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Bartimaeus

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Everything posted by Bartimaeus

  1. No problem, and I hope you enjoy. As said before, feedback is welcome, particularly on the new items handled or the few items that were redesigned a bit. I just uploaded 1.09b right now with the fixes above, so you should probably use that. (e): I'm a dummy. 1.09c uploaded. Changelog: 1. Crossbow of Affliction now has an equipped -1 constitution penalty (...I had planned to add this before, but had forgotten and instead the description said it would feed off the user but then actually didn't do anything...), and it's "Contagious" ability is now re-named "Scourging", which it shares with Spear of Withering. 2. A few instances of gray -> grey in the text. 3. Provided a movement rate bonus for the Astral Hound and Cerebus, since their move speeds were so slow.
  2. I think I figured out why the Radiant Heart dude sometimes gives you two options to ask if you can see their store, and one of them works, and one of them doesn't. A missing condition for detecting that your reputation is lower than 17 was the cause. It's funny: the comment that presumably Demi wrote actually mentions it, but it's not actually written in there, so if you had >=17 reputation and you were not in the Order of the Radiant Heart and were a Paladin, or if you had 20 reputation and you were good but neither in the Order or a Paladin, you would erroneously get two options. I have fixed it...and also I'm going to open the store up to neutral characters if they have 20 reputation, as well: I figure as long as you aren't actually radiating evil and your reputation is of legendary proportions, they probably aren't going to bother to detect whether you're actually good or just neutral, right? Unless people actually felt strongly otherwise about it, I guess... (e): Version 1.09 changelog: 1. Boots of the West are placed in-game at the same location as UB places them (compatible if IR is installed after UB). 2. Jade Hound Figurine is only placed if UB's Kidnapping of Boo is not installed (as this component uses it). 3. Bug that I created regarding an area patch is fixed (it would check that one area exists, but then patch another). 4. Fixed Order of the Heart store duplicate dialogue option (...it actually was a little more complicated than I wrote above, but from what I tested, everything seems to work correctly now). 5. Changed Ankheg Armor back to +1 to match vanilla IR. I changed it back to +2 for the purposes of BG2 (it's too expensive to justify making), but for the time being, I've reverted it back. I'd like to eventually make it cheaper to make (something like 2500 instead of the current 5000). 6. Wizard Slayers can no longer wear Boots of the Shifting Sands (doh!). 7. Vampire's Revenge is a little harsher (1 HP every 2 rounds instead of every 3 rounds). 8. Web Sack is placed in a drow store unless UB's Spider Bane quest component is installed (as this component uses it). 9. Sword of Balduran +2 (Long Sword) is back. 10. Angurvadal +4 receives a +2 strength bonus when equipped; it becomes a +3 bonus when Angurvadal is upgraded to its +5 variant. The weapon was just a little...plain for my tastes compared to some of the other +5 upgradeables, and the vanilla BG2 version of the weapon actually did give you a strength bonus, so I figured why not? 11. Sunstone Bullet's Sunschorch effect now matches SR's base Sunscorch damage (2D6): however, the amount available in stores has been roughly halved because it's kind of strong. They're also a little more expensive now. 1.09b changelog: 1. Gloves of Missile Snaring are no longer on Mae'var, but instead purchasable from Kich (shadow thief merchant in Trademeet). I thought Mae'var was a neat idea, but you already get enough nice stuff in that quest line (and technically he shouldn't even be able to wear them), and I just can't really think of anywhere to place them. Boots of Lightning Speed have also been moved here from the Underdark duerger store so that you can get them earlier...if you want. 2. Fixed a couple of item abilities that I screwed up. 3. The Jade Hound Figurine is now instead located at the nature store in the Umar Hills (again, only if the Kidnapping of Boo isn't installed). The Jade Hound is probably the weakest summoning item outside of the Silver Horn of Valhalla, so hopefully this shouldn't be too unbalanced: really am struggling to think of a good place for this. 4. Battering Ram now does 2D6 crushing damage (same as SR: thought it was 2D8, but apparently not!). 5. Arrow of Dispelling, Arrow of Slaying, Arrow of Acid, and Arrow of Detonation all had their enchantment levels reverted back to vanilla IR...with the exception of Arrow of Slaying, which is now a +2 instead of +1 arrow (mainly because there basically aren't any +2 arrows and this arrow is expensive as heck and should carry a better enchantment level). The ones that aren't Arrow of Acid were originally tweaked to try to make their enchantment levels get closer to their crazy prices, but after considering the issue again, I think it's unnecessary. Arrow of Acid now has the same initial damage as SR's Melf's Acid Arrow (which it was kind of close to in vanilla IR, but slightly off).
  3. I'm a dummy, and don't let anybody ever tell you differently. I set its base value to 1 (from 0) so that they can (theoretically) be sold without thinking about what it would do to its buying price. That makes their base price the same as throwing daggers. Hmm. Well, I'll revert that. Thanks!
  4. For Store Revisions, only a few things were altered (nothing too grand like merchants getting total reworks or anything like that). Darts costing 27 gold for 10!? Um...like, non-enchanted darts? That's really weird. From all merchants, or just one? I double-checked the .itm and it should have a base price of 1 like all unenchanted ammo, so I'm not sure exactly what's happened: we should figure that out even if it's not IRR. Also, as for installation order, the entirety of IR should be installed after SR...and you can install store revisions immediately after the main component. If you did not install the main component after SR, it's not a huge deal: just a couple of strings will be slightly wrong (for example, an item might say Draw upon Holy Might instead of Draw Upon Divine Might). @Subtledoctor: Uh, yeah, that's true, but uh...well, the thing is, the "compatibility fix" is also a little bit of a creative decision. Almateria's adds the Horn of Kazgaroth to Deril in lich form. Previously, I had this somewhere else (another creative decision!), but in vanilla IR, it's not placed anywhere, as far as I can remember. So what I did was patch remove it from Deril, and then patch re-add it again: that way, there aren't duplicates of it in different places, there aren't two copies of it on Deril if you install both Almateria's and IRR, and it's actually somewhere in the game even if you only install IRR and not Almateria's. So if that's something Mike or you (since you've done some maintenance work on it) want to add to base IR, by all means. Most fixes of these type are found in item_rev/components/item_reallocation.tpa. Most of the "fixes" I have made include: 1. Removing the duplicate Boots of Phasing from Viekang (as base IR moves them to the House Jae'lat Weaponmaster) 2. Removing the duplicate Bala's Axe from UB's Planar Sphere (base IR adds them to Mencar Pebblecrusher) 3. Enabling the poisoning the Druid Grove quest for non-evil characters (why this quest is seemingly the only evil option that is arbitrarily denied to good AND neutral characters, I have no idea, and it makes no sense, ergo it's no longer the case) 4. Fixing the Eagle Bow addition that was supposed to be added to the Vaylgar ranger guard (base IR says it gives the Eagle Bow to them, but actually gives a non-droppable variant) 5. Disabling the Mithral Plate armor addition to Gromnir (because base IR already adds it elsewhere and Demi probably just didn't remember...or something) 6. Moving Gloves of Missile Snaring to Mae'var (if I'm not mistaken, Demi wanted to find a home for them, and while Mae'var might not be the best option - in fact, he shouldn't even be able to wear them as a multi-class - there's pretty limited choices for thieves who only use one weapon: open to better ideas here) 7. Removing the duplicate Boots of Lightning Speed (base IR made it the reward for freeing the imprisoned Raevilin in the Underdark) from Habib (guy who throws scimitars at you in the Slums; IRR changes this reward to instead be Boots of the Shifting Sands, a new pair of boots that I added for the time being that replaces IR's broken/unused Spider's Boots of Stealth, and instead places Boots of Lightning Speed elsewhere entirely) 8. Removing the duplicate Water's Edge +3 from the correct creature (base IR tries to remove it from alufiend01.cre, but it should actually be removed from alufiend02.cre) 9. Removing the totally random Lawgiver duplicate from the Ulgoth's Beard home in BG1 (yes, it checks to make sure that the area exists so it still works even if you're not playing BGT/EET) 10. Removing the duplicate Rod of Resurrection Mekrath's Lair (way too strong to have a more or less free copy, and since IR adds it to one of the temple stores...) 11. Removing the duplicate Boots of Stealth from Mae'vars locked chest (you can get this from the halfling innkeeper in the Bridge...) and replacing it with the Ring of Night's Embrace (so that it's placed somewhere in BG2, and also thematically this fits perfectly and I was surprised this wasn't already done) 13. Removing a few "odd" copies of items and replacing them with "good" (i.e. much more prevalent) copies (including Battle Axe +2's AX1H03 and AX1H11, Flail's BLUN02 and BLUN08, Mace +2's BLUN11 and BLUN21, and Full Plate Mail +1's PLAT05 and PLAT14) so that they stack properly in containers/stores 14. The Deril Horn of Kazgaroth addition/fix. 15. Disabling the Arrow of Fire -> arowkc.itm overwrite. arowkc is the Kobold Commander undroppable variant of Arrow of Fire. In BG1, the original idea was that Kobold Commanders would shoot fire arrows at you, but when you killed them, they would only have 2 (or less) of the normal Arrow of Fire that you could actually pick up (as they would shoot the undroppable variants first). This made it so you didn't accumulate two million Arrows of Fire for basically for free whenever you fought kobolds in BG1. For some reason, IR made it so that they could be dropped, so you have two different Arrows of Fire that cannot be stacked, and you get a million of them. I have disabled that from happening. 16. ...Maybe a few other things. (e): Also, removed the duplicate Cloak of the Shield from the Planar Sphere Bounty Hunter so that it's Fiekrag-only (...also, my IRR revises it to be more useful, so this actually makes sense). As a trade-off, I gave it a Cloak of Protection +1 and the Jade Hound Figurine (like Gloves of Missile Snaring, this likely isn't the best place for it, but I haven't come up with anything else yet...also, does any other mod place the Jade Hound Figurine elsewhere?). You're free to integrate any of these into base IR as you please. If you need help finding them, just let me know what you want.
  5. 1,111 files in my /itm directory right now. The normal IR package is 1,191 files. If you add them together, it's 1,477 files. So...subtracting, that's at least 825 of IR's /itm files changed. I just gotta be honest: trying to differ them would take literal months of my free time, probably somewhere in the range of 3-6. I'm not sure that I have the patience for that when Mike has shown no interest in the 1PP reversions OR my additional text changes. Like, I can give you an altered (English) text file that doesn't have any of my own content changes, that if you were to overwrite vanilla IR's, should correctly match all the stats of vanilla IR (besides a few of vanilla IR's own oversights, like Rod of Resurrection). I have that already, because I gave Mike a new language file probably a year ago, and he integrated some of its changes, and rejected others. I've also since maintained it since discovering other problems. So besides fixing some of the additional problems I've since found, he's rejected the remaining text changes (...which is around 700 differences or so). I can post that language file if people want with some general notes for what I've done, but I'm pretty sure Mike has no interest in it besides those few additional problems that I've since discovered. Here you go, do a WinMerge comparison: https://dl.dropboxusercontent.com/s/2vk5em3kpm65huz/item_descriptions%20%28vanilla%201.04%29.tra NOTES: 1. Not every special ability, like Mass Cure and such, has its specific properties (for example, bonus healing as a result of hp/level modifiers) specified, because I did not know them when creating this. As a result, some special abilities are more specific for that (and in terms of duration) than others: ideally, somebody would figure out the exact specifics of each ability and write them out to be consistent here. 2. Wands are a disaster...but they are in vanilla IR, too. Why does Wand of Fire have Fireball and Aganazar's? Why does Wand of Frost have something called "Freezing Sphere" instead of "Cold of Cold"? I don't know. Wands are slightly re-balanced and fixed in my IRR, but I don't know the specifics of Wand abilities in vanilla IR. 3. A few special abilities should really be switched around: Staff of Power, for example, should really have Globe of Invulnerability first and Hold Monster second, but since the abilities are ordered like that in vanilla IR, once again... 4. There are a few apparent "redesigns" (for example, Cloak of Elvenkind) that are actually the result of these items not correctly matching up with their descriptions, and thus me changing them to actually do so. It's possible that there are a couple that are my fault (for example, one weapon or here having an incorrect speed factor...alternatively, vanilla IR may instead have an incorrect speed factor compared to what it should be). Additionally, a couple of items may still not match up with what they actually are as a result of a vanilla IR oversight: for example, the Rod of Resurrection says it can Revive Dead 2x per day, but if I recall correctly, it actually functions as a wand and just has 10 charges before burning out. 5. Some properties (e.g. Envenomed, Icy, Fiery) have their names changed to be consistent in naming and/or not overlap with others when differing in function. 6. Flavor text is somewhat curtailed for combat abilities in order for readability purposes. This could be easily reverted via WinMerge if desired, but I felt as though some of it was a little over the top for otherwise really straight-forward functions (...e.g. the Spectral Blade property). 7. Vanilla IR is inconsistent regarding radiuses/radii: sometimes when it says something like "within 10'", it will omit the "radius" after "10'". I have opted for removing the "radius" bit entirely: if one wanted to readd it, it's probably best that they add an "a" after the "within", so it reads "within a 10' radius". 8. Probably a couple of other things, but I don't remember. (e): For example, some properties are a little re-ordered on some items in order to match an overall order consistent with other items.
  6. Also, for clarification purposes on 1PP: 1PP is the reason that the EEs have much improved graphics and icons compared to the non-EE, especially helms and shields. It's the reason why Foebane and similar items look like and not like in the EEs...or that the Ravager looks like an actual sweet halberd (EE/1PP) instead of a silly pitchfork like it does in the vanilla game (and never mind the massive coloring and sprite and paperdoll work throughout the game in general). Erephine (the creator of 1PP) worked with the EE devs to get some of her work integrated into the EE. So for those of us on non-EE installs (whether because we don't feel like buying them or because we genuinely prefer the originals - I count myself in the latter category), it's nice to be able to install 1PP and IR together to get all the excellent work that she did. With vanilla IR, you can't do it because IR has a partial integration of a very old version of 1PP that's incompatible with the latest (1ppv4) - it creates all sorts of bugs and glitches between the two if you try to install them together as-is. That's why I made my version of the mod - so you could actually install them together free of issues - but somewhere along the way, I also got involved in fixing what I perceived to be the issues of IR, including what I thought was "bad", underutilized, and/or imbalanced items, items that mysteriously weren't touched at all by IR - not even a standardized item description update - and a few other things. Like I said, if I could do it all over again, I'd start with compatibility issues first, and then move into design tweaks separately, but it's too late for that, I think. Also, as said above, the fact that Mike doesn't want to remove the partial integration of 1pp (for the purposes of letting it be handled by the latest version of 1PP or the EEs, both of which handle it better and more completely than I think IR can hope to achieve at this point short of putting in a massive amount of work to attempt to integrate 1ppv4) is a very serious hurdle to clear here. So yeah, maybe this won't ever be used too much, but Mike did at least graciously give me the O.K. to post it, which means it's at least here and people could use it if they wanted. About all I can ask for right now, I think, especially considering that this was entirely for my own use originally anyways. (e): Also, thanks for inspiring me to test its installation on BG2:EE. There was one small problem that prevented Store Revisions from being properly installed, but now everything should install correctly in version 1.08c. Should work the same for EET installs. Still no fixed descriptions for EE-only items, but I don't know what the new items are: if somebody wanted to give me a list of new items from the EE (just give me their names, or point me to another website that lists them), them I could standardize their descriptions to match IR's descriptions.
  7. I don't know how I can really solve that, though. Look at the package and compare it to the main IR package. Open up IR's language file and open up mine: it's too different to really reconcile the two. What am I supposed to do, submit suggested changes for all 1000+ changes (plus all the additional text for newly handled items)? Mike has already looked at my text file and incorporated what he wanted of it...there are simply creative differences here. For example, I really don't like "ungrounded" text: text like "Immunity to confusion and feeblemindness" that just sits there awkwardly. I prefer something like "Protects Against: Confusion and Feeblemindedness". I would be open to changing the "Protects Against:" bit to something else, ("Effect Immunity:"?) but I wouldn't want to abandon the grounded text entirely, so my only option is to maintain my own fork. And that's just the text: there are a ton of graphical change reversions so that it's compatible with 1PP for non-EE installs (and from what I'm seeing of BG2:EE right now, IRR should be, if anything, more compatible than base IR due to the 1PP reversions - any improved graphics from the EEs should stay mostly the same, with the exception of paperdoll/sprite stuff...but if people want me to fix that to more closely match the EEs, I could probably figure something out for that by having alternate .itm files installed contingent upon it detecting the install being an EE, too): there's also design tweaks (for example, non-+5 Flail of Ages now always cause one effect of one of the heads, regardless of whether there's 5 heads or only 1, instead of the flat 20% that causes non-+5 FoAs to sometimes cause no effect at all - I suggested this change years ago, and it was rejected for reasons I never really understood; I even slightly reduced the durations of the effects to try to balance it a little). In my item_rev/itm directory, there's currently 1,111 changed files (most of them very minor). So what's a guy to do except make his own fork, right? (e): Also, Mike didn't want to integrate the 1PP reversions, so that's another pretty huge wrench in trying to reconcile the two different versions: it's the entire reason I made this. That's just a no-go. And there's the problem: compatibility fixes, bug fixes, and design tweaks have all been jumbled together because it was originally just for me. So how do you propose that I fix this, exactly? I can't really think of any good solutions...
  8. Yes, that is correct: compatibility fixes for SR (and a couple of other mods), new items that were never handled by IR, a lot of text fixes, a near total reversion of 1PP, and some other tweaks and fixes. This was originally made totally for myself, and so I didn't create a changelog* of things that I did to start with or really have an eye towards "what other people want vs. what I want". I've actually spent a lot of time reverting some of things that I figured people wouldn't want (a few of the stronger item redesigns that I was experimenting with). Keep in mind that this was made (but not released) before your newest version of IR: I reported literally dozens of bugs and oversights over the years, and they went unfixed for forever - until you decided to take a shot at it very recently. So I decided to start fixing them myself...and then also started tweaking items for balance or usability purposes, and then, on top of that, tried to revise items a little that weren't ever changed by IR to begin with (the golem tomes, Jade Hound Figurine, the bonus merchant items, etc.). It's O.K. if people don't use it: at this point, I'm not sure how it's realistically possible that people "should know" to use it. I don't think it can be integrated into the BWS as is (although the 1PP installer fixes probably could with relative ease into the Big Fixpack, and I would love if it they were), so it's probably hard for people to figure out that exists in the first place. If I could go back, what I would do is create a 1PP-friendly and bug-fixed version of the mod first...and then have the tweaks separate. But it was too late by the time I realized that maybe my work should be perhaps shared. Additionally, even if I had done that, Mike showed no interest in integrating the 1PP-friendly part of the mod, which I feel is the most important (...and time-consuming) part of my fork, and was a big reason why I started making a new fork at all. 1PP makes the vanilla game look so much better in such a variety of ways (item icons, paperdolls, and sprites, spell icons and spell effect graphics, UI tweaks, etc.), and it was so annoying not being able to install all of these mods together properly. So...if you use my fork of the mod, now you can, which is what encouraged me to release this fork at all: so people would finally have a properly working option for installing IR and 1PP together. *Again, I will eventually make this...when I have more time and am not in pain recovering from surgery still. (e): Additionally, like I said before, I have literally no idea what the status of IR (or IRR) is for the EEs. I guess I could try it out myself to see how things look, at the very least. Furthermore, I could integrate the EE-only items in regards to the descriptions, at the very least, so that they match the general format of IR's items...but since I probably won't ever use the EEs except for that purpose, I have little interest in trying to revise them myself. Is greater EE-compatibility and integration a thing that would encourage people to use this fork more?
  9. A little later than I wanted, but version 1.08 is up. Changelog: 1. Fixed the slightly revised Tree of Life Fruit not actually showing up in-game (and also explains how much it actually heals, which is 50). 2. Revised the Book of Infinite Spells a little. The spells it holds are Fireball, Improved Invisibility, Stoneskin, True Seeing, Dispel Magic, Cone of Cold, Invisible Stalker, Cloudkill, Lightning Bolt, Breach, and Hold Monster. Instead of potentially being stuck on the "last page" of the book for forever, you can now only turn a page once per day, and what you get starts with 0 charges for that sleep cycle (so you could use the current spell and then turn the page but not be able to use the new spell until you rest again). I never liked the "stuck on the last page" mechanic, because it just encouraged save-scumming and then staying on the same page for forever once you got one of the only two good spells. Now, you can change it a little more freely (but without automatically being able to go to the exact spell you might want) and the spell selection is way better and more balanced. Hopefully, this makes for a little more fun item. The current selection of spells may perhaps be a little strong, though: I'm open to changing them if people feel that's the case. 3. Re-enabled the Amulet of Health for the Trademeet artifact/nobleman peddler when using the store revisions component. As a side-effect, Lord Khellon (the normally evil-only NPC that spawns when you exit the Lord Merchant's home in Trademeet - I did not even know this guy existed until just a few days ago because I usually play a neutral character) no longer gives this as a reward for poisoning the Druid Grove, but now instead gives a Ring of Protection +2 and more gold (5000 instead of 1000 - the reasoning being that if you take the evil path for this quest, you're locked out of the High Merchant's 10000 gold reward, and so the evil path just really kind of sucked in the vanilla game: this makes it at least a little more fair). 4. The item machine in Spellhold (that gives Prismatic Chain/various pairs of boots) is revised a little when using the Store Revisions component: it no longer gives extra pairs of boots that you can find elsewhere in the game, but there are now an additional 4 tokens hidden in the area so that you can buy both the unique pair of boots and the unique armor. Also enabled was unused/improperly coded dialogue that never showed up for when you obtained all items in the machine: now when you buy both the boots and the armor, it actually displays it like it was supposed to. 5. Fixed some (self-inflicted) improper description handling of just a few "unusable" items (like Aegis-fang +5 that's Wulfgar-only - note: not the Aegis-fang +3 that that he drops upon death) that were causing problems with usable variants, as well as NPC-specific items like Firecam Armor, Flasher Launcher, etc. 6. Changed the strength requirements and weights of the Pantaloon quest reward items to more closely match the originals. I made them somewhat harsh in order to try to balance them a little, but what the heck, they're supposed to be silly and ridiculous items, so who cares? 7. Removed the Ring of Opportunity from starting dungeon. I thought it would be fun to replace the Ring of Protection +1 on the statue at the end of the dungeon with it so that you could continue having it, but apparently you can already import this(?), so it's been reverted. Additionally, immediately having a permanent +1 luck item was a little strong in hindsight, so it's probably for the best anyways. 8. Fixed the charges of some items (for example, the Rod of Resurrection starting out with 10 charges, and Greagan's Harp starting with 0 charges). 9. Fixed a compatibility problem regarding the Horn/Claw of Kazgaroth with Almateria's(sp?) Restoration Project. Now the two should match each other...if ARP is installed before IR (which it is in the default BWS install order). 10. Fixed an incompatibility problem between Unfinished Business and IR regarding Bala's Axe: IR would equip it to Mencar Pebblecrusher (from the inn in Waukeen's Promenade), and UB would place it in the engine room in the Planar Sphere. Previously, I fixed this by just letting Mencar keep his default weapon, buuut if you don't have UB installed, then it wouldn't be in the game at all, which isn't great. Therefore, IR will now remove it from the Planar Sphere (note: UB should be installed before IR, and again, it is in the default BWS setup) and equip it to Mencar again. 11. Moved World's Edge +3 (the "unique" BG1/T Two-Handed Sword +3) from Joluv's to the artifact/nobleman peddler in Trademeet. 12. Ribald's Ring of Regeneration is more difficult to steal again (I previously made it a little easier from vanilla IR, but it was perhaps a little too easy: now it's only very slightly easier than normal IR). 13. Fixed a few text problems. (edit): Version 1.08b changelog: fixed a few MORE text problems (...a couple of instances where "an" or "a" were incorrectly used, such as in the Harmonium Halberd and Azlaer's Harp, and also I apparently didn't know the difference between "true" (base) class and single-class).
  10. I actually don't know for sure about EE, as I've never played a modded EE game (as I prefer the originals). Vanilla IR is clearly based on the originals, but I just don't know how it would work. If somebody wanted to do a cursory test and see how things looked and get back to me to maybe fix some problems if there are any, feel free. (E): Thinking about it, I would expect my version of IR to be more compatible on paper, since it no longer adds 1pp stuff (some of which is already integrated into EE, if I'm not mistaken), so that, in theory, should lead to a less problem-filled install, but again, as I haven't even tested it ever, I don't even know if IR installs at all to begin with. I will eventually compile a total list of changes here, but I've been recovering from wrist surgery the past two weeks and therefore haven't been able to do much recently. Typing even this one-handed is painful, haha. I will have a new version with a few fixes and changes out probably tonight or tomorrow, though. I just have to write out the changes first...
  11. No problem! Download 1.03c: https://github.com/BartyMae/1pp_fixes/tree/master/1pp 1. Although I mentioned it above, I actually forgot to make the "improved projectiles" component of 1pp compatible with SR's Protection from Missiles, whoops! 2. Additionally, I looked more into 1pp's spell tweaks component, and realized that the Cause Wounds spells were supposed to receive a special graphical effect when hitting the opponent, so I made it patch that in (instead of overwriting it), if it detects that SR is installed. 3. Finally, I also re-enabled the "IWD-style icons for cause wound spells" Spell Tweaks sub-option for SR installs because I realized that people may want that...but it'll do it without overwriting SR's spells if you select it. 4. 1.02b: I forgot that IR adds melee/throwing variants to axes and daggers, and they weren't getting the improved projectiles like the base item. Now they do, if they exist. 5. 1.02c: Fixed some of the problems with the projectiles (merged with BWP Fixpack's fixes that I had apparently overlooked). 6. 1.02d: Fixed a small mistake occurring to SHLD24.itm. 7. 1.02e: Fixed the BG1 version of Edwin's Amulet not getting its unique icon; fixed Spell Revisions' Beastmaster's Protection from Missiles not receiving proper missile immunity from 1PP projectiles. 8. 1.03: Fixed a big oversight caused by the BWPFP's fixes making it so much of the component did not work, as well as bolt09 not getting its unique animation due to another "wrong file" patch. 9. 1.03a: Fixed a bunch of miscellaneous stuff in the v2 core component. Additionally, made sure both versions of Spider's Bane are consistent with each other, fixed a few incorrectly assigned plate icons along with a bunch of incorrectly assigned description icons, a compatibility fix for IR/R for Scimitar +3 and Sword of Flame +1, a fix for Helm of Defense, and the restoration of Harbinger's icon that was mysteriously getting overwritten. 10. 1.03b: Fixed Boomerang Dagger getting its icon overwritten for no reason and Long Sword +2 having its colors set to that of Long Sword +3's. 11. 1.03c: A minor compatibility fix with the latest version of IRR. It does not require the previous update. Any other problems with 1PP that people can think of, feel free to let me know and I'll try to fix those as well. Finally, I'll reiterate the previous install order: 1PP should be installed after both IRR and SR, but before Infinity Animations. If you are not installing IRR, then it should be after SR but some of it before and some of it after IR if you're installing that instead (unless you're Salk, and you know what you're doing). I'd refer to what IR says in regards to install order (although I believe it says to install the "improved projectiles" bit before IR, but it should actually be after now with my fixes). Otherwise, both IRR and SR will revert many of the patching changes it makes. With the 1pp fixes above, I *think* 1pp and SR should be one hundred percent compatible at this point assuming you install 1PP after.
  12. Version 1.07 does a few things: 1. Adds a .mrk (mark) file for other mods to detect it. I wish the vanilla IR already did this, because it's necessary in order to fix a problem with 1PP's improved projectiles (namely, making it so that Gloves of Missile Snaring and R/Deflection Shield deflect the new project types instead of reflecting them when detecting if IR is installed...and also Physical Mirror and Protection from Missiles for SR, but SR does have a mark file already, so I can fix that without adding one myself). 2. Nerfed the golem tomes to 1 turn (...just to be on the safe side for the time being). 3. Fixed up the sound blast/resonating descriptions for Horn of Blasting, Sling of Arvoreen, and Rift Hammer (and fixed the Horn of Blasting not saying how many uses per day it had). 4. Fixed the spell_revisions.tra file to take into account a couple of strings that weren't previously handled. So as such, my "fixed" 1PP has also been updated. I don't think there's *all* that much interest in this, so I guess I'll just post a link to it for anyone curious to check out. Moderators, feel free to take it down if you want. It does the following: 1. Fixes 1PP accidentally removing Energy Blade's icon for Black Blade of Disaster's. 2. Stops 1PP from overwriting a few descriptions (Radiant Plate's, The Sleeper's - also prevents it from turning the Sleeper into a flail, and instead makes it so waflail, Defender of Easthaven, uses those custom graphics instead). 3. Provides compatibility between IR and 1PP's "improved projectiles" component, as well as between SR and that component, as described above. 4. Provides compatibility between 1PP's "spell tweaks" and SR by preventing it from doing anything besides adding the custom armor graphics when it detects that SR is installed. 5. Fixes Daystar and Albruin's graphics being switched, Helm of the Rock (unupgraded) having an incorrect graphic, Gold Horned Helm having an incorrect graphic, and Deflection Shield having an incorrect graphic. 6. Fixes a few using seemingly incorrect description .bams. It can be used with or without IR or IRR - these are problems regardless of their installation. Like IRR, it requires that you extract the original 1ppv4 package, and then extract my directory on top of it, and then just installing the mod as you normally would. Link removed for new version below.
  13. Design Changes Moved items and compatibility fixes: Miscellaneous: Armor changes: Jewelry changes: Other equipment (helms, shields, cloaks, gloves, belts, boots): Slashing weapon changes: Piercing weapon changes: Crushing weapons changes: Ranged weapon changes: Ammunition changes: Miscellaneous item changes: NPC item changes: Rod and wand changes: Original post:
  14. V1.3.800 Download: github. Installs the same way as SR Revised (extract the latest official version of IR into your game directory, then extract IRR's "item_rev" folder on top of it before installing anything from IR, make sure to overwrite all). If you are on a non-Windows OS, make sure that the two folders are combined: if the "change-log.txt" file still exists in "(game directory)\item_rev\", then you should be good - if it doesn't, post in the thread for help. MacOS users can try to use this method to combine folders, helpfully discovered and detailed by jmerry. Please review item_rev\settings.ini with a text editor like Notepad(++) for some additional mod customization. Note that the additional options generally stick with standard IR behavior by default - what is enabled or not enabled is how IR already does/did things. Installation of IR Revised: To install this, you must extract the latest official version of IR (V4 b10, or have an automated tool do it for you) to your game directory as normal, and then additionally extract this mod on top of it before installing IR. Specifically, IR's item_rev folder should overwrite the normal item_rev folder - confirm to overwrite folders as well as all files it asks you to. Make sure to look at your settings.ini in your item_rev directory! There are a number of different customization options in there that you will likely be interested in. I personally do not like general damage reductions for armors, but I know other people do, and so you should look at the options to get the most out of this mod. I have left the settings.ini as per the normal mod, but the different options are worth looking at (and a few additional ones specific to IRR have been added). Installation Order and IR/SR/SCS/1pp: Item Revisions has been designed with Spell Revisions, Sword Coast Stratagems, and 1pp in mind. 1pp is a mod by Erephine that was fully integrated into the Enhanced Editions (and thus EE users do not need to install it) that fix numerous visual inconsistencies, improve bad graphics, tweak and add new graphics, etc. for BG2:ToB games - if you are not playing an Enhanced Edition game, it is highly recommended that you install 1pp to take full advantage of its changes. The general install order is to first install everything you want of 1pp except for the avatar-switching component, then the main component of IR/R, and finally the main component of SR/R. The avatar/armor-switching script of 1pp (or Anthology Tweaks) should not be installed until later in the install after all item-adding/modifying mods, including IR, have already been installed - after SCS/atweaks/Infinity Animations is my suggestion). Once again, Enhanced Edition players do not need to worry about 1pp - it's already integrated into your game and doesn't need installation. Your general install order (excluding ToBEx/BG2 Fixpack/BGT/1pp if you're playing an Enhanced Edition game) should look something like this: ToBEx BG2 Fixpack Baldur's Gate Trilogy Ascension BG1UB (and other BG1 content mods) Unfinished Business Quest Pack (and other BG2 content mods) Rogue Rebalancing 1pp (EXCEPT for the "Smart Avatar & Armour Switching" component) Item Revisions (main component) Spell Revisions (main component) Infinity Animations (main component) Spell Revisions (secondary components - key here is to be before SCS if you're using it) Item Revisions (secondary components - key here is to be before EET_END if you're using that) Anthology Tweaks Sword Coast Stratagems atweaks Infinity Animations (secondary components) 1pp/Anthology Tweaks ("Smart Avatar & Armour Switching" component / "Avatar Morphing Script") You may not be using all of these, and will undoubtedly be using more besides that, but this should give you the general idea of what your install order should look like. Don't install the secondary components of IR/R and SR/R until much later in your install, after most item/spell/NPC-adding mods have been installed. A good place for the secondary components of both IR/R and SR/R is right before SCS and Anthology Tweaks to make sure that SCS spellcasters are using the correct versions of spells and to make sure that Anthology Tweaks's item tweaks don't interfere with IR's secondary components. If you're using an automated tool to install your mods on a non-EE game, the very least you should see is that the general install order is 1pp-IR-SR. If there are other posts in this thread that suggest a different install order, please disregard them - the order listed up above should be the correct one.
  15. That doesn't really work for IR, per se. It might more or less work in some cases, but some icons, colors, certain animations will be missing or screwed up.
  16. Yeah...that's why I'd prefer just to have my own branch and create a list of "general changes" and more specific "bigger" changes to give people an idea of what I've done while not necessarily bothering with the tiny tweaks and bug fixes that people probably wouldn't even notice unless I specifically pointed them out. I'm not even sure that anybody will actually want to use my files, but eh, maybe a few people will if they're desperate for being able to finally install 1PP with IR. My internet has been absolutely ruined recently (...I've been troubleshooting for roughly the last 3 hours and more besides that the last few days), so I might disappear for a couple of days here before I'm able to do that.
  17. That was my feeling, too, especially now knowing that you don't want to remove the 1PP integration, which is what actually sparked me into starting this entire thing to begin with. There are things that I could probably SUGGEST, but without Demi around, it's kind of a moot point, which is why I felt a separate branch entirely was best at this point. I think kreso at least fixed a lot of the stuff that I mentioned months ago in the latest version, so that's good on at least the bugfixing end.
  18. No, it's not a "huge file dump out of my override folder". What I did was take the files of the IR installer, and modify them from there. That's all. Here's the file structure of "my" "mod": As you can see, it's the same file structure as IR itself - that's because, as I said (a few months ago), it's not totally dissimilar to the Big Fixpack in that it has to have the original mod already extracted...it's just that, as ALIENQuake said, it's a humongous amount of changes, so it's more replace than patch. There's no way that I could realistically do it - I have 1,145 modified or new files in the item_rev\itm folder. 18 of these are .cre files, 94 of these are .eff files, 799 .itm, 24 .pro, 206 .spl, and the rest a few other file types. My items.2da (https://dl.dropboxusercontent.com/s/utx91aoync96e5f/items.2da) would be absolute nightmare to patch via that method just in of itself...seriously, compare it to the latest item.2da via WinMerge or another text compare tool, and you'll immediately see what I mean. There's a bunch of new items that were never handled (including quest items that had descriptions that didn't follow the correct format, including items like the Shamans Staff, but a bunch of others besides that that I included for completeness' sake), items that had their referenced special abilities strings changed, items that had their names slightly changed or fixed (including incorrect enchantment levels that I then had to change to match in item_content.tpa), etc. As for why I have not posted the overall mod itself, it's because like I pointed out, it's dependent on the latest IR archive. As such, I'm looking for permission from somebody who could actually give me permission to do so. I just don't see any way this could ever be integrated into the main branch of IR, especially seeing as pretty much the single biggest change, the removal of 1PP stuff, there seems to be no desire to integrate at this point.
  19. What I would like, though, is for people to have some way of using my files without stepping on other people's toes here, so that they can actually install 1ppv4 if they want. My version of the mod is done. It's not something that "maybe" "eventually" will get done: it's done already. You extract the current version of 1ppv4, and then you extract my altered files over it, and then you install it like you normally would using the settings and subcomponents that you want, same as any other IR installation, and then you install 1ppv4 after it to get its changes - if you want, that is. If people would like to use it, or just to check it out, I would like for them to be able to, because it just doesn't feel like the main version of IR is ever going to get fixed at this rate, . I can even provide a general installation order so that the installation order of 1ppv4, SR, IR, etc. is clear. Is there any way I could get permission to upload it somewhere and link it? Probably only a few people would want to use it at best, but it's better than just having it sit only on my hard drive forever only usable by me, right? (e): I could also provide a changelog of sorts. It won't be complete, because I fixed and tweaked a whole lot of stuff that I just don't remember anymore, but I could at least make a list of the bigger changes that I did.
  20. It's difficult to do that, for the simple reason that it was a many month effort that I spent going through literally every single item in the game, fixing bugs that I noticed (that's how I was able to find so many in that mega-post of mine) while also reverting the 1PP changes. I love 1PP: that's why I feel as though it must be removed from IR - except for a few special cases where the item doesn't make any sense without it, which is where I kept those changes. People should be able to actually install all the great parts of 1PP, not just the random bits and pieces of this wonky pseudo-integration that IR has done, which nobody wants to go through the trouble of fixing because it's understandably a huge amount of work. In order to make the two compatible while still having IR have it integrated, it would have to be redone entirely. IR uses the old 1PP method, which is that all the vanilla animations are straight up overwritten, so that you cannot use the vanilla animations even if you wanted to. 1ppv4 adds new animation slots WITHOUT overwriting. The two methods are just not compatible, and that would have to all be redone. There are also all the icon mismatches, the paperdoll mismatches (IR forces all morning stars to just use the mace animation, while 1ppv4 fixes the base problem of the animation itself by giving it a new paperdoll animation and fixing the sprite animation), the coloring mismatches, etc. due to IR being based on the ultra-old version of 1pp, as well as the base animation mismatches, again, as a result of IR overwriting animations instead of simply adding new ones like 1ppv4. I think it's pretty clear that, seeing as 1ppv4 has been out for...what, 6-7 years now, that that's sadly just not going to happen. ...Unless...well, I suppose what you could do, if you REALLY wanted to keep 1pp integration, and update it to support more 1ppv4 stuff, is to... 1. Have a clean install of Baldur's Gate, with a cleared out override folder. 2. Completely cut the current installation of 1pp from IR for this specific install. 2. Install just the main component of Item Revisions. 3. Install 1ppv4 with the options that, you, the mod-creator, want to be in IR. There's currently a *lot* of features IR is missing from 1ppv4. 4. Fix the crap that's broken (shields and helmets will be the big things that you'd have to look closely at to make sure they're correct, as some will likely have incorrect animations and .bams set as a result of the way IR currently does things, whereas everything else you can probably do a much more cursory look - any bugs people will be sure to find pretty quick if you have people test it). 5. Revert anything that you didn't want 1pp to do (there's probably a couple of handful of items that you want to use specific animations/bams due to their unique history, I'm sure). 6. Repackage IR using the altered (and now hopefully 1ppv4-ized) .itm files from your override folder. 7. Add back the installation of 1pp in IR, only you would use the newer assets of 1ppv4 (...I assume you can do this, given that you were given permission to integrate an older version of 1pp - if you feel that you can't, then you're pretty much sunk here for ever fixing this short of, again, removing 1pp integration entirely). That's about the "easiest" way of doing things that I can think of, and that's still a bit of work: I know, because like I said, I spent a few months of a lot of my free time doing something similar to remove 1pp entirely from IR.
  21. I still have my version of this mod, if anyone is interested. I have fixed all the bugs that I previously listed and many more (including at least some of the bugs mentioned in the previous page by Kreso - I'll look into the ones I'm not sure about), and totally removed the 1PP integration (except where appropriate and/or absolutely necessary - there's only a few cases of this) so that 1PP can successfully and cleanly installed on top of IR. The biggest problem with my mod is that I have made some of my own tweaks to items, and I'm not sure how receptive people would be to those. I have kept almost all of the original concepts for items the same, but have tweaked some of them a little, and also revised additional items that were not touched by IR (for example, the Moon Dog Figurine, the Golem Tomes, the Shakti Figurine, etc. with an eye for keeping things roughly in line with the rest of IR). There's also the problem of whether people would take kindly to linking to my own branch of the mod, and if that's the case, what route should I go with it - whether my current method (which I feel is the cleanest) by having my modified files in a zip that you MUST overwrite the original IR installation with (it is 100% dependent upon having the one of the two latest versions of IR already extracted into your Baldur's Gate folder), or whether I should whip up a bonafide weidu mod that you'd have to install BEFORE IR (so that you can still use the "Weapon Changes" etc. subcomponents) while never installing the main component of IR itself - just the subcomponents, as you please. Personally, I like the former, because it's less work, but I could do the latter if people felt that was the best option. It'd just take more time to complete for me, whereas the former is ready as is. I feel as though either way, though, I'd be infringing upon some people without proper permission, and it seems as though it's difficult to get permission from Demi, at the very least, so yeah, not sure what I should do.
  22. Yeah, and it forces graphics options on the user for no real good reason when it could just be left to the user to decide what to use - or to use nothing at all, if you don't like 1pp. 1pp has several customization options - Salk, for example, I know prefers BG1-style shields, but I am fine with BG2-style shields (or a mix of both). Being able to use the 1pp patcher after IR, instead of before, allows you to customize which type you want instead of IR forcing the choice for you. And yes, it would be a lot of work...almost as much as just reverting everything back to vanilla appearances, actually, haha. Actually...I can think of a scheme that would probably vastly simplify updating most of IR to use 1ppv4...but really, I'm just not a fan of having 1pp inside of the IR installer to begin with.
  23. An explanation of 1pp: it's a big concoction of graphical improvements (bams, sprites/paperdolls, colorings, spell effects, etc.), and it does it all by patching, as opposed to IR, whose main component is 100% overwriting. So it never really made sense to me that you stick the nice and dynamic patching mod before the overwriting mod - that doesn't make any sense at all, but that's what's recommended by IR because of compatibility issues as a result of IR being based on and including a very, very old version of 1pp. So the idea was to remove all the old 1pp changes so that you could just use the much more modern 1pp patcher on top of it like it was originally supposed to be. I know Salk, for example, has been working on making the two compatible for ages. Instead of trying to make mini-mods that you stick on top of both to try to fix them, I figured why not cut the problem off at its source and rebuild the IR files? So that's the approach I went with.
  24. Yes, I've always hated the IWD-style icons, too, and lobbied years ago for their removal, to no avail. The ToB icons aren't great, no, but at least they SORTA fit in.
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