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[Baldur's Gate: Enhanced Edition] PC version ETA Nov 30

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Posts

  • DVGDVG No. 1 Honor Student Nether Institute, Evil AcademyRegistered User regular
    I like it when you go to travel and get a random encounter, and its like "You must defend yourself!" and it's just a peaceful brown bear sort of near your party, and it doesn't even bother you unless you walk up to touch-range.

    Diablo 3 - DVG#1857
  • TenekTenek Registered User regular
    DVG wrote: »
    I like it when you go to travel and get a random encounter, and its like "You must defend yourself!" and it's just a peaceful brown bear sort of near your party, and it doesn't even bother you unless you walk up to touch-range.

    You have been waylaid by enemies and must defend yourself.

  • korodullinkorodullin What. SCRegistered User regular
    Uggggggh messed up my install order a little (put SCS after Rogue Rebalancing) and had to uninstall like three different mods to get it back right.

    So annoying.

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • BigityBigity Lubbock, TXRegistered User regular
    DVG wrote: »
    I like it when you go to travel and get a random encounter, and its like "You must defend yourself!" and it's just a peaceful brown bear sort of near your party, and it doesn't even bother you unless you walk up to touch-range.

    This is probably because you had a ranger or druid in your party.

    Otherwise, brown bear is not so peaceful.

  • Gaming-FreakGaming-Freak Registered User regular
    korodullin wrote: »
    Uggggggh messed up my install order a little (put SCS after Rogue Rebalancing) and had to uninstall like three different mods to get it back right.

    So annoying.

    lol that sucks. But then I generally prefer my sweet vanilla with a few sprinkles. Unless it's a game made to be modded, like Skyrim or something.

    jagobannerpic.jpg
    XBL: GamingFreak5514
    PSN: GamingFreak1234
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    I won't begrudge people their differing tastes

    But I don't think I could engineer a less fun experience than mage fights in SCS

  • JarsJars Registered User regular
    random encounter cave bear would fuck you up

  • Gaming-FreakGaming-Freak Registered User regular
    Jars wrote: »
    random encounter cave bear would fuck you up

    I'll take a bear over Icewind Dale's house cats any day of the week.

    jagobannerpic.jpg
    XBL: GamingFreak5514
    PSN: GamingFreak1234
  • korodullinkorodullin What. SCRegistered User regular
    Maddoc wrote: »
    I won't begrudge people their differing tastes

    But I don't think I could engineer a less fun experience than mage fights in SCS

    I'll be honest, even as a major proponent of SCS, I never turn on "pre-buffing" for arcane spellcasters. In BG1 it ends up causing silly bullshit like Silke in Beregost using Improved Invisibility to rain death on your band of level 1 mooks when you can't even cast Glitterdust yet. In BG2 it does little more than make fights last longer and ensure that all of your mages' spell slots are dedicated to nothing but antimagic spells (instead of just most of them).

    Besides, once mages in BG2 start getting more and greater access to sequencers and contingencies, they are more than capable of slamming up some very impressive defensive arrays multiple times per fight even without the benefit of pre-buffing.

    Probably the worst stretch over both games is that one span of time in BG1 where all enemy mages you come across throw up Minor Globe of Invulnerability while you still don't quite have regular access to something that can bust it, like Spell Thrust.

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • KanaKana Registered User regular
    The best way to handle mages is either Kheldorn with Carsomyr and an improved haste, or a thief assassin sneaking up and shooting them with a poisoned arrow.

    Remembering to always carry a backup non-magical weapon helps too.

    A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Yeah, with SCS I go no-pre buffing (except for enemy scripted ambushes) and all creature spells working as mage spells so Wizard Slayer/etc works on all magic casts.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • Gaming-FreakGaming-Freak Registered User regular
    Kana wrote: »
    The best way to handle mages is either Kheldorn with Carsomyr and an improved haste, or a thief assassin sneaking up and shooting them with a poisoned arrow.

    Remembering to always carry a backup non-magical weapon helps too.

    Inquisitors kick ass, but I just don't like Keldorn's character. I generally try to either use my own inquisitor or live without Keldorn. But man, my Inquisitor run was definitely my easiest time through BG2. Every mage boss just got owned by my powerful Dispel and Carsomyr. Debating on going Archer or something else for my BG Tutu run. Fighter and its variants are always a good choice, but boring; easy.

    jagobannerpic.jpg
    XBL: GamingFreak5514
    PSN: GamingFreak1234
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    Fighter/Mage multi class is basically the perfect BG character for me.

    You get to toss around the fun spells, but you can still fight things normally and won't die when something looks at you funny.

    Kensai/Mage dual class is more broken, but also doesn't really work until higher levels in BG2, whereas Fighter/Mage works great the entire time.

  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Wizard Slayer dual'd Thief after ~lvl9 with maxed Detect Illusions.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • korodullinkorodullin What. SCRegistered User regular
    A multiclassed Fighter/Mage or Fighter/Thief are probably two of the most purely fun classes to play in either BG game. I still love my pure mages and my single-classed Thieves, but F/M and F/T just hit all those sweet spots.

    I finally got all my mods installed for BGT and set up, so hopefully things go smoothly. I'm not sure what class I want to play, but I'm giving aVENGER's revamped Wizard Slayer a shot (which is what Khalid's single-class Fighter kit's been changed to), and I'm pretty curious to see how it'll perform:
    WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.


    Advantages:
    - Starts with 10% base magic resistance
    - Gains an additional +2% bonus to magic resistance for every level of experience
    - Gains the Disrupt Magic passive ability at first level
    - Gains the Shatter Magic ability at first level and every 8 levels thereafter


    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class


    Disrupt Magic:
    Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.


    Shatter Magic:
    A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.

    I imagine it'll utterly crush some of the harder spellcasters in the game, but its item restrictions make me very leery of using it on CHARNAME. Lack of dual-classing removes 99% of the cheese factor from the class to boot.

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Use Any Item > Wizard Slayer restrictions once you reach that point for Charname.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • korodullinkorodullin What. SCRegistered User regular
    Use Any Item > Wizard Slayer restrictions once you reach that point for Charname.
    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • SmrtnikSmrtnik job boli zub Registered User regular
    DVG wrote: »
    I like it when you go to travel and get a random encounter, and its like "You must defend yourself!" and it's just a peaceful brown bear sort of near your party, and it doesn't even bother you unless you walk up to touch-range.

    It's coming right for us!
    itscoming.jpg

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  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    korodullin wrote: »
    Use Any Item > Wizard Slayer restrictions once you reach that point for Charname.
    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class

    Point. But that's a mod change and not the default class.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • korodullinkorodullin What. SCRegistered User regular
    korodullin wrote: »
    Use Any Item > Wizard Slayer restrictions once you reach that point for Charname.
    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class

    Point. But that's a mod change and not the default class.

    Well yes, but I was talking about the mod changes.

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    Gonna point something out though.

    Wizard Slayer + Whirlwind = 100% Spell Failure.

    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • DeaderinredDeaderinred Registered User regular
    korodullin wrote: »
    Uggggggh messed up my install order a little (put SCS after Rogue Rebalancing) and had to uninstall like three different mods to get it back right.

    So annoying.

    wait, rr is after scs? i've got rr before scs... :|

  • DeaderinredDeaderinred Registered User regular
    edited December 2012
    korodullin wrote: »
    A multiclassed Fighter/Mage or Fighter/Thief are probably two of the most purely fun classes to play in either BG game. I still love my pure mages and my single-classed Thieves, but F/M and F/T just hit all those sweet spots.

    I finally got all my mods installed for BGT and set up, so hopefully things go smoothly. I'm not sure what class I want to play, but I'm giving aVENGER's revamped Wizard Slayer a shot (which is what Khalid's single-class Fighter kit's been changed to), and I'm pretty curious to see how it'll perform:
    WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.


    Advantages:
    - Starts with 10% base magic resistance
    - Gains an additional +2% bonus to magic resistance for every level of experience
    - Gains the Disrupt Magic passive ability at first level
    - Gains the Shatter Magic ability at first level and every 8 levels thereafter


    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class


    Disrupt Magic:
    Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.


    Shatter Magic:
    A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.

    I imagine it'll utterly crush some of the harder spellcasters in the game, but its item restrictions make me very leery of using it on CHARNAME. Lack of dual-classing removes 99% of the cheese factor from the class to boot.

    dont suppose you could post your weidu log? im gonna attempt a bgt install with ascension, turnabout/redemption, hard times, bg1npc, rr, divine remix, item rev's, spell rev's scs1 and 2, fixpack stuff, npc kit stuff, those colours of infinity mods, stone of asavok (or whatever its called for bg1) the fishing for trouble mod and a few other quest/dungeon mods for bg2 and then item randomization with 1pp4 and infinity animations to top it off.

    i cant find a decent guide for bgt other than "use bws!" (which i tried the lastest version of last night and its still a piece of shit that doesn't install anything right, at least this time it actually tells you) or its insane pdf guide.

    Deaderinred on
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    Amazing how this game gives us things to talk about endlessly.

    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
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  • JarsJars Registered User regular
    Gonna point something out though.

    Wizard Slayer + Whirlwind = 100% Spell Failure.

    lots of mages die in <10 hits which is one of the problems with wizard slayers

    C/M is my favorite class, they get to cast so many spells and you get cleric spells with the robe of vecna. it really is a unique combination instead of say 'fighter with stoneskin'. still a fighter, just with buff spells.

  • Vi MonksVi Monks Registered User regular
    Unmodded wizard slayer is a beast even without dual classing, and that revamped version looks even stronger. I say put it on CHARNAME. Playing non-dual classes you aren't used to makes for some of the most fun you can have in BG2, in my opinion.

  • RamiRami Registered User regular
    Wizard Slayer isn't all that. Hitting a mage causes spell failure anyway, the spell failure debuff is mainly useful because it works through stone/ironskin.

  • Vi MonksVi Monks Registered User regular
    The arcane spell failure is so much stronger than it seems on paper. It goes through almost every kind of protection. The only way to stop it is to be completely immune to the weapon the wizard slayer is using, i.e. if you get the message "the weapon has no effect." So as long as you carry a magical and a non-magical weapon, you can apply spell failure to almost every enemy you encounter (since protection from magical weapons and protection from normal weapons can't stack -- the only enemies immune to this are those that are naturally immune to normal weapons who then cast protection from magical weapons). The spell failure also applies to all kinds of abilities that aren't really spells (barbarian's rage, thief traps, dragon's breath, etc.). Not to mention how easy it is for a wizard slayer to get 100% magic resistance in ToB. They're a beastly kit.

  • vagrant_windsvagrant_winds Overworked Mysterious Eldritch Horror Hunter XX Registered User regular
    edited December 2012
    Honestly, besides the grand-mastery backstabs of ending every opposing life in the game and Detect Illusions, the main reason why I play Fighter/Thief so much is there isn't a good Thief in the game other than Jan unless I change someone's class (like turning Veronica into a Thief/Cleric or something).

    And last I remember there wasn't any halfway decent Thief Mod NPCs with ToB content.

    (Which is sad, because BG1 in swimming in Thieves.)

    vagrant_winds on
    // Steam: VWinds // PSN: vagrant_winds //
    // Switch: SW-5306-0651-6424 //
  • DVGDVG No. 1 Honor Student Nether Institute, Evil AcademyRegistered User regular
    I'm running a vanilla Ranger right now (who now that he's at level 2 and has a decent amount of HP, feels pretty powerful, especially since he's at AC -1 and has a +2 Mace)

    I'm intending to Dual Class him to Cleric, but I have no idea when to do that. Level 4?

    Diablo 3 - DVG#1857
  • Vi MonksVi Monks Registered User regular
    DVG wrote: »
    I'm running a vanilla Ranger right now (who now that he's at level 2 and has a decent amount of HP, feels pretty powerful, especially since he's at AC -1 and has a +2 Mace)

    I'm intending to Dual Class him to Cleric, but I have no idea when to do that. Level 4?

    Definitely not 4. The earliest you should dual would be level 7, because that's when you get an extra .5 base attacks per round. Still a bad choice though. Level 9 is not bad, as that's when you get another proficiency point, and your THAC0 isn't horrible. Ideally, you should probably dual at 13, as that's when you get another .5 base attacks per round, bringing you up to 2. So in BG1, you'll just be a ranger, but it will give you a much stronger lategame in BG2 -- though once you hit ToB levels, you would be better off as a Ranger/Cleric multiclass for the fighter HLAs. But the dual is still very strong.

  • Catastrophe_XXVICatastrophe_XXVI Registered User regular
    Silly question, what does the EE get you. I was excited because I never had a chance to play this game and thought it would be a good time to jump in. But this is only BG1 and it's expansions or is it the entire BG saga? (sorry, the naming convention is confusing to me) Is it worth picking up or am I better off just getting the GoG version and modding it?

    Also, does buying it get you any of the other versions as they come out like the MAC client? I wouldn't expect to get the iPad version but my desktop is a PC and laptop is a mac.

    PSN ID: Catastrophe_xxvi
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    Shiny Code: 3837
  • BigityBigity Lubbock, TXRegistered User regular
    edited December 2012
    It has no discs, supports higher resolutions with mods, many (400 ish?) bug fixes (replaces the bug fix packs made by mod authors basically), etc etc.

    No, buying one version does not get you all platform versions.

    However, you can supposedly by the MAC version and DLC, buy the iPad version, and your save games will work on the iPad even without purchasing the DLC for the iPad, supposedly.

    Oh and this is BG1, the expansion (tales of the sword coast), and some DLC is available (new areas, three NPCs, voice sets, portraits, etc)

    Bigity on
  • DeaderinredDeaderinred Registered User regular
    edited December 2012
    gog version and modding it. too many problems with the EE, plus gog is cheaper.

    no mods for the EE yet.

    Deaderinred on
  • JarsJars Registered User regular
    there are other protection spells like mantle. once you figure it out mages are not that difficult to deal with unless they happen to be immune to breach like say improved demogorgon but he has a whole bunch of stuff that makes him difficult besides mage spells.

    I guess there is irenicus who is the strongest mage you are likely to fight, but it seems unlikely he would be undone by something that simple. plus he casts absolute immunity
    and in ascension you fight about 4 of him at the same time

  • BigityBigity Lubbock, TXRegistered User regular
    I'm really only getting EE for the iPad, I still have my originals for the PC, already ripped so at least I don't have to use the discs, just point to the files.

    I may get EE on the PC like a year from now. Cross-platform multi-player would be pretty swell.

  • Vi MonksVi Monks Registered User regular
    Absolute Immunity doesn't confer immunity to +5 weapons, so by that point, you should have something available to overcome it anyway. And the arcane spell failure does work on him, making his fight trivially easy for a wizard slayer with greater whirlwind or improved haste. Contingencies still work, however, so he's not completely neutered. Also, some mages in BG2 use a forcecast script that will go off regardless of being hit, silenced, spell failure, etc. But in general, the arcane spell failure works very well against Irenicus and just about every other mage out there.

  • JarsJars Registered User regular
    I just remember he opens with a whole bunch of contingencies and a time stop, and if you survive that you have pretty much won the fight unless he mazes your PC. I remember a harder fight being something like the demon knights in the underdark, but there's six of them and they all cast status spells at which point I would rather be a berserker and pummel them while immune to everything.

  • korodullinkorodullin What. SCRegistered User regular
    edited December 2012
    korodullin wrote: »
    A multiclassed Fighter/Mage or Fighter/Thief are probably two of the most purely fun classes to play in either BG game. I still love my pure mages and my single-classed Thieves, but F/M and F/T just hit all those sweet spots.

    I finally got all my mods installed for BGT and set up, so hopefully things go smoothly. I'm not sure what class I want to play, but I'm giving aVENGER's revamped Wizard Slayer a shot (which is what Khalid's single-class Fighter kit's been changed to), and I'm pretty curious to see how it'll perform:
    WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.


    Advantages:
    - Starts with 10% base magic resistance
    - Gains an additional +2% bonus to magic resistance for every level of experience
    - Gains the Disrupt Magic passive ability at first level
    - Gains the Shatter Magic ability at first level and every 8 levels thereafter


    Disadvantages:
    - Cannot use any magic items except for weapons, armor and healing potions
    - Cannot dual-class


    Disrupt Magic:
    Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.


    Shatter Magic:
    A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.

    I imagine it'll utterly crush some of the harder spellcasters in the game, but its item restrictions make me very leery of using it on CHARNAME. Lack of dual-classing removes 99% of the cheese factor from the class to boot.

    dont suppose you could post your weidu log? im gonna attempt a bgt install with ascension, turnabout/redemption, hard times, bg1npc, rr, divine remix, item rev's, spell rev's scs1 and 2, fixpack stuff, npc kit stuff, those colours of infinity mods, stone of asavok (or whatever its called for bg1) the fishing for trouble mod and a few other quest/dungeon mods for bg2 and then item randomization with 1pp4 and infinity animations to top it off.

    i cant find a decent guide for bgt other than "use bws!" (which i tried the lastest version of last night and its still a piece of shit that doesn't install anything right, at least this time it actually tells you) or its insane pdf guide.

    I don't actually even run half of those mods. I run a lean install compared to most, since I think the vast majority of quest mods are trash, and while Ascension is fantastic and fun, Ascension paired with SCS2 is a bit of a slog and any given Ascension+SCS2 roadblock is a quick way for me to end a ToB game with the end in sight, but I can post my weidu log anyway. Couple notes though:

    - Item Revisions and 1PPv4 flat out do not work together; use one or the other. The Item Revisions crew have to go far out of their way to make it work with 1PPv4, and that's going to take a while.
    - Speaking of Item Revisions, do not enable its Store Revisions during the BG1 portion of BGT; do it right after fighting Sarevok before you talk to the duke to end BG1, or not at all. Shit goes funky if it's on in BG1. In fact, if you're planning to use an item randomizer, don't run Store Revisions at all.
    - Spell Revisions and Divine Remix also don't really work together. They're better than before, but still not really great together. I think you can get them working with some elbow grease and manual editing of one or the other, but until Ardanis finally gets a working computer, they're probably best avoided. If you absolutely must use Divine Remix, I'd say install it after SR. There will be wonkiness though.

    At any rate, the insane .pdf guide for BWP is actually kind of helpful for determining load order sometimes. I'd never ever use the software to actually install anything, but it's not bad as a very rough guide. If it's a quest mod, you typically want to install them before stuff that heavily changes things like items, spells, tactics, etc. Consulting the individual mod's readme is always a good idea if it's got any compatibility info in it. With enough bits of data you can kind of construct a rough idea of what should go where in what order. Rogue Rebalancing is a very good thing to base your install order around with its detailed compatibility guide, since you can split your mods into two camps: what goes before RR, and what goes after. Usually what goes before RR for the purposes of RR will also go before the stuff that comes after RR in general as well.

    But here's my weidu.log as well as my cheat sheet of individual mod components that isn't as much of a pain to read as a weidu log.

    If you're wanting to do a bunch of quest mods, put them in before the NPC Project early on in the install, probably with Ascension first. If you want to do IPPv4, install that instead of Item Revisions' main component, and don't install the rest of IR. If you want to do Divine Remix, either install it instead of Spell Revisions, or install it after SR and poke around the DR and SR forums to see if there's anything else you can do to smooth it out.

    Kit mods I'm less sure on, though. I imagine putting them anywhere after the NPC Project or any other added NPCs would be okay as long as they stayed clustered together.

    korodullin on
    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • Blood DriveBlood Drive Registered User regular
    I forgot just how absolutley brutal starting out in BG 1 is. I keep playing around with builds and I can't decide what i actually want to play. Think ill just settle on thief something as I can't stand not being able to open locked chests. Maybe this time ill play all the way through BGII when i get there.

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