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Looking to make a small weapons pack...

PokotaPokota Member Posts: 858
edited December 2021 in BG:EE Mods
...and really I'm looking for a few things.

1) Is there a list of all +3 weapons available in BG(EE), not including dual-state weapons like Kondar or weapons added in SoD?
1.5) Anyone here ever complete Heirs to Skull Crag? I want to include "Replica of the Roadwarden's X" items but the only one I know of offhand is the Shield.
2) The old item insertion guides on G3 and Sorceror's Place seem to have vanished into thick air, can someone give me a brief rundown/link for how to add items using WeiDU scripts? (There's a guide to adapting item mods for the EEs, but I can't find one for inserting items in the first place. Maybe I'm just a dumb.)
3) Feedback, both for balancing and flavor text. Each weapon as I make them will get their own bio. For example:

Dagger +3: Mage Masher
Legend has it that this was commissioned by a Wizard Slayer who was hunting a gnomish lich. This would have been a potent weapon against such a lich, as it both allows the wielder to see through illusions and can cause spellcasting to go wild. Unfortunately, the Wizard Slayer in question did not have skill in passively spotting illusions, and took for granted the magic in the Mage Masher...

EQUIPPED ABILITIES:
Sets the Detect Illusion skill to 100%
Disables spellcasting and special abilities
Can only be removed by a Remove Curse spell

COMBAT ABILITIES:
On a successful hit, causes the target to have a Wild Surge the next time they cast a spell (save versus wand negates).

STATISTICS:

THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
3 Strength

Weight: 1

Testing notes for the Mage Masher: Using the Dagger of Venom (misc75) as base item. Cursed - still need to apply portrait icon - why isn't global effect Display Portrait Icon - Self - Cursed - Instant/While Equipped not the solution? SOLVED: Needed to set probability as 100% Inflict wild magic - works as expected - still debating "next spell only" or "duration" Disable Spellcasting and Innates - doesn't disable the Innates button...? Otherwise seems to work when properly applied. Actually should use opcode 144 targeting button 13 for innates. Still should disable arc and div using the Disable Spellcasting opcode, but also the s/c buttons Abilities Button will not be disabled to allow thieving abilities for Cleric/Thief - makes disabling innates awkward since still selectable from abilities but testing shows they simply don't take action... will this screw with AI scripts? Still had a failed trapset while Masher was equipped... maybe just give up on disabling innates?
Post edited by Pokota on

Comments

  • PokotaPokota Member Posts: 858
    edited November 2016
    A table listing classic/ToTSC weapons with some form of +3 enchantment, according to Mike's RPG Center.
    WeaponBase EnchantmentClassic ProfWeapon TypeOther
    Root of the Problem1BluntClub+3 against Unnatural
    Kneecapper1BluntWar Hammer+4 against Giant Humanoids
    Quarterstaff +33BluntQuarter Staff
    Staff of Striking3BluntQuarter StaffEach attack uses a charge
    Sword of Balduran0Large SwordsBastard Sword+4 against Lycanthropes
    Kondar1Large SwordsBastard Sword+3 against Shapeshifters
    Flametongue1Large SwordsLong Sword+2 vs Regen, +3 vs Cold, +4 vs Undead
    Frostband3Large SwordsScimitarOne of the Drizzt weapons
    Berserking Sword3Large Swords2H SwordCursed, Berserking
    Two Handed +33Large Swords2H Sword
    Defender5Large SwordsScimitarOne of the Drizzt weapons; AC +2
    Werebane1Small SwordsDagger+4 against Lycanthropes
    Xan’s Moonblade3Small SwordsDagger(?)AC +1, Fire Resist 50%; Xan only.
    Short Sword of Backstabbing3Small SwordsShort Sword
    Backbiter3SpearSpearCursed, user takes 3 damage per successful hit
    Kiel’s Morningstar3SpikedMorning StarCursed, Berserking
    TODO: Change Kneecapper so that it's flagged Cold Iron/Silver Finish the Mage Masher
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,760
    You'd better check everything in NearInfinity. BGEE doesn't give Root of the Problem without the console, for example.
  • PokotaPokota Member Posts: 858
    edited November 2016
    I plan to; that table's more there for reference purposes anyway (and I'm fairly certain you can get RotP if you help Aldeth instead of the Druids but maaaan I like having early Kondar plus his brother has a +2 Heavy Crossbow)
  • PokotaPokota Member Posts: 858
    edited December 2016
    OKAY SO

    I'm feeding this tp2 file to WeiDU, and it's trying to load this tra file. I'm getting "ERROR: No translation provided for @1".

    What am I doing wrong here?


    Fixed it - lang declarations have to be LANGUAGE ~String to display~ ~language~ ~tra file path~
    Post edited by Pokota on
  • PokotaPokota Member Posts: 858
    edited December 2016
    Spotted this amusing typo while researching what ranged spec to give to my IWD frontman.


    I'm tempted to make it a separate component that adds the weapon as written right there, typo and all, to one of Sarevok's lackeys in the final battle.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Might as well since cold resistance is a dime a dozen in this game. 104*0 still equals 0.
  • PokotaPokota Member Posts: 858
    i mean it's still a +2 war hammer with a 10% chance of dealing disease on top of being a bludgeoning (and more reliable, if damage-based) version of The Snow Maiden's Reaver
  • PokotaPokota Member Posts: 858
    So I pulled up NI to see what all the Silver-flagged weapons in SoD are and, disregarding spell weapons:
    Gift of the Demon (+1 AND +5)
    Dragon Blade +3 (IS NOT COLD IRON)
    Kondar +1
    Werebane +1
    Sword of Balduran
    The Burning Earth +1
    Long Sword +1 (IS NOT COLD IRON - sw1h05s)
    Albruin +1 (IS NOT COLD IRON)

    ...as well as a bunch of Baeloth's dialog from The Black Pits?
  • PokotaPokota Member Posts: 858
    I'm starting to think I should just force EEs for this item pack. I'm trying to make as many items backwards-compatible as possible but when I test Beater +3 in Classic + TotSC, I get "An Assertion failed in D:\Dev\chitin\ChDataTypes.cpp at line number 1445" when I try to equip it.

    I do not get this error in EE, which leads me to believe there's an EE-specific flag or something else going on that I missed.

    Attached is the ITM file for Beater +3, what am I doing wrong with it?
  • agb1agb1 Member Posts: 249
    It seems that in BG2 classic, color gradient values above 120 in the Set Color effect cause a crash when the item is equipped. Note that values 200+ are actually random colors (corresponding to columns in randcolr.2da), and the IESDP notes for randcolr.2da say that random colors don't work for items, so you're using values outside of the approved color range even for EE (unless the IESDP is wrong about that).
  • PokotaPokota Member Posts: 858
    edited December 2016
    It shouldn't be that broken, I was using a +1 Bastard Sword (from EE) as base. I probably broke it in transition. Changing the Set Color effect fixed it, thanks.

    Note to self: unless I need an effect unique to the EE's, make and test entirely in Classic. Less headaches.

    Regarding the Beater +3: according to IESDP the damage type I want to use (Bashing/Slashing, use lesser) isn't actually available in BG1 so blaaaaah either I make it straight bashing or else I force BG2+.
  • agb1agb1 Member Posts: 249
    Or make two copies of the item with different damage types and give both copies an on-use ability that replaces itself with the version with the other damage type?
  • PokotaPokota Member Posts: 858
    Because I don't think giving a cursed item an on-use ability to switch damage types would fly in Non-BGT BG1, especially since there's a damage type that does it how I want in BG2 onward. Might be easier to just split the item pack into "BG1 Compatible Items" and "BG2 Compatible Items" and leave Beater in the BG2 component.
  • agb1agb1 Member Posts: 249
    BG2 or EET, preferably.
  •  TheArtisan TheArtisan Member Posts: 3,277
    IIRC you can have a weapon that switches between damage types in the same way you create a melee/ranged hybrid weapon like Azuredge.
  • GrimLefourbeGrimLefourbe Member Posts: 637
    Then it wouldn't be the worst damage type right? It'd work more as a best damage type between X and Y.
  • PokotaPokota Member Posts: 858
    edited December 2016
    I actually should use Azuredge (or whatever the +2 throwing axe in classic is) as a template for the Palmsplitter +3. May as well do that one next since I'm thinking of it. It's basically "Backbiter +3 but as an axe"
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