"What? Is the game too difficult for you when your 1st-level characters are not loaded with magical items? You should probably get used to earning them rather than finding them scattered randomly across the landscape."
Actually, it seems a lot easier now than before the mod, especially with the lack of dagger-throwing skeletons and so on and spiders that don't travel in pairs.
I have a:
Human Druid
Human Cleric
Gnome Illusionist/Assassin
Human Necromancer
Elven Diviner
Half-Elf Transmuter
so I'm not really heavy on artillery or tanks and the Ring of Wizardry was one way of keepng a few backup spells. I'm enforcing the rule that one memorised spell per level has to be of the chosen specialist school, so the Diviner always has Identify and the ring allows her to have three Magick Missiles instread of one, 1d4+1 damage each, which is hardly overpowering. And she can't cast Armour. The poor Transmuter has to memorise Vocalise, which she never uses! So the Ring of Wizardry hardly constitutes being "loaded" with magick items.
Rather than simply removing the hidden items, placing them on an NPC would have been nice. Like the various assassins or some new NPCs. I was dismayed to not find the Ring of Holiness as well. There's not much point having these rings at 9th level when they are barely useful and don't make the difference between live and die. Some of the assassins are a little tougher with the scripts, actually, especially the one that stays back in the Nashkel inn and zaps a spell rather than coming into melee range first, but Mulahey and his cohorts were pussycats.
The problem with the game resetting may have been caused by my using Gatekeeper to change a character with my previous party. The whole of Beregost had reset by the time we returned. Spell levels changed in the spell books as well (Blindness dropped to 1st, Gaze Reflection rose to 2nd). Perhaps your mod should come with a "Gatekeeper Unfriendly" warning? I uninstalled everything, reinstalled the lot and rolled a new party (as above) and it hasn't happened again. Will using the CLUAConsole have a similar effect?
One thing I notice is that a lot of items you've removed from drawers and chests are replaced with invisible items. There are spaces between certain objects and the spaces make a clunk when placed in inventory and a right click has the familiar
"Who dares?!? I don't have time for thee <Protaganist_Name>....!"
This is on a full, clean install.
Also, Bjornin's medium shield +1 has the description for the Tome of Strength and Bassilus' Bracers of Fumbling have the description for the new Gauntlets of Dexterity you created but are still the same old cursed fumbling item.
One of my party got petrified by an unexpected Basilisk (which shouldn't happen if running away and so not meeting it's gaze) but we couldn't get into the temple of Lathander to buy any scrolls as we couldn't "enter the store at this time", presumably because the party was scattered! There are some others as well but I don't have my notes with me. I'm off-line at home and have very little time to come to this site, unfortunately.
Is there anywhere to discuss development of the mod? For example, you said elsewhere that it's not possible for Druids to get the +2 save vs Fire and Lightning (presumably as the saving throws aren't hard-coded in that way, just RSW, PPD, spell, breath etc), but as a +2 on 1d20 is a +10% chance to avoid the effect, what about a 10% MR to Fire and Electrical attacks for any effect that actually hits? Not as good as the real thing, but the engine requires some compromises. I don't agree that Druids shouldn't wear helmets as who says which ones are metal and which ones are leather and wood, but as you've banned helmets, an invisible equippable item could grant this effect. Easy enough with cre files, but I'm not sure if it could be done with chr files as part of the class design. just a thought.
As for the Law and Chaos sphere and the reversed forms of spells, the rules are that Evil Priesthoods have access only to the reversed forms while Neutrals have access to either. Clerics have access to either Law or Chaos, depending on whether they are Lawful or Chaotic while Druids, like all Neutral priests, should get a choice of which to go for and stick with. As there are so few Chaos spells and as Law is so much more useful in BG, the choice is obvious. Also, Druids should have access to Time and Travellers and many Wards spells, EG Zone of Sweet Air, which is also an elemental Air spell (depending on which book you are using at the time), Dragonbane (which could also be in Animal) etc. But, of course, there are no Time or Travellers spells in BG-I. So enforcing the sphere rules, with which I completely agree, is fine and dandy as long as the total spell selection available is fair and balanced, which it is not. There are plenty of Law spells but no Time spells. There are a few Wards spells but only the Cleric gets them. And Chaotic Clerics get access to Law, which isn't right and Good Clerics get access to Bestow Curse and other reversed forms, which they shouldn't. If you won't give Druids access to Wards and a choice of Chaos or Law, and can't create spells from their other spheres, then all of those spells should be removed, if you want a balanced game.
Oh, as Chant is an ALL spell, Druids should have it as well.
Chant doesn't seem to work, even with party AI turned on.
That instant poison hit is a bit rough, but true to the rules for spiders as Type F is save for no damage or die, anyway. But if you are using different venoms for the spiders (as BioWare seem to be doing) you have to have either an onset time or a damage per round compromise. As you can't work in the onset time, gradual damage seems the best compromise as you can try and heal the victim before they die. No point in Neutralise Poison, Slow Poison or antidote potions otherwise and many venoms work like that. They are not all like cyanide.
Found a Basilisk in an unexpected place! Did you give it the Type K poison for their breath, bite and claws (or does one of those attacks have Type O? Or is it Type N)?
Where is your new area? I've not come across it yet.
Anyway, I'm enjoying it so far.
Cheers!
~