SixOfSpades Posted September 8, 2005 Share Posted September 8, 2005 A long time ago, I remarked on how odd it was that, no matter what your character's class might be, or how much INT or Lore you might have, you (and, indeed, everyone else) are an expert gemologist, able to identify any precious or semiprecious stone, no matter how rare it might be, with perfect accuracy and in the blink of an eye. I suggest all gems and potions be given Lore values, and made to be unidentified when you find them. After all, one can hardly assume that all Emeralds look exactly the same, or that all Potions of Power will be neatly labeled, or that, should you be lost and badly wounded in the wilderness, it's perfectly safe to crawl into a cave, break open a dusty old chest, and drink the contents of whatever blue-colored bottles happen to be inside. While I'm at it, it seems logical to grant Racial Lore bonuses, with Elves and Gnomes at the top and Humans and Half-Orcs at the bottom. Too bad the Lore can't be selective, like Dwarves get +20 Lore when identifying gems, etc. Link to comment
CamDawg Posted September 9, 2005 Share Posted September 9, 2005 Ooh, I like this idea. Link to comment
hlidskialf Posted September 9, 2005 Share Posted September 9, 2005 Sounds quite interesting. I'd go further to suggest that there be multiple versions of each gemstone/jewlery of different values. From cheap glass/brass&gilding copies of low worth, to high-end flawless specimens of exceptional value. And if you do this, then I don't have to. Link to comment
Guest Guest Posted September 9, 2005 Share Posted September 9, 2005 I think that would be a neat feature, I'd enjoy that. Link to comment
the bigg Posted September 9, 2005 Share Posted September 9, 2005 Do I look silly if I point out that this mod already contains the opposedly oriented 'Identify All Items' component? Link to comment
BigRob Posted September 10, 2005 Share Posted September 10, 2005 Well, they're all optional components. Link to comment
Salk Posted September 11, 2005 Share Posted September 11, 2005 It's good to make TuTu Tweaks as cusomizable as possible. So having two Mods that lead to two opposite choices is not a problem, I believe. I usually am keen on modifications that makes the game more realistic without sacrificing playability and balance and this tweak would be something I'd like to install. Link to comment
Andyr Posted September 12, 2005 Share Posted September 12, 2005 I like this idea, too. Link to comment
SixOfSpades Posted September 17, 2005 Author Share Posted September 17, 2005 To gain some sort of hierarchy, I'm playing a BG1 game all the way through--when I'm done, I'll go visit all the stores and take inventory of all the gems and jewelry I've sold them, and also tally up my cache of potions as well (I'll try to keep a record of all potions consumed in-game). 100 / number of instances of that item = item's Lore. Extremely common items, like Andar Gems and Healing Potions, will probably wind up having 0 Lore. Link to comment
SimDing0 Posted September 17, 2005 Share Posted September 17, 2005 A good tweak on a similar note might be to make the cursed potions look like the ones they're supposed to be imitating. It's too damn obvious that you don't drink the murky stuff. Link to comment
CamDawg Posted September 17, 2005 Share Posted September 17, 2005 Heh, I was just thinking of a 'Less Stupdily Obvious Cursed Items' tweak a few days ago. Potions and gems are done and will be in the next release--I used an algorithm based on price to set lore value--low end gems are generally Link to comment
the bigg Posted September 17, 2005 Share Posted September 17, 2005 Well, what about "cursed items's description is the same as the non cursed one"? IIRC, in PnP Identify should reveal a magical property per casting, and cursed items were identified as actually being a benign counterpart (EG I recall a long sword -2 which would be identified as being +1) And, scatter some cursed items along the player's path Link to comment
SimDing0 Posted September 17, 2005 Share Posted September 17, 2005 I think it's potentially too frustrating if there's no way at all of identifying which items are cursed. Link to comment
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