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Bartimaeus

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Posts 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. A short status update of my recent BWS-BGT install (using your version 1.07 and 1.02b 1pp-patch) ; so far everything seems to be working just fine, both 1pp and IR content are happily co-existing with zillion other mods (nice to see those weapons finally aligning with elven avatars). One question though, does your mod alter IR store revisions? I'm asking because darts for some reason cost 27 gold for 10 pcs. I have moved store revisions component after SR, aTweaks and RR as per IR readme, I don't know if this is still required/recommended.

     

    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 DLTCEP_2017-08-11_00-25-48.png and not like DLTCEP_2017-08-11_00-26-20.png 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:

     

    Almateria's Restoration Project and the Horn of Kazgaroth: now matches ARP's placement of this item without conflicting. ARP should be installed before IR for this to work (default BWP/S behavior).
    Unfinished Business and Boots of the West: places Boots of the West at the same location as UB does (a Valygar ranger guard). UB should be installed before IR for this (and the ones below) to work correctly (default BWP/S behavior).
    Unfinished Business and Bala's Axe: now removes UB's extra copy of this axe (that only sometimes spawns depending on exactly where you walk in the Planar Sphere) and has it only on one enemy.
    Unfinished Business and Jade Hound Figurine: the Jade Hound Figurine can be purchased at the nature store in the Umar Hills...if you don't have the Kidnapping of Boo installed (ideas for a better home welcome).
    Unfinished Business and the Web Sack: places the Web Sack (now a 1x per day rod) on Pai'na if you don't have the Spider's Bane quest installed.
    Boots of Stealth and Ring of Night's Embrace: the Boots of Stealth in Mae'var's locked chest are now replaced with the Ring of Night's Embrace, as you can get Boots of Stealth elsewhere in the game and thematically, this makes a good amount of sense.
    Kobold Commandos and Arrows of Fire: Kobold Commandos are supposed to have a stack of 20 non-droppable, non-standard Arrows of Fire that they shoot first in addition to a couple of normal Arrows of Fire - base IR made them droppable, creating a situation where you have stacks of Arrows of Fire that can't go on top of each other (as they aren't actually the same item, but merely appear to be). Now they are undroppable again (and Kobold Commandos instead only drop the couple of standard Arrows of Fire).
    Sword of Balduran: the long sword variant has been restored to Joluv (disabled in base IR).
    Boots of Phasing: removes the duplicate from Viekang (IR places them on the House Jae'lat Weaponmaster).
    Eagle Bow: properly adds it to the Valygar ranger guard like normal IR was supposed to(?).
    Mithral Plate Mail: disables the duplicate on Gromnir that IR adds (as it's already for sale at the Order of the Radiant Heart).
    Gloves of Missile Snaring: removes them from Ikona (Trademeet Shadow Thief who only appears for a very short amount of time) and puts them on sale at the Trademeet Shadow Thief store.
    Boots of Lightning Speed: removes duplicate pair from Habib (guy who throws scimitars at you randomly in Athkatla) as well as the Underdark and similarly places them at the Trademeet Shadow Thief store.
    Boots of the Shifting Sands: new pair of boots that replace an unused pair that you can find in the Underdark on one of the imprisoned people inside the giant gem.
    Water's Edge: removes duplicate from a Watcher's Keep fiend (incorrectly done in vanilla IR).
    Lawgiver: removes duplicate from Ulgoth's Beard.
    Rod of Resurrection: if using Store Revisions, removes duplicate from Mekrath's Lair (only purchasable at the Temple of Lathander now).
    Cloak of the Shield: removes a duplicate from the Planar Prison for a standard Cloak of Protection +1 (mainly because this item is now stronger in this version of IR - can only get it from Firkraag now).
    Karajah's Armor: moved from the Copper Cornet gladiator to the Trademeet artifact peddler.
    Mauler's Arm: moved from Copper Cornet store to Bridge abandoned house fight.

     

    Miscellaneous:

     

    Summoning Items: new summoning items and creatures (such as the Golem Tomes, the Astral Hound Figurine, etc.) are now handled. Existing summoning items such as the Golden Lion Figurine and the Spider Figurine were also mildly revised for better movement speeds (all creatures should now get pretty close to a normal demi-human speed) as well as creature abilities closer to their actual creature type.
    Shapeshift/Polymorph Items: existing shapeshift forms, such as on/from Cloak of the Sewers and the Pearly White Ioun Stone, have been mildly revised in a similar manner as above.
    Bane Weapons: "bane" weapons (that provided usually +2 THAC0 and either +2 or +4 or +6 damage) have all been revised to provide +3 THAC0 and +5 damage. The reasoning for this is that bane weapons suffer a -2 penalty in their enchantment bonus in vanilla IR - i.e., a +3 bane weapon would only have +1 THAC0 against other creature types apart from its bane-type. This meant that you would only receive the original +3 THAC0 from the enchantment bonus against the creature in the bane...which is only as good as a normal +3 weapon would get anyways. Seems kind of silly, right?
    Order of the Radiant Heart Store: now accessible by good and neutral-aligned non-members at reputation 19-20 (previously only good). Additionally, the old "multiple dialogue options saying the same thing" bug should be fixed.
    Druid Grove Poison Quest: now enabled for characters other than simply evil - virtually no other quests are alignment-restricted like this one is (for the longest time, I never even knew this quest even existed because I usually play a neutral character), and so it no longer is. Additionally, this quest now gives out a better reward (5000GP instead of 1000GP, and a Ring of Protection +2 instead of Amulet of Health for the time being).
    Pantaloon Quest Items: still mostly the same as their ridiculous and overpowered vanilla variants, but now with proper descriptions.

     

    Armor changes:

     

    Leather Armor
    Karajah's Leather Armor: changed back to +3 (from +2), saving throw vs. breath is changed to +3 (from +2), but the dexterity bonus is decreased to 1 (from 2).
    Skin of the Forest: the Barkskin bonus is changed to +3 from +4 (this seemed too strong to me, but I could be swayed - as it stands, though, it is now effectively Leather Armor +6).

    Studded Leather Armor
    Shadow Armor: does not follow subtledoctor's most recent changes in changing it to essentially the SR spell Ghost Armor - it instead stays Studded Leather Armor +3, though its Hide in Shadows bonus is increased to 20% (from 10%).

    Hide Armor
    Skin of the Ghoul: the Charisma penalty is -1 (from -2), the saving throw vs. paralyzation is now +3 (from +2), and the arcane spell failure from the Living Stench aura is now 25% (from 20%).
    Aeger's Hide: the elemental resistance bonus is increased to +15% (from +10%).
    Trollhide Armor: loses the fire and acid penalties, but regeneration is halved (too similar to Pearly White Ioun Stone for my tastes), plus it gains a "thorns" effect that causes damage to those who strike the wearer.

    Chain Mail
    Mithral Chain Armor: all mithral items now have the special "mithral" property, which reduces their weight and strength requirement as well as grants a +1 bonus to AC; consequently, this armor is now +3 (from +4).
    All Elven Chain Mail: now usable by more than just elves, half-elves, and humans. No more racist elven chain mail! Not sure how people feel about this, but I always thought this was a very silly design choice for elven armor.

    Plate Mail
    Ankheg Plate Mail +1: 50% acid resistance (from 40%); the armor is +1 in BG1, but if you actually craft in BG2, it's +2.
    Deep Guardian's Plate: spell level immunity now includes up to third level (effectively making it a permanent minor globe of invulnerability): however, that includes friendly spells as well like an actual Globe...for the time being. If friendly spells are to be allowed through, I would likely bring this back to only 2nd level spells.
    Shuruppak's Plate: gains the mithral property as per its description (more or less making it Full Plate Mail +4).

    Full Plate Mail
    Mithral Full Plate Mail +2: now effectively +3 with the mithral bonus.
    Casiel's Soul: the Death Armor property deals 1D6 cold damage instead of 1D4 + 2; the armor is now usable by neutral-aligned characters, but still no good-aligned characters.
    Plate of Balduran: the 5% magic resistance bonus is now 10% to bring it in line with the other Balduran items, but it loses its maximum hitpoints bonus (the charisma bonus remains, however - and Helm of Balduran's HP bonus does as well).

    Mage Robes
    Elemental Robes: back to 50% resistance (from 40%).
    Knave's Robe: the saving throws vs. poison bonus is increased to +3 (from +2).
    Traveler's Robe: the saving throws vs. breath bonus is increased to +3 (from +2).
    Adventurer's Robe: gains a +10% bonus to physical resistance (just immunity to critical hits is pretty lousy, even for multiclasses who try to use this with bracers of AC - I could be convinced to drop this down to 5% or something, though).
    Robe of Arcane Might: 25% magic damage resistance bonus (from 20%).
    Robe of the Apprenti: loses the spell memorization property (this made it way too strong for something that was supposed to be dirt cheap to make...), and instead it simply sets your AC to 3.

     

    Jewelry changes:

     

    Amulets
    Shield Amulet: now applies SR (Spell Revisions) mage spell Shield (non-stackable).
    Amulet of Magic Shielding: renamed to Amulet of Energy Shielding, removes the +1 saving throw bonus but increases the resistance from 10% to 25% (less overlap with Amulet of Spell Warding).
    Necklace of Form Stability: renamed to Periapt of Form Stability as it looks and acts like the other periapts.
    Ruby Pendant of Beguiling: found on Regis, it can cast Dire Charm 3x per day.
    Amulet of Cheetah Speed: speed factor bonus nerfed to 1 from 2, saving throws vs. breath increased from 2 to 3.
    Amulet of the Seldarine: the +1 Charisma bonus is now a Wisdom bonus (there are virtually no items in the game with a Wisdom bonus, plenty with Charisma, and it felt fitting - decently strong for clerics now).
    Sensate Amulet: loses the +5 HP bonus and Protection from Evil, receives hold and stun immunity and can be used by more than just clerics (attempt at a better item concept).

    Rings
    Ring of Energy: the Energy Blast special ability has its damage increased from 2D6 to 3D6, and the magic damage resistance bonus is increased from 20% to 25%.
    Ring of Air Control: the Gaseous Form is changed to Zone of Sweet Air for the time being due to problems with the form.
    Ring of Human Influence: the +1 bonus to Charisma becomes +2.
    Ring of Danger Sense: the +2 bonus to saving throws vs. breath becomes +3.
    Ring of Kangaxx: the special abilities becomes 1x Energy Drain.
    Oaken Ring: the non-improved version of Heartwood Ring now grants a 15% elemental resistance bonus (maybe should be 10%?).
    Heartwood Ring: now also usable by Rangers (the little good it'll do them), the 10% elemental resistance bonus becomes 25% (10% was kinda lame compared to Holy Symbol's magic resistance, especially as you get Holy Symbols for free compared to having to craft Heartwood - but perhaps it should be only 15%?).
    Ring of Clumsiness: completely revised to -2 AC, -2 THAC0, and -1 casting speed (clumsiness should affect everything you do in combat, IMO - but perhaps it should be an arcane spell failure penalty instead of slower casting speed?).
    Ring of Wizardry (BG1?/BGT😞 renamed Ring of Sorcery, keeps same function it originally had in BG1 (double level 1 spells) - still only obtainable in BG1.
    Claw of Kazgaroth: AC bonus revised from +1 (+5 vs. missiles) to +2 (+4 vs. missiles), sort of emulating an SR mage Shield, and the -2 constitution penalty is revised to -15% HP (will have to test that more).

     

    Other equipment (helms, shields, cloaks, gloves, belts, boots):

     

    Helms
    Helm of Balduran: the +5% magic resistance bonus increased to +10% to match other Balduran items - quite powerful, especially for an item you can get for free at the beginning of BG2, but not the end of the world, IMO. The fact that it's such a big deal item at the end of BG1 also made this decision a little easier: it's supposed to be a legendary helm.
    Helm of Brilliance: the +40% bonus to fire resistance is increased back up to +50%.
    Skull of Death: the Gaze of Death special ability is now resisted at a -2 penalty.
    Pearly White Ioun Stone: fire and acid resistance penalties increased to -25% (from -15%), while the Troll ability is very mildly improved (to be closer to a proper troll in BG2).
    Red Dragonscale Helm: the +20% bonus to fire resistance is increased to +25%.
    Wong-Fei's Ioun Stone: the regeneration is nerfed to 1 hp/2 rounds (too much overlap with and outshining Pearly White Ioun Stone).
    Thieves' Hood: given an additional immunity to poison property.
    Master Thief's Hood: as above, but also no more 3x improved invisibility and instead receives a 1x per day Shadow Door.
    Helm of the Rock: removed the elemental resistance bonus in exchange for a +5% damage resistance (all forms).
    Horned Helm of the Rock: AC bonus is increased to +2, damage resistance becomes +10%, and Gaze of Fear is slightly buffed (5 rounds instead of 2, made at a -2 penalty). Perhaps too strong, even though it should be the best helm in the game?
    Roranach's Horn: instead of giving a 10% physical damage resistance, instead grants +2 bonus to AC and +15% elemental resistance (less overlap with Helm of the Rock).
    Shadow Veil: the +40% bonus to cold resistance is now +50%.

    Shields
    Dwarven Shield +2: a large shield once again due to compatibility issues.
    Shield of the Falling Stars: the Shield Others special ability slightly nerfed to a radius of 10'.
    Red Dragonscale Shield: the fire resistance bonus is nerfed to 25% from 30%, but the Force Absorbing property gives a +3 bonus to saving throws vs. breath instead of 2.
    Shield of Balduran: takes Cloak of Balduran's +1 bonus to saving throws.
    Saving Grace: a medium shield once again due to compatibility issues.
    Large Shield +2: now just a Large Shield +2 (originally had a "lightweight" property that Dwarven Shield also had - seemed pointless to make both of them have it).
    Darksteel Shield: elemental resistance increased from 20% to 25%.

    Cloaks
    Cloak of the Wolf: equipped HP regeneration buffed from 1/two rounds to 1/round, but the Shapeshifts Wolfwere ability loses the extra regeneration it used to gain, and the ability now matches what a Wolfwere should be in BG while lasting for 5 turns.
    Cloak of Balduran: loses the +1 saving throw bonus (Cloak of Protection +1 and Amulet of Magic Resistance in one - still quite powerful even without it.).
    Nymph Cloak: the Blinding Beauty special ability is now made at a -2 saving throw, and the +2 bonus to saving throws vs. spell becomes +3.
    Algernon's Cloak (BG1😞 the Charm Person ability is restored...but instead of being infinite usage like it was in vanilla, it's a weak (but kind of fun) 1x per day - still only obtainable in BG1.
    Cloak of the Shield: the cloak is quite a bit stronger now, as the previous attributes have been removed and replaced with a simple +3 bonus to AC.
    Cloak of Elvenkind: now actually does what it says, though the Hide in Shadows bonus is nerfed from +50% to +40%.
    Cloak of Nature's Vengeance: the special ability now grants a save vs. breath at a -2 penalty similar to SR's Call Lightning.
    Cloak of the Sewers: the Mustard Jelly Shapeshift has been somewhat revised to be closer to a Mustard Jelly in BG: it should be a little more interesting with 100% magic resistance it now grants. The cloak can also now be used by Paladins (though dirty and tattered, it is not an apparently disgustingly evil object, therefore I see no reason why not).
    Improved Cloak of Protection +2: becomes a Cloak of Protection +3 (the Mantle ability has limited use by the time you get it in ToB, therefore I did not much see the point - perhaps an argument could be made for its restoration, though).
    Montolio's Cloak: now grants +2 bonuses to AC and saving throws instead of +1 (why would you choose to use this over a Cloak of Protection +2, besides maybe that you can more easily stack it with a Ring of Protection...but perhaps a different bonus should be here?).
    Drow Piwafi Cloak: slightly nerfed as the stealth bonuses are now +60% instead of +75%, and the saving throw vs. breath is now +5 instead of +6 - applies to Solaufein's cloak as well.

    Gloves
    Bracers of Archery: damage bonus changed from +1 to +2.
    Gauntlets of Weapon Expertise: THAC0 bonus changed from +1 to +2.
    Gauntlets of the Blinding Strike: AC nerfed from 4 to 5 (as this now has Whirlwind Attack as of IR's most recent version).
    Gloves of the Rogue: thieves skills bonuses changed from +15% to +20%.
    Gloves of Missile Snaring: dexterity requirement changed from 15 to 16.
    Gauntlets of Healing: regeneration ability changed from 1/three rounds to 1/five rounds, but instead of the terrible Lay On Hands ability, it now grants one usage of Heal (I'm still a little uncomfortable with this design, as it seems too strong for something that early...but it's not the end of the world).
    Gauntlets of Weapon Mastery: now also gives a +1 bonus to damage, but the speed factor bonus is decreased to +1 (from +2).
    Blessed Bracers: the improved version of Paladin's Bracers, these bracers' saving throw bonus is increased from +1 to +2 to match the AC increase.
    Wondrous Gloves: the improved version of Bard's Gloves, these lose the +1 AC bonus, but instead improve the spell memorization ability (from 1st-4th to 1st-7th).
    Bands of Focus: AC changed from 3 to 2.
    Gauntlets of Might: potentially somewhat useful with a +3 bonus to strength instead of +2.

    Belts
    Girdle of the Champion: strength bonus changed from +3 to +4 (virtually no difference between it and Girdle of Giant Strength otherwise - perhaps a different bonus could be placed here instead. I think this is the only +4 STR item in the game, though, and you get it pretty late in ToB...).

    Boots
    Boots of Speed: I personally have always hated these boots, because their only use is typically to exploit the AI or split up the group, both of which are pretty lame. Taking from Boots of Phasing, these boots actually now have a small passive use in combat, a +1 bonus to AC.
    Boots of Elvenkind: the Move Silently bonus is increased from +20% to +40% (a closer match to the Cloak of Elvenkind).
    Boots of Etherealness: an experimental change, taking from atweaks: the ethereal user now also regenerates hitpoints at a rate of 2hp/sec, for a total of 60hp at the end of the duration. The idea here is that time passes on the Ethereal Plane much quicker than on the Prime, and you should therefore regenerate (like atweaks demons do when using their ethereal ability) during that time. I thought it was a pretty neat tradeoff for being taken out of the action for 5 rounds, but maybe people disagree.
    Gargoyle Boots: the Stoneskin special ability automatically creates 5 skins per turn without needing to be cast.
    Spider's Boots of Stealth: unused in IR (unless I'm mistaken), these boots have been renamed to Boots of the Shifting Sands for the time being. If you've played Neverwinter Nights, you'll probably recognize these: you can cast Earthquake once per day with them. These boots are also now placed in-game (spoilers: the Underdark on one of the Imprisoned inside the giant gem).
    Boots of Lightning Speed: pretty much the same, but to avoid exploits, instead of granting an APR penalty (which can easily or even accidentally be reset just by re-equipping your weapon), it grants a -20 penalty to THAC0.
    Boots of the West: an Unfinished Business item, gives +1 to Charisma and protection against disease.

     

    Slashing weapon changes:

     

    Axes
    Bala's Axe: loses the +1 THAC0 bonus (not sure why it had this?).
    Rifthome Axe: 20% -> 33% chance target flees in terror for 2 rounds (save vs. spell neg.).
    Stonefire: receives the Incendiary property: target suffers 1 fire damage every round for 5 rounds.
    Frostreaver: the Chilling property is tweaked somewhat: instead of a 33% chance for 3 rounds (save vs. spell neg.), it is a 100% chance for 1 round (save vs. polymorph neg.).
    Axe of Hrothgar: currently +3 with 5% magic resistance and a +1 bonus to saving throws.
    Bruenor's Battle Axe: now a standard battle axe (1D8 damage, not 1D10), but receives the slashing property instead (an additional 1D6 slashing damage - want a different property, but this is a placeholder for the time being).
    Axe of the Unyielding +3: becomes +4, but the regeneration is halved from 1/round to 1 hp/2 rounds.
    Axe of the Unyielding +4: becomes +5 and the Vorpal property is tweaked: it is now a 15% chance instead of 10%, and upon a successful save, the target still suffers 3D8 slashing damage instead of nothing.
    K'logarath: the Slashing property becomes 1D6 damage instead of 2D6, but no save to negate the damage is allowed.

    Long Swords
    The Vampire's Revenge: the Bloodsucking property is harsher now: it's 1 hp/2 rounds instead of 1 hp/3 rounds.
    Sword of Balduran: the original long sword Sword of Balduran is now restored - a Long Sword +2 that gives 10% magic resistance and has the keen property.
    Daystar: the Sunblade property now only deals +5 damage to undead (from +6).
    Dragonslayer: the Slashing Blow property now deals 3D8 (from 20).
    Adjatha the Drinker: the +2 bonus to saving throws vs. spell is now +3.
    Blade of Roses: the Singing Sword property now has a 30' radius (from 20' - the same as a Bard Song, I believe).
    Angurvadal +4: loses the Incendiary property, gains an equipped +2 bonus to strength (from vanilla, sort of).
    Angurvadal +5: fire damage is now 1D8 (from 1D6), strength bonus is now +3, and the incendiary property is 1 fire damage round/5 rounds instead of 2 fire damage round/2 rounds.
    The Answerer: the Pierce Magic property lasts for 5 rounds (from 4).
    Blackrazor: no longer usable by Paladins (should this be done?).

    Bastard Swords
    Albruin: the Luminous property now lasts for 5 rounds (from 4).
    Blade of Searing: the Burning Wounds property is changed from a -2 penalty to THAC0 and 1 fire damage/round for 3 rounds to a -2 penalty to THAC0 and 1 fire damage/second for 1 round (reason being that the -2 penalty to THAC0 could be stacked and completely ruin an enemy's THAC0 - additionally, there's enough swords with bleeding properties that a sort of fire poison effect seems a little fresher).
    Foebane +5: the Holy property now deals +5 damage (from +6).
    Purifier +3: now +4 and usable by all good-aligned characters, not just paladins; magic resistance bonus is now 5% (from 10%).
    Purifier +4: now +5 and usable by all good-aligned characters, the Holy property deals +5 damage (from +6), and the Draw Upon Holy Might ability can only be used once per day (from 2x).

    Scimitars
    Rashad's Talon: the Cleaving ability now has a 33% chance of occurring (from 20%).
    Water's Edge: the Sharpness property is changed to Armor Piercing (+3 bonus to THAC0) for the time-being (seeing as stat penalties don't do much against enemies...).
    Sword of Flame: 1D4 fire damage (from 1D6), and the Immolation property now deals 3D6 damage (from 20) but has a 15% chance (from 10%).
    Scarlet Ninja-To: currently +3 with the Quickess (+1/2 APR) and Venomous properties...and can be used by more than monks (pretty expensive to buy, though...also, I don't care for its overlap with Kundane).
    Usuno's Blade: the Electrocution property is now a 15% chance for 3D6 electrical damage (from 5% for 20).
    Spectral Brand +3: now +4, loses the Chill Touch property in favor of a generic cold damage property (1D6).
    Spectral Brand +4: now +5, cold damage increases to 1D8.

    Katanas
    Malakar: the Parrying property now gives a +2 bonus to melee AC (from +1).
    Malakar's Companion: the Parrying property now gives a +2 bonus to melee AC (from +1).
    Celestial Fury: the Batto special ability is now 3x per day (instead of at will), blinds and deafens all within 10' for 5 rounds (save vs. breath neg.), Booming Thunder is now a breath saving throw (from spell), and Electrocution deals 3D6 electrical damage (from 20) but is now a 15% chance (from 5%).
    Hindo's Doom +3: now +4, the magic resistance bonus is 5% (from 10%), and Tenchu only has a 5% chance of occurring (from 10%).
    Hindo's Doom +4: now +5, the magic resistance bonus is 10% (from 15%).

    Two-Handed Swords
    Harbinger: the self-damaging Hellfire ability is now 3D6 (from 20), the Starmetal property is now +5 (from +4).
    Soul Reaver: now has the Powerful Weapon property (+2 damage).
    Warblade: the Crushing property now deals 1D6 crushing damage (from 2D3), and the Oversized property now gives a +4 bonus to damage, but a -2 penalty to THAC0.
    Carsomyr +4: the magic resistance bonus is now 10% (from 20%), gains the Powerful Weapon property (+2 bonus to damage), and the Dispel Magic special ability is swapped out with Reverse Magic (difference being that Reverse Magic is single-target and grants a saving throw vs. wand at a -4 penalty).
    Carsomyr +5: the magic resistance bonus is now 20% (from 25%), gains the Powerful Weapon property (+2 bonus to damage), the Holy property now deals +5 damage to evil (from +6), and there are now 3x uses of Reverse Magic per day.
    Flame of the North: cold damage is now 1D4 (from 1D6), the Freezing property is now a 33% chance (from 50%).
    World's Edge: a special two-handed sword +3 from BG1, receives the Mighty Weapon property (+4 damage).
    Joril's Dagger: currently +3 with the Fiery property (1D6 fire damage) and the Chaos property (33% chance of confusing the target for 2 rounds, save vs. spell neg.).
    Silver Sword: if a save is made against the Vorpal property (or otherwise resisted), it still deals an additional 3D8 slashing damage.
    Gram the Sword of Grief +4: loses the 10% magic resistance in favor of a 5% physical resistance, loses the Grevious Poison and Sharpness properties in favor of Armor Piercing (+3 bonus to THAC0) and Wounding (1 bleeding damage/round for 5 rounds) properties.
    Gram the Sword of Grief +5: as above, except the physical resistance bonus is now 10%, and has a 15% chance of Grevious Poison (5D6 poison damage).

     

    Piercing weapon changes:

     

    Daggers
    Heart of the Golem (BG1-only?): receives 5% magic resistance.
    Longtooth: base damage changed from 1D6 to 1D4, but receives the "Oversized" property, which grants a +2 bonus to damage and a -1 penalty to THAC0 (effectively changing from 1D6 + 2/+5 THAC0 to 1D4 +4/+4 THAC0).
    Werebane: the Silver Blade property is now a +5 bonus to damage (from +4).
    Boomerang Dagger: the Crippling property is now 15% chance (from 20%).
    Dragon Tooth: the Fiery property now deals 1D6 fire damage (from 1D4).
    Pixie Prick: the Pixie Dust property now lasts for 5 rounds (from 4) but only has a 15% chance of triggering (from 20%), while the Sleeping property now is a 33% chance (from 20%).
    Spider Fang: the Acidic property is now 1D6 damage (from 1D3).
    Stiletto of Demarchess: the Paralyzing property is now a 33% chance (from 20%).
    Dagger of the Star +4: the Starmetal property is now a +5 damage bonus (from +4), while the Stardust property now has a 25% chance of triggering (from 20%) but only lasts for 2 rounds (from 4) with no penalty to save (from -4).
    Dagger of the Star +5: as above but Stardust now has a 33% chance (from 20%), while Starbolt deals 5D6 magic damage (from 4D4).
    Ixil's Spike: receives the Keen property.
    Dagger of Venom: poison effect lasts 2 rounds instead of 3 rounds.
    Neb's Nasty Cutter: changes from 2 damage every round for 4 rounds to 1 damage every round for 5 rounds.

    Short Swords
    Arbane's Sword: loses the Hastening ability (don't think this was even implemeneted in base IR, if I recall correctly), and has a 1x Haste for 1 turn ability instead.
    Cutthroat: from silence 1 bleeding damage/3 seconds for 3 rounds to 1 bleeding damage/round for 5 rounds (furthermore, making the save vs. death only negates the silence).
    Short Sword of Mask +4: loses the Stealthblade property, but gains the Poisonous property (1D6 poison damage).
    Short Sword of Mask +5: the Poisonous property now deals 1D8 poison damage (from 1D6), the Paralyizing property occurs on 33% of attacks (from 50%), and the Stealthblade property now has a 25% chance of occurring (from 20%) but only confers normal invisibility (not improved) for 5 rounds.

    Spears
    Talos' Fury: the Shocking property now does 1D4 electrical damage (from 1D6).
    Spear of Kuldahar: currently +3 with 10% physical resistance.
    Spear of Withering: the save vs. death at a -4 penalty for the Contagious property (now re-named Scourging) is now a -2.
    Ixil's Spike: receives the Keen property, and the Pinning property now does 1D6 + 5 damage per round (from 1D4 + 5).

    Halberds
    Suryris's Blade: loses the Unbalanced property (-1/2 APR), Slashing property nerfed to 1D4 (from 1D10), Staggering property changed to a 50% chance of causing the target to lose one APR and suffer a -4 penalty to casting speed and a -2 penalty to movement speed for 1 round.
    Blackmist: the Black Mist ability now only lasts for 1 turn instead of 2 hours, but saves are made at a -2 penalty.
    Duskblade: the Creeping Cold property is now 1 cold damage/round for 5 rounds (from 2 cold damage/round for 4 rounds).
    Harmonium Halberd: currently +3 with the Mighty Weapon property (+4 damage).
    The Wave: the Smashing Wave ability deals 5D4 damage instead of 4D6.
    Ravager +4: the Dooming property now lasts for 5 rounds instead of 4.
    Ravager +5: as above, and the Viperous property deals 5 poison damage every second for 2 rounds (from 10 damage every second for 2 rounds).

     

    Crushing weapons changes:

     

    Clubs
    The Root of the Problem: the Entangling property is tweaked from 33% chance to 100%, but only lasts for 1 round instead of 2 (still has a save vs. spell).
    Blackblood: the Acid Splash property now has a 15% chance of occurring (from 10%).
    Bone Club: the Dooming property now lasts 5 rounds (from 4 rounds).
    Gnasher: the Slivers property now acts like other bleeding properties, dealing 1 piercing damage each round for 5 rounds (from 2 piercing damage each round for 2 rounds).
    Club of Detonation +3: becomes +4.
    Club of Detonation +4: becomes +5, fire damage increased to 1D8, Detonation property increases to a 15% chance of occurring (from 10%), and the fire resistance is increased to 50% (from 40%).

    Hammers
    Hammer of Corrosion: the Corrosion property is now 33% chance for 5 rounds (from 50% for 2 rounds).
    Wrath of Tyr: the Holy Smite property is changed from 20% chance for 5D4 magic damage and 1 round blindness (save vs. spell negates) to a Smite Evil property for 15% chance for 5D6 magic damage with no save.
    Rift Hammer: the Resonating property now deafens for 2 rounds as well (save vs. breath neg.).
    Dwarven Thrower: loses the base extra damage (from 2D4 + 4 to 1D4 + 3), but now receives the Dwarven Thrower property which deals an additional 1D4 crushing damage when thrown; usable by all races instead of just dwarves; the Racial Enemy property now deals +5 damage (from +4).
    Hammer of Thunderbolts: electrical damage is now 1D6 (from 1D4).
    Crom Faeyr: same as above; loses the unbalanced property for the time being.
    Runehammer +3: now +4, and the Starmetal property deals +5 damage (from +4).
    Runehammer +4: now +5, Starmetal as above.
    Aegis-fang: now a Throwing Hammer +3, receives the Mighty Weapon property (+4 damage bonus), but requires 18 STR to use (maybe should be 19?).

    Maces/Morning Stars
    Skullcrusher: the Crushing Blow property is changed to 15% chance from 5%, but instead of dealing a flat 20 crushing damage, now deals 3D8 crushing damage.
    Mauler's Arm: changed to +2 from +1 for the time being (who's going to buy this when Mace +1s are everywhere? I'd like to find a creature to put this on so that it can be reverted back to +1, though).
    Jerrod's Mace: currently +3 with a +1 bonus to Wisdom and the Demon Bane property.
    Everard's Morning Star: currently +3 with the Spell Drainer property.
    Storm Star +3: becomes +4, gains a +50% resistance to electricity, chance of Chain Lightning reduced to 5% from 15%, but Chain Lightning deals an additional 3D6 to the main target.
    Storm Star +4: becomes +5, gains a +50% resistance to electricity, lightning damage increases to 1D8, the Chain Lightning deals an additional 3D6 damage to the main target, and the Call Lightning property is replaced with the Lightning Shield property: creatures who strike the wielder are struck by lightning for 1D6 electrical damage.
    Ice Star: the fire resistance is increased to 50% from 40%, and the Bitter Cold property is reduced to 1D3 cold and piercing from 1D4.

    Flails
    Flail of Submission: the Domineering property now has a 100% chance for 2 rounds (from 50% chance for 5 rounds).
    Defender of Easthaven: bonus HP now +5 (from +10), while the Cleaving ability is a 33% chance (from 20%).
    Flails of Ages: the elemental damages, the secondary effect, and the chance of them occurring have all been tweaked somewhat. Regardless of how many heads are currently attached, one of the heads always hits the target. The extra damage has also increased to 1D4 at +1/+2, 1D6 at +3/+4, and 1D8 at +5; the secondary effects for the fire, cold, and acid heads, however, now only last for 2 rounds instead of 3; the save to resist the secondary changes to 0 for +1/+2, -1 for +3/+4, and -2 for +5.
    Ardulia's Fall: the Enfeebling property now also affects damage.

    Staves
    Staff of Striking: the Striking property is very slightly nerfed to 5 damage (from 6).
    Staff of Command: the Mindbreaking property's save penalty is reduced to -2 (from -4).
    Staff of Curing: the Healing Surge ability is simply changed to Mass Cure (this seemed like a no-brainer), while the Healing Aura property is changed to every 2 rounds (from every 3).
    Staff of Power: now a +3 weapon (from +2).
    Staff of Thunder and Lightning: the Lightning Stroke ability is changed to a Lightning Bolt of the same damage (10D6), while the Thunder and Lightning ability is changed from 6D6 (save vs. spell half) and deafen 3 rounds to 6D6 electrical damage (save vs. breath at -2 half) and stuns for 1 round (save vs. polymorph at -2 neg.); the Shocking property now deals 1D4 electrical damage (from 1D6), while Thunderclap now occurs on 33% of attacks (from 20%).
    Quarterstaff of Arundel: currently +3 with 50% acid resistance, +1 to druid memorization levels one through four, and only usable by druids.
    Staff of the Woodlands: regeneration nerfed from 1 hp/round to 1 hp/2rounds, while the Animal Empathy ability is slightly weaker with the save occurring at a -2 penalty instead of a -4.
    Staff of Air: the Gust of Wind special ability is now a Cloudkill, and Whirlwind strike now occurs on 33% of attacks (from 20% - may nerf this to 25%).
    Staff of Earth: the kind of weak Earth Grasp is changed to a Flesh to Stone, while the Stonehold property is changed to 33% (from 50%), and the Earthshaking property is changed to 15 at a -2 saving throw penalty (from 10% at no saving throw penalty).
    Staff of Fire: the Incendiary property is changed from 2 fire damage/round for 2 rounds to 1 fire damage/round for 5 rounds, while Burst of Flames is changed from 4D6 fire damage to 3D6.
    Staff of the Ram +4: the Striking property deals 5 damage (from 6).
    Staff of the Ram +5: as above; the Battering Ram property now occurs only on 33% of attacks (from 100%?).
    Serpent Shaft: the Viperous property now deals 5 poison damage per second (from 10).

     

    Ranged weapon changes:

     

    Bows
    Ripper: receives the Powerful Weapon property (+2 damage, higher weight) for having an 18 STR requirement.
    Heartseeker: the Heartseeking property now has a 15% chance (from 10% - still no save penalty and no extra damage applied for saving unlike the Vorpal property).
    Strong Arm: receives the Oversized property (+4 damage, -2 THAC0, higher weight) for having a 19 STR requirement (effectively, this bow changes from +3 THAC0/+6 damage to +1 THAC0/+5 damage - somewhat of a nerf to keep the damage in check).
    Mana Bow: the Illusion Bane property now has a 25% chance (from 20%).
    Taulmaril: Cattie-Brie's bow, loses the Elevencraft property.
    Tansheron's Bow: the Phantom Arrow property now has a 25% chance (from 20%).
    Iron Bow of Gesen: the Lighting Spears are nerfed to just 1D6 missile + 1D6 electrical damage (from 1D6 + 2D6 with a save vs. breath allowed for half - this was way too much damage for creatures not making their breath saves).
    Darkfire Bow +4: loses the 10% fire/cold resistance, Darkfire damage increased to 1D6 of either fire or cold damage (from 1D4), Darkfire Shield changed from 5 fire and cold damage to 1D6 of both.
    Darkfire Bow +5: the fire and cold resistance is now 25% (from 20%), Darkfire causes 1D4 of both fire and cold damage (nerfed from 1D6 of both), and the same Darkfire Shield changes as above.
    Taralash +4: the Crippling property now lasts for 5 rounds (from 4 rounds) but now only has a 15% chance (from 20%).
    Taralash +5: same as above, but a 25% chance (from 20%).

    Crossbows
    Giant Hair Crossbow: loses the Slow Reload and Giant Crossbow properties, and instead gains the Oversized property (+4 damage, -2 THAC0).
    Crossbow of Affliction: loses the Affliction penalty, now has a -1 penalty to strength; loses the Diseasing property in exchange for the Scourging property (15% chance of 1 damage per second and slowness for 1 turn).
    Firetooth +4: the Fire Bolt property now does 1D6 fire damage (from 2D4 save vs. breath half).
    Firetooth +5: 1D8 fire damage to target and those within 5' (from 2D6 save vs. breath half).

    Slings
    Sling of Seeking: the Seeking property gives a +5 bonus to THAC0 (from +6).
    Sling of Everard: currently +3 with the Rapid Shot (+1 APR) property.
    Erinne Sling +3: now +4, now grants a +50% bonus to magic damage resistance, and the Energy Bullet property now does 1D6 magic damage (from 1D4).
    Erinne Sling +4: now +5, now grants a +50% bonus to magic damage resistance, the Energy Bullet property now does 1D8 magic damage (from 1D4), and the Energy Burst property is changed to the Disintegration property (per the description). Instead of 10% chance for a flat 100 magic damage with a -4 penalty to save vs spell, it is a 15% chance to do 20D6 magic damage with a save vs. breath at a -2 penalty for 5D6 magic damage (SR Disintegration).

    Darts
    Asp's Nest: the Asp's Venom is revised from 1 damage/3 seconds for 2 turns (save vs. poison neg.) to 1 damage/second for 5 rounds (save vs. poison at -2 neg.).

     

    Ammunition changes:

     

    Arrows
    Arrow of Biting: from 4 rounds to 2 rounds (unenchanted and not that expensive or rare, why were they that strong?).
    Arrow of Fire: from 1D3 fire to 1D4.
    Arrow of Ice: from 1D3 cold to 1D4.
    Arrow of Piercing: from 2D6 piercing (save vs. death negates completely) to just 1D6 straight up.
    Arrow of Slaying: from +1 to +2 enchantment level, target saves at a -2 penalty instead of no penalty (expensive, rare, and not reusable: it should have at least a decent chance of working).
    Poisoned Arrow (BG1): Eldoth's personal arrows, these aren't much special, just a 1 hp/second for 1 round poison upon a failed death save.

    Bolts
    Bolt of Lightning: changed from +2 enchantment level to +1, damage changed from 4D4 (save vs. breath half) to just 1D4 straight up (they were too plentiful and cheap to deserve being as good as they were, IMO, and now they match the other elemental arrows).
    Bolt of Biting: same as Arrow of Biting.
    Bolt of Polymorphing: similar to Arrow of Slaying, these are pretty rare and expensive - their enchantment level has been increased to +2, and the save vs. polymorph is made at -2.
    Flasher Master Bruiser Mate: damage increased from 1D2 + 1 to 1D4 + 1, but the stun duration is reduced from 2 rounds to 1 (attempt to make these a little more viable later in the game when you need the damage more than the stunning).
    Blessed Bolt: still thinking of what to do for these, but for the time being, they've just been given the Holy property (+5 damage against evil creatures).

    Bullets
    Sunstone Bullet: 2D4 fire damage increased to 2D6...but a save vs. breath is allowed for half (matches SR Sunscorch).
    Bullet of Smiting: 2D3 damage (slightly) nerfed to 1D6.

     

    Miscellaneous item changes:

     

    Book of Infinite Spells: no longer has a "last page" that prevents you from changing spells anymore - instead, the page can only be turned once per day (and once turned, the party must rest to use the new spell). Furthermore, the spell selection has changed from Fireball, Invisibility, Protection from Evil, True Seeing, Far Sight, Spell Turning, Wyvern Call, Stinking Cloud, Lightning Bolt, and Burning Hands to instead Fireball, Improved Invisibility, Stoneskin, True Seeing, Dispel Magic, Cone of Cold, Invisible Stalker, Cloudkill, Lightning Bolt, Breach, and Hold Monster.
    Horn of Blasting: from 1x use per day to 3x.
    Horn of Silence: changed to target only opponents within 15' at a -4 save penalty instead of everyone within 10' for no save penalty (SR-ized).
    Harp of Discord: changed to within 30' at a -2 save penalty from within 10' at no save penalty (SR-ized).
    Methild's Harp: Remove Paralysis changed to Break Enchantment.
    Greagan's Harp: now works once per day (from some amount of charges).
    Harp of Pandemonium: 3x per day, opponents within 30' are pushed away and confused for 5 rounds (save vs. spell at -2 neg.)
    The Horn of Kazgaroth: "Globe of Power (1x per day): user loses 10% of their health, but gains a +2 bonus to AC and saving throws and immunity to 1st, 2nd, and 3rd level spells for 5 rounds".

     

    NPC item changes:

     

    Cloak of the High Forest: From 1 hp/2 rounds regeneration to 1 hp/5 rounds, but elemental resistance is increased to 15% (from 10%). Usable by all single-class druids.
    Staff of the High Forest: Loses the additional elemental resistance (a +1 casting speed bonus is quite strong as it is for an NPC starter weapon).
    Firecam Full Plate Mail: Magic damage resistance increased to 50% (from 40%), though the Retribution property is nerfed from 5 damage to 1D4 (way too strong at a flat 5).
    Delryn Family Shield: From 3x Protection from [Normal] Missiles per day to 1x, and from 30% cold/fire resistance to 25%, though Protection from Normal Missiles becomes Protection from Missiles if you use SRR.
    Yoshimo's Katana: The Toxins property goes from 2 non-lethal poison damage every second for 2 rounds to 1 poison damage every second for 1 round.
    Corthala Family Katana: The Spell Disruption property now lasts for 5 rounds (from 1 turn).
    Entropy: From 1D6 poison damage to 1D4; the Entropy property now lasts for 2 rounds instead of 4 (with no saving throw, a few hits from this and an enemy's saving throws were much pretty completely toast...).
    Chaos: From 2 bleeding damage per round to 1; the Chaos property now has a 33% chance of triggering (from 20%).
    Flasher Launcher: From 20% chance of being blinded for 3 rounds to 33% chance for 2 rounds.
    Amulet of the Master Harper: The +2 bonus to saving throws vs. spell became +3.

     

    Rod and wand changes:

     

    Rods
    Web Sack: An Unfinished Business item, now considered a rod and is usable once per day (changed due to it only appearing once in the game).
    Rod of Absorption: Now only usable once per day (from twice).
    Rod of Lordly Might: Experimenting with a new design - now an actual weapon a la Rod of Terror or Rod of Smiting. A +3 club that has a defensive +2 bonus to AC (useful as an off-hand weapon), it can transform into a Flail of Disruption (destroys undead creatures a la the Mace of Disruption), a flaming long sword, a hypnotic axe (confusing, sleeping, or stunning on hit), or a spear of speed (+1 APR, also can be thrown).
    Rod of Resurrection: From charges/2x per day (it said the latter, but actually did the former) to simply 1x per day.
    Rod of Terror: -1 charisma (from -2).
    Rod of Reversal: From 2x per day to 1x (this is a quite powerful ability).
    Rod of the Apprenti: It's now a rod with 1x per day uses of a 10D6 fireball, 10D6 lightning bolt, and 10D6 cone of cold.
    Rod of Wonder: For the time being, it can 3x per day affect the targeted character with one of nine random effects: a 10D6 Fireball, a 10D4 + 10 Cone of Cold, a 10D6 Lightning Bolt, a 1 turn Cloudkill, a Domination spell, a Flesh to Stone spell, a single target Haste spell, a 5 skin Stoneskin, or a 1 turn Globe of Invulnerability; there is also a 10% chance of a Prismatic Explosion occurring centered around the caster instead.

    Wands
    Wand of Fear: "Horror: 5 rounds (save vs. wand neg.)".
    Wand of Paralyzation: "Paralyzation: 5 rounds (save vs. wand at -2 neg.)".
    Wand of Fire: Loses the Scorching Ray ability, "Fireball: 6D6 (save vs. wand at -2 neg. half)".
    Wand of Frost: "Cone of Cold: 6D4 + 6 (save vs. wand at -4 neg. half)".
    Wand of Lightning: "Lightning Bolt: 6D6 (save vs. wand at -4 neg. half)".
    Wand of Sleep: "Sleep: 5 rounds (save vs. wand neg.)".
    Wand of Polymorphing: "Polymorph Other: permanent (save vs. wand at -2 neg.)".
    Wand of the Heavens: "Flame Strike: 10D6 (save vs. wand at -4 neg. half)".
    Wand of Cloudkill: "Cloudkill: 1 turn".
    Wand of Cursing: "Blindness, Deafness, and Silence: 1 turn (save vs. wand at -2 neg.)".

     

    Original post:

    Spoiler

    Generalized Change Log:

    1. Fixed numerous bugs, including certain item abilities erroneously triggering the Cowled Wizards (such as Albruin's Faerie Fire ability), some abilities erroneously not granting saves when they should (or the opposite), a couple of compatibility problems between IR and SR (IR's Shambling Mound overwriting SR's, for example), some items having the totally wrong effects for their descriptions (Cernd's items, Aeger's Hide, the Boots of Elvenkind, etc.), a bunch of missing effect portrait icons, and various other problems (including others not listed that I don't remember anymore).
    2. Spell Revision-izing items. There are various items that have equipped effects and special abilities that did not quite match up with Spell Revisions: now they do. If you do not use SR, it is still compatible without it, but a few abilities may behave slightly differently than what you might expect, but should overall function much the same.
    3. Various items have minor tweaks. Virtually every item (besides maybe just a handful) effectively works the same as it was in standard IR, but may be tweaked just a little for balance/usability reasons. I will eventually try to compile a list of such tweaks (now done in the post directly below this one). I am also open to reverting any such tweaks, or implementing new ones based on feedback.
    4. Text clean up. The text file for items has been cleaned up and excised of typos, oversights, and hopefully most issues in general. The latest version of IR already uses some of my text revisions (it was integrated some months ago), but this takes it a little step further in attempting to make the text as clean and consistent as possible. As a result of this, the mod is currently not compatible with other languages besides English, as I do not have the ability to update in languages I do not know. If you wish to help me update language files, however, please send me a PM. For now, languages besides English have been disabled. :(
    5. New items are handled by IRR, most notably Aegis-fang +3 (including a new unique icon), (Regis') Ruby Pendant of Beguiling, Jade Hound Figurine, Moon Dog Figurine, Tree of Life Fruit, Shakti Warrior Figurine, the Golem Tomes, World's Edge +3 (an unused BG1 Two-Handed Sword +3), the Holy Symbols, the Pantaloon Quest items, and the unused BG2 special edition items (note: currently some items are Joluv-only, which means you have to install a bonus merchant-enabling component from a mod like Tweak Anthology for the time being). I have attempted to handle these items in much the same way IR does, but feedback is, of course, welcome.
    6. Greater compatibility with 1ppv4 and the Enhanced Editions (read directly below!), as well as probably some other stuff that I don't remember doing yet. I will continue to update this post as appropriate.

    Compatibility for 1ppv4 and the Enhanced Editions:

    Original Games: For non-EE installs, this version of the mod is intended for use with 1ppv4, which you can download here off of Spellhold Studios, though it is not required. You can use any combination of 1pp components as you please, or none at all if you don't care for 1PP. This version of IR has been stripped of almost all 1pp changes (as IR was based on an old version of 1PP that was not compatible whatsoever with the latest version of 1pp, hence why the current official version of IR is not compatible with it). If you do not know what 1PP is, it is a big collection of graphical updates, including to item and spell icons, paperdolls, sprites, spell effects, UI, etc. aimed at making the game look cleaner, more varied, and, well, simply better. If you're unsure about installing it, I would seriously suggest downloading it and looking through its readme for getting a better understanding of its changes (which are pretty modular). If you install 1pp with IRR, please note that you should install it after IRR, not before. You will not get any of the sweet item graphical improvements of 1PP if you do not follow this, and items will, for the most part, instead look like vanilla's. Keep reading below for a better understanding of a proper installation order and for use with the BWP/BWS.

    Enhanced Editions: IR Revised is also (as of about version 1.11) intended for use with the Enhanced Editions (which includes most of 1pp's content), and will restore many graphical features that the latest version of IR disables (e.g. bastard swords and short bows animations, the general looks of EE helms and shields, as well as additional staves animations). Please note that things are likely not perfect yet - testing is very much welcome to iron out any inconsistencies.

    Known Issues with 1PP:

    1. The Sleeper +2 is supposed to be a morning star and 1PP instead makes it look like a flail, and also overwrites its description.
    2. Deflection Shield +1 looks like a tower shield (note: should...mostly otherwise act like it should).
    3. Daystar and Albruin have their graphics switched for no apparent reason.
    4. Helm of the Rock (unupgraded) does not have the correct paperdoll/sprite animations due to a wrong file patch (it should be using the "winged helm" look like the upgraded Helm of the Rock, but instead uses the "horned helm" look like Shadow Veil).
    5. Similarly, the Gold Horned Helm should be using the "horned helm" look, but instead uses the basic helm animation.
    6. Like above, Bolt +3 does not get its unique projectile animation.
    7. Radiant Plate +2's description and name are overwritten by 1PP (but it otherwise acts as it should).
    8. Projectiles not always being deflected like in Spell Revisions' Protection from Missiles spell.
    9. Cleric's "Cause Wound"-type spells being overwritten when using Spell Revisions.
    10. Energy Blade's loses its unique icon for Black Blade of Disaster's.
    11. Boomerang Dagger does not have the correct icon (and instead has Dagger of Venom's).

    I have these problems fixed in my own patched installer of 1PP, and if you want it, you can find it here. Installs very much the same way as IRR does, as you need to have 1pp already extracted into your game directory and then drop this patched installer on top of and overwriting it. Unnecessary for Enhanced Edition games, as IRR already patches everything to the default choices that the EE games use.

     

  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:

    1. ToBEx
    2. BG2 Fixpack
    3. Baldur's Gate Trilogy
    4. Ascension
    5. BG1UB (and other BG1 content mods)
    6. Unfinished Business
    7. Quest Pack (and other BG2 content mods)
    8. Rogue Rebalancing
    9. 1pp (EXCEPT for the "Smart Avatar & Armour Switching" component)
    10. Item Revisions (main component)
    11. Spell Revisions (main component)
    12. Infinity Animations (main component)
    13. Spell Revisions (secondary components - key here is to be before SCS if you're using it)
    14. Item Revisions (secondary components - key here is to be before EET_END if you're using that)
    15. Anthology Tweaks
    16. Sword Coast Stratagems
    17. atweaks
    18. Infinity Animations (secondary components)
    19. 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. as an effect from copying different files to replace the already used ones. Or in the case of not adding the graphics, not copying them over ... as then they just use the vanilla variety of files.

     

    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":

     

     

    explorer_2017-07-13_16-21-00.png

     

    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.

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