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BG:EE - Here is my mod list - REVISED

Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
edited May 5 in General Modding
I'm running Windows 10 and have downloaded the game via Steam. I have already installed DLC Merger, but ONLY DLC Merger at this point.

Here is my REVISED list:
==============


1. Base Game
  1. BG:EE installed via Steam
  2. I’ve already run DLC Merge, but have not installed any other mods.

2. Quest Mods
  1. BG1 Unfinished Business
  2. Dark Side of the Sword Coast (install before NTotSC)
  3. Northern Tales of the Sword Coast

3. NPC Mods
  1. BG1 NPC Project
  2. Baldur's Gate 1 Romantic Encounters
  3. Chatty Imoen
  4. Neera Banters
  5. Vynd, drow assassin
  6. Thalan (mage of Highhedge, sells more items)

4. Spell Mods
  1. Spell Revisions
  2. IWDification (install before Faiths and Powers)

5. Item Mods
  1. More Style for Mages
  2. Full Plate and Packing Steel
  3. Wand Case

6. Class & Kit Mods
  1. Song & Silence
  2. The Artison Kitpack (aka Way of the Assassin)
  3. Rogue Rebalancing
  4. Monastic Orders of Faerun
  5. Tome & Blood
  6. Faiths & Powers
  7. Might and Guile

7. Tweaks and Balance mods
  1. Scales of Balance

8. End of Order mods
  1. LevelOneNPCs
  2. NPC_EE

Firstly thank you to those who already weighed in and helped to identify game breaking mod conflicts. Your help has been greatly appreciated.

Secondly, are there any suggestions regarding the load order these need to be installed in? Or specific components which should be omitted to allow similar mods to play nicely with each other?

Lastly, are there any "required" patches or updates for BG:EE that I should have included in this list?

Post edited by Lazlo_Arcadia on

Comments

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    Sorry, I missed one: Deities of Faerun is also present.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    I've opted against Faiths of Faerun due to other mods that are already doing most of what it does, and to avoid possible conflicts.

  • subtledoctorsubtledoctor Member Posts: 11,132
    Isn't Faiths of Faerun that old mod that was discontinued before a proper release? (And served as a direct inspiration for our development of Faiths & Powers.) I didn't even think people could find that. In any event, I would exclude it, it is almost certainly incompatible with lots of stuff.

    Deities of Faerun is not compatible with Faiths & Powers. You should choose one.

    As long as you're playing with lots of mods, IMHO you should consider adding at least some of SCS (the basic AI components, not becessarily the speficic encounters).

    Also have you looked at Spell Revisions and Item Revisions? Matter of taste, but I love 'em.

    Finally, be aware, with a list this expansive, install order is going to be pretty important to get right...

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    I chatted once on the forums with the author of Deities of Faerun who stated that the only real "incompatibility" with F&P was it would result in duplicate entries for some kits, but would not directly conflict. As for Spell and Item revisions, i could not find a link for them.

  • RaduzielRaduziel Member Posts: 4,455

    @Lazlo_Arcadia

    That was a long time ago, back when DoF was still using FnP's sphere system instead of its own.

    Now the two mods are incompatible. This info may be found at DoF's thread (first page) and DoF's Readme.

    Unfortunately, you'll have to chose one.

    Cheers.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    no worries, I do appreciate the clarification!

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    @Raduziel So there is no way to just get the additional kits from DoF? This is ultimately what I found attractive about DoF anyway.

  • RaduzielRaduziel Member Posts: 4,455
    @Raduziel So there is no way to just get the additional kits from DoF? This is ultimately what I found attractive about DoF anyway.

    You can use DoF with or without its sphere system. But I strongly recommend that you use it as:

    1) the spheres are a big part of the kit's flavor;

    2) the sphere system also fixes lots of things in the game;

    3) the sphere system adds new spells to the game (well, just three at the moment but the next update will have a lot more);

    4) the sphere system brings the game's spells closer to their PnP counterparts.

    Cheers.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    At the recommendations of @subtledoctor i'm add Spell Revisions to my list. The idea of scaling spells works very well with my current vision, as does Full Plate and Packing Steel.

  • RaduzielRaduziel Member Posts: 4,455
    At the recommendations of @subtledoctor i'm add Spell Revisions to my list. The idea of scaling spells works very well with my current vision, as does Full Plate and Packing Steel.

    If you're using SR you should stick with Faiths and Pantheons instead of Deities of Faerûn - DoF and SR are not compatible.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    Thank you for the heads up, I actually noticed this earlier this evening.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    edited May 5
    So, any suggestions following my revision? The OP has been updated with the results of my study of the available mods for BG:EE, and thought given to both compatibility and install order. Please let me know if you see anything (good or bad that jumps out at you).

    Are there any suggestions for specific components which should be omitted during the install of the mod list?

    Lastly, are there any "required" patches or updates for BG:EE that I should have included in this list?
    @subtledoctor @Raduziel

  • subtledoctorsubtledoctor Member Posts: 11,132
    When I used Full Playe & Packing Steel I always installed it very very late in the order. Like, one if the last few mods. Dunno if that still holds. Be aware FPPS will conflict with the YARAS component of Scales of Balance. (Two different ways of achieving a similar result.)

    Also some parts of Rogue Rebalancing don't interact well with some parts of Might & Guile. (E.g. RR thief revisions vs. MnG feat system.)

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    edited May 6
    @subtledoctor
    1) Sounds good. Thank you for the help.

    2) If FPPS is more or less already covered by SoB, then I'll just drop it and stay with SoB. SoB seems more comprehensive and more fully developed.

    3) As for M&G vs RR, I was under the impression they were compatible? Do you have any suggestions about which components to opt for vs avoid? As for both of them adding Kits, i'm ok if I have 2 kits with the same name and I just have to pick the one I like at the time i'm creating that character.

  • subtledoctorsubtledoctor Member Posts: 11,132
    FPPS and the SoB YARAS component do similar things, with slightly different results. And both are configurable - in FPPS by editing "thebiglist.txt" (or domething like that) and in SoB by editing YARAS.ini. FPPS supports DR, chance of casting failure, and movement speed penalties, etc. Also changing the weight of each armor. YARAS is focused on DR, AC, and casting speed penalties. Use whichever one is more to your liking.

    RR doesn't add any kits, it only modifies the vanilla kits. The MnG feat system does as well, making some radical changes, do I would not mix it with RR's "thief kit revisions." Using both would create problems. So decide whether you prefer RR's 2E PnP-focused changes, or MnG's 3E-inspired changes.

    MnG's bard overhaul also makes some radical changes, including moving bards to the F/M and M/T classes. RR's "bard kit revisions" only affects the actusl bard class, so while mixing the two won't actually have bad consequences, like with the thief kit revisions... but you just won't see all the changes because they won't touch each other.

    Other parts of RR are fine, however. I always always play with the rogue items/stores, the revised racial features, and (in BG2) the revised HLAs. Those are all compatible with MnG.

  • Lazlo_ArcadiaLazlo_Arcadia Member Posts: 73
    Got it. Sounds like for simplicity FPPS & RR should both be left on the cutting room floor. For now at least as I'm getting used to the more advanced options with modding BG:EE (specifically).

  • subtledoctorsubtledoctor Member Posts: 11,132
    Got it. Sounds like for simplicity FPPS & RR should both be left on the cutting room floor. For now at least as I'm getting used to the more advanced options with modding BG:EE (specifically).

    Like I say, there's parts of RR that I just won't play without. Some mods you should think of not as a single mod, but as a collection of several, or even several dozen, discrete mods. No need to treat them as monolithic.

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