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Under Pressure

subtledoctorsubtledoctor Member Posts: 10,689
It is official: I am tired of making mods, I'm happy with the mods I have, and I would like to actually play the darn game(s) now - including finally getting to Siege of Dragonspear.

So I've set up a fairly heavily-modded install of BGEE and I'm setting out. I intend for this to be a full trilogy run. Not no-reload or anything like that, but hopefully minimal-reload. I also intend for this to be a good and proper 'stress test' of the various mods I've made and installed - thus the thread title. (And, well, it also is a pretty good description of the state Charname will be in for the rest of his natural life.)

The point of making a thread about this run is to highlight some of the mods I'm using, to show and explain why I think they are great. Maybe some reader will decide to try one they haven't tried before, and end up having more fun. If so, great.

So, about that modlist: here is the full tally:
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.0.0
~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.0.0
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #43 // Minor Disclosures, by jastey: 2.7
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #50 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 1 hour real time (standard) minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #150 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #155 // The BG1 NPC Project: Give Coran his "Murder in Baldur's Gate" portrait: v24.0
~THECALLING/THECALLING.TP2~ #0 #0 // The Calling: Beta 2
~THECALLING/THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: Beta 2
~THECALLING/THECALLING.TP2~ #0 #40 // Exotic Item Pack: Beta 2
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~ROSE/SETUP-ROSE.TP2~ #0 #0 // Rose NPC for BG:T: v0.03 OPEN BETA
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu
~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 1.9
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Choose an alternate class for Sirene? -> True Paladin
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 13
~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits (Default portrait is already installed) -> Dawnbringer, by Amaurea: 13
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.3
~TENYATHERMIDOR/SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0_beta_151127
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0_beta_151127
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #0 // Install Scaled Spawning (BGEE Only): BETA 1.4
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #2 // Install Chapter 7 Hardcore Component: BETA 1.4
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #3 // Install Improved Beggars Component: BETA 1.4
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #4 // Install New Reputation Names Component: BETA 1.4
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #5 // Install Reputation Rebalanced Component: BETA 1.4
~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #6 // Install Innocence Reconcieved Component: BETA 1.4
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~SPELL_REV/SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15 SD rc7
~SPELL_REV/SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15 SD rc7
~SPELL_REV/SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 15 SD rc7
~SPELL_REV/SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15 SD rc7
~MSFM/MSFM.TP2~ #0 #0 // Add Wizard's Staff -> Add Wizard's Staff with 7 old color sets: v1.5
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.5
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.5
~MSFM/MSFM.TP2~ #0 #12 // Add Wand Case: v1.5
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~EXTRA_KITS/EXTRA_KITS.TP2~ #0 #0 // extra kits
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: 8.1
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: 8.1
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v9
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 5 SD rev 1
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 5 SD rev 1
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #5 // Rebalanced Spell Schools: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: General Rebalancing: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Spell Tweaks: Revised Illusionary Clones: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #12 // Spell Tweaks: Revised Invisibility: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #60 // Sorcerer: Favoured Soul: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #70 // Sorcerer: Sylvan Disciple: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #135 // Innate Metamagic -> Metamagic = Spells; no cost to fill sequencers (compatible with multiclass sorcerers): 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #143 // Cantrips -> Cantrip Wands: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #150 // Revised Specialists: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #170 // Spell Select Dialog: 0.8.32
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #180 // Multiclass Sorcerers: 0.8.32
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> install everything (as designated in settings.ini): 0.77sd2
~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.5
~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #502 // Changes to Wands -> Reduced Wand Charges: v0.5
~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #702 // Reduced Magical Item Slots -> Two Wondrous Item Slots: v0.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4b8
~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v8
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #1012 // IWO - Aesthetic & Enchantment Tweaks -> Replace Enchanted Equipment with Mastercraft: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2123 // XPO - No Murder XP -> kills give half XP: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.16.2
~MAGIC_BATTLES_REVISED/MAGIC_BATTLES_REVISED.TP2~ #0 #0 // Magic Battle Revised: v0.2
~ENCHANT/ENCHANT.TP2~ #0 #0 // Enchant the Missile Launchers
~SCROLLCASTERLEVELMOD/SCROLLCASTERLEVELMOD.TP2~ #0 #0 // Scroll Caster Level Mod: v1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6034 // Smarter Mages -> Mages cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #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 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // The Manual of War: 1.5
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: 7
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: 7
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2070 // Dee's Permanent Thieving Button: 3.1
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2060 // lefreut's 1.3-ish Dialog Box: 3.1
~NPC_EE/NPC_EE.TP2~ #0 #122 // Choose a class for Jaheira -> Make Jaheira a druid/ranger: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.7
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #0 // Enable Dualclassing into Kits: 0.24
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.24
~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.24
Before you count, that's 245 mod components, from 48 different mods. Not exactly a "megamod" setup but nothing to sneeze at either. I'm playing on an iPad Mini 2, from ca. 2015, with an A7 processor and 512 MB of RAM. There are 26,700 files in my override folder. On such weak and ancient hardware, the mods cause some mild slowdowns here and there: starting up the game itself, there is a black screen for about 15 seconds; and there are 10-20 second delays in character generation, between the 'Class' and 'Kit' screens and between the 'Memorize Spells' and 'Appearance' screens. And then another ~10 second freeze upon starting the actual game, in the Candlekeep grounds. When actually playing, though, it is perfectly smooth. I killed two assassins and some rats - ah, but we'll get to that. For now, the suffice to say the little bits of combat I've faced have not incurred any kind of slowdown or stutter or other problems. Whatever Beamdog did to the engine to make it perform better when modded, I greatly appreciate it.

Next up: naming Charname.

Post edited by subtledoctor on
semiticgodStummvonBordwehrjoluvNeverusedlolienJuliusBorisovMantis37GusindaBelgarathMTHStefanO
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Comments

  • RaduzielRaduziel Member Posts: 4,266
    I wish you good luck - playing your own mods is always a weird experience.

    I made a full IWD run with the I Hate Undead crew and when I finished my first thought was: well, this is bad and I need to revamp this garbage ASAP. And version 3.0+ was born (thank God!).

    So far the same didn't happen with DoF (except for a kit or two), so you're probably safe with TnB and SoB. lol

    semiticgodlolienJuliusBorisov
  • subtledoctorsubtledoctor Member Posts: 10,689
    edited April 8
    STARTING OUT

    I wake up on the path, in front of the Candlekeep Inn. It is morning time. What am I doing here in the dirt path? Must have really had too much to drink at the concert last night. Yowza. Okay, um, GO NORTH.

    I talk to Phlydia, and find her book, which she lost in a pile of hay. What was she doing during the concert last night?? It doesn't bear thinking too much about. She gives me a nice gem and I take it over to the Inn to hock it.

    I steal some stuff from the Inn - Milil is into song and dance and literature and art, but fairly quiet on the idea of private property rights. An artist's gotta eat, right? These include a couple trinkets as well as scrolls of Mage Armor and True Strike, which I can totally use even though I'm a cleric! Nice. However, there is one locked chest upstairs that I cannot open, even though I maxed out Pick Locks at 50%. That's annoying. What's in there??? It's a mystery that will burn in my mind for the rest of my days.

    I perform assorted other tasks. I get a Fine Dagger worth over 100gp for delivering 1gp worth of crossbow bolts, which seems ridiculous. I get some other gifts, including a nice bookbag that can hold scrolls and papers and books, which is super cool. I kill some rats, and here's something to note about mod content. Hmm, I should give this some kind of heading so that it is visible:

    MOD COMMENTARY:

    Player parties tend to be very powerful, and even RP-focused players tend to min-max to a sensible degree in these games. So a number of my mods are geared toward helping the game be fun and challenging, in fair and reasonable ways, without resorting to ridiculous things like HoF/LoB changes. Basically, I just want enemies to be sensible, and sensibly min-maxed, just like players are.

    So I installed the CDTweaks "Max Hit Points for All Creatures" mod. Generally, enemies I face will be their healthiest selves. I don't use max hp rolls, but I don't mind if enemies do. But there's a slight hitch with this component (@CamDawg): rats. I think rats usually have 1 hit point, and they have 90% damage resistance. It's an odd choice, but I think the idea is that you can almost always kill them with one hit, but they won't get chunked. Unfortunately, CDTweaks considers them to be 1HD creatures, which means the rats in Reevor's storehouse have 8 hp and 90% DR. I can only do 1 hp of damage which each hit, so each rat requires 8 hits to kill, which is just annoying. CDTweaks should either exempt rats from this component, or should remove their DR.

    I've also hit my first bug: Lorens isn't getting his bonus spells for high CHA. I think there's a conflict between the Faiths & Powers "Incarnate" kit and the Loresinger. The FnP kit was only an alpha preview anyway, it should not have been installed by default. So I'm reinstalling FnP without it, which means reinstalling everything else after FnP, including SCS. Then I will transfer the entire override folder over to my iPad again, and hopefully be able to continue without restarting the game.

    Meantime, as a part thief with Might & Guile installed, I get some feats! Three, which is probably too many (note to self). But for now, whatever. As a cleric/thief I am not a great fighter; my greatest strength is going to be the use of magic. But magic can run out; I only have so many spell slots. So I feel like I need to boost my ability to survive in combat. So first, I learn a new bard song:
    00zbac3b2trj.jpg

    This is one of those special "personal" bard songs that only affects the singer, instead of the audience. In exchange for being unable to cast spells, I get a permanent Blur effect. This can be turned on and off at will, like any bard song. It will be a very useful when I run out of spells, and so can't cast anyway!

    Next up: I learn to fight the way Swashbucklers fight:
    jkpfne49jqlw.jpg

    This is a fighting style, which can similarly be turned on and off at will. I get a 2-point bonus to AC against melee attacks, at a cost of a -1 penalty to thac0 and damage. And every time I hit an opponent it can anger them and make them less accurate for a few rounds (2-point thac0 penalty on a failed saving throw).

    With both of those active, I'll have a 5-point bonus to AC against melee attacks. Nice! (Though it means I can't use my Bless song, so it costs me 2 points of thac0 and 1 point of damage.) That helps me on the defensive side of things; how about offense:
    3j4ptczgnop9.jpg

    Precise Strike just gives me a 5% greater chance to score a critical hit. Since I'm using Item Revisions' "revised Critical Hits," this will be useful to me even against enemies wearing helmets. Also it means I can be one-shotted by an ogre until about level 4... and my AC bonuses don't help against crits. :( Have to be careful. Lorens is not going to be a front-liner.

    Anyway, Carbos and Shank are no match for my low AC, and I dispatch them handily. With the assassins dead and my chores done, I think that will be the end of the excitement for Lorens' day. Maybe an evening stroll in the woods outside the Library will calm me down. I'll see if Gorion wants to join, he's big on strolls. And if we run into a bear or wolf or other danger, his experience and magic will certainly, definitely, 100% be able to handle it with no problem whatsoever. It will be totally safe.

    Post edited by subtledoctor on
    JuliusBorisovloliensemiticgod
  • subtledoctorsubtledoctor Member Posts: 10,689
    Welp, I guess "stress test" was a good idea. There's something wrong with the Loresinger's spontaneous spellcasting, and I cannot for the life of me figure out where the error is or how to fix it. It might be an interaction with Faiths & Powers?

    If I can't figure this out, I might need to radically re-think that kit. If I can't make the spontaneous casting work with divine spells, I might need to make it a more traditional "bard," i.e. a mage/thief, and just give it a bunch of priest spells to cast. That would not be as interesting... but it would still be fairly interesting.

    The immediate question is, do I wait and keep plugging away to try to make the cleric/thief work? Or do I just shelve that kit and do a playthrough with something else - probably a Bard, a Blade, or a Meistersinger.

    Hmmm...

  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 566
    @subtledoctor
    Your plan was to take a modding hiatus and actually play the game instead. I think you should stick to that plan.

    Your mods can wait. They are enjoyable as they are - very minor bugs aside.

    We will look forward to hear about your exploits on the sword , and be thankful for what you have already given the community.
    BR

    JuliusBorisovsemiticgodlolien
  • subtledoctorsubtledoctor Member Posts: 10,689
    Well, unfortunately my attempts at bugfixing seem to have involved one too many reinstalls of the entire mod stack; I rolled a Meistersinger, but the proficiency choice screen was screwy and I could not proceed.

    So the plan for now is, do a clean manual install of all mods, then roll and play a Meistersinger. There again the focus will be using rogue feats to boost my defense as much as possible. Then mix wizard casting with spontaneous animal summoning. Should be fun!

    A question to be decided before the reinstall: which cantrip mod to use? "Cantrip Wands" which must be equipped in a weapon slot and allows at-will use of one of 7 cantrips? Or "1st-Level Cantrips" which allows wizards to cast 1st-level spells without limit?

    StummvonBordwehr
  • AmmarAmmar Member Posts: 795
    Could you link the Cantrip mods? Did not see them before. Though unlimited level 1 spells sounds like it would be quite overpowered?

  • subtledoctorsubtledoctor Member Posts: 10,689
    edited April 11
    Ammar wrote: »
    Could you link the Cantrip mods? Did not see them before. Though unlimited level 1 spells sounds like it would be quite overpowered?

    They are mutually exclusive options in Tome & Blood.

    The level 1 option tones down level 1 spells a bit to compensate for their being unlimited.

    I think I'm gonna try Cantrip Wands this time. Might actually switch it out in BG2, I do want to test compatibility with Level 1 Cantrips at some point.

  • subtledoctorsubtledoctor Member Posts: 10,689
    edited April 12
    OKAY! Back under way. The spontaneous-casting song-singing, cleric/thief just isn't working, so I've started a new game. I'm really annoyed about this, because I really wanted to play a divine caster; my game is tuned with a bunch of arcane-casting bard-ish NPCs already: Garrick the Gallant, Xan the Bladesinger, Eldoth the Jinxer, and Coran the Blade. (Not to mention Xzar the necromancer/cleric, Dynaheir, Edwin, Neera, Valerie the sorcerer, Indi the fighter/mage, and I think Rose the bard is supposed to be around somewhere.) Lots of thieves too: Imoen, Safana the Swashbuckler, Montaron the Assassin, Alora the cleric/thief, and Tiax.

    This game does NOT need another mage/thief. It's going to mess with my choice of companions a bit - on which, see below. Further, I don't have the best idea of how a kid growing up in Candlekeep becomes a Meistersinger. But that's the part of the game I want to stress-test, and I like the mechanics of the Meistersinger kit, so this is how it's going to be.

    So, I present Matias the Meistersinger:
    n803kt00jdzl.jpg
    On the bright side, the spontaneous-spellcasting system seems to be working perfectly now. :smiley: And it ties into the "Ability Score Bonuses" component of Tome & Blood. So while most bards cannot cast spells until 2nd level, my high CHA score gives me two bonus 1st-level casting slots, which means I can cast spells right off the bat. :sunglasses:

    I decided to go with the "Cantrip Wands" mod. The Cantrip Wand is a ranged weapon, which fires Magic Missiles at 1 APR when you use it. This function was inspired by @Aquadrizzt's excellent "Weaponized Wands" as well as @Pecca's Wizard Staffs in "More Style for Mages." The idea is, it's like a Wand of Magic Missiles, except you don't have to manually fire it every round like most wands.

    Those Magic Missiles are the wand's Evocation Cantrip. It also allows you to use a cantrip from each other school of magic:
    amz1izfdees1.jpg
    From left to right, those are:
    - Deflective Shell (Abnjuration - deflect 1 spell up to 3rd-level, lasts 3 rounds)
    - Summon Rabbit (Conjuration - summons a bunny for 3 rounds)
    - Glimpse (Divination - 2-second Farsight)
    - Drowse (Enchantment - target saves vs. spells or Sleeps for 1 round)
    - Bedazzle (Illusion - target saves vs. breath or blinded for 1 round and AC/thac0 penalty for 2 rounds)
    - Stiffen Bones (Necromancy - target saves vs. death or Slowed and AC/damage penalty for 2 rounds)
    - Earthen Grasp (Alteration - target saves vs. petrification or Entangled for 3 rounds)

    Now, this is great and all for someone like Dynaheir, who will use this as her main ranged weapon; but it can be a bit inconvenient for a bard who actually has a decent thac0 and might rather use a crossbow or something. Happily, it works very well with the Tweaks Anthology component "Give Everyone Four Weapon Slots in the Inventory Screen" -
    0v8247zzpgyp.jpg
    This way I can have the wand "equipped" and therefore get the use of those seven cantrips; but it doesn't take up one of my two precious weapons slots in the main UI.

    In this run, I'm not out of Candle keep but I've already had a few notable mod-related events. First, when I went to clear the rats out of Reevor's storehouse, I decided to turn player AI on, so Matias would take them all out and I wouldn't have to click on each rat individually. But the AI is cleverer than I realized - even though Matias is a mage/thief, the AI recognized that he has the Ranger's "Animal Empathy" ability, and before I knew what happened, one of the rats was suddenly fighting on my side:
    uumogglzyiag.jpg
    Cool! I've installed the aTweaks "Rangers' Animal Empathy Improves with Experience," so hopefully that should be more than a throwaway ability even into BG2.

    I've gone a different way with feats for Matias. Given that, as a Meistersinger, he has probably spent a fair amount of time eating dodgy nuts and berries, he will have the "Intestinal Fortitude" feat, which gives him an extra chance to resist the effects of poison and disease. He also gets the "Health Conditioning" feat for +5 hit points, which should give him an extra chance to resist... dying generally. Finally, he learns Swashbuckling, since in combat he will use a dexterous, defensive-oriented style of fighting. I turn on Swashbuckling immediately for a 2-point melee AC bonus, again to reduce my chance of dying to a lucky blow. But in my very first combat encounter in the game, this happens:
    3pg60odegtg6.jpg
    Matias tries to get too fancy with his fancy footwork, and trips over himself! Mechanically, the critical miss results in a very short Sleep effect, followed by a short Slow effect. This is very dangerous - anyone attacking during those couple seconds will have a serious advantage in their to-hit roll. Luckily, Carbos does not take advantage of the slip-up, and Matias finishes him off.

    So Matias survives the attempts on his life, and is ready for that vacation that Gorion has promised. As a Meistersinger, he is halfway to being a druid (in his mind anyway) and feels very comfortable in the wilderness. Surely, in the arms of Mother Nature, nothing bad can happen...


    So, Matias is a mage/thief and leveling will be a bit slow. The immediate plan is for Matias and Imoen to make a "wrong turn" and end up in Beregost instead of the Friendly Arm Inn. The various quests around there, including ones they turn in at the FAI, should easily get them to 2nd level before they pick up more companions. Matias has prepared Shield and Reflected Image, and is Swashbuckling, and I have a scroll of Mage Armor. Those should allow him to take point on the few dangerous encounters like Karlat and the ogrillons on the south road. I don't like grinding as a rule, but I also don't like the long low-level slog when I am multiclassed, so I want to bang out these fetch quests before picking up a full party. I haven't decided yet whether that will include saving Melicamp; it's not hard, and the XP reward would get me a fair way toward 3rd level... but it would be veeery metagame-y...

    Looking ahead, I'm going to have to decide how I will compose my party. I'm going to grab Jaheira and Khalid to take through the Nashkel Mines at least, and I'll help Minsc save Dynaheir. I never used to play with Dynaheir but here, she is the only Good-aligned single-class mage in the game, and I have a few mods that affect specialist mages. I usually have J&K go away after clearing the Nashkel area... but druids are really strong with Faiths & Powers and it's hard to let Jaheira go. Plus, since Matias is a semi-squishy mage/thief, I need brawn in my party. Minsc and Khalid would be very useful up front.

    So I could play with the canonical party, for at least part of the game (Imoen will be left with Firebead Elvenhair, though - this adventure is just too dangerous for her). I have the BG1NPC project, so I won't lack for interesting content, even from the vanilla NPCs.

    On the other hand I could let those five go and embrace others. On the warrior front, I could use Kivan, Xan, Garrick, Branwen, Ajantis, Isra, Sirene, and/or White. My divine options are Quayle, Drake, Finch, Tenya, and Gavin. And for thieves there are Safana, Coran, Alora, and Aura. (I'm probably staying away from evil NPCs for this run - sorry). I think my general plan will be, use the canonical party through the Nashkel Mines; make up a new party from there through the Cloakwood mines, and then make a different party for the end of the game.

    No big decisions have to be made right now, but it's in the back of my head. If anyone has input or would like to see any particular NPC in action, let me know. Almost all of them will be affected by mods, so there should be something interesting to see in every case.

    StummvonBordwehrJuliusBorisovGusindalolien
  • subtledoctorsubtledoctor Member Posts: 10,689
    edited April 23
    A bit more progress. I'm trying to get this done in reasonable chunks, since the early stages kind of drag. I made a change this game: usually I take J&K down to Nashkel, hear Minsc's sob story, then clear the southwest portion of the map before hitting the mines. This time, I decided divide up the canon party. I took J&K more or less right into the mines, picking up Branwen and Isra along the way. I went into the mines as a mage/thief at level 2/2; Jaheira and Branwen were also level 2/2 (druid/ranger and fighter/cleric, respectively). Khalid and Imoen and Isra were level 3. This is just about exactly one level lower than I usually do the mines.

    And that led me to run into another quandary: at a basic level, how will I play this game? RP? No-reload? Core Difficulty, or harder? And how do those decisions intersect?

    I usually play on Core, but I know the games well enough that I could probably get through it on Core without reloading, even as a proper RP playthrough. The EEs now have this nifty feature to remove the damage and XP changes from different difficulty levels. So I decided to play on Hard/Insane (I've been flipping back and forth a bit, trying to see which I like better), but with no damage or XP increase. So essentially, Core Rules with more enemies. Something a bit more like IWD-style combat encounters. Thing is, the "more enemies" thing is a bit uneven. In some areas, you wouldn't notice a difference. Frankly, it felt a lot just playing on Core Rules. Sure, there were more kobolds, but more kobolds isn't a big deal.

    Then I encountered the spiders.

    You know, the spiders in the Nashkel mines? The two Giant Spiders, right after the ghast?

    Yeah, no. Instead there were three giant spiders... and three huge spiders... and a wraith spider (only hittable by magic weapons IIRC)... oh and for funsies, two phase spiders that jump right to my back lines. They can spit webs at me that hold me in place, and a failed save results in 5 poison damage per second, for 20 seconds. That's 100 hp total. I mentioned I'm level 2, right? Matias has a whopping 22 hit points.

    So, yeah: TPK.

    Silver lining is, it makes decisions easier: this will not be a no-reload run! :lol: So I do what you do in these games: reload, prep a little bit, adopt good tactics, and win. In this case, those tactics involved a summoned meat shield to bide for time, plus a Sleep spell, plus concentrated fire on the phase spiders. All the nifty fire arrows I've been picking up from Kobold Commandos are used to down the wraith spider. And then with the remaining giant and huge spiders, it's just a question of mopping up. Matias has 18 Charisma, so I have a bunch of Antidotes, and they see me through.

    Mulahey is actually not hard. I was steeling myself for the naive RP response which allows him to call a ton of reinforcements... but he was Held by Jaheira, and that was that. I sent Imoen back to Nashkel, and thence to the FAI, and made space in my party for... Xan the Bladesinger! :smiley:

    Xan the Bladesinger is... kind of underwhelming. It's a fighter/mage with weakened spellcasting. It's great that, and level ~3/3, he has thac0 13 with his Moonblade, at 3/2 APR. And he can use a Blur Aura for a permanent defensive boost. But, that's it. At level 3 he only had about 17 hit points. And while Blurred, he can't cast spells. Which is fine, because he can only cast a couple 1st-level spells anyway, and Matias already has Sleep covered. He has spent more time using his Cantrip Wand to Dazzle and Entangle enemies than actually Bladesinging.

    Exiting the mines at levels 3-4, we took our chances against the Amazon crew. Some mod or other has beefed up their ranks, adding two archers shooting fire arrows. One of them is using a short bow with +5 damage, which Item Randomizer seems to have ignored. These gals are no joke. First try: TPK. I was thinking I would leave and come back later with more levels, and more Minsc and more Dynaheir, but I try again, and this time I prevail. Barely. No deaths, but lots of people in the red. A wandering nutcase wants me to witness his experiments with slimes, and yeah I'm not chancing that. I check out a few haunted tombs, figure out where I was and how to get back to Nashkel, and get the heck out of there.

    Then it was just a lot of traveling. I pick up a sick gentleman who needs to go to the FAI. Stop in at Nashkel to turn in a couple quests, and have a very dicey encounter with a very over-leveled assassin. Nimbul is tough, but Hold Person FTW once again.

    I drop off some ankheg armor at Taerom Fuiruim, and talk to him about the poisoned iron in the mines. Then push on to the Friendly Arm Inn.

    Now I make some changes. Time for Isra to go - paladin = meh, and she doesn't have a great kit in my current setup. Also Xan - even with BG1NPC Project installed, I'm just not really interested. And Branwen - she's not a great fighter, and not a great caster, and she preaches about Tempus too much. Imoen joins again, but only so I can take her down to Beregost. She'll stay with Firebead Elvenhair and start learning magic. Jaheira's going to leave me soon, so I pick up Drake, a cleric of Tyr, and Finch, a priest of Deneir who unfortunately is 1st level and has no XP-matching script. Hopefully a couple single-class clerics will make up for the loss of my druid. Finally, to replace Xan the Bladesinger, I pick up Garrick the Gallant. Who is... sadly very similar. A fighter/mage with single-digit CON. Yay! :frowning: But anyway Garrick is actually kind of great: his bard song gives the party permanent Bless; he gets a couple feats to make him more sturdy; and with specialization in both swords and SWS, he has better melee damage output than Khalid. (Garrick has 2 APR to Khalid's 3/2+shield bash.) Add some wizard spells and mastercraft studded leather armor, and Garrick seems kind of solid. As soon as we hit level 4 he'll be able to cast Mirror Image, and then he'll (ironically) be really solid.

    Aaaand, we're all caught up. I'm on my way back to Nashkel, where I'll part ways with Jaheira and Khalid, and I'll meet Minsc and go tromping through the southwest countryside looking for his witch. Maybe check out Ulcaster and Firewine after that. Then I'll reevaluate the team and decide who will join me to take on the bandits + Cloakwood. Have to include Kivan... right? He'll be a Stalker, dual-wielding daggers. I'm carrying around two magic daggers right now, that nobody can use, for the sole purpose of eventually giving them to Kivan!

    GusindaMantis37StummvonBordwehrlolien
  • semiticgodsemiticgod Member, Moderator Posts: 12,693
    Are those extra Nashkel Mines spiders on Insane mode mod-introduced? I've never heard of the unmodded game introducing new critters on higher difficulty levels outside of SoD.

    lolien
  • subtledoctorsubtledoctor Member Posts: 10,689
    semiticgod wrote: »
    Are those extra Nashkel Mines spiders on Insane mode mod-introduced? I've never heard of the unmodded game introducing new critters on higher difficulty levels outside of SoD.

    Hmm... I suppose it must be. I have this installed:
    ~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.0.0
    

    I can't find a readme for NTotSC, so I don't really know. But it's possible. I also have SCS installed, but that's not really an SCS-style change. I think NTotSC might also be what adds the two archers to the Amazon group. (Btw why do people call them them "the Amazon group?" Just because it's all-women? Might need to amend my terminology, there...) I was also seeing roughly double the number of kobolds in the Nashkel mines:
    ll2yiktjtal5.jpg
    Though that wasn't a big deal. The two ogrillons by the dead husband south of Beregost turned into 3-4 ogrillons plus an actual ogre... those are basically the only differences I've seen so far. A number of maps have no changes at all.

    StummvonBordwehrsemiticgodMantis37lolien
  • subtledoctorsubtledoctor Member Posts: 10,689
    Neither here nor there, but I was leafing through the Complete Bard's Handbook for... reasons... and this picture reminded me a lot of Matias the Meistersinger crossing the bridge on the way to the Gnoll Fortress:
    tpg2gq7uf9sz.png

    ...difference being, Matias has a Minsc between him and the ogres. :lol:

    (Really neither here nor there, but I can't wait til TOB when I'm confronted by agents of Loki Cyric, and I can be like, "We've got a Minsc.")

    NeverusedEnialusMeliamneStummvonBordwehrlolien
  • NeverusedNeverused Member Posts: 633
    Aghhh, you're taking Minsc into ToB with your SoB changes? Even in BG1 I feel heavily gimped by his ridiculously low mental stats, especially his Wisdom tanking his experience by, what was it, 15%? All his saves have negative penalties ranging from -1 to -2. You're a braver man than I am.

  • subtledoctorsubtledoctor Member Posts: 10,689
    Neverused wrote: »
    Aghhh, you're taking Minsc into ToB with your SoB changes? Even in BG1 I feel heavily gimped by his ridiculously low mental stats, especially his Wisdom tanking his experience by, what was it, 15%? All his saves have negative penalties ranging from -1 to -2. You're a braver man than I am.

    Well, I'm only at the Gnoll Fortress now; who really knows what will happen by that point.

    TBH I don't find him that gimped XP-wise, because I changed him into a Barbarian, on the Fighter XP table. So he's a Barbarian who levels like a ranger.

    I haven't played BG2 with SoB, so I don't know if the stats will be disqualifying. As a Barbarian with access to more feats, I've made sure he has 5E-style "advantage" on all saving throws involving poison, disease, sleep, charm, confusion, hold, stun, maze, etc. Even if his saves aren't great, getting an extra roll should, theoretically, keep him alive.

    And if it doesn't, well, he can just be replaced by Sarevok. :tongue:

    StummvonBordwehr
  • Mantis37Mantis37 Member Posts: 897
    Yeah, I like the stat bonus overhaul but the luck penalties for low charisma can be killer as well- less than 9 CHA is a big negative. I forgot them when I first tried the Korax npc mod and he didn't do well with -3 luck at level 1!

    semiticgod
  • DavidWDavidW Member Posts: 574
    semiticgod wrote: »
    Are those extra Nashkel Mines spiders on Insane mode mod-introduced? I've never heard of the unmodded game introducing new critters on higher difficulty levels outside of SoD.

    Hmm... I suppose it must be. I have this installed:
    ~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.0.0
    

    I can't find a readme for NTotSC, so I don't really know. But it's possible. I also have SCS installed, but that's not really an SCS-style change. I think NTotSC might also be what adds the two archers to the Amazon group. (Btw why do people call them them "the Amazon group?" Just because it's all-women? Might need to amend my terminology, there...) I was also seeing roughly double the number of kobolds in the Nashkel mines:
    ll2yiktjtal5.jpg
    Though that wasn't a big deal. The two ogrillons by the dead husband south of Beregost turned into 3-4 ogrillons plus an actual ogre... those are basically the only differences I've seen so far. A number of maps have no changes at all.

    The kobolds are mine, I don’t think anything else is (the spiders and ‘amazons’ certainly aren’t.)

    StummvonBordwehrlolien
  • chimaerachimaera Member Posts: 801
    The two additional bounty hunters are NTotSC, afaik.

  • AasimAasim Member Posts: 480
    The sword I'm carrying, the Harrower, is one. I think it comes from Item Revisions: it is a long sword +1, that does +3 damage against undead.

    It's added by Enhanced Edition itself, like that +1 CON buckler.

    StummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 10,689
    Party management is pretty annoying. I don't want to constantly worry about whether soneone I pick up will be under-leveled. Or what if Jaheira & Khalid go their own way after the Nashkel mines, but I want to meet up with them before going to Baldur's Gate? (There are mods for that, after all, to "send NPCs to an inn.") Must I assume they've been sitting in their butts the whole time? Am I the only adventurer earning XP on the Sword Coast??

    Could be oretty easy, too. NPCs run through their CLAB tables every time they join. So just apply a spell at level 1 on every kit's CLAB table, which summons an invisible creature to run a script, which... something. Checks Charname's XP and raises the NPC's to a similar level. I'm not sure how to do that, I'm not good with script stuff.

    Though, nowadays, it might be posdible purely with spells, through splprot.2da. Give an innate ability to Charname to cast on NPCs, then you can adjust their XP at your leisure. (Though, I don't love the idea of snither innate ability cluttering up the UI. Maybe apply a spell with party-wide targeting at every level-up. That way it would be hands-off... every time anyone levels up, everyone in the party with less XP gets brought up to the same level. Or something.)

    You'd think something like this would've been made by now...

  • semiticgodsemiticgod Member, Moderator Posts: 12,693
    @subtledoctor: I'd assume that SCS v32's new level zero NPC component would let you fix all of them up at appropriate levels.

    About Reflected Image: if +1 luck means that you have a 100% chance of having the image get hit before your character does, doesn't that mean the Cloak of Mirroring from Item Revisions could make you completely immune to physical attacks? Last I checked, the cloak in IR grants Reflected Image upon getting hit (not upon taking damage, but getting hit), and that particular trigger applies even if the character's Mirror Images are hit, just like Fire Shield.

    If that does hold true, then a Luck spell from Spell Revisions would grant 50 rounds of immunity to physical attacks.

  • subtledoctorsubtledoctor Member Posts: 10,689
    semiticgod wrote: »
    I'd assume that SCS v32's new level zero NPC component would let you fix all of them up at appropriate levels.
    It's not a problem when they first join - the game already does a decent job of matching them to your XP (apart from a few mods, notably Finch and Indira). But if you take on, say, Jaheira early on, and then replace her with Branwen, and then Yeslick, and then maybe for story reasons I want Jaheira back in the party for the end of the game. When she re-joins, she'll still be level 3/3, while I am level 8. So, that sort of reunion is not really feasible.

    Needing to plan which NPCs to have, when, is causing me more annoyance than it should. It would be nice to take along whomever I feel like, at any given segment of the game, without worrying that my party will be gimped.
    semiticgod wrote: »
    About Reflected Image: if +1 luck means that you have a 100% chance of having the image get hit before your character does, doesn't that mean the Cloak of Mirroring from Item Revisions could make you completely immune to physical attacks? Last I checked, the cloak in IR grants Reflected Image upon getting hit (not upon taking damage, but getting hit), and that particular trigger applies even if the character's Mirror Images are hit, just like Fire Shield.

    If that does hold true, then a Luck spell from Spell Revisions would grant 50 rounds of immunity to physical attacks.

    Well, I don't know how the Cloak is coded. If it were me, I would limit it to firing once per round. So it would protect you from one attack each round, but not every attack. Also I would probably add a specific check to prevent Reflected Image from triggering Reflected Image.

    But, does it work that way right now? Maybe. (In which case, forget the Luck spell, just park a bard nearby for permanent immunity.)

  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 17,685
    I recommend to use the console and give Jaheira or any similar NPC the XP they need to match your main character.

    BG is from those times when companions didn't get XP when they were not in the party. DA:O fixed that for the first time, I think (at least, among popular party RPGs).

  • subtledoctorsubtledoctor Member Posts: 10,689
    edited May 2
    I recommend to use the console and give Jaheira or any similar NPC the XP they need to match your main character.

    No console on an iPad. (Ahem.) And I can't export savegames so I can't even make adjustments on my computer. When Ive needed to make mid-stream adjustments (e.g. decided to change Matias from crossbow to short bow proficiency) I have had to:
    - On my computer, add the desired effects to Potions of Healing
    - Send the revised .itm file to the iPad
    - On the iPad, drink a potion
    - Save and close the game
    - On the computer, remove the proficiency effects from the Potion
    - Send the corrected Potion to the iPad
    - Load the game and continue playing

    It's pretty onerous. And with NPCs it's not really even possible because they are ensconced within savegame files.

    The console is a real crutch for players who use mods... removing it makes this a good platorm for a mod 'stress test.'

    StummvonBordwehr
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 566
    Hi @subtledoctor
    I would also love to see the console for iOS users..... (well that one is mostly for Julius B).

    But regarding the savegame: on my iPhone I can
    1) Press the quicksave button and hold the tap for 5-10 seconds (a so called “long tap”),
    2) A menu appears allowing an export of the savegame - to dropbox for instance
    xhzn8e67d5b3.png
    Is that helpful, or did I misunderstand the issue?

  • subtledoctorsubtledoctor Member Posts: 10,689
    But regarding the savegame: on my iPhone I can
    1) Press the quicksave button and hold the tap for 5-10 seconds (a so called “long tap”),
    2) A menu appears allowing an export of the savegame - to dropbox for instance
    Is that helpful, or did I misunderstand the issue?

    The issue is that, on an iPad Mini 2, on iOS 12.1.1, with BGEE v2.5.17.0, a long press on the quicksave buttondoesn't do anything.

    StummvonBordwehr
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