Congratulations @Ygramul!!! It's great to see you finally (1000 hours hehe) make it through the first game. I like your decision to keep Imoen (after all, she'll return in BG2). Cheers!
@Blackraven I am highly impressed that you managed to solo the game with a Wizard Slayer. The no magic items clause is really a pain in the butt. Wizard Slayer in part 2 is sure to be interesting.
Also, I hope you enjoy your trip to Europe. I have never been overseas but I hope that will change one day in the future. Do me a favor and buy a jar of Marmite and tell me how it tastes! (if you happen to be in the Western part of Europe) Also, remember to stay safe, traveling can be a dangerous thing sometimes. Not to mention we don't get reloads in real life. Hopefully you will be keeping in contact during your trip.
Congrats, @Ygramul ! And Minsc was the one who inflicted a death blow
Now you've finally managed to beat BG1 without reloads! No matter how many hours it took, the main thing is that you've done it! Enjoy the moment!
Actually, I had finished BG1 before with F/M and Sorcerer over the years, but this is the first time I finished BGEE.
Come to think of it, on a entertainment-hour-per-dollar basis the EE games (and all BG products, which I must have purchased about 4-5 times each) come to about 1/100th of a movie.
... and that's why I'd, e.g., pay $30 for an AI-only DLC etc.
--
Meanwhile, Selyna successfully made it out of Château Irenicus. With SCS up and the rest restriction there, it's actually a pretty challenging initial crawl where you have to make use of healing potions.
Selyna just met an Elven Ogre-Mage named Aerie and investigating a rather peculiar circus tent...
Cuwaert was always a free spirit. He would once and again sneak out of chores to find an alcoholic drink around the keep. How he ever got to find them is a mystery to many and even though he was disciplined many times over, he still did not relent in his frivolic endeavours. His inspiration was an Uthgardt barbarian who taught him how to live with the wonders of the world and whilst doing that, drink well. They even started several barfights at the inn, and when the barbarian had to leave, Cuwaert promised not to change the habit of the barfight. Even now he still goes into a right rumble and tumble with his good friend Hull, the gate guard. Nowadays, Cuwaert is in tune with the spirit of nature, especially the spirits of nature coming from grains. With plenty of alcoholic supply to the keep, he has nothing to complain, until this day... when Gorion tells him to prepare to leave.
First things first the stands in front of the inn, his favourite place to party. He talks to the inn-keeper who asks a book of an outrageous amount of money. In anger over having to leave the keep (and knowing he can steal Winthrops spirits and beer anyway) Cuwaert tells him to stuff himself and his inn. He leaves Winthrop alone and goes to talk to some of the visitors. There is an elven old guy muttering something about fetching a scroll, but while he talks Cuwaert has already left the old geezer to his ranting. He then sees a a nobelman visitor who badmouths the monks a bit to Cuwaert and Cuwaert finds himself telling them off. The nobleman promptly puts Cuwaert back in his place to state that all the tact the monks have taught him over the years should have rubbed off on him. Cuwaert gets pissed off and leaves the nobleman for now...
He walks to the closets of Winthrop to steal some beer, but instead finds a dagger and some magic scrolls. He reconsiders pawning them back to the loser and buys some beer and some gear (a buckler and a studded armor) from him instead. A Firewine and a Mead are enough to have Winthrop gossip about bad iron coming from Nashkel. Cuwaert listens only half-heartedly. A Bitter Black Ale makes Winthrop whine about minors getting killed in Nashkel and that being bad news for the smiths. Well, then why would the smiths have their children fight among one another if they cannot accept that they get killed once in a while. Another Mead makes Cuwaert tipsy, and 3 more Firewines ensures him he will have a smashing hangover tonight. Sodding drunk he puts on his gear and walks back to the nobles and starts to beat the crap out of the guy. He fights back resiliently and bludgeons Cuwaert with several good punches (for 3 total damage). He then walks to Winthrop, goes into rage and starts to knock the crap out of him too. Winthrop punches (for 2 damage) and falls to the ground.
Cuwaert leaves the inn in search for his drinking buddy, Hull. When he meets him, Hull asks Cuwaert to get him his sword which he left in the barracks because of their hang over from last nights party. Hull also requests him to get an antidote to Dreppin for his cow. Cuwaert agrees on the sword, but an antidote for a cow, it should be better to use it himself to get over his drunken stupor which is not very smart in public. He passes the gatewarden who says something, but he cannot make anything out of it and continues walking. In the barracks he picks up the sword and drinks the antidote... but this time the antidote does not relieve the intoxication. On his way to Hull the gatewarden tells Cuwaert to do some training and mistaking it for being disciplined for being drunk, Cuwaert just says yes to everything. The gatewarden takes him to Obe's house but Cuwaert just ignores it and leaves for the infirmary to ask for a cure for drunkeness. The priest of Oghma gives him a healing potion which is good enough on itself. He drinks it to heal the bruises on his body and goes to Hull to deliver the sword. Hull thanks him by calling Cuwaert a twerp with a sword, such a nice jest seeing as Hull knows Cuwaert never uses swords, hahaha. Seeing as Hull is busy they say a quick goodbye and Cuwaert walks to the inner grounds where he hopes to find Gorion. On his way he meets up with Imoen who chats with him about going on travels. Cuwaert suggests to take her with him, but she rejects the offer stating that Gorion would never allow it. In the inner grounds he finds Gorion. After some unanswered questions were posed he felt he was ready to leave. His drunkeness had cleared off and he felt strong again.
After seeing Gorion cut down and fleeing the scene he found Imoen asking him if she could tag along. While she did join in the drinks from time to time and they both had agreed that Winthrop was a Puffguts, he was uncertain on whether she would not get him into more trouble than currently. But after the epiphany that being alone would not pose any guidance he gave in and both went on their way. He first thought it best to walk back to Candlekeep to see whether they might not get back in after all. Looking at the grumpy keeper of the portal it was clear that they would not get in without paying the fee. Back to the main road and off to the inn. Sticking to the road (Gorion was killed in the woods, so best to avoid that), they meet a hermit. He mentioned to have met people on the road. After a short conversation the hermit wants to be alone again and we go up to the two-fer. They ask whether Imoen and Cuwaert want to go with them to Nashkel, but Cuwaert wanted to go find this Jaheira and Khalid that Gorion talked about. Being as uncharismatic as usual, the two men decline this sidetracking and leave. The pair newborn adventureres trudge through a bit of forest to sneak towards the body of Gorion. When Imoen spots noone in sight, Cuwaert walks up to the corpse and looks at his foster father. A note sticks from his torn robe and Cuwaert scans it quickly. A mysterious man called E has written it to Gorion and he is the reason why Gorion is now dead, Imoen and himself are out in the woods under threat of animals and bandits! He grabs Gorions knife and belt and wanders back to the road.
Imoen seems to wear a leather armour now, and has a strange silvery necklace on... A tired Cuwaert then spots a wolf, who attacks him immediately. With Gorions dagger in hand, he starts to stab at it, while Imoen who just caught up with Cuwaert, starts to pelt it with arrows. After acquiring some bit and scratch marks (6hp), Cuwaert stabs the wolf in the neck, fatally wounding it. As it falls to the ground, Imoen and Cuwaert hightail it out of here back onto the road. After meeting some random weirdos they get to find the road signs to the Friendly Arm Inn and decide to follow them in the night. Cuwaert is very tired, but they continue on. Some gibberlings try to have a go at our duo, but do not succeed. Imoen finds it mildly suspicious that there are so many people on the road these days... and they all have such good advice. But they also may have interesting items in their pockets... sadly for her, their pockets are closed tight and Cuwaert does not keep them talking for long enough. Then, early morning, they made it. The Friendly Arm looms in front of them. The duo stash away the weapons and Cuwaert walks up to the guards, to have a chat to perhaps find an inn. Getting no information out of him, they walk up along the path where Imoen tries to pick a commoners pocket. He goes hostile and the duo have to quickly sedate him with their bare fists before he alerts the guards.
Cuwaert is then approached by a stranger, who attacks our duo. Imoen pelts him with arrows whil Cuwaert uses Gorions dagger. He is hit by the hostile mages magic missile straight in the face, and Cuwaert has to drink one of the healing potions Imoen throws at him. Finally, the guards make short work of the troublemaker. Inside the inn they come to the realization that Candlekeep has isolated them their whole lives. There seems to be bandits everywhere and problems with brittle iron. Cuwaert pawns Puffguts's magic scrolls and buys some darts, which he can throw like no other. He also buys some arrows for Imoen in case she wants to stick around him some more.
Meanwhile, Imoen glares from a corner to see if she can pick another pocket. Cuwaert seduces her into drinking with him and they sit down on the chairs. Cuwaert gets drunk while the innkeeper tells Imoen about the Grand dukes of Baldur's Gate as well as the Flaming Fist who are apparently sent to Beregost in response to the iron crisis at the border with Amn. After getting hammered on Elminster's Choice Beer and Evermeed, Cuwaert and Imoen share a nobles room together, paid from the cash that the mage's dead body supplied.
Early morning they run into Khalid and Jaheira whom they join to Nashkel. Though having no plan themselves, it may be better to do something proper, and finding out why this banditary has increased is as good a start as any. Cuwaert takes a few more drinks in memory of Gorion until the innkeep does not give him any more, and completely drunk out of his mind he joins the others on the path to the south.
After a while the alcohol disperses and they wander on the path through the woods again. Khalid takes point with the rest in tow. After a night fighting gibberlings and kobolds, the quartet ends up in Beregost. As in every town, the weapons go back in their backpacks and they go off to find an inn to rest.
===== Nothing really eventful. That first wolf and Tarnesh are pretty tough, but we were victorious. We can expect Cuwaert to uphold the law, but break it when being drunk. He has no AI. Imoen will do her own thing trying to pickpocket people when I do not forget to roleplay that and she has the ranged thief AI. Jaheira defensive Cleric, Khalid Protective Fighter. In fights with foes (not commoners or barfights), AI goes on, otherwise AI is off and I will try to roleplay the outcome a bit.
I salute taking 5 in DEX and 12 in CON for a no-reload run, @lroumen ! I wish Cuwaert to survive on his quest to stop drinking to find a killer of Gorion.
A barbarian is born. .... On his way he meets up with Imoen who chats with him about going on travels. Cuwaert suggests to take her with him, but she rejects the offer stating that Gorion would never allow it. In the inner grounds he finds Gorion. After some unanswered questions were posed he felt he was ready to leave. His drunkeness had cleared off and he felt strong again. ....
Love the narrative! Welcome to the thread @lroumen and good luck to Cuwaert!
(... and good luck with Imoen's kleptomania, it seems.)
Thanks, I will try to update as often as I can. Stats mean little in bg, but I did use 15 strength because a rage will bump my unarmed attack to decent damage . For fun I gave him 2 stars in darts to stick with the bar theme, but reduced dex because then barbarian rage decreases AC even more. This ought to become interesting when I go melee against bandits and assassins later on.
Approached by a girl named Nalia and decided to help her with my ragtag band: Jaheira, Minsc, Nalia, Aerie, Anomen
(pretending that I don't know about some of the other characters I have yet to meet; pretending also that I don't know how much Anomen is gonna annoy me yet!)
We couldn't go to her dad's keep, because we had help a guy named Renfeld who was poisoned.
And on the docks district, saw a Vampire attacking a few shady types. Before I could say a word, Minsc charged blindly on...
1. Vampires drain your precious precious levels -> panic in the ranks! I salvoed with every magic attack I had originally planned for Troll slaying and Anomen summoned an Invisible Stalker. Wow! Those things hit hard.
2. Cowled Wizards apparently don't like the casting of magic in the streets. This is gonna make my stay tricky.
The vampire Hareishan in dead and Minsc is only a little disoriented. Aerie will fix her up.
So far Athkatla is dangerous, but Selyna is doing well.
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**question** I'm happy with the pick of 'Chaos' as my lvl10 spell pick so far: it made a Suna Seni ambush and the Renfeld fight trivial from the start. Although I probably condemned myself out of Spell Shield [since I *need* Breach and SI]. Is there a reliable alternative to Spell Shield (especially against Beholders)? Should I invest in Spell Deflection or Spell Turning? (I'm not sure I can last all the way to Spell Trap without.)
Some nice activity here Keep it up @Iroumen and @Ygramul. As to Beholder fighting, I don't know which spell works better Ygramul. I do understand that in recent SCS versions Spell Shield has been nerfed vis-a-vis Beholders, so you're not missing out on much there.
Btw I'm retiring Morhild. She survived Chateau Irenicus and did some early SoA quests (Circus, Slavers parts I & II, some Thieves stuff), but I had a problem with her at the d'Arnise Hold. She defeated several Trolls including three Spirit Trolls but a fourth Spirit Troll repeatedly STR-drained her all the way down to 13. I had her drop almost all her gear because she couldn't drop her Full Plate mail (from the Den of the Seven Vales Dwarf) so that she could retreat. She made it outside, and had to either rest or travel in order for the Trolls not to wait for her directly at the entrance. When she went inside valuable loot such as Vhailor's Helm, Refelction Shield and Tuigan Bow were gone. This in itself was annoying enough to make me feel like quitting. However she also got surrounded by circa ten Trolls, a lot more than there were before. She had arrows of fire, but without Tuigan Bow she couldn't kill her enemies. Something similar had happened before to Thani (my most successful WS to date) in an SCS v28 run, but in my last run with Isadora no such thing had occurred, which caused me not to expect the massive respawn.
Morhild didn't technically die, though I suppose she would after being deadlocked in battle for hours. I don't consider her dead though because realistically knocking a Troll down should allow a character to walk over it and gain freedom, and sticking an arrow of fire into a knocked down Troll should kill it.
Bummer on Morhild, @Blackraven She was a stolid and sturdy adventurer. (Q.: Would a Negative Plane Protection-item such as Mace of Disruption prevent ability score drain? Or am I thinking NWN here?)
Incidentally, Selyna is currently tackling d'Arnise Hold now as well. So, I'll give them a whatfor for you as well.
(Problem is, it is so early in the game, I hardly have even any magic weapons. Anomen's Aerial Servant had been doing some tanking for me so far. But there are so many trolls with SCS...)
The party stops in front of the Burning Wizard, where a handsome fellow is hanging out in front of the premises. We disregard him at this hour and go inside the inn. Khalid and Jaheira get wind of some news of the area while talking to the locals. The name Bassilus was mentioned but no details of what he is involved in. Also an old mage ruin was pointed towards in the southeast of Beregost, and the Firewine bridge. Now that sounds interesting, perhaps they have a stock of booze there among the ghosts. We will definitely make a stop over there at some point in the future after we finish this business with Jaheira and Khalid.
Imoen spots a short fellow in the shades behind the bar and tries to pick his pockets but fails miserably. While Khalid and Jaheira are still talking to the locals our duo attacks the little fellow and arise victorious.
To celebrate they have a drink and get some more news on the happenings. A festival is held close to Nashkel, yet another interesting happening where the drinks will likely flow gratiously. Something to remember for certain.
The party sleeps in a nobles room at the inn and in the early afternoon walk outside to explore Beregost a little before heading to Nashkel. The same handsome fellow is standing there and Imoen goes up to him for a chat. He mentions a body guard job and Imoen shares a glance with Cuwaert to see what he thinks. They accept the offer, while Jaheira and Khalid give it a crooked eye, but an income in an income. They walk up to the contact called Silke. She tells them to protect her from some of the hired help of Feldepost's inn. When they show up and appear to be giving Silke payment, she yells for the attack. Imoen, Jaheira and Khalid hold back, but Cuwaert instinctively responds and throws his darts accurately. The men fall before the confusion is over. The surrounding commoners look at Cuwaet with disgust (-2 rep to 8) as Silke praises his job. Cuwaert picks up some of the flasks the men dropped (that pose to be very tasty in the future) and 4 lovely shining gems. The hands over the gems to Silke; A mans word is his bond, the deal is done. Cuwaert looks onto his companions who just stare and shrug. The handsome fellow leaves disgruntled. In light of reasoning, Jaheira and Khalid suggest to make amends at Feldepost's inn, and while Cuwaert sees no reason to comply the foursome go to the inn, leaving Silke behind.
When they walk into Feldepost's inn, Khalid, Jaheira and Imoen walk up to the innkeep with the intention to make amends. Cuwaert however, is stopped by a man named Marl and rebuffed into leaving the inn. Maybe news traveled fast, and Cuwaert is none too happy with the man's proposition. He ignores him at first, but the man speaks to him again. Not being a pushover, Cuwaert responds, which is not taken lightly by the man who promptly attacks Cuwaert.
Cuwaert goes into a rage, but some blows by Marl make him dizzy in the head and he decides to drink from one of the flasks Feldepost's men dropped. Marls hits seem to deflect somewhat and Cuwaert proceeds to beat the man senseless.
One of the nearby girls is very impressed by his prowess and Cuwaert winks at her. She says her name is Gyllian and she offers him a drink (or more drinks) which he cannot refuse.
Meanwhile, unaware of our hero's exploits, the three others have made amends with Feldepost. The foursome leave the premesis again with a drunk and jolly Cuwaert stepping around a seemingly passed out drunk. "Great, you have been drinking again?" says Imoen, and drags him outside. Jaheira and Khalid drift off from the duo and go shopping for some gear for the lady. They walk into the Thunderhammer Smithy and buy a chainmail, club, small shield and sling and bullets. Khalid grumbles has he pays for his wife. Cuwaert and Imoen caught up with them and they also restock on their ranged weaponry (darts and arrows). Then the four walk south on their way to Nashkel.
They run into some ogrillons on the way that just beat up a small person, its features unrecognizable. After a short struggle they end up victorious. Cuwaert continues on, while the others shortly mourn the loss of the persons life. When the rest catches up with him he is staring at a sign, trying to read the letters with his still clouded mind. Three Flaming Fist mercenaries look awkwardly at Cuwaert and approach him, just as the others arrive... after an unintended conversation, the Flaming Fist wrongfully accuses Cuwaert of being a bandit and while he wants to go willingly to prove his innocence, the mercenaries attack him. Having overheard Cuwaert, the others understand the misfortune and come to his aid, pull him out and flee through the woods to the east (and end up in Ulcaster ruins).
At night, between some rocky alcoves, the four take a rest until morning. Once in the night they get surprised by the sound of yapping dogs, kobolds... but they are easily dispatched by Khalid who keeps first watch. They push south east and are surprised by three hobgoblins. Khalid runs up to them and smashes face while the rest stay behind. When the dust settles, Imoen takes some boots from the bodies and although she finds a studded armor, she dares not slip into it because of the smell. Instead she unshackles a silver band from it and puts it on her finger. Khalid hands a pilfered helmet to Jaheira to protect her lovely hair when they go into battle the next time. Not soon after they leave the bodies, another hobgoblin looms in front of them who puts an arrow into Imoens arm. She retaliates instinctively and kills him with one shot. The four then continue their travel south (I can only go south west on the map).
An ambush by gibberlings is not so easily dispatched, and Jaheira heals Khalid mid-battle. Having gone through all her healing spells, Jaheira alerts the party, and now they stand to consider their options....
Some roleplaying pics, forgot to make some of the loot, but we can all imagine what those are . So far so good. I am just lucky with the unarmed melee. I should have been dead by now, but I hit Marl three times with a critical, which is probably the only reason I am still standing. Interesting move I had to make with the Flaming Fist; I did not expect them to attack when I surrendered. Strange that I could not immediately go down from Ulcaster, but oh well... not a problem. Now I guess south to Naskhel. Yeey! We are still alive!.
HI and congrats guys on all your runs. That made me start one and i died kinda oddly and i want to know if that's a bug and if i should keep going on. It happend in cloackwood mines level 2. The mage in the room full of guards casted a lightning bolt through the wall and it bounced couple times to instakill me. From the angle it seems like the bolt appeared on me through the wall. 1- I was out of caster vision before his spell ended. (i tought it would be cancelled but didnt) 2- For the lightning bolt being cast to hit me... it wouldve to do a 90 degrees down the corridor and then after hitting me go 45 degrees back and forth.
what do you guys think? I tried to be clear but english isnt my first language. Thanks.
@Mourek Hello and welcome to this thread! Nice to get new faces here:)
In a situation like you've described, I would consider my run ended because I've let an enemy mage to cast a dangerous spell (in 90% of situations deadly in BG1). The fact that it went through the wall can't deny that the spell was cast (wan't interrupted) and the mage managed to choose your character as a target.
valuable loot such as Vhailor's Helm, Refelction Shield and Tuigan Bow were gone. However she also got surrounded by circa ten Trolls, a lot more than there were before.
A tough situation, @Blackraven ! I think it's a legit reason for a stop. It's such a pity though. Maybe Spirit Trolls were the reason Yahiko didn't even go to the Keep.
HI and congrats guys on all your runs. That made me start one and i died kinda oddly and i want to know if that's a bug and if i should keep going on. It happend in cloackwood mines level 2. The mage in the room full of guards casted a lightning bolt through the wall and it bounced couple times to instakill me. From the angle it seems like the bolt appeared on me through the wall. 1- I was out of caster vision before his spell ended. (i tought it would be cancelled but didnt) 2- For the lightning bolt being cast to hit me... it wouldve to do a 90 degrees down the corridor and then after hitting me go 45 degrees back and forth.
what do you guys think? I tried to be clear but english isnt my first language. Thanks.
Welcome, Mourek.
After the mage starts casting, most spells *will* find you and hit you even if you move away. Turning invisible is one way out of this I think. (It cancels the spell.)
A mage in a corridor is nasty business. Basically, in BG1 I try to distract them with summons. Some better players manage them with potions or by reliably interrupting them (poison etc.).
Later in the game, you can have more reliable defenses.
Feel free to post your future runs (or the previous adventures of your recently dead character, as you wish).
@Mourek Hello and welcome to this thread! Nice to get new faces here:)
In a situation like you've described, I would consider my run ended because I've let an enemy mage to cast a dangerous spell (in 90% of situations deadly in BG1). The fact that it went through the wall can't deny that the spell was cast (wan't interrupted) and the mage managed to choose your character as a target.
Yes i guess next time i will be more careful. But the fact that i had 98 HP on a single cast of lightning bolt if it didnt go through the wall and bounced oddly i wouldn't have died. I wasn't worried about it. In fact, i think i died on the 5th hit of it. But yea... next time ill just eat the damage and avoid those tricky bounces.
After an extended summer break Bhane the Blackguard is back. He made some progress, pressing further ahead then any of my previous attempts on a no-reload. Previous personal best was another blackguard with a full group that got killed by Prats gang beneath Candlekeep.
As righht now Bhane and his team are standing outside the temple of Bhaal before the final fight...
Its Bhane Vhaegar the FMT Viconia Dorn Baeloth Tiax
I will take a short break to let the dog out and then Im going for Sarevok. I have 3 pfm scrolls and some potions, plan is to use those together with spider and skeleton summons.
Had a bad start and struggled almost all the way there. Escaped the dungeon with not much trouble, but had to use a lot of healing potions. Solved the cirkus quest. Wanted to keep the party I used for BG1 as much as i could and went to rescue Viconia.... That failed horribly. With no healing potions and taking lots of damage from the fanatics, especialy the archer... He took down my FMT and had Bhane almost dead. Bhane ran north to get healed in the temple of Waukeen, spent all gold on that. Meanwhile the fanatics managed to kill off Viconia.... wich was a bummer since I had realy planned to keep her.
Well not wanting to give up I recruited Dorn, couldnt afford to raise the FMT so Dorn and Bhane went for the keep with hopes of raising some money. Had Nalia join once there for some extra firepower. Made my way trough the keep but got killed trying to snag the frostreaver axe. End of Bhane.
Next attempt will be with a good pary or a smaller custom made pary, havnt decided yet.
Ay Henke, I wish I only had congratulations for you, but I'm sorry to have to offer you my condolences as well. Thanks for sharing (though I wouldn't mind a little more detail), and best of luck with your next attempt!
Well not wanting to give up I recruited Dorn, couldnt afford to raise the FMT so Dorn and Bhane went for the keep with hopes of raising some money. Had Nalia join once there for some extra firepower. Made my way trough the keep but got killed trying to snag the frostreaver axe. End of Bhane.
Was that due to the Golems? They had once killed me there in an earlier playthrough.
I recently passed through that area with a Nalia (who was my scout) invisibly picking the contents then (since she turns visible after) dashing to grab the other two alcoves and gulping down an invisibility potion.
I get so excited reading your no-reload runs, I am really inspired. I miss so much the adrenaline of no-reload, that I decided to pause my bg2:ee run. It is time to post in this thread and join the fun as I have promised! So...
Meet the generalist Mage Norkul!
Norkul is an elf, a person with a good heart, though suffering a lot from an endless stream of dark thoughts. Due to this he is a loner, as others cannot understand his way of thinking. He spends a lot of time throwing darts, neglecting his staff chores. Once he even got 2nd place in the local Candlekeep championship "Dart Riders". He also pets a kleptomaniac ferret "Jess" for company (yes, he is LN) which got him into trouble many times due to her nasty habit. Norkul is really intelligent - has a great passion for arcane magic - his dream is to learn every arcane spell that exists!!- As a result he spend a lot of time in the Candlekeep library, studying any kind of tome he would find. One day ,"accidentally", he came across an old tome in the restricted section, which when he studied he felt more WISE (though he thought he would feel SMARTER). "Wiser" as he got, he realized his "mistake" and that he had to learn from it.
This is going to be a solo no-reload run. I run modded bg:ee, notable mods are RogueRebalancing, atweaks and SCS. I like the game to be as difficult and realistic as possible. You can check my weidu file at the end of the post (any recommendations to change my install order are really welcome). I will try to roleplay it as much as I can since the game gets more alive in this way to me. If I use my meta-gaming experience regarding the path I am going to follow, especially at start when the mage is really vulnerable, I am going to justify it role playing wise as good as I can. I enjoy using as many different spells as I can and I try to find use for them - understand their role. I don't like cheesing, especially pre-buffing if not justified RP-wise. I am going to do my best to keep this rules, as they are the ones that fit my play style. I got really lucky at character creation, I restrict myself to 50 re-rolls, but I got a 90 roll. I don't like a lot power-gaming, though it seems like one, so I didn't max DEX and CON and kept strength low ofc. Instead I got WISdom high. I tried to justify Norkul's stats through his background, to add some extra flavor. Choice of spells are Find Familiar and Sleep, proficient to darts.
I am a new, inexperienced no-reloader. I have never completed a no-reload run. I had about 20 solo-runs, almost 15 of them with generalist mage (my favourite class). I've also tried a multi ranger-cleric (whatta! strong class), a Blade (I love this guy) and Avenger ( very cool class with different play style that I am used to). Most of them ended fairly early, due to arrogance and over confidence . I've learned my lessons and I am ready to learn another one...But in fact I am really confident this time. The fact that I document this run makes me treat the game more carefully (sometimes I use the infinity engine).
So...MAYBE THIS TIME!!!
Prologue: Candlekeep
Norkul set off his adventure by preparing for the long journey to the unknown. He was really excited until he got attacked twice by two assassins, Carbos and Shank. His ferret "Jess" immediately attacked and bit them, something that they really didn't expect. Norkul got really worried that his life was threatened inside the walls of Candlekeep! He had to prepare for the long quest as better as possible, so he did several small chores which granted him a bit of gold. Time to leave!
I managed to copy some parts of Norkul's personal Journal:
Day 0 - hour 1 "Tethtoril" gave me an Identify scroll for "Firebead". My curiosity and passion for magic made me keep this scroll. I should try to handle these feelings next time, though in a way I don't regret for what I did...
Day 0 - hour 4 "Jess" stole an excellent-dagger from Fuller, while he was asleep in the barracks. I was so lucky he didn't wake up..
Day 1 - hour 1 Gorion is dead...I hardly managed to escape thanks to him. This is about me, I am not going to get any of my friends again into danger...
Chapter 1
When the long dramatic night ended Norkul decided to go back in the ambush area and find Gorion's body to bury. He also met Imoen, who kindly gave him a magic wand and some potions after a long conversation they had together. He also met a messenger named "Binkos" and found out that another caravan was raided somewhere north-east of Beregost. He was not going to visit any towns soon, assassins would certainly wait for him. He had to get more experienced first!
Ups, forgot the weidu
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_150718 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0_beta_150718 ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Installing the Slime Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Installing the Beregost Family Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Installing the Nashkel Monster Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Installing the Fallen Paladin Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Installing the Undying Love Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Installing the Orcish Lover Encounter...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Installing the Unexpected Help Quest...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // Installing the Quest "Many little paws"...: 9.1 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 9.1 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.0 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #110 // Ajantis Ilvarstarr: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #120 // Alora: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #140 // Coran: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #170 // Eldoth Kron: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #180 // Faldorn: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #190 // Garrick: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #230 // Khalid: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #270 // Quayle: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #280 // Safana: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #290 // Shar-Teel Dosan: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #300 // Skie Silvershield: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #310 // Tiax: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #330 // Xan: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #340 // Xzar: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #350 // Yeslick Orothair: 1.1 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01 ~MSFM.TP2~ #0 #1 // Add circlets: v1.42 ~MSFM.TP2~ #0 #2 // Add Circlet of Revelation: v1.42 ~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.42 ~MSFM.TP2~ #0 #4 // Add robe tweaks -> Add robes with original colorsets: v1.42 ~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0 ~ERG_SILVER_STAFF/ERG_SILVER_STAFF.TP2~ #0 #0 // Erg's Silver Staff: v8 ~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #3 // Neera -> Tweak Neera's introduction: v1.0 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #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 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x 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 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: 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 #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 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: 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 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: 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 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
Good luck Henke with your new duo. I see there's a Bounty Hunter around, so all should work out well (Saying this beause I love Bounty Hunters.)
Nice to see you here @Mirage I love the intro and the approach you're taking with lots of roleplaying and limited metagaming, and I'm also fond of the Lawful Neutral alignment. Be very careful though. A lone, non-metagamed low level Mage is easy pickings for about every enemy available in the game. I don't want to influence Norkul's course but maybe he could develop an interest in wands (Fear and Sleep at the High Hedge). And maybe Berrun Ghastkill's request could prompt Norkul to explore the borderland between the Sword Coast and Amn, and accidentally find a Wand of Monster Summoning in a tomb after he cast Protection from Undead in the undead-ridden area east of the Nashkel Mines.
After Yahiko, my solo druid, met his end in the final battle of ToB, I decide to start a group run, which @Blackraven and @CharlestonianTemplar would call 'Completionist No Reload', with a new character.
I want to try and make a full run, as close to being non-metagaming as possible. I will try to RP the decisions during this run, including answers on "where to go now" questions.
Also I plan that this party will continue into SoD as soon as it's released (the pace of the playthrough won't be fast because of the RP elements and the desire to 'complete everything' everywhere).
This is why I'll make a run with a good canon party. If someone besides Charname dies, he or she will be resurrected. If a character is chunked (God forbid), then I will need to find a replacement who can suit a canon party.
The run will be with the SCS, ver. 30, and BG1 NPC mods, as well as the Remove Experience Cap, Limit Ability of Storekeepers to Identify Items and Maximum HP for NPCs For Non-Party-Joinable NPCs Only BG2 tweaks.
Besides, after giving it a thorough thought and taking into account @Grond0 's opinion from the bioware thread, the playthrough will be on the Insane difficulty with random HPs for party members. The fact that I don't know how it will happen, who will get a lot of HPs and who will suffer because of only +1 HP level ups add another fun factor to the game.
Personally, I see all those factors combined as the biggest challenge for me. And I want party interactions after trying solo runs.
This is why I will EEKeeper a game so that Dynaheir could romance charname.
Now, meet Aidahn Sparkyfibber, a gnome Cleric/Illusionist:
A solid roll of 89 has been majorly spent on Intelligence and Wisdom because Aidahn is quite a smart gnome, which is why he has such a surname. "Aidahn" means "Warm; little fire" (from Irish).
The picture is by Marius Bota, a freelancer illustrator/ concept artist.
Comments
It's great to see you finally (1000 hours hehe) make it through the first game. I like your decision to keep Imoen (after all, she'll return in BG2). Cheers!
Also, I hope you enjoy your trip to Europe. I have never been overseas but I hope that will change one day in the future. Do me a favor and buy a jar of Marmite and tell me how it tastes! (if you happen to be in the Western part of Europe) Also, remember to stay safe, traveling can be a dangerous thing sometimes. Not to mention we don't get reloads in real life. Hopefully you will be keeping in contact during your trip.
Now you've finally managed to beat BG1 without reloads! No matter how many hours it took, the main thing is that you've done it! Enjoy the moment!
Come to think of it, on a entertainment-hour-per-dollar basis the EE games (and all BG products, which I must have purchased about 4-5 times each) come to about 1/100th of a movie.
... and that's why I'd, e.g., pay $30 for an AI-only DLC etc.
--
Meanwhile, Selyna successfully made it out of Château Irenicus.
With SCS up and the rest restriction there, it's actually a pretty challenging initial crawl where you have to make use of healing potions.
Selyna just met an Elven Ogre-Mage named Aerie and investigating a rather peculiar circus tent...
1 : MM, Shield, Prot Petrification, Prot. Evil, Spook
2 : MAA, MI, Glitterdust, Remove Fear
3 : Fireball, Spell Thrust, Dispel Magic
4 : Ice Storm, Stoneskin
5 : Chaos
intend get at next levels:
L11: Blur, Slow, Imp. Inv, Breach
L12: Chain Lightning
L13: ?, Greater Malison, Spell Imm, ProMW
Cuwaert was always a free spirit. He would once and again sneak out of chores to find an alcoholic drink around the keep. How he ever got to find them is a mystery to many and even though he was disciplined many times over, he still did not relent in his frivolic endeavours. His inspiration was an Uthgardt barbarian who taught him how to live with the wonders of the world and whilst doing that, drink well. They even started several barfights at the inn, and when the barbarian had to leave, Cuwaert promised not to change the habit of the barfight. Even now he still goes into a right rumble and tumble with his good friend Hull, the gate guard.
Nowadays, Cuwaert is in tune with the spirit of nature, especially the spirits of nature coming from grains. With plenty of alcoholic supply to the keep, he has nothing to complain, until this day... when Gorion tells him to prepare to leave.
First things first the stands in front of the inn, his favourite place to party. He talks to the inn-keeper who asks a book of an outrageous amount of money. In anger over having to leave the keep (and knowing he can steal Winthrops spirits and beer anyway) Cuwaert tells him to stuff himself and his inn. He leaves Winthrop alone and goes to talk to some of the visitors. There is an elven old guy muttering something about fetching a scroll, but while he talks Cuwaert has already left the old geezer to his ranting.
He then sees a a nobelman visitor who badmouths the monks a bit to Cuwaert and Cuwaert finds himself telling them off. The nobleman promptly puts Cuwaert back in his place to state that all the tact the monks have taught him over the years should have rubbed off on him. Cuwaert gets pissed off and leaves the nobleman for now...
He walks to the closets of Winthrop to steal some beer, but instead finds a dagger and some magic scrolls. He reconsiders pawning them back to the loser and buys some beer and some gear (a buckler and a studded armor) from him instead. A Firewine and a Mead are enough to have Winthrop gossip about bad iron coming from Nashkel. Cuwaert listens only half-heartedly. A Bitter Black Ale makes Winthrop whine about minors getting killed in Nashkel and that being bad news for the smiths. Well, then why would the smiths have their children fight among one another if they cannot accept that they get killed once in a while. Another Mead makes Cuwaert tipsy, and 3 more Firewines ensures him he will have a smashing hangover tonight.
Sodding drunk he puts on his gear and walks back to the nobles and starts to beat the crap out of the guy. He fights back resiliently and bludgeons Cuwaert with several good punches (for 3 total damage). He then walks to Winthrop, goes into rage and starts to knock the crap out of him too. Winthrop punches (for 2 damage) and falls to the ground.
"That'll teach you!" Cuwaert yells. "Good-bye Puff-guts!"
Cuwaert leaves the inn in search for his drinking buddy, Hull. When he meets him, Hull asks Cuwaert to get him his sword which he left in the barracks because of their hang over from last nights party. Hull also requests him to get an antidote to Dreppin for his cow. Cuwaert agrees on the sword, but an antidote for a cow, it should be better to use it himself to get over his drunken stupor which is not very smart in public. He passes the gatewarden who says something, but he cannot make anything out of it and continues walking. In the barracks he picks up the sword and drinks the antidote... but this time the antidote does not relieve the intoxication. On his way to Hull the gatewarden tells Cuwaert to do some training and mistaking it for being disciplined for being drunk, Cuwaert just says yes to everything.
The gatewarden takes him to Obe's house but Cuwaert just ignores it and leaves for the infirmary to ask for a cure for drunkeness. The priest of Oghma gives him a healing potion which is good enough on itself. He drinks it to heal the bruises on his body and goes to Hull to deliver the sword. Hull thanks him by calling Cuwaert a twerp with a sword, such a nice jest seeing as Hull knows Cuwaert never uses swords, hahaha. Seeing as Hull is busy they say a quick goodbye and Cuwaert walks to the inner grounds where he hopes to find Gorion.
On his way he meets up with Imoen who chats with him about going on travels. Cuwaert suggests to take her with him, but she rejects the offer stating that Gorion would never allow it. In the inner grounds he finds Gorion. After some unanswered questions were posed he felt he was ready to leave. His drunkeness had cleared off and he felt strong again.
After seeing Gorion cut down and fleeing the scene he found Imoen asking him if she could tag along. While she did join in the drinks from time to time and they both had agreed that Winthrop was a Puffguts, he was uncertain on whether she would not get him into more trouble than currently. But after the epiphany that being alone would not pose any guidance he gave in and both went on their way. He first thought it best to walk back to Candlekeep to see whether they might not get back in after all. Looking at the grumpy keeper of the portal it was clear that they would not get in without paying the fee. Back to the main road and off to the inn.
Sticking to the road (Gorion was killed in the woods, so best to avoid that), they meet a hermit. He mentioned to have met people on the road. After a short conversation the hermit wants to be alone again and we go up to the two-fer. They ask whether Imoen and Cuwaert want to go with them to Nashkel, but Cuwaert wanted to go find this Jaheira and Khalid that Gorion talked about. Being as uncharismatic as usual, the two men decline this sidetracking and leave. The pair newborn adventureres trudge through a bit of forest to sneak towards the body of Gorion. When Imoen spots noone in sight, Cuwaert walks up to the corpse and looks at his foster father. A note sticks from his torn robe and Cuwaert scans it quickly. A mysterious man called E has written it to Gorion and he is the reason why Gorion is now dead, Imoen and himself are out in the woods under threat of animals and bandits! He grabs Gorions knife and belt and wanders back to the road.
Imoen seems to wear a leather armour now, and has a strange silvery necklace on... A tired Cuwaert then spots a wolf, who attacks him immediately. With Gorions dagger in hand, he starts to stab at it, while Imoen who just caught up with Cuwaert, starts to pelt it with arrows. After acquiring some bit and scratch marks (6hp), Cuwaert stabs the wolf in the neck, fatally wounding it. As it falls to the ground, Imoen and Cuwaert hightail it out of here back onto the road. After meeting some random weirdos they get to find the road signs to the Friendly Arm Inn and decide to follow them in the night. Cuwaert is very tired, but they continue on. Some gibberlings try to have a go at our duo, but do not succeed. Imoen finds it mildly suspicious that there are so many people on the road these days... and they all have such good advice. But they also may have interesting items in their pockets... sadly for her, their pockets are closed tight and Cuwaert does not keep them talking for long enough.
Then, early morning, they made it. The Friendly Arm looms in front of them. The duo stash away the weapons and Cuwaert walks up to the guards, to have a chat to perhaps find an inn. Getting no information out of him, they walk up along the path where Imoen tries to pick a commoners pocket. He goes hostile and the duo have to quickly sedate him with their bare fists before he alerts the guards.
Cuwaert is then approached by a stranger, who attacks our duo. Imoen pelts him with arrows whil Cuwaert uses Gorions dagger. He is hit by the hostile mages magic missile straight in the face, and Cuwaert has to drink one of the healing potions Imoen throws at him.
Finally, the guards make short work of the troublemaker. Inside the inn they come to the realization that Candlekeep has isolated them their whole lives. There seems to be bandits everywhere and problems with brittle iron. Cuwaert pawns Puffguts's magic scrolls and buys some darts, which he can throw like no other. He also buys some arrows for Imoen in case she wants to stick around him some more.
Meanwhile, Imoen glares from a corner to see if she can pick another pocket. Cuwaert seduces her into drinking with him and they sit down on the chairs. Cuwaert gets drunk while the innkeeper tells Imoen about the Grand dukes of Baldur's Gate as well as the Flaming Fist who are apparently sent to Beregost in response to the iron crisis at the border with Amn. After getting hammered on Elminster's Choice Beer and Evermeed, Cuwaert and Imoen share a nobles room together, paid from the cash that the mage's dead body supplied.
Early morning they run into Khalid and Jaheira whom they join to Nashkel. Though having no plan themselves, it may be better to do something proper, and finding out why this banditary has increased is as good a start as any. Cuwaert takes a few more drinks in memory of Gorion until the innkeep does not give him any more, and completely drunk out of his mind he joins the others on the path to the south.
After a while the alcohol disperses and they wander on the path through the woods again. Khalid takes point with the rest in tow. After a night fighting gibberlings and kobolds, the quartet ends up in Beregost. As in every town, the weapons go back in their backpacks and they go off to find an inn to rest.
=====
Nothing really eventful. That first wolf and Tarnesh are pretty tough, but we were victorious. We can expect Cuwaert to uphold the law, but break it when being drunk. He has no AI. Imoen will do her own thing trying to pickpocket people when I do not forget to roleplay that and she has the ranged thief AI. Jaheira defensive Cleric, Khalid Protective Fighter. In fights with foes (not commoners or barfights), AI goes on, otherwise AI is off and I will try to roleplay the outcome a bit.
(... and good luck with Imoen's kleptomania, it seems.)
Stats mean little in bg, but I did use 15 strength because a rage will bump my unarmed attack to decent damage . For fun I gave him 2 stars in darts to stick with the bar theme, but reduced dex because then barbarian rage decreases AC even more. This ought to become interesting when I go melee against bandits and assassins later on.
Early adventures in Athkatla:
Approached by a girl named Nalia and decided to help her with my ragtag band:
Jaheira, Minsc, Nalia, Aerie, Anomen
(pretending that I don't know about some of the other characters I have yet to meet; pretending also that I don't know how much Anomen is gonna annoy me yet!)
We couldn't go to her dad's keep, because we had help a guy named Renfeld who was poisoned.
And on the docks district, saw a Vampire attacking a few shady types. Before I could say a word, Minsc charged blindly on...
1. Vampires drain your precious precious levels -> panic in the ranks! I salvoed with every magic attack I had originally planned for Troll slaying and Anomen summoned an Invisible Stalker. Wow! Those things hit hard.
2. Cowled Wizards apparently don't like the casting of magic in the streets. This is gonna make my stay tricky.
The vampire Hareishan in dead and Minsc is only a little disoriented. Aerie will fix her up.
So far Athkatla is dangerous, but Selyna is doing well.
--
**question**
I'm happy with the pick of 'Chaos' as my lvl10 spell pick so far: it made a Suna Seni ambush and the Renfeld fight trivial from the start. Although I probably condemned myself out of Spell Shield [since I *need* Breach and SI]. Is there a reliable alternative to Spell Shield (especially against Beholders)? Should I invest in Spell Deflection or Spell Turning? (I'm not sure I can last all the way to Spell Trap without.)
As to Beholder fighting, I don't know which spell works better Ygramul. I do understand that in recent SCS versions Spell Shield has been nerfed vis-a-vis Beholders, so you're not missing out on much there.
Btw I'm retiring Morhild. She survived Chateau Irenicus and did some early SoA quests (Circus, Slavers parts I & II, some Thieves stuff), but I had a problem with her at the d'Arnise Hold. She defeated several Trolls including three Spirit Trolls but a fourth Spirit Troll repeatedly STR-drained her all the way down to 13. I had her drop almost all her gear because she couldn't drop her Full Plate mail (from the Den of the Seven Vales Dwarf) so that she could retreat. She made it outside, and had to either rest or travel in order for the Trolls not to wait for her directly at the entrance. When she went inside valuable loot such as Vhailor's Helm, Refelction Shield and Tuigan Bow were gone. This in itself was annoying enough to make me feel like quitting. However she also got surrounded by circa ten Trolls, a lot more than there were before. She had arrows of fire, but without Tuigan Bow she couldn't kill her enemies.
Something similar had happened before to Thani (my most successful WS to date) in an SCS v28 run, but in my last run with Isadora no such thing had occurred, which caused me not to expect the massive respawn.
Morhild didn't technically die, though I suppose she would after being deadlocked in battle for hours. I don't consider her dead though because realistically knocking a Troll down should allow a character to walk over it and gain freedom, and sticking an arrow of fire into a knocked down Troll should kill it.
She was a stolid and sturdy adventurer.
(Q.: Would a Negative Plane Protection-item such as Mace of Disruption prevent ability score drain? Or am I thinking NWN here?)
Incidentally, Selyna is currently tackling d'Arnise Hold now as well. So, I'll give them a whatfor for you as well.
(Problem is, it is so early in the game, I hardly have even any magic weapons. Anomen's Aerial Servant had been doing some tanking for me so far. But there are so many trolls with SCS...)
NPP doesn't help against stat drain unfortunately, so careful there.
I had the same problem with magic weapons (nothing to kill the Trolls with after Tuigan Bow was gone).
The party stops in front of the Burning Wizard, where a handsome fellow is hanging out in front of the premises. We disregard him at this hour and go inside the inn. Khalid and Jaheira get wind of some news of the area while talking to the locals. The name Bassilus was mentioned but no details of what he is involved in. Also an old mage ruin was pointed towards in the southeast of Beregost, and the Firewine bridge. Now that sounds interesting, perhaps they have a stock of booze there among the ghosts. We will definitely make a stop over there at some point in the future after we finish this business with Jaheira and Khalid.
Imoen spots a short fellow in the shades behind the bar and tries to pick his pockets but fails miserably. While Khalid and Jaheira are still talking to the locals our duo attacks the little fellow and arise victorious.
To celebrate they have a drink and get some more news on the happenings. A festival is held close to Nashkel, yet another interesting happening where the drinks will likely flow gratiously. Something to remember for certain.
The party sleeps in a nobles room at the inn and in the early afternoon walk outside to explore Beregost a little before heading to Nashkel. The same handsome fellow is standing there and Imoen goes up to him for a chat. He mentions a body guard job and Imoen shares a glance with Cuwaert to see what he thinks. They accept the offer, while Jaheira and Khalid give it a crooked eye, but an income in an income. They walk up to the contact called Silke. She tells them to protect her from some of the hired help of Feldepost's inn. When they show up and appear to be giving Silke payment, she yells for the attack. Imoen, Jaheira and Khalid hold back, but Cuwaert instinctively responds and throws his darts accurately. The men fall before the confusion is over. The surrounding commoners look at Cuwaet with disgust (-2 rep to 8) as Silke praises his job. Cuwaert picks up some of the flasks the men dropped (that pose to be very tasty in the future) and 4 lovely shining gems. The hands over the gems to Silke; A mans word is his bond, the deal is done. Cuwaert looks onto his companions who just stare and shrug. The handsome fellow leaves disgruntled. In light of reasoning, Jaheira and Khalid suggest to make amends at Feldepost's inn, and while Cuwaert sees no reason to comply the foursome go to the inn, leaving Silke behind.
When they walk into Feldepost's inn, Khalid, Jaheira and Imoen walk up to the innkeep with the intention to make amends. Cuwaert however, is stopped by a man named Marl and rebuffed into leaving the inn. Maybe news traveled fast, and Cuwaert is none too happy with the man's proposition. He ignores him at first, but the man speaks to him again. Not being a pushover, Cuwaert responds, which is not taken lightly by the man who promptly attacks Cuwaert.
Cuwaert goes into a rage, but some blows by Marl make him dizzy in the head and he decides to drink from one of the flasks Feldepost's men dropped. Marls hits seem to deflect somewhat and Cuwaert proceeds to beat the man senseless.
One of the nearby girls is very impressed by his prowess and Cuwaert winks at her. She says her name is Gyllian and she offers him a drink (or more drinks) which he cannot refuse.
Meanwhile, unaware of our hero's exploits, the three others have made amends with Feldepost. The foursome leave the premesis again with a drunk and jolly Cuwaert stepping around a seemingly passed out drunk. "Great, you have been drinking again?" says Imoen, and drags him outside. Jaheira and Khalid drift off from the duo and go shopping for some gear for the lady. They walk into the Thunderhammer Smithy and buy a chainmail, club, small shield and sling and bullets. Khalid grumbles has he pays for his wife. Cuwaert and Imoen caught up with them and they also restock on their ranged weaponry (darts and arrows). Then the four walk south on their way to Nashkel.
They run into some ogrillons on the way that just beat up a small person, its features unrecognizable. After a short struggle they end up victorious. Cuwaert continues on, while the others shortly mourn the loss of the persons life. When the rest catches up with him he is staring at a sign, trying to read the letters with his still clouded mind. Three Flaming Fist mercenaries look awkwardly at Cuwaert and approach him, just as the others arrive... after an unintended conversation, the Flaming Fist wrongfully accuses Cuwaert of being a bandit and while he wants to go willingly to prove his innocence, the mercenaries attack him. Having overheard Cuwaert, the others understand the misfortune and come to his aid, pull him out and flee through the woods to the east (and end up in Ulcaster ruins).
At night, between some rocky alcoves, the four take a rest until morning. Once in the night they get surprised by the sound of yapping dogs, kobolds... but they are easily dispatched by Khalid who keeps first watch. They push south east and are surprised by three hobgoblins. Khalid runs up to them and smashes face while the rest stay behind. When the dust settles, Imoen takes some boots from the bodies and although she finds a studded armor, she dares not slip into it because of the smell. Instead she unshackles a silver band from it and puts it on her finger. Khalid hands a pilfered helmet to Jaheira to protect her lovely hair when they go into battle the next time. Not soon after they leave the bodies, another hobgoblin looms in front of them who puts an arrow into Imoens arm. She retaliates instinctively and kills him with one shot. The four then continue their travel south (I can only go south west on the map).
An ambush by gibberlings is not so easily dispatched, and Jaheira heals Khalid mid-battle. Having gone through all her healing spells, Jaheira alerts the party, and now they stand to consider their options....
*grabs popcorn*
That made me start one and i died kinda oddly and i want to know if that's a bug and if i should keep going on.
It happend in cloackwood mines level 2. The mage in the room full of guards casted a lightning bolt through the wall and it bounced couple times to instakill me. From the angle it seems like the bolt appeared on me through the wall.
1- I was out of caster vision before his spell ended. (i tought it would be cancelled but didnt)
2- For the lightning bolt being cast to hit me... it wouldve to do a 90 degrees down the corridor and then after hitting me go 45 degrees back and forth.
what do you guys think?
I tried to be clear but english isnt my first language.
Thanks.
In a situation like you've described, I would consider my run ended because I've let an enemy mage to cast a dangerous spell (in 90% of situations deadly in BG1). The fact that it went through the wall can't deny that the spell was cast (wan't interrupted) and the mage managed to choose your character as a target.
After the mage starts casting, most spells *will* find you and hit you even if you move away. Turning invisible is one way out of this I think. (It cancels the spell.)
A mage in a corridor is nasty business. Basically, in BG1 I try to distract them with summons. Some better players manage them with potions or by reliably interrupting them (poison etc.).
Later in the game, you can have more reliable defenses.
Feel free to post your future runs (or the previous adventures of your recently dead character, as you wish).
After an extended summer break Bhane the Blackguard is back.
He made some progress, pressing further ahead then any of my previous attempts on a no-reload.
Previous personal best was another blackguard with a full group that got killed by Prats gang beneath Candlekeep.
As righht now Bhane and his team are standing outside the temple of Bhaal before the final fight...
Its Bhane
Vhaegar the FMT
Viconia
Dorn
Baeloth
Tiax
I will take a short break to let the dog out and then Im going for Sarevok.
I have 3 pfm scrolls and some potions, plan is to use those together with spider and skeleton summons.
Maybe this time.....
My first completed no-reload of BG1!!
Dispelled Sarevok with arrows of Dispelling. Bhane and Dorn got him poisoned and the final hit came from Vhaegar for a 30hp backstab!
Thanks everyone here for inspiration and tactical advise.
Now on for BG2 and hope they can make it out of Irenicus Dungeon atleast
Had a bad start and struggled almost all the way there.
Escaped the dungeon with not much trouble, but had to use a lot of healing potions.
Solved the cirkus quest.
Wanted to keep the party I used for BG1 as much as i could and went to rescue Viconia.... That failed horribly.
With no healing potions and taking lots of damage from the fanatics, especialy the archer... He took down my FMT and had Bhane almost dead.
Bhane ran north to get healed in the temple of Waukeen, spent all gold on that. Meanwhile the fanatics managed to kill off Viconia.... wich was a bummer since I had realy planned to keep her.
Well not wanting to give up I recruited Dorn, couldnt afford to raise the FMT so Dorn and Bhane went for the keep with hopes of raising some money.
Had Nalia join once there for some extra firepower. Made my way trough the keep but got killed trying to snag the frostreaver axe.
End of Bhane.
Next attempt will be with a good pary or a smaller custom made pary, havnt decided yet.
I recently passed through that area with a Nalia (who was my scout) invisibly picking the contents then (since she turns visible after) dashing to grab the other two alcoves and gulping down an invisibility potion.
Those Golems are murder to an early party.
Condolences and good luck for your next run.
Ofcourse they hasted and blocked the door before i could get near it.
Thanks I will try to give more details on my next adventure.
Ive started one and for now its a team of two
Järv - Elven Kensai/Mage
Korolina - Elven Bounty hunter
For now they are seeking their bountys around Berengost.
I get so excited reading your no-reload runs, I am really inspired.
I miss so much the adrenaline of no-reload, that I decided to pause my bg2:ee run. It is time to post in this thread and join the fun as I have promised! So...
Meet the generalist Mage Norkul!
Norkul is an elf, a person with a good heart, though suffering a lot from an endless stream of dark thoughts. Due to this he is a loner, as others cannot understand his way of thinking.
He spends a lot of time throwing darts, neglecting his staff chores. Once he even got 2nd place in the local Candlekeep championship "Dart Riders". He also pets a kleptomaniac ferret "Jess" for company (yes, he is LN) which got him into trouble many times due to her nasty habit.
Norkul is really intelligent - has a great passion for arcane magic - his dream is to learn every arcane spell that exists!!- As a result he spend a lot of time in the Candlekeep library, studying any kind of tome he would find. One day ,"accidentally", he came across an old tome in the restricted section, which when he studied he felt more WISE (though he thought he would feel SMARTER). "Wiser" as he got, he realized his "mistake" and that he had to learn from it.
This is going to be a solo no-reload run. I run modded bg:ee, notable mods are RogueRebalancing, atweaks and SCS. I like the game to be as difficult and realistic as possible. You can check my weidu file at the end of the post (any recommendations to change my install order are really welcome).
I will try to roleplay it as much as I can since the game gets more alive in this way to me. If I use my meta-gaming experience regarding the path I am going to follow, especially at start when the mage is really vulnerable, I am going to justify it role playing wise as good as I can.
I enjoy using as many different spells as I can and I try to find use for them - understand their role. I don't like cheesing, especially pre-buffing if not justified RP-wise. I am going to do my best to keep this rules, as they are the ones that fit my play style.
I got really lucky at character creation, I restrict myself to 50 re-rolls, but I got a 90 roll. I don't like a lot power-gaming, though it seems like one, so I didn't max DEX and CON and kept strength low ofc. Instead I got WISdom high. I tried to justify Norkul's stats through his background, to add some extra flavor. Choice of spells are Find Familiar and Sleep, proficient to darts.
I am a new, inexperienced no-reloader. I have never completed a no-reload run. I had about 20 solo-runs, almost 15 of them with generalist mage (my favourite class). I've also tried a multi ranger-cleric (whatta! strong class), a Blade (I love this guy) and Avenger ( very cool class with different play style that I am used to). Most of them ended fairly early, due to arrogance and over confidence . I've learned my lessons and I am ready to learn another one...But in fact I am really confident this time. The fact that I document this run makes me treat the game more carefully (sometimes I use the infinity engine).
So...MAYBE THIS TIME!!!
Prologue: Candlekeep
Norkul set off his adventure by preparing for the long journey to the unknown. He was really excited until he got attacked twice by two assassins, Carbos and Shank. His ferret "Jess" immediately attacked and bit them, something that they really didn't expect. Norkul got really worried that his life was threatened inside the walls of Candlekeep! He had to prepare for the long quest as better as possible, so he did several small chores which granted him a bit of gold. Time to leave!
I managed to copy some parts of Norkul's personal Journal:
Day 0 - hour 1
"Tethtoril" gave me an Identify scroll for "Firebead". My curiosity and passion for magic made me keep this scroll. I should try to handle these feelings next time, though in a way I don't regret for what I did...
Day 0 - hour 4
"Jess" stole an excellent-dagger from Fuller, while he was asleep in the barracks. I was so lucky he didn't wake up..
Day 1 - hour 1
Gorion is dead...I hardly managed to escape thanks to him. This is about me, I am not going to get any of my friends again into danger...
Chapter 1
When the long dramatic night ended Norkul decided to go back in the ambush area and find Gorion's body to bury. He also met Imoen, who kindly gave him a magic wand and some potions after a long conversation they had together. He also met a messenger named "Binkos" and found out that another caravan was raided somewhere north-east of Beregost. He was not going to visit any towns soon, assassins would certainly wait for him. He had to get more experienced first!
Ups, forgot the weidu
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_150718
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0_beta_150718
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Installing the Slime Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Installing the Beregost Family Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Installing the Nashkel Monster Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Installing the Fallen Paladin Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Installing the Undying Love Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Installing the Orcish Lover Encounter...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Installing the Unexpected Help Quest...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Installing the Quest "Many little paws"...: 9.1
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 9.1
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.0
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #110 // Ajantis Ilvarstarr: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #120 // Alora: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #140 // Coran: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #170 // Eldoth Kron: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #180 // Faldorn: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #190 // Garrick: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #230 // Khalid: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #270 // Quayle: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #280 // Safana: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #290 // Shar-Teel Dosan: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #300 // Skie Silvershield: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #310 // Tiax: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #330 // Xan: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #340 // Xzar: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #350 // Yeslick Orothair: 1.1
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~MSFM.TP2~ #0 #1 // Add circlets: v1.42
~MSFM.TP2~ #0 #2 // Add Circlet of Revelation: v1.42
~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.42
~MSFM.TP2~ #0 #4 // Add robe tweaks -> Add robes with original colorsets: v1.42
~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0
~ERG_SILVER_STAFF/ERG_SILVER_STAFF.TP2~ #0 #0 // Erg's Silver Staff: v8
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #3 // Neera -> Tweak Neera's introduction: v1.0
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #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 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x 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 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: 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 #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 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: 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 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: 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
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
Nice to see you here @Mirage I love the intro and the approach you're taking with lots of roleplaying and limited metagaming, and I'm also fond of the Lawful Neutral alignment. Be very careful though. A lone, non-metagamed low level Mage is easy pickings for about every enemy available in the game.
I don't want to influence Norkul's course but maybe he could develop an interest in wands (Fear and Sleep at the High Hedge). And maybe Berrun Ghastkill's request could prompt Norkul to explore the borderland between the Sword Coast and Amn, and accidentally find a Wand of Monster Summoning in a tomb after he cast Protection from Undead in the undead-ridden area east of the Nashkel Mines.
I want to try and make a full run, as close to being non-metagaming as possible. I will try to RP the decisions during this run, including answers on "where to go now" questions.
Also I plan that this party will continue into SoD as soon as it's released (the pace of the playthrough won't be fast because of the RP elements and the desire to 'complete everything' everywhere).
This is why I'll make a run with a good canon party. If someone besides Charname dies, he or she will be resurrected. If a character is chunked (God forbid), then I will need to find a replacement who can suit a canon party.
The run will be with the SCS, ver. 30, and BG1 NPC mods, as well as the Remove Experience Cap, Limit Ability of Storekeepers to Identify Items and Maximum HP for NPCs For Non-Party-Joinable NPCs Only BG2 tweaks.
Besides, after giving it a thorough thought and taking into account @Grond0 's opinion from the bioware thread, the playthrough will be on the Insane difficulty with random HPs for party members. The fact that I don't know how it will happen, who will get a lot of HPs and who will suffer because of only +1 HP level ups add another fun factor to the game.
Personally, I see all those factors combined as the biggest challenge for me. And I want party interactions after trying solo runs.
This is why I will EEKeeper a game so that Dynaheir could romance charname.
Now, meet Aidahn Sparkyfibber, a gnome Cleric/Illusionist:
A solid roll of 89 has been majorly spent on Intelligence and Wisdom because Aidahn is quite a smart gnome, which is why he has such a surname. "Aidahn" means "Warm; little fire" (from Irish).
The picture is by Marius Bota, a freelancer illustrator/ concept artist.
http://mariusbota.deviantart.com/art/Gnome-Welder-334809797
This is the WeiDU log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #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 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: 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 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: 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 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: 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 #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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #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
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1010 // Ajantis Ilvarstarr: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1020 // Alora: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1030 // Garrick: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1040 // Khalid: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1050 // Shar-Teel Dosan: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1060 // Xan: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1070 // Xzar: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #1080 // Yeslick Orothair: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3010 // Annah-of-the-Shadows: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3020 // Dak'kon: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3030 // Fall-From-Grace: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3040 // Ignus: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3050 // Morte: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3060 // The Nameless One: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #3080 // Vhailor: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #4010 // Guybrush Threepwood, Mighty Pirate: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #4020 // Murray: 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #5010 // Alyx Vance (from Half Life 2 and Episodes): 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #5020 // Jane Doe "The Soldier" (from Team Fortress 2): 1.00
~S9SOUNDSETS/SETUP-S9SOUNDSETS.TP2~ #0 #5030 // Heavy Weapons Guy (from Team Fortress 2): 1.00
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: v16