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Mods that restore original game mechanics?

SlevenSleven Member Posts: 14
Are there any mods out there that restore original game functions, such as:
- UAI works with all removable NPC items
- Physical resistances can go past 100% (and heal you)
- Ability to dispel monster weapons when polymorphed
- etc.

...perhaps with the option to pick and choose what you restore?

The first two are pretty important to me. I need me some Chaos Blade, Jansen AdventureWear, etc. on my party thieves (like the good ole' days), but I still want to be able to enjoy other EE fixes and content.



  • subtledoctorsubtledoctor Member Posts: 11,463
    Pretty sure you can just edit #1 and #3 yourself in Near Infinity - doing so would be a lot quicker than waiting for someone to make a mod (which honestly probably won't ever happen).

    As for #2, doesn't the game already work just as you describe?? (I mean I hope not - no offense. I would love it if they capped resistances at 100%. But I have not heard that that happened.)

  • SlevenSleven Member Posts: 14
    edited November 2016
    I'm not going to pretend I know how to navigate--let alone create functional edits--with such a program; so "quicker" would need to include the process of me learning it and the time I have available to do so. I'm genuinely surprised it hasn't happened yet when you consider the popularity of mods like Tweaks. In fact, I'm surprised it's not in Tweaks.

    It looks like some version of a UAI/restore original item functionality mod was already created: ; although I had to search for it in a roundabout way. Unfortunately, it has a few "extra" bits of functionality to it (such as being able to remove Nalia's ring).

    I can confirm that physical resistances have been changed to cap at 100% while elemental resistances retain their old functionality--hardiness no longer stacks either. I tested this last week using an epic level Barbarian with Roranach's Horn as a whipping post.

    I noticed you didn't mention being able to edit the physical resistance cap with Near Infinity, is this one of its limitations?

  • subtledoctorsubtledoctor Member Posts: 11,463
    There is no actual cap, to my knowledge; and the behavior of what happens when you hit 100% is hard-coded in the engine. AFAIK it is not moddable, not tweakable.

    Near Infinity is really not hard to use, there's no much to learn. Drop the program into your game directory, run it, press "ITM" in the left colum, then you'll see a list of every item in the game. Click one, and it appear in the box on the right. Click "Edit" at the top of the right box and you'll see the nitty-gritty. About six rows down, there is a "flags" field, with a box that says "EE/Ex: Undispellable." Uncheck that box for the shapeshift weapon, and it will be dispellable just like in the old buggy original engine.

    The actual hard part is finding the .itm files for the shapeshift weapons. I don't know them... maybe a web search would help.

  • SlevenSleven Member Posts: 14
    There is now, or--at the very least--Beamdog changed something that prevents physical resistances from working past 100%/Immunity. The facts are cut and dry, my unmodded 2.X copy of BGEE2 is not working the same as my unmodded original BG2. If what you say is correct and physical resistances are hard-coded, it is unfortunate that we cannot revert whatever it is they changed.

    Thanks for the information you've been able to provide on the matter. I'm sure I'll get around to trying my hand at these changes in Near Infinity at some point.

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