A Potion of Freedom is definitely a good idea; I only refrained because I wanted to keep the movement rate bonus from the Boots of Speed, and didn't think I'd get caught off-guard by a Web Tangle spell. Does anyone know under what circumstances those Web Tangles come out? I don't think Sword Spiders or Phase Spiders ever use them.
My new plan is to not bother with Centeol in the first place, and just loot the container under stealth before using a Potion of Invisibility to escape. Centeol herself has no loot.
Hard luck, @Grond0. It's unfortunate to lose a run like that--they take so long to build up, but they can end so fast.
How do you convince Ferrusk to hand over the ankheg amulet? I've only been dimly aware of the existence of fighter-permitted summoning items, but they seem like a game-changer. The Stone Ally should be usable with just a couple of Potions of Genius, and only leveling up would forcibly unequip it. The Lesser Stone Golem appears to be immune to nonmagical weapons (!) as well as various disablers, which would make it a lovely tank against all kinds of critters.
I can't remember the wording, but you need to get Ferrusk to talk about Hephernaan and then tell him about the plan to flood the prime material plane with devils.
I haven't tested whether the summoning items can be recharged, so in my last run I was keeping them all for use against Belhifet. I agree if they can be recharged there are a number of fights they could be useful - though I don't think an archer should need them.
@Grond0: Need or no, I'd think they'd be great as decoys. You'd save a lot of time on kiting if you could lead enemies in a circle with a decoy rather than repeatedly running away from enemies to get enough space to fire arrows.
@semiticgod that's so if you want to do all the content, but if you're just doing the required bits there's not much kiting required (and where it is you can usually charm an opponent instead of using summons).
@semiticgod The web-tangle in SoD is an ability of the newly-introduced gargantuan spiders, which does make them quite dangerous. I'm not entirely sure, but I also think that they can use this ability more than one time, with only a relatively short cooldown, so attention is required at all time. Propably best to keep a free action item or potion active when dealing with them, though it's possible to kite them and only switch on the ring if you see the web tangle (requires quick fingers, but often my preferred strategy because I hate being without the boots of speed bonus).
Regarding summoning tems: Aside from the ankheg amulet (which can be gained either by helping or by killing Ferrusk) and the lesser stone golem, there's also of course the option to use the spectacles of spectacle on Reanndra in the eastern Dead Man's Pass to gain the great Ring of the Tiny Fiend (can summon mephits and has resistances on it). Also, if you kill the myconid elder on the outside underground river map, its bloom-sac can be used to summon myconids to your aid, so there's plenty of options, really. None of these are super powerful, but they can serve as a distraction for solo play.
Web Tangle actually predates SoD. In vanilla BG2, Kitthix had it, and SCS gave the same ability to certain spiders--but I think it was only ever given to Huge Spiders and Giant Spiders, and the casting was inconsistent. Multiple spiders would never cast them simultaneously, sometimes they never seemed to cast them at all, any cooldown was rather long (or else it was strictly once per fight), and often the Web Tangle never had a valid target, and you'd see a dialog box message saying "Web Tangle" but not saying who the target was, and sometimes you could even see the Web Tangle projectile flying up north to a nonexistent destination. I was wondering if anyone knew how frequently SCS spiders used it, since the behavior I've seen is very erratic and unreliable.
Despite (or perhaps because of) the underwhelming finish to the previous run, I still thought there was potential for an archer to go further. I've not got to Belhifet in LoB before, so am not sure how difficult that could be, but it would be interesting to find out .
I didn't have too much work today, so made an immediate start on a new run. Things went very smoothly for most of the time, with the only significant delay being sorting out Davaeorn at the end of the day. I generally used pretty risk-free tactics, though an exception was when I couldn't be bothered to heal up to go through the damage traps in the golem cave and went through the charm trap instead - elven resistance worked there.
Mesmer went to the Nashkel mine after he got to level 7. He stealthed through there (successfully restealthing after seeing the shaman start to cast Oracle) and charmed Mulahey at the second attempt. One of the kobolds attacking him broke its weapon to make it easy to grab his XP.
Nimbul was charmed and worn down by Minsc and Tranzig distracted into wasting his spells on a couple of charmed travellers.
At the Bandit Camp I only bothered charming Taurgosz, Raemon and Hakt for their equipment - Hakt's bow being the main prize.
At the mine I again charmed Davaeorn's guard. However, rather than tanking all the traps (and spending a lot of time resting in between to heal up - without any healing spells), this time I tried to cut things far shorter by using a potion of magic blocking to defend against the traps while spotting Davaeorn. That appeared to have been done perfectly, with the guard merrily whacking away.
Unfortunately the guard stopped attacking, for no obvious reason, when Davaeorn was badly wounded. Trying to spot him again activated the mage and he quickly summoned all his guards.
I threw in the two oils of fiery burning and 1 potion of explosion I had, though they do so little damage that was rather a waste. Then, while Davaeorn was trapped by his guards, I did a series of stealth shots at him. That took some time to get through his stoneskins - and then the mage disappeared (without casting a spell). About 3 hours later he reappeared, but was now fully healed and with a fresh set of spells. I guess I got a bit careless with the stealth shots following that as Davaeorn chucked a fireball through the wall that nearly killed me - the ring of fire resistance crucially reducing the damage.
Retreating would almost certainly have resulted in a worse tactical position, so I just kept plugging away though stoneskins and HPs - and finally got my reward.
After flooding the mine, I decided that was enough punishment for one day .
Archer L7, 87 HPs, 100 kills
HPs are significantly better this time than the previous run. That doesn't normally make much difference, as my characters die as a result of status effects far more often than running out of HPs. However, it's always a feel-good factor.
@Grond0: Weird stuff with Davaeorn. Where'd you get that Ring of Fire Resistance before the Candlekeep catacombs? I thought the catacombs held the only one.
How do you get Hakt and Raemon to follow you out of the tent? I thought that you needed to be visible to order charmed enemies to attack you and therefore follow you through area transitions, but going visible for just a few frames would prompt Raemon's dialog and turn all of them hostile. Do you break invisibility while paused with the quick loot feature, order the charmed enemy to attack you, and then immediately leave the area after unpausing?
How do you get Hakt and Raemon to follow you out of the tent?
I was able to charm Raemon in a run, and he never initiated dialogue. This also worked with Zhalimar Cloudwulfe on top of the Iron Throne, Prat in the caves, and Rahvin in the Undercity. After this I could use the Nymph's Cloak to charm the rest of the parties, then kill them one by one (or use them against Sarevok). Just make sure to save the one that initiates dialogue last, as they'll turn their whole party hostile.
One of the Easter Egg stashes (with the ring) is in the gibberling map on the south-east corner - search the cliff wall to the south.
Raemon doesn't give his dialogue if he's charmed. I agree though you do need to get back out of sight quickly after attempting a charm to stay safe. This time I charmed Raemon first, so everyone else was then a free attempt. Last time though I did do Hakt first. I can't remember if I used the quick loot to go visible for that - I have done that, but typically for that sort of thing I drop an item on the ground and go to pick it up to break stealth. The item would have been on the tent exit point, meaning an extremely small delay between ordering Hakt to attack and exiting the tent.
I'm really unhappy about this. I tried charming Raemon and luring him outside, and while I got him killed, it wasn't enough. I ended up turning the whole camp hostile because Taurgosz confronts you outside and turns everyone hostile. I spent so much time running around, entering and exiting the area and picking off enemies by charming them, but eventually, when I finally went to grab the documents from the tent, the entire population of the bandit camp teleported across the map, entered the tent, and boxed me in. There was absolutely no escape.
Okay. So, if you want to lure out the enemies like that, you have to charm Taurgosz first and get him killed before you try to leave. Otherwise he can completely break the entire camp and make it impossible to burgle the tent without risking all the bandits teleporting into the tent and trapping you.
I'm really unhappy with this. @Grond0, @jessejmc, have you never had Taurgosz confront you outside? Did you always get rid of him before you tried luring people out of the tent?
I started over again and got past the early game stuff all the way to Baldur's Gate itself after 3 hours of gameplay (I have no idea how much time CTRL-J is saving me; it's gotta be a lot), but I'm starting to think posting a video of every single session is pointless if I have to re-start from Candlekeep every once in a while. That's a lot of hours of gameplay that just shows the same thing. Should I hold off on posting more videos until after I break through to SoD and possibly BG2, when there will be new stuff to show?
I'm really unhappy about this. I tried charming Raemon and luring him outside, and while I got him killed, it wasn't enough. I ended up turning the whole camp hostile because Taurgosz confronts you outside and turns everyone hostile. I spent so much time running around, entering and exiting the area and picking off enemies by charming them, but eventually, when I finally went to grab the documents from the tent, the entire population of the bandit camp teleported across the map, entered the tent, and boxed me in. There was absolutely no escape.
Okay. So, if you want to lure out the enemies like that, you have to charm Taurgosz first and get him killed before you try to leave. Otherwise he can completely break the entire camp and make it impossible to burgle the tent without risking all the bandits teleporting into the tent and trapping you.
I'm really unhappy with this. @Grond0, @jessejmc, have you never had Taurgosz confront you outside? Did you always get rid of him before you tried luring people out of the tent?
@semiticgod I'm not sure what your situation was - from your description of running round picking off enemies it sounds like the camp was hostile to start with. Did you get a lift there from someone like Raiken?
I think for some of your runs you've posted in arrears. You could apply the same principle to your videos and only post them if you're happy with the progress made in a run.
The couple of weeks since our last session had clearly taken a toll on our patience as we were both keen to start hitting things - without wanting to do too much preparation .
That policy worked fine to clear the Seven Suns, but the Iron Throne was a different matter. We hadn't rested since the previous session and Grame had no skeletons available, so there wasn't the same incentive as usual for him to use sanctuary to get behind Zhalimar & co. However, a properly buffed up fighter can do a lot of damage in that fight so Grame gave Wedimus a PfM scroll along with a storm giant potion and oil of speed. Our favorite cavalier duly drank the potions, but looked at the scroll and scratched his head over the funny squiggles on it before putting it in his bag (I'd forgotten his sub-par intelligence).
The unvoiced plan, such as it was, called for Wedimus to congregate enemies around him where Grame could potentially take a heavy toll with hold person. However, his initial spell failed to make an impact so he switched to attack with his sling - only to find he still had a mace equipped and was charging into the attack . He moved forward just enough to be affected by a confusion from one of the mages - joining Wedimus in that state.
Fortunately Grame retreated to one side of the room, while most of the enemies went after Wedimus on the other side - meaning he survived long enough to recover and run away.
After a trip to the temple the duo arrived back at the Throne and were greeted by Gardush, who had chased Grame all the way down - he was duly held and beaten up.
Upstairs, Wedimus failed to last long against Zhalimar - who then chased after Grame. He had killed one of his attackers before being targeted by a fireball from Alai and used a potion of invisibility there - hoping that Zhalimar, who was caught in the blast, would attack his companion.
He started to do so, but then stopped himself before actually making an attack. Seeing the two of them together, Grame hatched a cunning plan - he dropped some bracers on the floor in front of them and targeted those with a hold person. Looking at the screenshot the setup seems fine, i.e. it should have been possible to cast the spell without coming into sight of Alai. However, in MP your real position is not always as shown on your screen and Alai saw the spell start to be cast and threw in another fireball to pre-empt it ...
With attempt 176 fizzling away to nothing, the next pair of random rolls arrived. We wasted no time in getting out of Candlekeep and killing off Shoal the nereid. After travelling to Nashkel we ventured to the carnival where Kaxir liked the sound of a stone to flesh stone. The hawker there wanted something like 300gp for it but Kaxir decided to fight him for it and our reputation dropped. Never mind, plenty of things that will help us to become valued members of society once more.
The rock garden was scooted round, leaving us with Mutamin. Cheery sneaked in and attacked while Kaxir threw daggers. Victory is ours.
Kirian and her gang looked tough so Cheery laid a pair of snares and then we had at them. We ran away and picked them off one at a time just like they would have done to us.
Cheery seemed keen to play with sirines so Kaxir agreed. It was going so well that Cheery decided to help the sirines out for a bit, but we still won through.
With that done we ventured into the flesh golem cave so Cheery could surprise himself by detecting and removing traps. The flesh golems inside were meleed, Cheery asking what potions Kaxir had used. It turns out the foolhardy Kensai had gone up unbuffed and his luck had held out (although the 2nd golem did cause gulping of healing potions after combat and the third forced Kaxir away for a few moments).
After a month in real life adventure I have started a new run with Rowena, a Dwarven Defender. In addition to the above mods, I gave the assassins in Candlekeep +3 Armour, (One was leather +3, the other shadow armour) I also gave them +2 daggers which were equipped, plus a couple of +1 weapons.
She has got as far as Beregost with no problems, though she did have to rest quite a while at Candlekeep due to being hurt by the assassins. The additional equipment given to the assassins seems to have made them beatable if I am careful. [I had one run when they actually won]
KILLED A COUPLE OF OGRILLON AND AS A RESULT GOT A RING OF PROTECTION PLUS ONE.
Killing one of the Flaming fist got me decent armour
At first I thought that RE for BG1 wasn't installed, but then realised that I don't have the OTT bits installed. [ For instance the 50 shades bit in Candlekeep] That's for the best I think.
I killed a house full of spiders in Beregost. Just as well that I had an antidote to poison as I needed it.
Near High Hedge I killed a few gnoll and a werewolf. In fighting the werewolf, I had to use all my healing potions, but I did get a decent sword as a reward for the body.
Looks like I am going to have to buy more potions.
EDIT
I did buy one potion but upon finding Kessey's rabbit, I also found some healing potions.
Xzar and Montaron joined me and both found the equipment on Carbos and Shank to be useful. Then Will Scarlet O' Hara joined and we headed for the Friendly Arms Inn where Tarnesh was defeated easily enough.
Upon killing the evil Sonner, Will now has a +1 flail.
I intend to find somewhere quiet to hide from the assassins but so far even if there are no assassins, there are enemies everywhere.
Despite Melicamp's death there was no problem doing enough quests to maximise reputation. After a bit of shopping I did the remaining main wilderness encounters, finishing up at Durlag's Tower where the basilisks on the roof were killed to get me close to level 8. There was though another oversight there when I came back in forgetting about the trap - either the damage or the stun effect could easily have been fatal there.
In the City I got a final level by outlasting Delorna's MMMs. I made a mistake doing another mage though when I didn't realise that Sunin had actually completed casting a skull trap before I went out of the door - walking back into that was nearly fatal despite saving for half damage.
I didn't use charm as much as the previous run - instead tending to dodge mage spells and then melee or kite the opponent (as with Marek).
The final work in the City was the Iron Throne. That was done the same way as last time - charm Diyab, produce skeletons, beat up Shennaras, charm the others, fight among themselves with skeletons mopping up. That's relatively quick and easy with only the need to rest before each attempt on Diyab taking much time.
Before returning to Candlekeep I decided to do something I didn't do in the previous run and go and visit Shoal to get the Helm of Defense. That was yet another risk as I'm not certain of how the encounter works with the latest EE patch. However, after charming a couple of wolves I went to talk with her - she insisted on a kiss, but I saved against the effect despite not having used any buffs.
Droth then beat up the wolves, but didn't have much in the way of spells and was easily shot down. For once I then let Shoal go free rather than killing her for the greater XP.
For the transition to Candlekeep I waited a bit longer this time so it was easier to tell what was happening and duly used a potion to disappear before the ogre magi could cast. After charming and killing the Iron Throne leaders I again took on the challenge of the phase spiders, though this time I kited them individually which was much easier. I bypassed Prat, but couldn't resist attacking the basilisks. I thought I was going to be left to kill those untroubled by spiders, but 3 phased in before I could finish off the second basilisk. There was just room to squeeze out though and a bit of stealthing later I was free to complete the job.
For Slythe I again failed to split him up from Krystin. I suppose in future I might have to resort to buffing so I can tackle her directly. As it was her skeleton warrior and spells supporting Slythe were again too much for Larze although he took Slythe to badly wounded. A few stealth attacks saw him to near death with a few courtesans being sacrificed to make him visible between those. In the course of doing that I did notice that a second copy of Slythe had spawned, but I was careful to avoid going near him. Finally I decided I was ready for the finish. I think Slythe had 31 HPs or something like that at the time, so a firebreath would probably have killed him. However, to conserve the limited numbers of those I attacked in melee and with the ring of energy - with 70+ HPs remaining I could survive several hits from Slythe.
My initial melee attack succeeded and the ring of energy blast left Slythe on the verge of death. Or at least it left Slythe 1 on the verge of death. Slythe 2 had apparently realized there was a party going on and decided to join. He put in a very brief appearance after I attacked before drinking a potion and disappearing. That was a bit of a tricky situation . My aura was clouded and I was stuck in one of the side rooms used by the courtesans. I tried running around for the couple of seconds until my aura was clear and I could take an invisibility potion. I did manage a reasonable amount of movement and it's quite possible I could have successfully used a potion, but I hadn't actually tried that yet when Slythe struck ...
@Wise_Grimwald, good to see you back. What happened to the IWD crew?
I lost my immersion in the game while I was away. I may come back to it though.
Got Mellicamp back into shape.
At Xzar's insistance, we went to Nashkel. I picked up Lord Foreshadow's Ring and the Colquetle Amulet.
Turned down Oublek's reward. Talked to Noober.
Dropped off Will Scarlet O' Hara at the Carnival. He's a decent enough bard, but I don't like the class much. He was useful in identifying items though,
I died again to a Chromatic Orb from Cythandria, ending my solo LoB attempt once again. My aura was clouded and I failed to pre-buff with a Potion of Invulnerability, assuming the Greenstone Amulet would be sufficient.
I've decided to delete my existing videos from Youtube and also my previous posts on the run, since the links in those posts would be broken. Normally I wouldn't encourage this, since failed runs are very much part of the process and are worthy of documentation, but these failed runs are all the same--and hours upon hours of footage serves no purpose if it's just repetitions of the same run.
I'll save the videos of my latest run, which was the longest-lasting, but if I proceed with the challenge, I won't post on it unless I'm sure it has a future. I don't want to post countless hours of gameplay if folks aren't going to watch--watching a video of a run, after all, takes a LOT longer than it takes to read a post in this thread.
My apologies to those who might have been hoping for a continuation, but this run has had enough false starts that documenting all of them on video would be very time-consuming for anyone following the run. Let it simply be said that I've failed multiple times in BG1, and any future successes should be understood in that context. If I do ever make it, let no one think I got it on the first try!
// 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]
~3ED/3ED.TP2~ #0 #0 // Classes and their abilities descriptions and changes, 2da files: v2.16.1
~3ED/3ED.TP2~ #0 #1 // Feats: v2.16.1
~3ED/3ED.TP2~ #0 #2 // Equipment overhaul: v2.16.1
~3ED/3ED.TP2~ #0 #3 // Spell modifications: v2.16.1
~3ED/3ED.TP2~ #0 #4 // New spells and spell redistribution: v2.16.1
~3ED/3ED.TP2~ #0 #5 // Spontaneous casting: v2.16.1
~3ED/3ED.TP2~ #0 #6 // Ranger and Druid animal companion: v2.16.1
~3ED/3ED.TP2~ #0 #7 // Racial enemies: v2.16.1
~3ED/3ED.TP2~ #0 #8 // Creatures regularization: v2.16.1
~3ED/3ED.TP2~ #0 #9 // Level up by one level per pass: v2.16.1
~3ED/3ED.TP2~ #0 #11 // Point buy system: v2.16.1
~3ED/3ED.TP2~ #0 #12 // Update NPCs: v2.16.1
~3ED/3ED.TP2~ #0 #13 // Rest once in 8 hours: v2.16.1
~3ED/3ED.TP2~ #0 #14 // Free scrolls for arcane casters at level up: v2.16.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v8
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53
~CRITICALS/CRITICALS.TP2~ #0 #1 // Install for EE1: Beta 1
~3ED/3ED.TP2~ #0 #10 // More powerful enemies: v2.16.1
Yes, it's 3rd edition rulest in it's finest. I'm using a mod by @Holic which kinda makes BG into a 3rd edition ruleset game. You can read about it here. I'll comment on the most important changes through the game as it seems fit. Other than that, SCS, and my own tweak which makes a natural 20 a non-crit. This is important, since in 3ed there's no critical immunity and chances to crit are...well, big. So I take 5% off it. More about this later.
You don't roll for stats in this mod - you get 10 in all atributes, then assign additional 20 (points requred get up as your score rises - going from 17 to 18 costs 3, for example, so it's hard to create all-round powerful characters)
One other big change is how leveling works. Everybody shares same tables (first level is at 2500, second 5000 etc.) - this includes multiclasses as well.
In effect - this means that a f/m/c will be level 30/30/30 (which is cap with this mod), same as a single-classed thief.
So, a legit question is why not use any multiclass? In this mod, multis aren't really BG "multis".
Example - a fighter/thief isn't really just a "fighter" and a "thief". He's a unique blend of both. He gets effects (slows on hits, etc.) that no thief or fighter get. You can look at them as a class of it's own.
Party is full custom made - protagonist is a halfling swashbuckler (he will use human sprite), named Jethro.
Yes, halflings can get 20 dex. Not that it matters much - dex AC bonus is limited by armor type. (he gets +4 if wearing studded leather).
Next in line, my non-kitted monk.
Range support. Archer.
Healing - priest of Talos, dwarf, using a human sprite.
Mage 1, classic sorcerer
Mage 2, Battle caster - this is a sorcerer subclass that substitutes Dragon Disciple in this mod. He gets to use more weapons and armor, has a better THAC0 and more HP, but looses 1 spell slot per level and gets no HLAs. Cute tradeoff...
Anyhow - the character creation process doesn't end there.
For one, rangers get racial enemy every 5 levels. And we get to choose things such as playable races, thus the choice is clear - human.
Half-elves get +2 to a score of their liking. For a sorcerer, Charisma is top notch - it makes their spells that more potent (yes, it's DC, as in IWD2).
Priest are probably the most interesting class in the game with this mod. They get a "domain" with unique abilities and spells. Single classed priests get to choose 2 domains.
I choose Time and Fire. The combination is between cleric kits/multis + domains + feats (yes, you get feats in this mod...) allow you clerics to be whatever you want. A ranged warrior, dual-wielder under PfMW/Spell Immunity...you're only limited by your imagination here.
Sorcerers get Bloodline. This gives them free access to some spells. I choose Demonic.
About races, kits and feats:
halfling - +2 death, breath, spell save, +1 AC, -1 damage, +1 THAC0 with missiles
dwarf - +2 death, breath, spell
human- extra feat at level 1
half-elf - +2 to score of choice
elf - charm resistance
swashbuckler gets
- +1 AC, +1 per 5 levels
- high THAC0/apr progression
- d8 HP dice
- can get epic (7) specialization in weapons (btw, you need 5* to get 1/2 bonus apr)
- at 8th, 16th and 24th level +1 THAC0/damage
- at 11th, +1 to saves
- at 14th, all crits lower strenght by 2
- at 19th, all crits lowe constitution by 2
- 2 feats for free at level 1 - weapon finesse (dex for THAC0) and Insightful Strike (INT for THAC0).
Can't backstab, gain 15 thief points per level. Also, as all thieves, gets Evasion (save vs breath - no damage on energy attacks), is immune to sneak attack.
Also, and this includes all non-caster classes - no HLAs. No UAI, WW etc. You get to WW if you want by feats, but UAI is unavailable.
Monk - mostly unchanged. I tweaked mine so he moves at double rate from level 1, and gets no more bonuses to movement. Also gets Evasion, gets WIS AC bonus (but has worse AC w/o it), his fists progression is better (+1 at 4, +2 at 8 etc). Gets Flurry of Blows (+1 apr, -2 THAC0, usable at will, improves later). No HLAs, so no Hardiness.
Archer - free Archery (bonus to ranged THAC0/damage) feat, Evasion (all rangers get it). Faster spellcasting level (starts at 4th). Can create magical arrows. Mostly same, apart HLAs.
Talos
- each hit does bonus electric damage (up to 1d12)
- free Empower magic feats (more spell damage)
Sorcerer
- mostly unchanged. Feats make up for it, you get Empower, Extend, Faster casting.
Battle caster
- can wear light armor and use light weapons, medium THAC0/apr progression, d8 dice, no HLAs at all, no bloodline, bonus feats every 5th level and can choose even warrior feats such as Archery and similar.
I'll comment on most important changes to game as I play.
First things first - all enemies are buffed up by 3ed mod. They have more HP, attack more often, have better AC and THAC0, better saves.
In first levels, melee of any kind (xvart will kill you, rest assured) must be avoided at all costs. Hence I use my monk as a decoy as the rest of the party peppers with missile weapon. About them - there's no longer bonus apr on any of range weapons bar darts. Au contraire - slings (now do blunt) and crossbows shoot once per 2 rounds, bows have 1 apr, and darts 2. Archery feat grants 1 extra apr for -2THAC0 malus (toggable).
Blindness definitely helps with this.
Fisrt things first, Wand of Fire is very nice to heave early, so I snatch it under Sanctuary. Ankhegs are pretty much a death sentance until level 5 or so.
In a race to get away from the instagib possibility on level 1, I clear out the basilisk area. We get up to level 2 there. Greater basilisk are worth only 2800 XP. Korax was used to hold Mutamin, so he doesn't get crazy dispelling ideas.
I've also dealt with Kirian's gang. Girdles of slashing/blunt etc. are very important in this game. Open combat with them is impossible at level 2, but Fireballs from wands did well.
Per level 3, we go Durlag, and kill 2 Battle Horrors there with the wand. Didn't explore further.
We return to Beregost, and now the real game begins.
I won't be posting the solo LoB Archer run fully until later, and only via video, but a quick update: I've cranked the FPS from 30 to 60 to speed things up and after about 3 hours of intensive gameplay, we're right before Davaeorn. It's really difficult to play at 60 FPS, since I've almost never done it, but it's much more convenient for an inherently sluggish LoB run.
Most of it played similarly to the other runs, with two notable hiccups. First, Bassilus went hostile after a failed charm attempt, even though I used auto-pause on round end to make sure we could flee immediately after using the cloak. Somehow, we couldn't escape his field of vision in time to avoid the attack dialog. I actually had to repeat this process because a RL interruption actually forced me to stop recording early, and then I accidentally overwrote my save game, forcing me to reload and voluntarily turn Bassilus hostile.
Second, apparently Drasus will go hostile if you try to charm him and get him killed by the nearby guards once he hits Badly Injured. Unlike Kysus, Rezdan, and Genthore, you can't use only Algernon's Cloak to kill him. We ended up waiting out his Potion of Magic Shielding (which he might never have drunk, actually) before nailing him with a Potion of Firebreath and kiting him to death.
That made killing Rezdan and Kysus much more difficult. I had to repeatedly, repeatedly flee the area, come back, and attempt to charm them from stealth, and the LoB hotfix' save bonuses made this very unreliable. Worse yet, when I finally charmed one of the mages, I lost the charm effect to a Remove Magic from the other mage!
Plus, I had to use my last Potion of Invisibility to escape a potentially deadly spell from the last surviving mage, since he hid behind the stable and I ended up failing a stealth check just as I reached the end of it. The only way to avoid a spell was to pre-emptively drink the Potion of Invisibility.
I'm actually going to have to turn down the FPS for later-game fights, since you really do need the extra reaction time to deal with certain spells. At 60 FPS, Chromatic Orb comes out twice as fast!
Zordral brought the game to an end by causing panic.
I did however get revenge in my next game PLAYING CORE RULES by defeating him with a level 1 Inquisitor helped by a level 2 Valerie.
On the way to Nashkel, Bladeservant an Elvan Inquisitor, who was given a Moonblade due to his service to Correlon avoided conflict as much as possible only killing a few hobgoblin and a kobold.
(His blade had been stolen by one of the upgraded assassins in Candlekeep and he had a tough battle to retrieve it)
By beating Zordral, he has just reached level 2.
EDIT
The two of them headed south to try and take on Greywolf, but an ambush by five hobgoblin archers led to the instant death of Valerie. It only cost 200gp to raise her, so not too disastrous.
Second, apparently Drasus will go hostile if you try to charm him and get him killed by the nearby guards once he hits Badly Injured.
Some enemies have scripts that enable them to throw off charms - that's particularly a problem at the Bandit Camp. I haven't noticed that with Drasus though - I suspect what happened there is that the damage taken when his enrage finished turned him hostile. That's a perennial problem with LoB, so I tend to charm all the other party members first (no problem with stealth) before dealing with Drasus.
Bladeservant headed south again this time with no ambush. Zargos Flintblade was killed and it only needed cure light wounds and a bit of sleep to recover.
Greywolf was more of a problem. I had to use a potion of healing and after that I lost half of my health. However he died without landing any further blows. Isra joined the party. Used cure light wounds before going to Aerie for full healing. Gave Oublek the emeralds and turned down 500gp.
I offended Jini by holding her hand, but later she held my hand. Now in the middle of a maze trying to help her. A new mod to me, so quite interesting.
EDIT
I got out of the maze not much wiser as to what was going on. Isra helped against some wild dogs on the way back to Beregost. I dropped Isra off there as I don't feel that I currently need another paladin.
The interaction between her and Valerie was quite interesting. It will be interesting to pair those up together when the PC isn't a Paladin or mage.
An Artificer called Auren joined the party in Beregost. Artificers appear to be a thief kit. Auren is pretty good at handling traps. I think that I'll keep her to investigate the kit further.
The new mods are at least adding interest.
Having investigated somewhat, it looks as if Auren should have invested in setting traps rather than dismantling them. You live and learn.
After heading for the FAI I retrieved Joia's ring and picked up the ring for valerie.
A will o' the wisp called Fey then semi-joined the party after which Tenya did join. We are now back at Beregost where Jini became my lover and I killed Silke.
Jini and Bladeservant have done kindnesses for each other and definitely have the hots for each other., but is this true love? Time will tell.
I helped get Eltoth back into shape and now have a reputation of 19.
I have found some minor bugs. There are three Finches in Beregost. There were two Uguths, but after talking to one, he disappeared. The other won't talk.
I intend to just ignore any spare characters as they don't affect the game.
EDIT
They then went to High Hedge looking for Perdue's lost sword and whilst there helped Mellivamp and Tonder get back into shape. The gurril berry potion actually worked! The reward for that provided a half decent sword for Vynd.
Comments
I think freedom potion (Thalantyr has 3 I think) would also be a good alternative - this would also free up a ring slot if that were desired.
My new plan is to not bother with Centeol in the first place, and just loot the container under stealth before using a Potion of Invisibility to escape. Centeol herself has no loot.
How do you convince Ferrusk to hand over the ankheg amulet? I've only been dimly aware of the existence of fighter-permitted summoning items, but they seem like a game-changer. The Stone Ally should be usable with just a couple of Potions of Genius, and only leveling up would forcibly unequip it. The Lesser Stone Golem appears to be immune to nonmagical weapons (!) as well as various disablers, which would make it a lovely tank against all kinds of critters.
I haven't tested whether the summoning items can be recharged, so in my last run I was keeping them all for use against Belhifet. I agree if they can be recharged there are a number of fights they could be useful - though I don't think an archer should need them.
Regarding summoning tems: Aside from the ankheg amulet (which can be gained either by helping or by killing Ferrusk) and the lesser stone golem, there's also of course the option to use the spectacles of spectacle on Reanndra in the eastern Dead Man's Pass to gain the great Ring of the Tiny Fiend (can summon mephits and has resistances on it). Also, if you kill the myconid elder on the outside underground river map, its bloom-sac can be used to summon myconids to your aid, so there's plenty of options, really. None of these are super powerful, but they can serve as a distraction for solo play.
Previous run
Despite (or perhaps because of) the underwhelming finish to the previous run, I still thought there was potential for an archer to go further. I've not got to Belhifet in LoB before, so am not sure how difficult that could be, but it would be interesting to find out .
I didn't have too much work today, so made an immediate start on a new run. Things went very smoothly for most of the time, with the only significant delay being sorting out Davaeorn at the end of the day. I generally used pretty risk-free tactics, though an exception was when I couldn't be bothered to heal up to go through the damage traps in the golem cave and went through the charm trap instead - elven resistance worked there.
Mesmer went to the Nashkel mine after he got to level 7. He stealthed through there (successfully restealthing after seeing the shaman start to cast Oracle) and charmed Mulahey at the second attempt. One of the kobolds attacking him broke its weapon to make it easy to grab his XP.
Nimbul was charmed and worn down by Minsc and Tranzig distracted into wasting his spells on a couple of charmed travellers.
At the Bandit Camp I only bothered charming Taurgosz, Raemon and Hakt for their equipment - Hakt's bow being the main prize.
At the mine I again charmed Davaeorn's guard. However, rather than tanking all the traps (and spending a lot of time resting in between to heal up - without any healing spells), this time I tried to cut things far shorter by using a potion of magic blocking to defend against the traps while spotting Davaeorn. That appeared to have been done perfectly, with the guard merrily whacking away. Unfortunately the guard stopped attacking, for no obvious reason, when Davaeorn was badly wounded. Trying to spot him again activated the mage and he quickly summoned all his guards. I threw in the two oils of fiery burning and 1 potion of explosion I had, though they do so little damage that was rather a waste. Then, while Davaeorn was trapped by his guards, I did a series of stealth shots at him. That took some time to get through his stoneskins - and then the mage disappeared (without casting a spell). About 3 hours later he reappeared, but was now fully healed and with a fresh set of spells. I guess I got a bit careless with the stealth shots following that as Davaeorn chucked a fireball through the wall that nearly killed me - the ring of fire resistance crucially reducing the damage. Retreating would almost certainly have resulted in a worse tactical position, so I just kept plugging away though stoneskins and HPs - and finally got my reward. After flooding the mine, I decided that was enough punishment for one day .
Archer L7, 87 HPs, 100 kills
HPs are significantly better this time than the previous run. That doesn't normally make much difference, as my characters die as a result of status effects far more often than running out of HPs. However, it's always a feel-good factor.
How do you get Hakt and Raemon to follow you out of the tent? I thought that you needed to be visible to order charmed enemies to attack you and therefore follow you through area transitions, but going visible for just a few frames would prompt Raemon's dialog and turn all of them hostile. Do you break invisibility while paused with the quick loot feature, order the charmed enemy to attack you, and then immediately leave the area after unpausing?
I was able to charm Raemon in a run, and he never initiated dialogue. This also worked with Zhalimar Cloudwulfe on top of the Iron Throne, Prat in the caves, and Rahvin in the Undercity. After this I could use the Nymph's Cloak to charm the rest of the parties, then kill them one by one (or use them against Sarevok). Just make sure to save the one that initiates dialogue last, as they'll turn their whole party hostile.
Raemon doesn't give his dialogue if he's charmed. I agree though you do need to get back out of sight quickly after attempting a charm to stay safe. This time I charmed Raemon first, so everyone else was then a free attempt. Last time though I did do Hakt first. I can't remember if I used the quick loot to go visible for that - I have done that, but typically for that sort of thing I drop an item on the ground and go to pick it up to break stealth. The item would have been on the tent exit point, meaning an extremely small delay between ordering Hakt to attack and exiting the tent.
Okay. So, if you want to lure out the enemies like that, you have to charm Taurgosz first and get him killed before you try to leave. Otherwise he can completely break the entire camp and make it impossible to burgle the tent without risking all the bandits teleporting into the tent and trapping you.
I'm really unhappy with this. @Grond0, @jessejmc, have you never had Taurgosz confront you outside? Did you always get rid of him before you tried luring people out of the tent?
@semiticgod I'm not sure what your situation was - from your description of running round picking off enemies it sounds like the camp was hostile to start with. Did you get a lift there from someone like Raiken?
I think for some of your runs you've posted in arrears. You could apply the same principle to your videos and only post them if you're happy with the progress made in a run.
Grame (male elf priest of Helm, Grond0); Wedimus (male human cavalier, Gate70)
Previous updates
https://forums.beamdog.com/discussion/comment/1056227/#Comment_1056227
https://forums.beamdog.com/discussion/comment/1056639/#Comment_1056639
The couple of weeks since our last session had clearly taken a toll on our patience as we were both keen to start hitting things - without wanting to do too much preparation .
That policy worked fine to clear the Seven Suns, but the Iron Throne was a different matter. We hadn't rested since the previous session and Grame had no skeletons available, so there wasn't the same incentive as usual for him to use sanctuary to get behind Zhalimar & co. However, a properly buffed up fighter can do a lot of damage in that fight so Grame gave Wedimus a PfM scroll along with a storm giant potion and oil of speed. Our favorite cavalier duly drank the potions, but looked at the scroll and scratched his head over the funny squiggles on it before putting it in his bag (I'd forgotten his sub-par intelligence).
The unvoiced plan, such as it was, called for Wedimus to congregate enemies around him where Grame could potentially take a heavy toll with hold person. However, his initial spell failed to make an impact so he switched to attack with his sling - only to find he still had a mace equipped and was charging into the attack . He moved forward just enough to be affected by a confusion from one of the mages - joining Wedimus in that state. Fortunately Grame retreated to one side of the room, while most of the enemies went after Wedimus on the other side - meaning he survived long enough to recover and run away.
After a trip to the temple the duo arrived back at the Throne and were greeted by Gardush, who had chased Grame all the way down - he was duly held and beaten up. Upstairs, Wedimus failed to last long against Zhalimar - who then chased after Grame. He had killed one of his attackers before being targeted by a fireball from Alai and used a potion of invisibility there - hoping that Zhalimar, who was caught in the blast, would attack his companion. He started to do so, but then stopped himself before actually making an attack. Seeing the two of them together, Grame hatched a cunning plan - he dropped some bracers on the floor in front of them and targeted those with a hold person. Looking at the screenshot the setup seems fine, i.e. it should have been possible to cast the spell without coming into sight of Alai. However, in MP your real position is not always as shown on your screen and Alai saw the spell start to be cast and threw in another fireball to pre-empt it ...
Kaxir (male dwarf Kensai, Gate70); Cheery (male gnome Swashbuckler, Grond0)
With attempt 176 fizzling away to nothing, the next pair of random rolls arrived. We wasted no time in getting out of Candlekeep and killing off Shoal the nereid. After travelling to Nashkel we ventured to the carnival where Kaxir liked the sound of a stone to flesh stone. The hawker there wanted something like 300gp for it but Kaxir decided to fight him for it and our reputation dropped. Never mind, plenty of things that will help us to become valued members of society once more.
The rock garden was scooted round, leaving us with Mutamin. Cheery sneaked in and attacked while Kaxir threw daggers. Victory is ours. Kirian and her gang looked tough so Cheery laid a pair of snares and then we had at them. We ran away and picked them off one at a time just like they would have done to us.
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]
~SETUP-WEIDU.TP2~ #0 #0 // 24600
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.2
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 BWP Fix
~DS/SETUP-DS.TP2~ #0 #0 // Dark Side of the Sword Coast For Baldur's Gate: Enhanced Edition Version 1.01: 1.01
~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 3.1.1
~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.1.1
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #1 // The Drizzt Saga for BGEE/Tutu/BGT -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v18
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v18
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v18
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v18
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v18
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU/EET/BG:EE edition v1.9 -> Normal edition: v1.9 BWP Fix
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.1
~AC_QUEST/AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.05
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur: v1 BWP fix
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.3
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #42 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #62 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #72 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v24.0
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v10
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~K9SHARTEELNPC/SETUP-K9SHARTEELNPC.TP2~ #0 #0 // Install Shar-Teel NPC Mod: v1.3
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 12
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): 14
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): 14
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: 14
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?: v2.3
~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 1.94
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #3 // Choose an alternate class for Sirene? -> Inquisitor
~SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~VYND/SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE: v2
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.4
~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE: 1.1
~JINI/SETUP-JINI.TP2~ #0 #0 // Jini Romance Mod (BGEE NPNPC) created by nullset: v2.3
~JINI/SETUP-JINI.TP2~ #0 #1 // New Mage/Thief Multiclass Imoen: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: 2.7
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~JKITS/SETUP-JKITS.TP2~ #0 #0 // Kenshei: v7
~JKITS/SETUP-JKITS.TP2~ #0 #1 // Undead Eliminator: v7
~JKITS/SETUP-JKITS.TP2~ #0 #2 // Amazon: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: 8.1
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v9
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #0 // Undead Predator (Ranger Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #1 // Holy Redeemer (Cleric Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #2 // Deathslayer (Wizard Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #3 // Undead Hunter Revision (Paladin Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #4 // Death Tricker (Thief Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #5 // Burial Defender (Fighter Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #6 // Grave Mourner (Bard Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #7 // Circle Enforcer (Druid Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #8 // Jaheira, the Circle Enforcer: 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #9 // Pallid Mask (Monk Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #10 // Dreadful Witch (Shaman Kit): 3.1
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #11 // Imprisoned Soul (Sorcerer Kit): 3.1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage (Mike1072): Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: Internal working version, unsupported
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4160 // Allow Yeslick to use axes: Internal working version, unsupported
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #110 // Move Ajantis: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #120 // Move Alora: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #130 // Move Coran: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #140 // Move Eldoth: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #150 // Move Faldorn: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #160 // Move Kivan: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #180 // Move Safana: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #190 // Move Shar-Teel: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #200 // Move Tiax: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #210 // Move Viconia: v3.0
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4010 // More bandit scalps: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.7
~XANSNEWGROOVE/SETUP-XANSNEWGROOVE.TP2~ #0 #0 // Xan's New Groove for Baldur's Gate: Siege of Dragonspear, Version 2.0+
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.3
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.4
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.4
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
She has got as far as Beregost with no problems, though she did have to rest quite a while at Candlekeep due to being hurt by the assassins. The additional equipment given to the assassins seems to have made them beatable if I am careful. [I had one run when they actually won]
KILLED A COUPLE OF OGRILLON AND AS A RESULT GOT A RING OF PROTECTION PLUS ONE.
Killing one of the Flaming fist got me decent armour
At first I thought that RE for BG1 wasn't installed, but then realised that I don't have the OTT bits installed. [ For instance the 50 shades bit in Candlekeep] That's for the best I think.
I killed a house full of spiders in Beregost. Just as well that I had an antidote to poison as I needed it.
Near High Hedge I killed a few gnoll and a werewolf. In fighting the werewolf, I had to use all my healing potions, but I did get a decent sword as a reward for the body.
Looks like I am going to have to buy more potions.
EDIT
I did buy one potion but upon finding Kessey's rabbit, I also found some healing potions.
Xzar and Montaron joined me and both found the equipment on Carbos and Shank to be useful. Then Will Scarlet O' Hara joined and we headed for the Friendly Arms Inn where Tarnesh was defeated easily enough.
Upon killing the evil Sonner, Will now has a +1 flail.
I intend to find somewhere quiet to hide from the assassins but so far even if there are no assassins, there are enemies everywhere.
Previous updates
Despite Melicamp's death there was no problem doing enough quests to maximise reputation. After a bit of shopping I did the remaining main wilderness encounters, finishing up at Durlag's Tower where the basilisks on the roof were killed to get me close to level 8. There was though another oversight there when I came back in forgetting about the trap - either the damage or the stun effect could easily have been fatal there.
In the City I got a final level by outlasting Delorna's MMMs. I made a mistake doing another mage though when I didn't realise that Sunin had actually completed casting a skull trap before I went out of the door - walking back into that was nearly fatal despite saving for half damage. I didn't use charm as much as the previous run - instead tending to dodge mage spells and then melee or kite the opponent (as with Marek).
The final work in the City was the Iron Throne. That was done the same way as last time - charm Diyab, produce skeletons, beat up Shennaras, charm the others, fight among themselves with skeletons mopping up. That's relatively quick and easy with only the need to rest before each attempt on Diyab taking much time.
Before returning to Candlekeep I decided to do something I didn't do in the previous run and go and visit Shoal to get the Helm of Defense. That was yet another risk as I'm not certain of how the encounter works with the latest EE patch. However, after charming a couple of wolves I went to talk with her - she insisted on a kiss, but I saved against the effect despite not having used any buffs. Droth then beat up the wolves, but didn't have much in the way of spells and was easily shot down. For once I then let Shoal go free rather than killing her for the greater XP.
For the transition to Candlekeep I waited a bit longer this time so it was easier to tell what was happening and duly used a potion to disappear before the ogre magi could cast. After charming and killing the Iron Throne leaders I again took on the challenge of the phase spiders, though this time I kited them individually which was much easier. I bypassed Prat, but couldn't resist attacking the basilisks. I thought I was going to be left to kill those untroubled by spiders, but 3 phased in before I could finish off the second basilisk. There was just room to squeeze out though and a bit of stealthing later I was free to complete the job.
For Slythe I again failed to split him up from Krystin. I suppose in future I might have to resort to buffing so I can tackle her directly. As it was her skeleton warrior and spells supporting Slythe were again too much for Larze although he took Slythe to badly wounded. A few stealth attacks saw him to near death with a few courtesans being sacrificed to make him visible between those. In the course of doing that I did notice that a second copy of Slythe had spawned, but I was careful to avoid going near him. Finally I decided I was ready for the finish. I think Slythe had 31 HPs or something like that at the time, so a firebreath would probably have killed him. However, to conserve the limited numbers of those I attacked in melee and with the ring of energy - with 70+ HPs remaining I could survive several hits from Slythe.
My initial melee attack succeeded and the ring of energy blast left Slythe on the verge of death. Or at least it left Slythe 1 on the verge of death. Slythe 2 had apparently realized there was a party going on and decided to join. He put in a very brief appearance after I attacked before drinking a potion and disappearing. That was a bit of a tricky situation . My aura was clouded and I was stuck in one of the side rooms used by the courtesans. I tried running around for the couple of seconds until my aura was clear and I could take an invisibility potion. I did manage a reasonable amount of movement and it's quite possible I could have successfully used a potion, but I hadn't actually tried that yet when Slythe struck ...
Got Mellicamp back into shape.
At Xzar's insistance, we went to Nashkel. I picked up Lord Foreshadow's Ring and the Colquetle Amulet.
Turned down Oublek's reward. Talked to Noober.
Dropped off Will Scarlet O' Hara at the Carnival. He's a decent enough bard, but I don't like the class much. He was useful in identifying items though,
I've decided to delete my existing videos from Youtube and also my previous posts on the run, since the links in those posts would be broken. Normally I wouldn't encourage this, since failed runs are very much part of the process and are worthy of documentation, but these failed runs are all the same--and hours upon hours of footage serves no purpose if it's just repetitions of the same run.
I'll save the videos of my latest run, which was the longest-lasting, but if I proceed with the challenge, I won't post on it unless I'm sure it has a future. I don't want to post countless hours of gameplay if folks aren't going to watch--watching a video of a run, after all, takes a LOT longer than it takes to read a post in this thread.
My apologies to those who might have been hoping for a continuation, but this run has had enough false starts that documenting all of them on video would be very time-consuming for anyone following the run. Let it simply be said that I've failed multiple times in BG1, and any future successes should be understood in that context. If I do ever make it, let no one think I got it on the first try!
Weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~3ED/3ED.TP2~ #0 #0 // Classes and their abilities descriptions and changes, 2da files: v2.16.1
~3ED/3ED.TP2~ #0 #1 // Feats: v2.16.1
~3ED/3ED.TP2~ #0 #2 // Equipment overhaul: v2.16.1
~3ED/3ED.TP2~ #0 #3 // Spell modifications: v2.16.1
~3ED/3ED.TP2~ #0 #4 // New spells and spell redistribution: v2.16.1
~3ED/3ED.TP2~ #0 #5 // Spontaneous casting: v2.16.1
~3ED/3ED.TP2~ #0 #6 // Ranger and Druid animal companion: v2.16.1
~3ED/3ED.TP2~ #0 #7 // Racial enemies: v2.16.1
~3ED/3ED.TP2~ #0 #8 // Creatures regularization: v2.16.1
~3ED/3ED.TP2~ #0 #9 // Level up by one level per pass: v2.16.1
~3ED/3ED.TP2~ #0 #11 // Point buy system: v2.16.1
~3ED/3ED.TP2~ #0 #12 // Update NPCs: v2.16.1
~3ED/3ED.TP2~ #0 #13 // Rest once in 8 hours: v2.16.1
~3ED/3ED.TP2~ #0 #14 // Free scrolls for arcane casters at level up: v2.16.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v8
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53
~CRITICALS/CRITICALS.TP2~ #0 #1 // Install for EE1: Beta 1
~3ED/3ED.TP2~ #0 #10 // More powerful enemies: v2.16.1
Yes, it's 3rd edition rulest in it's finest. I'm using a mod by @Holic which kinda makes BG into a 3rd edition ruleset game. You can read about it here. I'll comment on the most important changes through the game as it seems fit. Other than that, SCS, and my own tweak which makes a natural 20 a non-crit. This is important, since in 3ed there's no critical immunity and chances to crit are...well, big. So I take 5% off it. More about this later.
You don't roll for stats in this mod - you get 10 in all atributes, then assign additional 20 (points requred get up as your score rises - going from 17 to 18 costs 3, for example, so it's hard to create all-round powerful characters)
One other big change is how leveling works. Everybody shares same tables (first level is at 2500, second 5000 etc.) - this includes multiclasses as well.
In effect - this means that a f/m/c will be level 30/30/30 (which is cap with this mod), same as a single-classed thief.
So, a legit question is why not use any multiclass? In this mod, multis aren't really BG "multis".
Example - a fighter/thief isn't really just a "fighter" and a "thief". He's a unique blend of both. He gets effects (slows on hits, etc.) that no thief or fighter get. You can look at them as a class of it's own.
Party is full custom made - protagonist is a halfling swashbuckler (he will use human sprite), named Jethro.
Yes, halflings can get 20 dex. Not that it matters much - dex AC bonus is limited by armor type. (he gets +4 if wearing studded leather).
Next in line, my non-kitted monk.
Range support. Archer.
Healing - priest of Talos, dwarf, using a human sprite.
Mage 1, classic sorcerer
Mage 2, Battle caster - this is a sorcerer subclass that substitutes Dragon Disciple in this mod. He gets to use more weapons and armor, has a better THAC0 and more HP, but looses 1 spell slot per level and gets no HLAs. Cute tradeoff...
Anyhow - the character creation process doesn't end there.
For one, rangers get racial enemy every 5 levels. And we get to choose things such as playable races, thus the choice is clear - human.
Half-elves get +2 to a score of their liking. For a sorcerer, Charisma is top notch - it makes their spells that more potent (yes, it's DC, as in IWD2).
Priest are probably the most interesting class in the game with this mod. They get a "domain" with unique abilities and spells. Single classed priests get to choose 2 domains.
I choose Time and Fire. The combination is between cleric kits/multis + domains + feats (yes, you get feats in this mod...) allow you clerics to be whatever you want. A ranged warrior, dual-wielder under PfMW/Spell Immunity...you're only limited by your imagination here.
Sorcerers get Bloodline. This gives them free access to some spells. I choose Demonic.
About races, kits and feats:
halfling - +2 death, breath, spell save, +1 AC, -1 damage, +1 THAC0 with missiles
dwarf - +2 death, breath, spell
human- extra feat at level 1
half-elf - +2 to score of choice
elf - charm resistance
swashbuckler gets
- +1 AC, +1 per 5 levels
- high THAC0/apr progression
- d8 HP dice
- can get epic (7) specialization in weapons (btw, you need 5* to get 1/2 bonus apr)
- at 8th, 16th and 24th level +1 THAC0/damage
- at 11th, +1 to saves
- at 14th, all crits lower strenght by 2
- at 19th, all crits lowe constitution by 2
- 2 feats for free at level 1 - weapon finesse (dex for THAC0) and Insightful Strike (INT for THAC0).
Can't backstab, gain 15 thief points per level. Also, as all thieves, gets Evasion (save vs breath - no damage on energy attacks), is immune to sneak attack.
Also, and this includes all non-caster classes - no HLAs. No UAI, WW etc. You get to WW if you want by feats, but UAI is unavailable.
Monk - mostly unchanged. I tweaked mine so he moves at double rate from level 1, and gets no more bonuses to movement. Also gets Evasion, gets WIS AC bonus (but has worse AC w/o it), his fists progression is better (+1 at 4, +2 at 8 etc). Gets Flurry of Blows (+1 apr, -2 THAC0, usable at will, improves later). No HLAs, so no Hardiness.
Archer - free Archery (bonus to ranged THAC0/damage) feat, Evasion (all rangers get it). Faster spellcasting level (starts at 4th). Can create magical arrows. Mostly same, apart HLAs.
Talos
- each hit does bonus electric damage (up to 1d12)
- free Empower magic feats (more spell damage)
Sorcerer
- mostly unchanged. Feats make up for it, you get Empower, Extend, Faster casting.
Battle caster
- can wear light armor and use light weapons, medium THAC0/apr progression, d8 dice, no HLAs at all, no bloodline, bonus feats every 5th level and can choose even warrior feats such as Archery and similar.
I'll comment on most important changes to game as I play.
First things first - all enemies are buffed up by 3ed mod. They have more HP, attack more often, have better AC and THAC0, better saves.
In first levels, melee of any kind (xvart will kill you, rest assured) must be avoided at all costs. Hence I use my monk as a decoy as the rest of the party peppers with missile weapon. About them - there's no longer bonus apr on any of range weapons bar darts. Au contraire - slings (now do blunt) and crossbows shoot once per 2 rounds, bows have 1 apr, and darts 2. Archery feat grants 1 extra apr for -2THAC0 malus (toggable).
Blindness definitely helps with this.
Fisrt things first, Wand of Fire is very nice to heave early, so I snatch it under Sanctuary. Ankhegs are pretty much a death sentance until level 5 or so.
In a race to get away from the instagib possibility on level 1, I clear out the basilisk area. We get up to level 2 there. Greater basilisk are worth only 2800 XP. Korax was used to hold Mutamin, so he doesn't get crazy dispelling ideas.
I've also dealt with Kirian's gang. Girdles of slashing/blunt etc. are very important in this game. Open combat with them is impossible at level 2, but Fireballs from wands did well.
Per level 3, we go Durlag, and kill 2 Battle Horrors there with the wand. Didn't explore further.
We return to Beregost, and now the real game begins.
Most of it played similarly to the other runs, with two notable hiccups. First, Bassilus went hostile after a failed charm attempt, even though I used auto-pause on round end to make sure we could flee immediately after using the cloak. Somehow, we couldn't escape his field of vision in time to avoid the attack dialog. I actually had to repeat this process because a RL interruption actually forced me to stop recording early, and then I accidentally overwrote my save game, forcing me to reload and voluntarily turn Bassilus hostile.
Second, apparently Drasus will go hostile if you try to charm him and get him killed by the nearby guards once he hits Badly Injured. Unlike Kysus, Rezdan, and Genthore, you can't use only Algernon's Cloak to kill him. We ended up waiting out his Potion of Magic Shielding (which he might never have drunk, actually) before nailing him with a Potion of Firebreath and kiting him to death.
That made killing Rezdan and Kysus much more difficult. I had to repeatedly, repeatedly flee the area, come back, and attempt to charm them from stealth, and the LoB hotfix' save bonuses made this very unreliable. Worse yet, when I finally charmed one of the mages, I lost the charm effect to a Remove Magic from the other mage!
Plus, I had to use my last Potion of Invisibility to escape a potentially deadly spell from the last surviving mage, since he hid behind the stable and I ended up failing a stealth check just as I reached the end of it. The only way to avoid a spell was to pre-emptively drink the Potion of Invisibility.
I'm actually going to have to turn down the FPS for later-game fights, since you really do need the extra reaction time to deal with certain spells. At 60 FPS, Chromatic Orb comes out twice as fast!
I did however get revenge in my next game PLAYING CORE RULES by defeating him with a level 1 Inquisitor helped by a level 2 Valerie.
On the way to Nashkel, Bladeservant an Elvan Inquisitor, who was given a Moonblade due to his service to Correlon avoided conflict as much as possible only killing a few hobgoblin and a kobold.
(His blade had been stolen by one of the upgraded assassins in Candlekeep and he had a tough battle to retrieve it)
By beating Zordral, he has just reached level 2.
EDIT
The two of them headed south to try and take on Greywolf, but an ambush by five hobgoblin archers led to the instant death of Valerie. It only cost 200gp to raise her, so not too disastrous.
I AM FINDING THE RJALI MOD QUITE INTERESTING.
Some enemies have scripts that enable them to throw off charms - that's particularly a problem at the Bandit Camp. I haven't noticed that with Drasus though - I suspect what happened there is that the damage taken when his enrage finished turned him hostile. That's a perennial problem with LoB, so I tend to charm all the other party members first (no problem with stealth) before dealing with Drasus.
Greywolf was more of a problem. I had to use a potion of healing and after that I lost half of my health. However he died without landing any further blows. Isra joined the party. Used cure light wounds before going to Aerie for full healing. Gave Oublek the emeralds and turned down 500gp.
I offended Jini by holding her hand, but later she held my hand. Now in the middle of a maze trying to help her. A new mod to me, so quite interesting.
EDIT
I got out of the maze not much wiser as to what was going on. Isra helped against some wild dogs on the way back to Beregost. I dropped Isra off there as I don't feel that I currently need another paladin.
The interaction between her and Valerie was quite interesting. It will be interesting to pair those up together when the PC isn't a Paladin or mage.
An Artificer called Auren joined the party in Beregost. Artificers appear to be a thief kit. Auren is pretty good at handling traps. I think that I'll keep her to investigate the kit further.
The new mods are at least adding interest.
Having investigated somewhat, it looks as if Auren should have invested in setting traps rather than dismantling them. You live and learn.
After heading for the FAI I retrieved Joia's ring and picked up the ring for valerie.
A will o' the wisp called Fey then semi-joined the party after which Tenya did join. We are now back at Beregost where Jini became my lover and I killed Silke.
Jini and Bladeservant have done kindnesses for each other and definitely have the hots for each other., but is this true love? Time will tell.
I helped get Eltoth back into shape and now have a reputation of 19.
I have found some minor bugs. There are three Finches in Beregost. There were two Uguths, but after talking to one, he disappeared. The other won't talk.
I intend to just ignore any spare characters as they don't affect the game.
EDIT
They then went to High Hedge looking for Perdue's lost sword and whilst there helped Mellivamp and Tonder get back into shape. The gurril berry potion actually worked! The reward for that provided a half decent sword for Vynd.