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[MOD] Trials of the Luremaster for BG2:EE

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  • argent77argent77 Member Posts: 3,494
    A new version is available: Trials of the Luremaster for Baldur's Gate v4.0

    Full Changelog:
    • Added new subcomponent: Allow to trade with Hobart before starting the adventure.
    • Added Brazilian Portuguese translation (thanks Felipe).
    • Made Blast Skeletons' self-destruction more reliable.
    • Improved Luremaster immunities to fix potential softlocks.
    • Improved feedback messages when pulling levers in the four castle towers.
    • Improved handling of the illusionary staircase on the eastern castle wall.
    • Improved scripted intro of the harpies in the NE tower.
    • Improved spiders encounter in the Ruined Temple of Helm.
    • Improved scripting of Stone Nuisances.
    • Improved traps in castle dungeon, level 3.
    • Improved challenge of the final battle with the Luremaster on hardest difficulty.
    • Improved combat scripts of creatures: Changed from unconditionally following Player1 to "Call for Help"-style behavior.
    • Prevent cheating in the Watchknight Tomb via quickloot bar by placing treasure into a container.
    • Fixed a loophole with the Pocket Plane ability that could allow the party to leave the castle prematurely in ToB.
    • Fixed or improved spells: Static Charge, Mordenkainen's Force Missiles, Spike Growth, Smashing Wave, Symbol Pain, Vitriolic Sphere, Symbol Hopelessness, Emotion Fear.
    • Fixed Hobart's race and class attributes (fixes reputation loss if killed in the castle).
    • Fixed mod areas not always listed in the debug console.
    • Fixed conflicts with BG:EE resources.
  • bob_vengbob_veng Member Posts: 2,308
    Amazing fixes, thank you!
  • ImionaImiona Member Posts: 30
    edited September 2023
    Do i need the XP Module from this Mod when i already use the EET Tweaks XP Module?
  • argent77argent77 Member Posts: 3,494
    Imiona wrote: »
    Do i need the XP Module from this Mod when i already use the EET Tweaks XP Module?

    No, it's not needed as long as EET Tweaks is installed after this mod.
  • ImionaImiona Member Posts: 30
    Thx :smile:
  • argent77argent77 Member Posts: 3,494
    Update: Trials of the Luremaster for Baldur's Gate v4.1

    Full Changelog:
    • Updated French translation (thanks JohnBob)
  • LoremasterLoremaster Member Posts: 212
    Hi! Great thing, this!

    Two questions

    1. Difficulty scaling? I have read in this thread that the mod scales in difficulty (presumably by character lvl). How? I am not referring to items or loot but to a challenge for high level characters. Can't find anything in the readme. I'm looking for mods to expand the ToB part of the game. If you can do this mod with lvl 12 characters, how then would it be for characters of lvl 30?

    2. BGT Compatibility? Anything planned for a future release?


  • argent77argent77 Member Posts: 3,494
    edited September 2023
    Loremaster wrote: »
    Hi! Great thing, this!

    Two questions

    1. Difficulty scaling? I have read in this thread that the mod scales in difficulty (presumably by character lvl). How? I am not referring to items or loot but to a challenge for high level characters. Can't find anything in the readme. I'm looking for mods to expand the ToB part of the game. If you can do this mod with lvl 12 characters, how then would it be for characters of lvl 30?

    2. BGT Compatibility? Anything planned for a future release?

    1) Scaling depends on party level but even more so on the difficulty setting of the game. There are too many instances to list. It can be minor changes like enemies having a greater range of options (spells, items, etc.), or some maps or encounters spawning more opponents on higher difficulty or party level. The (semi-)boss battles have also been scripted to become nastier on higher difficulty. Some of the scaling options already existed in the original IWD campaign. I think it would be a challenge even for a level 30 party on "Insane" difficulty.

    2) The mod is not compatible with EE games before patch 2.0 or the original games since it greatly depends on EE-specific features.
  • LoremasterLoremaster Member Posts: 212
    Thanks.

    A third question (hopfully the last).
    Isit possible for a user/player to keep the mod purely for ToB by preventing Hobart Stubbletoes from spawning in SoA (and SoD); perhaps by inserting /* and */ in some files for WeiDu to skip that part? In that case where?

    Thanks again, really appreciate your work, and your patience with all question and comments.
  • argent77argent77 Member Posts: 3,494
    Loremaster wrote: »
    A third question (hopfully the last).
    Isit possible for a user/player to keep the mod purely for ToB by preventing Hobart Stubbletoes from spawning in SoA (and SoD); perhaps by inserting /* and */ in some files for WeiDu to skip that part? In that case where?

    Hobart is added statically to the map files (except for Castle Dragonspear where he appears by script), so you would have to modify the mod script files before installing the mod. Removal could be a bit complicated though because of the scripted appearance in SoD. The relevant code can be found in "A7-TotLM-BG2EE/lib/misc.tph" (starting around line 90).

    But I don't see the point in doing so. Hobart will continue to appear in the designated areas throughout the whole game series until you accept his offer to start the quest.
  • cristoff_07cristoff_07 Member Posts: 9
    edited October 2023
    I'm currently playing 3.1 from an install made a few weeks ago.

    There seems to be some several major scripting issues, most noticeable with Beholders only using physical attacks and Glabrezu not attacking at all. I'm not sure if this has been rectified in most recent updates or not, but I thought I should mention it regardless.

    I'm willing to retest the mod with the latest updates, but I'm not sure how to do a clean install with PI other than completely deleting my game folder and reinstalling everything.

    For reference, my 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]
    ~EEEX\EEEX.TP2~ #0 #0 // EEex: master
    ~EEEX\EEEX.TP2~ #0 #1 // Enable effect menu module - LShift-on-hover to view spells affecting creature: master
    ~EEEX\EEEX.TP2~ #0 #2 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: master
    ~EEEX\EEEX.TP2~ #0 #3 // Timer module - Show modal actions (red bar): master
    ~EEEX\EEEX.TP2~ #0 #5 // Timer module - Show spell/item cooldowns (cyan bar): master
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v13
    ~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13
    ~ASCENSION\ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.26
    ~ASCENSION\ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.26
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #3 // Restored Items: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v10.0
    ~ARESTORATIONP\ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v10.0
    ~UB\SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v28
    ~UB\SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v28
    ~UB\SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v28
    ~UB\SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v28
    ~UB\SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v28
    ~UB\SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v28
    ~UB\SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v28
    ~UB\SETUP-UB.TP2~ #0 #7 // Restored Encounters: v28
    ~UB\SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v28
    ~UB\SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v28
    ~UB\SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v28
    ~UB\SETUP-UB.TP2~ #0 #12 // Item Restorations: v28
    ~UB\SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v28
    ~UB\SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v28
    ~UB\SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v28
    ~UB\SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v28
    ~UB\SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v28
    ~UB\SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v28
    ~UB\SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v28
    ~UB\SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v28
    ~UB\SETUP-UB.TP2~ #0 #22 // Justifier Kit: v28
    ~UB\SETUP-UB.TP2~ #0 #23 // Feralan Kit: v28
    ~UB\SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v28
    ~UB\SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v28
    ~NPC_TWEAK\NPC_TWEAK.TP2~ #0 #0 // Anomen: v6
    ~NPC_TWEAK\NPC_TWEAK.TP2~ #0 #2 // Nalia: v6
    ~ALTERNATIVES\SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v15
    ~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #12 // Improved Oasis II -> IO2 Dialogue Enhancement Only: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.5
    ~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.5
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #105 // Revised Corporal Undead: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #156 // Revised Dragons: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #143 // Revised Golems: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #151 // Revised Liches: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #106 // Revised Magical Beasts: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #107 // Revised Monstrous Spiders: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #104 // Revised Oozes, Slimes & Jellies: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #108 // Revised Vampires: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #137 // Enhanced Battles: Athkatla Liches: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #134 // Enhanced Battles: Firkraag's Lair: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #128 // Enhanced Battles: Graveyard Catacombs: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #130 // Enhanced Battles: Lower Reaches: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #131 // Enhanced Battles: Slum Sewers: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #135 // Enhanced Battles: Spellhold: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #138 // Enhanced Battles: Suldanessenar: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #133 // Enhanced Battles: Temple Ruins: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #132 // Enhanced Battles: Trademeet: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #136 // Enhanced Battles: Underdark: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #159 // Minor Quest Tweaks (SoA): v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #155 // Enhanced Battles: Amkethran: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #148 // Enhanced Battles: Forest of Mir: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #141 // Enhanced Battles: Pocket Plane: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #142 // Enhanced Battles: Saradush: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #157 // Enhanced Battles: Sendai's Enclave: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #139 // Enhanced Battles: Watcher's Keep: v6
    ~MIH_EQ\SETUP-MIH_EQ.TP2~ #0 #152 // Enhanced Battles: Yaga-Shura's Army: v6
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #2 // "Kuroisan", the Acid Kensai: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #1 // The Ritual: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #3 // "Red Badge" Poison-Based Encounter: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #4 // Gebhard Blucher's Lich in the Docks: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #5 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v0.6-alpha
    ~ITEMUPGRADE\ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original Version (new upgrades in a list): v51
    ~ITEMUPGRADE\ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original Version (new upgrades in a list): v51
    ~VALHORN\SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla: v2
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #101 // Made in Heaven: Arcane Spellpack: v7
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #102 // Made in Heaven: Divine Spellpack: v7
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #125 // Made in Heaven: Epic Spellpack (BETA): v7
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #112 // No Elemental Mind Battle: v7
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #113 // Spell Improvements (see readme): v7
    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #114 // Expanded Temple Services: v7
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #25231 // Change Sunfire -> Change Sunfire into 'Missile Storm': 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1611 // Make Wondrous Recall Restore all 1st- and 2nd-level Spells: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1707 // Make Sunray Bypass Magic Resistance: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2708 // Change Mantle into 'Iron Skin': 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3000 // Set Spell Weapon APR to 2: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3010 // Add Backstab Immunity to the Ring of Danger Sense: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3020 // Proper Missile Deflection for the Gloves of Missile Snaring: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3030 // Improve Detonating Weapons: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3040 // Add Revised Barkskin to 'Skin of the Forest' Armor: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #3070 // Make the Dwarven Thrower Hammer Usable by Non-Dwarves: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #4010 // Add a Saving Throw Against Level Drain Effects: 1.6
    ~D5_RANDOM_TWEAKS\D5_RANDOM_TWEAKS.TP2~ #0 #4020 // Improve Monster Ability Scores: 1.6
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Blade Overhaul
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Jester Overhaul
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #2 // Bardic Wonders: Skald Overhaul
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Abettor of Mask Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Dancer Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Darkbloom Bard Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #6 // Bardic Wonders: Storm Drummer Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #7 // Bardic Wonders: Troubadour Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #8 // Bardic Wonders: Deathsinger Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #9 // Bardic Wonders: Strategist Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #10 // Bardic Wonders: Kapellmeister Kit
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #11 // Bardic Wonders: Items
    ~BARDICWONDERS\BARDICWONDERS.TP2~ #0 #12 // Bardic Wonders: Inspirations
    ~RR\SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
    ~RR\SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
    ~RR\SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.92
    ~RR\SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
    ~RR\SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.92
    ~RR\SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.92
    ~RR\SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
    ~RR\SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
    ~RR\SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.92
    ~RR\SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.92
    ~RR\SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.92
    ~RR\SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.92
    ~RR\SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #0 // Made in Heaven: Item Pack: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #2 // Icewind Dale items for Baldur's Gate 1 & 2: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #3 // Planescape Torment items for Baldur's Gate 1 & 2: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #4 // BG1-style Wands of Frost & -Lightning: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #8 // Change item type of Holy Symbols -> Holy Symbols are Amulets: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #12 // P&P Mace of Disruption (and similar items): v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #13 // Improved Tome of Golems: v7
    ~MIH_IP\SETUP-MIH_IP.TP2~ #0 #17 // Sensible Shops (see readme): v7
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #20 // Add New Items to the Game: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #21 // Update Existing In-Game Items: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #27 // Add Ruby Ray Scrolls to Trademeet Store: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #8 // Replace Boots of Speed (Paws of the Cheetah): v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #10 // NWN2 Style Weapons: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #4 // Update Items Setting an Ability Score to Increment the Increase: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #24 // Update Critical Hit Immunity -> Allow Difficult Enemies to Remain Immune to Critical Hits: v4.0
    ~FORGOTTEN-ARMAMENT\FORGOTTEN-ARMAMENT.TP2~ #0 #25 // Add Set Bonuses to Items: v4.0
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #0 // House Tweaks: Expanded Racial Enemies: 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #5 // House Tweaks: Monk Can Use Quarterstaves: 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #14 // House Tweaks: Good-Aligned Roleplay Rewards (BG2:EE): 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #15 // House Tweaks: Cloak of Dragomir only decreases stats in daylight: 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #16 // House Tweaks: Give Stat Bonuses to EENPCs in BG2 (except Hexxat): 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #17 // House Tweaks: Useful Plot Items: 1.91
    ~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #19 // House Tweaks: Restore Reputation Increase Sound Effect for BG2: 1.91
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #100 // Install Battle Master Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #151 // Install Battlerager Kit -> Assign kit to Korgan: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #130 // Install Dragoon Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #110 // Install Psi Warrior Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #120 // Install Shield Breaker Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #141 // Install Deathbringer Prestige Kit -> Assign kit to Sarevok: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #201 // Install Rashemaar Berserker Kit -> Assign kit to Minsc: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #210 // Install Champion of the Wild Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #300 // Install Champion of the Silver Flame: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #310 // Install Templar Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #320 // Install Reaver Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #600 // Archmage Prestige Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #900 // Install Eldritch Scion Kit: v3.1
    ~MORPHEUS562-S-KITPACK\MORPHEUS562-S-KITPACK.TP2~ #0 #1103 // Install Stormlord Multiclass Kit for Fighter/Druids -> Do NOT assign kit to Jaheira: v3.1
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1002 // Artisan's Kitpack: Vanguard Fighter Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1000 // Artisan's Kitpack: Arcane Archer Fighter Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1001 // Artisan's Kitpack: Arcane Archer (Fighter/Mage): 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1008 // Artisan's Kitpack: Siegemaster Fighter Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #1009 // Artisan's Kitpack: Dreadnought Fighter Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #2002 // Artisan's Kitpack: Dark Hunter Ranger Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3001 // Artisan's Kitpack: Divine Champion Paladin Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3002 // Artisan's Kitpack: Mystic Fire Paladin Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #3005 // Artisan's Kitpack: Martyr Paladin Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #5001 // Artisan's Kitpack: Elementalist Druid Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #5002 // Artisan's Kitpack: Hivemaster Druid Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7002 // Artisan's Kitpack: Magekiller Thief Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7003 // Artisan's Kitpack: Trickster Thief Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7005 // Artisan's Kitpack: Invisible Blade Thief Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #7104 // Artisan's Kitpack: Give Hexxat the Invisible Blade Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #8001 // Artisan's Kitpack: Pale Master Sorcerer Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #8002 // Artisan's Kitpack: 3e-accurate Dragon Disciple -> Original Stat Bonuses: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #9001 // Artisan's Kitpack: Warhorn Shaman Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #10002 // Artisan's Kitpack: Brawler Kit: 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #20000 // Artisan's Kitpack: Eldritch Knight (Fighter / Mage Kit): 3.9a
    ~ARTISANSKITPACK\ARTISANSKITPACK.TP2~ #0 #20001 // Artisan's Kitpack: Arcane Trickster (Mage / Thief Kit): 3.9a
    ~CD_APPRAISER\CD_APPRAISER.TP2~ #0 #0 // Bardic Appraising: v2
    ~CDLORE\CDLORE.TP2~ #0 #10 // Books Provide Lore Bonuses: v4
    ~CDLORE\CDLORE.TP2~ #0 #20 // Weapon Knowledge Provides Lore Bonuses: v4
    ~CDLORE\CDLORE.TP2~ #0 #30 // Party Members Provide Lore Bonuses: v4
    ~CDLORE\CDLORE.TP2~ #0 #40 // Defeating Monsters Provides Lore Bonuses: v4
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #10 // Icewind Dale Casting Graphics (Andyr): v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #60 // Two-Handed Axe Item Pack: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #90 // Expanded Polymorph Self: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #130 // Use IWD Damage Animations: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Class Updates: Bard: Add IWD Bard Songs: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #150 // IWD Class Updates: Bard: Use IWD Spell Progression: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #71 // IWD Class Updates: Druid: Allow Elves to be Druids: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #160 // IWD Class Updates: Paladin: Use IWD Spell Progression: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #170 // IWD Class Updates: Ranger: Use IWD Spell Progression: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #120 // IWD Class Updates: Thief: Evasion: v5
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #150 // Remove "+x" From Unique Item Names: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing [Weimer]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> Keep class restrictions: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina [Davide Carte, Wendy Yung, Weimer]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1227 // Adjust Cromwell's Forging Time -> Full 24 hours (BG2EE default, includes sleep): v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of both methods: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use cleric level progression changes with pnp druid/cleric spell table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2581 // Alter Wisdom-Based Divine Bonus Spell Table -> Use BG/BG2/IWD Table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials [Ardanis/GeN1e]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi- and Dual-Classes -> Loosen equipment restrictions for druid multi- and dual-classes: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization [subtledoctor]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2560 // Allow Monks to Wear Helmets: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2590 // Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2620 // Make Certain Creatures Immune to Backstab/Sneak Attack [Luke]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 [Angel]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP Creatures [the bigg] -> For non-party-joinable NPCs only: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Stacks of 120: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3345 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 150 percent and casting speed: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil Alignment: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v16
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
    ~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 #102 // Change Spiritual Hammer into a ranged force weapon: 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 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: 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 #160 // PnP Undead: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.53
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: 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 #203 // Make druidic shapeshifting uninterruptable: 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 #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
    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: 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 #999 // BG2-style icons for aTweaks content: v4.53
    ~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
    ~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
    ~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
    ~KLATU\SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 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 #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 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7
    ~KLATU\SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
    ~MIH_TWEAKS\SETUP-MIH_TWEAKS.TP2~ #0 #2 // Spell Level affects Saving Throws: v2
    ~MIH_TWEAKS\SETUP-MIH_TWEAKS.TP2~ #0 #3 // Protection from Evil blocks Domination: v2
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #100 // Install All Baldur's Gate Portraits as Player Portraits: v2
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #200 // Install All Baldur's Gate II Portraits as Player Portraits: v2
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #400 // Install Icewind Dale Portraits as Player Portraits -> Icewind Dale AND Icewind Dale II Portraits: v2
    ~PPE\SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #25 // Edwin/Edwina: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #40 // Vampire NPCs: 1.02
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3020 // Replace many +1 magic weapons with nonmagical "fine" ones: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 34.3
    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 34.3
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #10 // Improved Irenicus: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #11 // Improved Guarded Compound in the Temple District: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #12 // Improved Twisted Rune: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #14 // Gebhard Blucher's Improved Demon Knights: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #15 // Kensai Ryu's Tougher Kangaxx and Guardians: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #6 // Kensai Ryu's Improved Crypt King: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #17 // Kensai Ryu's Improved Copper Coronet: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #19 // Mike Barnes' Improved Small Teeth Pass: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #35 // Morpheus562's Improved Planar Prison Bounty Hunters: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #23 // Tougher Fire Giants: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #32 // Morpheus562's Tougher Githyanki: v0.6-alpha
    ~TACTICS-REMIX\TACTICS-REMIX.TP2~ #0 #33 // Morpheus562's Tougher Yuan-ti: v0.6-alpha
    ~A7-TOTLM-BG2EE\A7-TOTLM-BG2EE.TP2~ #0 #0 // Trials of the Luremaster for Baldur's Gate: 3.1
    ~A7-TOTLM-BG2EE\A7-TOTLM-BG2EE.TP2~ #0 #20 // Rebalance weapons and equipment: 3.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #710 // Add New HLAs for ALL Classes and Kits: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #720 // Update Existing HLAs: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #12 // Update Skills for Bards -> Add Lockpicking and Find/Disarm Traps: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #130 // Blade Kit Enhancements: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #180 // Bard Songs Last 1 Turn: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #150 // Add New Fighter Abilities: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #141 // Allow Fighter Multiclasses to Achieve Higher than Specialized (2 pips) in Weapons Proficiencies -> Allow Fighter Multiclasses to Achieve Master (3 pips) in Weapon Proficiencies: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #20 // Update Skills for Monks: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #70 // Add New Monk Abilities: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #50 // Wizard Slayer Kit Enhancements: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #80 // Add New Paladin Abilities: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #60 // Replace Inquisitor True Seeing for Detect Illusion Skill: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #100 // Allow Inquisitor Kit to Cast Divine Spells: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #120 // Turn Undead Overhaul: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #170 // Update Archer to provide to hit and damage bonuses per the kit description: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #300 // Update Weapon Fighting Styles: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #313 // Overhaul Proficiency System - Add New Proficiencies and Weapon Styles -> NWN2 Style Proficiency Progression: v2.0
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #400 // 2H Weapon Additional Strength Bonus: v2.0
    ~ENHANCED-POWERGAMING-SCRIPTS\ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #15 // Install Enhanced Powergaming Scripts -> Accelerated Pre-Buffing Speed: v12.3.1
    ~ENHANCED-POWERGAMING-SCRIPTS\ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #9 // Install Enhanced Scripts for Summoned Celestials: v12.3.1
    ~ENHANCED-POWERGAMING-SCRIPTS\ENHANCED-POWERGAMING-SCRIPTS.TP2~ #0 #10 // Install Enhanced Scripts for Simulacrum: v12.3.1

    UPDATE: I think what may have happened with the Glabrezu is that they got stacked on top of one another within the summoning circle and were unable to move. I'm reloading the area again to see what their behavior is.

    UPDATE 2: This was indeed the issue with the Glabrezu.
    Post edited by cristoff_07 on
  • TrouveurTrouveur Member Posts: 643
    I'm not sure how to do a clean install with PI other than completely deleting my game folder and reinstalling everything.
    Even without PI, it's the only way to ensure a really clean install.
    That's why it is recommended to mod a copy of a clean game directory, and not the game directory itself. It's easier then to delete, copy the clean directory, and then mod again.

  • argent77argent77 Member Posts: 3,494
    There seems to be some several major scripting issues, most noticeable with Beholders only using physical attacks and Glabrezu not attacking at all. I'm not sure if this has been rectified in most recent updates or not, but I thought I should mention it regardless.

    The issue with creatures standing on top of each other is a known pathfinding issue in the more recent game patches and cannot be solved on the modding side.

    The combat script issue of Beholders could be a conflict with another mod, however. The mod uses the standard combat script for beholders.

    Could you make a changelog on the responsible file? Create a copy of "setup-A7-TotLM-BG2EE.exe" and rename it to "weidu.exe"; then perform this command from the command line:
    weidu --change-log BEHOLD01.BCS
    
  • cristoff_07cristoff_07 Member Posts: 9
    edited October 2023
    The change-log output by weidu:
    [weidu] WeiDU version 24900
    [.\chitin.key] 191 BIFFs, 62570 resources
    [.\lang\en_us\dialog.tlk] 117122 string entries
    [questpack/translations/english/d0quest.tra] has 215 translation strings
    [questpack/translations/english/setup.tra] has 41 translation strings
    [stratagems/lang/english/setup.tra] has 223 translation strings
    [weidu_external/lang/stratagems/english/setup.tra] has 223 translation strings



    Mods affecting BEHOLD01.BCS:
    00000: /* created or unbiffed */ ~SETUP-D0QUESTPACK.TP2~ 0 1 // Creature & Area ImprovementsAll Creature & Area Improvementsv3.5
    00001: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6550 // Smarter beholders34.3

    I do recall the Beholder encountered in the temple sewers behaving normally, using his eye ray as expected. It could just be a fluke perhaps.

    UPDATE: I just tested out a Beholder in the Cult of the Eyeless quest and they seem to be functioning as normal there as well, complete with their dispelling rays and instant death disintegrations.

    UPDATE 2: Upon further analysis and reading the readme of the questpack mod, I see:
    Beholder abilities for all types are adjusted: they now use them less predictably. Additionally, it is possible to disable Beholders by destroying their eyestalks if you do enough damage. Finally, all beholder types are appropriately colour-coded. (The colour changes were inspired by Xyx's Smarter Beholders, which are, in fact, much smarter than Quest Pack's, but not for the faint of heart!)

    So I surmise that what most likely happened is that I dealt enough damage to them to disable their usual attacks.

    Sorry for wasting your time!

    Your mod is very good btw, very faithful to the original expansion iirc.
    Post edited by cristoff_07 on
  • argent77argent77 Member Posts: 3,494
    I've tested the script with both mods installed.

    With only Quest Pack installed Beholders would use their eyes more randomly, but still mostly attacked with their gaze abilities. Destroying their eye stalks may have them resort to melee attacks more often, I guess.

    With SCS "Smarter Beholders" installed as well the beholders only rarely used their eyes and mostly attacked my characters in melee. In the case of a fully magically resistant Monk character they didn't use their eyes at all (which is probably intended by SCS's Smarter Beholders behavior).
  • masteralephmasteraleph Member Posts: 277
    As someone who avoids SCS like the plague precisely because I don’t like the way some monsters act- has TotLM always had a monster call for help thing? I found the combats in the lower levels very challenging because massive hordes kept descending on me. Wondering if it’s always been the way (it’s been a *long* time since I played through IWD) or if that’s one of the recent changes.
  • FelipefplFelipefpl Member, Translator (NDA) Posts: 130
    As someone who avoids SCS like the plague precisely because I don’t like the way some monsters act- has TotLM always had a monster call for help thing? I found the combats in the lower levels very challenging because massive hordes kept descending on me. Wondering if it’s always been the way (it’s been a *long* time since I played through IWD) or if that’s one of the recent changes.

    It's always like this because of one thing:
    There is a summoner that keeps summoning demons, you'll have to kill him quickly if you want a easier life. ;)
  • argent77argent77 Member Posts: 3,494
    As someone who avoids SCS like the plague precisely because I don’t like the way some monsters act- has TotLM always had a monster call for help thing? I found the combats in the lower levels very challenging because massive hordes kept descending on me. Wondering if it’s always been the way (it’s been a *long* time since I played through IWD) or if that’s one of the recent changes.

    About call-for-help, TotLM (or IWD in general) had a similar but technically worse mechanism by using global variables to activate enemies. The way it was originally coded was somewhat immersion-breaking as many creatures were scripted to always follow Player1's movements (even if the character was invisible) or performing equally unrealistic actions. The Spectral Guards of the castle or the various monsters in the Jackal Clan caverns were good examples for that.

    These scripts were replaced by call-for-help or similar actions in one of the last mod releases to make them behave more realistic. Combat challenge has shifted a bit because of it (since creatures would behave differently), but it's not necessarily more difficult.
  • shevy123456shevy123456 Member Posts: 272
    This mod is really great. On my first run it was hard and confusing, but in later runs it was doable
    and lengthy and unique. It probably does not 100% fit into BG2 as such per se, but it's a nice big
    mod with lots of things to do, challenging fights - you name it. Unique mod.

    Good to see the AI is also made more logical. I hate monsters that can sense invisible beings
    when they should not be able to do so.

    The harpy fight was actually more challenging than the big bears. While the bears may dish
    out more damage, the harpies aggregated annoyingly which made it hard to pass through.
    Easiest fight I had was when I rushed to the northwest corner; then suddenly the fight became
    quite easy as I could pick the harpies down (I had to kill a few quickly to make way towards
    top left; I always fight with the group hasted, which makes fighting so much easier. I also
    fought them in the bottom right area, but that one seemed harder for some reason, probably
    due to the fire spells they threw. Usually my mages and healers stay in the backrow.)
  • argent77argent77 Member Posts: 3,494
    This mod is really great. ... It probably does not 100% fit into BG2 as such per se, but it's a nice big mod with lots of things to do, challenging fights - you name it.

    That's not surprising considering that the adventure was originally designed for IWD. Not all encounters have been fully "Baldurized" yet. There is still room for improvements.
    The harpy fight was actually more challenging than the big bears. While the bears may dish
    out more damage, the harpies aggregated annoyingly which made it hard to pass through.
    Easiest fight I had was when I rushed to the northwest corner; then suddenly the fight became
    quite easy as I could pick the harpies down (I had to kill a few quickly to make way towards
    top left; I always fight with the group hasted, which makes fighting so much easier. I also
    fought them in the bottom right area, but that one seemed harder for some reason, probably
    due to the fire spells they threw. Usually my mages and healers stay in the backrow.)

    There are three different harpy variants. The third and most dangerous type (Infernal Harpy) is only encountered on the bottom level of the dungeon, which makes the fight harder - not only because of their spellcasting abilities but also because of their improved stats.
  • argent77argent77 Member Posts: 3,494
    Update: Trials of the Luremaster for Baldur's Gate v4.2

    Full Changelog:
    • Made Stone Nuisances even more annoying on higher difficulty levels.
    • Improved combat scripts of Infernal Harpies.
    • Improved regeneration behavior of trolls and revenants.
    • Reduced potential compatibility issues with Beholder combat scripts.
  • argent77argent77 Member Posts: 3,494
    Update: Trials of the Luremaster for Baldur's Gate v4.3

    Full Changelog:
    • Added Simplified Chinese translation (thanks Lewis Liu)
  • teodar1teodar1 Member Posts: 16
    The item nerfs are beyond excessive, the mobs are truly obnoxious, especially with scs and the revenants are immortal(though supposedly this has been fixed). Balance is balance, but taking a ring with 25 crush res to 5 percent and calling it a slight nerf is just an insult. Same with the defender +4 - resistances from 20 to 5 and magic resistance gone completely. You might as well remove the items and replace them with gold cause they end up as vendor fodder. Please make the "balance" changes optional, there is always scs and diff tweaks to buff the mobs if the challenge drops at some point but turning loot into a limp noodle kills all enjoyment.
  • argent77argent77 Member Posts: 3,494
    teodar1 wrote: »
    The item nerfs are beyond excessive, the mobs are truly obnoxious, especially with scs and the revenants are immortal(though supposedly this has been fixed). Balance is balance, but taking a ring with 25 crush res to 5 percent and calling it a slight nerf is just an insult. Same with the defender +4 - resistances from 20 to 5 and magic resistance gone completely. You might as well remove the items and replace them with gold cause they end up as vendor fodder. Please make the "balance" changes optional, there is always scs and diff tweaks to buff the mobs if the challenge drops at some point but turning loot into a limp noodle kills all enjoyment.

    What do you mean? Except for a pure BG1/SoD game the item nerfs are completely optional.

    And for SoD, having countless +4 weapons with apr bonus or +3 protection rings with additional physical resistance is too strong even for a game that showers the player with countless items as well. I included the nerf in this special case because players complained that items were overpowered for SoD.
  • shevy123456shevy123456 Member Posts: 272
    teodar1 wrote:

    > there is always scs and diff tweaks to buff the mobs if the challenge drops at some point

    Not everyone plays with SCS. I have a significantly easier time when I do Trials of the Luremaster when the party is already quite strong. The mod is pretty straightforward though; if anything I would weaken the harpyies a little as they yield too little XP for their durability. Party composition may affect the outcome immensely. For instance, in a recent test-run, Dusk completely obliterated the undead (and when you have that mirror of clayrvorence or however you write it, it is actually even easier as you can kind of haste-run to the tombs and snatch the keys; though admittedly the undead give chase, but they are slow).

    Perhaps argent77 could consider adding one or two somewhat useful weapons for Hobart. I think there is one +3 flail right now; could add one or two items that may be more useful. I think the Trials mod is pretty polished and complete, though; I'd love more improvements to the golem-mod. :D

    When you know where to go and how to position the party members, it is a fairly straightforward mod by the way. Having one character who can dish out damage is very useful though, e. g. like Korgan.
  • roshanroshan Member Posts: 17
    edited November 25
    @argent77 will this mod also be able to detect if I install the IWD spells using Talents of Faerun instead of SCS?
  • argent77argent77 Member Posts: 3,494
    roshan wrote: »
    @argent77 will this mod also be able to detect if I install the IWD spells using Talents of Faerun instead of SCS?

    This mod detects IWD spells in a mod-agnostic way. They should be properly detected as long as ToF (or any other mods) use the same spell identifiers as IWD. Since ToF is one of DavidW's mod I'm fairly certain that he made the spell component compatible.
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