WHAT DOES THIS 'MOD' DO?

-It is a super easy installation for various mods I liked, on top of some tweaks and enchantments of my own. It is compatible with the pc, and Ipad version. To install, just drop all of the files in portraits folder in the rar, to your own portraits or override folder. Simple as that. This will save up to 3-4 hours of time required to install all of these mods from scratch.
-Since this mod is compatible with Ipad, unjailbroken, I did not touch dialog.tlk. There are a caveats, like when mages prebuff you will see random dialogue instead of their buffs. Also, when a potion is drunk by an enemy. For perfectionists, it is terrible, but I am used to this and actually, prebuff lines being garbage ups the difficulty as you can not tell which spells the opponent has up. Also, custom spells I added, mostly ice spells, had to use names allready existing in the game, but luckily, there are names that are very appropriate. You won't see in-game descriptions for the new spells, however I wrote about what they do. Oh and also, Gaelan bayle will still talk about 20k gold, however he wants to say 80k, and the main plot won't advance until you have at least 65k!

DISCLAIMER:I do not own these mods. The mods are the creations of their authors, and I gave links to them where applicable. This mod of mine is just a simple, mega-installation, and that is all. I want other players to enjoy these mods like I do, and I wanted to give them a very easy way to do so, by means of sharing my own mega mod installation. I do not take credit for any of the hard work involved in those mods.

It is not like the authors charge money for the mods, so I don't think there are any copyright issues. Hopefully. I repeat, this is just an easy mega-install mod, I do not own any of these mods, anybody can download these mods themselves on the net and do what they please. This 'mod' of mine is just a simple tool to have said mods installed alltogether in like five minutes. On Ipad too, no less! It is more like a homage or respect for the mods involved.

Here are the original mods used in this installation:

Sword Coast Strategems-awesome, awesome work. It makes all enemies smarter and challenging. I have the maximum difficulty options installed for most anything, including prebuff for mages/priests, and I also increased the levels of casters a bit. Hardest spawns excluding liches in dungeons. Gaelan Bayle also require 65k gold instead of 15k. In the asylum, partys items get taken, etc.
The main site for the original mod:http://www.gibberlings3.net/scs/

Item randomisation:This uses the randomisation at every start of the game method, so each time you start a game in Irenicus dungeon, after Imoen opens your cell, there will be some pause and lagging while the game modifies all of the item locations. Most every important item will be randomised, and will appear in new, random places every time you start a new game! Wonderful!
The main site for the original mod:http://www.gibberlings3.net/item_rand/

Ashes of Embers:Only the universal weapons for all classes mod. This makes all weapons usable by anyone. However, some more exotic weapons have some high stat requirements. 
The main site for the original mod:http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=92&Itemid=77

Rogues Rebalancing:Only the revised thievery options, for to disable potions of thievery from stacking. Also fences can no longer be stolen from.
The main site for the original mod:http://avenger981.github.io/doc/readme_rr.html

Improved bams:Original bg2 item bams for the game. The main site for the original mod:http://www.gibberlings3.net/impbams/

BG2 paperdolls:From my own mod, bringing old BG2 paperdolls back. 
http://forum.baldursgate.com/discussion/37669/glows-and-paperdolls-mod#latest

Oversight mod:Only the improved comet component, with a blue graphic and cold damage. 
The main site for the original mod:http://www.gibberlings3.net/oversight/index.php

1pp:only the empty inventory slot look taken, for a more byzantine look.
The main site for the original mod:http://www.spellholdstudios.net/ie/1pp

Portraits:alternate portraits for Jaheira, Imoen and Neera. Plus some pc portraits all taken from the thread:
http://forum.baldursgate.com/discussion/5339/alternate-npc-and-pc-portraits-just-because-p/p1
Most notably, Isandir has many portraits I took from the thread, also check his own site for even more awesome portraits. Beamdog should have hired this guy! http://isandir.com/
Also some portraits from the mod thread:http://forum.baldursgate.com/discussion/33271/the-candlekeep-party-spoilers-including-a-speed-game-competition/p1

New font:new font for item descriptions and another new font for floating text. I like to play with bigger fonts from options, second biggest choice, but the fonts in item descriptions and float texts get too big and ugly. Wit these, I can play with big fonts in game play and item descriptions/float texts look cool.
Original fonts threads:http://www.shsforums.net/topic/56710-bigger-fonts-for-baldurs-gate/
http://www.shsforums.net/topic/38626-bigger-fonts-for-bgiitob-and-other-ie-games/page-2

On top of that, some tweaks of mine:

-More and more enemies and random treasures in most places.

Most notably, Irenicus dungeon has a lot more duergars from scs mod, and is quite a challenge for the beginning of the game. No longer the first dungeon is trivial or boring. Added some random treasures here and there to compensate for the added challenge. Added two custom enemy shadow thieves that utilise a wand. (only one charge)

Shadow temple has a very big shadow and shadow fiend spawn rate, the place is dangerous to stay for long. Hint:equip Arbane's shortsword or other free action items/spells to survive shadow fiends. The shadowed forest area has some added specters.

Sewers behind the temple area has some burning undead archers spawns. My own custom monsters, heavily influenced by the burning dead archers from diablo 2 sewers in act 2. They are quite tough if you don't take counter measures.

Planar sphere has more cannibal halflings. The hellish planes have a lot more demons and a nasty imp spawn rate:you must not stall for too long! Tolgerias is a deadly conjurer of highest caliber and Lavok is a vile, vile necromancer.

Captain Haegan and Beastmaster are buffed to be a kensai and archer, respectively. They also use scs scripts, so beware! Added many additional guards to slavers hq, and a rune assasin near the entrance from sewers.

Added more mustard jellies to the sewers beneath the copper coronet. Hint:Use magical crushing weapons and have a good ac vs blunt attacks.

Bodhi's hideout in both chapters have more vampires added.

Many more skeleton warriors and undead are added to graveyard areas. Some additional, some random treasures added in to compensate for the challenge.

Vampiric mists spawn a lot more frequently in the entrance pool to Firkraag's dungeon. Also Ruhk the transmuter is a beast thanks to scs scripts.

Added some wights to Dragomir's tomb.

Added some skeleton warriors to guarded compound, and some additional treasures.

Added some real ettins, ogres, and an evil adventurer party to Neera's wild forest. (they have nice loot, and their mage does not cast spells, but uses wands!)

Added some crazy cowled wizards to the main Spellhold outside area:they barely escaped Irenicus and they are angry, very angry.

Added some lich minions of Irenicus to Tree of Life.

-Tweaks

Potions of thievery do not stack. Fence shops (those that buy stolen items back) pay less for items and can not be stolen from. Courtesy of the rogues rebalancing mod.

Wands of all kinds can not be sold to be re-charged. Added some wands to more enemies as loot. Wand of spell striking and rod of resurrection can be sold to be re-charged as usual, however. 

Scrolls of restoration can only be used by clerics, monks and paladins. This makes the cleric a more of a necessity than luxury. (everyone can heal and restore via scrolls and rod of res. in the original game!)

Additional potions, wands and scrolls added to many enemies. They will use those items, if you fail to kill them, however, thanks to scs scripts.

Added graphic effects to enchantment, invocation, necromancy spell hits ala iwd. Spellcasting glows are not from iwd, as my previous mod had, but has their colors more saturised and a bit changed.

-Custom new ice themed spells that replace the useless ones. Taken from various pnp resources, and given existing names so as not to dirsupt dialog.tlk

Ice shard:replaces infravision. 1d4 cold damage to single target and slows for 1 round.

Ice dust:replaces luck. 2d6 area damage, uses silver dragon breath animation so the area effect is somewhat random, slows the targets and covers them with a nice blue icy tint if they fail a save vs death.

Heal:the reverse vampiric touch spell, named healing touch in pnp. Replaces non-detection. It heals like a cure light wounds spell but paralyses the caster for 3 rounds if he fails a save. Definitely not safe to use in battle.

Dr.Freeze Death Ray:works as iwd ice lance, with cold scorcher effect. 5-30 cold damage and save or held for rounds. Paints the victim blue also has a chance to slow. Replaces detect illusion.

Ice Storm:damage reduced to 1-8/round but has a chance to either slow or blind the enemy for 1 round. 

Empathic manifestation:the closest name in the game to empathic healing spell in pnp. It heals 2 hp/level but damages the caster same amount. The damage is non lethal so it can not kill the caster, it can drop him uncouncious, however. Replaces mage remove curse.

Protection from poison:replaces lesser air elemental spell, works like a protection from poison scroll with a duration based on level.

Cold stone:the closest name in the game to Otiluke's Freezing Sphere. Replaces conjure air elemental. This spell has two alternative castings:first is creating the stone to be held in the hand, it is a throwable item that blasts like a fireball and does 6d6 cold damage to a radius, save for half. It uses the blue fireball projectile but the blast is fire-colored, which is not as nice as I hoped. It also slows down enemies and has a %2 chance to turn an enemy into ice. This spell can be cast in advance and held in the hand, then after casting another spell it can be released instantly. It has a duration of 1 turn. The second casting alternative is the cold ray from iwd, 1d4+2 cold damage per level to a single target, however a save avoids all damage.

Meteor swarm:launches a small, exploding pebble to each target in the initial area of effect, each pebble explodes for 4d10 damage, save for half. The more enemies there are, the more explosions will happen and this spell has the potential to be devastating under right circumstances.

Comet:does half crushing half cold damage, courtesy of Oversight mod.

Planetars and devas nerfed, their duration is 10 rounds like the elemental princes. Also they have pnp stats and spells. (reduced resistances and spell selection, in most cases)

-New portraits:Various portraits taken from the alternate npc portraits shared on these forums, and a few I created myself from the various models I find on the net.