At first, being a huge fan of 2ed, I was excited about this mod's features, but got almost instantly turned off by the way poisons were made to operate.
As far as I can tell, it is even further away from how they work under the 2ed PHB and DMG than the original Bioware method. It also makes it seem as if poisons are overkill with the changes this mod introduced.
In 2E, some poisons are immediate but most of them have onset times. Most also do a certain amount of damage delivered all at once if the saving throw is failed (and some even if it is successful) and a few kill the victim outright. None of them do x amount of damage per round for y rounds. I wanted to change poison to how it works in 2E but unfortunately I was unable to implement the onset times. This has made some types of poisons more powerful than they should be, of course, and to offset that, I made some potions and spells provide immunity to posion, something they normally do not. However, Wyvern poison, for instance, which works immediately and kills PCs with poor saving throws, is the exact same as in 2E. Having said this, I should add that I am not satisfied with how poison works overall and something needs to be inserted where onset times should be. Besides, lots of people have said "your mod rocks but poison sucks" and I am not going to ignore feedback. Furthermore, I do not want this to be a pure rules lawyer mod although it may have begun as such. In some ways, though, I think the current system is more fair towards spellcasters than the old one. Not all creatures do tons of poison damage and a mage may survive 20 damage and follow up with Invisibility or Mirror Image. Previously spellcasting was more or less impossible with constant 1 points of damage.
I was extremely dissapointed of the rules lawyer-esque non modularity and all-or-nothing attitude this mod takes. I am hoping that with the advent of a WeiDU version, at least some components will be optional.
The Fields of the Dead is not a tweak pack, it is a different version of the game. I have made it all or nothing at the moment simply because I believe ingame consistency would be screwed otherwise. You do not get the option to leave out traps or enemy clerics when installing the game, either. I am interested in knowing which components you think the mod should be divided into, however.
However, if none of it will be optional, is there a way of manually reversing the poison modifications? I really would like to try this mod.
Go to the override folder and delete ETTERC*.ITM, SPID*.ITM, WYVERN*.ITM and ITMs corresponding to other poisonous creatures I may have forgotten.