IWD paladins are, hands down, head and shoulders above the class in BG. Is there a mod that changes the BG Paladin class to have the abilities its has in IWD?
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Mod that ports IWD paladins into BG?
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How do I interject after the Charname responds? (WeiDU question)
Ok I have a question. I'm trying to get my feet wet on modifying dialogue. I want Mazzy to interject when the Charname talks to Lady Delcia Caan. I can do:
INTERJECT_COPY_TRANS DELCIA 11 _BMazzyDelcia
== MAZZYJ IF ~InParty ("Mazzy") IsValidForPartyDialogue ("Mazzy")~ THEN
~This woman may be unpleasant, but you will not murder her. I will not allow it!~
END
And that works, but what I actually want is for Mazzy to interject after one of CN's two responses (Response 37 in Delcia.dlg), and I can't figure out how to do that.
Alternately I could interject after DELCIA 9 but that doesn't seem to work because there Delcia's text is immediately followed by her turning hostile and the conversation ending.
Any help is appreciated.
Thanks.
INTERJECT_COPY_TRANS DELCIA 11 _BMazzyDelcia
== MAZZYJ IF ~InParty ("Mazzy") IsValidForPartyDialogue ("Mazzy")~ THEN
~This woman may be unpleasant, but you will not murder her. I will not allow it!~
END
And that works, but what I actually want is for Mazzy to interject after one of CN's two responses (Response 37 in Delcia.dlg), and I can't figure out how to do that.
Alternately I could interject after DELCIA 9 but that doesn't seem to work because there Delcia's text is immediately followed by her turning hostile and the conversation ending.
Any help is appreciated.
Thanks.
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Making sure the right party PC speaks
When talking to an NPC, we can use the hero of the story or any companion. This creates a dilemma or rather a stylistic fork on the road in that the author of a mod can treat the PC chosen to do the talking as a proxy of the protagonist, and then use all of the specific references like "I grew up in a library," have the NPC address the speaker as "girl" or "boy" and so forth - this is how Baldur's Gate does it; or the author can try to write dialogue specific to the speaker. When Kagain speaks, hearing "boy" requires serious suspension of disbelief. Another issue that can mess up a conversation, as I'm now discovering, is that a PC you reserve for an interjection may be the one you are using to do the talking. I'd like to know how to prevent that. For instance, the conversation may go like this:
IF ~Kagain is not in the party~ THEN REPLY ~Here, good sir, take this 100 gold pieces!~ GOTO NEXT
IF ~Kagain is in the party and in sight~ THEN REPLY ~Here, good sir, take this 100 gold pieces!~ EXTERN ~KAGAIN~ HELLNO
The HELLNO response from Kagain will forbid the speaker from giving the NPC any money - a nice touch from the role-playing perspective. But what if Kagain was the character chosen to talk, so he was the one to say "Here, good sir, take this 100 gold pieces!" ? Is he going to argue with himself?
IF ~Kagain is not in the party~ THEN REPLY ~Here, good sir, take this 100 gold pieces!~ GOTO NEXT
IF ~Kagain is in the party and in sight~ THEN REPLY ~Here, good sir, take this 100 gold pieces!~ EXTERN ~KAGAIN~ HELLNO
The HELLNO response from Kagain will forbid the speaker from giving the NPC any money - a nice touch from the role-playing perspective. But what if Kagain was the character chosen to talk, so he was the one to say "Here, good sir, take this 100 gold pieces!" ? Is he going to argue with himself?
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A pair of dialogue conditions I'm not certain about
This is a simple Intelligence check in a Weidu dialogue:
IF ~CheckStatGT(Myself,14,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",1) FadeToColor([0.0],0) Wait(2) AddexperienceParty(200) AdvanceTime(FOUR_HOURS) FadeFromColor([50.0],0) ApplySpellRES("SYSTEM_#",LastTalkedToBy("KAZAKER")) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT
IF ~CheckStatLT(Myself,15,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",2) FadeToColor([0.0],0) Wait(2) AdvanceTime(ONE_HOUR) FadeFromColor([50.0],0) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT
The first series of actions is supposed to happen if the PC is smart, the second - if less so. There is a problem with executing these series from inside the conversation, and I'd like to know why they fail, but my main question here is why does only the first option ever get selected. Even if I talk to the NPC with a stupid character, they still get the smart outcome. I can see it by the glow in the custom spell. Is it that it's actually the NPC's Intelligence that gets measured? His is 18.
IF ~CheckStatGT(Myself,14,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",1) FadeToColor([0.0],0) Wait(2) AddexperienceParty(200) AdvanceTime(FOUR_HOURS) FadeFromColor([50.0],0) ApplySpellRES("SYSTEM_#",LastTalkedToBy("KAZAKER")) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT
IF ~CheckStatLT(Myself,15,INT)~ THEN DO ~SetGlobal("KAZAKER_TEACHES","GLOBAL",2) FadeToColor([0.0],0) Wait(2) AdvanceTime(ONE_HOUR) FadeFromColor([50.0],0) Wait(1) ActionOverride("KAZAKER",Dialogue(LastTalkedToBy("KAZAKER")))~ EXIT
The first series of actions is supposed to happen if the PC is smart, the second - if less so. There is a problem with executing these series from inside the conversation, and I'd like to know why they fail, but my main question here is why does only the first option ever get selected. Even if I talk to the NPC with a stupid character, they still get the smart outcome. I can see it by the glow in the custom spell. Is it that it's actually the NPC's Intelligence that gets measured? His is 18.
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Room for new content in BG - where?
New content added to BG sometimes makes me feel kind of cramped. I mean, they put Dorn's necromancer Kryll in a half-empty area in the southeast - all right, had a "random" encounter with him between maps - that was clever... But there is also fan-made content. The Friendly Arm is stuffed (but only downstairs, for some reason), and putting more encounters on the old maps is a bad idea, space is the most important thing about this game. There are also too many people trapped in stone lately.
So where else to stick "new" places or just NPC? I'm putting "new" in quotes, because the areas will usually, of course, be rehashes and imports from IWD or some other game...
Some modders found smart solutions. @DarkDogg used the abandoned house while still keeping it abandoned (which is just right), and hacked a cave entrance on another map. (It would be good to hear ideas about which areas in the Infinity games are the least known and used, by the way.) Now, I don't make areas myself, and probably never will, but I'm eager to play in them. I hate stepping on toes, too. So let me think of possible destinations for added content and ways to avoid filling up the game. Here is what comes to mind:
1) Make more caves on the existing maps, with small entrances. A cave entrance is a hole in a wall, so it doesn't clutter the map any or interfere with its theme. For instance, there are enough sand and loam banks on the lonely, muted Firewine map for one or even two holes behind a bush. New caves should also be easy enough to draw up. It is probably better not to staff caves chock-full of creatures, that looks unnatural, especially for a place like Firewine. An empty cave is just fine, it makes the game feel "roomy." An empty cave is a valuable contribution to the game, no less than a full one.
2) Open up the top of Durlag's Tower. When you walk out on the terrace, you see that there remains enough space up there, above the highest floor, for a couple of good-sized rooms. And there must be rooms, too. It can't be just solid stone, can it? The shape of the tower is so irregular, it can probably accept almost any room. There is a also a door, next to the stairs, that is enticing.
3) Use the right river bank of AR0400 (Farmlands north of Baldur's Gate, with the zombies). For some reason the right bank is impassable. Well, there is enough space there for an encounter or two.
4) Use houses in Baldur's Gate itself. There are a lot of blanks with generic NPC. Evict them and put some interesting folks instead. Planescape: Torment had no "generics" in houses, everybody had a name and a quest, and the game was the better for it. But these NPC and their quests, of course, won't be accessible until after Cloakwood.
5) The Nashkel Fair is just what the doctor prescribed if you don't know where to put gamblers, tricksters, idlers, entertainers and wandering heroes. The Fair is, to be frank, not much fun at the moment and never has been. If you have Unfinished Business, there are two or three merchants, fat of course, who sell the same usual boring weapons... you know you want that non-magical sling... but also, let's be Fair, overpowered equipment and duplicates of weapons you thought your party has already come by... The huge gambling tents are next to empty of anything interesting, and you can't even really play. Well, if the Fair really does attract many people from distant parts, as Volo says, you can expect many unusual types there and in the tent of the lotus smokers... Or better, so as not to clutter it, put someone outside.
By the way, when a farmer comes to a fair, he usually wants to buy or sell something practical. Buy a new plow, sell a pig. He's not there to play the roulette... Ahem. If we want to keep a toehold on common sense, should the place not reflect this medieval reality?
6) Place more people on second floors of inns, including the Friendly Arm. Felderpost's is huge. There is enough space in city inns as well. It's okay to make players look for an NPC outside of the bar room. Legwork is a good thing more often than not.
7) Combine NPC. This is a trick, but it works: instead of adding a "realistic" number of servant-type NPC like guards, roaming ass-scratching peasants and so on, add enough to make the impression you want to convey. A certain mod places several merchants in the courtyard of the Friendly Arm, each with two or three guards, and the guards all have flaming swords out... Aside from making Doom Guards less impressive and just being in bad taste, this crowd throngs the map. Two-three or three-four guards would have been enough for all of the merchants. They symbolize strong security, and that's all the situation calls for. It's not like more guards can prevent the player from killing everybody, if he really wants to. It's always best to keep numbers down, this leaves more player attention for the surroundings. And a crowd of people with near-identical avatars looks ridiculous. Sorry, SoD.
8) Take over NPC. Do you see a wandering Reader with no name? A guard called Guard? A little girl called Girl? Don't make your own actors - grab and christen these, already available. You can even sign up a wandering cat if you have a mind to. Beregost or Nashkel aren't metropolises to teem with people (including the little crowd gathered to look at a monk). They are small, boring places, or there wouldn't be any adventurers.
9) Phase out NPC. So you really need a peasant woman to appear at X to answer the party's question, it has to be outdoors, and you can't take over an NPC already there. Why shouldn't, then, she disappear after the party leaves the area, or after 1 minute? Nobody will miss her, surely. She doesn't have to remain, when the only thing she will have to say until the end of the game, if the party stumbles across her again, is "Hello, how fare thee?" We fare fine, thank you, and don't you have better things to do than stand there with your one-liner and block the view?
Those are my suggestions. Obviously there are going to be exceptions, but the important part, on the whole, is to find unexplored spaces instead of jamming it all in a world not meant to hold so much magic, so many weapons, such throngs of people, in short, this amount of content.
So where else to stick "new" places or just NPC? I'm putting "new" in quotes, because the areas will usually, of course, be rehashes and imports from IWD or some other game...
Some modders found smart solutions. @DarkDogg used the abandoned house while still keeping it abandoned (which is just right), and hacked a cave entrance on another map. (It would be good to hear ideas about which areas in the Infinity games are the least known and used, by the way.) Now, I don't make areas myself, and probably never will, but I'm eager to play in them. I hate stepping on toes, too. So let me think of possible destinations for added content and ways to avoid filling up the game. Here is what comes to mind:
1) Make more caves on the existing maps, with small entrances. A cave entrance is a hole in a wall, so it doesn't clutter the map any or interfere with its theme. For instance, there are enough sand and loam banks on the lonely, muted Firewine map for one or even two holes behind a bush. New caves should also be easy enough to draw up. It is probably better not to staff caves chock-full of creatures, that looks unnatural, especially for a place like Firewine. An empty cave is just fine, it makes the game feel "roomy." An empty cave is a valuable contribution to the game, no less than a full one.
2) Open up the top of Durlag's Tower. When you walk out on the terrace, you see that there remains enough space up there, above the highest floor, for a couple of good-sized rooms. And there must be rooms, too. It can't be just solid stone, can it? The shape of the tower is so irregular, it can probably accept almost any room. There is a also a door, next to the stairs, that is enticing.
3) Use the right river bank of AR0400 (Farmlands north of Baldur's Gate, with the zombies). For some reason the right bank is impassable. Well, there is enough space there for an encounter or two.
4) Use houses in Baldur's Gate itself. There are a lot of blanks with generic NPC. Evict them and put some interesting folks instead. Planescape: Torment had no "generics" in houses, everybody had a name and a quest, and the game was the better for it. But these NPC and their quests, of course, won't be accessible until after Cloakwood.
5) The Nashkel Fair is just what the doctor prescribed if you don't know where to put gamblers, tricksters, idlers, entertainers and wandering heroes. The Fair is, to be frank, not much fun at the moment and never has been. If you have Unfinished Business, there are two or three merchants, fat of course, who sell the same usual boring weapons... you know you want that non-magical sling... but also, let's be Fair, overpowered equipment and duplicates of weapons you thought your party has already come by... The huge gambling tents are next to empty of anything interesting, and you can't even really play. Well, if the Fair really does attract many people from distant parts, as Volo says, you can expect many unusual types there and in the tent of the lotus smokers... Or better, so as not to clutter it, put someone outside.
By the way, when a farmer comes to a fair, he usually wants to buy or sell something practical. Buy a new plow, sell a pig. He's not there to play the roulette... Ahem. If we want to keep a toehold on common sense, should the place not reflect this medieval reality?
6) Place more people on second floors of inns, including the Friendly Arm. Felderpost's is huge. There is enough space in city inns as well. It's okay to make players look for an NPC outside of the bar room. Legwork is a good thing more often than not.
7) Combine NPC. This is a trick, but it works: instead of adding a "realistic" number of servant-type NPC like guards, roaming ass-scratching peasants and so on, add enough to make the impression you want to convey. A certain mod places several merchants in the courtyard of the Friendly Arm, each with two or three guards, and the guards all have flaming swords out... Aside from making Doom Guards less impressive and just being in bad taste, this crowd throngs the map. Two-three or three-four guards would have been enough for all of the merchants. They symbolize strong security, and that's all the situation calls for. It's not like more guards can prevent the player from killing everybody, if he really wants to. It's always best to keep numbers down, this leaves more player attention for the surroundings. And a crowd of people with near-identical avatars looks ridiculous. Sorry, SoD.
8) Take over NPC. Do you see a wandering Reader with no name? A guard called Guard? A little girl called Girl? Don't make your own actors - grab and christen these, already available. You can even sign up a wandering cat if you have a mind to. Beregost or Nashkel aren't metropolises to teem with people (including the little crowd gathered to look at a monk). They are small, boring places, or there wouldn't be any adventurers.
9) Phase out NPC. So you really need a peasant woman to appear at X to answer the party's question, it has to be outdoors, and you can't take over an NPC already there. Why shouldn't, then, she disappear after the party leaves the area, or after 1 minute? Nobody will miss her, surely. She doesn't have to remain, when the only thing she will have to say until the end of the game, if the party stumbles across her again, is "Hello, how fare thee?" We fare fine, thank you, and don't you have better things to do than stand there with your one-liner and block the view?
Those are my suggestions. Obviously there are going to be exceptions, but the important part, on the whole, is to find unexplored spaces instead of jamming it all in a world not meant to hold so much magic, so many weapons, such throngs of people, in short, this amount of content.
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I don't know how to start using WeiDu
I've been modding for a while now but I only recently downloaded WeiDU and I can't get it to work. When I click on it, it takes me to a screen where it lists various commands and says "Press ENTER for more options." So I press enter a few times; it goes through various commands and eventually it says, "enter arguments:" Now, no matter what I type in here, when I press enter it just exits from WeiDU. I've tried typing in commands from the list but they don't do anything. I don't know what to do to get started with WeiDU.
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near infinity item request
could someone create an axe that has
5% chance summons 6 chickens that attack the caster and unsummon after 15 seconds
5% chance summons 6 shadows that attack the caster and unsummon after 15 seconds
5% chance summons 6 wyverns that attack the caster and unsummon after 15 seconds
1% chance summons 6 mind flayers that attack the caster unsummons after 10 seconds
1% chance summons 6 eye tyrants that attack the caster unsummons after 10 seconds
also im wanting it so not more than one happens at once. if its easier then perhaps a cooldown on each one of 5 minutes for each or if thats not possible all of them.
there is going to be more to it but that cause and effect i am at a loss at implementing.
5% chance summons 6 chickens that attack the caster and unsummon after 15 seconds
5% chance summons 6 shadows that attack the caster and unsummon after 15 seconds
5% chance summons 6 wyverns that attack the caster and unsummon after 15 seconds
1% chance summons 6 mind flayers that attack the caster unsummons after 10 seconds
1% chance summons 6 eye tyrants that attack the caster unsummons after 10 seconds
also im wanting it so not more than one happens at once. if its easier then perhaps a cooldown on each one of 5 minutes for each or if thats not possible all of them.
there is going to be more to it but that cause and effect i am at a loss at implementing.
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Sword Coast Stratagems (SCS) threads
I've made a small compilation of threads that discuss Sword Coast Stratagems (SCS) in this forum. Hope it's useful:
MAIN THREAD
Installation
MAIN THREAD
Installation
- Compatibility with v2.0
- Compatibility with BGEE 2.1
- Compatibility with BG2EE 2.1
- Choosing components
- Duration of the installation
- How to tell if SCS is installed
- General advice: 1, 2, 3.
- Difficulty difference with vanilla
- Quests difficulty
- Battles with most increased difficulty
- BG2 Solo SCS Spell Guide (quite useful for parties as well)
- Sorcerer vs. Wild Mage vs. Cleric/Mage
- Advice for solo sorcerers
- Bandit camp
- Durlag's Tower: Chess board
- Enemies: Spellcasters, beholders, Davaeorn, Shade Lord, Sarevok, Bodhi, Irenicus, Kahrk, Lavok, Melissan.
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[MOD] GUI for BG2:EE (IWD2 theme)
here is my second UI reskin inspired by icewind dale 2 design. i modified existing resources form iwd2 to fit bg2:ee design. take a look at the screenshots and see for yourself if you like it.
installation- download link to .rar files is at the bottom of the page. download ALL FOUR parts and unrar/unzip them. copy the content of both folders into "override" folder in your bg2:ee installation folder. that's it.
to uninstall, simply delete all the files you've copied. (fastest way to uninstall would be to make a backup of your override folder before installing the mod and simply replace override folder with backup version)
two warnings-
1. mod was made for 1920x1080 display with "scale UI" turned off in graphical settings. weird things could happen if you use this mod scaled or with different resolutions, but it might work for you, i don't know.
2. since UI is not scaled, i tried to compensate for microscopic small portraits by enlarging portraits in sidebar and conversations. in order for this to work, you have to install high-res-portraits mod found here :
shsforums.net/files/file/1126-bgee-bgsod-and-bg2ee-high-resolution-portraits/
let me know if the mod worked for you and if you like it!![:) :)]()
oh, and have a link to my previous iwd themed gui- https://forums.beamdog.com/discussion/62974/mod-iwd-gui-for-bg2-ee-and-bg-ee#latest
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installation- download link to .rar files is at the bottom of the page. download ALL FOUR parts and unrar/unzip them. copy the content of both folders into "override" folder in your bg2:ee installation folder. that's it.
to uninstall, simply delete all the files you've copied. (fastest way to uninstall would be to make a backup of your override folder before installing the mod and simply replace override folder with backup version)
two warnings-
1. mod was made for 1920x1080 display with "scale UI" turned off in graphical settings. weird things could happen if you use this mod scaled or with different resolutions, but it might work for you, i don't know.
2. since UI is not scaled, i tried to compensate for microscopic small portraits by enlarging portraits in sidebar and conversations. in order for this to work, you have to install high-res-portraits mod found here :
shsforums.net/files/file/1126-bgee-bgsod-and-bg2ee-high-resolution-portraits/
let me know if the mod worked for you and if you like it!

oh, and have a link to my previous iwd themed gui- https://forums.beamdog.com/discussion/62974/mod-iwd-gui-for-bg2-ee-and-bg-ee#latest










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Drizzt Saga v3 released, now BGEE compatible!
Drizzt Saga is a quest mod that brings Drizzt and his companions into the game as joinable characters with their own major quest and side quests, numerous new areas, items (some to be forged) and creatures. It was originally released for BG1:TotSC, later updated to be compatible with BGT/Tutu, and now as of v3 also works with Baldur's Gate Enhanced Edition.
All credit for the story and content goes to the original author: Flysoup The full list of changes from previous versions is in the readme.
Listed below is an explanation of the mod's components:
1. The Drizzt Saga (Main component)
This is the core component and must be installed for the mod to work. You will be prompted to install one of two possible versions, which differ in how many of the new areas are added to the game's worldmap (this changes how player will be able to reach them):
a) Default version: areas connected by travel triggers
Installing this component will lift the default XP limit present in vanilla BGEE and Tutu games, setting it at 3750000 experience points for all classes. Drizzt and all his companions are high level characters, and without this component their actual level will not match their current experience shown on the character record screen - the game will "truncate" their experience to the highest value allowed by the current XP cap. This will not affect their in-game performance (level-dependant stats like THAC0, attacks per round, etc. all depend on the actual level of the character, not current experience), but will just look weird when opening their record sheets.
This component is only available for BGEE and Tutu, and is automatically skipped for BGT.
3. Optional component: Delayed Start - Drizzt joins after Durlag's Tower
This optional component aims to improve compatibility (see below) and balance - by delaying the mod's start until the protagonist character has enough experience to be more effective against the high-level enemies and threats introduced by Drizzt Saga. Instead of joining the party right in the middle of the initial encounter with the gnolls, Drizzt will now meet the party after completing Durlag's Tower and can be later recruited in Ulgoth's Beard inn.
This component resolves potential compatibility issues with several mods (see the compatibility notes section in readme for more details) by leaving the original Drizzt vs gnolls encounter completely untouched.
Please note that since the Worldmap mod has not yet been updated to work with EE, BGEE users must choose the "Default" version of the core component when installing.
All credit for the story and content goes to the original author: Flysoup The full list of changes from previous versions is in the readme.
Listed below is an explanation of the mod's components:
1. The Drizzt Saga (Main component)
This is the core component and must be installed for the mod to work. You will be prompted to install one of two possible versions, which differ in how many of the new areas are added to the game's worldmap (this changes how player will be able to reach them):
a) Default version: areas connected by travel triggers
- This subcomponent works the same as the original BG1 version of the mod: only 4 new areas are added to worldmap, and most areas are connected with travel regions, meaning that travelling between them happens automatically when the player clicks at the appropriate edge of the map. Choose this if you're not planning to install the BP-BGT Worldmap mod later, or if you are not sure what option to pick.
- This subcomponent makes use of the larger worldmap offered by the BP-BGT Worldmap mod by adding all 8 possible areas to game worldmap. Method of travel between some of the added areas is changed from travel regions to the usual method of manually picking the destination area on worldmap. Choose this only if you're planning to install the BP-BGT Worldmap mod later.
Installing this component will lift the default XP limit present in vanilla BGEE and Tutu games, setting it at 3750000 experience points for all classes. Drizzt and all his companions are high level characters, and without this component their actual level will not match their current experience shown on the character record screen - the game will "truncate" their experience to the highest value allowed by the current XP cap. This will not affect their in-game performance (level-dependant stats like THAC0, attacks per round, etc. all depend on the actual level of the character, not current experience), but will just look weird when opening their record sheets.
This component is only available for BGEE and Tutu, and is automatically skipped for BGT.
3. Optional component: Delayed Start - Drizzt joins after Durlag's Tower
This optional component aims to improve compatibility (see below) and balance - by delaying the mod's start until the protagonist character has enough experience to be more effective against the high-level enemies and threats introduced by Drizzt Saga. Instead of joining the party right in the middle of the initial encounter with the gnolls, Drizzt will now meet the party after completing Durlag's Tower and can be later recruited in Ulgoth's Beard inn.
This component resolves potential compatibility issues with several mods (see the compatibility notes section in readme for more details) by leaving the original Drizzt vs gnolls encounter completely untouched.
Please note that since the Worldmap mod has not yet been updated to work with EE, BGEE users must choose the "Default" version of the core component when installing.
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Installed all the most 'challenging' mods on LoB but gameplay says otherwise - here's the WeiDU
Hi all,
If you know me - you know I like to complete the game on it's hardest difficulty possible in terms of mods + legacy of bhaal. This is a perfect mod install order in terms of compatibility. I have been experimenting with different mod orders to maximize the compatibility over the past year (sad I know) however once I encounter the first duergar group in Irenicus dungeon they are embarrassingly easy.
Here is the WeiDU log - what am I missing?
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26
~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v26
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.2.7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 14
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2211 // Change Grandmastery Bonuses -> BG2 Grandmastery Rules: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Loosen Equipment Restrictions for Druid Multi-Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3183 // Romance Cheats: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3260 // Recoverable ammunition -> 25% chance to recover after a successful hit: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3270 // Recoverable throwing weapons -> 25% chance to recover after a successful hit: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 5
~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1040 // Give Hexxat an Inactive Fighter Class: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2020 // No Item Deprecation: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2190 // Modal Buff AI Script: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2140 // Allow Arcane Spellcasting in Armor: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2150 // Allow Thievery in Armor: 1.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~EETACT2/SETUP-EETACT2.TP2~ #0 #0 // Core Component: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #110 // Westley Weimer's "The Ritual": v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #150 // Westley Weimer's Improved Irenicus: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #170 // Westley Weimer's Improved Twisted Rune: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #180 // Westley Weimer's "Kuroisan", the Acid Kensai: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #190 // Westley Weimer's "Red Badge" Poison-Based Encounter: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #200 // Gebhard Blucher's Improved Mae'Var: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #210 // Gebhard Blucher's Lich in the Docks: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #230 // Kensai Ryu's Tougher Kangaxx and Guardians -> Install Westley Weimer's Kangaxx and Kensai Ryu's guardians: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #240 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #250 // Kensai Ryu's Improved Crypt King: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #260 // Ishan's "Always Toughest Random Spawns in Dungeons": v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #290 // Westley Weimer's Improved Undead: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #360 // Göran Rimén's Improved Nymphs: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #370 // Kensai Ryu's Improved Copper Coronet: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #390 // Mike Barnes' Improved Small Teeth Pass: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #400 // Mike Barnes' Improved North Forest: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #410 // Mike Barnes' Marching Mountains: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #430 // Westley Weimer's Tougher Druid Grove -> Install Tougher Faldorn and Tougher Druid Grove creatures: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #450 // Westley Weimer's Streamlined Trolls: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #460 // Westley Weimer's Fighter-Class Archer Kit: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #470 // Westley Weimer's Anti-Paladin Kit: v0.73 alpha 2016022103
As you can see there is a combo of both Tactics + SCS revised to work at it's finest with SR/IR. I am not sure if any the prior mods could be overwriting the difficulty settings - however SCS and Tactics are the Last and Third to last in the install order so I would think not.
Any input would be great. Thanks
If you know me - you know I like to complete the game on it's hardest difficulty possible in terms of mods + legacy of bhaal. This is a perfect mod install order in terms of compatibility. I have been experimenting with different mod orders to maximize the compatibility over the past year (sad I know) however once I encounter the first duergar group in Irenicus dungeon they are embarrassingly easy.
Here is the WeiDU log - what am I missing?
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26
~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v26
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.2.7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 14
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 14
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2211 // Change Grandmastery Bonuses -> BG2 Grandmastery Rules: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Loosen Equipment Restrictions for Druid Multi-Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3183 // Romance Cheats: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3260 // Recoverable ammunition -> 25% chance to recover after a successful hit: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3270 // Recoverable throwing weapons -> 25% chance to recover after a successful hit: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 5
~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1040 // Give Hexxat an Inactive Fighter Class: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2020 // No Item Deprecation: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2190 // Modal Buff AI Script: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2140 // Allow Arcane Spellcasting in Armor: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2150 // Allow Thievery in Armor: 1.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~EETACT2/SETUP-EETACT2.TP2~ #0 #0 // Core Component: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #110 // Westley Weimer's "The Ritual": v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #150 // Westley Weimer's Improved Irenicus: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #170 // Westley Weimer's Improved Twisted Rune: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #180 // Westley Weimer's "Kuroisan", the Acid Kensai: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #190 // Westley Weimer's "Red Badge" Poison-Based Encounter: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #200 // Gebhard Blucher's Improved Mae'Var: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #210 // Gebhard Blucher's Lich in the Docks: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #230 // Kensai Ryu's Tougher Kangaxx and Guardians -> Install Westley Weimer's Kangaxx and Kensai Ryu's guardians: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #240 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #250 // Kensai Ryu's Improved Crypt King: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #260 // Ishan's "Always Toughest Random Spawns in Dungeons": v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #290 // Westley Weimer's Improved Undead: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #360 // Göran Rimén's Improved Nymphs: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #370 // Kensai Ryu's Improved Copper Coronet: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #390 // Mike Barnes' Improved Small Teeth Pass: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #400 // Mike Barnes' Improved North Forest: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #410 // Mike Barnes' Marching Mountains: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #430 // Westley Weimer's Tougher Druid Grove -> Install Tougher Faldorn and Tougher Druid Grove creatures: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #450 // Westley Weimer's Streamlined Trolls: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #460 // Westley Weimer's Fighter-Class Archer Kit: v0.73 alpha 2016022103
~EETACT2/SETUP-EETACT2.TP2~ #0 #470 // Westley Weimer's Anti-Paladin Kit: v0.73 alpha 2016022103
As you can see there is a combo of both Tactics + SCS revised to work at it's finest with SR/IR. I am not sure if any the prior mods could be overwriting the difficulty settings - however SCS and Tactics are the Last and Third to last in the install order so I would think not.
Any input would be great. Thanks
↧
Will of the Wisps - Shamanic enhancements

"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class.
Some information from the readme:
The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find:
=> the brand new shaman kit: Witchlight Shaman
=> Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line)
=> Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME)
=> A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC)
=> Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat)
=> Optional new enemy types: driders and treants (you may now encounter just few of these)
INSTALLATION AND COMPATIBILITY:
Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms.
You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod.
This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End.
FAQ:
Q: When/Where can I find Will or the shaman stronghold?
A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both.
Q: Will dies instantly when I travel to a different location! Help!
A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first.
Q: How often will I need to return to the stronghold?
A: You will be notified three days since the previous event.
Q: Does Will have conflicts with other NPCs?
A: No. He might not get along so well with everyone, but he won't fight with them.
Q: Can I romance Will?
A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member.
Q: Any crossmod content?
A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene.
CREDITS:
Mod author.........................................................Lava Del'Vortel
Kit, feedback, text editing, testing and debugging.................Artemius_I
Testing and debugging..............................................agb1
Additional technical help..........................................argent77
Voicing............................................................Soul
Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel)
Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061)
Thank you to all players who decided to try out this and my other mods I created over the years.
Screenshots:




NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest.
Spellhold Studios Download Link
ADDITIONAL DOWNLOAD LINK
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[MOD PREVIEW] The Fallen Light (SoD spoilers)
Just a little teaser on what might be coming...
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[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released
View Readme
Download Djinni Companion (latest version) (22 MB)
Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!

Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs

This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.
Overview
Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.
Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11
If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.
FAQ
Q: Where can I find the djinni?
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.
Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.
Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.
Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself.![;) ;)]()
Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.
Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.
Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.
Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.
Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.
Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.
Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.
Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.
Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.
Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.
Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.
Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.
Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?
Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.
Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.
Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.
Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.
Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself.

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.
Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.
Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.
Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.
Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.
Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.
Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.
Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.
Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.
Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.
Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.
Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.
Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?
Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.
Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.
Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.
Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.
Have fun!

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[MOD] Afaaq, the Djinni Companion now available for IWD:EE!
Afaaq, the Djinni Companion is a mod I have originally created for BG2 and BG2:EE. It features the djinni Afaaq, a unique travelling companion who joins the party as your "seventh party member" and provides interesting dialogs, lots of quests and several new areas or area expansions.
The new IWD:EE component provides the djinni without individual quests or storylines, similar to the "Light Version" for BG2. You can "acquire" the djinni somewhere in Dragon's Eye and have the opportunity to upgrade his powers during your "Heart of Winter" adventures or somewhere in Lower Dorn's Deep.
Feel free to post your thoughts, suggestions, questions or bugs in the main topic for this mod or find out more in the Readme!
The new IWD:EE component provides the djinni without individual quests or storylines, similar to the "Light Version" for BG2. You can "acquire" the djinni somewhere in Dragon's Eye and have the opportunity to upgrade his powers during your "Heart of Winter" adventures or somewhere in Lower Dorn's Deep.
Feel free to post your thoughts, suggestions, questions or bugs in the main topic for this mod or find out more in the Readme!
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Tactics mod - BG2EE compatibility - conversion and beta test
Hello,
As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE.
First introduction.
@Gotural , @Blackraven ,
As announced, please find attached a first package for your beta test expertise.
As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten.
The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself.
Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself)
The various deployed objects are, by order of priority,
- a patched version of an EE file
- a copy of the original mod if totally new and acceptable
- a copy and patched version of the original mod (because this is often required)
Sometimes I used a modified inlined script rather than the original mod bcs/baf though.
When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures).
That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things.
Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s).
Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod.
I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop.
For this alpha20 for BG2EE only, you will find
- the UTF-8 translation stuff that triggers when you install your first component (no matter which one).
- As announced Improved Ilyich (a lot of work - more on this below)
- Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation)
- a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...)
- the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested.
I had the time to test almost... nothing.
I verified the kit and I tested the Improved Ilyich which is the largest piece.
I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one).
I would appreciate if you could test
1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions.
2) dialog with Ilyich (I did test it but a confirmation would be nice).
3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead).
4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless).
Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok.
Comments, Insults, Suggestions: your turn.
Content
// WIP
The current package includes:
- Improved Ilyich
Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves.
- The Ritual
Original version converted to BG2EE with several fixes.
- Improved Torgal
Original version with many fixes - installed in patch mode.
- Improved Sahuagin City
Original version converted to BG2EE - modifications in patch mode.
- Improved Bodhi
Original version converted to BG2EE + fixes and modifications.
- Improved Irenicus
Original version converted to BG2EE + fixes and modifications.
- Improved Guarded Compound
Original version + fixes.
- Improved Twisted Rune
Original version + fixes.
- "Kuroisan", the Acid Kensai
Original version converted to BG2EE.
- "Red Badge" Poison-Based Encounter
Original version converted to BG2EE with patches.
- Gebhard Blucher's Improved Mae'Var
Original version with minor enhancements.
- Gebhard Blucher's Lich in the Docks
Original version slightly modified and converted to BG2EE.
- Gebhard Blucher's Improved Demon Knights
Original version slightly modified for a better deployment on BG2EE. Slightly altered AI.
- Kensai Ryu's Tougher Kangaxx
Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both.
- Kensai Ryu's Gnome Fighter/Illusionist in the Docks
Original version slightly modified and converted to BG2EE.
- Kensai Ryu's Improved Crypt King
Original version with a slightly altered AI.
- Ishan's "Always Toughest Random Spawns in Dungeons"
Original scope but rewritten and modified to select your own values.
- Gebhard Blucher's Random City Encounters
Original version with patches.
- Kensai Ryu's Random Wilderness Encounters
Original version with many fixes.
- Improved Undead
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts.
- Gebhard Blucher's Improved Mind Flayers
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched.
- Smarter Dragons
Original version slightly modified.
- Smarter Beholders
Altered version with a few minor tweaks.
- Smarter Vampires
Original version.
- Smarter Mages
Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour).
- Slightly Smarter Golems
Original and Altered version to more selectively modify the appropriate golems.
- Göran Rimén's Improved Nymph
Original version.
- Kensai Ryu's Improved Copper Coronet
Original version (just twelve additional foes, no script - not the real KR version as in DSoA).
- SimDing0's Improved Oasis (obsolete)
Original version in patch mode. Do not use that version, use the full version from QuestPack instead.
- Mike Barnes's Improved Small Teeth Pass
Original version in patch mode.
- Mike Barnes's Improved North Forest
Original version in patch mode - a few minor alterations.
- Mike Barnes's Marching Mountains
Original version with small adaptations.
- Slightly Tougher Demons
Original version with fixes and tweaks.
- Tougher Druid Grove
Original version with minor modifications - patch mode.
- Tougher Fire Giants
Original version with a few patches.
- Streamlined Trolls
Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence.
- Generic Archer Kit
Original Kit converted to BG2EE.
- Anti-Paladin Kit
Altered version with fixes and without "dispel on hit with any melee weapon".
Latest version : alpha73 - February 21, 2016
Please consult the readme file under the eetact2 directory
Both the current version and the version n-1 (or older) are attached to this post, use only one of them.
As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE.
First introduction.
@Gotural , @Blackraven ,
As announced, please find attached a first package for your beta test expertise.
As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten.
The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself.
Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself)
The various deployed objects are, by order of priority,
- a patched version of an EE file
- a copy of the original mod if totally new and acceptable
- a copy and patched version of the original mod (because this is often required)
Sometimes I used a modified inlined script rather than the original mod bcs/baf though.
When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures).
That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things.
Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s).
Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod.
I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop.
For this alpha20 for BG2EE only, you will find
- the UTF-8 translation stuff that triggers when you install your first component (no matter which one).
- As announced Improved Ilyich (a lot of work - more on this below)
- Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation)
- a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...)
- the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested.
I had the time to test almost... nothing.
I verified the kit and I tested the Improved Ilyich which is the largest piece.
I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one).
I would appreciate if you could test
1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions.
2) dialog with Ilyich (I did test it but a confirmation would be nice).
3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead).
4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless).
Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok.
Comments, Insults, Suggestions: your turn.
Content
// WIP
The current package includes:
- Improved Ilyich
Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves.
- The Ritual
Original version converted to BG2EE with several fixes.
- Improved Torgal
Original version with many fixes - installed in patch mode.
- Improved Sahuagin City
Original version converted to BG2EE - modifications in patch mode.
- Improved Bodhi
Original version converted to BG2EE + fixes and modifications.
- Improved Irenicus
Original version converted to BG2EE + fixes and modifications.
- Improved Guarded Compound
Original version + fixes.
- Improved Twisted Rune
Original version + fixes.
- "Kuroisan", the Acid Kensai
Original version converted to BG2EE.
- "Red Badge" Poison-Based Encounter
Original version converted to BG2EE with patches.
- Gebhard Blucher's Improved Mae'Var
Original version with minor enhancements.
- Gebhard Blucher's Lich in the Docks
Original version slightly modified and converted to BG2EE.
- Gebhard Blucher's Improved Demon Knights
Original version slightly modified for a better deployment on BG2EE. Slightly altered AI.
- Kensai Ryu's Tougher Kangaxx
Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both.
- Kensai Ryu's Gnome Fighter/Illusionist in the Docks
Original version slightly modified and converted to BG2EE.
- Kensai Ryu's Improved Crypt King
Original version with a slightly altered AI.
- Ishan's "Always Toughest Random Spawns in Dungeons"
Original scope but rewritten and modified to select your own values.
- Gebhard Blucher's Random City Encounters
Original version with patches.
- Kensai Ryu's Random Wilderness Encounters
Original version with many fixes.
- Improved Undead
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts.
- Gebhard Blucher's Improved Mind Flayers
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched.
- Smarter Dragons
Original version slightly modified.
- Smarter Beholders
Altered version with a few minor tweaks.
- Smarter Vampires
Original version.
- Smarter Mages
Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour).
- Slightly Smarter Golems
Original and Altered version to more selectively modify the appropriate golems.
- Göran Rimén's Improved Nymph
Original version.
- Kensai Ryu's Improved Copper Coronet
Original version (just twelve additional foes, no script - not the real KR version as in DSoA).
- SimDing0's Improved Oasis (obsolete)
Original version in patch mode. Do not use that version, use the full version from QuestPack instead.
- Mike Barnes's Improved Small Teeth Pass
Original version in patch mode.
- Mike Barnes's Improved North Forest
Original version in patch mode - a few minor alterations.
- Mike Barnes's Marching Mountains
Original version with small adaptations.
- Slightly Tougher Demons
Original version with fixes and tweaks.
- Tougher Druid Grove
Original version with minor modifications - patch mode.
- Tougher Fire Giants
Original version with a few patches.
- Streamlined Trolls
Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence.
- Generic Archer Kit
Original Kit converted to BG2EE.
- Anti-Paladin Kit
Altered version with fixes and without "dispel on hit with any melee weapon".
Latest version : alpha73 - February 21, 2016
Please consult the readme file under the eetact2 directory
Both the current version and the version n-1 (or older) are attached to this post, use only one of them.
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Mod to switch from dual wield to ranged
Are there any mods that make it so you can easily switch from dual wield or sword/board to a ranged weapon like in bg1/2?
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[Mod] New Refinements (v4?) beta release
So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.
I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting!![:wink: :wink:]()
Update to0.3 0.4 0.5 0.6 0.8! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games
https://github.com/subtledoctor/refinements/releases/tag/0.8
This is actually starting to look pretty complete. Cheers, and good luck!
I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting!

Update to
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games
https://github.com/subtledoctor/refinements/releases/tag/0.8
This is actually starting to look pretty complete. Cheers, and good luck!
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Javelins Weidu
Some people noticed that there where Javelins in the gamefiles. They work but the coding was not finished.
To make unloved items more loveable, I first put some work in Clubs. Now the spears are next, by fixing the ranged version, the JAVELIN . there is one in the game files, and it works. But the coding was not consistent with spears and trowing axes. I fixed that and put it in stores that sell spears (and in the missle store of the Black Pits).
Its Weidu, Try it out (it should work)
Its not for BG2:EE at the moment. soon it will be.
If you want to use it in bg2ee, you can delete the stores in the tp2. And replace them with the stores where you want to put them in.
If there is need for magical and/or returning javelins. I can make them!
Leave a Like or comment if you try it, because I have no way to now if there are downloaders. I like to know if my mods are used!
To make unloved items more loveable, I first put some work in Clubs. Now the spears are next, by fixing the ranged version, the JAVELIN . there is one in the game files, and it works. But the coding was not consistent with spears and trowing axes. I fixed that and put it in stores that sell spears (and in the missle store of the Black Pits).
Its Weidu, Try it out (it should work)
Its not for BG2:EE at the moment. soon it will be.
If you want to use it in bg2ee, you can delete the stores in the tp2. And replace them with the stores where you want to put them in.
If there is need for magical and/or returning javelins. I can make them!
Leave a Like or comment if you try it, because I have no way to now if there are downloaders. I like to know if my mods are used!
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[MOD] CGUI - cosmetic ui mod for BG2EE
Hi everyone.
I liked BG2EE gui, but I prefer black-on-white fonts, so I have made some cosmetic changes to UI. This is a preview.
Dialogue box and side-panels
![postimage]()
Inventory
![postimage]()
Character Record
![postimage]()
And this is mod' page - Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) //Giberlings3.net/forums, there you can find a link to download, and further useful information about compability and manual installing.
NOTE: Any advises and suggestion - how to modify Dialogue Box appreciated, because I am stucked.
P.S. The mod has been made, basically only for myself, so probably a "bugs" can take a place.
I liked BG2EE gui, but I prefer black-on-white fonts, so I have made some cosmetic changes to UI. This is a preview.
Dialogue box and side-panels


Inventory


Character Record


And this is mod' page - Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) //Giberlings3.net/forums, there you can find a link to download, and further useful information about compability and manual installing.
NOTE: Any advises and suggestion - how to modify Dialogue Box appreciated, because I am stucked.
P.S. The mod has been made, basically only for myself, so probably a "bugs" can take a place.
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