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Baldur's Gate & Baldur's Gate II Mod Thread

octavius

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Uh, you probably mistake it for Werebane dagger which is in the wreck too. I don't think butter knife can hit anything.

Yes...now that you mention it.
 

Sazabi

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I plan on going through Baldur's Gate for my first time next Monday (snowed under with work at the moment) - so should I go through unmodded my first play through, or should I add some mods into the mix?

Use fixpacks and tweakpacks only. Unmodded besides. For the tweakpacks, only install the features you need. That's my suggestion.

Thanks - I'll use those for the time being.
 

~RAGING BONER~

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is the Ascension mod still the toughest final battle you can get in ToB or does SCS2 surpass it?
 

Shadenuat

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Hmm, well, SCS2 has an option of installing Improved Irenicus with all the rapeassshattermagicfinalfantasymultiplebosspartsscreyourstaffofmagifuckcock, or toned down SCS version; it can make demiliches into 35 level spellcasters, and it make improvements on Ascension of it's own - on every one of additional bosses AND Mellisan herself; also, it has better fiends which includes Demogorgon. I have't tried all these yet, I am only familiar with Tactics mod, but seems to me SCS2 can surpass Ascension.

For my "BGEE is shit, but it made me want replay BG" run I've installed BG2 with SCS2, Spell Revisions, NPC Level1 and item randomizer. Wonder where would that take me, but I need to finish SCS1 first.
 

SwiftCrack

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Oct 3, 2012
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1,836
I should try item randomiser sometimes, it sounds alright. It doesn't give random gibberlings magic items or anything right?
 

Incantatar

Cipher
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Jan 9, 2012
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456
I should try item randomiser sometimes, it sounds alright. It doesn't give random gibberlings magic items or anything right?
Giberlings can have magic items in vanilla.
But no, it will give items tiers and randomly generates them in appropriate tiered encounters. Cool mod if you know the game too well.
 

Shadenuat

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No, just make items appear randomly in the game, so you can no longer base your tactics on loloigotmaceofdisruptionvampyresdead. Also has some additional options like moving Robe of Vecna to ToB, removing Shield of Balduran from the game, getting rid of tons of ammunition etc.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
You know, if some completely awesome BRO could introduce turn-based combat in the GemRB engine, there would be some fucking SERIOUS incline with the IE games.
 

Grunker

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You know, if some completely awesome BRO could introduce turn-based combat in the GemRB engine, there would be some fucking SERIOUS incline with the IE games.

Waaaaaaaaaaaaaay too much trash combat. As I said, I'm a proponent of trash fights, but in a turn-based system? No thanks. It's part of the problem with some GoldBox games (yes, those games weren't perfect, sacriledge, I know).
 

~RAGING BONER~

Learned
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turn based combat is shit (covered in codexian ejaculate) when it comes to almost every standard battle except boss fights and meaningful encounters.

its absolutely nightmarish when you have to take yet another 20 minutes of what could be enjoyable game time because you've just run into a pack of wild rats that takes forever to slaughter.

no...fuck pure TB combat. I never want to see another crpg again that doesn't have the option to turn it into RTwP for just those type of worthless fights.
 

Murk

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TuTu messes up the spawn rate, makes the game imbalanced depending on which kits you select (if any), and has some other issues too (beregost save-corruption, green water, etc.) some of the kits are pretty ridiculous when selected at a low-level, reason being because they were designed to have characters be something like level 7-9 (depending on class) when they were chosen. Being able to turn into a werewolf in BG 1 is pretty ridiculous.

Having said that, if you have already played the original I see no reason to not use TuTu. I prefer to meta-game in any IE game (except Torment) so half the time it's more about "what can I get away with?" rather than "oohhh, quests!".
 

octavius

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no...fuck pure TB combat. I never want to see another crpg again that doesn't have the option to turn it into RTwP for just those type of worthless fights.

Can't find the Quick Combat button?



You know, if some completely awesome BRO could introduce turn-based combat in the GemRB engine, there would be some fucking SERIOUS incline with the IE games.

Waaaaaaaaaaaaaay too much trash combat. As I said, I'm a proponent of trash fights, but in a turn-based system? No thanks. It's part of the problem with some GoldBox games (yes, those games weren't perfect, sacriledge, I know).

That's an encounter design problem, not a problem with the combat system itself.
 

Kukulkan

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TuTu messes up the spawn rate, makes the game imbalanced depending on which kits you select (if any), and has some other issues too (beregost save-corruption, green water, etc.) some of the kits are pretty ridiculous when selected at a low-level, reason being because they were designed to have characters be something like level 7-9 (depending on class) when they were chosen. Being able to turn into a werewolf in BG 1 is pretty ridiculous.

Having said that, if you have already played the original I see no reason to not use TuTu. I prefer to meta-game in any IE game (except Torment) so half the time it's more about "what can I get away with?" rather than "oohhh, quests!".
There are fixes for the beregost bug and green water. Although I do agree the game is unbalanced as fuck with Tutu I find it worth it because of the mods available that I wouldn't be able to play in vanilla.
You see Jaesun, Mikayel didn't have to resort to condescension to tell me that Tutu is bad or has problems.
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
I would recommend Baldur's Gate Trilogy over Tutu since it integrates BG1 much better into 2's engine, has better/fixed spawn rates, is still actively developed and also has more mods. Oh, and it makes your characters have continuity from 1->2, so they'll have the same stats/spells/whatever, or if someone dies they won't be alive in 2 (besides plot critical characters). Overall it pulls off BG1 in BG2 engine much better. Even better than BG: EE from what I've read.

And yeah, the Beregost crash bug was fixed a year or two ago ago, green water was fixed probably 5-6 years ago, and unbalanced kits are exactly the same as BG: EE as far as I can tell.

I have no interest in EE at all and any future playthroughs will be with BGT like always. :obviously:
 

Murk

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Messages
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Fuggin' Beregost save bug... ruined my last game, which was going pretty well too. I think I was some stupid multi-class trying to cheat my way to max # of attacks possible (I think it involved something like dual-wielding scimitars that gave +1 attack each and constantly casting haste and exploiting other imbalanced mods).
 

koro

Novice
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Dec 4, 2012
Messages
3
I would recommend Baldur's Gate Trilogy over Tutu since it integrates BG1 much better into 2's engine, has better/fixed spawn rates, is still actively developed and also has more mods. Oh, and it makes your characters have continuity from 1->2, so they'll have the same stats/spells/whatever, or if someone dies they won't be alive in 2 (besides plot critical characters). Overall it pulls off BG1 in BG2 engine much better. Even better than BG: EE from what I've read.

And yeah, the Beregost crash bug was fixed a year or two ago ago, green water was fixed probably 5-6 years ago, and unbalanced kits are exactly the same as BG: EE as far as I can tell.

I have no interest in EE at all and any future playthroughs will be with BGT like always. :obviously:

I generally tend to prefer BGT over Tutu myself, but it can sometimes be a huge headache to keep up with install orders when your mod list begins to grow beyond the bog-standard fix/tweak packs and the staple Unfinished Businesseseseses, especially if you're throwing in older stuff. I find it a bit easier to keep up with mod orders if you have just a set of mods for Tutu and just a set of mods for BG2.

That said, Item Revisions doesn't really work with Tutu, so I have to use it in BGT to get it working in BG1. While Item Revisions and I have a very love/hate relationship, I find that I can't really do without it anymore.
 

Stabwound

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Dec 17, 2008
Messages
3,240
Doesn't the original game have the Beregost bug anyway? I've played BG1 many times and have somehow never triggered the bug, even before it was fixed. Weird.

And yeah, the only real downside to BGT is that you have to manage mods for both BG1 and 2 which can get tricky, but I think it's the best way to play the games.
 

octavius

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I would recommend Baldur's Gate Trilogy over Tutu since it integrates BG1 much better into 2's engine, has better/fixed spawn rates, is still actively developed and also has more mods. Oh, and it makes your characters have continuity from 1->2, so they'll have the same stats/spells/whatever, or if someone dies they won't be alive in 2 (besides plot critical characters). Overall it pulls off BG1 in BG2 engine much better. Even better than BG: EE from what I've read.

And yeah, the Beregost crash bug was fixed a year or two ago ago, green water was fixed probably 5-6 years ago, and unbalanced kits are exactly the same as BG: EE as far as I can tell.

I have no interest in EE at all and any future playthroughs will be with BGT like always. :obviously:

Last time I played the Baldur's Gate games I remember choosing TuTu for two reasons:

1. The Hard Times mod was TuTu onlu.

2. If using BGT the BG1 thieves got the inflated BG2 XP when picking locks and disarming traps. Same for mages scribing scrolls, I think.

I know Hard Times is now available for BGT as well, but what about point 2? If that has been fixed as well, I can't see any reason (excect sentimental ones, perhaps) to use TuTu.

BTW, using BGT do Monty and Xzar ever fight against Khalid and Jaheira if both pairs are in your party? That was awesome in vanilla BG1 and sometimes I always missed with TuTu.
 

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