Is there a list of all new spells\abilities\items with description?
I never made one. I'm worried it would be too spoiler-y. That's a pretty large chunk of the mod right there! However, I could give a list of the names of all the new spells and leave it up to you to guess what they do.
There is no SoD part. Some creatures in SoD will be empowered, but only when they use the same creature files as the creatures I modified in BG1. I do plan on modifying SoD in the future, but that'll come much later; Version 2.0 won't add much SoD content.
I ran through SoD with this party, but lost interest after it was over; made a new install (on EET..took a while to get it going) so now I have a 3 huge mods in my Weidu (High power BG, Anvil, 3ed mod), none of them EET compatible - or compatible with each other - yet somehow it works. Sure, it takes a lot of NI fiddling, .tpa editing etc. But it works so I'll go on another run.
Anyways, about SoD - some creatures are indeed improved. Ghasts, some carrion crawlers are per your mod and don't pose much of a threat at levels 10+, but that Spider Cave where the big beetle spawns in SoD is now *apsurd*. Belhifet and all his demons couldn't hold a candle to that encounter.
Took about 5 reloads; while entire SoD took less than 2 hours and zero reloads. I didn't bother with optional quests.
Few suggestions:
To make Kensai's Kai and monk specific abbilities have 0 cast and without delay (like montaron haste)
To add katana's to Beregost shop (this is silly, I don't have money to buy it in Candlekeep)
Love this new sequencer touch spell. Can you make another sequencer that activates on hit, and give them to f/m ? They don't really have useful abilities right now ( f/m loves melee and improved alacrity is'nt for them) IMHO.
Few suggestions:
To make Kensai's Kai and monk specific abbilities have 0 cast and without delay (like montaron haste)
To add katana's to Beregost shop (this is silly, I don't have money to buy it in Candlekeep)
Love this new sequencer touch spell. Can you make another sequencer that activates on hit, and give them to f/m ? They don't really have useful abilities right now ( f/m loves melee and improved alacrity is'nt for them) IMHO.
Great ideas! And I could totally make a new sequencer for a fighter/mage. I've actually been creating some new sequencer and contingency spells for Version 2.0!
Normally, sequencer and contingency spells are all Invocation spells, and some people prefer if they become generalist spells. My contingency and sequencer spells are not all going to be generalist spells. But they won't all be invocation spells either!
Here's a new on-hit sequencer, which I could give to Fighter/Mage PCs as one of their starting powers.
(For context to those who haven't played the mod, fighter PCs get Critical Strike as one of their starting powers, which lets them get critical hits on every attack for a round.)
It might not be exactly what you wanted. Alternatively, I could turn it into a higher-level spell (6 or 7) that releases multiple higher-level spells on a critical hit but only triggers once.
Also, here's a new sequencer that triggers on the next backstab. This I could give to Mage/Thief PCs as a starting power.
Here's a new on-hit sequencer, which I could give to Fighter/Mage PCs as one of their starting powers.
(For context to those who haven't played the mod, fighter PCs get Critical Strike as one of their starting powers, which lets them get critical hits on every attack for a round.)
It might not be exactly what you wanted. Alternatively, I could turn it into a higher-level spell (6 or 7) that releases multiple higher-level spells on a critical hit but only triggers once.
Also, here's a new sequencer that triggers on the next backstab. This I could give to Mage/Thief PCs as a starting power.
What I mean is sequencer on hit which only triggers once. Easy to make if you add opcode that dispells eff that activates sequencer. But it's okay, that is your mod I'll add it myself later
Backstabing/Crit/On hit sequencer are actually somehow more fair than normal sequencers because you can't activate them if target has protection (Crit - Helm, on hit - pfmw and etc.)
There is small problem with Dorn. In his first encounter then he helps main char he runs to the thief and get crit to the face. (guess thief activates critical strike or smth). And then only small pieces of Dorn are everythere across the map
It can be solved though if you manage to activate Khalid TimeStop (which is still cheesy ability btw)
Also if you sleep in Naskhkel Mines (before dungeon) game spawns 5 kobold commandos that oblitarates whole party.
What I mean is sequencer on hit which only triggers once. Easy to make if you add opcode that dispells eff that activates sequencer. But it's okay, that is your mod I'll add it myself later
You don't have to add it; I could do that.
There is small problem with Dorn. In his first encounter then he helps main char he runs to the thief and get crit to the face. (guess thief activates critical strike or smth). And then only small pieces of Dorn are everythere across the map
I could solve that by giving Dorn a Min HP 1 item.
Also if you sleep in Naskhkel Mines (before dungeon) game spawns 5 kobold commandos that oblitarates whole party.
I'll fix that. In Version 2.0, no more than one enemy will spawn on rest in that area. And it will no longer spawn winter wolves (just regular wolves).
So far I completed Naskel Mines and Bandit Camp
Dear Mulahey summons his skeletons, then they became skulls and he gets fear from them
Now to the questions.
At the moment any cleric can cast sanctruary and cast Mass Cause Wounds and Cause Wounds (cleric innate abilities) to enemies around, they can't attack you but will follow your priest. Is it intended?
Seems like Khalid not only can cast Time Stop but also has protection from it.
Hindo's Doom still has that annying stat requirement, like why warrior should have high wis and cha? Seems counter intuitive. And this katana's abilities seems weak (heal and death ward spells) Sad ;(
Infravision's helm and potion are still weak, maybe replace effect with true stike like?
Xan can crit in melee and has good thac0. But. Those. 5 hp. Is there any con fixing items except books in this game?
High Hedge wizard has a really small number of spells - his shop really needs more high power
About shadowdancers - never liked this shadow step ability - it's simply a time stop then you can only move. Mayse replace it with 0 cast time Shadow Door? That will be cool.
Main char story innates - maybe make them 0 cast time?
At the moment any cleric can cast sanctruary and cast Mass Cause Wounds and Cause Wounds (cleric innate abilities) to enemies around, they can't attack you but will follow your priest. Is it intended?
This is not intended. I've already got this fixed for Version 2.0.
Seems like Khalid not only can cast Time Stop but also has protection from it.
This is intended.
Hindo's Doom still has that annying stat requirement, like why warrior should have high wis and cha? Seems counter intuitive. And this katana's abilities seems weak (heal and death ward spells) Sad ;(
Well, the point of giving items like that stat requirements is to give more benefits for having high mental stats, which are otherwise not useful. And those abilities are pretty good. Eventually you'll reach the point where you'll have more HP than you can heal with a single Cure Wounds spell. Heal will be good then. And Death Ward is useful - there are enemies with instant death attacks in this mod, like Death Shades.
Infravision's helm and potion are still weak, maybe replace effect with true stike like?
The helmet sucks, yeah, but the potion is great. It increases your visual range, which is really good. In Version 2.0, the Helm of Infravision will be the Helm of Seeing, which lets you see invisible creatures.
Xan can crit in melee and has good thac0. But. Those. 5 hp. Is there any con fixing items except books in this game?
In Version 2.0, I'm including a belt that sets Constitution to 21.
High Hedge wizard has a really small number of spells - his shop really needs more high power
Don't worry, he'll have more spells in Version 2.0.
So far I haven't given him any high-level spells, but there would be nothing wrong with doing that.
About shadowdancers - never liked this shadow step ability - it's simply a time stop then you can only move. Mayse replace it with 0 cast time Shadow Door? That will be cool.
I thought I had already done that, but it looks like I didn't. I'll do this for Version 2.0.
Main char story innates - maybe make them 0 cast time?
What I mean is sequencer on hit which only triggers once. Easy to make if you add opcode that dispells eff that activates sequencer. But it's okay, that is your mod I'll add it myself later
Here's the new version of Critical Sequencer.
By this point, I have made it so each spell level from 1st to 9th level has at least one spell of each school. That's a big milestone, so I'll probably lay off on spellmaking for a while.
Here's another idea I had been considering for a while.
I'd like there to be more ways for players to find out about enemies' abilities before meeting those enemies and getting killed by them. While it will be hard to eliminate all instances requiring metagaming, it would be good at least to reduce the number.
I was thinking of putting some Elminster's Ecologies books into the game which would give details on the powers of various monsters, similar to that book from Throne of Bhaal (except that these books wouldn't be shoved into random containers in dungeons; they'd appear in stores and occasionally in bookcases). The flavor of this mod is that it takes place in an alternate Forgotten Realms world where creatures have always had these crazy powers.
I was also considering extending the biography of each joinable NPC to include a section where they describe the powers of monsters and enemies they know of. Different NPCs would have different knowledge: for example, Kivan would be particularly knowledgeable about the abilities of ogres, half-ogres, bandits, and hobgoblins, whereas Jaheira would know a lot of different animals' powers.
Here's another idea I had been considering for a while.
I'd like there to be more ways for players to find out about enemies' abilities before meeting those enemies and getting killed by them. While it will be hard to eliminate all instances requiring metagaming, it would be good at least to reduce the number.
I was thinking of putting some Elminster's Ecologies books into the game which would give details on the powers of various monsters, similar to that book from Throne of Bhaal (except that these books wouldn't be shoved into random containers in dungeons; they'd appear in stores and occasionally in bookcases). The flavor of this mod is that it takes place in an alternate Forgotten Realms world where creatures have always had these crazy powers.
I was also considering extending the biography of each joinable NPC to include a section where they describe the powers of monsters and enemies they know of. Different NPCs would have different knowledge: for example, Kivan would be particularly knowledgeable about the abilities of ogres, half-ogres, bandits, and hobgoblins, whereas Jaheira would know a lot of different animals' powers.
Do either of these sound like good ideas?
I think these r great ideas; I love reading so - yes.
Right now I'm working on the Elminster's Ecologies books, which will give information about creatures' powers. I plan for there to be at least 7 books, and I have 3 written so far. Here are some screenshots:
i played highpower on another pc/machine for a few hours until nashkell, now im back home and started up megamod installation without high power mod but i really miss that cool mod!
i played in highest degree of difficulty and it was challenging fun, nice that not all fights was to win for me, had to flee from deadly Doppelgangers, use staffs, potion to see how to survive Liked it!
Every Creature ive fighted felt special, every players character special skills gave unique feeling what BG really need, Items are nice and interesting. i think this highpower Mod is mb more fun than than megamod installation for fighting system ...and megamod installation need to much time for mortals....xD so i cant wait for version 2.0 of highpower and do two paralel installation one extra for HP 2.0.
for the future my dream is to see this funny fresh feeling mod compatibility to megamod installations... :>
some things where not perfect like the noobs called xvartz doing the mighty timestop
some things was frustrating like the squirrel shapeshifting hobgoblins xD
but this mod is best new one for me and many aspects should be in vanilla bg!
great work and keep going on!
I'm glad to hear you had fun playing High Power Baldur's Gate!
Which big mods in particular would you like this mod to be compatible with? In the case of Sword Coast Strategems, I'll probably wait until the next version of SCS comes out before I attempt to make this mod partially compatible with SCS.
Hi,
I wish compatibility just for SCS, maybe Rough World and Dark Horizons
I am using Mod Setup Tool by Dabus and ive missing your High Power BG there to choose.
But on compatibility notes of some mods of from Mod Setup Tool High Power is mentioned, but its not listed as Mod to install, so i though its not listed because of missing compatibility? today iam thinking there are other reasons maybe but dont know.
Just so everyone knows, I consider quest/encounter mods to be "compatible" with this mod when I have given powers to creatures in those mods (by patching the creatures if those mods are already installed) similar to the powers creatures get in High Power Baldur's Gate. The more creatures a mod adds (particularly minor characters and unique monsters, as opposed to copies of existing monsters), the more work it will be to make it compatible.
I had originally thought Dark Horizons would make a great pair with this mod, since Dark Horizons also adds random assassins throughout the game, and the ridiculous loot of Dark Horizons wouldn't be quite as overpowered when High Power Baldur's Gate also powers up the original items. But then I played Dark Horizons and realized the loot is overpowered even by the standards of this mod.
Dark Horizons also adds a lot of new minor characters to the game. Coming up with unique modifications to each of them would take an enormous amount of time, and it wouldn't be worth the effort, since only players playing both this mod AND Dark Horizons would see the modifications (not too many people).
I'd certainly like this mod to be compatible with Sword Coast Stratagems, but I suspect they might come in conflict, since this mod makes a lot of specific changes to the AI of specific enemies. This is something I might look into after I release Version 2.0.
Rough World might be a possibility, but I'd have to download it and see what new creatures there are.
I've revised Fission Slimes; they will have a different, less stupid kind of attack in Version 2.0.
I didn't find the attack to be stupid, just op as hell. This does seem more balanced. Arcane ankhegs!?
RELEASE THE KRAKEN! Umm... 2.0 version of the mod.
I'd certainly like this mod to be compatible with Sword Coast Stratagems, but I suspect they might come in conflict, since this mod makes a lot of specific changes to the AI of specific enemies. This is something I might look into after I release Version 2.0.
I don't really see much point in this tbh. your creatures have their own scripts and abilities.
It would be like mixing SCS and Improved Anvil. While it works, the result is less then stellar; and the outcome depends on install order. Ditto here. I don't see a technical issue installing both; but why? I doubt there's an enemy not improved by HPBG that SCS would improve.
I don't really see much point in this tbh. your creatures have their own scripts and abilities.
It would be like mixing SCS and Improved Anvil. While it works, the result is less then stellar; and the outcome depends on install order. Ditto here. I don't see a technical issue installing both; but why? I doubt there's an enemy not improved by HPBG that SCS would improve.
High Power Baldur's Gate does not drastically improve attack AI, and it does not have a standard way of doing calls for help (certain encounters have calls for help but I added those manually). Sword Coast Strategems is much more advanced in those regards. Also, Sword Coast Strategems has various components that do things this mod doesn't, like moving the ogre mages from the house in Baldur's Gate to Chapter 6, or moving some of the assassins to random "waylaid by enemies" encounters.
Just so everyone knows, I consider quest/encounter mods to be "compatible" with this mod when I have given powers to creatures in those mods (by patching the creatures if those mods are already installed) similar to the powers creatures get in High Power Baldur's Gate. The more creatures a mod adds (particularly minor characters and unique monsters, as opposed to copies of existing monsters), the more work it will be to make it compatible.
I had originally thought Dark Horizons would make a great pair with this mod, since Dark Horizons also adds random assassins throughout the game, and the ridiculous loot of Dark Horizons wouldn't be quite as overpowered when High Power Baldur's Gate also powers up the original items. But then I played Dark Horizons and realized the loot is overpowered even by the standards of this mod.
Dark Horizons also adds a lot of new minor characters to the game. Coming up with unique modifications to each of them would take an enormous amount of time, and it wouldn't be worth the effort, since only players playing both this mod AND Dark Horizons would see the modifications (not too many people).
I'd certainly like this mod to be compatible with Sword Coast Stratagems, but I suspect they might come in conflict, since this mod makes a lot of specific changes to the AI of specific enemies. This is something I might look into after I release Version 2.0.
Rough World might be a possibility, but I'd have to download it and see what new creatures there are.
Thats ok for me didnt played DH until today, yeah that with imba loot sounds a bit unhappy and i can understand because of this circumstances you wont spent time in this^^
So there are some things that I noticed:
Irritating - some invisible enemies are immune to detect invisibility spell and dispel. Why?
And also there are enemies that sees right through your invisibility.
Also there are times then curses and stun are lasting like forever. Especially that turning to squirell arrow - how I'm supposed to undo it?
Glimpse of Glabrezu - can't understand that spell - that coward just summons glabrezu they summon another glabrezu they beat each over and I'm standing near like wtf? And if I get close they instantly kill me
Suggestion - all ogre mages should have katanas instead of scimitars to make them more oriental.
ALso why Kahr's katana is two handed? Her previous owner was samurai, a human, and they are holding it in one hand.
Bug - Jaheira shapeshift to a bear, get bearlighting buff then she turns to a human and buff doesn't dissapear. So she has bear acid and bear lighting buffs simultaniously in her human form now.
Why is that Marinara girl is so damn strong? She is like under improved haste has lowest thaco and ac, has immunity to web, and she hits right through my mirror images. Isn't it too powerfull?
In the end it's still very enjoyable and I'm really waiting for your next release of this mod
Irritating - some invisible enemies are immune to detect invisibility spell and dispel. Why?
Are you talking about Invisible Stalkers (or maybe Finim)? Don't worry, they won't be as bad in Version 2.0.
And also there are enemies that sees right through your invisibility.
That's simply the powers those particular enemies have. Compared to all the other enemy powers you've seen by now, seeing invisible creatures automatically is nothing special.
Also there are times then curses and stun are lasting like forever. Especially that turning to squirell arrow - how I'm supposed to undo it?
You can dispel it with Dispel Magic, but in Version 2.0 I'll reduce the duration of polymorph effects.
Glimpse of Glabrezu - can't understand that spell - that coward just summons glabrezu they summon another glabrezu they beat each over and I'm standing near like wtf? And if I get close they instantly kill me
That's just what Rannick does. You can deal with Rannick by having someone go in with Protection from Evil, which will prevent the glabrezus from seeing you (they're summoned fiends). Once you've killed Rannick, the glabrezus will be unsummoned after a few rounds.
Suggestion - all ogre mages should have katanas instead of scimitars to make them more oriental.
The scimitar thing was a relic of the original Baldur's Gate 1, where there were no katanas. But I could certainly give them all katanas.
ALso why Kahr's katana is two handed? Her previous owner was samurai, a human, and they are holding it in one hand.
Because it's a big katana! Kahrk can hold it in one hand for the same reason a verbeeg can hold a halberd in one hand.
Bug - Jaheira shapeshift to a bear, get bearlighting buff then she turns to a human and buff doesn't dissapear. So she has bear acid and bear lighting buffs simultaniously in her human form now.
I've already fixed this bug for Version 2.0.
Why is that Marinara girl is so damn strong? She is like under improved haste has lowest thaco and ac, has immunity to web, and she hits right through my mirror images. Isn't it too powerfull?
Although Merinara moves fast, she doesn't have improved haste normally; her war dog hastes her (by the way, if you charm a war dog you can have it haste your characters). She has extremely good saving throws, but spells that offer no save like Doom and Agannazar's Scorcher work well against her. She has no special power to hit through mirror images. However, her Exhaust ability fatigues you, which lowers your luck, and luck affects how likely someone is to hit one of your images rather than you. That might be the issue.
i played highpower on another pc/machine for a few hours until nashkell, now im back home and started up megamod installation without high power mod but i really miss that cool mod!
i played in highest degree of difficulty and it was challenging fun, nice that not all fights was to win for me, had to flee from deadly Doppelgangers, use staffs, potion to see how to survive Liked it!
Every Creature ive fighted felt special, every players character special skills gave unique feeling what BG really need, Items are nice and interesting. i think this highpower Mod is mb more fun than than megamod installation for fighting system ...and megamod installation need to much time for mortals....xD so i cant wait for version 2.0 of highpower and do two paralel installation one extra for HP 2.0.
for the future my dream is to see this funny fresh feeling mod compatibility to megamod installations... :>
some things where not perfect like the noobs called xvartz doing the mighty timestop
some things was frustrating like the squirrel shapeshifting hobgoblins xD
but this mod is best new one for me and many aspects should be in vanilla bg!
great work and keep going on!
I'm glad to hear you had fun playing High Power Baldur's Gate!
Which big mods in particular would you like this mod to be compatible with? In the case of Sword Coast Strategems, I'll probably wait until the next version of SCS comes out before I attempt to make this mod partially compatible with SCS.
Hi,
I wish compatibility just for SCS, maybe Rough World and Dark Horizons
I am using Mod Setup Tool by Dabus and ive missing your High Power BG there to choose.
But on compatibility notes of some mods of from Mod Setup Tool High Power is mentioned, but its not listed as Mod to install, so i though its not listed because of missing compatibility? today iam thinking there are other reasons maybe but dont know.
greetz Rami
Ahh ive forget Scales of Balance i wanted to combine too with BGHP if possible^^
- I improved most of the starting powers for PCs and put in a bunch more abilities.
- PCs now start with new passive effects depending on their class and kit, not just innate abilities.
- I overhauled the powers of many NPCs.
- Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2.
- Many mod NPCs will gain their own unique powers.
- PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing.
- Over 30 custom kits will now get their own unique starting powers.
- I created over 70 new mage and priest spells that can be learned by the party.
- Over 40 spells from IWD:EE can now be learned by the party.
- Various items have been added throughout the game.
- Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get.
- Various items have been modified or rebalanced.
- The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters.
- Many bugs have been fixed throughout the game.
- Expect plenty more surprises.
- High Power Baldur's Gate is now compatible with Project Infinity.
- Four new components:
⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep
⦁ Increase the rate at which warriors and bards get proficiency points
⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution
⦁ Modify shorty save bonuses
- The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style.
- I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character.
- Birds can now be interacted with as creatures.
- Wyverns and other airborne creatures can now fly over impassable areas while outside.
- Shadows and other spectral undead can now go through walls.
- Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature.
- Squirrels no longer constantly switch places with enemies.
- Cows have a much cooler Great Leap ability.
- Phase Spiders have a better teleport ability.
- Spiders are now animals, with the exception of Wraith Spiders, which are undead.
- The Flaming Fist are tougher than they were before.
- Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs.
- Greater Death Shades and some spiders have been weakened.
- Ochre Jellies and Fission Slimes now have more reasonable attacks.
- Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books.
- Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points.
- The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to.
- Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is.
- Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area.
- Identify Creature now tells you the target's stats.
- Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it.
- Dimension Door is now a 1st-level spell.
- Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf.
- Polymorph Other and most similar spells and items now last 8 hours.
- Minor Sequencer now properly allows you to store more than 3 spells.
- Oracle now lets you know the name of the spell an enemy just started casting.
- Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity.
- Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage.
- Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons.
- Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab.
- Ranger Charm Animal now lasts 8 hours and can be cast instantly.
- Paladin Detect Evil is now a passive ability that can be turned on and off.
- All druid shapeshift forms now have powers reflecting the powers those creatures have.
- Some of the evil Bhaalspawn powers have been changed.
- All PC Bhaalspawn powers now have 0 casting time.
- Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability.
You MUST have EEex installed in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so this mod is Windows only right now. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.
If you've played an older version of High Power Baldur's Gate, you should start a new game.
The main change is that the mod will crash far less often, because I removed a minor feature (birds becoming unselectable when they fly offscreen) which was causing very frequent crashes.
Currently I'm working on making High Power Baldur's Gate compatible with Sword Coast Stratagems. The good news is, considering the size of each mod, there aren't that many compatibility issues. Many of the big SCS components like Smarter General AI and Better Calls For Help work fine.
Once I release Version 2.2.0, you should be able to install both mods together without too many problems. Install High Power Baldur's Gate first, then install Sword Coast Stratagems. Many creatures added by SCS are copied from existing creatures when SCS is installed, so if the original creatures were given powers, the SCS versions will have those powers as well.
High Power Baldur's Gate should now be reasonably compatible with Sword Coast Stratagems. However, some of the components in SCS will clash with this mod, so here's a list of which components would be okay to install:
These components don't clash with High Power Baldur's Gate, and I recommend installing them:
* Wider selection of random scrolls
* Reduce the power of Inquisitors' Dispel Magic
* Restoration and Lesser Restoration spells heal ability-score damage
* Faster Bears
* Reduced reputation increase
* Improved NPC customisation and management
* Thieves spend skill points in multiples of 5
* Ease-of-use party AI
* Initialise AI
* Smarter general AI
* Better calls for help
* Smarter mages & Smarter priests - Most spellcasters in the game are given unique scripts and sets of spells by HPBG, so they won't be affected by this component, but the handful of spellcasters that haven't yet been powered up will be enhanced by this component.
* Potions for NPCs
* Improved Spiders - Spiders will get abilities from both HPBG and SCS.
* Slightly smarter carrion crawlers
* Improved Deployment for Parties of Assassins
* Relocated bounty hunters
* Improved Ulcaster - Icharyd and the vampiric wolf in Ulcaster gain abilities from SCS but retain their HPBG abilities.
* Improved Balduran's Isle
* Tougher chapter-three end battle - The bandit camp alarm will still work, and this component does not override Venkt's HPBG spell list.
* Tougher chapter-four end battle - Davaeorn still retains his HPBG spell list, and the battle horrors and extra reinforcements from this component still appear (though this might make the battle too hard).
* Improved final battle - Diarmid isn't powered up by HPBG, but the skeletons created when the characters die are powered up.
These components don't necessarily clash with HPBG, but they are unnecessary if HPBG is installed.
* Reduce the number of Arrows of Dispelling in stores - High Power Baldur's Gate already does this.
* Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D - HPBG already powers up Cure Wounds and Cause Wounds spells.
* Skip the Candlekeep tutorial sections - High Power Baldur's Gate adds new content in the prologue (e.g. giving enemies abilities), so unless you've already played this mod a lot, it may be worth exploring Candlekeep again.
* Smarter dryads and sirines - HPBG already modifies the AI of dryads and sirines, so this component will do nothing.
* Smarter basilisks - HPBG changes basilisk gaze to a passive cone effect (which only works on creatures looking at the basilisk) rather than an attack; this component won't change basilisks.
* Tougher Black Talons and Iron Throne guards - Unnecessary as HPBG already powers up these creatures.
* Dark-Side-based kobold upgrade - The kobold guards, shamans and chieftains added by this component are not modified by HPBG currently.
* Improved Demon Cultists - HPBG already powers up the cultists; this component won't modify most of them further.
* Tougher chapter-five end battle - HPBG does not power up the new enemies added by this component.
These components clash with HPBG, and I don't recommend installing them.
* Include arcane and divine spells from Icewind Dale: Enhanced Edition - These components currently have an error in installation if HPBG is installed.
* Replace +1 ammunition & +1 weapons with nonmagical "fine" ones - Not recommended because High Power Baldur's Gate gives interesting abilities to generic +1 weapons.
* More realistic wolves and wild dogs - This could cause problems.
* Improved shapeshifting - This component overrides the changes HPBG makes to shapeshift forms. HPBG already lets druid shapeshift abilities be cast as a free action.
* Make mages' sequencers and contingencies into innate abilities - HPBG already adds sequencers or contingencies to certain characters as innate abilities. Installing this also prevents mages from learning high-level sequencer or contingency spells through scrolls (mages can get high-level spell slots in HPBG).
* Improved doppelgangers - HPBG already improves doppelgangers and gives unique powers to the doppelgangers in the Ducal Palace fight; this component overrides some of those changes.
* Improved Cloakwood druids - HPBG already gives unique abilities to each druid in the Cloakwood, and makes Laskal, Izefia, Takiyah and Amarande interesting and formidable foes even on their own. This component overrides HPBG's custom spell list for Izefia, Takiyah and Amarande.
* Improved Durlag's Tower - This component overrides HPBG's spellcasting AI for some spellcasters in Durlag's Tower.
* Improved Bassilus - This component overrides HPBG's custom spell list for Bassilus.
* Improved Drasus party - HPBG already improves Drasus' party; this component overrides HPBG's custom spell list for Kysus and Rezdan.
* Improved Red Wizards - This component overrides HPBG's custom spell list for the wizards.
* Improved Undercity assassins - This component overrides HPBG's custom spell list for Shaldrissa and Wudei.
* Tougher chapter-two end battle - This component will actually make Mulahey's minions weaker; most of them won't have new powers.
* Improved minor encounters - This component overrides HPBG's custom spell list for several spellcasters, and Cythandria's golems aren't powered up whereas Arghh and Ughh are.
Change Log:
v2.2.0:
- I fixed more of the problems that were causing the game to crash a lot.
- The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS.
- Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures.
- I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them.
- I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move).
- Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game.
- Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't.
- Tazok once again has his Fist Breath ability, but the breath cone isn't as wide.
- I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS.
- Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells.
- The Gloves of Healing now increase the power of the wearer's healing spells.
- The Avenger wyvern form's attack now properly deals poison damage.
- Meteor Swarm no longer causes knockback, as this had been crashing the game.
- The spell Null Healing will now prevent regeneration.
- There is now a scroll of Extend Vision in the game.
- Mordaine no longer crashes the game when she dies.
- Pride now wields Durlag's Pride rather than a shortsword +1.
- The Black Vultures have been removed from the game.
- I've changed some NPC powers.
- The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord.
- The mod now gives new powers to Helga, a custom NPC by @Skitia.
Comments
Yea, I'd probably remove them from all "generic" enemies that appear more than once.
I never made one. I'm worried it would be too spoiler-y. That's a pretty large chunk of the mod right there! However, I could give a list of the names of all the new spells and leave it up to you to guess what they do.
I ran through SoD with this party, but lost interest after it was over; made a new install (on EET..took a while to get it going) so now I have a 3 huge mods in my Weidu (High power BG, Anvil, 3ed mod), none of them EET compatible - or compatible with each other - yet somehow it works. Sure, it takes a lot of NI fiddling, .tpa editing etc. But it works so I'll go on another run.
Anyways, about SoD - some creatures are indeed improved. Ghasts, some carrion crawlers are per your mod and don't pose much of a threat at levels 10+, but that Spider Cave where the big beetle spawns in SoD is now *apsurd*. Belhifet and all his demons couldn't hold a candle to that encounter.
Took about 5 reloads; while entire SoD took less than 2 hours and zero reloads. I didn't bother with optional quests.
To make Kensai's Kai and monk specific abbilities have 0 cast and without delay (like montaron haste)
To add katana's to Beregost shop (this is silly, I don't have money to buy it in Candlekeep)
Love this new sequencer touch spell. Can you make another sequencer that activates on hit, and give them to f/m ? They don't really have useful abilities right now ( f/m loves melee and improved alacrity is'nt for them) IMHO.
Great ideas! And I could totally make a new sequencer for a fighter/mage. I've actually been creating some new sequencer and contingency spells for Version 2.0!
Normally, sequencer and contingency spells are all Invocation spells, and some people prefer if they become generalist spells. My contingency and sequencer spells are not all going to be generalist spells. But they won't all be invocation spells either!
Here's a new on-hit sequencer, which I could give to Fighter/Mage PCs as one of their starting powers.
(For context to those who haven't played the mod, fighter PCs get Critical Strike as one of their starting powers, which lets them get critical hits on every attack for a round.)
It might not be exactly what you wanted. Alternatively, I could turn it into a higher-level spell (6 or 7) that releases multiple higher-level spells on a critical hit but only triggers once.
Also, here's a new sequencer that triggers on the next backstab. This I could give to Mage/Thief PCs as a starting power.
What I mean is sequencer on hit which only triggers once. Easy to make if you add opcode that dispells eff that activates sequencer. But it's okay, that is your mod I'll add it myself later
Backstabing/Crit/On hit sequencer are actually somehow more fair than normal sequencers because you can't activate them if target has protection (Crit - Helm, on hit - pfmw and etc.)
There is small problem with Dorn. In his first encounter then he helps main char he runs to the thief and get crit to the face. (guess thief activates critical strike or smth). And then only small pieces of Dorn are everythere across the map
It can be solved though if you manage to activate Khalid TimeStop (which is still cheesy ability btw)
Also if you sleep in Naskhkel Mines (before dungeon) game spawns 5 kobold commandos that oblitarates whole party.
You don't have to add it; I could do that.
I could solve that by giving Dorn a Min HP 1 item.
I'll fix that. In Version 2.0, no more than one enemy will spawn on rest in that area. And it will no longer spawn winter wolves (just regular wolves).
Dear Mulahey summons his skeletons, then they became skulls and he gets fear from them
Now to the questions.
At the moment any cleric can cast sanctruary and cast Mass Cause Wounds and Cause Wounds (cleric innate abilities) to enemies around, they can't attack you but will follow your priest. Is it intended?
Seems like Khalid not only can cast Time Stop but also has protection from it.
Hindo's Doom still has that annying stat requirement, like why warrior should have high wis and cha? Seems counter intuitive. And this katana's abilities seems weak (heal and death ward spells) Sad ;(
Infravision's helm and potion are still weak, maybe replace effect with true stike like?
Xan can crit in melee and has good thac0. But. Those. 5 hp. Is there any con fixing items except books in this game?
High Hedge wizard has a really small number of spells - his shop really needs more high power
About shadowdancers - never liked this shadow step ability - it's simply a time stop then you can only move. Mayse replace it with 0 cast time Shadow Door? That will be cool.
Main char story innates - maybe make them 0 cast time?
Thank you for your feedback!
This is not intended. I've already got this fixed for Version 2.0.
This is intended.
Well, the point of giving items like that stat requirements is to give more benefits for having high mental stats, which are otherwise not useful. And those abilities are pretty good. Eventually you'll reach the point where you'll have more HP than you can heal with a single Cure Wounds spell. Heal will be good then. And Death Ward is useful - there are enemies with instant death attacks in this mod, like Death Shades.
The helmet sucks, yeah, but the potion is great. It increases your visual range, which is really good. In Version 2.0, the Helm of Infravision will be the Helm of Seeing, which lets you see invisible creatures.
In Version 2.0, I'm including a belt that sets Constitution to 21.
Don't worry, he'll have more spells in Version 2.0.
So far I haven't given him any high-level spells, but there would be nothing wrong with doing that.
I thought I had already done that, but it looks like I didn't. I'll do this for Version 2.0.
Sure!
Here's a new permanent item in Version 2.0. It is a tome, but it's a different kind of tome.
This replaces the Tome of Understanding you get for the Umberlee quest (since there are already plenty of Tomes of Understanding in this mod).
@kensai
Here's the new version of Critical Sequencer.
By this point, I have made it so each spell level from 1st to 9th level has at least one spell of each school. That's a big milestone, so I'll probably lay off on spellmaking for a while.
I'd like there to be more ways for players to find out about enemies' abilities before meeting those enemies and getting killed by them. While it will be hard to eliminate all instances requiring metagaming, it would be good at least to reduce the number.
I was thinking of putting some Elminster's Ecologies books into the game which would give details on the powers of various monsters, similar to that book from Throne of Bhaal (except that these books wouldn't be shoved into random containers in dungeons; they'd appear in stores and occasionally in bookcases). The flavor of this mod is that it takes place in an alternate Forgotten Realms world where creatures have always had these crazy powers.
I was also considering extending the biography of each joinable NPC to include a section where they describe the powers of monsters and enemies they know of. Different NPCs would have different knowledge: for example, Kivan would be particularly knowledgeable about the abilities of ogres, half-ogres, bandits, and hobgoblins, whereas Jaheira would know a lot of different animals' powers.
Do either of these sound like good ideas?
I think these r great ideas; I love reading so - yes.
Hi,
I wish compatibility just for SCS, maybe Rough World and Dark Horizons
I am using Mod Setup Tool by Dabus and ive missing your High Power BG there to choose.
But on compatibility notes of some mods of from Mod Setup Tool High Power is mentioned, but its not listed as Mod to install, so i though its not listed because of missing compatibility? today iam thinking there are other reasons maybe but dont know.
greetz Rami
Great to hear from you!
Just so everyone knows, I consider quest/encounter mods to be "compatible" with this mod when I have given powers to creatures in those mods (by patching the creatures if those mods are already installed) similar to the powers creatures get in High Power Baldur's Gate. The more creatures a mod adds (particularly minor characters and unique monsters, as opposed to copies of existing monsters), the more work it will be to make it compatible.
I had originally thought Dark Horizons would make a great pair with this mod, since Dark Horizons also adds random assassins throughout the game, and the ridiculous loot of Dark Horizons wouldn't be quite as overpowered when High Power Baldur's Gate also powers up the original items. But then I played Dark Horizons and realized the loot is overpowered even by the standards of this mod.
Dark Horizons also adds a lot of new minor characters to the game. Coming up with unique modifications to each of them would take an enormous amount of time, and it wouldn't be worth the effort, since only players playing both this mod AND Dark Horizons would see the modifications (not too many people).
I'd certainly like this mod to be compatible with Sword Coast Stratagems, but I suspect they might come in conflict, since this mod makes a lot of specific changes to the AI of specific enemies. This is something I might look into after I release Version 2.0.
Rough World might be a possibility, but I'd have to download it and see what new creatures there are.
@Aasim
I've revised Fission Slimes; they will have a different, less stupid kind of attack in Version 2.0.
Are those-- did you-- there are GELATINOUS SPHERES now?!
Man, I'm going back to Candlekeep, where the cats are doppelgangers and nothing wiggles ominously.
I didn't find the attack to be stupid, just op as hell. This does seem more balanced. Arcane ankhegs!?
RELEASE THE KRAKEN! Umm... 2.0 version of the mod.
I'm pretty sure I've seen at least two of them in 1.7 version.
Lol; but sounds about right.
I don't really see much point in this tbh. your creatures have their own scripts and abilities.
It would be like mixing SCS and Improved Anvil. While it works, the result is less then stellar; and the outcome depends on install order. Ditto here. I don't see a technical issue installing both; but why? I doubt there's an enemy not improved by HPBG that SCS would improve.
By "stupid," I did mean overpowered.
High Power Baldur's Gate does not drastically improve attack AI, and it does not have a standard way of doing calls for help (certain encounters have calls for help but I added those manually). Sword Coast Strategems is much more advanced in those regards. Also, Sword Coast Strategems has various components that do things this mod doesn't, like moving the ogre mages from the house in Baldur's Gate to Chapter 6, or moving some of the assassins to random "waylaid by enemies" encounters.
Thats ok for me didnt played DH until today, yeah that with imba loot sounds a bit unhappy and i can understand because of this circumstances you wont spent time in this^^
Irritating - some invisible enemies are immune to detect invisibility spell and dispel. Why?
And also there are enemies that sees right through your invisibility.
Also there are times then curses and stun are lasting like forever. Especially that turning to squirell arrow - how I'm supposed to undo it?
Glimpse of Glabrezu - can't understand that spell - that coward just summons glabrezu they summon another glabrezu they beat each over and I'm standing near like wtf? And if I get close they instantly kill me
Suggestion - all ogre mages should have katanas instead of scimitars to make them more oriental.
ALso why Kahr's katana is two handed? Her previous owner was samurai, a human, and they are holding it in one hand.
Bug - Jaheira shapeshift to a bear, get bearlighting buff then she turns to a human and buff doesn't dissapear. So she has bear acid and bear lighting buffs simultaniously in her human form now.
Why is that Marinara girl is so damn strong? She is like under improved haste has lowest thaco and ac, has immunity to web, and she hits right through my mirror images. Isn't it too powerfull?
In the end it's still very enjoyable and I'm really waiting for your next release of this mod
As always, thanks for your feedback!
Are you talking about Invisible Stalkers (or maybe Finim)? Don't worry, they won't be as bad in Version 2.0.
That's simply the powers those particular enemies have. Compared to all the other enemy powers you've seen by now, seeing invisible creatures automatically is nothing special.
You can dispel it with Dispel Magic, but in Version 2.0 I'll reduce the duration of polymorph effects.
That's just what Rannick does. You can deal with Rannick by having someone go in with Protection from Evil, which will prevent the glabrezus from seeing you (they're summoned fiends). Once you've killed Rannick, the glabrezus will be unsummoned after a few rounds.
The scimitar thing was a relic of the original Baldur's Gate 1, where there were no katanas. But I could certainly give them all katanas.
Because it's a big katana! Kahrk can hold it in one hand for the same reason a verbeeg can hold a halberd in one hand.
I've already fixed this bug for Version 2.0.
Although Merinara moves fast, she doesn't have improved haste normally; her war dog hastes her (by the way, if you charm a war dog you can have it haste your characters). She has extremely good saving throws, but spells that offer no save like Doom and Agannazar's Scorcher work well against her. She has no special power to hit through mirror images. However, her Exhaust ability fatigues you, which lowers your luck, and luck affects how likely someone is to hit one of your images rather than you. That might be the issue.
Ahh ive forget Scales of Balance i wanted to combine too with BGHP if possible^^
I've updated the OP with more info.
Change Log:
- PCs now start with new passive effects depending on their class and kit, not just innate abilities.
- I overhauled the powers of many NPCs.
- Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2.
- Many mod NPCs will gain their own unique powers.
- PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing.
- Over 30 custom kits will now get their own unique starting powers.
- I created over 70 new mage and priest spells that can be learned by the party.
- Over 40 spells from IWD:EE can now be learned by the party.
- Various items have been added throughout the game.
- Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get.
- Various items have been modified or rebalanced.
- The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters.
- Many bugs have been fixed throughout the game.
- Expect plenty more surprises.
- High Power Baldur's Gate is now compatible with Project Infinity.
- Four new components:
⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep
⦁ Increase the rate at which warriors and bards get proficiency points
⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution
⦁ Modify shorty save bonuses
- The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style.
- I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character.
- Birds can now be interacted with as creatures.
- Wyverns and other airborne creatures can now fly over impassable areas while outside.
- Shadows and other spectral undead can now go through walls.
- Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature.
- Squirrels no longer constantly switch places with enemies.
- Cows have a much cooler Great Leap ability.
- Phase Spiders have a better teleport ability.
- Spiders are now animals, with the exception of Wraith Spiders, which are undead.
- The Flaming Fist are tougher than they were before.
- Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs.
- Greater Death Shades and some spiders have been weakened.
- Ochre Jellies and Fission Slimes now have more reasonable attacks.
- Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books.
- Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points.
- The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to.
- Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is.
- Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area.
- Identify Creature now tells you the target's stats.
- Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it.
- Dimension Door is now a 1st-level spell.
- Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf.
- Polymorph Other and most similar spells and items now last 8 hours.
- Minor Sequencer now properly allows you to store more than 3 spells.
- Oracle now lets you know the name of the spell an enemy just started casting.
- Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity.
- Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage.
- Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons.
- Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab.
- Ranger Charm Animal now lasts 8 hours and can be cast instantly.
- Paladin Detect Evil is now a passive ability that can be turned on and off.
- All druid shapeshift forms now have powers reflecting the powers those creatures have.
- Some of the evil Bhaalspawn powers have been changed.
- All PC Bhaalspawn powers now have 0 casting time.
- Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability.
Download
You MUST have EEex installed in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so this mod is Windows only right now. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.
If you've played an older version of High Power Baldur's Gate, you should start a new game.
The main change is that the mod will crash far less often, because I removed a minor feature (birds becoming unselectable when they fly offscreen) which was causing very frequent crashes.
You will need to start a new game.
Download
Once I release Version 2.2.0, you should be able to install both mods together without too many problems. Install High Power Baldur's Gate first, then install Sword Coast Stratagems. Many creatures added by SCS are copied from existing creatures when SCS is installed, so if the original creatures were given powers, the SCS versions will have those powers as well.
Screenshots:
High Power Baldur's Gate should now be reasonably compatible with Sword Coast Stratagems. However, some of the components in SCS will clash with this mod, so here's a list of which components would be okay to install:
* Wider selection of random scrolls
* Reduce the power of Inquisitors' Dispel Magic
* Restoration and Lesser Restoration spells heal ability-score damage
* Faster Bears
* Reduced reputation increase
* Improved NPC customisation and management
* Thieves spend skill points in multiples of 5
* Ease-of-use party AI
* Initialise AI
* Smarter general AI
* Better calls for help
* Smarter mages & Smarter priests - Most spellcasters in the game are given unique scripts and sets of spells by HPBG, so they won't be affected by this component, but the handful of spellcasters that haven't yet been powered up will be enhanced by this component.
* Potions for NPCs
* Improved Spiders - Spiders will get abilities from both HPBG and SCS.
* Slightly smarter carrion crawlers
* Improved Deployment for Parties of Assassins
* Relocated bounty hunters
* Improved Ulcaster - Icharyd and the vampiric wolf in Ulcaster gain abilities from SCS but retain their HPBG abilities.
* Improved Balduran's Isle
* Tougher chapter-three end battle - The bandit camp alarm will still work, and this component does not override Venkt's HPBG spell list.
* Tougher chapter-four end battle - Davaeorn still retains his HPBG spell list, and the battle horrors and extra reinforcements from this component still appear (though this might make the battle too hard).
* Improved final battle - Diarmid isn't powered up by HPBG, but the skeletons created when the characters die are powered up.
These components don't necessarily clash with HPBG, but they are unnecessary if HPBG is installed.
* Reduce the number of Arrows of Dispelling in stores - High Power Baldur's Gate already does this.
* Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D - HPBG already powers up Cure Wounds and Cause Wounds spells.
* Skip the Candlekeep tutorial sections - High Power Baldur's Gate adds new content in the prologue (e.g. giving enemies abilities), so unless you've already played this mod a lot, it may be worth exploring Candlekeep again.
* Smarter dryads and sirines - HPBG already modifies the AI of dryads and sirines, so this component will do nothing.
* Smarter basilisks - HPBG changes basilisk gaze to a passive cone effect (which only works on creatures looking at the basilisk) rather than an attack; this component won't change basilisks.
* Tougher Black Talons and Iron Throne guards - Unnecessary as HPBG already powers up these creatures.
* Dark-Side-based kobold upgrade - The kobold guards, shamans and chieftains added by this component are not modified by HPBG currently.
* Improved Demon Cultists - HPBG already powers up the cultists; this component won't modify most of them further.
* Tougher chapter-five end battle - HPBG does not power up the new enemies added by this component.
These components clash with HPBG, and I don't recommend installing them.
* Include arcane and divine spells from Icewind Dale: Enhanced Edition - These components currently have an error in installation if HPBG is installed.
* Replace +1 ammunition & +1 weapons with nonmagical "fine" ones - Not recommended because High Power Baldur's Gate gives interesting abilities to generic +1 weapons.
* More realistic wolves and wild dogs - This could cause problems.
* Improved shapeshifting - This component overrides the changes HPBG makes to shapeshift forms. HPBG already lets druid shapeshift abilities be cast as a free action.
* Make mages' sequencers and contingencies into innate abilities - HPBG already adds sequencers or contingencies to certain characters as innate abilities. Installing this also prevents mages from learning high-level sequencer or contingency spells through scrolls (mages can get high-level spell slots in HPBG).
* Improved doppelgangers - HPBG already improves doppelgangers and gives unique powers to the doppelgangers in the Ducal Palace fight; this component overrides some of those changes.
* Improved Cloakwood druids - HPBG already gives unique abilities to each druid in the Cloakwood, and makes Laskal, Izefia, Takiyah and Amarande interesting and formidable foes even on their own. This component overrides HPBG's custom spell list for Izefia, Takiyah and Amarande.
* Improved Durlag's Tower - This component overrides HPBG's spellcasting AI for some spellcasters in Durlag's Tower.
* Improved Bassilus - This component overrides HPBG's custom spell list for Bassilus.
* Improved Drasus party - HPBG already improves Drasus' party; this component overrides HPBG's custom spell list for Kysus and Rezdan.
* Improved Red Wizards - This component overrides HPBG's custom spell list for the wizards.
* Improved Undercity assassins - This component overrides HPBG's custom spell list for Shaldrissa and Wudei.
* Tougher chapter-two end battle - This component will actually make Mulahey's minions weaker; most of them won't have new powers.
* Improved minor encounters - This component overrides HPBG's custom spell list for several spellcasters, and Cythandria's golems aren't powered up whereas Arghh and Ughh are.
Change Log:
- I fixed more of the problems that were causing the game to crash a lot.
- The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS.
- Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures.
- I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them.
- I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move).
- Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game.
- Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't.
- Tazok once again has his Fist Breath ability, but the breath cone isn't as wide.
- I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS.
- Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells.
- The Gloves of Healing now increase the power of the wearer's healing spells.
- The Avenger wyvern form's attack now properly deals poison damage.
- Meteor Swarm no longer causes knockback, as this had been crashing the game.
- The spell Null Healing will now prevent regeneration.
- There is now a scroll of Extend Vision in the game.
- Mordaine no longer crashes the game when she dies.
- Pride now wields Durlag's Pride rather than a shortsword +1.
- The Black Vultures have been removed from the game.
- I've changed some NPC powers.
- The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord.
- The mod now gives new powers to Helga, a custom NPC by @Skitia.
Download
I recommend installing the newest version of EEex before playing the mod.