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03-10-2008, 09:08 PM
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| Exalted Member | | Join Date: Apr 2006
Posts: 155
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~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components)
~SCSII/SETUP-SCSII.TP2~ #0 #20 // Allow Spellstrike to take down a Protection from Magic scroll
~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach)
~SCSII/SETUP-SCSII.TP2~ #0 #61 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage
~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures
~SCSII/SETUP-SCSII.TP2~ #0 #140 // Move Vhailor's Helm into Throne of Bhaal
~SCSII/SETUP-SCSII.TP2~ #0 #150 // Move the Robe of Vecna into Throne of Bhaal
~SCSII/SETUP-SCSII.TP2~ #0 #201 // Prevent party members from dying irreversibly
~SCSII/SETUP-SCSII.TP2~ #0 #220 // Smarter general AI
~SCSII/SETUP-SCSII.TP2~ #0 #230 // Better calls for help
~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs
~SCSII/SETUP-SCSII.TP2~ #0 #238 // Improved Spiders
~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic
~SCSII/SETUP-SCSII.TP2~ #0 #251 // Smarter genies -> Genies cast spells like normal wizards
~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic
~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic
~SCSII/SETUP-SCSII.TP2~ #0 #280 // Smarter beholders -> Upgrade the beholders' AI but don't include a Hive upgrade
~SCSII/SETUP-SCSII.TP2~ #0 #290 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility
~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki
~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting
~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting
~SCSII/SETUP-SCSII.TP2~ #0 #341 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs
~SCSII/SETUP-SCSII.TP2~ #0 #351 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 9th-level spells get HLAs
~SCSII/SETUP-SCSII.TP2~ #0 #361 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs
~SCSII/SETUP-SCSII.TP2~ #0 #371 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 9th-level spells get HLAs
~SCSII/SETUP-SCSII.TP2~ #0 #379 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game
~SCSII/SETUP-SCSII.TP2~ #0 #383 // Improved Fire Giant temple
~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave
~SCSII/SETUP-SCSII.TP2~ #0 #386 // Improved Abazigal's Lair
~SCSII/SETUP-SCSII.TP2~ #0 #401 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty
~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet]
~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies
~SCSII/SETUP-SCSII.TP2~ #0 #420 // Ease-of-use party AI
~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack
COMMENTS ON INSTALL:
The above is basically my installation order, but I think (in my not-expert opinion) that the following may be a better order. Install all Weimar stuff that you want immediately to the patched game. Next, install the fixpack. Any setup that you think you may run again needs to be near last! The very last installs should be in this order: Tweaks, SCSII, and Zyraen. I know that I will run Zyraen again in ToB to add the staged XP caps. I don’t think there is any reason that any mod must be added after Zyraen. In general, SCSII needs to be one of the last mods installed to guarantee that its AI/improvements hold for all the game and modded content.
Please note that not everything I installed was for the purpose of difficulty enhancement. Some of the tweaks were for my personal enjoyment. Some of these mods actually have no role in the game that I am playing currently, such as dual class archers mods when I am not playing an archer.
DIFFICULTY: Insane.
I used the DEFJAM 6 experience limiter to provide me 75% of all normal XP awards. I will stop leveling up each character in SoA after they obtain their first HLA. Please note that all enemies with level 9 spells will also have HLAs, both in SoA and ToB due to SCSII. After ToB begins, I will set my team members’ XP to 3,500,000? (or less) with Shadow Keeper. Furthermore, I will install Zyraen’s staged XP caps (normal difficulty) without the XP restorer. I didn’t want these stage caps cramping my style in SoA. After all, I have plenty of difficulty enhancement without that.
As far as difficulty is concerned, the limitation of XP, Max HP to everyone (including all monsters), and SCSII components greatly improve the challenge of the standard game and are highly recommended.
LIMITATIONS
*I will not use Chromatic Orb or Spook, which are too powerful for Level 1 spells.
*I also will not use Project Image or Simulacrum, which are too abusive in my opinion.
*I can only steal consumables from stores (potions, scrolls, arrows, and such), rather than nice, expensive items. I can only steal 5 of any one specific portion or scroll or 120 of any specific type of arrows for the entire game of SoA+ToB. (I keep a notepad listing stolen stuff.) I will sell nothing stolen from stores. There is no limitation on picking people’s pockets.
*There will be a few more self-imposed restrictions that I won’t bother to list. They will include the most blatant exploits of the AI, such as Cloud Kill into the “fog of war.” In general, I will try to act on character knowledge rather than player knowledge and not use tactics that would not work against a human game master.
*ALL non-standard items (unavailable in the original game) provided in mods will be placed in a bag of holding for stolen goods or left on the ground! These items will never be sold. These items will also not be used with the following exceptions: (1) +1 or +2 weapons, shields, or armor without any other special ability can be used; and (2) +3 weapons, shields, or armor which compare well power-wise with other stock items after Zyraen’s nerfs may be used in ToB.
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As I said, I’ve enjoyed this game so far. It’s not as challenging as Improved Anvil 5, which gives me mixed emotions. I love overcoming great challenge. On the other hand, sometimes I’m simply too tired to face that kind of challenge. At those times, I really appreciate the SCSII install!
Last edited by rbeverjr; 03-11-2008 at 09:05 AM.
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