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Baldur's Gate The Baldur's Gate Series Thread

Joined
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Codex Year of the Donut
SoD has a lot of reactivity to class & race, being a dwarf cleric has opened a bunch of options so far.
 

d1r

Single handedly funding SMTVI
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// 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]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v13
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6022 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; none in Shadows of Amn do: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v31
I couldn't upload the file it gave me an error.

Try reinstalling, and install this BGT component too (you only installed Core)

~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
 

Cael

Arcane
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Nov 1, 2017
Messages
21,999
Yeah, I don't quite get it to be honest, I mean in Baldur's Gate 1 there was a belt to change your gender and there is even a spell by wild mages to change your gender so if that exist then what is the point of just pretending to be the other gender instead of just changing.
There’s no logic to it at all, that’s kind of the point. It’s a blanket political statement.
The bigger problem is that the SoD controversy came after the EE controversy. In other words, it compounded on a problem that cuckdog was already facing. Just take a look at the stuff that their added NPCs come up with.

In the first EE, we had hated minority homo/bisexual superman level of sjw box ticking. By the second EE, we are talking literal black lesbian ninja vampire stronk wymmyn enslaving a white girl level of sjw box ticking.

And then came SoD, with a host of LGBTIWTFLOL! NPCs for your viewing pleasure, plus one maligned minority (goblin in this case) throw in. And on the top of that, we have the fucking devs twitting about how woke they are because of that character. Seriously, if it weren't for the dev twits, we would probably have dismissed her words as part of the typical absolutely and completely atrocious cuckdog writing. Instead, because of what the devs said outside of the game, everything she said was put in a different light and WHAM! "Hi! I'm a tranny!"
 

Storyfag

Perfidious Pole
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Why modern rpgs don't have characters inspired by Edwina, isn't now the time for it?
Because Edwina is how a sensible transgender would be handled in the game's universe therefore it couldn't be used to push an agenda.

It could, they are just too stupid for it. Consider, Edwina is a man literally trapped in a woman's body, and no healing/transformative magic seems to be able to undo the curse. This is the one case representing the issues transgendered people have accurately within the setting. But instead they go for the lazy approach.
 

smaug

Secular Koranism with Israeli Characteristics
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There’s an encounter at the Neshkal mines with a Kobold shaman and 5 archers the fucker also summons a warg:argh::argh::argh:

Dead about 15 times :negative:
 

octavius

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There’s an encounter at the Neshkal mines with a Kobold shaman and 5 archers the fucker also summons a warg:argh::argh::argh:

Dead about 15 times :negative:

Personally I don't used the Darkside Kobolds component.
Also, did you go to the Gnoll Fortress first? Anyway it will be one of the hardest fights in the game since the party is so low level.
 

smaug

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There’s an encounter at the Neshkal mines with a Kobold shaman and 5 archers the fucker also summons a warg:argh::argh::argh:

Dead about 15 times :negative:

Personally I don't used the Darkside Kobolds component.
Also, did you go to the Gnoll Fortress first? Anyway it will be one of the hardest fights in the game since the party is so low level.
So, the extra Kobolds are a setting I turned on? I didn’t notice? Because I got past the shaman fight. Now I have to fight the Orc cleric, 6 Skelton’s and 10 kobolts. It’s immpossible so far.

Does Darkside Kobolds increase their stats, because I use Beserker on two of my fighter with proficiency in long swords and they can barely touch Kobolds.
 
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Xeon

Augur
Joined
Apr 9, 2013
Messages
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Yeah, the Neshkal mines were kinda hard with SCS but since I almost always buy an amulet that fire fireballs from the Carnival area, it makes the mine a breeze.
 
Joined
Jan 14, 2018
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Codex Year of the Donut
tbh SoD is decent for what it is. It's sort of like a mini IWD-style intermission between BG and BG2. Lowest points are when it tries to take its own story seriously. Highlights are the dungeons, items, and combat.The new environments look really good, too. Outdoors areas are smaller but less empty.
The last fight on the hardest difficulty ranks among the hardest BG1 or 2 fights with SCS installed IMO. In general, the difficulty curve is about the same as SCS, the difficulty slider isn't a flat "add more HP/damage" slider but smarter AI/more enemies.
p.s. fuck corwin, fucking cunt wanted me to hang even if I wasn't guilty after all that I did
How hard is it to pay one of the hundreds of various D&D campaign writers to write you a proper campaign? Don't these guys work for ramen noodles?
 

octavius

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So, the extra Kobolds are a setting I turned on? I didn’t notice? Because I got past the shaman fight. Now I have to fight the Orc cleric, 6 Skelton’s and 10 kobolts. It’s immpossible so far.

Does Darkside Kobolds increase their stats, because I use Beserker on two of my fighter with proficiency in long swords and they can barely touch Kobolds.

Don't recall. But some of the regular kobolds were replaces with far tougher types. Shamans are lvl 5 I think.
Even the vanilla Commandos were bad enough, but you could assassinate most of them before they could fire if you were good/patient enough.
So I always ended up doing the easier Gnoll Fortress first, but the writer of SCS prefered to do the Mines first. Correction: it is the other way around, of course. The mines are easier in vanilla, but since the maker of SCS prefered to do the Fortress first he beefed up the Mines quite a bit.
 
Last edited:

smaug

Secular Koranism with Israeli Characteristics
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Is paying the the blacksmith 4000 gold and the Ankheg shell worth it, cause that’s a shitton of money and I don’t know how long it takes for him to prepare the armor.
 
Vatnik
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Is paying the the blacksmith 4000 gold and the Ankheg shell worth it, cause that’s a shitton of money and I don’t know how long it takes for him to prepare the armor.
If only it was possible to save, try making the armor and loading back if you weren't satisfied with it.
 

smaug

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Is paying the the blacksmith 4000 gold and the Ankheg shell worth it, cause that’s a shitton of money and I don’t know how long it takes for him to prepare the armor.
If only it was possible to save, try making the armor and loading back if you weren't satisfied with it.
I tried to rest and spend time doing nothing but that didn’t work.
 
Vatnik
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The blacksmith is supposed to give you the armor immediately. I'd repeat myself about mods, but what's the point.

All mods have an order of installation, which you can read about in their readme files, but the info is not always there or not always accurate. It takes me about 8 hours to set things up whenever I decide to play, and it doesn't always work and I have to go back and reinstall in a different order sometimes.

There's a forum where people specialize on bg mods and can actually tell you where you fucked up, but I forget the name.
 
Last edited:

smaug

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The blacksmith is supposed to give you the armor immediately. I'd repeat myself about mods, but what's the point.

All mods have an order of installation, which you can read about in their readme files, but the info is not always there or not always accurate. It takes me about 8 hours to set things up whenever I decide to play, and it doesn't always work and I have to go back and reinstall in a different order sometimes.

There's a forum where people specialize on bg mods and can actually tell you where you fucked up, but I forget the name.
He says I’ll give you the armor in a couple days, unless one of my mods is supposed to make him give it away immediately.
 
Joined
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Codex Year of the Donut
Is paying the the blacksmith 4000 gold and the Ankheg shell worth it, cause that’s a shitton of money and I don’t know how long it takes for him to prepare the armor.
Ankheg shell armor is easily the best armor in the entire game(BG1), I used it all the way to the end of SoD on my cleric/fighter.
It has incredibly low AC but isn't magical therefore you can wear a +2 AC jewelry with it making it outclass anything else.
BTW, you can pick up a set of it in Nashkel on the farm in the bottom left. It's hidden there somewhere.
 

smaug

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I killed Bassilus or whatever his name is, before starting his bounty quest from the Blacksmith. How do I claim his 5000 bounty?
 

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