Gort Posted August 30, 2007 Share Posted August 30, 2007 haven't you thought about adding an option to "Gem and potions require identification", which would force all potions to look the same? The current implementation affects almost nothing but selling routine, because potions can easily be distinguished by their looks. Link to comment
CamDawg Posted August 30, 2007 Author Share Posted August 30, 2007 Unfortunately, item BAMs can not be changed during the game. I'd have to make a set of dummy potions, and then script them to be swapped to the 'real' potion once identified. Any time I start having to make a set of dummy items, I run into the same issues as the 2H item tweaks--I need to keep static item lists to make sure that the resultant file names of the new potions don't overlap. Best alternate solution would be to try and randomly swap BAMs between the items at install, so a healing potion may end up looking like an invisibility potion or somesuch. It's too late for v5, but it's definitely a nifty idea for v6. Plus, there's no reason why we couldn't swap around BAMs for any class of unidentified magical items (imagine Celestial Fury, Valygar's katana, Dak'kon Zerth, etc. all swapping icons randomly). Link to comment
Gort Posted August 30, 2007 Share Posted August 30, 2007 I mean - assign the same bam to all potions Link to comment
CamDawg Posted August 30, 2007 Author Share Posted August 30, 2007 I mean - assign the same bam to all potions Yeah, I got that--but the BAM would remain the same after it was identified, unless I used a bunch of dummy items and swapped them via script. Link to comment
Gort Posted August 30, 2007 Share Posted August 30, 2007 yes, is something wrong with it?) Link to comment
Azazello Posted August 30, 2007 Share Posted August 30, 2007 Best alternate solution would be to try and randomly swap BAMs between the items at install, so a healing potion may end up looking like an invisibility potion or somesuch. It's too late for v5, but it's definitely a nifty idea for v6. Plus, there's no reason why we couldn't swap around BAMs for any class of unidentified magical items (imagine Celestial Fury, Valygar's katana, Dak'kon Zerth, etc. all swapping icons randomly). A beauty of a good idea. I'ld hit it, er, install it. Link to comment
Gort Posted August 31, 2007 Share Posted August 31, 2007 I think there's little point in swapping bams of unique items, though. Since we all know their placements - there's no surprise Link to comment
Guest Aramyr Posted September 15, 2007 Share Posted September 15, 2007 An idea for Bg2 tweak monk wisdom bonus to AC or the monk fists improving more than +3 (it's the best they get in the game). Link to comment
Andrea C. Posted September 23, 2007 Share Posted September 23, 2007 What about removing the cap to the thieving abilities? As it is, they're all capped at either 255 or 285 which happens to be a problem if using the XP cap remover (every class can advance indefinitely except for thieves: when their thieving abilities reach the maximum, you can't finish distributing the new skill points at level up and the game won't subsequently let you finish the level up itself). Link to comment
Caedwyr Posted September 24, 2007 Share Posted September 24, 2007 A cap of 255 sounds like an engine limit type of cap, rather than an arbitrary limit the rule system has set. Link to comment
Shaitan Posted September 26, 2007 Share Posted September 26, 2007 What about also making rings and necklasses (sp?) require identification? Link to comment
Artimus Posted September 26, 2007 Share Posted September 26, 2007 How about a component to remove the cursed flag from all items in the game? That way, you could use the items without having to cast Remove Curse to unequip them. The rest of the item should remain unchanged. Link to comment
igi Posted September 26, 2007 Share Posted September 26, 2007 How about a component to remove the cursed flag from all items in the game? Already in iiTweak (though, of course, Cam is free to steal my idea and increase his workload). Link to comment
Anomaly Posted October 1, 2007 Share Posted October 1, 2007 I have some suggestions as well. 1) I have always been irritated that you seem to have random Bhaal powers at SOA start if you select another alignment than Lawful Good or Chaotic Evil, like getting one or two evil powers if you selected Chaotic Good. But if you were CG, why would you do evil things that would lower your reputation in BG1 in a way you would get some evil Bhaal power (you need to have less than 10 in reputation to get an evil power in BG1) ? I've done a tweak that allows you to get all 6 good powers if your alignment is Good, each one of the 6 powers (3 Good and 3 Evil) if your alignment is Neutral, and 6 Evil powers if your alignment is Evil, I can provide the code again if you're interested. 2) A very small tweak that replaces the standard BG2 font by the IWD font. Tortured Souls already does that but it replaces 2 fonts, the big one and the small one... and the new big one is not pretty. If you only replace the standard one, NORMAL.BAM, used in the in-game dialog window, the text looks so much better. It would accompagny well the "Icewind Dale casting graphics". But perhaps you'll say that this component is "too small" to be included, but personally I can't play without it. 3) I've written a small mod that allows to quickly recruit all NPCs in Irenicus Dungeon in one line because browsing through Imoen, Jaheira, Yoshimo and Minsc dialogue is tedious when you have done the game 1000 times. You get XP for freeing Jaheira and Minsc, and you don't even need the key for Jaheira (and you also avoid the potential bug of Jaheira not recognizing that her cage is opened). Of course, you can select another option to get the normal dialogue instead. I've also added a dialogue option to get past the Irenicus dialogue at Tree-of-life that is *really* tedious to browse again and again if you need to reload because of the fight (especially since you need to wait for Ellesime to teleport away in the middle of the dialogue). It's compatible with Improved Irenicus from Tactics. I can provide the code for both of them if you're interested, to improve "Faster cutscene & dreams" for example ? Link to comment
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