Mordekaie Posted October 15, 2022 Share Posted October 15, 2022 14 minutes ago, morpheus562 said: So I have kits from skills and abilities installed earlier, but then the rest of it comes after those two forgotten Armament components. Kits will be split out into a separate mod. I was confused. In fact the two components are installed after SCS (not Skills&Abilities) and i am still wondering why. Sorry Quote Link to comment
morpheus562 Posted October 15, 2022 Author Share Posted October 15, 2022 (edited) 2 minutes ago, Mordekaie said: I was confused. In fact the two components are installed after SCS (not Skills&Abilities) and i am still wondering why. Sorry No worries. They are after SCS because SCS adds items with some components. This ensures all items in the game are updated. Edited October 15, 2022 by morpheus562 Quote Link to comment
Mordekaie Posted October 15, 2022 Share Posted October 15, 2022 20 minutes ago, morpheus562 said: No worries. They are after SCS because SCS adds items with some components. This ensures all items in the game are updated. Oups i completely forgot about the component "2900 - Move or modify some overpowered magic items". Quote Link to comment
morpheus562 Posted October 16, 2022 Author Share Posted October 16, 2022 5 hours ago, Mordekaie said: Oups i completely forgot about the component "2900 - Move or modify some overpowered magic items". It also adds a net new katana to bgee. I'm not sure if there is anything else off the top of my head. Quote Link to comment
Quester Posted October 16, 2022 Share Posted October 16, 2022 My opinion: I'm thinking of including this mod in my next playthrough, but I feel like a few of the items included (mainly some of those imported from IWD) are a little too bland or nondescript to merit inclusion. I'm thinking of stuff that doesn't have a unique description: Like most typical daggers, this dagger has a pointed, double-edged blade. It has also been imbued with magical abilities which have increased its usefulness. The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. Most of the stuff from NWN2 is good and has a lot of flavour, although many of the items seem quite powerful. Considering that most of us play with a bunch of mods that together amount to tons and tons of new items, I feel like there is little need for the more nondescript ones to be imported. There is also the issue that items from IWD are added by several other mods. Off the top of my head SoDtoBG2ItemUpgrade adds a ton of stuff from IWD, IWDification adds some, and there are probably others. I'm guessing this will result in a bunch of duplicates of the same (supposedly unique) items? On the other hand, I'm not aware of any other mod which imports NWN2 items. Would it then be possible to separate the new items your mod offers into two components; those from NWN2 and those from IWD? That way it would be much easier to get it to mesh well with other mods the user may have installed. (On a completely personal note, I love mods like Unique Artifacts because I want as many magical items as possible to be unique, Scales of Balance for changing generic magical +2 and +3 weapons and armor into plain mastercraft versions, and Item Randomiser for the unpredictability of what you're going to find and where. IMO with the vast variety of magical items available in any modded game there is really no need to have a bunch of copies of the same item spread around the game, even though a lot of descriptions may describe them as non-unique.) Quote Link to comment
morpheus562 Posted October 16, 2022 Author Share Posted October 16, 2022 @Questerwhich specific iwd items do I add that are added by other mods? Quote Link to comment
Quester Posted October 16, 2022 Share Posted October 16, 2022 Err, oops. I don't know actually. I just reread your compatibility notes and realized you have already gone through and deconflicted your mod versus several of the others I had in mind. So, the answer might be none. I'll have to take a closer look at my modlist when I have time and see if there are any others adding IWD stuff. I just think some of those IWD items are a bit flavourless and generic and don't add much to the game...whereas I would definitely like to include most of the NWN2 stuff. Quote Link to comment
morpheus562 Posted October 16, 2022 Author Share Posted October 16, 2022 @QuesterI'm not exactly sure where you are getting bland from considering these are replacing non-named generic +1 weapons or non-magical weapons. These each provide a different flavor of something unique they do, so I'd say calling them bland is off-base. The descriptions are direct from the source material. Quote Link to comment
Quester Posted October 16, 2022 Share Posted October 16, 2022 Yeah, it's definitely not a criticism towards you, more towards IWD if anything. Items like the Static Dagger +1 or Crooked Flail +1, which have no unique description or history, just don't do much for me as magic items go. In my game those non-named generic +1 items are all replaced by non-magical mastercraft items, which of course also aren't very interesting but I still like them because I want actual magic items to be at least semi-rare to find. On the other hand, I do see the value in giving these +1 items to enemies to make them a little tougher and mix things up. Quote Link to comment
morpheus562 Posted October 16, 2022 Author Share Posted October 16, 2022 @Questerplease let me know which items you view as overpowered as I'm happy to balance as needed. I only introduce one +5 weapon (katana found late game), four +4 weapons, and only eight +3 weapons. The rest of the weapons are +1/+2. I tried to get some unique shields since those are often overlooked, sand some of the accessories err of the side of being stronger but acquired later. Quote Link to comment
Quester Posted October 17, 2022 Share Posted October 17, 2022 Sounds good. I will include FA in my upcoming playthrough. Quote Link to comment
mickabouille Posted October 17, 2022 Share Posted October 17, 2022 On 10/15/2022 at 10:02 PM, morpheus562 said: Those components need to come after all mods that add items, so that is why they are later in the install. SCS does add some items, so they should be post SCS. May I advocate adding this kind of information to the README? Quote Link to comment
morpheus562 Posted October 17, 2022 Author Share Posted October 17, 2022 1 hour ago, mickabouille said: May I advocate adding this kind of information to the README? It already is included in the Readme under the compatibility section. Quote Link to comment
mickabouille Posted October 17, 2022 Share Posted October 17, 2022 (edited) And I had gone and read it again just before posting... Edited October 17, 2022 by mickabouille Quote Link to comment
mickabouille Posted October 17, 2022 Share Posted October 17, 2022 (edited) Ah I was talking about the stratagems case specifically! Because that actually changes the idea that you wuold put forgotten-armaments at the end of item mods, when it has to be very late in installation (SCS *is* itself really late). Edited October 17, 2022 by mickabouille Quote Link to comment
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