Jump to content

EET Install Order - iteration xyz


Recommended Posts

1 hour ago, Gordian said:

Install order form first post

Weird. I've installed a fair amount of those mods. The ones that touch on magic and that I have no experience with are Saradas Magic and MIH. Also Rough World and Eve of War. But I wouldn't really expect these to interfere.

Looking more closely at your install list, I see a couple more potential issues:

 -- If you install Spell Revisions, I'm pretty sure you don't need the Klatu "drop items on disintegration" etc. tweaks. But it probably does no harm so not a big deal.

 -- NPC_EE is very early. I see why - deal with customizing all the NPCs right after all the NPCs are installed, right? But NPC_EE has some code - not much, but some - that reacts to other mods being installed first, including Scales of Balance which is installed pretty late. The original reason I suggested installing NPC_EE late is so that people could uninstall/reinstall for class changes, without having to reinstall big mods like SCS. But once I got used to it being near the end, I added a bit of code that assumes it.

 -- Looks like you installed the TnB Arcanist kit, and then 5E spellcasting? This is not good. The Arcanist, after all, is simply an instance of a single kit with 5E-style casting. If you install the broader 5E casting mod, then the trueclass mage becomes exactly what TnB's Arcanist is. Moreover, as I think about it now, this could be the source of your problem with C/Ms - the Arcanist basically runs the 5E installation functions, but disregards divine spells since it is a mage kit. So it is possible that, when the same functions run again later, they don't realize they should be including divine spells too. Or they may include the wrong divine spells (not realizing the FnP sphere system is installed)... I'm not sure. I believe I tried to code the functions such that they could be run multiple times without tripping up in this way... but hey, stuff is difficult and nothing's perfect. Given that the Arcanist kit gives you exactly zero benefit if you install 5E casting, the simplest thing to try is to just omit the Arcanist.

Edited by subtledoctor
Link to comment

Incidentally here is a link to a hotfix mod that will set the EE v2.6 "break invisibility/sanctuary" flags after a Spell Revisions 4b18 install. It's literally the same code that we are using for Spell Rev 4b19. (I believe Bartimaeus' variant "Revised Revisions" already include this, so no need to use it if you install SRR.)

Edited by subtledoctor
Link to comment

Thanks for clarifying how to edit/expand the HLA tables for spheres! I will have a look at them and see what I come up with - this will be a while though, since I'm new to coding/modding and will have more on my schedule during the upcoming weeks. It looked surmountable though.

 

Saradas and the k9 mods are fairly new additions, the issue was present before.

MiH seems to be a great mod that does touch many aspects of casting, true. The first component also states "It will also sanitize spell.ids, removing malformed and/or unused labels, freeing up a few additional slots for new spells." - could this be an issue? Maybe @Angel has insights on this.

 

-- Ah, that's probably why these klatu components failed to install if installed later, I'll delete them.

-- npc_ee:2000;NPC_EE - NPC kit choices comes at the end though. Yes, that was the rationale. The other components should go later as well you say, due to them harbouring said code? If so, where would you advise I put them? Also: should I move SoB upstream (where)?  I was actually using your list for getting a general idea of the order, heh.

-- On Refinements: on a //FnP, //5E install, I went with a very late placement (before SoB), so that it goes after every kit. Is this wise/necessary?

 

-- Oh, this might also be why my initial tests with just ToB and the other relevant mods led to the behaviour experienced. I simply forgot about commenting out the Arcanist on 5E installs. Could this also be the reason why the engine is so heavily bogged down on a complete install? It makes 5E hardly playable. Do you have other ideas as to what could contribute to this? I hope EEex won't be detrimental on this front.

 

-- I do use SRR, so I should be fine. Here's hoping SRR is fine with all the other components. I did use a few tweaks that alter the same spells, as I liked their spell version better (i.e. your Mantle revision) etc.

 

 

It is a huge list - probably with more redundancy/issues than you pointed out. But then again, it's my first one and I got a bit greedy, I guess.

 

Thank you for your concise answers and suggestions! : )

Edited by Gordian
Link to comment
11 minutes ago, Gordian said:

Ah, that's probably why these klatu components failed to install if installed later.

Yup, I assume Klatu patches files, and fails when the SR files have a different structure.

12 minutes ago, Gordian said:

npc_ee:2000;NPC_EE - NPC kit choices comes at the end though.

Ah, I didn't see that. In that case it's fine - any code that requires special consideration and checks for earlier mod installs is in the kit-choice component. The NPC class-change stuff can be earlier.

17 minutes ago, Gordian said:

On Refinements: on a //FnP, //5E install, I went with a very late placement (before SoB), so that it goes after every kit.

This is the subject of some slight controversy; Refinements v4's default behavior is to install its changes to mod-added kits, so this should be good. I tend to install Refinements earlier, because it changes the base class tables and most or all of my kits starts with that base table and then patch it to add or remove HLAs. As I think about it now, I don't know whether I set Refinements to handle multiclass kits... safest route is probably to install Refinements right before FnP_Multiclass (so, after single-class kits and before the majority of divine multiclass kits).

22 minutes ago, Gordian said:

Thanks for clarifying how to edit/expand the HLA tables for spheres! I will have a look at them and see what I come up with - this will be a while though, since I'm new to coding/modding

It's not really coding, just adding a third line of text to a file with two lines of text. The biggest issue is needing to know the filename of the MIH HLA spell. And note that FnP installs divine HLAs as 1/day innate abilities, not as 7th-level spells. So the ones that are active abilities can generally be chosen more than ones. So, if the new HLA is "mihspl09.spl" and it does something like "make the whole party immune to physical damage for two rounds," and you think it should be in the sphere of Protection, and you think it should be choosable twice, then you would open faiths_and_powers/spheres/hlas/protection/hlas_protection.txt and add this at the bottom:

1          GA_MIHSPL09  *          *          1          99         2           *            *           *                 

Those columns are:

  1. meaningless - just put " * "
  2. "GA_" (give spell) or "AP_" (apply spell) + the spell filename
  3. meaningless
  4. meaningless
  5. min_level - just put 1
  6. max_level - just put 99
  7. num_allowed - how many times it should be choosable
  8. prerequisite - put " * " unless it shouldn't be available until after another HLA, in which case you can put something like "GA_MIHSPL08"
  9. excluded_by - put " * " unless choosing a different HLA should close off the option to choose this one
  10. alignment_restrict - put " * " unless you want it to be unavailable to some alignment

To keep things really simple, you only need to worry about the filename and num_allowed columns.

Link to comment
11 hours ago, subtledoctor said:

 -- NPC_EE is very early. I see why - deal with customizing all the NPCs right after all the NPCs are installed, right? But NPC_EE has some code - not much, but some - that reacts to other mods being installed first, including Scales of Balance which is installed pretty late. The original reason I suggested installing NPC_EE late is so that people could uninstall/reinstall for class changes, without having to reinstall big mods like SCS. But once I got used to it being near the end, I added a bit of code that assumes it.

1 hour ago, subtledoctor said:

In that case it's fine - any code that requires special consideration and checks for earlier mod installs is in the kit-choice component. The NPC class-change stuff can be earlier.

For the record, I am the one who came up with this way of splitting NPC_EE so that only the kit-selector component comes after almost-everything, with the class-changing components coming earlier. The basic idea is a indeed a sort of sanity check against tweakmod effects filtering on classes directly in the CRE files in the install phase.

Link to comment

Oh, I forgot that that came from you, else I would have referenced you, @Graion Dilach.

Thanks for explaining the process en detail - this seems more and more feasible, hehe.

On my install progress:

I did an install without FnP and 5E. From first glance everything looks quite good.

  • Something broke the Revised Specialist component, the files are there and I can EE them, but the effects don't get added automatically. Should I install this component later? Can it be MnG? I often have this issue in my installs. Would RS cause issues with 5E engine/stutterwise? Maybe the Aracnist kit caused my stutters.
  • The mage and some of the divine HLAs are not innate, which I dislike. They should be afaik. The SCS component didn't install because it said it didn't need to - this one usually gets it done properly. Could be non-sphere FnP. Refinements placing? - I like them as 1/day innates - great that you gave me options there, I might pick up on that.
  • On D5 Random tweaks: Mantle for instance: SRR tweaks it as well. It's probably unwise to have this kind of overlap. But I like your version better - if I understood it correctly, that is. According to @morpheus562 this will have negative repercussions on his script. Also Magic Battles Revised will, I guess. But that's to be expected. I actually enjoy manual mage fights. An option to automate parts of it would be desirable though.

I will need to do more testing ofc.

Here's the WeiDU.log.

Parts of the EPS should've gone before weapon changes form IRR, but PI couldn't find the mod and didn't stop, heh.

WeiDU.log

Edited by Gordian
Link to comment
Guest morpheus562
4 minutes ago, Gordian said:

Oh, I forgot that that came from you, else I would have referenced you.

On my install progress:

I did an install without FnP and 5E. From first glance everything looks quite good.

  • Something broke the Revised Specialist component, the files are there and I can EE them, but the effects don't get added automatically. Should I install this component later? Can it be MnG? I often have this issue in my installs.
  • The mage and some of the divine HLAs are not innate, which I dislike. They should be afaik. The SCS component didn't install because it said it didn't need to - this one usually gets it done properly. Could be non-sphere FnP. Refinements placing? - I like them as 1/day innates
  • On D5 Random tweaks: Mantle for instance: SRR tweaks it as well. It's probably unwise to have this kind of overlap. But I like your version better - if I understood it correctly, that is. According to @morpheus562 this will have negative repercussions on his script. Also Magic Battles Revised will, I guess. But that's to be expected. I actually enjoy manual mage fights. An option to automate parts of it would be desirable though.

I will need to do more testing ofc.

Here's the WeiDU.log.

Parts of the EPS should've gone before weapon changes form IRR, but PI couldn't find the mod and didn't stop, heh.

WeiDU.log

Not so much a negative repercussions for my script, but d5 Tweak Mantle component and SRR will both overwrite the same file. I recommend just running SRR and skipping d5 Tweak Mantle.

Link to comment

Ah, what I meant was it running suboptimally. I did look a bit into the D5 tweaks and many touch similar grounds as SRR - simply not sure what the outcome of installing both will mean.

Also: the ingame spell descriptions might differ from what the spells actually do, no? For instance: SRR adjusts the DC for the save and D5 adds an effect. I suppose the mod which is installed later (D5) will overwrite the complete description, no? Or does it just append?

In any case: the descriptions are many plain text, except for parameters such as school, range etc. - or are they text as well and not automatically filled?

Would be great for a spell description to analyse the spell's effects and properly reflect them based on that - especiall for Magic Battles Revised and it's config options.

  OUTER_SET  breach_combination_protections    =    1
  OUTER_SET  breach_noncombat_protections      =    1

Which spells are affected by that? I didn't find it in the documentation.

(You will know the effects by heart if playing with the same setup for some time, but probably not for the first part of your run. I could check every spell's effects and write a compendium for my run, heh. Or just edit the descriptions accordingly.)

 

Also, here is a list of warnings I got between TnB and SCS (Initialise AI, and Smarter Mages (could not find the reason) installed with warnings there - tried replacing the affected files with IWD+SRR modified ones beforehand), I'm omitting some kit warnings: I

B_spells, Will to Power, Scales of Balance (too many armours couldn't be altered, I fear - hide, leather, plate armours @subtledoctor)

Spoiler

 

B_Spells:

//WARNING: no effects added to spwi312.spl
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//WARNING: no effects added to spin146.spl
//Copying and patching 1 file ...
//WARNING: no effects added to spin977.spl

WTP

//WARNING: no effects altered on ohbantim.spl

 

SCS: Initialise AI

WARNING: no effects altered on spcl321.spl

WARNING: no effects altered on sppr313.spl

 

Scales of Balance

//WARNING: no effects altered on A!BCHAN1.ITM
//A!BCHAN1 = elven chain
//WARNING: no effects altered on A!BLEAT1.ITM
//A!BLEAT1 = studded leather
//WARNING: no effects altered on A!BLEAT2.ITM
//A!BLEAT2 = studded leather
//WARNING: no effects altered on A7#LEAT1.ITM
//A7#LEAT1 = studded leather
//WARNING: no effects altered on ACQ18002.ITM
//ACQ18002 = studded leather
//WARNING: no effects altered on ADLEATH.ITM
//ADLEATH = chain mail
//WARNING: no effects altered on ADRED.ITM
//ADRED = chain mail
//WARNING: no effects altered on ANOPLAT.ITM
//ANOPLAT = plate mail
//WARNING: no effects altered on B2#ACHAN.ITM
//B2#ACHAN = chain mail
//WARNING: no effects altered on B2#PLT01.ITM
//B2#PLT01 = plate mail
//WARNING: no effects altered on BDCHAN01.ITM
//BDCHAN01 = studded leather
//WARNING: no effects altered on BDCHAN02.ITM
//BDCHAN02 = studded leather
//WARNING: no effects altered on BDCHAN03.ITM
//BDCHAN03 = chain mail
//BDCHAN04 = chain mail
//WARNING: no effects altered on BDCHAN05.ITM
//BDCHAN05 = chain mail
//BDCHAN06 = chain mail
//WARNING: no effects altered on BDCHANCA.ITM
//BDCHANCA = chain mail
//WARNING: no effects altered on BDCHANEL.ITM
//BDCHANEL = elven chain
//WARNING: no effects altered on BDCHANGH.ITM
//BDCHANGH = chain mail
//BDLEAT01 = studded leather
//WARNING: no effects altered on BDLEAT02.ITM
//BDLEAT02 = studded leather
//WARNING: no effects altered on BDLEAT03.ITM
//BDLEAT03 = studded leather
//BDLEAT04 = studded leather
//BDLEAT05 = studded leather
//WARNING: no effects altered on BDLEAT06.ITM
//BDLEAT06 = leather armor
//BDLEAT07 = studded leather
//BDLEAT08 = studded leather
//WARNING: no effects altered on BDPLAT01.ITM
//BDPLAT01 = plate mail
//WARNING: no effects altered on BDPLAT03.ITM
//BDPLAT03 = plate mail
//BDPLAT04 = plate mail
//WARNING: no effects altered on BGSX07.ITM
//BGSX07 = studded leather
//WARNING: no effects altered on BGSX10.ITM
//BGSX10 = elven chain
//WARNING: no effects altered on BGSX109.ITM
//BGSX109 = plate mail
//WARNING: no effects altered on BGSX115.ITM
//BGSX115 = leather armor
//WARNING: no effects altered on BGSX14.ITM
//BGSX14 = chain mail
//WARNING: no effects altered on BGSX15.ITM
//BGSX15 = plate mail
//WARNING: no effects altered on BGSX16.ITM
//BGSX16 = leather armor
//WARNING: no effects altered on BGSX39.ITM
//BGSX39 = studded leather
//WARNING: no effects altered on BGSX52.ITM
//BGSX52 = plate mail
//WARNING: no effects altered on BGSX53.ITM
//BGSX53 = chain mail
//WARNING: no effects altered on BGSX54.ITM
//BGSX54 = plate mail
//WARNING: no effects altered on BGSX55.ITM
//BGSX55 = chain mail
//WARNING: no effects altered on BGSX57.ITM
//BGSX57 = studded leather
//WARNING: no effects altered on BGSX61.ITM
//BGSX61 = studded leather
//WARNING: no effects altered on BGSX74.ITM
//BGSX74 = plate mail
//WARNING: no effects altered on BLEAT01.ITM
//BLEAT01 = studded leather
//WARNING: no effects altered on BLEAT02.ITM
//BLEAT02 = studded leather
//WARNING: no effects altered on BLEAT03.ITM
//BLEAT03 = studded leather
//WARNING: no effects altered on BRUENPLA.ITM
//BRUENPLA = full plate
//WARNING: no effects altered on BW05CM1.ITM
//BW05CM1 = chain mail
//WARNING: no effects altered on BW05GRCH.ITM
//BW05GRCH = chain mail
//WARNING: no effects altered on BW05ICM1.ITM
//BW05ICM1 = chain mail
//WARNING: no effects altered on BW05IFP1.ITM
//BW05IFP1 = plate mail
//WARNING: no effects altered on BW05IPM1.ITM
//BW05IPM1 = plate mail
//WARNING: no effects altered on BW05JUAR.ITM
//BW05JUAR = chain mail
//WARNING: no effects altered on BW05PL1.ITM
//BW05PL1 = plate mail
//WARNING: no effects altered on C02AULEM.ITM
//C02AULEM = studded leather
//WARNING: no effects altered on C02PLAT.ITM
//C02PLAT = plate mail
//WARNING: no effects altered on C0AULE01.ITM
//C0AULE01 = studded leather
//WARNING: no effects altered on C0AULE02.ITM
//C0AULE02 = studded leather
//WARNING: no effects altered on C0AULEMA.ITM
//C0AULEMA = studded leather
//WARNING: no effects altered on C0AUTT05.ITM
//C0AUTT05 = chain mail
//WARNING: no effects altered on C0BWAR1.ITM
//C0BWAR1 = studded leather
//WARNING: no effects altered on C0BWAR2.ITM
//C0BWAR2 = chain mail
//WARNING: no effects altered on C0MLEAT.ITM
//C0MLEAT = hide armor
//WARNING: no effects altered on C0SLEAT.ITM
//C0SLEAT = hide armor
//WARNING: no effects altered on C0WLPL01.ITM
//C0WLPL01 = plate mail
//WARNING: no effects altered on C2CHAN01.ITM
//C2CHAN01 = elven chain
//WARNING: no effects altered on C2HIDE01.ITM
//C2HIDE01 = studded leather
//WARNING: no effects altered on C2KELD01.ITM
//C2KELD01 = plate mail
//WARNING: no effects altered on C2LEAT01.ITM
//C2LEAT01 = studded leather
//WARNING: no effects altered on C2PLAT01.ITM
//C2PLAT01 = plate mail
//WARNING: no effects altered on C2VALY01.ITM
//C2VALY01 = studded leather
//WARNING: no effects altered on CB351G01.ITM
//CB351G01 = plate mail
//WARNING: no effects altered on CBBDARMR.ITM
//CBBDARMR = plate mail
//WARNING: no effects altered on CBBLKCHN.ITM
//CBBLKCHN = studded leather
//WARNING: no effects altered on CBBNLCH8.ITM
//CBBNLCH8 = chain mail
//WARNING: no effects altered on CBCHANP4.ITM
//CBCHANP4 = chain mail
//WARNING: no effects altered on CBCL013.ITM
//CBCL013 = chain mail
//WARNING: no effects altered on CBCL027.ITM
//CBCL027 = plate mail
//WARNING: no effects altered on CBCL033.ITM
//CBCL033 = chain mail
//WARNING: no effects altered on CBLARSOB.ITM
//CBLARSOB = studded leather
//WARNING: no effects altered on CBLYPLAT.ITM
//CBLYPLAT = plate mail
//WARNING: no effects altered on CBMILT01.ITM
//CBMILT01 = plate mail
//WARNING: no effects altered on CBMILT11.ITM
//CBMILT11 = plate mail
//WARNING: no effects altered on CBMILT21.ITM
//CBMILT21 = plate mail
//WARNING: no effects altered on CBMTCHAN.ITM
//CBMTCHAN = plate mail
//WARNING: no effects altered on CBPARSOB.ITM
//CBPARSOB = plate mail
//WARNING: no effects altered on CBPLAT13.ITM
//CBPLAT13 = plate mail
//WARNING: no effects altered on CBRJR017.ITM
//CBRJR017 = plate mail
//WARNING: no effects altered on CBSBMLTK.ITM
//CBSBMLTK = chain mail
//WARNING: no effects altered on CBSBMLTR.ITM
//CBSBMLTR = studded leather
//WARNING: no effects altered on CBSBMLTS.ITM
//CBSBMLTS = studded leather
//WARNING: no effects altered on CBSBMLTT.ITM
//CBSBMLTT = plate mail
//WARNING: no effects altered on CBSBMLTU.ITM
//CBSBMLTU = plate mail
//WARNING: no effects altered on CBSBMLTV.ITM
//CBSBMLTV = plate mail
//WARNING: no effects altered on CBTSCH01.ITM
//CBTSCH01 = chain mail
//WARNING: no effects altered on CBTSPT01.ITM
//CBTSPT01 = plate mail
//WARNING: no effects altered on CBTSST01.ITM
//CBTSST01 = chain mail
//WARNING: no effects altered on CBUHGVAR.ITM
//CBUHGVAR = plate mail
//WARNING: no effects altered on CBXTGCDD.ITM
//CBXTGCDD = chain mail
//WARNING: no effects altered on CBXTSHDD.ITM
//CBXTSHDD = studded leather
//WARNING: no effects altered on CDGPLATE.ITM
//CDGPLATE = plate mail
//WARNING: no effects altered on CHAINBM.ITM
//CHAINBM = chain mail
//WARNING: no effects altered on CHALARM.ITM
//CHALARM = plate mail
//WARNING: no effects altered on CHAN01.ITM
//CHAN01 = chain mail
//WARNING: no effects altered on CHAN02.ITM
//CHAN02 = chain mail
//WARNING: no effects altered on CHAN03.ITM
//CHAN03 = chain mail
//WARNING: no effects altered on CHAN04.ITM
//CHAN04 = splint armor
//WARNING: no effects altered on CHAN05.ITM
//CHAN05 = splint armor
//WARNING: no effects altered on CHAN06.ITM
//CHAN06 = chain mail
//WARNING: no effects altered on CHAN07.ITM
//CHAN07 = chain mail
//WARNING: no effects altered on CHAN08.ITM
//CHAN08 = chain mail
//WARNING: no effects altered on CHAN09.ITM
//CHAN09 = chain mail
//WARNING: no effects altered on CHAN10.ITM
//CHAN10 = chain mail
//WARNING: no effects altered on CHAN11.ITM
//CHAN11 = chain mail
//WARNING: no effects altered on CHAN12.ITM
//CHAN12 = elven chain
//WARNING: no effects altered on CHAN13.ITM
//CHAN13 = elven chain
//WARNING: no effects altered on CHAN14.ITM
//CHAN14 = elven chain
//WARNING: no effects altered on CHAN15.ITM
//CHAN15 = elven chain
//WARNING: no effects altered on CHAN16.ITM
//CHAN16 = elven chain
//WARNING: no effects altered on CHAN17.ITM
//CHAN17 = scale armor
//WARNING: no effects altered on CHAN18.ITM
//CHAN18 = splint armor
//WARNING: no effects altered on CHAN19.ITM
//CHAN19 = elven chain
//WARNING: no effects altered on CHAN20.ITM
//CHAN20 = scale armor
//WARNING: no effects altered on CHAN21.ITM
//CHAN21 = chain mail
//WARNING: no effects altered on CISPGRD3.ITM
//CISPGRD3 = plate mail
//WARNING: no effects altered on CLOLTH.ITM
//CLOLTH = elven chain
//CMARQ01 = plate mail
//WARNING: no effects altered on CMARQ02.ITM
//CMARQ02 = elven chain
//WARNING: no effects altered on CMARQ03.ITM
//CMARQ03 = studded leather
//WARNING: no effects altered on CMARQ04.ITM
//CMARQ04 = plate mail
//WARNING: no effects altered on CMARQ05.ITM
//CMARQ05 = studded leather
//WARNING: no effects altered on CMARQ06.ITM
//CMARQ06 = full plate
//CMARQ07 = studded leather
//CMARQ08 = studded leather
//WARNING: no effects altered on CMARQ09.ITM
//CMARQ09 = splint armor
//WARNING: no effects altered on CMARQ10.ITM
//CMARQ10 = studded leather
//CMARQ11 = full plate
//WARNING: no effects altered on CMARQ12.ITM
//CMARQ12 = elven chain
//WARNING: no effects altered on CMCHAN01.ITM
//CMCHAN01 = chain mail
//WARNING: no effects altered on CMCHAN02.ITM
//CMCHAN02 = elven chain
//CMCHAN03 = chain mail
//CMCHAN04 = chain mail
//WARNING: no effects altered on CMCHAN05.ITM
//CMCHAN05 = chain mail
//CMCHAN07 = splint armor
//WARNING: no effects altered on CMLEAT1.ITM
//CMLEAT1 = studded leather
//CMLEAT2 = hide armor
//WARNING: no effects altered on CMLEAT3.ITM
//CMLEAT3 = studded leather
//WARNING: no effects altered on CMLEAT4.ITM
//CMLEAT4 = studded leather
//WARNING: no effects altered on CMLEAT5.ITM
//CMLEAT5 = leather armor
//WARNING: no effects altered on CMLEAT6.ITM
//CMLEAT6 = leather armor
//CMPLAT03 = plate mail
//CMPLAT04 = plate mail
//CMPLAT05 = full plate
//CMPLAT07 = full plate
//CMPLAT10 = plate mail
//WARNING: no effects altered on CMPLAT11.ITM
//CMPLAT11 = full plate
//WARNING: no effects altered on CMTLEA01.ITM
//CMTLEA01 = studded leather
//WARNING: no effects altered on D0LEAT08.ITM
//D0LEAT08 = studded leather
//WARNING: no effects altered on D0PLATWI.ITM
//D0PLATWI = plate mail
//WARNING: no effects altered on DEITM053.ITM
//DEITM053 = chain mail
//WARNING: no effects altered on DEITM086.ITM
//DEITM086 = plate mail
//WARNING: no effects altered on DEITM087.ITM
//DEITM087 = chain mail
//WARNING: no effects altered on DEITM088.ITM
//DEITM088 = plate mail
//WARNING: no effects altered on DEITM090.ITM
//DEITM090 = plate mail
//WARNING: no effects altered on DEITM096.ITM
//DEITM096 = plate mail
//WARNING: no effects altered on DEPO10.ITM
//DEPO10 = leather armor
//WARNING: no effects altered on DEPO134.ITM
//DEPO134 = studded leather
//WARNING: no effects altered on DEPO137.ITM
//DEPO137 = plate mail
//WARNING: no effects altered on DEPO143.ITM
//DEPO143 = plate mail
//WARNING: no effects altered on DEPO144.ITM
//DEPO144 = plate mail
//WARNING: no effects altered on DEPO145.ITM
//DEPO145 = plate mail
//WARNING: no effects altered on DEPO149.ITM
//DEPO149 = plate mail
//WARNING: no effects altered on DEPO154.ITM
//DEPO154 = chain mail
//WARNING: no effects altered on DEPO155.ITM
//DEPO155 = chain mail
//WARNING: no effects altered on DEPO156.ITM
//DEPO156 = leather armor
//WARNING: no effects altered on DEPO166.ITM
//DEPO166 = plate mail
//WARNING: no effects altered on DEPO170.ITM
//DEPO170 = plate mail
//WARNING: no effects altered on DEPO177.ITM
//DEPO177 = plate mail
//WARNING: no effects altered on DEPO193.ITM
//DEPO193 = plate mail
//WARNING: no effects altered on DEPO201.ITM
//DEPO201 = full plate
//WARNING: no effects altered on DEPO203.ITM
//DEPO203 = chain mail
//WARNING: no effects altered on DEPO207.ITM
//DEPO207 = full plate
//WARNING: no effects altered on DEPO209.ITM
//DEPO209 = splint armor
//WARNING: no effects altered on DEPO21.ITM
//DEPO21 = leather armor
//WARNING: no effects altered on DEPO215.ITM
//DEPO215 = chain mail
//WARNING: no effects altered on DEPO216.ITM
//DEPO216 = plate mail
//WARNING: no effects altered on DEPO217.ITM
//DEPO217 = plate mail
//WARNING: no effects altered on DEPO22.ITM
//DEPO22 = plate mail
//WARNING: no effects altered on DEPO221.ITM
//DEPO221 = chain mail
//WARNING: no effects altered on DEPO227.ITM
//DEPO227 = plate mail
//WARNING: no effects altered on DEPO23.ITM
//DEPO23 = chain mail
//WARNING: no effects altered on DEPO238.ITM
//DEPO238 = chain mail
//WARNING: no effects altered on DEPO24.ITM
//DEPO24 = leather armor
//WARNING: no effects altered on DEPO242.ITM
//DEPO242 = plate mail
//WARNING: no effects altered on DEPO245.ITM
//DEPO245 = plate mail
//WARNING: no effects altered on DEPO249.ITM
//DEPO249 = studded leather
//WARNING: no effects altered on DEPO257.ITM
//DEPO257 = plate mail
//WARNING: no effects altered on DEPO259.ITM
//DEPO259 = studded leather
//WARNING: no effects altered on DEPO261.ITM
//DEPO261 = plate mail
//WARNING: no effects altered on DEPO266.ITM
//DEPO266 = plate mail
//WARNING: no effects altered on DEPO267.ITM
//DEPO267 = chain mail
//WARNING: no effects altered on DEPO268.ITM
//DEPO268 = chain mail
//WARNING: no effects altered on DEPO273.ITM
//DEPO273 = plate mail
//WARNING: no effects altered on DEPO276.ITM
//DEPO276 = chain mail
//WARNING: no effects altered on DEPO28.ITM
//DEPO28 = chain mail
//WARNING: no effects altered on DEPO280.ITM
//DEPO280 = studded leather
//WARNING: no effects altered on DEPO281.ITM
//DEPO281 = plate mail
//WARNING: no effects altered on DEPO29.ITM
//DEPO29 = plate mail
//WARNING: no effects altered on DEPO291.ITM
//DEPO291 = plate mail
//WARNING: no effects altered on DEPO292.ITM
//DEPO292 = plate mail
//WARNING: no effects altered on DEPO295.ITM
//DEPO295 = plate mail
//WARNING: no effects altered on DEPO296.ITM
//DEPO296 = plate mail
//WARNING: no effects altered on DEPO30.ITM
//DEPO30 = chain mail
//WARNING: no effects altered on DEPO33.ITM
//DEPO33 = plate mail
//WARNING: no effects altered on DEPO34.ITM
//DEPO34 = plate mail
//WARNING: no effects altered on DEPO35.ITM
//DEPO35 = chain mail
//WARNING: no effects altered on DEPO37.ITM
//DEPO37 = leather armor
//WARNING: no effects altered on DEPO42.ITM
//DEPO42 = leather armor
//WARNING: no effects altered on DEPO43.ITM
//DEPO43 = plate mail
//WARNING: no effects altered on DEPO46.ITM
//DEPO46 = chain mail
//WARNING: no effects altered on DEPO51.ITM
//DEPO51 = plate mail
//WARNING: no effects altered on DEPO54.ITM
//DEPO54 = chain mail
//WARNING: no effects altered on DEPO60.ITM
//DEPO60 = plate mail
//WARNING: no effects altered on DEPO69.ITM
//DEPO69 = plate mail
//WARNING: no effects altered on DEPO70.ITM
//DEPO70 = chain mail
//WARNING: no effects altered on DEPO72.ITM
//DEPO72 = plate mail
//WARNING: no effects altered on DEPO75.ITM
//DEPO75 = plate mail
//WARNING: no effects altered on DEPO83.ITM
//DEPO83 = plate mail
//WARNING: no effects altered on DEPO85.ITM
//DEPO85 = plate mail
//WARNING: no effects altered on DEPO88.ITM
//DEPO88 = chain mail
//WARNING: no effects altered on DEPO91.ITM
//DEPO91 = plate mail
//WARNING: no effects altered on DEPO92.ITM
//DEPO92 = plate mail
//WARNING: no effects altered on DEPO93.ITM
//DEPO93 = leather armor
//WARNING: no effects altered on DEPO94.ITM
//DEPO94 = plate mail
//WARNING: no effects altered on DGI001.ITM
//DGI001 = studded leather
//WARNING: no effects altered on DGI002.ITM
//DGI002 = plate mail
//WARNING: no effects altered on DGI003.ITM
//DGI003 = chain mail
//DLEAT10 = studded leather
//WARNING: no effects altered on DSCHAN02.ITM
//DSCHAN02 = chain mail
//WARNING: no effects altered on DSCHAN03.ITM
//DSCHAN03 = chain mail
//WARNING: no effects altered on DSCHAN04.ITM
//DSCHAN04 = chain mail
//WARNING: no effects altered on DSCOARM.ITM
//DSCOARM = plate mail
//WARNING: no effects altered on DSCRYARM.ITM
//DSCRYARM = plate mail
//WARNING: no effects altered on DSCUARM.ITM
//DSCUARM = studded leather
//WARNING: no effects altered on DSCUARMW.ITM
//DSCUARMW = studded leather
//WARNING: no effects altered on DSFEARM.ITM
//DSFEARM = plate mail
//WARNING: no effects altered on DSJEARM.ITM
//DSJEARM = elven chain
//WARNING: no effects altered on DSKEARM.ITM
//DSKEARM = studded leather
//WARNING: no effects altered on DSKORIM.ITM
//DSKORIM = chain mail
//WARNING: no effects altered on DSLEAT01.ITM
//DSLEAT01 = studded leather
//WARNING: no effects altered on DSTHLEAT.ITM
//DSTHLEAT = studded leather
//WARNING: no effects altered on DSTHRARM.ITM
//DSTHRARM = studded leather
//WARNING: no effects altered on DSWRKARM.ITM
//DSWRKARM = studded leather
//DTKBDRGC = scale armor
//DTKBDRGL = studded leather
//DTKBDRGP = scale armor
//DTKGDRGP = scale armor
//DTKHMAIL = chain mail
//DTKHPLT = plate mail
//DTKLEA02 = studded leather
//DTKLEA1A = scale armor
//DTKLEA1B = scale armor
//DTKLEA1C = scale armor
//DTKLEA1D = scale armor
//DTKLEA1E = scale armor
//DTKLEA1F = scale armor
//DTKLEA1G = scale armor
//DTKLEA2A = scale armor
//DTKLEA3 = scale armor
//DTKLEA3A = scale armor
//DTKLEA3B = scale armor
//DTKLEA3C = scale armor
//DTKLEA3D = scale armor
//DTKLEA3E = scale armor
//DTKLEA3F = scale armor
//DTKLEA3G = scale armor
//DTKLEA4 = studded leather
//DTKLEA4A = scale armor
//DTKLEA5 = studded leather
//DTKLEA5A = scale armor
//DTKLEA6 = scale armor
//DTKLEA6A = studded leather
//DTKLEA8 = scale armor
//DTKLEA9 = studded leather
//DTKLEAT1 = scale armor
//DTKLEAT2 = studded leather
//DTKLEAT3 = chain mail
//WARNING: no effects altered on DTKNECR2.ITM
//DTKNECR2 = studded leather
//WARNING: no effects altered on DTKNECRO.ITM
//DTKNECRO = studded leather
//DTKPLAT1 = scale armor
//DTKPLT1A = scale armor
//DTKPLT1B = scale armor
//DTKPLT1C = scale armor
//DTKPLT1D = scale armor
//DTKPLT1E = scale armor
//DTKPLT1F = scale armor
//DTKPLT1G = scale armor
//DTKPLT2 = scale armor
//DTKPLT3 = scale armor
//DTKPLT3A = scale armor
//DTKPLT3B = scale armor
//DTKPLT3C = scale armor
//DTKPLT3D = scale armor
//DTKPLT3E = scale armor
//DTKPLT3F = scale armor
//DTKPLT3G = scale armor
//DTKPLT4 = scale armor
//WARNING: no effects altered on DVDEVAEA.ITM
//DVDEVAEA = chain mail
//WARNING: no effects altered on DVDEVAGA.ITM
//DVDEVAGA = chain mail
//WARNING: no effects altered on DWCHAN01.ITM
//DWCHAN01 = elven chain
//WARNING: no effects altered on DWCHAN02.ITM
//DWCHAN02 = chain mail
//WARNING: no effects altered on DWPLAT01.ITM
//DWPLAT01 = full plate
//WARNING: no effects altered on ESLIARM0.ITM
//ESLIARM0 = studded leather
//WARNING: no effects altered on ESLIARM1.ITM
//ESLIARM1 = studded leather
//WARNING: no effects altered on ESXCHA.ITM
//ESXCHA = elven chain
//WARNING: no effects altered on ETBITM6.ITM
//ETBITM6 = hide armor
//WARNING: no effects altered on G#TFAMR2.ITM
//G#TFAMR2 = studded leather
//WARNING: no effects altered on G#TFARMR.ITM
//G#TFARMR = studded leather
//WARNING: no effects altered on GV#NAGA.ITM
//GV#NAGA = studded leather
//ICHAN01 = chain mail
//ICHAN04 = chain mail
//ILEAT04 = studded leather
//WARNING: no effects altered on ILLAS04.ITM
//ILLAS04 = elven chain
//IPLAT01 = plate mail
//WARNING: no effects altered on ISHCHA.ITM
//ISHCHA = chain mail
//WARNING: no effects altered on ISNFXY7.ITM
//ISNFXY7 = plate mail
//WARNING: no effects altered on ISWARM.ITM
//ISWARM = plate mail
//WARNING: no effects altered on KTGB01.ITM
//KTGB01 = studded leather
//WARNING: no effects altered on KTGB02.ITM
//KTGB02 = studded leather
//WARNING: no effects altered on KTGB03.ITM
//KTGB03 = studded leather
//WARNING: no effects altered on KTGB04.ITM
//KTGB04 = studded leather
//WARNING: no effects altered on KTGB05.ITM
//KTGB05 = studded leather
//WARNING: no effects altered on L#1VARM.ITM
//L#1VARM = chain mail
//WARNING: no effects altered on L#2SDE1.ITM
//L#2SDE1 = studded leather
//WARNING: no effects altered on L#2SDS08.ITM
//L#2SDS08 = studded leather
//WARNING: no effects altered on L#2SDSJA.ITM
//L#2SDSJA = studded leather
//WARNING: no effects altered on L#2VLEA.ITM
//L#2VLEA = studded leather
//WARNING: no effects altered on L#CURSS2.ITM
//L#CURSS2 = plate mail
//WARNING: no effects altered on L#FARM.ITM
//L#FARM = studded leather
//WARNING: no effects altered on L#FCHA.ITM
//L#FCHA = chain mail
//WARNING: no effects altered on L#FWMCHA.ITM
//L#FWMCHA = chain mail
//WARNING: no effects altered on L#NINI1.ITM
//L#NINI1 = chain mail
//WARNING: no effects altered on L#NSARM.ITM
//L#NSARM = studded leather
//WARNING: no effects altered on L#SHOUA.ITM
//L#SHOUA = studded leather
//WARNING: no effects altered on L#SSSJA.ITM
//L#SSSJA = studded leather
//WARNING: no effects altered on L#SUMA.ITM
//L#SUMA = studded leather
//WARNING: no effects altered on L#ULCAR.ITM
//L#ULCAR = plate mail
//WARNING: no effects altered on L#ULCLA.ITM
//L#ULCLA = leather armor
//WARNING: no effects altered on L0SKIN2.ITM
//L0SKIN2 = studded leather
//WARNING: no effects altered on L0UNARM.ITM
//L0UNARM = leather armor
//WARNING: no effects altered on LEAT01.ITM
//LEAT01 = leather armor
//WARNING: no effects altered on LEAT02.ITM
//LEAT02 = leather armor
//WARNING: no effects altered on LEAT03.ITM
//LEAT03 = leather armor
//WARNING: no effects altered on LEAT04.ITM
//LEAT04 = studded leather
//WARNING: no effects altered on LEAT05.ITM
//LEAT05 = studded leather
//WARNING: no effects altered on LEAT06.ITM
//LEAT06 = studded leather
//WARNING: no effects altered on LEAT07.ITM
//LEAT07 = studded leather
//WARNING: no effects altered on LEAT07_.ITM
//LEAT07_ = studded leather
//WARNING: no effects altered on LEAT08.ITM
//LEAT08 = studded leather
//WARNING: no effects altered on LEAT09.ITM
//LEAT09 = leather armor
//WARNING: no effects altered on LEAT10.ITM
//LEAT10 = hide armor
//WARNING: no effects altered on LEAT11.ITM
//LEAT11 = leather armor
//WARNING: no effects altered on LEAT12.ITM
//LEAT12 = leather armor
//WARNING: no effects altered on LEAT13.ITM
//LEAT13 = hide armor
//WARNING: no effects altered on LEAT14.ITM
//LEAT14 = leather armor
//WARNING: no effects altered on LEAT15.ITM
//LEAT15 = studded leather
//WARNING: no effects altered on LEAT16.ITM
//LEAT16 = studded leather
//WARNING: no effects altered on LEAT17.ITM
//LEAT17 = studded leather
//WARNING: no effects altered on LEAT18.ITM
//LEAT18 = studded leather
//WARNING: no effects altered on LEAT19.ITM
//LEAT19 = studded leather
//WARNING: no effects altered on LEAT20.ITM
//LEAT20 = hide armor
//WARNING: no effects altered on LEAT21.ITM
//LEAT21 = hide armor
//WARNING: no effects altered on LEAT22.ITM
//LEAT22 = leather armor
//WARNING: no effects altered on LEAT23.ITM
//LEAT23 = hide armor
//WARNING: no effects altered on LEAT24.ITM
//LEAT24 = leather armor
//WARNING: no effects altered on LEAT25.ITM
//LEAT25 = leather armor
//WARNING: no effects altered on M#ASLEAT.ITM
//M#ASLEAT = studded leather
//WARNING: no effects altered on MACHAN01.ITM
//MACHAN01 = splint armor
//WARNING: no effects altered on MACMLE01.ITM
//MACMLE01 = leather armor
//WARNING: no effects altered on MACMLE02.ITM
//MACMLE02 = plate mail
//MAFORG07 = chain mail
//MAPLA001 = plate mail
//MAPLAT02 = plate mail
//WARNING: no effects altered on MCLCK01.ITM
//MCLCK01 = plate mail
//WARNING: no effects altered on MH#CHAN1.ITM
//MH#CHAN1 = chain mail
//WARNING: no effects altered on MH#CHAN2.ITM
//MH#CHAN2 = chain mail
//WARNING: no effects altered on MH#CHAN3.ITM
//MH#CHAN3 = chain mail
//WARNING: no effects altered on MH#DRAG1.ITM
//MH#DRAG1 = chain mail
//WARNING: no effects altered on MH#DRAG2.ITM
//MH#DRAG2 = studded leather
//WARNING: no effects altered on MH#HIDE1.ITM
//MH#HIDE1 = studded leather
//WARNING: no effects altered on MH#HIDE2.ITM
//MH#HIDE2 = studded leather
//WARNING: no effects altered on MH#PLAT1.ITM
//MH#PLAT1 = plate mail
//WARNING: no effects altered on MH#PLAT2.ITM
//MH#PLAT2 = plate mail
//WARNING: no effects altered on MH#PLAT3.ITM
//MH#PLAT3 = plate mail
//WARNING: no effects altered on MH#PLAT4.ITM
//MH#PLAT4 = plate mail
//WARNING: no effects altered on MOCM01.ITM
//MOCM01 = chain mail
//WARNING: no effects altered on MOCM02.ITM
//MOCM02 = chain mail
//WARNING: no effects altered on MOFP01.ITM
//MOFP01 = full plate
//WARNING: no effects altered on MOFP02.ITM
//MOFP02 = full plate
//WARNING: no effects altered on MOFP03.ITM
//MOFP03 = full plate
//WARNING: no effects altered on MOLEA01.ITM
//MOLEA01 = leather armor
//WARNING: no effects altered on MOLEA02.ITM
//MOLEA02 = leather armor
//WARNING: no effects altered on MOLEA03.ITM
//MOLEA03 = studded leather
//WARNING: no effects altered on MOPM01.ITM
//MOPM01 = plate mail
//WARNING: no effects altered on MOPM02.ITM
//MOPM02 = plate mail
//MPLAT01 = plate mail
//WARNING: no effects altered on NPARM.ITM
//NPARM = studded leather
//WARNING: no effects altered on NPCHAN.ITM
//NPCHAN = chain mail
//WARNING: no effects altered on NPPLAT.ITM
//NPPLAT = full plate
//WARNING: no effects altered on NTCHAN06.ITM
//NTCHAN06 = elven chain
//WARNING: no effects altered on NTLEAT05.ITM
//NTLEAT05 = studded leather
//WARNING: no effects altered on NTPLAT01.ITM
//NTPLAT01 = plate mail
//WARNING: no effects altered on NTPLAT02.ITM
//NTPLAT02 = plate mail
//WARNING: no effects altered on NTPLAT03.ITM
//NTPLAT03 = plate mail
//WARNING: no effects altered on NTPLAT04.ITM
//NTPLAT04 = plate mail
//WARNING: no effects altered on O!BOM001.ITM
//O!BOM001 = plate mail
//WARNING: no effects altered on O!BOM002.ITM
//O!BOM002 = chain mail
//WARNING: no effects altered on O!BOM003.ITM
//O!BOM003 = chain mail
//WARNING: no effects altered on O!BOM009.ITM
//O!BOM009 = plate mail
//WARNING: no effects altered on O!BOM011.ITM
//O!BOM011 = studded leather
//WARNING: no effects altered on O#LLCH1.ITM
//O#LLCH1 = chain mail
//WARNING: no effects altered on OHCHAN50.ITM
//OHCHAN50 = splint armor
//OHDARMOR = scale armor
//WARNING: no effects altered on OHLEAT50.ITM
//OHLEAT50 = hide armor
//WARNING: no effects altered on OHLEAT51.ITM
//OHLEAT51 = hide armor
//WARNING: no effects altered on OHLEAT52.ITM
//OHLEAT52 = hide armor
//OHLEAT53 = studded leather
//OHPLAT50 = plate mail
//WARNING: no effects altered on OLCHAN01.ITM
//OLCHAN01 = elven chain
//WARNING: no effects altered on OLPLAT24.ITM
//OLPLAT24 = plate mail
//PALPLAT = plate mail
//WARNING: no effects altered on PLAT01.ITM
//PLAT01 = plate mail
//WARNING: no effects altered on PLAT02.ITM
//PLAT02 = plate mail
//WARNING: no effects altered on PLAT02_.ITM
//PLAT02_ = plate mail
//WARNING: no effects altered on PLAT04.ITM
//PLAT04 = full plate
//WARNING: no effects altered on PLAT05.ITM
//PLAT05 = full plate
//WARNING: no effects altered on PLAT05_.ITM
//PLAT05_ = full plate
//WARNING: no effects altered on PLAT06.ITM
//PLAT06 = plate mail
//WARNING: no effects altered on PLAT06_.ITM
//PLAT06_ = plate mail
//WARNING: no effects altered on PLAT08.ITM
//PLAT08 = plate mail
//WARNING: no effects altered on PLAT09.ITM
//PLAT09 = plate mail
//WARNING: no effects altered on PLAT10.ITM
//PLAT10 = plate mail
//WARNING: no effects altered on PLAT11.ITM
//PLAT11 = plate mail
//WARNING: no effects altered on PLAT12.ITM
//PLAT12 = plate mail
//WARNING: no effects altered on PLAT13.ITM
//PLAT13 = plate mail
//WARNING: no effects altered on PLAT14.ITM
//PLAT14 = full plate
//WARNING: no effects altered on PLAT15.ITM
//PLAT15 = full plate
//WARNING: no effects altered on PLAT16.ITM
//PLAT16 = full plate
//WARNING: no effects altered on PLAT17.ITM
//PLAT17 = full plate
//WARNING: no effects altered on PLAT18.ITM
//PLAT18 = scale armor
//WARNING: no effects altered on PLAT19.ITM
//PLAT19 = full plate
//WARNING: no effects altered on PLAT20.ITM
//PLAT20 = full plate
//WARNING: no effects altered on PLAT21.ITM
//PLAT21 = full plate
//WARNING: no effects altered on PLAT22.ITM
//PLAT22 = splint armor
//WARNING: no effects altered on PLAT23.ITM
//PLAT23 = full plate
//WARNING: no effects altered on PLAT24.ITM
//PLAT24 = full plate
//PLAT98 = plate mail
//PLAT99 = plate mail
//WARNING: no effects altered on PURECOUR.ITM
//PURECOUR = chain mail
//WARNING: no effects altered on R#ASPCHN.ITM
//R#ASPCHN = elven chain
//WARNING: no effects altered on RH#MAIL.ITM
//RH#MAIL = plate mail
//WARNING: no effects altered on RR#ABIH.ITM
//RR#ABIH = studded leather
//WARNING: no effects altered on RR#CHN01.ITM
//RR#CHN01 = elven chain
//WARNING: no effects altered on RSENCL4.ITM
//RSENCL4 = studded leather
//WARNING: no effects altered on S#CHAN01.ITM
//S#CHAN01 = chain mail
//WARNING: no effects altered on S#LEAT01.ITM
//S#LEAT01 = studded leather
//WARNING: no effects altered on S#PLAT02.ITM
//S#PLAT02 = plate mail
//SHARARM = chain mail
//SOAITM01 = elven chain
//SOAITM02 = plate mail
//TAMCHAIN = chain mail
//WARNING: no effects altered on TG#BSP2.ITM
//TG#BSP2 = studded leather
//WARNING: no effects altered on TG#GWER.ITM
//TG#GWER = studded leather
//WARNING: no effects altered on TG#WERE.ITM
//TG#WERE = studded leather
//TTLEAT = studded leather
//WARNING: no effects altered on U#CHAN07.ITM
//U#CHAN07 = elven chain
//WARNING: no effects altered on U#HFHEAH.ITM
//U#HFHEAH = studded leather
//WARNING: no effects altered on USLTR3A.ITM
//USLTR3A = studded leather
//WARNING: no effects altered on USLTR4A.ITM
//USLTR4A = studded leather
//WARNING: no effects altered on USLTR5A.ITM
//USLTR5A = studded leather
//VEXED3 = plate mail
//WARNING: no effects altered on VISCHAN1.ITM
//VISCHAN1 = chain mail
//WARNING: no effects altered on VISCHAN2.ITM
//VISCHAN2 = chain mail
//WARNING: no effects altered on VISLEAT1.ITM
//VISLEAT1 = studded leather
//WARNING: no effects altered on VISLEAT2.ITM
//VISLEAT2 = studded leather
//WARNING: no effects altered on VISPLAT1.ITM
//VISPLAT1 = plate mail
//WARNING: no effects altered on VISPLAT2.ITM
//VISPLAT2 = plate mail
//WARNING: no effects altered on WA2PLAT.ITM
//WA2PLAT = full plate
//WARNING: no effects altered on WQXLE1.ITM
//WQXLE1 = studded leather
//WARNING: no effects altered on WQXLE2.ITM
//WQXLE2 = studded leather
//WARNING: no effects altered on X#FAI4.ITM
//X#FAI4 = chain mail
//WARNING: no effects altered on X#GARCH.ITM
//X#GARCH = chain mail
//WARNING: no effects altered on X#GARCH2.ITM
//X#GARCH2 = chain mail
//WARNING: no effects altered on X3RLEAT.ITM
//X3RLEAT = studded leather
//WARNING: no effects altered on X3WCHAIN.ITM
//X3WCHAIN = chain mail
//WARNING: no effects altered on XARMOW4.ITM
//XARMOW4 = studded leather
//WARNING: no effects altered on XARMOW5.ITM
//XARMOW5 = studded leather
//WARNING: no effects altered on XCHAN03.ITM
//XCHAN03 = chain mail
//WARNING: no effects altered on XLEAT03.ITM
//XLEAT03 = studded leather
//WARNING: no effects altered on ZILFGT.ITM

 

Edited by Gordian
Link to comment
On 1/8/2022 at 7:17 PM, Gwaihir said:

warrior mystics were missing a lot of spells

I finally figured this one out, it is due to the interaction of two separate bugs. I fixed them, and also moved the most current FnP repo back over to the main Unearthed Arcana Github repo. That now contains everything Grammarsalad did as far as spells etc. as well as my recent updates to the mechanical systems like spontaneous casting. So you should grab the latest release from over here.

Link to comment

Oh wow, another update!

Does this render my addition of b_spell obsolete? Will need to look into the update. : )

Currently checking D5 random tweaks and figuring out why Revised Specialists aren't applied ingame.

The SoB warnings seem to be fine. The changes were made, it seems (only checked one item with NI and another ingame so far).

Link to comment
20 hours ago, subtledoctor said:

Alternatively, if someone has done some of the legwork and has filenames for spells from various spellpacks and which sphere they should be in, I can just add it to the main FnP list. The system works fine with missing spells, so the list can encompass any and all spellpacks, and players could pick and choose the ones they like. I just don't have the time to run down different spell filenames and what they do and decide which sphere they should be in. (If modders like @Angel or OlvynChuru want to send me a list of divine spell filenames and what they do, they can get me this information via PM or in the FnP thread, and I can add it that way as well.)

As I'm still figuring out what works and what doesn't the contents of my spell pack change over time.  Sorry about that.

Currently this is my divine spell list:

From Spell Restorations (implements spells for which fragments are found in the game files)
- cleric_circle_of_protection: Target gains +3 AC bonus.
- cleric_animal_friendship: Conjures a single animal.
- cleric_endure_heat_cold: Target gains 25% resistance to fire and cold.
- cleric_cure_blind_deaf: Cures blindness and deafness in target.

From Divine Spell Pack (implements spells from many sources, mostly PHB and FR material):
- cleric_striking: Target deals +4 extra damage with melee weapons.
- cleric_faerie_fire: Outlines target in glow, lowers AC and prevents target from going invisible.
- cleric_resist_acid_corrosion: Target gains 50% resistance to acid- and poison damage.
- cleric_protection_from_cold: Target becomes immune to cold damage.
- cleric_sticks_to_snakes: Summons 1-4 giant snakes.
- cleric_heroism: Target gains bonuses similar to Potion of Heroism.
- cleric_repel_insects: Party becomes immune to Summon Insects, Insect Plague and Creeping Doom.
- cleric_ice_storm:  Version of the Ice Storm spell usable by druids.
- cleric_lightning_storm: Strikes all the druid's visible enemies with lightning.
- cleric_inferno: Sets a single enemy of the druid on fire.
- cleric_break_enchantment: Target is freed of curses, petrification and most other unwanted effects.
- cleric_hallow: Double-strength Bless on party members, clerics gain a bonus to turning attempts.  Good clerics only.
- cleric_unhallow: Double-strength Bless on party members, clerics gain a bonus to rebuking attempts.  Evil clerics only.
- cleric_superheroism: Like heroism, but adds immunity to fear and level drain.
- cleric_celestial_protection: Target gains resistances like an angel (+1 to hit, resists cold and lightning, immune to petrification).  Good clerics only.
- cleric_conjure_water_elemental: Similar to conjure Fire Elemental.
- cleric_mass_negative_plane_protection: Like the "I wish to be protected from the undead!" effect of Limited Wish.
- cleric_conjure_air_elemental: Like Conjure Earth Elemental.
- cleric_aura_of_vitality: Party gains +4 bonus to str, dex and con, like Draw Upon Holy Might.

17 hours ago, Gordian said:

@Angel's Made in Heaven Encounters and Quests found here, there are 4 mods in total and a metamod on github. Really great mods overall. Just be aware that their install time is quite long, so if you're at stage of an install where you need to fix incompatibilities etc, you might want to omit them until you're done. Same goes for SCS I guess. His spell mod offers epic spells as HLAs, they do install but you don't get to choose them (need to be 25+ as per mod files but still nothing). I might work them into the my local sphere system if I find the time. So that they see use and needn't be keepered.

Apart from that I haven't found any issues so far. They even sport configuration options.

Yeah, the HLA component is still a work in progress.  It used to work, but I have probably been a derp somewhere and broke something.  Will get to it as soon as I have some time.

Once it is done, it should implement the following HLA's (wizard only for now, still working on clerical ones):
- wizard_extra_9th_level_spell: Should be obvious.
- wizard_nazzers_nullification: Ends all dispellable effects on party and enemy alike.
- wizard_tolodines_killing_wind: Much stronger version of Cloud Kill.
- wizard_chosen_of_mystra: Applies the chosen of Mystra template to the wizard (25 con, immune to disease, immune to disintegration)
- wizard_silver_fire: Allows wizard to conjure a stream of magical fire 1/day as an innate ability.
- wizard_iolaums_longevity: Drains life from nearby enemies to heal caster, similar to Vampiric Touch.
(Maximize Spell doesn't quite work right and will be scratched in next release.)

5 hours ago, Gordian said:

MiH seems to be a great mod that does touch many aspects of casting, true. The first component also states "It will also sanitize spell.ids, removing malformed and/or unused labels, freeing up a few additional slots for new spells." - could this be an issue? Maybe @Angel has insights on this.

This is similar to a component of EET.  After implementing the restored spells, it dynamically goes through spell.ids and deletes all entries that do not actually have spell files associated with them, allowing other spell mods to claim those slots.  This behavior can be turned off in the .ini file.

Edited by Angel
Link to comment
2 hours ago, Gordian said:

Would RS cause issues with 5E engine/stutterwise?

The Revised Specialist component is only designed to work with Vancian casting. If you install 5E casting over the top of it, the RS stuff will basically disappear. I was very proud when I figured out a way to let specialists spontaneously cast spells in their specialty with RS, but it is a very early implementation and not actually very good. Once I figured out how to simulate real sorcerer casting and 5E spell preparation, I very much lost interest in Revised Specialists.

But limiting the 5E stuff to the Arcanist and MnG bards should not interfere with Revised Specialists. I'm pretty sure my last BGEE/SoD run I had Dynaheir as an RS Invoker and Charname as an Arcanist. I think.

2 hours ago, Gordian said:

D5 Random tweaks: Mantle for instance: SRR tweaks

All of my "Random Tweaks" assume a baseline environment of either vanilla or SR. SR is fairly set in stone, and for several years substantive changes to spells have not really happened. SRR, by contrast, is a rapidly moving target; Bartimaeus changes lots of things all the time, and sometimes changes them back. So I simply cannot account for how my tweaks may interact with SRR at any given time. Bart and I have also exchanged various ideas at times and hleped each other out with techniques to achieve things. So there is definitely some overlap between [SR + SDRT] on the one hand and [SRR] on the other. I think of [SR + SDRT] as being roughly the same kind of project as SRR, only with a different installation method.

But, Random Tweaks overwrites SPWI708 (Mantle)... in fact it overwrites it with a modified version of SPWI408 (Stoneskin). So I don't think it shoudl be problematic to install both. I think in this case the last one installed will 'win' and represent what shows up in-game.

2 hours ago, Gordian said:

OUTER_SET  breach_combination_protections    =    1
  OUTER_SET  breach_noncombat_protections      =    1

Which spells are affected by that? I didn't find it in the documentation.

I honestly don't remember. It's probably not worth messing with. Wait, here, I ran this code on a game with IWDification and SR 4b19 installed:

  COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~
    PATCH_IF (~%SOURCE_SIZE%~ > ~0x71~) BEGIN
      READ_STRREF 0x08 spell_name
      READ_BYTE 0x27 sectype
      PATCH_IF (sectype = 12) BEGIN 
        PATCH_PRINT ~%SOURCE_RES% - %spell_name% - is a combination protection~
      END
      PATCH_IF (sectype = 13) BEGIN 
        PATCH_PRINT ~%SOURCE_RES% - %spell_name% - is a non-combat protection~
      END
    END
  BUT_ONLY

...and I got the following results.

Combination:

Spoiler

CDPR417 - Lesser Restoration - is a combination protection
DGRIGHT - Righteous Magic - is a combination protection
DVSPHAMM - <Invalid Strref -1> - is a combination protection
OHTMPS1 - Holy Power - is a combination protection
OHTMPS2 - Chaos of Battle - is a combination protection
OHTYR2 - Divine Favor - is a combination protection
SPCL731 - Seeking Sword - is a combination protection
SPCL741 - Boon of Lathander - is a combination protection
SPDM103 - Ghoul Touch - is a combination protection
SPDM105 - Frozen Fist - is a combination protection
SPDM108 - Vampiric Touch - is a combination protection
SPIN106 - Vampiric Touch - is a combination protection
SPIN106A - <Invalid Strref -1> - is a combination protection
SPIN106B - <Invalid Strref -1> - is a combination protection
SPIN128 - Eye of the Mind - is a combination protection
SPIN129 - Eye of the Mage - is a combination protection
SPIN130 - Eye of the Sword - is a combination protection
SPIN131 - Eye of Venom - is a combination protection
SPIN132 - Eye of Fortitude - is a combination protection
SPIN133 - Eye of the Spirit - is a combination protection
SPIN134 - Eye of Stone - is a combination protection
SPIN606 - Sun - is a combination protection
SPIN607 - Jester - is a combination protection
SPIN609 - Gem - is a combination protection
SPIN610 - Erinyes - is a combination protection
SPIN611 - Comet - is a combination protection
SPIN617 - Euryale - is a combination protection
SPIN619 - Throne - is a combination protection
SPIN621 - Key - is a combination protection
SPIN625 - Ruin - is a combination protection
SPIN663 - Flame Blade - is a combination protection
SPPR203 - Chant - is a combination protection
SPPR223 - Beast Claw - is a combination protection
SPPR328 - Prayer - is a combination protection
SPPR331 - Moonblade - is a combination protection
SPPR422 - Recitation - is a combination protection
SPPR423 - Blood Rage - is a combination protection
SPPR426 - Star Metal Cudgel - is a combination protection
SPPR529 - Animal Rage - is a combination protection
SPWI117A - <Invalid Strref -1> - is a combination protection
SPWI228 - Decastave - is a combination protection
SPWI314A - Vampiric Touch - is a combination protection
SPWI314B - <Invalid Strref -1> - is a combination protection
SPWI417 - Enchanted Weapon - is a combination protection
SPWI432 - Shout - is a combination protection
SPWI485 - Long Sword - is a combination protection
SPWI486 - Short Sword - is a combination protection
SPWI487 - Axe - is a combination protection
SPWI488 - Mace - is a combination protection
SPWI518 - Phantom Blade - is a combination protection
SPWI627 - Darts of Bone - is a combination protection
SPWI628 - Soul Eater - is a combination protection
SPWI628B - <Invalid Strref -1> - is a combination protection
SPWI631 - Lich Touch - is a combination protection
SPWI726 - Mordenkainen's Force Blade - is a combination protection
SPWI728 - Seven Eyes - is a combination protection
SPWI801 - Ghostform - is a combination protection
SPWI819 - Great Shout - is a combination protection
SPWI820 - Iron Body - is a combination protection
SPWI920 - Energy Blades - is a combination protection
SPWISH15 - Wealth - is a combination protection
SPWISH23 - Ruin - is a combination protection

Non-combat:

Spoiler

#PRAYERG - <Invalid Strref -1> - is a non-combat protection
#RECITEG - <Invalid Strref -1> - is a non-combat protection
BALTH08 - Faster Than the Eye! - is a non-combat protection
BHAAL1B - Regeneration - is a non-combat protection
CDDETEVL - <Invalid Strref -1> - is a non-combat protection
DEVAHEAL - Heal - is a non-combat protection
DVSPRATT - Haste - is a non-combat protection
DW#FPPLO - Cure Light Wounds - is a non-combat protection
JWORPHAN - <Invalid Strref -1> - is a non-combat protection
LICHTEL - <Invalid Strref -1> - is a non-combat protection
OHBRESTO - Greater Restoration - is a non-combat protection
OHNDDOOR - Dimension Door - is a non-combat protection
OHTMPS2D - <Invalid Strref -1> - is a non-combat protection
SENSPIHE - Heal - is a non-combat protection
SPCL222 - Remove Fear - is a non-combat protection
SPCL311 - Charm Animal - is a non-combat protection
SPIN101 - Cure Light Wounds - is a non-combat protection
SPIN102 - Slow Poison - is a non-combat protection
SPIN103 - Draw upon Divine Might - is a non-combat protection
SPIN200 - Cure Serious Wounds - is a non-combat protection
SPIN201 - Neutralize Poison - is a non-combat protection
SPIN649 - Pocket Plane - is a non-combat protection
SPIN668 - <Invalid Strref -1> - is a non-combat protection
SPIN669 - <Invalid Strref -1> - is a non-combat protection
SPIN679 - Heal - is a non-combat protection
SPIN699 - Healing Lick - is a non-combat protection
SPIN711 - Heal - is a non-combat protection
SPIN731 - Wish - is a non-combat protection
SPIN732 - Wish - is a non-combat protection
SPIN733 - Wish - is a non-combat protection
SPIN734 - Wish - is a non-combat protection
SPIN735 - Wish - is a non-combat protection
SPIN736 - Wish - is a non-combat protection
SPIN737 - Wish - is a non-combat protection
SPIN738 - Wish - is a non-combat protection
SPIN745 - <Invalid Strref -1> - is a non-combat protection
SPIN746 - <Invalid Strref -1> - is a non-combat protection
SPIN826 - Strength - is a non-combat protection
SPIN829 - Create Bruiser Mates - is a non-combat protection
SPJA01 - Harper's Call - is a non-combat protection
SPPR117 - Strength of Stone - is a non-combat protection
SPPR119 - Regenerate Light Wounds - is a non-combat protection
SPPR120 - Goodberry - is a non-combat protection
SPPR201 - Aid - is a non-combat protection
SPPR203D - <Invalid Strref -1> - is a non-combat protection
SPPR205D - <Invalid Strref -1> - is a non-combat protection
SPPR216 - Cure Moderate Wounds - is a non-combat protection
SPPR218 - Regenerate Moderate Wounds - is a non-combat protection
SPPR324 - Regenerate Serious Wounds - is a non-combat protection
SPPR336 - Favor of Ilmater - is a non-combat protection
SPPR336A - <Invalid Strref -1> - is a non-combat protection
SPPR350 - Spiritual Clarity - is a non-combat protection
SPPR419 - Regenerate Critical Wounds - is a non-combat protection
SPPR523 - Mass Regenerate - is a non-combat protection
SPPR525 - Righteous Wrath of the Faithful - is a non-combat protection
SPPR525A - <Invalid Strref -1> - is a non-combat protection
SPPR525B - <Invalid Strref -1> - is a non-combat protection
SPPR550 - Recall Spirit - is a non-combat protection
SPPR615 - Regeneration - is a non-combat protection
SPPR729 - Mass Raise Dead - is a non-combat protection
SPPR729B - <Invalid Strref -1> - is a non-combat protection
SPPR731 - Fire Elemental Transformation - is a non-combat protection
SPPR732 - Earth Elemental Transformation - is a non-combat protection
SPPR739 - Mist of Eldath - is a non-combat protection
SPSREST - <Invalid Strref -1> - is a non-combat protection
SPWI229 - Cat's Grace - is a non-combat protection
SPWI416 - Polymorph Self - is a non-combat protection
SPWI505D - <Invalid Strref -1> - is a non-combat protection
SPWI629 - Trollish Fortitude - is a non-combat protection
SPWI921 - Improved Alacrity - is a non-combat protection
SPWISH07 - Greater Restoration - is a non-combat protection
SPWISH10 - Mass Raise Dead - is a non-combat protection
SPWISH16 - Rest - is a non-combat protection
SPWISH28 - Heal - is a non-combat protection
SPWISH29 - Strength - is a non-combat protection
SPWISH39 - Heal - is a non-combat protection
SPWISH41 - <Invalid Strref -1> - is a non-combat protection
SPWISH42 - <Invalid Strref -1> - is a non-combat protection
SPWISH43 - <Invalid Strref -1> - is a non-combat protection
SPWISH44 - <Invalid Strref -1> - is a non-combat protection
SPWISH45 - <Invalid Strref -1> - is a non-combat protection
SPWISH46 - Greater Restoration - is a non-combat protection
SPWM136 - Goodberry - is a non-combat protection
SPWM140 - Goodberry - is a non-combat protection
SPWM141 - Goodberry - is a non-combat protection
SPWM168 - Heal - is a non-combat protection

If you look at one of those lists and you feel like you want Breach to be able to dispel all of the spells on that list, then my variables will let you do that. Buit for most people (including myself) the standard groups of combat and specific protections will be preferred. (Also note, being as those variables are an afterthought, changing the way Breach works in that way will not update the spell description to reflect it.

EDIT - some of the stuff that is not breachable by default in the vanilla game is a bit surprising. The DUHM Bhaal Power... Cat's Grace... Strength of Stone... Aid... Iron Body, Ghost Form, Blood Rage, Boon of Lathander. And clearly the line of Chant/Prayer/Recitation spells is meant to be unbreachable, but I never knew that. (I suppose many of these are from IWDification and SR, so it could come down to designer intent that differs from vanilla BG2 assumptions...)

Edited by subtledoctor
Link to comment
32 minutes ago, Gordian said:

Does this [FnP update] render my addition of b_spell obsolete?

Doubt it. Looking at the commits, I don't think any of the b_Spells stuff in either branch has been changed in a while. FnP will add most or all of the IWD spells, about 5-6 spells by me, and maybe 10-20 spells by Grammarsalad that I assume are part of b_Spells. Being as he has been working in the meantime on b_Spells as a separate project, I'm sure that has more. (But they are not yet incorporated into the FnP spheres (but as noted above it's not hard to add them)).

Link to comment
16 minutes ago, Angel said:

From Spell Restorations (implements spells for which fragments are found in the game files)
- cleric_circle_of_protection: Target gains +3 AC bonus.
- cleric_animal_friendship: Conjures a single animal.
- cleric_endure_heat_cold: Target gains 25% resistance to fire and cold.
- cleric_cure_blind_deaf: Cures blindness and deafness in target.

From Divine Spell Pack (implements spells from many sources, mostly PHB and FR material):
- cleric_striking: Target deals +4 extra damage with melee weapons.
- cleric_faerie_fire: Outlines target in glow, lowers AC and prevents target from going invisible.
- cleric_resist_acid_corrosion: Target gains %50 resistance to acid- and poison damage.
- cleric_protection_from_cold: Target becomes immune to cold damage.
- cleric_sticks_to_snakes: Summons 1-4 giant snakes.
- cleric_heroism: Target gains bonuses similar to Potion of Heroism.
- cleric_repel_insects: Party becomes immune to Summon Insects, Insect Plague and Creeping Doom.
- cleric_ice_storm:  Version of the Ice Storm spell usable by druids.
- cleric_lightning_storm: Strikes all the druid's visible enemies with lightning.
- cleric_inferno: Sets a single enemy of the druid on fire.
- cleric_break_enchantment: Target is freed of curses, petrification and most other unwanted effects.
- cleric_hallow: Double-strength Bless on party members, clerics gain a bonus to turning attempts.  Good clerics only.
- cleric_unhallow: Double-strength Bless on party members, clerics gain a bonus to rebuking attempts.  Evil clerics only.
- cleric_superheroism: Like heroism, but adds immunity to fear and level drain.
- cleric_celestial_protection: Target gains resistances like an angel (+1 to hit, resists cold and lightning, immune to petrification).  Good clerics only.
- cleric_conjure_water_elemental: Similar to conjure Fire Elemental.
- cleric_mass_negative_plane_protection: Like the "I wish to be protected from the undead!" effect of Limited Wish.
- cleric_conjure_air_elemental: Like Conjure Earth Elemental.
- cleric_aura_of_vitality: Party gains +4 bonus to str, dex and con, like Draw Upon Holy Might.

The highlighted ones are basically already in the sphere system if one installs Spell Revisions. So anyone who wants to add MIH spells to the sphere system with the least effort should focus on the ones that are not highlighted. Also:

22 minutes ago, Angel said:

cleric_inferno: Sets a single enemy of the druid on fire.

We already have Beltyn's Burning Blood if you install IWDification, but this makes me wonder whether I shouldn't change Produce Fire to target an individual rather than a spot on the floor. It's so hard to actually hit someone with that spell... :hm:

Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...