I've seen a couple of people concerned about how much experience you get which could throw of the game. I don't really feel that myself but there is definently far too many magical items. Yes they are usually only +1 items but the 'feel' of BG1 for me was finding a +1 item was a BIG thing! It it has even more abilities it was orgasmic even. That feeling has dissapeared now.
I have to assume that you are playing this in Tutu? The
BGT players have
DSotSC and
NTotSC which both overload you on powerful treasures. BoneHill has actually been toned down several times. As for items on creatures, most of these are based on what the original paper mod said they had. In some cases, I had to modify because the item doesn't exist in
BG but most are matches. Stores are a different matter.
Some enemies are deceivingly hard. Skeleton Archers are a good example, ok it's no wriath but it did happen a couple of times where I thought 'easy, send in Garrick' and then left with nothing but Garrack pie.
You sent in a bard? The skeletons come right from
TotSC (Durlag's Dungeon). I haven't changed them but you are normally at a higher level when you fight them in that place.
If your roleplaying there's not much incentive to play through unless your good. I played through as a CN mercinary like fighter and I kept thinking 'why the hell would my character be doing these quests - he's getting no financial reward or anything'. Pelltar is to reffered to as 'hiring' you but you don't get anything. Plus there's not really many options to be evil.
Sorry but most mods and even the
BG series just don't actually work well with evil characters. There are plenty of quests in
BG1 that any "true" evil person wouldn't bother doing. If you ask the right people in Restenford, you will find that you were recommended for the task by Elminster. That doesn't explain why and the why is never discussed. Perhaps to see if you would change from being evil? Don't know, not really something I ever thought about adding to this mod.
As for bugs:
Most are fixed in the newer 2.01 version. I think the lighthouse door may still be an issue though last time I tested it, I got the message that I didn't have the right key (or whatever the standard message is when the lock requires a special key).
Fabio's equipment problem has been mentioned here. The problem was with the special bard kit I gave him but forgot to include into the mod. I have removed it and he is now a standard bard again. He is now able to wear his equipment.
Pelltar and the second part of the mod are definitely broken if you are playing Tutu. Again, I suspect this is what you have installed. Try the 2.01 version (full download, no patch - sorry). The issue was with the different area namings between Tutu and
BGT-
Weidu. Fabio also has a problem like Pelltar. Both are now fixed.
Welcar - the issue is with the familiar. For some reason, having a familiar triggers the lower reputation problem you may also see with the Flaming Fist and other soldiers. I have removed that code from Welcar so this shouldn't happen anymore.
Lastly, Lazarus originally had some of the
IWD and
PST items that you find in the Additional Merchants package with
SoA (the two new stores). I removed this because of complaints about the overpowered items at this point in the game. I never changed Lazarus' dialog to reflect this. Since I am porting some items from
PST to my new project, I may copy some of them to this mod as well. Fabio should at least have a magic earring or something else from Sigil.
I'm eager to know what was all this staff thing about? Could you, perhaps, elaborate?
Didn't either of you pick up the staff down in the caves below the keep on BoneHill?