Let's rate Lava's MODs (in regards to BGII-EE)
shevy123456
Member Posts: 265
So, this thread is a "Let's rate Lava's MODs" thread, in regards to
BG2-EE.
Naturally this thread will be largely opinion-based, that is, very
subjective.
I created the thread here, as the mod-related thread is more specific
about modding in general, and I wanted the discussion to be more
"broad", hence why I created it here under the discussion thread of
BG2-EE. Excuse the weird formatting, but I wrote this locally first
with a ~80 characters per line limit; the default HTML textarea used
in many phpbb-style webforum I find not usable for when you want
to write more content, as the lines appear to overflow towards the
right, making it harder to structure it, in my opinion.
I encourage folks to come up with their own list(ing) of Lava's MODs,
possibly before reading my own evaluation, to avoid any bias or
influence. So, if you intend to also rate Lava's MODs, perhaps do so
before reading the following listing. If you forgot the mods, you
can refresh your memory here see the section called "RELEASED BALDUR'S
GATE AND MULTIPLATFORM MODS":
https://weaselmods.net/
I have tried to not give away too many spoilers in this thread, so this
will be a bit unspecific at times for those who have not played Lava's MODs
so far.
Also note that I have not played all of these mods either; several NPCs
are missing in that list below, such as that famous evil NPC (I think
his name is Hephernaan, but as I never played that mod yet, I can't say
for certain), whereas Dwaradime is included in the list.
This means that I also included a few NPC mods, even though naturally the
MODs rated here refer mostly to quest-driven MODs. Thus, pure item mods
I excluded in my own listing shown below; you are of course free to
include them in your own listing as you see fit, but my primary focus
for this thread here was to focus on quest-driven and storyline-driven
MODs, not item MODs per se.
I will simply keep a listing that I shall number subsequently, that is,
number 1 is "the best MOD", number 2 is the "second best MOD", in
regards to Lava's mods, and so forth.
I will also add explanations at times, so people can reason about this.
It may also provide Lava with some additional feedback. We don't know
how motivated he will be before his retirement - then again many of his
MODs could be taken over by other maintainers, if Lava is no longer
available, so this may also help other folks in the long run (distribute
the work load, in particular for mods that were abandoned).
For some of the mods I'll also give a few suggestions to expand on
them, but this is not necessarily meant to encourage Lava to change them,
as he is fairly busy; but if someone else, years later, may want to
extend a bit on it, then this may be useful to "dig out" again in
some years in the future. People come and people go, we all know that.
Anyway, without much further ado now, here we go - and, again, keep in mind
that this is very subjective, but I will give explanations (also, as some
other folks helped in regards to some of the mods, these contributors are
semi-included, but I simply refer just to Lava, as that is easier to keep
track here - do feel included if you helped in one of his mods, though):
1) Naturally the number one spot could be taken by several of Lava's
mods, and it was difficult to find exactly ONE mod to fit the bill completely.
Having said that, I put the "White Queen mod" as the number one, with a caveat,
in that Viconia should be in the party.
The Viconia "sub-quest" makes this mod be at number #1 in my opinion; without
Viconia it is still a great mod, but Viconia steals the spotlight, in particular
near the end when Viconia gets annoyed in the dialogue path (I always choose
that dialogue path where Viconia gets pissed about the situation). The duality
of White Queen and Black Queen was also hilarious.
Even without Viconia, the mod has great fights.
I especially like the fight in the very middle part, even though it is not the
last fight, where one can then obtain that item that is needed by "someone else".
Speaking of which, in regards to the rewards, I always choose the weapon offered
here. I have had later fights where the special of that weapon really influenced
the outcome of the fight (e. g. that fear/flee effect).
The mod's difficulty can be a bit challenging, more so than most other of Lava's
mods (I think), but this may depend on party level and composition. And when
someone has not played the mod yet, it can be rather difficult. For instance,
the fight against the two golems can be pretty hard, until I realised a way
to ... well, kinda "semi-avoid" them (I just focused on the enemy boss, and
the boss kind of goes down easier than the golems, in my opinion). The area
damage annoyed my weaker party members, but this is where repositioning +
haste comes into effect. (There are of course other ways to succeed, but I
often go the haste + repositioning path, as that is the easiest for me. Evidently
proper buffing and spell preparation also helps a lot.)
I have no real important suggestions to make to improve the mod as such, but if
I'd, say, have a small team of one artist and one programmer, I may consider
extending the swamp part (perhaps add an additional before-map, before then
finding the house/castle), with mayhap a few new monsters (perhaps related to
the storyline too, e. g. villagers or undead children or something like that
that come from the prior background situation, if only as "by-standers"); and
perhaps making the castle/house a bit larger overall, adding one additional
fight against some of the warrior-type guardians, such as barracks or something.
Either way it does not really have to be modified; I am just giving ideas here
for the future generation to eventually come and replace the older generation.
2) So the second spot. This one is a bit harder to determine, but I went with
... Bridge Block!
I would have almost made it the number #1 too, but Viconia steals the show for
#1. Viconia overall is pretty cool; if you follow her main storyline, she isn't
quite that evil either - at the least for a drow, compared to other drow.
So, why do I like Bridge Block?
First, a new location that does not really conflict with much at all, and it
has great side-quests. That's one solid reason.
I also actually like all the side quests too, which is rare, as often at the least
a few side-quests are not so great. The main quest is quite nice if you have
not played it through before, and it is not really difficult either, just a bit of
walking really (trivial with haste spell).
Also, a resting place to be had there is really nice, I always find it tiresome
to walk through all of Bridge Block, depending on other mods installed. This I
usually require due to re-casting the haste spell (I can't stand the regular
walking speed without haste).
Then there is the "find three items" subquest. This one is great because there are
three spells as reward. The fishbone thingy (first spell) I never understood
completely (supposedly you shoot some fish darts or something); I never found out
how to use it either. I may be too stupid to figure out. Perhaps that can be changed
to make it easier to use it. Magic missile I understand, for instance. :P
The other two spells are great, though. The singing skull, while not really overpowered
IMO, is a LOT of fun. I often use it as disposable quick boost. It kind of disappears
fairly quickly, but while it is on, I love the effect it has (I love buffs in general,
even if only marginal).
The third spell is great and may be a bit overpowered. For instance, it makes many
fights in regarsd to the Dusk NPC fight very easy. I also sniped off Kuroisan with
it, indirectly (from Tactics mod), kind of (need breach etc... against Kuroisan;
evidently that is another mod, but I mention this because the spell is really
useful as it slows enemies down). I don't want to suggest any change, but if something
has to be modified in regards to balance then perhaps the third spell here could
be adjusted slightly.
Obtaining the three items for the quest can be a bit difficult, in particular if you
also installed the Tactics remix mod (e. g. the fight where you also get celestial
blade, can be very difficult, if you also set to insane difficulty, since you can not
flee anymore at that difficulty level; there are ways around this, though - last time
I ran to another room, and then the fight was a lot easier as summonables blocked the
entrance to the room, thus making sure that not everyone would fight the whole party
at the same time, so I could let in one or two, whack them down, and then follow on
with the rest of the enemies).
The subquest in this mod I actually liked the most was the mute girl.
Now there are two items as rewards in this regard; the first one is not really overpowered
but quite fun. The second one, though, is really nifty for mages. Often the bhaalspawn
character being a mage gets the item, but it fits on Jan, Edwin etc... just as well.
I have no big suggestion for any change overall here really. Perhaps the overall area
could be a bit larger, such as something like a backroom with a few traveling merchants
or so, or traveling sorceress having heard of Bridge Block and spending a day or two
as guests there, which is why I think it may be nice to have the area a bit larger,
perhaps a small garden too just for visual extension; and another subquest about the
mute NPC would be great as well, as a follow-up quest plot - but it is not necessary
either. So, on to the next!
3) Number third is ... Southern District (actually "Southern Edge" but I just
remember it better when I call it district).
This one largely because the quests are quite easy and fun, the main quest is also
fine. Rewards are also quite decent. Actually this one has more quests than Bridge
Block, I think, although the rewards in Bridge Block are slightly better, IMO.
The Southern District area is quite nice for resting too, so this is an alternative
for me to the cemetary (resting there, simply due to convenience; it goes faster
than walking into the tavern in the slums district or elsewhere).
The main quest in Southern District is quite interesting, so overall this may be
the best quest-collection from Lava. I liked all the subquests there, which is
quite rare.
Here I do not have any real suggestions for changes.
I guess if anyone ever feels like additional content then perhaps it can be a
follow-up quest on the main quest aftermath (e. g. the main boss here may not be
totally dead, but kind of came back in a modified variant, again with the same
theme, perhaps taking over a few NPCs, and in a subquest the party will dispose
of the boss once and for all with the help of some cleric in the Temple district
or something like that where the very soul essence is destroyed by a cleric).
Interestingly the Athkatla map here puts the graveyard more to the south than
east:
https://forgottenrealms.fandom.com/wiki/Athkatla
Either way I would assume Bridge Block to be west or southwest of the graveyard.
Julkoon Gate would probably be elsewhere.
I'd probably add one or two more houses in the west of the Southern District
map, e. g. smaller house, poorer houses, just to reinforce the idea that it
may be slightly less populated (but still populated), and perhaps a tree
and a table nearby (people could sit and eat there). Just a few atmospheric
elements; evidently the game can not simulate thousand of NPCs, so it just
has to "capture" moments.
4) So, number four ...
This one was a bit harder to choose from.
I went with "In Love, Undeath" and Xzelë.
I should note that I did not complete all subquests here. For instance, I never
picked up Xzele (no clue about the guardian quest, I ended up skipping it
regularly in later play-throughs), so I can not say how useful she is. I
could pick her in ToB, I suppose, but there my party is usually complete so
I rarely switch it, excluding for some sub-quests in ToB (such as Rasaan, which
is a nice add-on quest, and also Dorn's add-on quest in ToB is great).
I also never completed that quest in regards to modifying the main actor,
in part because when I don't know the rewards, I tend to assume any
drawback may outweigh the advantages it yields.
But, even without Xzelë, the mod is really nice. The storyline is a bit
awkward, but quite fun and unique nonetheless. I also like the fights and
the subquests in the mod, and the rewards are nifty too and the shop is
great. I always buy the throwing knife (for background support folks in
the party) and the shield at the least. This is also available quite
early on, which is another positive point.
The reward after the last fight is also nice - improving luck may not be
super-strong, in particular due to other item-mods going crazy here (the
waukeen item mod), but I like it nonetheless - the item is very stylish,
so someone ends up wearing it usually simply for the stylish factor.
While the above may not sound as convincing as the other three mods listed
before, I should add that I like the mod because it is fairly easy and not
boring to play through. Because it is fairly easy, too, I can go through it
quite early on during a playthrough, which helps, or at the least some of
the subquests that it offers.
The big undead enemies can be difficult on insane difficulty for low HP
characters (the area effect in particular), but there are some ways around
this. I don't want to give away spoilers here, but a hint (among many more)
I can drop is ... "what can not be seen, can not be harmed". Not sure if
this helps, but again, I don't want to give out too many direct spoilers
here. (It may become more clear if you play through several times and notice
a difference in the fights; and what always helps, IMO, is haste spell and
splitting up the party members when it comes to area effects. Korgan can
probably solo all undead enemies, so the key is more about damage mitigation
or damage avoidance. Buffing Korgan is always great.)
5) Number five goes to ... this one is somewhat hard as well ...
Tales of the Deep Gardens.
Now this may be debatable because on a first play-through, this mod can be
super-confusing. I actually used the english translation of a polish walkthrough
because some parts confused the hell out of me (as well as the dialogue).
After having played through once or twice it became easier and not quite as
confusing, after you realiase you have to collect some items, even though
they are a bit oddly named and look strange. For instance, initially I
confused the maze with the yellow item. (For those who get confused, it
may help to keep a container ready just for putting such things inside,
such as an additional bag or wolfskin container. Storing things related
to the subquests in the mod can be very helpful, also to count, as the
number of items determines how to go forward in the main quest.)
It helps a bit if one thinks about the mod as a strange dream/vision overally
(which is a common thing with regards to Innershade as well, at the least
the final boss there).
So, aside from the confusion, I really like Tales of the Deep Gardens - it
has its own unique style.
It tries to go about things differently.
The item rewards are great, simply for roleplay purpose, e. g. the
ones you can purchase.
Edwin always gets the teddy bear - the mighty mage holding up his teddy
bear during a battle is simply a must-have. The other items can be interesting
too; I forgot if there was a deck, but I think there was - it's not overpowered
but a tiny buff (everything helps when buffing Korgan, although roleplay-wise
I think Korgan is just about the most evil NPC, even more evil than Edwin
with his teddy bear).
The final item reward is also ok - and super-stylish (the rose looks so pretty).
Edwin often gets it as well (teddybear + rose), but due to its effect, the whole
party can find that item useful. The special abilities as reward are also nice,
though I rarely need them (the party tends to become too strong once they reach
about level 12 or more or so, even on insane difficulty; some mods add too
powerful items IMO. Also, usually only the low HP characters perish, whereas
the characters with a lot of hp survive almost everything + healing potions
help a lot).
I have no real big suggestions for a change, but if anyone ever goes through it,
perhaps a few things could be made a tiny bit less confusing, while retaining
the overall dream-theme here. I understand that the dialogue is also a bit
skewed because it feels as if EVERYONE is dreaming (or not real), but still
I found the dialogues very confusing - as if they were all dreaming too AND
drunk at the same time.
6) At number #6 I will place Barovia.
Lava said that this may be his biggest mod and it has many nice subcomponents.
I like the final fight since it is a bit chaotic (but actually, when I go for
the boss as main target, it becomes a LOT easier; this seems to be a general
thing, when the allies of the final boss seem too strong or annoying, such as
buffed demon knights, it often helps to put two strong melee fighters on the
enemy boss, churning away at that boss, e. g. Korgan and Dusk - or Korgan and
just anyone else that can deliver a lot of damage, be it the leader of the
party, Minsc, you name it).
The item rewards can be quite nice too. The house/castle is visually great;
probably the best part of the mod visually.
The bee-theme is interesting - while I think it does not quite fit as much
into the Ravenloft-inspired them (the theme is often one of despair and
failure in Ravenloft), one can say that this is a original idea, rather than
something inspired from Ravenloft directly.
The strange thing about Barovia is that I feel as if the mod is not quite as
"packed" as the smaller mods. This may sound awkward, because I think Barovia
has more quests then e. g. Bridge Block or Southern District, but for some
strange reason to me it felt as if Barovia could have more quests and content.
This may simply be an issue in general with larger mods including several
maps. They seem harder to fill up than smaller maps.
I already made a few suggestions for changes, but of course all of that takes
time, and time is a limited resource. IF I had time, a team, motivation and
the know-how, I'd probably make these changes, listing them just a bit:
- add a semi-cursed village / villagers, perhaps as they are attacked by the
bees (and in a progression way, e. g. on re-visits there may be fewer villagers
or so). This one I'd add mostly to showcase that Barovia is not devoid of
villagers/people, so perhaps in th west a small village. And to reinforce
the desperate-theme (this one was always in Ravenloft), as well as a progression
for the bees. (I'd probably extend the maggot-theme here, e. g. where the bees
come from maggots feasting on the corpses, and the villagers then serve as
the main infestation point.)
- I'd probably make the graveyard part near the villa a bit larger. Perhaps
also connect to the background, e. g. a sign that says who is in some of
the graves. Perhaps former workers that fell in disgrace, or a female servant
that was too pretty so she had to be poisoned. Anything that slightly connects
to the main background at hand (or related to it at the least).
- Perhaps one or two additional monsters or rather monster types. A hardened
warrior type that is bee-modified but has a chitinous outside (carapax), so
a bit like the old movie "The Fly" with Jeff Goldblum. Any enemy type that
may be vaguely related to undead too, in combination with bees. There is at
the least one male vampire already, so perhaps a female vampire could be added
in a separate part of the map, with a storyline connecting the two vampires
(or, before they became vampires). Perhaps also in regards to the main enemy
boss, as a storyline, but that female vampire should be weaker than the
boss, naturally; and semi-bee infected or something like that.
- Visually I'd probably extend the fog a bit, make it a bit more stylish and
blue-ish in colour, and larger; and add one or two more "exits" that are
blocked by the fog, to indicate that Barovia may be interconnected to other
places, but the fog closes down that route. And perhaps add some fog effect
too, e. g. horror effect or desperation with messages how this affects the
party (lowers morale, luck ... you name it) for some rounds. Mostly as
RP-purpose or storyline-purpose rather than combat-related aspects.
- The final fight I may make a tiny bit harder as well, but not much. Perhaps
two enemy archers or something like that. Not sure of what type, perhaps
zombies or bee-infected too. And perhaps one additional use of stoneskin for
the main boss - but that's not the primary intention of the suggestion here.
On later play throughs the final fight was rather easy; this was due to the
party being high in level and having too strong items in general, but even then
I think it may be good to extend the fight a bit. Korgan was just churning
away at her and barely anything could harm him (or if it did, healing Korgan
was trivial). Perhaps some area effect for the boss or her aides may be
useful like stinking cloud against the party member mages and clerics and
druids. Or a bee-infected zombie that lusts for spellcasters, so they could
hunt specifically Edwin or Aerie etc...
Hmmm. I think I had more ideas here. Some subquests perhaps.
Another lost child ghost? I'd also love to make the big villa/house larger,
as stated, a bit more a castle, and add some stronghold aspect to it, be it
vampire-related or semi-vampire or something like that, for evil main PCs.
Anyway. I think making a big mod is a LOT harder than smaller mods, as it
most likely takes more time and more effort to fill in content. So smaller
mods, I think, are actually better here, even if larger mods may be more
epic (see the whole Neverwinter Night mod; even if it may need more polish,
that mod is gigantic).
7) At number #7 I put down "Eilistraee's Song".
I did not finish all subquests of the mod, but I finished most, and I think the
mod is really great overall.
The enemy in the crypt is a fun challenge; the carrot subquest is also fun, the
main quest is fairly simple too and the main boss is also not too difficult to
defeat, especially as the party, after the Underground, is already super-strong.
The reward ability can be very useful (although admittedly, once I reach level
12 or rather 14 or so, the party becomes quite strong, + items, so I rarely
need to use that ability. Still it is nice to have that available.)
My only gripe indirectly has to do that I can not solve it earlier on, since it
depends on going into the Underground first, story-wise.
That is also one of the main reason I rated other mods such as Bridge Block
higher, since it is easier accessible early on. At the least "Eilistraee's Song"
comes before ToB, and I typically finish all (or rather most) quests in SoA before
going to ToB so there is more content in SoA overall.
8) With number #8 I go with Dwaradime NPC.
Lava has some more NPC mods (the idea for Yvette is great, even though I never
got her out of the place she is in), as well as that epic evil NPC (I have not
played that one), but I think Dwaradime may be his best NPC overall.
The storyline is somewhat realistic (well, it's a fantasy game, so ...) and
Dwaradime feels kind of realistic too, in his own "storyline-right".
There are a few item rewards, which are quite nice, so just for these alone
I end up picking up Dwaradime and finishing his quests.
I have no real suggestion to improvement here since it is more storyline-related.
Perhaps one could extend the storyline with regards to the primary love story
e. g. an "extension after death" to it. But that's not as important either.
Dwaradime fits as a supporting NPC overall, like Aerie and Jan (but I think he is
stronger, e. g. tougher, more HP and the HLAs of the warrior class help a lot;
even then I still think Jan is awesome, even if not as powerful as other NPCs;
Aerie is great too but her low hp often really means she is more of a liability
than a help - I consistently have that problem whenever I pick Aerie; I found
it better to have pure clerics such as Viconia or pure mages such as Edwin
instead, even though they are also quite weak, especially Edwin. Viconia is
not so bad when buffed, and Edwin can do a lot of spells due to the ring or
item he has).
Alright. I think the remaining mods I'll make a bit shorter in summary, as it
took me quite a while to write this so far.
9) The Journey to the Whin Hill
The Journey to the Whin Hill is a decent mod too. In particular one item
in the final store is really a must-buy for me. The NPC is also fun -
quite a unique way to obtain the NPC.
The fights can be interesting; basilisks petrified the party, so I ended
up distracting them via summonables eventually.
I think my only gripe with the Journey to the Whin Hill is that there isn't
a lot to do with it after you cleared the path. It would be nice if there
could be more post-fight follow-through. Perhaps a party that tries to
kill the dragon and is then defeated by the player's party before it can
do so. Either way it is mostly a small mod, even though the maps used
are quite big or more (more than e. g. Bridge's block).
10) At number 10 I will put "Juniper and the Stone Leech", although one can
reason that the NPC and the storyline is quite nice and better in quality
than the last ~3 mods or so, give or take, so it should be ranked higher.
One reason I put it "only" at #10, though, does not have to do with the mod
itself, but rather that ToB content in general comes fairly late, so the
enjoyment comes at a later point in time too. Having said that, more ToB
content in general would be nice; it always felt to me as if there is a
lot more SoA content than ToB.
This was also a reason why I suggested having Juniper earlier, e. g. already
in SoA. I understand that it may be too much work to re-work the NPC and
associated content (or perhaps I missed the NPC then, earlier), but I think
whenever possible being able to have NPCs early-on is beneficial compared to
having NPCs late in the game. (Actually BG2-EE should be open ended; like
even offering a past-play part after the Bhaalspawn is gone/finished. I
understand that there is no content for this as such, but I'd prefer an
open-ended world. It could be a perpetual arena-like world then too, if
only until there'd be more content. Or a new party starting from level
1.)
11) At #11 I put Innershade. Again, it can be reasoned that it could be
placed higher up, so this is all very subjective and debatable.
Innershade is quite nice overall, although I skipped many of the subquests.
The final boss has a rather unique background story, which I think is
always great. Some items are quite useful too, like the hasted hammer or
axe - I typically buy that one for Korgan until he gets his +5 weapons
eventually.
The grandma storyline is also a fun subquest and the reward is useful for
thief-like characters.
I don't have any real complaints about the mod either, although I have had
runs where I was never able to find Innershade, probably due to some other
mod messing up. For instance, when I used to install the world map mod and
also some old mods that were auto-updated via some tool, I never could
find Innershade and the robbers were not showing up.
(I later found out that the adventurer mart also offers the map, but only at
a later point in time; would be easier IMO to have these maps sold by some
merchant reliably, just like the White Queen mod. I typically find the White
Queen place, as opposed to Innershade, but I also had situations where the
mod was installed, but the map for the swamp to the white queen was not
offered in the shop. I suspect some other mod or perhaps weidu's crazy
re-install drive causes issues. I have had these issues more so with old maps,
in fact, when I could visit Innershade, but then weidu re-installed, it
was suddenly gone, whereas the White Queen map was still shown on the world
map, so something is very strange here overall; on recent installations,
while also avoiding weidu's re-install craziness, I have not encountered
this problem again, so I suspect it has to do with other things than
Lava's mod. weidu's re-install thing must be the most broken thing of all
times; it's unfortunate we don't have a modern alternative to it. Perl
and OCAML is a fossil legacy combination really.)
12) At place #12 I put Will of the Wisps.
The mod is quite nice overall, even for non-shamans, but I think for the
full enjoyment one has to play as a shaman or have one in the party.
(Well, there is one NPC to pick up, but at that point my party was complete
so I never picked him up. I do intend to make a run-through with the main
protagonist as a shaman eventually though.)
13) Oak isle
It's a fairly nice mod, but I never managed to go past the cave entry (I
read how to do so, but still managed to skillfully fail). In later runs
I stopped trying. The area is still nice to explore, and the snake-subquest
I managed to solve as well as the clam subquest. Not sure why I had more
problems with this mod. It's not a bad mod at all, but the other mods listed
above are IMO better, give or take.
I don't have any huge suggestions for change. Perhaps the oak could be
even bigger and offer a way to climb up, just for RP purposes. Content-wise
I'd simplify entry to the cave, perhaps add more spells that could help
here and make it clearer in the map where to go.
14) Last comes Alabaster sand. For some reason I don't like the subquests it
offers, except for the initial one, and finding the correct spot for the quest
where that one NPC has lost something.
There are some more subquests but I gave up on them eventually; I remember
I even once managed to have all gems, but I simply gave up when it came
to having to grind them.
For some reason this mod is not one of my favourite Lava mods. While that
has to do with the quests it offers, I feel it is also the tileset used.
It feels a little bit different to Athkatla:
https://forgottenrealms.fandom.com/wiki/Amn#Climate
https://static.wikia.nocookie.net/forgottenrealms/images/7/79/Lake_Esmel.jpg/revision/latest/scale-to-width-down/1000?cb=20110508021041
Now Lava said that his mods are not heavily tied to the "official" lore,
so I understand that. But for some reason, Alabaster sand feels a bit
alien.
I think if I'd have the resources I would probably make the map there a bit
larger, provide perhaps one or two more NPC groups there (e. g. a merchant
and his entourage that is simply relaxing there on the beach, perhaps lost
his glasses as he went to take a swim).
Anyway - that's my ratings so far. Evidently I am missing out on some more
NPCs.
How about the rating of anyone else? It's ok if you only want to rate one
or a few more, rather than ALL of Lava's mods of course.
BG2-EE.
Naturally this thread will be largely opinion-based, that is, very
subjective.
I created the thread here, as the mod-related thread is more specific
about modding in general, and I wanted the discussion to be more
"broad", hence why I created it here under the discussion thread of
BG2-EE. Excuse the weird formatting, but I wrote this locally first
with a ~80 characters per line limit; the default HTML textarea used
in many phpbb-style webforum I find not usable for when you want
to write more content, as the lines appear to overflow towards the
right, making it harder to structure it, in my opinion.
I encourage folks to come up with their own list(ing) of Lava's MODs,
possibly before reading my own evaluation, to avoid any bias or
influence. So, if you intend to also rate Lava's MODs, perhaps do so
before reading the following listing. If you forgot the mods, you
can refresh your memory here see the section called "RELEASED BALDUR'S
GATE AND MULTIPLATFORM MODS":
https://weaselmods.net/
I have tried to not give away too many spoilers in this thread, so this
will be a bit unspecific at times for those who have not played Lava's MODs
so far.
Also note that I have not played all of these mods either; several NPCs
are missing in that list below, such as that famous evil NPC (I think
his name is Hephernaan, but as I never played that mod yet, I can't say
for certain), whereas Dwaradime is included in the list.
This means that I also included a few NPC mods, even though naturally the
MODs rated here refer mostly to quest-driven MODs. Thus, pure item mods
I excluded in my own listing shown below; you are of course free to
include them in your own listing as you see fit, but my primary focus
for this thread here was to focus on quest-driven and storyline-driven
MODs, not item MODs per se.
I will simply keep a listing that I shall number subsequently, that is,
number 1 is "the best MOD", number 2 is the "second best MOD", in
regards to Lava's mods, and so forth.
I will also add explanations at times, so people can reason about this.
It may also provide Lava with some additional feedback. We don't know
how motivated he will be before his retirement - then again many of his
MODs could be taken over by other maintainers, if Lava is no longer
available, so this may also help other folks in the long run (distribute
the work load, in particular for mods that were abandoned).
For some of the mods I'll also give a few suggestions to expand on
them, but this is not necessarily meant to encourage Lava to change them,
as he is fairly busy; but if someone else, years later, may want to
extend a bit on it, then this may be useful to "dig out" again in
some years in the future. People come and people go, we all know that.
Anyway, without much further ado now, here we go - and, again, keep in mind
that this is very subjective, but I will give explanations (also, as some
other folks helped in regards to some of the mods, these contributors are
semi-included, but I simply refer just to Lava, as that is easier to keep
track here - do feel included if you helped in one of his mods, though):
1) Naturally the number one spot could be taken by several of Lava's
mods, and it was difficult to find exactly ONE mod to fit the bill completely.
Having said that, I put the "White Queen mod" as the number one, with a caveat,
in that Viconia should be in the party.
The Viconia "sub-quest" makes this mod be at number #1 in my opinion; without
Viconia it is still a great mod, but Viconia steals the spotlight, in particular
near the end when Viconia gets annoyed in the dialogue path (I always choose
that dialogue path where Viconia gets pissed about the situation). The duality
of White Queen and Black Queen was also hilarious.
Even without Viconia, the mod has great fights.
I especially like the fight in the very middle part, even though it is not the
last fight, where one can then obtain that item that is needed by "someone else".
Speaking of which, in regards to the rewards, I always choose the weapon offered
here. I have had later fights where the special of that weapon really influenced
the outcome of the fight (e. g. that fear/flee effect).
The mod's difficulty can be a bit challenging, more so than most other of Lava's
mods (I think), but this may depend on party level and composition. And when
someone has not played the mod yet, it can be rather difficult. For instance,
the fight against the two golems can be pretty hard, until I realised a way
to ... well, kinda "semi-avoid" them (I just focused on the enemy boss, and
the boss kind of goes down easier than the golems, in my opinion). The area
damage annoyed my weaker party members, but this is where repositioning +
haste comes into effect. (There are of course other ways to succeed, but I
often go the haste + repositioning path, as that is the easiest for me. Evidently
proper buffing and spell preparation also helps a lot.)
I have no real important suggestions to make to improve the mod as such, but if
I'd, say, have a small team of one artist and one programmer, I may consider
extending the swamp part (perhaps add an additional before-map, before then
finding the house/castle), with mayhap a few new monsters (perhaps related to
the storyline too, e. g. villagers or undead children or something like that
that come from the prior background situation, if only as "by-standers"); and
perhaps making the castle/house a bit larger overall, adding one additional
fight against some of the warrior-type guardians, such as barracks or something.
Either way it does not really have to be modified; I am just giving ideas here
for the future generation to eventually come and replace the older generation.
2) So the second spot. This one is a bit harder to determine, but I went with
... Bridge Block!
I would have almost made it the number #1 too, but Viconia steals the show for
#1. Viconia overall is pretty cool; if you follow her main storyline, she isn't
quite that evil either - at the least for a drow, compared to other drow.
So, why do I like Bridge Block?
First, a new location that does not really conflict with much at all, and it
has great side-quests. That's one solid reason.
I also actually like all the side quests too, which is rare, as often at the least
a few side-quests are not so great. The main quest is quite nice if you have
not played it through before, and it is not really difficult either, just a bit of
walking really (trivial with haste spell).
Also, a resting place to be had there is really nice, I always find it tiresome
to walk through all of Bridge Block, depending on other mods installed. This I
usually require due to re-casting the haste spell (I can't stand the regular
walking speed without haste).
Then there is the "find three items" subquest. This one is great because there are
three spells as reward. The fishbone thingy (first spell) I never understood
completely (supposedly you shoot some fish darts or something); I never found out
how to use it either. I may be too stupid to figure out. Perhaps that can be changed
to make it easier to use it. Magic missile I understand, for instance. :P
The other two spells are great, though. The singing skull, while not really overpowered
IMO, is a LOT of fun. I often use it as disposable quick boost. It kind of disappears
fairly quickly, but while it is on, I love the effect it has (I love buffs in general,
even if only marginal).
The third spell is great and may be a bit overpowered. For instance, it makes many
fights in regarsd to the Dusk NPC fight very easy. I also sniped off Kuroisan with
it, indirectly (from Tactics mod), kind of (need breach etc... against Kuroisan;
evidently that is another mod, but I mention this because the spell is really
useful as it slows enemies down). I don't want to suggest any change, but if something
has to be modified in regards to balance then perhaps the third spell here could
be adjusted slightly.
Obtaining the three items for the quest can be a bit difficult, in particular if you
also installed the Tactics remix mod (e. g. the fight where you also get celestial
blade, can be very difficult, if you also set to insane difficulty, since you can not
flee anymore at that difficulty level; there are ways around this, though - last time
I ran to another room, and then the fight was a lot easier as summonables blocked the
entrance to the room, thus making sure that not everyone would fight the whole party
at the same time, so I could let in one or two, whack them down, and then follow on
with the rest of the enemies).
The subquest in this mod I actually liked the most was the mute girl.
Now there are two items as rewards in this regard; the first one is not really overpowered
but quite fun. The second one, though, is really nifty for mages. Often the bhaalspawn
character being a mage gets the item, but it fits on Jan, Edwin etc... just as well.
I have no big suggestion for any change overall here really. Perhaps the overall area
could be a bit larger, such as something like a backroom with a few traveling merchants
or so, or traveling sorceress having heard of Bridge Block and spending a day or two
as guests there, which is why I think it may be nice to have the area a bit larger,
perhaps a small garden too just for visual extension; and another subquest about the
mute NPC would be great as well, as a follow-up quest plot - but it is not necessary
either. So, on to the next!
3) Number third is ... Southern District (actually "Southern Edge" but I just
remember it better when I call it district).
This one largely because the quests are quite easy and fun, the main quest is also
fine. Rewards are also quite decent. Actually this one has more quests than Bridge
Block, I think, although the rewards in Bridge Block are slightly better, IMO.
The Southern District area is quite nice for resting too, so this is an alternative
for me to the cemetary (resting there, simply due to convenience; it goes faster
than walking into the tavern in the slums district or elsewhere).
The main quest in Southern District is quite interesting, so overall this may be
the best quest-collection from Lava. I liked all the subquests there, which is
quite rare.
Here I do not have any real suggestions for changes.
I guess if anyone ever feels like additional content then perhaps it can be a
follow-up quest on the main quest aftermath (e. g. the main boss here may not be
totally dead, but kind of came back in a modified variant, again with the same
theme, perhaps taking over a few NPCs, and in a subquest the party will dispose
of the boss once and for all with the help of some cleric in the Temple district
or something like that where the very soul essence is destroyed by a cleric).
Interestingly the Athkatla map here puts the graveyard more to the south than
east:
https://forgottenrealms.fandom.com/wiki/Athkatla
Either way I would assume Bridge Block to be west or southwest of the graveyard.
Julkoon Gate would probably be elsewhere.
I'd probably add one or two more houses in the west of the Southern District
map, e. g. smaller house, poorer houses, just to reinforce the idea that it
may be slightly less populated (but still populated), and perhaps a tree
and a table nearby (people could sit and eat there). Just a few atmospheric
elements; evidently the game can not simulate thousand of NPCs, so it just
has to "capture" moments.
4) So, number four ...
This one was a bit harder to choose from.
I went with "In Love, Undeath" and Xzelë.
I should note that I did not complete all subquests here. For instance, I never
picked up Xzele (no clue about the guardian quest, I ended up skipping it
regularly in later play-throughs), so I can not say how useful she is. I
could pick her in ToB, I suppose, but there my party is usually complete so
I rarely switch it, excluding for some sub-quests in ToB (such as Rasaan, which
is a nice add-on quest, and also Dorn's add-on quest in ToB is great).
I also never completed that quest in regards to modifying the main actor,
in part because when I don't know the rewards, I tend to assume any
drawback may outweigh the advantages it yields.
But, even without Xzelë, the mod is really nice. The storyline is a bit
awkward, but quite fun and unique nonetheless. I also like the fights and
the subquests in the mod, and the rewards are nifty too and the shop is
great. I always buy the throwing knife (for background support folks in
the party) and the shield at the least. This is also available quite
early on, which is another positive point.
The reward after the last fight is also nice - improving luck may not be
super-strong, in particular due to other item-mods going crazy here (the
waukeen item mod), but I like it nonetheless - the item is very stylish,
so someone ends up wearing it usually simply for the stylish factor.
While the above may not sound as convincing as the other three mods listed
before, I should add that I like the mod because it is fairly easy and not
boring to play through. Because it is fairly easy, too, I can go through it
quite early on during a playthrough, which helps, or at the least some of
the subquests that it offers.
The big undead enemies can be difficult on insane difficulty for low HP
characters (the area effect in particular), but there are some ways around
this. I don't want to give away spoilers here, but a hint (among many more)
I can drop is ... "what can not be seen, can not be harmed". Not sure if
this helps, but again, I don't want to give out too many direct spoilers
here. (It may become more clear if you play through several times and notice
a difference in the fights; and what always helps, IMO, is haste spell and
splitting up the party members when it comes to area effects. Korgan can
probably solo all undead enemies, so the key is more about damage mitigation
or damage avoidance. Buffing Korgan is always great.)
5) Number five goes to ... this one is somewhat hard as well ...
Tales of the Deep Gardens.
Now this may be debatable because on a first play-through, this mod can be
super-confusing. I actually used the english translation of a polish walkthrough
because some parts confused the hell out of me (as well as the dialogue).
After having played through once or twice it became easier and not quite as
confusing, after you realiase you have to collect some items, even though
they are a bit oddly named and look strange. For instance, initially I
confused the maze with the yellow item. (For those who get confused, it
may help to keep a container ready just for putting such things inside,
such as an additional bag or wolfskin container. Storing things related
to the subquests in the mod can be very helpful, also to count, as the
number of items determines how to go forward in the main quest.)
It helps a bit if one thinks about the mod as a strange dream/vision overally
(which is a common thing with regards to Innershade as well, at the least
the final boss there).
So, aside from the confusion, I really like Tales of the Deep Gardens - it
has its own unique style.
It tries to go about things differently.
The item rewards are great, simply for roleplay purpose, e. g. the
ones you can purchase.
Edwin always gets the teddy bear - the mighty mage holding up his teddy
bear during a battle is simply a must-have. The other items can be interesting
too; I forgot if there was a deck, but I think there was - it's not overpowered
but a tiny buff (everything helps when buffing Korgan, although roleplay-wise
I think Korgan is just about the most evil NPC, even more evil than Edwin
with his teddy bear).
The final item reward is also ok - and super-stylish (the rose looks so pretty).
Edwin often gets it as well (teddybear + rose), but due to its effect, the whole
party can find that item useful. The special abilities as reward are also nice,
though I rarely need them (the party tends to become too strong once they reach
about level 12 or more or so, even on insane difficulty; some mods add too
powerful items IMO. Also, usually only the low HP characters perish, whereas
the characters with a lot of hp survive almost everything + healing potions
help a lot).
I have no real big suggestions for a change, but if anyone ever goes through it,
perhaps a few things could be made a tiny bit less confusing, while retaining
the overall dream-theme here. I understand that the dialogue is also a bit
skewed because it feels as if EVERYONE is dreaming (or not real), but still
I found the dialogues very confusing - as if they were all dreaming too AND
drunk at the same time.
6) At number #6 I will place Barovia.
Lava said that this may be his biggest mod and it has many nice subcomponents.
I like the final fight since it is a bit chaotic (but actually, when I go for
the boss as main target, it becomes a LOT easier; this seems to be a general
thing, when the allies of the final boss seem too strong or annoying, such as
buffed demon knights, it often helps to put two strong melee fighters on the
enemy boss, churning away at that boss, e. g. Korgan and Dusk - or Korgan and
just anyone else that can deliver a lot of damage, be it the leader of the
party, Minsc, you name it).
The item rewards can be quite nice too. The house/castle is visually great;
probably the best part of the mod visually.
The bee-theme is interesting - while I think it does not quite fit as much
into the Ravenloft-inspired them (the theme is often one of despair and
failure in Ravenloft), one can say that this is a original idea, rather than
something inspired from Ravenloft directly.
The strange thing about Barovia is that I feel as if the mod is not quite as
"packed" as the smaller mods. This may sound awkward, because I think Barovia
has more quests then e. g. Bridge Block or Southern District, but for some
strange reason to me it felt as if Barovia could have more quests and content.
This may simply be an issue in general with larger mods including several
maps. They seem harder to fill up than smaller maps.
I already made a few suggestions for changes, but of course all of that takes
time, and time is a limited resource. IF I had time, a team, motivation and
the know-how, I'd probably make these changes, listing them just a bit:
- add a semi-cursed village / villagers, perhaps as they are attacked by the
bees (and in a progression way, e. g. on re-visits there may be fewer villagers
or so). This one I'd add mostly to showcase that Barovia is not devoid of
villagers/people, so perhaps in th west a small village. And to reinforce
the desperate-theme (this one was always in Ravenloft), as well as a progression
for the bees. (I'd probably extend the maggot-theme here, e. g. where the bees
come from maggots feasting on the corpses, and the villagers then serve as
the main infestation point.)
- I'd probably make the graveyard part near the villa a bit larger. Perhaps
also connect to the background, e. g. a sign that says who is in some of
the graves. Perhaps former workers that fell in disgrace, or a female servant
that was too pretty so she had to be poisoned. Anything that slightly connects
to the main background at hand (or related to it at the least).
- Perhaps one or two additional monsters or rather monster types. A hardened
warrior type that is bee-modified but has a chitinous outside (carapax), so
a bit like the old movie "The Fly" with Jeff Goldblum. Any enemy type that
may be vaguely related to undead too, in combination with bees. There is at
the least one male vampire already, so perhaps a female vampire could be added
in a separate part of the map, with a storyline connecting the two vampires
(or, before they became vampires). Perhaps also in regards to the main enemy
boss, as a storyline, but that female vampire should be weaker than the
boss, naturally; and semi-bee infected or something like that.
- Visually I'd probably extend the fog a bit, make it a bit more stylish and
blue-ish in colour, and larger; and add one or two more "exits" that are
blocked by the fog, to indicate that Barovia may be interconnected to other
places, but the fog closes down that route. And perhaps add some fog effect
too, e. g. horror effect or desperation with messages how this affects the
party (lowers morale, luck ... you name it) for some rounds. Mostly as
RP-purpose or storyline-purpose rather than combat-related aspects.
- The final fight I may make a tiny bit harder as well, but not much. Perhaps
two enemy archers or something like that. Not sure of what type, perhaps
zombies or bee-infected too. And perhaps one additional use of stoneskin for
the main boss - but that's not the primary intention of the suggestion here.
On later play throughs the final fight was rather easy; this was due to the
party being high in level and having too strong items in general, but even then
I think it may be good to extend the fight a bit. Korgan was just churning
away at her and barely anything could harm him (or if it did, healing Korgan
was trivial). Perhaps some area effect for the boss or her aides may be
useful like stinking cloud against the party member mages and clerics and
druids. Or a bee-infected zombie that lusts for spellcasters, so they could
hunt specifically Edwin or Aerie etc...
Hmmm. I think I had more ideas here. Some subquests perhaps.
Another lost child ghost? I'd also love to make the big villa/house larger,
as stated, a bit more a castle, and add some stronghold aspect to it, be it
vampire-related or semi-vampire or something like that, for evil main PCs.
Anyway. I think making a big mod is a LOT harder than smaller mods, as it
most likely takes more time and more effort to fill in content. So smaller
mods, I think, are actually better here, even if larger mods may be more
epic (see the whole Neverwinter Night mod; even if it may need more polish,
that mod is gigantic).
7) At number #7 I put down "Eilistraee's Song".
I did not finish all subquests of the mod, but I finished most, and I think the
mod is really great overall.
The enemy in the crypt is a fun challenge; the carrot subquest is also fun, the
main quest is fairly simple too and the main boss is also not too difficult to
defeat, especially as the party, after the Underground, is already super-strong.
The reward ability can be very useful (although admittedly, once I reach level
12 or rather 14 or so, the party becomes quite strong, + items, so I rarely
need to use that ability. Still it is nice to have that available.)
My only gripe indirectly has to do that I can not solve it earlier on, since it
depends on going into the Underground first, story-wise.
That is also one of the main reason I rated other mods such as Bridge Block
higher, since it is easier accessible early on. At the least "Eilistraee's Song"
comes before ToB, and I typically finish all (or rather most) quests in SoA before
going to ToB so there is more content in SoA overall.
8) With number #8 I go with Dwaradime NPC.
Lava has some more NPC mods (the idea for Yvette is great, even though I never
got her out of the place she is in), as well as that epic evil NPC (I have not
played that one), but I think Dwaradime may be his best NPC overall.
The storyline is somewhat realistic (well, it's a fantasy game, so ...) and
Dwaradime feels kind of realistic too, in his own "storyline-right".
There are a few item rewards, which are quite nice, so just for these alone
I end up picking up Dwaradime and finishing his quests.
I have no real suggestion to improvement here since it is more storyline-related.
Perhaps one could extend the storyline with regards to the primary love story
e. g. an "extension after death" to it. But that's not as important either.
Dwaradime fits as a supporting NPC overall, like Aerie and Jan (but I think he is
stronger, e. g. tougher, more HP and the HLAs of the warrior class help a lot;
even then I still think Jan is awesome, even if not as powerful as other NPCs;
Aerie is great too but her low hp often really means she is more of a liability
than a help - I consistently have that problem whenever I pick Aerie; I found
it better to have pure clerics such as Viconia or pure mages such as Edwin
instead, even though they are also quite weak, especially Edwin. Viconia is
not so bad when buffed, and Edwin can do a lot of spells due to the ring or
item he has).
Alright. I think the remaining mods I'll make a bit shorter in summary, as it
took me quite a while to write this so far.
9) The Journey to the Whin Hill
The Journey to the Whin Hill is a decent mod too. In particular one item
in the final store is really a must-buy for me. The NPC is also fun -
quite a unique way to obtain the NPC.
The fights can be interesting; basilisks petrified the party, so I ended
up distracting them via summonables eventually.
I think my only gripe with the Journey to the Whin Hill is that there isn't
a lot to do with it after you cleared the path. It would be nice if there
could be more post-fight follow-through. Perhaps a party that tries to
kill the dragon and is then defeated by the player's party before it can
do so. Either way it is mostly a small mod, even though the maps used
are quite big or more (more than e. g. Bridge's block).
10) At number 10 I will put "Juniper and the Stone Leech", although one can
reason that the NPC and the storyline is quite nice and better in quality
than the last ~3 mods or so, give or take, so it should be ranked higher.
One reason I put it "only" at #10, though, does not have to do with the mod
itself, but rather that ToB content in general comes fairly late, so the
enjoyment comes at a later point in time too. Having said that, more ToB
content in general would be nice; it always felt to me as if there is a
lot more SoA content than ToB.
This was also a reason why I suggested having Juniper earlier, e. g. already
in SoA. I understand that it may be too much work to re-work the NPC and
associated content (or perhaps I missed the NPC then, earlier), but I think
whenever possible being able to have NPCs early-on is beneficial compared to
having NPCs late in the game. (Actually BG2-EE should be open ended; like
even offering a past-play part after the Bhaalspawn is gone/finished. I
understand that there is no content for this as such, but I'd prefer an
open-ended world. It could be a perpetual arena-like world then too, if
only until there'd be more content. Or a new party starting from level
1.)
11) At #11 I put Innershade. Again, it can be reasoned that it could be
placed higher up, so this is all very subjective and debatable.
Innershade is quite nice overall, although I skipped many of the subquests.
The final boss has a rather unique background story, which I think is
always great. Some items are quite useful too, like the hasted hammer or
axe - I typically buy that one for Korgan until he gets his +5 weapons
eventually.
The grandma storyline is also a fun subquest and the reward is useful for
thief-like characters.
I don't have any real complaints about the mod either, although I have had
runs where I was never able to find Innershade, probably due to some other
mod messing up. For instance, when I used to install the world map mod and
also some old mods that were auto-updated via some tool, I never could
find Innershade and the robbers were not showing up.
(I later found out that the adventurer mart also offers the map, but only at
a later point in time; would be easier IMO to have these maps sold by some
merchant reliably, just like the White Queen mod. I typically find the White
Queen place, as opposed to Innershade, but I also had situations where the
mod was installed, but the map for the swamp to the white queen was not
offered in the shop. I suspect some other mod or perhaps weidu's crazy
re-install drive causes issues. I have had these issues more so with old maps,
in fact, when I could visit Innershade, but then weidu re-installed, it
was suddenly gone, whereas the White Queen map was still shown on the world
map, so something is very strange here overall; on recent installations,
while also avoiding weidu's re-install craziness, I have not encountered
this problem again, so I suspect it has to do with other things than
Lava's mod. weidu's re-install thing must be the most broken thing of all
times; it's unfortunate we don't have a modern alternative to it. Perl
and OCAML is a fossil legacy combination really.)
12) At place #12 I put Will of the Wisps.
The mod is quite nice overall, even for non-shamans, but I think for the
full enjoyment one has to play as a shaman or have one in the party.
(Well, there is one NPC to pick up, but at that point my party was complete
so I never picked him up. I do intend to make a run-through with the main
protagonist as a shaman eventually though.)
13) Oak isle
It's a fairly nice mod, but I never managed to go past the cave entry (I
read how to do so, but still managed to skillfully fail). In later runs
I stopped trying. The area is still nice to explore, and the snake-subquest
I managed to solve as well as the clam subquest. Not sure why I had more
problems with this mod. It's not a bad mod at all, but the other mods listed
above are IMO better, give or take.
I don't have any huge suggestions for change. Perhaps the oak could be
even bigger and offer a way to climb up, just for RP purposes. Content-wise
I'd simplify entry to the cave, perhaps add more spells that could help
here and make it clearer in the map where to go.
14) Last comes Alabaster sand. For some reason I don't like the subquests it
offers, except for the initial one, and finding the correct spot for the quest
where that one NPC has lost something.
There are some more subquests but I gave up on them eventually; I remember
I even once managed to have all gems, but I simply gave up when it came
to having to grind them.
For some reason this mod is not one of my favourite Lava mods. While that
has to do with the quests it offers, I feel it is also the tileset used.
It feels a little bit different to Athkatla:
https://forgottenrealms.fandom.com/wiki/Amn#Climate
https://static.wikia.nocookie.net/forgottenrealms/images/7/79/Lake_Esmel.jpg/revision/latest/scale-to-width-down/1000?cb=20110508021041
Now Lava said that his mods are not heavily tied to the "official" lore,
so I understand that. But for some reason, Alabaster sand feels a bit
alien.
I think if I'd have the resources I would probably make the map there a bit
larger, provide perhaps one or two more NPC groups there (e. g. a merchant
and his entourage that is simply relaxing there on the beach, perhaps lost
his glasses as he went to take a swim).
Anyway - that's my ratings so far. Evidently I am missing out on some more
NPCs.
How about the rating of anyone else? It's ok if you only want to rate one
or a few more, rather than ALL of Lava's mods of course.
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Comments
Did you review I Shall Never Forget? And Foundling: Between the Shades is also a really interesting mod.
I think Lava's best mod is The Bloodied Stings of Barovia - probably the best mod overall that's available for BG2!
https://weaselmods.net/showthread.php?tid=1826