, I find I could probably sell enough +2 items to acquire the Shield of Mirroring as well, so we do so.
The ambush coming out of Ust Natha's foiled pretty badly by True Sight, and then Tuigan's + Improved Haste gives us an 8 APR Archer to pump out damage. The Improved Haste lasts long enough for us to rescue Phaere. Back in Ust Natha, we trap the area the Beholder comes in, and go talk to Phaere again. She gives us 3 days after that, which I should've been tracking, but...
We fight in the arena, taking all the matches including the Beholder on the right, and the first two fights before the Mage fight on the left. Skeleton Warriors are wonderful assets against Beholders. The Aboleth approaches us, and we go to deal with Qilue. Again, same setup, more or less: Improved Haste, Divine Shell, Shield of the Archons, Righteous Might... Qilue teleports away almost instantly, and we deal with her first set of servants with relative ease. I have no clue how these things are coded: they're casting high level mage spells, but their Chain Lightnings and Fireballs are doing single-digit damage, as though they don't actually have a casting level or something. A bunch of Innate abilities, perhaps? Regardless, after the last PFMW and Stoneskin are breached, Qilue and the rest of her servants are arrow fodder.
And then, thinking it's perfectly safe with the Shield of Mirroring to go Beholder hunting, I... take the wrong door. And I'm fighting Illithids instead. And now Divine Remix is suddenly terrifying, since Cha
otic Commands is now 1 turn + 1 round per level, or 10 times as short as it is in Vanilla. Everything's going fine until the Ullithid's join the brawl: between Stuns and their ridiculous Ballistic abilities, everyone's dead besides Barl who drinks a potion of Invisibility. How do people LIVE in this place when the SCS component that allows them to see through invisibility is installed?! Oh, and the Ulitharid can go Improved Invisible without using their aura. Cool.
There's only one thing to do: Slayer Transform and pray that I can take out the Master Brain quickly enough. It's a near, near thing: With 50 HP remaining, and the damage ticks from the Slayer transform coming, and two Ulitharid in the room, Barl drinks a potion of Invisibility before he takes 20 damage, and then ends the Slayer transform right before he would've taken the 40 lethal damage. Phew.
Since the Master Brain's death states that ALL doors should now be unlocked, I CTRL-J my way out of the somehow-locked chamber, and after looting, return outside. The results?
The Beholder Area now, though I have the Master Brain Blood and should've just called it here: I learn that the Beholder script still can identify the Shield, though it has a different name, and can rip it off your arm without a save. Cool. Ugh. Skeleton Warriors are key here, and Barl and Neera stock up on Holy Smite and Fireball respectively to bomb the area from afar. It takes two rests and something like 7 Skeleton Warriors, but the Hive Mother falls.
And the Elder Orb fights. Good grief, the Elder Orb fights suck. 100% MR, if my success rate's anything to go by, standard Beholder Eye stalks, sees through Invisibility, can TARGET Improved Invisible characters, casting as at least a level 18 mage... Gah. Fortunately, Potions of Magic Shielding are undispellable, so Barl can "safely" engage, which he's forced to do. And it turns out that I'm unbelievably lucky, as the Elder Orb used a PW:Kill on Barl at 65 HP. Maybe it hoped an incoming ray would do a bit more damage? I dunno. With the last of my potions of Magic Shielding, we kill the last Elder Orb.
Resting to raise Mazzy, I learn that all these rests have made me go over the 3-day limit. I've been raising Mazzy and Neera pretty much non-stop, so part of me's not surprised. But I choose to fight Adalon: there were a few lucky saves there, as her Frost Breath is capable of killing Barl on a failed save and I don't think he had a Resist Cold on him when he made that save. Regardless, between Mazzy's with a Fire Giant Strength Potion and Barl under the effects of a Potion of Heroism, Adalon dies.
One more mistake before leaving the Underdark: I elect to fight the Demon Knights, not knowing their abilities under SCS. Should've buffed further, but I could only remember that they could Level drain with their swords. Turns out that innate-casting-fireballs are a thing, and Neera is obliterated pretty instantaneously.
Mazzy is then Stunned and executed; Barl and Imoen successfully clean up the remainder without further incident. Another Raise, finding that the only things the Demon Knights are useable by Neutral or Evil characters only, and we grimly trudge to the end of the Underdark. The last few Drow fights are irritating, but nothing too spectacular, and we emerge into daylight, our 6 whittled down to 3. Well, to 2 and then to 3, counting Yoshimo, but that's expected.
We recruit Rasaad, Nalia, as more-or-less permanent members, though Rasaad might be swapped for Valygar permanently later. We did Rasaad's questline, got Nalia kidnapped, got her back, recruited Valygar for the Planar sphere, fought the Guarded Compound for Celestial Fury where Rasaad managed to die to a Fireball (anyone see a trend?), and stopped with forging Gesen's shortbow, which now does 1d8 + 4 + 2d6 Lightning damage (save for half). Remaining major quests in Athkatla: Beholders, Liches, Windspear Hills, Planar Prison, Planar Sphere.
Thing is, Petrification/Haste/Dispel components don't adhere to "standard" SR procedure (overwriting), they patch stuff. I made it that way since I wanted such heavy revisions to be compatible with any mod-added content.
What you'll end up if you get this installed early is that creatures not immune to petrification be vulnerable to it (like Korax).
Creatures that end up in your override after SR will use the "old" petrification effect; permanently stoning your characters. SCS is an exception from that rule, since it makes spells (like beholder rays) from those existing, therefore keeping the compatibility intact. Same cannot be said for other mods however.
This works both ways - so other than items installed/modified before SR, mod-added items that say "immune to petrification" won't protect you from SR version of it.
@Aasim: Normally, I'd have SR installed late, but BWS has a particular order for installing mods, and I can't tweak it. To fix this bug, I'd have to install everything manually, which is likely to cause more bugs instead of less. Because whoever set up BWS will know more about mod order than I do.
Any idea why the Medusa was able to get past IR's Potion of Mirrored Eyes? The Medusa's attack and the basilisk's attack both used the GAZE projectile.
@semiticgod You said: The Medusa's attack and the basilisk's attack both used the GAZE projectile.
Are you sure about that? I thought that they differed. My recent experience is that you need to keep a certain distance from the medusae even if you have the protection of the potion.