Knight from the Grave (NTBKNIGH) and Catacomb Warder (NTBPWATC) are set as "HUMANOID" instead "UNDEAD" and lacks undead's resistances (fear, mind control...) - could be set with RING95
in AR02PB, the creature are deactivated by own script (in are file).But this makes thing strange because they disappear after you enter, you see them disappear. It could be sensible to use the area script for deactivation/activation (or creation) to avoid that.
The field plat +2 (PLAT09) is added two times one in the area file and one from script: https://github.com/SpellholdStudios/NTotSC/blob/7ed76c696128a127d2730767bdf38e4943bcd044/ntotsc/base/baf/ar02pb.baf#L5 Would say, area one should be removed
Knight from the Grave
(NTBKNIGH)
and Catacomb Warder(NTBPWATC)
are set as "HUMANOID" instead "UNDEAD" and lacks undead's resistances (fear, mind control...) - could be set withRING95
in AR02PB, the creature are deactivated by own script (in are file).But this makes thing strange because they disappear after you enter, you see them disappear. It could be sensible to use the area script for deactivation/activation (or creation) to avoid that.
in AR01PB, the orc mages and priests are generic from IWD (ported and unused in BG2-TOB) but with SCS those creatures became a bit too powerfull. Even if it is an oversight from SCS, it could be sensible, for balance and compatibility, to add new orcs cre with more sensible level: Lv 10 for mages and lv 8 for priests See: https://www.gibberlings3.net/forums/topic/38044-of-orcs-or-balancing-purpose-between-vanilla-orc03-orc04-and-scs-version/