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Demivrgvs

IR v4 Beta (last update 20 June 2017)

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There should be no incompatibility between subtledoctor's b11 and IRR, but also, there's (at least currently, from the changes I just reviewed that he did on github) no difference at all between using b10 + IRR and using b11 + IRR. Though I should note that there's currently...two fixes from his b11 that I should and will integrate into IRR shortly, they will be overwritten once you put IRR on top of IR and wouldn't take effect anyways - I have to mirror them in IRR for it to take effect. Once/if b11 is released, I'll increment the version number as well.

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13 hours ago, subtledoctor said:

Just navigate into your override folder, find potn37.itm, and delete it or move it somewhere else.

That will remove IR's Potion of Restoration - you'll need the spell or temple services for restoration.

Thanks. I went to EEKeeper to figure out the code and deleted it from the overide folder.

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On 5/29/2020 at 7:05 AM, subtledoctor said:

I suspect Demi just accepted the risk of spell learning failure. This is after all a D&D game, it’s all about rolling dice, and sometimes the dice go against you!

1) Does the “silver” property have any effect in the game?

2) Do the BG2 weapons matter? Are there any monsters in BG2 that require cold iron to hit?

1. I, uh...don't know! Fortunately, I found this very helpful list. Oh, wait.

2. I don't think so - maybe mod-added monsters, but not really IR's concern.

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That's pretty much what I thought.  That's why i didn't even consider  BG2 items; only added cold iron to those two BG items since you actually face an enemy that requires it in that game.

Incidentally: I just noticed that the IR Cloak of Nondetection and the SR Nondetection spell both operate by granting 206 protection against various spells: Invisibility Purge, Detect Invisibility, True Seeing, and a couple True Seeing clones.

With other mods adding other potential sources of dispelling invisibility, this may not be sufficient to cover all bases.  Anyone know if there's a reason Demi and/or kreso didn't instead use opcode 205 to protect against spells with the DIVINATIONATTACK secondary type?

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Posted (edited)

Hello, new here.

From what I gathered so far, IR is not compatible with Item Upgrades or Thalantyr Item Upgrade (and I assume SoD2BG2EE Item Upgrade), am I correct ?

I did some testing on a fresh BG2 install with only IU + IR (v4 b10sd13), and it appears that amor modifications work just fine for upgraded versions. Weapon changes SEEM to work but I've had trouble testing most weapons due to EEKeeper crashing when I tried to give them. Then again, the bug persisted after I uninstalled IR. Maybe I screwed up my install and I have to start over.

Anyway, what's the current status on IR + IU compatibility? What about the 2 other mods I mentioned?

Reading through IR files on github, it seems that armor and shield modifications are global and that adding these items to ItemRevisions/item_rev/lib/armor_list.tpa and ItemRevisions/item_rev/lib/shield_list.tpa would make IR take them into account, correct me if I'm wrong. If all there is to do for armor/shield compatibility is to add them to these files and they aren't in it yet, I can provide the list to be added. But before I go through the process of listing all item codes from those 3 mods, a couple questions:

- Am I correct about the armor and shield list, is that all there is to do? If not, what else is needed?

- What about weapon and helmet modifications provided by IR (speed factor, proficiency altering for morning stars and washizakis, critical aversion and AC bonus, etc.)?

 

Edited by Nezgal

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There's no incompatibility between the global changes and those mods that I'm aware of.  (Though IR may require an update to include the categorizations for the SoDtoBG2EE items.)

However, there is a conceptual incompatibility with these types of mods if they don't take special measures to account for IR's main component.  Because the upgraded versions are separate items with designs based on the vanilla items rather than the IR items, applying an upgrade will get rid of any changes from IR's main component.  In some cases, this may not make much of a difference, while in others, the name, lore, and abilities of the item could change quite a bit.

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Ok, I see. Then I might just disable some of IR's revisions on a case by case basis for them to make sense with the upgrades. I'll look into that :)

As for SoD2BGEE, I'll do some testing and I'll report here if global changes work or not.

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8 hours ago, Nezgal said:

Ok, I see. Then I might just disable some of IR's revisions on a case by case basis for them to make sense with the upgrades. I'll look into that :)

The easiest way is to edit items.2da in IR's folder before installing the mod.  If you look at the columns for the different platforms (BG2, BGT, TUTU, BGEE, BG2EE, EET), you'll see they contain a 1 or 0, which corresponds to whether the item should be installed on that platform.  To prevent an item from being changed, find the row for that item, then change the value in your platform's column from a 1 to a 0.  (For BG2EE, you have to change both the BG2EE and BG2 columns; that's a bug.)

8 hours ago, Nezgal said:

As for SoD2BGEE, I'll do some testing and I'll report here if global changes work or not.

I can save you some trouble - they've not yet been added to IR's lists, but the categorizations have been proposed.

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Posted (edited)
On 6/20/2020 at 11:32 PM, Mike1072 said:

I can save you some trouble - they've not yet been added to IR's lists, but the categorizations have been proposed.

Oh, sweet, thanks :)

On 6/20/2020 at 11:32 PM, Mike1072 said:

The easiest way is to edit items.2da in IR's folder before installing the mod.  If you look at the columns for the different platforms (BG2, BGT, TUTU, BGEE, BG2EE, EET), you'll see they contain a 1 or 0, which corresponds to whether the item should be installed on that platform.  To prevent an item from being changed, find the row for that item, then change the value in your platform's column from a 1 to a 0.  (For BG2EE, you have to change both the BG2EE and BG2 columns; that's a bug.)

Ok, about that, I've decided to try using NI to create IR updated versions of IU new items. Couple questions:

- I created a new .itm file for one item (Celestial Fury +5). Now I COULD just edit the itm file and description in my install, but I might as well export the file and install it through IR so that it can be used by others once I have the agreement of original mods authors. Right now I'm just testing, but when it works I can provide the files if anyone is interested. So once I have the file, what should I do with it for IR to use it? Would adding it to item_rev/itm/ and referencing it in items.2da do the job? It seems that IR updates the game files while IU creates new items in the override folder, is that a problem?

- What about the item description? I guess that would go in item_descriptions.tra, but I don't get how the whole @xxxx thingys work yet. Is appending the item name and item description with an incremented number on the @xxxx after all existing ones enough?

EDIT: Ok I figured it out. I think it works. I'm gonna start working on other items from IU, Thalantyr IU and SoD2BG22EE IU then.

Edited by Nezgal

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