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Go Back   GameBanshee Forums > Forum Categories > RPGs > Icewind Dale II

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  #1 (permalink)  
Old 02-14-2008, 05:50 PM
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Join Date: Aug 2004
Posts: 29
mods, anyone?

I had forgotten how much i enjoyed modding this game the first time i played it so many years ago.

anywho, I don't know if anybody is still interested, but if so, i have a few simple mods I have found make the game a bit more enjoyable:

1: rangers and bards get a wider variety of spells (about 10 new spells each) and get them a bit earlier (usually just 1 level earlier).

2: all clerics can cast executioner's eyes and power word: blind at level 9 (for many clerics, you only get a couple of summoning spells at level 9 normally).

3: halberds are also known as pole-axes for a REASON; they have axe heads mounted on the shaft. I made all halberds have the ability to do either piercing or slashing damage (you pick by rt-clicking on it in your inventory, or shift clicking on it if equipped).

4: meteor swarm does less fire damage, but has impact damage added instead -
6d6 impact damage (no save)
20d6 fire damage (reflex save)
makes it kind of like an uber ice storm, with fire instead of ice. It's just sickening that a level 9 spell could be entirely evaded, so I added at least a little damage even those high level rogues and monks would take.

5: barkskin adds a little damage resistance, progressive with level:
2/- crushing, piercing, slashing, missile resistance through level 6
3/- through level 12
4/- through level 18
5/- 19 and up.

6: lathander's shield now lasts minutes instead of seconds (3 rounds for a spell that only gives 5 resistance???)

7: lathander's greater shield now last 6 rounds instead of 3

8: Aegis adds 25 spell resistance

9: fortitude save for disruption effect lowered to -8 instead of -4 (was simply not worth using the disruption mace if you actually had a good weapon instead)

10: boots of speed now really do exactly double your movement speed (unless you're a monk, in which case it just adds 20 to your speed).

11: Lothar now owns a rather nasty two-handed war hammer (fire giant king in the volcano area).

12: Xvim's scimitar now is vampiric, and does more acid damage.

13: eating the modified mandrake root you get in the dragon's eye area gives you permanent 2/- resistances to everything (can only do once). be warned, though, mandrake is highly toxic. be prepared.

lots of others; I'll add to the list if folks are interested.

each is a separate mod, and only requires dropping it into your override directory.

these don't interfere with any of the weidu mods.

if anyone is interested, just post here and I'll put the ones you're interested in a place you can grab them from.

Last edited by Sir_Toejam; 02-14-2008 at 05:59 PM.
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Old 02-15-2008, 11:30 AM
GawainBS's Avatar
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Join Date: Oct 2006
Location: Glabbeek, Belgium.
Posts: 1,239
Sounds intresting. I'm intrigued.
Just one note: Halberds & Pole-axes are not the same weapon. I do agree with your reasoning, though.
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Old 02-16-2008, 12:10 PM
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I'm interested.

Those all sound like common-sense alterations addressing weaknesses in the game.
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Old 02-16-2008, 03:50 PM
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Join Date: Aug 2004
Posts: 29
you want any ones in specific, or just all of them?

I'll go ahead and post them monday or tuesday for you to grab.

cheers
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Old 02-17-2008, 04:42 AM
GawainBS's Avatar
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Join Date: Oct 2006
Location: Glabbeek, Belgium.
Posts: 1,239
Perhaps you could bundle them all in a WeiDu installer, giving the player the option of installing each mod seperately?
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  #6 (permalink)  
Old 02-17-2008, 04:49 PM
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Posts: 29
oh, sure, make more work for me why dontchya?

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