Please note that if you have individual components installed prior to this compilation, you will need to uninstall them first, before installing this. If you try to install this compilation without uninstalling them, the components which already have been installed will not be updated, but will be skipped and not be installed. The exceptions are for Improved Statue of Riddles and Item Nerfs, which can be installed even if the stand-alone versions are already in place.
These are miscellaneous Mods written to improve some aspects of Baldur's Gate 2 gameplay. Some of these components, such as accelerating the Ust Natha, reducing the gamer's cost of having Yoshimo in your party, were done with the Roleplaying Gamer in mind, whereas others, like the Item Nerfing and XP Caps, are more for the Technical Gamer. Because of the relatively wide base, components should be installed according to the needs of the individual player, and it is unlikely that all the components will be installed.
If you have a suggestion for any improvements, please feel free to post it up at the Pocket Plane Group Forum.
Groupings - Convenience, Balance and XP Management (added v2.0)
1. Alternate, Accelerated Ust Natha Route – Convenience
2. Improved Statue of Riddles – Convenience
3. Transfer Yoshimo's XP to either Imoen or the Party – XP Management (updated v2.0 – Bug Fixed)
4. Solo With a Party AI Script – Convenience (updated v2.0 – Major Change)
- 4.1 Features
- 4.2 Using the Script
- 4.3 Gameplay Issues
5. Item Nerfs & Balancing – Balance
- 5.1 Changes from Stand-Alone NerfItem Release
- 5.2 Primary Nerfs - Reducing Overpowered Items
- 5.3 Secondary Reductions - Instant Kill Reductions
- 5.4 Periphery Tweaks - Less Noteable Items
6. Remove Alignment Restrictions for all Items (Patch) – Convenience
7. Stage Based XP Cap – XP Management
- 7.1 Descriptions of Difficulty Setting
- 7.2 XP Caps in Detail
8. Uber Weapon for Testing – Convenience
9. Expanded Spell Progressions – Balance
- 9.1 Expanded Spell Progression for Rangers
- 9.2 Expanded Spell Progression for Bards
- 9.3 Expanded Spell Progression for Paladins (added v2.0)
10. Hidden Uber Kit - Reaver – Convenience (added v2.0)
- 10.1 How to Create a Reaver
- 10.2 Notes when Using a Reaver
11. Auto-Sell Script – Convenience (added v2.0)
12. XP Evener Script – XP Management (added v2.0)
13. Item Stat Bonuses – Set to Inc (Patch) – Balance (added v2.0)
14. Halves Weapon To-Hit & Damage Bonuses (Patch) – Balance (added v2.0)
This compilation was tested primarily on Baldur's Gate II: Shadows of Amn with the Throne of Bhaal expansion pack, but most of its components should be compatible with purely SoA installations. Components that probably will not work without ToB would be Staged-Based XP Cap, and Expanded Spell Progressions would be quite meaningless with the 2.95 million XP Cap that SoA imposes.
Simply unzip the contents of the Zip file to the directory where your BG2 game is, and then run Z#Misc-Setup.exe.
The components have now been grouped into 3 Groups, Convenience, Balance, and XP Management. Option will be given on which components you wish to be involved in. They are indicated in brackets next to the title given. Kudos to The Bigg for the greatly improved WeiDU that provides this functionality!
1. Alternate, Accelerated
Ust Natha Route ( Convenience )
Differences from Stand-Alone Installation : There have been *no* changes made so far, from the stand-alone Z#UNA-Setup.exe, so it is up to the player to decide if they wish to uninstall the stand-alone. If there are any future updates and improvements, they will be applied to this version in the compilation, and not to the stand-alone.
This Component aims to seamlessly speed up the quest in Ust Natha, while still allowing the player to experience most of the Ust Natha quest portions where NPCs are likely to comment.
It is targeted mainly at NPC Mod players who are playing the section all over again, and want to shorten the experience, especially the walking tedium, but who also wish to hear at least some of the places where NPC interjections most commonly occur (in my opinion), which I think are concerning killing Solaufein, sleeping with Phaere, and the Demon Summoning ritual. The gnome-patrol portion is removed from the accelerated experience.
The main change is that if you
manage to clear either pit fights or duels BEFORE talking to Solaufein for the
first time, Phaere will show up in the Inn and order you to see her in her
private quarters within an hour :)
From there the story goes on. If you talk to Solaufein before clearing the pit fights or duels, the gameplay will continue as if the Mod had NEVER been installed.
Other minor notes include
- Solaufein casts some spells on being approached by you for the kill
- an Elder Orb is visiting on a Spelljammer ship after Ardulace tells you she needs an eyestalk
- Adalon's Imp offers to teleport you out of Ust Natha, but there is a risk involved...
2. Improved Statue of
Riddles ( Convenience )
Differences from Stand-Alone Installation : Some of you may have this from a component from the Beyond the Law Open Alpha. This installation does *not* check for that component, and there shouldn't be any compatibility problems. If you wish to keep on the safe side, either uninstall the BTL Alpha component first before installing this component, or just skip this component altogether.
The original Statue of Riddles in Spellhold, is frankly, very irritating, as it forces you to have to press all the faces, and teleport in and out, *TWELVE* times. This little tweak improves it so that once you go in, the Statue will keep asking you Riddles until you have answered all 12. However, if you answer wrongly, you will remain inside the little room, and will have to attempt to answer until all 12 riddles are answered or until the "trapped" NPC is killed.
3. Transfer Yoshimo's XP
to either Imoen or the Party ( XP Management )
Differences from Stand-Alone Installation : There have been *no* changes made so far, from the stand-alone YoshiXP-Setup.exe, so it is up to the player to decide if they wish to uninstall the stand-alone. If there are any future updates and improvements, they will be applied to this version in the compilation, and not to the stand-alone.
This Mod aims to provide some incentive to continue using Yoshimo for the early part of SoA, and remove issues that deal with things like "rushing" for Imoen, provided one uses Yoshimo. This Mod assumes that the primary "cost" of Yoshimo's betrayal lies in losing the XP which he has earned earlier, effectively wasting it, and attempts to rectify that while promoting RP of Yoshimo's betrayal. It has no effect if Yoshimo is not brought to Spellhold.
It works by reducing Yoshimo's XP when the party first enters Spellhold, and later restores it after Bodhi releases the party into the Spellhold Maze. Yoshimo's XP reduction is not noticeable unless someone checks his Character Sheet while in Spellhold, though he may "stutter" a little as the script takes effect.
If Imoen joins the party, Imoen gains the XP from Yoshimo ; if she joins at level 13 and has considerable XP, she won't gain as much XP as otherwise. If Imoen does not join the party and is "dismissed" from the Maze, Yoshimo's XP is awarded to the party as Experience.
Update v 2.0 – Bug Fixed
Thanks to anowack at Pocketplane Group forums for highlighting a bug that prevents the Chest Riddle in Spellhold from working due to a missing line of code in this mod.
4. Solo With a Party AI
Script ( Convenience )
Differences from Stand-Alone Installation : This script has been improved from the Version 2.00 to cover a few other contingencies, and so it is a recommended that you uninstall the previous version. The updates include checking for STATE_NORMAL instead of just STATE_HASTE, and allowing the script to be used in a party of less than 6 characters without flooding the inventory with Invulnerable Rings.
Updated v 2.0 – Major Change
This script is now applied to ONE Party member at a time, and will no longer interrupt Player1 in his or her Spellcasting or other activities. It has NO effect when placed on Player1. Therefore it is also now useable for “baby-sitting” situations, to keep a Party Member out of harm’s way. AI MUST be enabled for the Script to have any effect.
This component should be compatible with SoA only installations, but there might still be minor issues, so if there are problems do email me here.
This Mod is for those who want to try out a Solo, yet also wish to enjoy party banter, have someone to disarm / detect traps, romance an NPC. It is also for those who import a powerful PC and don't wish to babysit their party members on a playthrough with a new NPC, and hate having to lug the slow-moving party along.
b) Solo Combat - When engaged in combat, the party member running the Script automatically disappear into a Maze, without ANY Maze effects to clutter up your screen. Freedom is autocast to get them out of the Maze if the PC is in the same area as the party members were when they were Mazed.
c) Invulnerability Protection - All party members running the Script are invulnerable to all damage and deaths.
d) Improved Haste - For ease of movement along the maps and to keep up with the main character, all party members running the Script have Improved Haste on them at practically all times.
e) High level NPCs joining you - If a party member running the Script has XP exceeding 140K, the party member proceeds to lose XP until it has fallen under 140K, before XP is awarded to the main character.
f) Enhanced Thief Skills - All party members with Thief skills and running the Script gain 150 to both Trap Detection and Open Locks. This allows you to continue to pick locks and traps even in Throne of Bhaal, even though your party members are of a low level, provided you have a thief in your party.
g) Intelligence Boost - All your party members running the Script have their intelligence set to 7. This ensures that they will not leave the Maze anytime soon.
Before you enable the script, you may wish to make sure the party member has *NO* RINGS in the Inventory as this may cause errors like loss of rings, though it doesn't always (don't worry about Nalia's ring). Once that is done (or not done, your choice, heh) assign the Solo with a Party script to the party member and enable AI. The script has NO effect when placed onto the PC.
If you want to revert back to normal gameplay and get rid of the Invulnerable Rings, move your Mouse over your character running the script and press S. What will happen is that the script will destroy the Invulnerable ring on the character and the game will pause. Use this chance to disable the AI or change your custom script, so that the Ring will not be recreated when you unpause.
a) Attacking your own party members - This immediately causes all party members running the Script to be Mazed. To prevent this, the moment the attacking character(s) emerge from the Maze effect, stop them from attacking.
b) Inventory issues - Make sure you have all the equipment you may want to use in combat on your main character, and not carried by someone else, as they are not retrievable from Mazed Characters
c) Summoning - A slight detraction from a pure Solo-game is that party members can help summon monsters prior to a battle, before battle ensues and they get Mazed, giving you extra help that you might not normally have in a solo
d) Extra XP - There will be some extra XP gained by the main character, as compared to a normal Solo, as XP being awarded to your other party members for completing Quests will eventually come to you, and every new NPC that joins you above the 140K XP mark will essentially earn you an extra 40K
e) Pausing and Levelling - Pausing the game or turning off Party AI will halt the script that reduces the party members' XP and award them to you. If you wish to "force" a level up, you can use a cheat or editor to increase the Party Member's XP, level the person up, and then unpause to have the Experience drop again to the desired level (and in the process gain an extra 40K or so experience)
f) Departures - Sometimes the game crashes when one of your party members with an Invulnerable Ring leaves your party and disappears, such as Jaheira when she Escapes Area during her Harper Quest. To prevent this, get rid of the rings by moving your Mouse over your main character and pressing S (see above, under Using the Script). Only re-enable the script when the party member has left.
5. Item Nerfs &
Balancing ( Balance )
Differences from Stand-Alone Installation : There *have* been changes made in this installation over the previous stand-alone release, as covered below. This installation does *not* check for the component from the stand-alone installation, and there shouldn't be any compatibility problems. Still it is recommended to uninstall the previous, as only this version will be updated in future.
This Mod aims to weaken the items in BG2 : SoA & ToB to provide a greater challenge in gameplay.
Note that this Mod does not reduce the quality of items, such as their enchantment level, but mainly focuses on their abilities as a candidate for reduction. The Mod is divided into 3 components, as follows.
Staff of Magi - 50% dispel down
from 60%, Spell Trap now Dispellable
Carsomyr - 25% and 35% dispel respectively, down from 30% and 40%
Celestial Fury - stun back up from 4 to 6 seconds
Crom Faeyr - up from 40% to 60% Slay, with Save vs Death
ADDED : Shield of Balduran - 60% chance of deflecting beholder ray
Silver Sword - kills at -2 Save back
up from -1 Save
Azuredge - down from 35% to 25% chance of killing
Runehammer - up from 30% and 40% to 40% and 50% respectively
Wave Halberd - up from 50% to 75% Slay, with Save vs Death
This category aims to remove the Uber Element that makes these items notorious in BG2 for being cheesy, overpowered, and other such negative notes. The Items affected are as follows, in the following ways.
Cloak of Mirroring - originally
100%, now 40% chance of deflection
Shield of Balduran - 60% chance of deflecting Beholder Rays
Robe of Vecna - Casting Duration -2 instead of previous -4
Staff of Magi - no more invisibility on Equip. Invis 3/Day, 50% of Dispel Magic per hit, Spell Trap now Dispellable
Blackrazor - 10% chance for all down from 15%, Str +3 is 20% down from 100%, drains 2 levels only instead of 4
Celestial Fury - originally 100%, now 30% chance to Booming Thunder, Stun remains at 6 seconds
Carsomyr +5 - Magic Resistance from 50% to 25%, 100% down to 25% chance of Dispel Magic per hit
Carsomyr +6 - Magic Resistance from 50 to 35%, 100% down to 35% chance of Dispel Magic per hit
Crom Faeyr - 25 Str down to 22 Str, 100% down to 60% chance to slay specific creatures instantly, with Save vs Death
These items have a percentage chance to kill instantly, some without saves, some specific to some enemies. Most cases the Saves penalties are reduced, most 100% requiring a save have now been reduced to a percentage, and high percentages have been reduced.
Silver Sword - 25% chance to kill
now reduced to 15% chance, Save vs Death remains at -2
Mace of Disruption +1 - 100% reduced to 30% chance to instant kill undead
Mace of Disruption +2 - 100% reduced to 40% chance to instant kill undead
Runehammer +4 - 100% reduced to 40% effect of instant kill undead
Runehammer +5 - 100% reduced to 50% effect of instant kill undead
Wave Halberd +4 - 100% reduced to 75% chance of killing specific creatures instantly, with Save vs Death
Ravager +6 - Vorpal Hit previously unsaveable, now has a -4 Save vs Death
Axe of the Unyielding +5 - Vorpal Hit Save vs Death penalty reduced to from -4 to -2, Regen 3 hp/round reduced to 1 hp/round
Axe of the Unyielding +3 - Vorpal Hit Save vs Death penalty reduced to from -4 to -2, Regen 1 hp/round reduced to 1 hp/2 rounds
Azuredge - 100% reduced to 25% effect of instant kill undead
These tweaks are more miscellaneous tweaks, for items that may be abused in a variety of ways, and for other powerful items that have a 100% chance of imposing cumulative penalties. The popular, no-saves allowed item effect has also been given a save.
Daystar - Sunray changed to False
Dawn, considered +3 weapon when hitting
Soul Reaver - 100% down to 30% chance of causing enemy Thaco to drop by 2
Flail of Ages - Slow, previously no save, has -2 Save vs Spells
Flail of Ages +4 - Slow, previously no save, has -4 Save vs Spells
Flail of Ages +4 - Slow, previously no save, has -4 Save vs Spells
Flail of Ages +5 - Slow, previously no save, has -6 Save vs Spells
Short Sword of the Mask +4 - 15% down to 10% to entangle
Short Sword of the Mask +5 - 15% down to 10% to entangle / level drain
Answerer +4 - 35% chance each, down from 100%, to reduce 15% MR and -2 AC
Kundane +2 - +1 Attack reduced to +3 Attack Speed Factor
Belm +2 - +1 Attack reduced to +3 Attack Speed Factor
Firetooth +3 - +1 Attack reduced to +3 Attack Speed Factor, 2d4 melee damage reduced to 2d3, 2d4 missile damage reduced to 1d5
White Dragon Scale - Thieves are no longer able to Stealth while wearing this armor, and it is now unusable by some kits
Based on how items like Azuredge can be used by Good characters only, and others like Staff of Terror, Skull of Death, Wyvern's Tail can be used regardless of alignment, Bioware's alignment-based restrictions for items seem inconsistent and distinctly leaning towards the side of good characters. This component therefore completely removes all such alignment restrictions for all items. Class restrictions remain.
Note that this component is a patch, and as such only affects Items which have been installed *before* this component.
7. Stage Based XP Cap ( XP Management )
Differences from Stand-Alone Installation : There have been *no* changes made so far, from the stand-alone ChpXP-Setup.exe, so it is up to the player to decide if they wish to uninstall the stand-alone. If there are any future updates and improvements, they will be applied to this version in the compilation, and not to the stand-alone.
This Mod aims to return some
challenge to SoA and ToB by setting different XP Caps for different stages of
the game. For SoA, the stages of the game are denoted by varying Chapters ; for
ToB, the stages of the game are denoted by Challenges in the Pocketplane. There
are 4 sets of XP Caps - Easy, Normal, Hard and Very Hard.
These XP Caps, combined with the right difficulty setting inside the game, should be able to make even Spellhold a decent challenge for most, and the players may choose to leave some quests or parts thereof for Chapter 6.
During gameplay, every time a party member exceeds the XP Cap for that stage, the person loses 50K XP, and a storing variable is incremented. This loss of 50K XP is clearly shown and will serve as notice for the gamer that it is time to "move on" to the next stage.
For every difficulty set of XP
Cap in both SoA and ToB, there is also a component called the XP Restorer. When
the party proceeds to a new stage, the XP Restorer returns to the party the
amount of XP previously taken from the party when the XP exceeded the limit for
the previous stage.
This allows players to keep playing in a particular stage of the game without too much fear of "wasting" the XP earned. It does however also makes the Mod easier, so those seeking a challenge might not wish to install this component.
If the XP Restorer is installed, when a new stage is entered, the script checks for the party member with the highest XP in the party. If his XP is more than 50K less than the Cap for the new stage, the Party gains 50K XP and the storing variable is decremented. This restoration of XP continues until either the storing variable is reduced to 0, or the XP of the party member with the greatest amount of XP comes within 50K of the XP Cap for the new stage.
Note that this Mod is built on scripting, and as such ignores the effects of any XP Cap Modifier / Remover Components that may have previously been installed. It will come into effect once a game is Loaded, and so if you load an old saved game don't be too surprised to see your screen filling up with XP Reductions for a period of time.
Easy - If you install this option, I feel, it's probably defeated most of the purpose of this Mod, lol. But you can try it to see how it goes. Used for Novice players, and it is unlikely that you will see much effect in the Mod. There is effectively No final XP Cap for the final portion of ToB, so you can still exceed 8 million XP with this installed for ToB.
Normal - This is probably close to what the game designers had in mind. The SoA XP Cap of 2.95 million XP is put in place, as well as the 8 million XP Cap for ToB. Intermediate levels are a matter of approximation. Most players should still be able to complete most of the Quests in Chapters 2 and 3 with this, assuming XP Restorer is installed.
Hard - This is somewhat challenging and may make it difficult to complete some Quests in Chapters 2 and 3, such as slaying dragons etc. Combined with the Cap it should also lead to saving quite some game content for gameplay in Chapter 6. ToB should be reasonably difficult.
Very Hard - This can get rather steep and tough, and is GREATLY NOT recommended for players who don't like some considerable gameplay challenge. The XP Cap for facing Irenicus in Hell is a mere 2 million, and for ToB the final XP Cap is 5.5 million.
SoA is divided into 4 stages,
each with its own XP Cap.
03 - Chapters 1-3
05 - Chapters 4-5
06 - Chapter 6
07 - Chapter 7
ToB is divided into 4 stages,
each with its own XP Cap
YS - prior to killing Yaga Shura and completing Pocketplane Challenge 2
SD - prior to killing Sendai and completing Pocketplane Challenge 3
AB - prior to killing Abazigal and completing Pocketplane Challenge 4
BL - after completing Pocketplane Challenge 4
These are the XP Caps for each difficulty. Modders may wish to modify the Z#Misc-Setup.tp2 to alter the values to a setting that is of sufficient challenge for them. If so feel free, no problem there.
This is just an item, using the BAM of Celestial Fury, that kills every enemy within a 30' radius or so of the wielder when equipped. It has been tested to have semi-instantly killed 40 or so demiliches at once. It is useable by all characters from all classes and also grants near-invulnerability. It can also be used to attack anything in sight, physically. To bring it into the game after installation, simply use Shadow Keeper to place Z#DIE.ITM into your inventory, or use CLUAConsole:CreateItem("Z#Die").
The Uberweapon, as I call it, is mainly used for Testing purposes. It will not kill non-hostile creatures in its radius, nor will it kill Characters with MINHP items, although it will reduce them to minimum Health. The main advantage of it is that it kills very quickly while awarding the XP to the party, and can be used for Modders to play through various quests to test for interjections and to test Quest Functionality. It can also be used to quickly play through SoA, gaining all the usual XP in a party, and then using that party to face-off against an encounter to gauge the difficulty of the encounter. Other than that, when a Mod causes a game freeze or hang, and the last save game is long ago or the fixed installation requires starting a New Game, the Uberweapon is also handy for catching up to that stage of gameplay.
For hard-core Roleplayers, I suppose it also can be used to play through SoA and ToB with minimal effort to check out that new NPC mod and so on, since it makes battle a non-issue. Well, it's yours to use or to abuse, heh.
When looking at the Progression tables for classes, especially non-core classes like Bards and Rangers, it doesn't take a genius to observe that when AD&D designed these classes, they never planned for them to exceed say, level 20 or so. However in ToB, characters can go up to as high as level 40, but the progression for hybrid classes like Rangers and Bards do not seem to improve. These components attempt to rectify that by granting them limited access to higher levels of Arcane / Divine spells, and giving them better long-term gameplay prospects.
Rangers seem to be the most generally "short-changed" of all the Fighter-based classes, most of them lacking the proficiencies of Fighters, most kits having armor restrictions, being able to Stealth yet unable to backstab (except for Stalkers), and on top of their other bonuses, Paladins get better Divine spell access than they do! Leaving kits out of the comparison, when placed against the Cleric, Fighter and Paladin classes, the Ranger class seems almost meaningless except as a roleplay entity.
This component gives Ranger more Divine Sphere spells starting from level 14 or so, and since they gain Cleric spells earlier than the Paladin (at level 8 vs the Paladin's level 9), they consistently remain ahead in this new progression. Their maximum number of spells are now capped at 4 instead of 3, and their spell progression slows down more and more considerably the higher level they go. They learn level 4 spells at level 14, level 5 spells at level 19, level 6 spells at level 25 and level 7 spells at level 32. They have no access to Cleric HLAs.
While at low-levels, especially in BG1, Bards have a distinct advantage over mages, the long term prospects for Bards in a BG2 ToB party game seems rather dismal, being capped at level 6 spells and being neither capable fighters nor adequate thieves. This gives them some longer-lived arcane usefulness, though again, they do not have access to mage HLAs. They gain access to level 7 spells at level 20, level 8 spells at level 26 and level 9 spells at level 33. Even at level 40, they can memorise no more than 3 spells each from levels 7 and 8, and 2 spells from level 9.
Almost obligatory, I guess, despite my earlier sentiments. The best thing to remember is that if you find this upsetting, just don’t install this portion. Paladins can now use level 7 Spells at level 37, along with some other tweaks. Their higher level Spell Progression slower than that for the Ranger’s Expanded Spell Progression.
Generally, I've always felt that in BG2 there are WAAAAY too many items that set Stat to value X, especially for Strength. It has always made rolling for Strength a general non-issue. So I've done up a Patch Component that changes things, so that any item that sets any of the 6 Stats to a value greater than 17, the Patch converts the Set Value to a Increase Stat according to the following Scale
Set to 18-19 replaced by +2 Bonus
Set to 20-22 replaced by +3 Bonus
Set to 23-25 replaced by +4 Bonus
This component has been separated into two parts – for Items that modify Strength, and for all other Stat modifying Items. They can be installed separately.
This mod was created by Zyraen, who can be reached via email by clicking on his name. Most comments and suggestions for improvement can be posted on Pocketplane Group Forum, in the relevant forum for this compilation of Mods, along many other Mods and Tweaks. Zyraen can also be found at Chosen of Mystra Forums, which hosts some of his larger NPC-based projects like Beyond the Law, as well as many other interesting NPC Mods.
First, a big thanks to the wonderful IE community, especially in #ppgmod, the IRC channel of Pocket Plane Group, and to friends on the forums of Chosen of Mystra, where I received my first forum hosting! :) Thank you to Revan@Chosen of Mystra, TheWizard@IEGMC, Dragon_Lord@Black Wyrm Lair for hosting my various Mods, and to JCompton@Pocket Plane Group, for the soon-to-be hosting of my Miscellaneous Mod forum.
BGHead, added v2.0 – For advice, feedback, guidance and overall support. Thank you!
SixOfSpades, added v2.0 – From Pocketplane Group Forum, for caution and ideas on STR items being nerfed, as well as other valuable feedback.
Cap’n rofl, added v2.0 – From Pocketplane Group Forum, for suggesting that STR setting items be nerfed.
Anowack, added v2.0 – From Pocketplane Group Forum, for spotting the Bug in the Yoshimo’s XP Component
Majortomsawyer, added v2.0 – For advice and ideas along the way.
The Bigg, added v2.0 – For the awesome WeiDU v197, the great GROUP function for ease of managing the many components
JCompton - For offering help on the XP Restorer condition, for helping me with the name and with proofing through other readme's (and probably this one) to make sure I make sense. Thank you once again, for the encouragement and guidance, and more recently, for the place on the forum at Pocket Plane Group :)
Fantasy - for your sincere interest and thought in these components and many other areas
Grimsqueaker - thanks for helping with the bug squishing for Ust Natha Accelerator
CamDawg - for Invaluable
Scripting Advice and Help, especially for the WeiDU Subcomponents and Action_If
commands, and for helping check my code for Removing Alignment Restrictions :)
Thanks a million! Learned lots from you.
Thanks also for giving feedback on the items and the nerfs :) As well for helping me go over the list of weapons etc that you feel should be nerfed, and for commenting on possible abuses of Kundane and Belm. You can visit his forum Gibberlings Three here.
LuckyOne - For feedback on the items and the nerfs, going over the list of weapons with me, helping me spot Answerer +4, Ravager +6, and Wave Halberd +4.
Dellaster - Thanks for the last minute notice on Azuredge and on Firetooth +3 - I've never had it before so I didn't know what it did, but when I looked at it thanks to you my jaw dropped, heh.
Lilly - Thanks for the great addition which I almost forgot :) My favourite thief armor of all time.. but probably way over the top, White Dragon Scales. Thanks a lot for the tip off.
MoonElf - Many thanks for the discussion in Spellhold Studios. I have since taken up and implemented many of the changes you suggested for Item Nerfs, thank you very much for your most useful feedback! If anyone is reading this, just bear in mind that this guy is the one behind almost all the Changes made to Item Nerfs.
Revan - Thank you for reading my PM at Chosen of Mystra and being cool with the notes on this compilation, as well as being supportive of my ideas and thoughts in modding and other areas :) Many thanks!
Ghreyfain - Many, many thanks for
the idea of using Invulner.itm to make things easier, via an MB post in PPG Forums
for Solo With a Party. I had written it off previously, as the Ring would
prevent Maze from coming into effect, but after some experimentation, I found
it rather interesting though, how I could actually get a potentially deadly
spell to come into effect despite the protection of the Invulnerable Ring.
Thank you Ghrey for the idea!
And of course, for the NPC Creation Tutorial :) Where would many of us n00bs be without it? Thanks a lot for that great piece of work!
Silk - for testing and enjoying Uberweapon, and testing future, yet to be released components of these Miscellaneous Mods
Veloxyll - for offering help on the XP Restorer condition
Sillara & Nethrin, creators of the Saerileth Mod - Saerileth was one of the main reasons why I managed to finish v 1.0 of the Solo w/a Party component and later on, v2.0. You can visit the Saerileth Mod here.
SConrad - for your notes on TP2ing in the Chrysta Private Forum, that's where I first learnt and experimented with using TP2s to directly manipulate and play around with files :) You can visit his forum Spellhold Studios here.
SimDing0 - to the one and only
inimitable SimDing0, who, Back when I was toying with an Underdark-Be-Gone or
Underdark-Guide Idea, Sim mentioned about a way to speed up the Ust Natha
experience, and that's when I really started to consider focusing on Ust Natha
rather than on Underdark as a whole :) and 2.5 hours from getting the Idea,
tossed out Ust Natha Accelerator.
Many thanks also for patience and guidance given in the last day of doing up Solo w/a Party v2.0, and who taught me how to convert it into a standard script. Without him none of this would have been remotely possible. Kudos to Sim for all the invaluable help, ideas and guidance!
This mod may not be sold, or redistributed in any form without the consent of its author. Zyraen's Miscellaneous Mods is ©2005, Zyraen.