The built-in game database doesn't delete records, just creates new ones and archives the old ones. There used to be a tool that cleaned out these old records. Anyone remember what it was called or is there newer version of tool available ?
↧
Tool to compress/clean NWN database files?
↧
Best Names for CHARNAME
What have been your favorite names for your Bhaalspawn?
I've often gone with the last name Gorionson in honor of Gorion.
I often translate Greek words for first names, depending on the class:
--Tra'Oudia for Bards (tragoudi is Greek for "song")
-Dassos for Rangers (means "tree")
-Timeos for Paladins (means "honor")
-Magos for Wizards (means "mage/wizard" in Greek... obviously)
-Nichta for Thief (means "night")
I've also gone with the corny Karavok (bro with Sarevok) and Karevos.
I've made Jordi Stumbledon for my clumsy gnome fighter/illusionist
Finally, I finished the game for the first time with an Undead Hunter named Buffy![:) :)]()
What are your favorites?
I've often gone with the last name Gorionson in honor of Gorion.
I often translate Greek words for first names, depending on the class:
--Tra'Oudia for Bards (tragoudi is Greek for "song")
-Dassos for Rangers (means "tree")
-Timeos for Paladins (means "honor")
-Magos for Wizards (means "mage/wizard" in Greek... obviously)
-Nichta for Thief (means "night")
I've also gone with the corny Karavok (bro with Sarevok) and Karevos.
I've made Jordi Stumbledon for my clumsy gnome fighter/illusionist
Finally, I finished the game for the first time with an Undead Hunter named Buffy

What are your favorites?
↧
↧
Dart Wielding Mages on AI runs in to close combat
After update, Edwin and Baeloth has become rather suicidal on AI Standart Attack. Instead of just throwing darts when idle, they both run into close combat...
↧
AI Scripts - issues and questions...
Hello,
I know the game, having played IDW (EE and original), BG, BG2 and now playing BG2-EE.
I know, that AI scripts and settings depend on the play style. So this is what I want:
I want, that every character defends himself, when attacked in melee. This includes Spellcasters. I also want, that the 'Guard' setting works (the shield in the UI), with both ranged weapons and in melee.
But this is it!
I do not need 'automatic spell casting', I do this during battle myself - its micromanagement, but I like it this way.
So - which script do I use? I tried 'Passive' (AI active), but somehow I have always troubles that a melee fighter, after given a command to attack an enemy NPC, stands around and does nothing after he kills this enemy. I have 'Pause on lost target' active, but if the melee fighter is in the thick of action and is attacked, should he not defend himself, after finishing my command? This is constant trouble, I send Minsc to attack on of a group, he kills this one NPC, and then stands and gets beaten, without command he seems to 'sleep' most of the time instead of defending himself and attacking on of his attackers.
The new 'Intelligent AI' is nice, but unusable, because it fires spells, even when the character is just joining in Waukeens Promenade. This is a wasted Stoneskin! So auto casting is a no for me.
If I deactivate the AI, or set the characters with no script, I have to look at everybody constantly because even the mightiest fighter stands around like an idiot while getting beaten.
Using the 'Guard Mode' (the shield, only fighters seem to have this) is usually a good option, but it has one massive problem: If the character does not reach the target field, where you let him stand and guard, he is completely dead, path finding seems to deactivate everything and he just stands without defending himself.
So - I hope I could make clear, what I want. Minimal automatic, no automatic casting or range attack and certainly no rushing into battle. I am tired of switching off the AI before sending Jan to look (invisible) around. With my settings now (all 'Passive', AI on) this does not happen, he does not attack, but also does not defend himself in a fight, if he is attacked in melee. And they all do not change to a melee weapon in this case.
What I really want: Do commands, and if no command is active or the target is dead, please at least defend yourself in melee, and if possible change to a melee weapon for this. In guard mode attack all enemies inside the circle marked. (It is my impression, that in Guard Mode the characters try to run back to the center, before attacking the next enemy inside the circle, and if they cannot, they tend to hang, not always but often enough).
Any hints ? In BG2 (original) I sometimes had similar troubles, but not as many as now...
I know the game, having played IDW (EE and original), BG, BG2 and now playing BG2-EE.
I know, that AI scripts and settings depend on the play style. So this is what I want:
I want, that every character defends himself, when attacked in melee. This includes Spellcasters. I also want, that the 'Guard' setting works (the shield in the UI), with both ranged weapons and in melee.
But this is it!
I do not need 'automatic spell casting', I do this during battle myself - its micromanagement, but I like it this way.
So - which script do I use? I tried 'Passive' (AI active), but somehow I have always troubles that a melee fighter, after given a command to attack an enemy NPC, stands around and does nothing after he kills this enemy. I have 'Pause on lost target' active, but if the melee fighter is in the thick of action and is attacked, should he not defend himself, after finishing my command? This is constant trouble, I send Minsc to attack on of a group, he kills this one NPC, and then stands and gets beaten, without command he seems to 'sleep' most of the time instead of defending himself and attacking on of his attackers.
The new 'Intelligent AI' is nice, but unusable, because it fires spells, even when the character is just joining in Waukeens Promenade. This is a wasted Stoneskin! So auto casting is a no for me.
If I deactivate the AI, or set the characters with no script, I have to look at everybody constantly because even the mightiest fighter stands around like an idiot while getting beaten.
Using the 'Guard Mode' (the shield, only fighters seem to have this) is usually a good option, but it has one massive problem: If the character does not reach the target field, where you let him stand and guard, he is completely dead, path finding seems to deactivate everything and he just stands without defending himself.
So - I hope I could make clear, what I want. Minimal automatic, no automatic casting or range attack and certainly no rushing into battle. I am tired of switching off the AI before sending Jan to look (invisible) around. With my settings now (all 'Passive', AI on) this does not happen, he does not attack, but also does not defend himself in a fight, if he is attacked in melee. And they all do not change to a melee weapon in this case.
What I really want: Do commands, and if no command is active or the target is dead, please at least defend yourself in melee, and if possible change to a melee weapon for this. In guard mode attack all enemies inside the circle marked. (It is my impression, that in Guard Mode the characters try to run back to the center, before attacking the next enemy inside the circle, and if they cannot, they tend to hang, not always but often enough).
Any hints ? In BG2 (original) I sometimes had similar troubles, but not as many as now...
↧
[MOD] -Scales of Balance- a post-hac tweak mod
THIS MOD IS deprecated REVIVED!!
https://github.com/UnearthedArcana/Scales_of_Balance/releases
This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:
- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul
That's it!
Full Readme:
https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...
If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2
But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better!![:) :)]()
Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.
Cheers!
Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:
Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest
Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues
NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone
---------------------------------------------------
HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866
DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")
README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
A very general idea of what the mod contains (not in this order):
1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique
2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)
3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)
A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.
https://github.com/UnearthedArcana/Scales_of_Balance/releases
This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:
- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul
That's it!
Full Readme:
https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...
If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2
But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better!

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.
Cheers!
Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:
Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest
Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues
NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone
---------------------------------------------------
HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866
DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")
README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
A very general idea of what the mod contains (not in this order):
1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique
2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)
3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)
A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.
↧
↧
[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.
Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!
Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases
Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md
Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.
These mod components now contain:
1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS
2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)
It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)
Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases
Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md
Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.
These mod components now contain:
1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS
2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)
It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)
↧
favourite videogame, classical, folk musics
PLEASE USE SPOILER TAGS OR LINKS NOW! Too many images on a thread will make the board go wonky. So says Aosaw.
Videogame music
Classical music
Folk music
instrumental and vocal![:) :)]()
Don't worry about posting something someone else has posted in pages past. We all do it. ^_^
--------
I can't be the only one who listens to VG and classical music! ^_^
What stuff do you like?![:) :)]()
Try some Quake II, yeah! >:D
Adrenaline Junkie
Gravity Well
Descent into Cereberon
And while I'm in the mood for it...
Sheila
Neo Fire Cross
Videogame music
Classical music
Folk music
instrumental and vocal

Don't worry about posting something someone else has posted in pages past. We all do it. ^_^
--------
I can't be the only one who listens to VG and classical music! ^_^
What stuff do you like?

Try some Quake II, yeah! >:D
Adrenaline Junkie
Gravity Well
Descent into Cereberon
And while I'm in the mood for it...
Sheila
Neo Fire Cross
↧
Concerning the Shining Knights Arms and Armor in Neverwinter Core...
Is there in the game a list of the weapons and armor to be created in the Shining Knights Arms and Armor in Neverwinter Core (in the first chapter)? I know there are FAQs and such on the internet that would list them, but I am wondering if there is a list in-game...?
↧
Northern Tales of the Sword Coast Shilo Chen bug
Good evening from Italy. I'm playing Baldur's Gate EET and now I finished Dark Side of the Sword Coast and now I should to start Northern Tales of the Sword Coast and the first quest is about Shilo Chen and an Ogre Magi. Shilo Chen should be situated at the Baldur's Gate bridge but he isn't there. I used the CLUAConsole to let him appear but he talks about another quest. Could you help me please?
Here there is my WeiDu
~SETUP-WEIDU.TP2~ #0 #0 // 24600
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.1
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 BWP Fix
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v17
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v17
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v17
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v17
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v17
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v17
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v17
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v17
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v17
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v17
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.1
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v2.1.0
// 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-WEIDU.TP2~ #0 #0 // 24600
~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC9.21
~ROTERROR/SETUP-ROTERROR.TP2~ #0 #0 // Region Of Terror, v3.1 EE: v3.1 EE
~DRUIDGROVEMAKEOVER/SETUP-DRUIDGROVEMAKEOVER.TP2~ #0 #0 // Druid Grove Area Visual Makeover
~EET_FIX/EET_FIX.TP2~ #0 #0 // EET Fix: v1
~TOA/SETUP-TOA.TP2~ #1 #1 // Tales of Anegh (Weidu): v2.6
~TOA/SETUP-TOA.TP2~ #1 #2 // Remove Sounds: v2.6
~TOA/SETUP-TOA.TP2~ #1 #20 // AREA Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #30 // Dialog & Script Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #40 // Stores Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #50 // Item Balancing: v2.6
~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #1 // DSotSC Wizard spells: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #2 // DSotSC Priest spells: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #3 // More common encounters in vanilla areas: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #4 // Distribute DSotSC items also in vanilla content: v3.0 beta
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 2.2.3
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU/EET/BG:EE edition v1.9 -> Normal edition: v1.9 BWP Fix
~VAULTEET/SETUP-VAULTEET.TP2~ #0 #0 // The Vault (Ikki's rework for EET compatibility): v7.3
~VAULTEET/SETUP-VAULTEET.TP2~ #0 #1 // The Vault's item upgrades - Compatibility with Item Revisions. Recommended for consistency if you plan to install IR main component later: v7.3
~BONEHILLEET/SETUP-BONEHILLEET.TP2~ #0 #0 // Secret of BoneHill (EET): v30 EET
~TDDZ/SETUP-TDDZ.TP2~ #0 #0 // TDD - Core: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #1 // TDD - Trollford: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #2 // TDD - Eshpurta: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #3 // TDD - Purskal: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #4 // TDD - Riatavin: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #5 // TDD - Onset of the Darkest Day: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #6 // TDD - Robilard: v1.2.5
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v15
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #0 // Chatty Imoen: Expanded Character Sounds: v1.3
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #1 // Chatty Imoen: Add NPC Interactions: v1.3
~CTBEE/SETUP-CTBEE.TP2~ #0 #0 // Check The Bodies EET: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #0 #1 // Candlekeep Chores, v2.2: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #0 #2 // Check the Bodies Fast Forward, v2.2 (for CtB v2.2 or later): 2.2
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20170519
~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 14
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1
~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v5.1
~REUNION/SETUP-REUNION.TP2~ #0 #0 // The Reunion mod for Baldur's Gate II: v2 BWP Fix
~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens -> Yes, but don't patch the existing save games: 12.4
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // Colours of Infinity: Innershade -> Yes, but don't patch the existing save games: 9.5
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen -> Yes, but don't patch the existing save games: 6.6
~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v20
~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: 2.3
~UB/UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27beta
~UB/UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27beta
~UB/UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27beta
~UB/UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27beta
~UB/UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27beta
~UB/UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27beta
~UB/UB.TP2~ #0 #7 // Restored Encounters: v27beta
~UB/UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v27beta
~UB/UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27beta
~UB/UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27beta
~FADINGPROMISES/SETUP-FADINGPROMISES.TP2~ #0 #0 // Fading Promises: v8
~LONGERROADEE/LONGERROADEE.TP2~ #0 #0 // Longer Road v 1.6 EE: v1.6 EE
~LONGERROADEE/LONGERROADEE.TP2~ #0 #1 // Restore Irenicus's original portrait from SoA.: v1.6 EE
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #0 // Undead Predator (Ranger Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #1 // Spirit Redeemer (Cleric Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #2 // Undead Slayer (Wizard Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #3 // Undead Hunter Revision (Paladin Kit - Caution: Overwrites the vanilla kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #4 // Death Tricker (Thief Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #5 // Burial Defender (Fighter Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #6 // Grave Mourner (Bard Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #7 // Circle Enforcer (Druid Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #8 // Pallid Mask (Monk Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #9 // Dreadful Witch (Shaman Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #10 // Imprisoned Soul (Sorcerer Kit): 2.8
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + patch25
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
~RELIEVEWIZARDSLAYER/RELIEVEWIZARDSLAYER.TP2~ #0 #0 // Relieve Wizard Slayer: 1.2
~RELIEVEWIZARDSLAYER/RELIEVEWIZARDSLAYER.TP2~ #0 #1 // Valygar, the Wizard Slayer: 1.2
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2040 // XP for Traps, Spells and Lockpicking -> BG1 values (default): 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4030 // Remove junk from global scripts: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.7
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #0 // SandrahNPC Check for required Installation: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #1 // Sandrah Worldmap Entries: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #2 // SandrahNPC for EET Core: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #3 // Mods Compatibility: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #4 // Sandrah Kit: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #5 // SandrahNPC Creatures and Items: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #6 // Sandrah Shops: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #7 // Sandrah Movies and Sounds: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #8 // SandrahNPC for EET Compiles: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #9 // Pelligram, Sandrah's Animal Companion: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #10 // Worldmap Update for SandrahNPC for EET: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #11 // SandrahNPC Extensions: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #12 // Mod Interactions: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #13 // Shauhana for Shadow of Amn EET: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #14 // Sandrah ToB (EET): v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #15 // Sandrah Return To Faerun Transition: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #16 // Sandrah EET additions: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #0 // Check Requirements for EET: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #1 // RTF Movies and Sounds: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #2 // Sandrah Return To Faerun Areas: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #3 // Sandrah Return To Faerun Area Modifications: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #4 // Sandrah Return To Faerun Creatures: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #5 // Sandrah Return To Faerun Items and Stores: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #6 // Sandrah Return To Faerun Compiles: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #7 // Sandrah RtF Cross Mod Contents: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #8 // EET Compliance: v2.05
~SANDRAHTOT/SANDRAHTOT.TP2~ #0 #0 // Sandrah Time of Troubles Revisited Areas: v2.05
~SANDRAHTOT/SANDRAHTOT.TP2~ #0 #1 // Sandrah Time of Troubles Revisited Compiles: v2.05
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
~EET_END.TP2~ #0 #0 // EET end - last mod in install order
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #0 // Install Marker: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #100 // Gives some vanilla items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #101 // Gives some Big Picture items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #102 // Gives some CtB items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #103 // Gives some Huple items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #104 // Gives some Iylos items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #105 // Gives some Keto items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #106 // Gives some Kim items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #107 // Gives some Kivan and Deheriana items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #108 // Gives some Lena items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #109 // Gives some Les Exiles de Lunargent items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #110 // Gives some Ninde items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #111 // Gives some Skie ReDone items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #112 // Gives some TDD items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #113 // Gives some Tashia items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #115 // Gives some TS items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #116 // Gives some Avi Maya items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #117 // Gives some Aeon items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #118 // Gives some Amber items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #119 // Gives some Angelo items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #120 // Gives some Breagar items the Droppable Flag: ALPHA 6
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #25 // Edwin/Edwina: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~PPE/SETUP-PPE.TP2~ #0 #35 // Vampire NPCs: 1.01
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Here there is my WeiDu
~SETUP-WEIDU.TP2~ #0 #0 // 24600
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.1
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 BWP Fix
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v17
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v17
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v17
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v17
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v17
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v17
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v17
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v17
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v17
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v17
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v17
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.1
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v2.1.0
// 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-WEIDU.TP2~ #0 #0 // 24600
~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC9.21
~ROTERROR/SETUP-ROTERROR.TP2~ #0 #0 // Region Of Terror, v3.1 EE: v3.1 EE
~DRUIDGROVEMAKEOVER/SETUP-DRUIDGROVEMAKEOVER.TP2~ #0 #0 // Druid Grove Area Visual Makeover
~EET_FIX/EET_FIX.TP2~ #0 #0 // EET Fix: v1
~TOA/SETUP-TOA.TP2~ #1 #1 // Tales of Anegh (Weidu): v2.6
~TOA/SETUP-TOA.TP2~ #1 #2 // Remove Sounds: v2.6
~TOA/SETUP-TOA.TP2~ #1 #20 // AREA Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #30 // Dialog & Script Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #40 // Stores Balancing: v2.6
~TOA/SETUP-TOA.TP2~ #1 #50 // Item Balancing: v2.6
~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #1 // DSotSC Wizard spells: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #2 // DSotSC Priest spells: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #3 // More common encounters in vanilla areas: v3.0 beta
~DSOTSC/DSOTSC.TP2~ #0 #4 // Distribute DSotSC items also in vanilla content: v3.0 beta
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 2.2.3
~NTOTSC/SETUP-NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 2.2.3
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU/EET/BG:EE edition v1.9 -> Normal edition: v1.9 BWP Fix
~VAULTEET/SETUP-VAULTEET.TP2~ #0 #0 // The Vault (Ikki's rework for EET compatibility): v7.3
~VAULTEET/SETUP-VAULTEET.TP2~ #0 #1 // The Vault's item upgrades - Compatibility with Item Revisions. Recommended for consistency if you plan to install IR main component later: v7.3
~BONEHILLEET/SETUP-BONEHILLEET.TP2~ #0 #0 // Secret of BoneHill (EET): v30 EET
~TDDZ/SETUP-TDDZ.TP2~ #0 #0 // TDD - Core: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #1 // TDD - Trollford: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #2 // TDD - Eshpurta: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #3 // TDD - Purskal: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #4 // TDD - Riatavin: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #5 // TDD - Onset of the Darkest Day: v1.2.5
~TDDZ/SETUP-TDDZ.TP2~ #0 #6 // TDD - Robilard: v1.2.5
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v15
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #0 // Chatty Imoen: Expanded Character Sounds: v1.3
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #1 // Chatty Imoen: Add NPC Interactions: v1.3
~CTBEE/SETUP-CTBEE.TP2~ #0 #0 // Check The Bodies EET: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #0 #1 // Candlekeep Chores, v2.2: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #0 #2 // Check the Bodies Fast Forward, v2.2 (for CtB v2.2 or later): 2.2
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20170519
~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 14
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1
~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v5.1
~REUNION/SETUP-REUNION.TP2~ #0 #0 // The Reunion mod for Baldur's Gate II: v2 BWP Fix
~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens -> Yes, but don't patch the existing save games: 12.4
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // Colours of Infinity: Innershade -> Yes, but don't patch the existing save games: 9.5
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen -> Yes, but don't patch the existing save games: 6.6
~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v20
~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: 2.3
~UB/UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27beta
~UB/UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27beta
~UB/UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27beta
~UB/UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27beta
~UB/UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27beta
~UB/UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27beta
~UB/UB.TP2~ #0 #7 // Restored Encounters: v27beta
~UB/UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v27beta
~UB/UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27beta
~UB/UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27beta
~FADINGPROMISES/SETUP-FADINGPROMISES.TP2~ #0 #0 // Fading Promises: v8
~LONGERROADEE/LONGERROADEE.TP2~ #0 #0 // Longer Road v 1.6 EE: v1.6 EE
~LONGERROADEE/LONGERROADEE.TP2~ #0 #1 // Restore Irenicus's original portrait from SoA.: v1.6 EE
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #0 // Undead Predator (Ranger Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #1 // Spirit Redeemer (Cleric Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #2 // Undead Slayer (Wizard Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #3 // Undead Hunter Revision (Paladin Kit - Caution: Overwrites the vanilla kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #4 // Death Tricker (Thief Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #5 // Burial Defender (Fighter Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #6 // Grave Mourner (Bard Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #7 // Circle Enforcer (Druid Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #8 // Pallid Mask (Monk Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #9 // Dreadful Witch (Shaman Kit): 2.8
~IHATEUNDEAD/IHATEUNDEAD.TP2~ #0 #10 // Imprisoned Soul (Sorcerer Kit): 2.8
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + patch25
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
~RELIEVEWIZARDSLAYER/RELIEVEWIZARDSLAYER.TP2~ #0 #0 // Relieve Wizard Slayer: 1.2
~RELIEVEWIZARDSLAYER/RELIEVEWIZARDSLAYER.TP2~ #0 #1 // Valygar, the Wizard Slayer: 1.2
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2040 // XP for Traps, Spells and Lockpicking -> BG1 values (default): 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4030 // Remove junk from global scripts: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.7
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #0 // SandrahNPC Check for required Installation: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #1 // Sandrah Worldmap Entries: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #2 // SandrahNPC for EET Core: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #3 // Mods Compatibility: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #4 // Sandrah Kit: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #5 // SandrahNPC Creatures and Items: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #6 // Sandrah Shops: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #7 // Sandrah Movies and Sounds: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #8 // SandrahNPC for EET Compiles: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #9 // Pelligram, Sandrah's Animal Companion: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #10 // Worldmap Update for SandrahNPC for EET: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #11 // SandrahNPC Extensions: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #12 // Mod Interactions: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #13 // Shauhana for Shadow of Amn EET: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #14 // Sandrah ToB (EET): v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #15 // Sandrah Return To Faerun Transition: v2.05
~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #16 // Sandrah EET additions: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #0 // Check Requirements for EET: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #1 // RTF Movies and Sounds: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #2 // Sandrah Return To Faerun Areas: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #3 // Sandrah Return To Faerun Area Modifications: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #4 // Sandrah Return To Faerun Creatures: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #5 // Sandrah Return To Faerun Items and Stores: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #6 // Sandrah Return To Faerun Compiles: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #7 // Sandrah RtF Cross Mod Contents: v2.05
~SANDRAHRTF/SETUP-SANDRAHRTF.TP2~ #0 #8 // EET Compliance: v2.05
~SANDRAHTOT/SANDRAHTOT.TP2~ #0 #0 // Sandrah Time of Troubles Revisited Areas: v2.05
~SANDRAHTOT/SANDRAHTOT.TP2~ #0 #1 // Sandrah Time of Troubles Revisited Compiles: v2.05
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
~EET_END.TP2~ #0 #0 // EET end - last mod in install order
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #0 // Install Marker: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #100 // Gives some vanilla items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #101 // Gives some Big Picture items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #102 // Gives some CtB items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #103 // Gives some Huple items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #104 // Gives some Iylos items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #105 // Gives some Keto items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #106 // Gives some Kim items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #107 // Gives some Kivan and Deheriana items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #108 // Gives some Lena items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #109 // Gives some Les Exiles de Lunargent items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #110 // Gives some Ninde items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #111 // Gives some Skie ReDone items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #112 // Gives some TDD items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #113 // Gives some Tashia items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #115 // Gives some TS items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #116 // Gives some Avi Maya items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #117 // Gives some Aeon items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #118 // Gives some Amber items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #119 // Gives some Angelo items the Droppable Flag: ALPHA 6
~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #120 // Gives some Breagar items the Droppable Flag: ALPHA 6
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #25 // Edwin/Edwina: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~PPE/SETUP-PPE.TP2~ #0 #35 // Vampire NPCs: 1.01
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
↧
↧
Unpopular opinions
An idea has come to me to make a thread where we can share unpopular opinions about things in BG and other IE games.
1. Cernd is far from being useless NPC.
In fact, he has tons of high-level druid spells and if CHARNAME is not a druid, than by not having a second class Cernd offers a lot of variety in lvl 6-7 spells if compared to Jaheira. If use the high-level druid spells right, almost any fight in SoA becomes a lot easier.
2. Darts can be a good choice as a ranged weapon for a fighter.
Thalantyr's shop in BG1 has tons of useful darts, Sorcerous Sundries make it even better. There's an unlimited +3 dart on the first level of the Watcher's Keep, available not long after escaping from the Irenicus dungeon. Darts provide 3 APR and with addition APR from specialization and fighter class your darts stay a wonderful weapon from the Candlekeep and to the Hell.
3. 2 thieves in a party is not too much.
I prefer to focus on setting traps and dispelling illusions with one of them and to hide in shadows for backstabs with another. Also, there're Open Locks and Disarm Traps skills. There're always multi-class options available. For example, your character can be a multiclass fighter/thief with amazing backstabs while Tiax or Jan Jansen is focused on setting traps to the place you lure your enemies to. Or maybe a half-orc assassin for backstabs and poison weapon and Hexxat for other thieving skills.
4. Mazzy's relatively low starting STR is not a problem.
She has innate Strength spell, there're lots of STR-enhancing items in BG2, so that leaves you with a shorty fighter (and thus all saving throws bonuses) who has a chance to become GM in any weapon you like (or choose a standard short bow proficiency providing 5 APR with the Tuigan bow).
5. Keep trying using every and each consumables in any fight if you have any.
You won't believe how easier it will become if your fighters nearly always have 22-23 STR for fights and get their saving throws improved drastically. Wands will often be enough to defeat even bosses.
Carry on! Share the things that are relatively not popular among BG fans.
1. Cernd is far from being useless NPC.
In fact, he has tons of high-level druid spells and if CHARNAME is not a druid, than by not having a second class Cernd offers a lot of variety in lvl 6-7 spells if compared to Jaheira. If use the high-level druid spells right, almost any fight in SoA becomes a lot easier.
2. Darts can be a good choice as a ranged weapon for a fighter.
Thalantyr's shop in BG1 has tons of useful darts, Sorcerous Sundries make it even better. There's an unlimited +3 dart on the first level of the Watcher's Keep, available not long after escaping from the Irenicus dungeon. Darts provide 3 APR and with addition APR from specialization and fighter class your darts stay a wonderful weapon from the Candlekeep and to the Hell.
3. 2 thieves in a party is not too much.
I prefer to focus on setting traps and dispelling illusions with one of them and to hide in shadows for backstabs with another. Also, there're Open Locks and Disarm Traps skills. There're always multi-class options available. For example, your character can be a multiclass fighter/thief with amazing backstabs while Tiax or Jan Jansen is focused on setting traps to the place you lure your enemies to. Or maybe a half-orc assassin for backstabs and poison weapon and Hexxat for other thieving skills.
4. Mazzy's relatively low starting STR is not a problem.
She has innate Strength spell, there're lots of STR-enhancing items in BG2, so that leaves you with a shorty fighter (and thus all saving throws bonuses) who has a chance to become GM in any weapon you like (or choose a standard short bow proficiency providing 5 APR with the Tuigan bow).
5. Keep trying using every and each consumables in any fight if you have any.
You won't believe how easier it will become if your fighters nearly always have 22-23 STR for fights and get their saving throws improved drastically. Wands will often be enough to defeat even bosses.
Carry on! Share the things that are relatively not popular among BG fans.
↧
General mod Questions thread
Hello, ladies and gentlemen.
We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place.
- Site staff
We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place.
- Site staff
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[Kit Pack] Deities of Faerûn - v 1.9.0 [36 Cleric Kits and more for IWD, BG(2)EE and EET]
Hi
Those deities also receive multiclass kits! Check the next post to know more details.
All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.
Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.
The Holy Symbol is automatically granted once the cleric reaches level 25.
On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info!
Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!
Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.
DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail.
DoF should be installed after mods that introduce Kits that will use the Sphere System.
DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme.
DoF should be installed before Improved Shamanic Dance.
This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing!
DoF is no longer compatible with Faiths and Powers.
Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about:
Know Issues
* The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2).
To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below:
BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP
To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
The remaining level ups will apply this spell automatically, so this really is a one-time-thing. Sorry about that, but it is an engine issue.
* The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.
* Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod.
Wait? Anomen? YES! Next component!
It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!
PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.
The current mod NPCs supported by DoF are:
* Tenya (Waveservant of Umberlee)
* Drake (Holy Justice of Tyr)
* Gavin (Dawnbringer of Lathander)
* Dusky (Silentwalker of Mask)
* Yvette (when installed as a pure-class Cleric - Heartwarder of Sune)
* Helarine (Doomguide of Kelemvor)
* Quayle BG2 (Hoodwinker of Baravar)
* Tiax for BG2 (Strifeleader of Cyric)
* Branwen for BG2 (Battleguard of Tempus)
* Yeslick for BG2 (Alaghar of Clangeddin)
Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!
Well, I think it is over... BUT NO, IT IS NOT!
Thanks to @CamDawg 's guide and a huge help from @kjeron we now have some...
This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!
That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one.
All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it.
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I need to say thanks to some people here:
@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.
@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.
@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.
@CamDawg and @argent77 for the helpful codes and tools.
@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.
@Arctodus for the brainstorming.
@Necromanx2 for all the patience and bug reports that made this mod better.

Link to Download
This kitpack is made of some components:Kits
The kits per se. At the moment there are 36 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Garagos, Helm (revised), Hoar, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Umberlee, and Velsharoon.Those deities also receive multiclass kits! Check the next post to know more details.
All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.
Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.
The Holy Symbol is automatically granted once the cleric reaches level 25.
On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info!
Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!
Sphere System (by Kjeron)
Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal.Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.
Install Order
DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells).DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail.
DoF should be installed after mods that introduce Kits that will use the Sphere System.
DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme.
DoF should be installed before Improved Shamanic Dance.
This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing!
DoF is no longer compatible with Faiths and Powers.
Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about:
Know Issues
* The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2).
To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below:
BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP
To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for How/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW.
The remaining level ups will apply this spell automatically, so this really is a one-time-thing. Sorry about that, but it is an engine issue.
* The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.
* Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod.
Wait? Anomen? YES! Next component!
Kits for NPCs
Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!
PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.
The current mod NPCs supported by DoF are:
* Tenya (Waveservant of Umberlee)
* Drake (Holy Justice of Tyr)
* Gavin (Dawnbringer of Lathander)
* Dusky (Silentwalker of Mask)
* Yvette (when installed as a pure-class Cleric - Heartwarder of Sune)
* Helarine (Doomguide of Kelemvor)
* Quayle BG2 (Hoodwinker of Baravar)
* Tiax for BG2 (Strifeleader of Cyric)
* Branwen for BG2 (Battleguard of Tempus)
* Yeslick for BG2 (Alaghar of Clangeddin)
Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!
Well, I think it is over... BUT NO, IT IS NOT!
Thanks to @CamDawg 's guide and a huge help from @kjeron we now have some...
Stronghold Alterings (by Kjeron)
Hold your breath, cause here comes the list!- Auril: Talos
- Azuth: Wizard
- Baervan Wildwanderer: Druid, Ranger
- Bane: Talos, Fighter
- Baravar Cloakshadow: Thief
- Beshaba: Talos
- Clangeddin: Helm, Fighter
- Cyric: Talos, Thief
- Garagos: Talos
- Helm: Helm
- Hoar: Helm
- Ilmater: Lathander
- Jergal: Helm
- Kelemvor: Helm
- Lathander: Lathander
- Loviatar: Talos
- Malar: Talos, Druid
- Mask: Talos, Thief
- Mystra: Wizard
- Oghma: Bard, Wizard
- Savras: Wizard
- Selûne: Lathander
- Shar: Talos
- Sune: Lathander, Bard
- Talona: Talos
- Talos: Talos
- Tempus: Fighter
- Torm: Helm, Paladin
- Tymora: Lathander
- Tyr: Helm, Paladin
- Umberlee: Talos
- Velsharoon: Talos, Wizard
- Azuth: Wizard
- Baervan Wildwanderer: Druid, Ranger
- Bane: Talos, Fighter
- Baravar Cloakshadow: Thief
- Beshaba: Talos
- Clangeddin: Helm, Fighter
- Cyric: Talos, Thief
- Garagos: Talos
- Helm: Helm
- Hoar: Helm
- Ilmater: Lathander
- Jergal: Helm
- Kelemvor: Helm
- Lathander: Lathander
- Loviatar: Talos
- Malar: Talos, Druid
- Mask: Talos, Thief
- Mystra: Wizard
- Oghma: Bard, Wizard
- Savras: Wizard
- Selûne: Lathander
- Shar: Talos
- Sune: Lathander, Bard
- Talona: Talos
- Talos: Talos
- Tempus: Fighter
- Torm: Helm, Paladin
- Tymora: Lathander
- Tyr: Helm, Paladin
- Umberlee: Talos
- Velsharoon: Talos, Wizard
This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!
Kits' Colors
Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items.That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one.
All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it.
---
I need to say thanks to some people here:
@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.
@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.
@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.
@CamDawg and @argent77 for the helpful codes and tools.
@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.
@Arctodus for the brainstorming.
@Necromanx2 for all the patience and bug reports that made this mod better.
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Happy Anniversary Julius Borisov & Thea Kent (aka Loreydoor)
Saw on twitter that @JuliusBorisov is starting their third year at BD So I thought I'd drop a happy anniversary on them. I also saw that someone called @Loreydoor is starting their fourth year with BD so happy anniversary to them as well. Keep up the good work guys.
TR
TR
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[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers
The Chaos Sorcerer: A Wild Magic Kit for Sorcerers
Download latest release (2.3 MB)This mod introduces the kit "Chaos Sorcerer" kit which can be seen as the Wild Mage counterpart for the Sorcerer class. It is available for BG1:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE. All patch versions are supported. The mod is currently available in English, German and Polish.
Chaos Sorcerer
A Wild Magic Sorcerer kit for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE
Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril.
The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths.
Advantages:
- May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list).
- May cast the 2nd-level spell Unluck (automatically added to spell list).
- May cast the 3rd-level spell Chaos Shield (automatically added to spell list).
- May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list).
- May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list).
- 1st level: +1 bonus to Saves vs. Spell.
- 5th level: +1 bonus to Dexterity.
- 6th level: +1 bonus to Saves vs. Spell.
- 8th level: +5% Magic Resistance.
- 11th level: +1 bonus to Saves vs. Spell.
- 15th level: +1 bonus to Dexterity.
- 16th level: +1 bonus to Saves vs. Spell.
- 16th level: +5% Magic Resistance.
- 21st level: +1 bonus to Saves vs. Spell.
- 24th level: +5% Magic Resistance.
- Incurs a -2 penalty to Strength and Constitution.
- Alignment restricted to chaotic good, chaotic neutral and chaotic evil.
- May cast fewer spells per level per day.
- Upon casting a spell, there is a 5% chance of incurring a wild surge.
- Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level.
The mod does also make some changes to the spell selection of Wild Mages:
- New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
- New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
- "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels.
- New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results.
Feel free to post your thoughts, suggestions, questions or any bugs you encounter.
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For those who know the setting lore...(Gnomes and Halflings)
I'm building a Stalker/Cleric for a saga run that essentially exclusively uses Staves and Slings. I also despise all things Elven (and have usually played shorties in PnP, particularly gnomes and halflings). I haven't played in the FR setting for quite a while, but I'm trying to decide between Halfling and Gnome. Based on the setting, I'm not sure which would be more RP appropriate. My take on it from reading the FR wiki is that Halflings are very "Hobbit"-like, whereas Gnomes are more quirky, nature-loving.
So, my take is that a gnome would be a more realistic choice. Anyone know the lore have additional input? Thanks!
So, my take is that a gnome would be a more realistic choice. Anyone know the lore have additional input? Thanks!
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Famous Quotes and laws of reality...
Those who watch the recent activity page will know that sometimes I post famous quotes and "laws" of reality but as not everyone even knows the activity page exists I decided to make it a thread... besides I'd like to read you favorite famous quotes and "laws" as well ![:) :)]()
Just to start these were my last three posts:If a straight line of holes is made in a piece of paper, such as a sheet of stamps or a check, that line becomes the strongest part of the paper.
We can't solve problems by using the same kind of thinking we used when we created them.
The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is.

Just to start these were my last three posts:
If a straight line of holes is made in a piece of paper, such as a sheet of stamps or a check, that line becomes the strongest part of the paper.
-- Kington's Law of Perforation
We can't solve problems by using the same kind of thinking we used when we created them.
-- Albert Einstein (1879-1955)
The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is.
-- C. S. Lewis
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As usual, struggling with an installation (SCS) v30. Any ideas?
Hi folks, I've downloaded SCS v30 and am trying to install it.
Everything goes fine, until I click 'Enter' to finalize everything.
It runs all the way through and then at the very end drops out and says there's an error loading the, 'initialize component. All other components require this.'
What gives? Seems I had this issue last time I dre-modded awhile back, but it eventually worked.
I'm playing BGEE. This would be my final mod before Radomize and game play. Thanks CKT
Everything goes fine, until I click 'Enter' to finalize everything.
It runs all the way through and then at the very end drops out and says there's an error loading the, 'initialize component. All other components require this.'
What gives? Seems I had this issue last time I dre-modded awhile back, but it eventually worked.
I'm playing BGEE. This would be my final mod before Radomize and game play. Thanks CKT
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SoA blunt backstabbers
Two things. First, my math could be wrong here, feel free to correct me. Second, I'm leaving staff of striking out of the mix due to it's limited charges (and I'm not really into recharging through merchants).
I know that the Staff of the Ram is the end game goal, but until that point, cleric/thieves (and, in my case, Stalker/Clerics) need to use other gear. For SoA, I've read that the Staff of Ryn is the way to go, but I'm wondering if that is really the case. I'm talking about Blackblood. Consider that there is only 1 point difference in their base damage (that which can be multiplied by the backstab). However, the black blood also throws in 3 points of acid damage. So, until a backstab multiplier reaches x4 or greater, they are actually pretty comparable. Even after that point you're only losing on (backstab multiplier - 3) points of damage. Meanwhile, in regular combat, the Blackblood outdoes the Staff of Rynn in raw damage (not to mention you have a shield with it and kill trolls).
(I think) The only thing left to take into consideration is crits. With 2H weapon style, you will crit more than you would with blackblood and shield (but the same amount with Blackblood and single weapon style).
If you could only take one melee for a cleric/thief (or stalker/cleric), is Blackblood your best bet for blunts in SoA?
(Also, say "blackblood your best bet for blunts" 5 times fast if you can)
I know that the Staff of the Ram is the end game goal, but until that point, cleric/thieves (and, in my case, Stalker/Clerics) need to use other gear. For SoA, I've read that the Staff of Ryn is the way to go, but I'm wondering if that is really the case. I'm talking about Blackblood. Consider that there is only 1 point difference in their base damage (that which can be multiplied by the backstab). However, the black blood also throws in 3 points of acid damage. So, until a backstab multiplier reaches x4 or greater, they are actually pretty comparable. Even after that point you're only losing on (backstab multiplier - 3) points of damage. Meanwhile, in regular combat, the Blackblood outdoes the Staff of Rynn in raw damage (not to mention you have a shield with it and kill trolls).
(I think) The only thing left to take into consideration is crits. With 2H weapon style, you will crit more than you would with blackblood and shield (but the same amount with Blackblood and single weapon style).
If you could only take one melee for a cleric/thief (or stalker/cleric), is Blackblood your best bet for blunts in SoA?
(Also, say "blackblood your best bet for blunts" 5 times fast if you can)
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Assassin's Creed: Odyssey - AC is going RPG
I have never played an Assassin's Creed game. And then I stumbled upon this gameplay footage and my interest was piqued.
I think it's breathtakingly beautiful. Unlike it's predecessors AC:Odyssey is going to be an RPG. Also, a little bonus for me, it will contain ROMANCES (also same sex ones)
![:heart: :heart:]()
You can play as either Alexios or Kassandra and you decide the fate of ancient Greece.
Watch, the first official trailer:
I think it's breathtakingly beautiful. Unlike it's predecessors AC:Odyssey is going to be an RPG. Also, a little bonus for me, it will contain ROMANCES (also same sex ones)



You can play as either Alexios or Kassandra and you decide the fate of ancient Greece.
Watch, the first official trailer:
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In SoA, which enemies need +4 or better to hit?
I know some of the Liches fall into this category, but I can't recall other enemies that can't be hit with +3 or less. Are there any?
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