@Brude I believe Tutu adds a reference to the ring being there, while BGT removes the ankheg plate. However, I don't see an issue with a lack of references either. Just imagine your character takes a stroll around the Friendly Arm and happens to notice something glinting in the sun, or something along those lines.
@AHF Well, I ran a Tutu game and then a BGT game with iirc the same mod setup, and the ankheg plate was gone in the latter. If it's not BGT that does it, mayhap it's one of the mods altered from Tutu to BGT.
I'm recalling that way back when it was first removed by ToSC but shortly thereafter patched back in due to fan reaction. It's been there for as long as I can remember.
@AHF Well, I ran a Tutu game and then a BGT game with iirc the same mod setup, and the ankheg plate was gone in the latter. If it's not BGT that does it, mayhap it's one of the mods altered from Tutu to BGT.
That is likely. I have never used Tutu but have installed BGT probably 4 or 5 times over the years both vanilla and with varying mod setups and the ankheg plate is always there. Perhaps due to variation in the installation but there is virtually no content that BGT deletes (other than things like the broken charm talk, etc. which are engine driven). Nothing I can come up with anyway.
Play as a mage and equip him with the Ring of Wizardry. Your double mage spells will carry over into BG2! The slots don't, but the spells remain memorized - so if you try to erase them, you lose them forever, but if you don't, you can still have those extra spells all throughout SoA and ToB. Just make sure that before you kill Sarevok, your extra slots are taken up with spells that you'll want in BG2 (Magic Missile and Chromatic Orb come to mind) and presto! Tons of extra level 1 goodness!
Of course, I'm not even going to remotely attempt justifying this one. It's an exploit, plain and simple. But I discovered it purely by accident, so that makes it okay
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Play as a mage and equip him with the Ring of Wizardry. Your double mage spells will carry over into BG2! The slots don't, but the spells remain memorized - so if you try to erase them, you lose them forever, but if you don't, you can still have those extra spells all throughout SoA and ToB. Just make sure that before you kill Sarevok, your extra slots are taken up with spells that you'll want in BG2 (Magic Missile and Chromatic Orb come to mind) and presto! Tons of extra level 1 goodness!
Of course, I'm not even going to remotely attempt justifying this one. It's an exploit, plain and simple. But I discovered it purely by accident, so that makes it okay