Item Revisions

A Gibberlings Three Mod
Authors: Demivrgvs and Mike1072
On the web: Home page
and discussion forum

Version 2 - Check for the most recent version
Languages: English
Platforms: Windows, Mac OS X, and Linux

Notes

Before installing IR, be sure to apply the latest hotfixes. They can be found here, and should fix most problems reported in the current version of the mod.

Overview

Item Revisions aims to fix/tweak/enhance all items in Baldur's Gate II. Weaker items have been improved, overpowered ones have been (or will be) nerfed, many descriptions have been extended or replaced with more appropriate ones, and so on. In addition, there are a number of rule changes available that can be chosen individually as the user wishes.

Compatibility

This mod has been designed to work with BG2: Throne of Bhaal, and the main component requires it be installed. The mod has been tested and may be used with BGT. The main component will not affect Tutu items at this time, but support is planned. Most other components should be fine on Tutu. Item Revisions should work well with most other WeiDU and non-WeiDU mods if proper install order is followed.

The main component of the mod overwrites existing items and descriptions, and should be installed prior to mods that patch those items. In the case where you'd prefer a file not be altered by IR, you have the option of disabling the specific item modification prior to installing the mod. Details on how to do so can be found in the Installation section below.

The other components of the mod have been designed to patch all items, and should be installed after all mods that add or replace items. Ideally, these components should be installed just after other tweak mods (near the very end of the install). Note that it is possible to install the main component only, exit the installer, install more mods, and then re-start the installer and install other components.

Items in IR's main component come with their own descriptions, and a number of the optional components adjust description information by patching. It's important to note that there are a few tweak mods out there which completely overwrite existing item descriptions based on the assumption that they previously looked as they do in the vanilla game. If you are installing Item Revisions' main component, we recommend avoiding these mod components completely.

Mod Components Known to Overwrite Descriptions:

[1] Already included in IR's main component.


The following information applies only to those installing Item Revisions' main component.

The Visual Ioun Stones component from Ding0's Tweak Pack (d0tweak) should not be installed alongside IR's main component because we've included WoRm's pretty ioun stone animations. Thanks, WoRm!

Regarding 1PP: Erephine has kindly granted permission to use some of her artwork in our mod (including flaming swords!), and many items have been recoloured to look better and match their new lore.

1PP Components Included:

1PP Components Not Included:

Installation

Windows
Item Revisions is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen. This method is not recommended when you wish to apply hotfixes, unless you quit from the WeiDU installer when it appears.

Alternatively the files can be extracted from the archive using WinRAR. If properly extracted, you should have an item_rev folder and setup-item_rev.exe in your BG2 folder. Any hotfixes should be applied at this point. To install, simply double-click setup-item_rev.exe and follow the instructions on screen.

Please run setup-item_rev.exe in your BG2 folder to reinstall, uninstall or otherwise change components.

Mac OS X
If the mod was previously installed, uninstall it before extracting the new version. Item Revisions is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your BG2 folder. If properly extracted, you should have an item_rev folder, setup-item_rev, and setup-item_rev.command in your BG2 folder. Any hotfixes should be applied at this point. To install, simply double-click setup-item_rev.command and follow the instructions on screen.

Linux
Extract the contents of the mod to the folder of the game you wish to modify. Any hotfixes should be applied at this point. Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal and cd to your BG2 installation directory, run 'tolower' and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lower cased file name. If you're unsure, running tolower and choosing both options is the safe bet.

Run WeInstall item_rev in your game folder to install the mod. Then run wine BGMain.exe and start playing.


How to Prevent Certain Items from Being Installed
Note: this must be done before installing the mod. To disable a certain item, open the file item_rev/components/main_component.tpa with a text editor, search for the item in question and comment it out /* like so */. Anything inside the commented area will get skipped when installing. Here is an example for Carsomyr.

main_component.tpa - searching for 'Carsomyr' yields:
// Carsomyr +4
COPY ~item_rev\itm\sw2h10.itm~ ~override\sw2h10.itm~
SAY NAME1 @1760
SAY NAME2 @2199
SAY UNIDENTIFIED_DESC @1762
SAY DESC @2200


Adding the following will prevent the item from being installed:
// Carsomyr +4
/* COPY ~item_rev\itm\sw2h10.itm~ ~override\sw2h10.itm~
SAY NAME1 @1760
SAY NAME2 @2199
SAY UNIDENTIFIED_DESC @1762
SAY DESC @2200 */


Congratulations, Carsomyr +4 will no longer be changed when you install the mod! But wait, doesn't Carsomyr have an upgrade in ToB? To prevent that from being installed, you'd need to keep searching for Carsomyr and comment out the +5 version when you find it, too. If you have any questions or require assistance with any of the above, feel free to drop us a line in the forum.

Contents

The changes made by Item Revisions fall into two categories - individual and global. The main component of the mod will install all of the individual changes, like adding new abilities and lore to existing items. The other components of the mod are designed to provide rule changes to all items in the game, including those added by other mods.

Main Component

Item Revisions by Demivrgvs
Any modifications made to items prior to installing this component will be overwritten.

This component contains all of the changes made to specific items. Full item descriptions are available in item_rev/languages/english/item_descriptions.tra and an overview is provided on the forums. Listed below are some of the philosophical changes.
These items have been designed in tandem with the optional components, and may not be balanced without certain components installed. Components that are deemed recommended for balance when installing the main component will carry a red asterisk (*). A blue asterisk (*) will be used in cases where a component has multiple recommended options.

Masterwork Weapons
Previously a mandatory part of the main component, this has been made optional due to player request. This component will replace many of the normal +1 weapons found in the game with masterwork versions. Masterwork weapons gain the +1 THAC0 bonus of +1 weapons, but not the +1 to damage, and are not effective against creatures only affected by magical weapons. This component may be installed at any time, though it is recommended to pair it with the main component.

Global Changes

These components are designed to affect all items in game, and should be installed after other mods that add items.

Spellcasting in Armor with a Chance of Arcane Casting Failure (Option 1) (*)
This component allows those arcane spellcasters who can equip armor (namely multiclass mages) to be able to cast spells in them, albeit with a chance of failing miserably. The following table elaborates on the penalties.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Shield Chance of Arcane Casting Failure
Buckler 5%
Small Shield 5%
Medium Shield 15%
Large Shield 50%
Armor Chance of Arcane Casting Failure
Elven Chain Mail 0%
Leather Armor 10%
Studded Leather 15%
Hide Armor 20%
Chain Mail 30%
Splint Mail 40%
Plate Mail 40%
Full Plate Armor 50%

Spellcasting in Armor with Casting Speed Penalties for Arcane Casters (Option 2) (*)
This component allows those arcane spellcasters who can equip armor (namely multiclass mages) to be able to cast spells in them, albeit at a slower rate than normal. To give a little overview, a spellcaster can cast only 1 spell per round (in most circumstances), but those spells have a casting time that denotes how much of the round it takes between starting to cast the spell and witnessing its effect. The default spells usually have a casting time between 1 and 10. 10 is a full round, while 1 is near-instantaneous. This component will increase the casting time of all spells while equipping armor and shields by the values indicated in the table below. Due to implementation limitations, this component causes cleric/mages and fighter/mage/clerics to suffer slower casting speed on both their divine and arcane spells. Other divine casters are unaffected. Feedback on balancing this component would be appreciated.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Shield Casting Time
Buckler +1
Small Shield +1
Medium Shield +2
Large Shield +3
Armor Casting Time
Elven Chain Mail +0
Leather Armor +2
Studded Leather +2
Hide Armor +2
Chain Mail +3
Splint Mail +3
Plate Mail +4
Full Plate Armor +4

Spellcasting in Armor with Casting Speed Penalties for All Casters (Option 3)
This component allows those arcane spellcasters who can equip armor (namely multiclass mages) to be able to cast spells in them, albeit at a slower rate than normal. In addition, it causes divine casters to suffer the same casting speed penalties as their arcane brethren while equipping armor and shields. To give a little overview, a spellcaster can cast only 1 spell per round (in most circumstances), but those spells have a casting time that denotes how much of the round it takes between starting to cast the spell and witnessing its effect. The default spells usually have a casting time between 1 and 10. 10 is a full round, while 1 is near-instantaneous. This component will increase the casting time of all spells while equipping armor and shields by the values indicated in the table above. Feedback on balancing this component would be appreciated.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Spellcasting in Armor without Penalties (Option 4)
This one's for the cheaters.

Movement Speed and Dexterity Penalties in Heavy Armor (Option 1) (*)
This component applies a reduction to both movement speed and dexterity while wearing heavy armor. The following table elaborates on the penalties.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Armor Movement Speed Penalty Dexterity Penalty
Elven Chain Mail 0% 0%
Leather Armor 0% 0%
Studded Leather 0% 0%
Hide Armor 10% 0%
Chain Mail 10% 5%
Splint Mail 20% 10%
Plate Mail 20% 10%
Full Plate Armor 30% 15%

Movement Speed Penalties in Heavy Armor (Option 2)
This component applies a reduction to movement speed while wearing heavy armor. The previous table elaborates on the penalties.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Dexterity Penalties in Heavy Armor (Option 3) (*)
This component applies a reduction to dexterity while wearing heavy armor. The previous table elaborates on the penalties.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Allow Thieving Skills in Armor (*)
This component allows the use of all thieving skills in all armors, but with a penalty to the Move Silently and Hide skills (denoted in-game as a Stealth penalty). The following table elaborates on the penalties.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Armor Move Silently Penalty Hide Penalty
Elven Chain Mail 10% 10%
Leather Armor 0% 0%
Studded Leather 20% 20%
Hide Armor 30% 30%
Chain Mail 40% 40%
Splint Mail 50% 50%
Plate Mail 60% 60%
Full Plate Armor 80% 80%

Revised Shield Bonuses (*)
This component changes the base stats of all shields.

Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.

Shield Old AC Bonus New AC Bonus Old Abilities New Abilities
Buckler 1 1 No Missile/Piercing Protection No Missile Protection
Small Shield 1 1 No Missile Protection  
Medium Shield 1 2    
Large Shield 1 4 +1 vs. Missile Weapons -2 THAC0

Dual Wielding Changes for Light and Heavy Weapons (*)
This component alters the penalties for dual-wielding by assigning off-hand THAC0 bonuses and penalties to all weapons based on their size/weight. Daggers, short swords, wakizashis, ninja-tos, and clubs are considered light and give a +1 bonus to off-hand THAC0. Bastard swords, flails, and katanas are considered heavy and give a -1 penalty to off-hand THAC0. All other melee weapons are classified as medium and have no bonuses or penalties. The table below summarizes the main hand/off-hand THAC0 results.

Points in Two Weapon Style Light/Light Light/Medium Medium/Medium Light/Heavy Medium/Heavy Heavy/Heavy
0 -4/-6 -4/-7 -4/-8 -4/-8 -4/-9 -4/-10
1 -2/-4 -2/-5 -2/-6 -2/-6 -2/-7 -2/-8
2 0/-2 0/-3 0/-4 0/-4 0/-5 0/-6
3 0/0 0/-1 0/-2 0/-2 0/-3 0/-4

Items of Protection Can Be Worn with Magical Armor (*)
This allows one to equip Necklaces, Rings, and Cloaks of Protection alongside magical armor, but it does not allow more than one item of Protection to be worn at the same time.

Halberds Can Slash, Too
This tweak gives all halberds the ability to change their damage type from piercing to slashing (and back again). Right click on the weapon's icon in the quick weapon bar to switch between the two.

Remove Cleric Weapon Restrictions from Multi-Classed Clerics
Fighter/clerics with swords? Yes.

Prevent Druids from Wearing Helmets (*)
For those who believe druids shun metal equipment. The items in IR's main component should already have these changes applied; this component is to make mod-added items consistent, and to provide additional options to those not installing the main component.

Restrict Fighter/Druids to Armor that Druids Can Wear (*)
For those who believe druids shun metal equipment. This component will stack with the one above, if installed after it. The items in IR's main component should already have these changes applied; this component is to make mod-added items consistent, and to provide additional options to those not installing the main component.

Weapon Changes (*)
This component alters the basic stats of many weapons. The items in IR's main component should already have these changes applied; this component is to make mod-added items consistent, and to provide additional options to those not installing the main component.

Backstabbing Penalties for Inappropriate Weapons (Option 1) (*)
This component is conceptually incompatible with the Improved Backstabbing component from Ding0's Tweak Pack (d0tweak).

This component applies a penalty to backstabbing with certain weapon types as listed below. It does not enable backstabbing with weapons that single-class thieves cannot normally use - everything on the table at a -2 or worse modifier with the exception of quarterstaffs will remain unsuitable for backstabbing. This component was inspired by the similar component in Ding0's Tweak Pack. This component also modifies flaming swords to apply a -50% penalty to Hide in Shadows while equipped.

Weapon Backstab Penalty
Daggers, Short Swords, Wakizashis, Ninja-Tos, and Clubs No Penalty
Long Swords, Katanas, and Scimitars -1 Backstab Multiplier
Axes, Bastard Swords, Maces, Morning Stars, Quarterstaffs, and War Hammers -2 Backstab Multiplier
Flails, Halberds, Spears, and Two-Handed Swords -3 Backstab Multiplier

Backstabbing Penalties for Inappropriate Weapons with More Weapons Usable for Backstabbing (Option 2) (*)
This component is conceptually incompatible with the Improved Backstabbing component from Ding0's Tweak Pack (d0tweak).

This component applies a penalty to backstabbing with certain weapon types as listed above. It also enables the use of backstabbing with items traditionally unsuitable for backstabbing. The reason this component is available separately from Option 1 is because suitability for backstabbing depends on the item being usable by single-class thieves. In other words, this component will make all melee weapons usable by multi-class thieves also usable by single-class thieves. They will remain unable to put proficiency points into these weapon categories, however. This option was inspired by the similar one in Level 1 NPCs. This component also modifies flaming swords to apply a -50% penalty to Hide in Shadows while equipped.

Contact Information

Demivrgvs and Mike1072 created this mod. You can find out more about Item Revisions by visiting the forum or the project page. Visit the Gibberlings Three Forums for information on this and any other Gibberlings Three mods on which we may be working.

Shout Outs

Demi: Firstly, many thanks to Gibberlings Three, especially Cam, and cmorgan!

Huge thanks of course to Westley Weimer, who created an astonishingly flexible and powerful mod editor for IE games, and to the bigg for his modifications to that editor. Many thanks also to the creators of the Infinity Engine Structure Description Project, which clarified what the hell was going on several dozen times; and to Jon Hauglid, for Near Infinity.

Special thanks to Erephine for creating and letting me use that wonderful 1PP material!

I'm also very grateful to anyone who has beta-tested the mod and/or provided much useful feedback.


Mike: I'd like to give a big thanks to the authors of the many tools used in creation of this mod - we (literally) couldn't have done it without you. The mod community as a whole also deserves special mention - I find the vast majority of those with an interest in the creation and playing of IE mods are extremely supportive of one another, and knowing that your work will provide enjoyment to others is a great motivator. Finally, I'd like to thank those individuals at G3 who set me along the path to modding in the first place, everyone who has expressed interest in the creation of this mod, and G3 in general for hosting this here.


The BG2 Tweak Pack was a major inspiration and help while coding this mod, and some code has been directly pillaged from it. A couple of the components in IR are direct imitations of components found in the Tweak Pack or Sword Coast Stratagems. Animations for ioun stones were created by WoRm.


Tools Used in Creation
WeiDU by Wes Weimer and the bigg
Near Infinity by Jon Olav Hauglid, version devSin
IESDP maintained by igi
WeiDU Syntax Highlighters by Idobek, updated by cmorgan
TextPad Editor by Helios Software Solutions

Credits and Copyright Information

This mod may not be sold, published, compiled or redistributed in any form without the consent of its authors. Item Revisions is 2008 Marco Montagnoli and Mike1072.

Mike: I give full permission to borrow and modify any code I've written for this mod, provided you give credit in a comment.

Version History

Version 2 - December 2, 2008

Version 1 - September 29, 2008