Testing went a lot smoother than I expected. I am now working on documentation. Here's the high-level changelog to whet your appetites:
# Changelog
## Version 2.0.0
### Fixed
- Added new spells to spells.ids table to allow for sorcerors to learn new spells
- Fixed melee and description images/icon for Vampiric Voidhammer +5
- Added missing sound files for "Drowned in Blood" creature.
- Cleaned up code for more efficient install and better EET compatibility
- Fixed hit bonus and dmg bonus of maelstrom axe +4 from 3 to 4. Fixed hit bonus and dmg bonus on maelstrom pike +5 and +4 (was +3 incorrectly)
- Corrected “smashing wave” effect on maelstrom pike to be 10% chance on hit to match description (was incorrectly 100%)
- Corrected all new summoned creature allegiances to "Controlled" and set all attack items as "Undisplayable"
- Fixed Silver Dragon Blade +5 area effect projectile animation
- Shadow Dragons should now drop shadow dragon blood
### Changed
- Changed charge abilities on most dragonscale armor upgrade variants to be more unique
- New icons for several items and their various upgrades
- Reworked appearance of all dragonscale armor variants
- Upgraded enchantment level of frostfire bolts to +4 for what they can hit
- Upgraded the audiovisual effects of Trollkiller's Fireball, Corrosion, Thunder Thrust, and Hoar of Frost to be more unique
- New audiovisual effects for the charge abilities on Wicked Jester's Bracers
- Sealed Ancient Scrolls now require dragon's blood instead of scales
- Updated Pooky's script to allow him to use Screaming Bagpipes during battle
- Malestrom Axe/Pike upgrades now use "Body of Water" gemstone
- Removed charge effects from heartwood rings, boosted bonuses, added new option for water, updated recipes on cromwell and cespenar
- Tongue of Acid +5 has a new charge ability
- Tongue of Burning Acid +4 and +5 have been removed
- Crown of Lies upgrade has been reworked to use ioun stones with different abilities and new name, Crown of Lies +1
- Wizzard Hat has been moved to a new location
- Helm of Opposite Alignment has been moved to a new location
- The upgrade recipe for Element's Fury +2 has been updated to add new options for all four elements
- Hoar of Frost is now a Priest spell
- The Antipode effect on the Uncursed Staff of Antipode has a new projectile
- Conjure Death has a new icon
- Thunder Thrust has a new icon
- Night's Embrace +7 upgrade has been reworked to used shadow dragon scales with different abilities
- There is now an additional option to make the Voidhammer +3/Voidsword +3 random
- Shield of Egons +2 has been moved to a new location
- New upgrasde options for Maelstone Axe/Halberd to +5 and +6 respectively
### Added
- Imported many items from IWD and placed throughout BG1 and BG2 campaigns in EET and BG2EE games in thoughtful locations:Shimmering Sash, Flaming Fists of Lin Mei, Sarutobi's Stone Breakers, Pemby's Wand of Many Missiles, Wand of Armory, Wand of Trap Detection, Vexed Armor(third version), Clasp of Bron's Cloak, Kossuth's Blood, Ogi-Luc's Great Robe, Poisonous Battle Axe +2, Boots of the Fox, Boots of the Forgotten Ones, Messenger of Sseth, Cloak of the Winter Wolf, Cloak of Scintillating Colors, Breath of Auril +3, Flaming Fists of Lin Mei, Sarutobi's Stone Breakers, Gauntlets of Elven Might, Demon's Breath +3, Clear Ioun Stone, Helm of the Trusted Defender, Patriot Helm, Remorhaz Shell Helm, Kontik's Ring of Wizardry, Ulcaster Academy Ring, Ring of Dwarven Bone, Eidon's Ring of Wizardry, Ring of Shadows, Lyre of Progression, Waukeen's Defender +2, The Spear of White Ash +3, Wind of Heaven +4, Solemn Duty +3(upgraded from +2), Shadowed Boots, Glimglam's Cloak +1, Staff of Moradin's Breath +2, Bastard Sword of Greater Phasing +3, The Salamander's Tongue +3, The Love of Black Bess +3, Darkened Glory +2, The Lucky Scimitar +3(upgraded from +2), Evil Spider Crusher of Doom +3(upgraded from +2), Circlet of the Archmagi, Ellistrae's Boon, Bardic Horn of Valhalla, Scarlet/Blue Ioun Stone
- New component to add IWD items and new spells to BG1/SoD
- Randomization - Several imported IWD and SoD items are now randomized, Some new spell drops are randomized
- New Spells: Shadow Bolt, Fell Rage, Ko'Dezza's Caustic Shell, Grasping Shadows, Ko'Dezza's Multi-Fireball, Caustic Quagmire, Ko'Dezza's Slime Golem, Ent Summoning, Cataclysm, Penetrating Cold, Maelstrom, Crushing Earth, Shar's Embrace, Holocaust, Flame Vortice, Antipode, Ko'Dezza's Frozen Death, Conjure Shadow Elemental, Darkness 15 Foot Radius, Faerie Fire, Dancing Lights, Sundering Vitriol
- Added new elemental gemstone: Body of Water, used for upgrades
- New upgrade options for Varscona +2
- New optional component to allow choice of imported weapon, armor, and item from BG1 into BG2
- More SoD items imported into BG2: Reed of Echoes, Guardian Devil, Echo of the Fiend, Acid-Etched Dagger +2, The Suncatcher +2, Amulet of Whispers, Amulet of Ankheg Summoning, modron heart, Chill Axe +2, Belt of the Cunning Rogue, Mosela's Cudgel +2, The Hydra +2, Sidestep Slippers, Savage Shortbow +2, Bracers of the Shuttered Lid, Bracers of Perseverance, Flute of the Immaculate Breeze, Stalwart Scales +2, Sable Cloak, Crommus' Capelet, Festering Spear +1, Arrow of Anitmagic +1, Dread Hammer +2, Battle Tankard, Peacock Cap, Helm of Equus, Helm of Unwavering Purpose, Skald’s Helmet(Voghiln’s), Circlet of the Cynosure, Blood Red Ioun Stone, Raconteur’s Regalia, Purification Stone, Fine Bearskin, Daeros’s Full plate +1, Bloody Bone Plate +2, Robe of Arcane Aptitude, Cleric’s Vestments, Solar Aegis +3, Spider Silk, Firefly +2, Eadro's Blade +1, Fractal Blade +3, Spell Breaker +2, Aster's Edge +3, Gift of the Demon +1, Sword of Troll Decapitation +1, Sword of Ruin +2, Harold +2, Blazing Glory +3, Cloak of the Gargoyle
- Added upgrade options for many of the newly imported SoD items
- Enhanced equipped appearance of Aster's Edge +3, Solar Aegis +3, Circlet of the Cynosure, and Mail of the Hallowed Hero +3 to better match their description and/or icon.
- New recipes for shields, helms, plate, and leather for dragon scales (all colors)
- Added new monsters to Conjure Death spell: Putrid Zombie and Charged Wight
Daeros, can't wait to play the mod and the changelog has me quite intrigued! I know you've put quite a bit of hard work into this mod and I'm certain it'll become a permanent addition to mine, and many others, mod lists. Thank you for keeping at it - you're almost there!
Folks, we are in the final lap..... and there one small catch.... In the interest of getting this out to you sooner rather than later, the included documentation will include no spoilers whatsoever, and I mean ZERO. No items descriptions, locations, recipes, nada. Why? A few reasons: 1. I am in the camp that believes strongly playing something like this blind for the first time adds *A LOT* to the experience, and I really want to see all of your reactions to it. 2. Because documenting all this fully is going to take quite a bit of time. And c'mon... I gave you all a year's worth of my time, surely you can give me a week or two of yours
Rest assured, it will be fully documented with spoilers in time, since that would be required for you all to help point out bugs that need to be fixed.
Sure, I agree with this approach. I've been playing the mod without reading the spoilers in the OP and trying to figure out everything on my own. Only thanks to your recent mod patch notes I've been able to understand what those ancient scrolls might be and how they affect the dragon scales. Also, I was able to fix a bug where shadow dragon blood wasn't dropped - I did know it was supposed to from the Cromwell dialogue but it didn't drop in the game. Everything else - I've been researching on my own. It's such a fun process when after every quest the first thing I do is visiting Cromwell for new recipe lines (and writing them down by hand on a piece of paper).
Good stuff. I was just thinking about suggesting a change for the shield of egons, since its upgraded versions seemed a little odd given what the play needed to do to obtain it. Looks like im doing a new install soon.
Do you know if npcs will use the new spells, and if/how mods like SCS will handle them?
You've done a pretty good job already of fleshing out the weapon types that were sparse or needed some late-game options, but If you feel like obviating Item Upgrade just a bit more I'd like to see some upgrade options for the companions' personal gear. Poor Rasaad has AC gloves in a game with gloves that give +4 to hit and damage.
I've been eyeing this mod for a while just because I like item upgrade mods, but since you're not giving documentation for a while, I'm going to hold off on playing with it because I'm not sure what the items' power levels are like.
I've been eyeing this mod for a while just because I like item upgrade mods, but since you're not giving documentation for a while, I'm going to hold off on playing with it because I'm not sure what the items' power levels are like.
I've been eyeing this mod for a while just because I like item upgrade mods, but since you're not giving documentation for a while, I'm going to hold off on playing with it because I'm not sure what the items' power levels are like.
I can understand, but I recommend giving it a shot. You will be pleasantly surprised. Nothing is "god-mode" I shoot for balance.
Good stuff. I was just thinking about suggesting a change for the shield of egons, since its upgraded versions seemed a little odd given what the play needed to do to obtain it. Looks like im doing a new install soon.
Do you know if npcs will use the new spells, and if/how mods like SCS will handle them?
I didn't implement them on NPCs, but I did add them in a way where NPCs *can* be made to use them from scripts, etc. Since the spell must exist before anything can use it, SCS would need to be updated to take advantage of my mod's spells, AFIAK.
You've done a pretty good job already of fleshing out the weapon types that were sparse or needed some late-game options, but If you feel like obviating Item Upgrade just a bit more I'd like to see some upgrade options for the companions' personal gear. Poor Rasaad has AC gloves in a game with gloves that give +4 to hit and damage.
I've been eyeing this mod for a while just because I like item upgrade mods, but since you're not giving documentation for a while, I'm going to hold off on playing with it because I'm not sure what the items' power levels are like.
Well, you can always peek into the .tra file to check item stats
I can support what @Daeros_Trollkiller says, and probably @Tresset can confirm from what he's seen: new items are not OP, they are just alternate items to provide some freshness to the usual route of your favourite BG2 items. And item upgrades are costly and often not available right away. The upgraded versions are not OP either.
Poking through EE Keeper at some of the items, gotta say, I'm a tiny bit saddened it appears some of the "stuff" is found only during the EE-specific NPC quests. I seriously dislike all of the new EE NPCs and never use them (aside from trying them all out when the EE's released), so their quest-specific areas are not accessible to me. I find they just do not fit well, overall, into the game (BG2EE anyway, they were less invasive in BGEE since there was very little NPC development there in the first place).
Poking through EE Keeper at some of the items, gotta say, I'm a tiny bit saddened it appears some of the "stuff" is found only during the EE-specific NPC quests. I seriously dislike all of the new EE NPCs and never use them (aside from trying them all out when the EE's released), so their quest-specific areas are not accessible to me. I find they just do not fit well, overall, into the game (BG2EE anyway, they were less invasive in BGEE since there was very little NPC development there in the first place).
Oh well, to bad for me then lol.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
That's the beautiful thing about the modability of this game. It can be daunting at first, especially WeiDu. But if I can learn it at 40 years old, then surely anyone can
And, Maybe it's just me, but I never got the "jarring" from the added EE content, I was just happy to see new NPCs to interact and quest with. We all have our preferences.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
That's the beautiful thing about the modability of this game. It can be dauting at first, especially WeiDu. But if I can learn it at 40 years old, then surely anyone can
Well, not everybody I tried when I was 30 and failed miserably. That's why I stick with translating stuff.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
That's the beautiful thing about the modability of this game. It can be dauting at first, especially WeiDu. But if I can learn it at 40 years old, then surely anyone can
Well, not everybody I tried when I was 30 and failed miserably. That's why I stick with translating stuff.
I never said it was easy and I had a lot of help from other modders along the way. I was just determined to figure it out. I still consider myself somewhat of a novice at it.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
That's the beautiful thing about the modability of this game. It can be dauting at first, especially WeiDu. But if I can learn it at 40 years old, then surely anyone can
Well, not everybody I tried when I was 30 and failed miserably. That's why I stick with translating stuff.
I never said it was easy and I had a lot of help from other modders along the way. I was just determined to figure it out. I still consider myself somewhat of a novice at it.
Don't be so modest, you did a pretty bang up job with this mod. I have a habit of translating mods that I will play at some point and your mod is next in line, because it's exactly right up my alley. It will take some time though, there is a lot to translate here
Poking through EE Keeper at some of the items, gotta say, I'm a tiny bit saddened it appears some of the "stuff" is found only during the EE-specific NPC quests. I seriously dislike all of the new EE NPCs and never use them (aside from trying them all out when the EE's released), so their quest-specific areas are not accessible to me. I find they just do not fit well, overall, into the game (BG2EE anyway, they were less invasive in BGEE since there was very little NPC development there in the first place).
Oh well, to bad for me then lol.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
Poking through EE Keeper at some of the items, gotta say, I'm a tiny bit saddened it appears some of the "stuff" is found only during the EE-specific NPC quests. I seriously dislike all of the new EE NPCs and never use them (aside from trying them all out when the EE's released), so their quest-specific areas are not accessible to me. I find they just do not fit well, overall, into the game (BG2EE anyway, they were less invasive in BGEE since there was very little NPC development there in the first place).
Oh well, to bad for me then lol.
I'm tempted to look at how Convenient EE NPCs does it and try to copy that, but god knows if anything will come of it. Baldur's Gate modding is like half stuff I understand and half stuff that hurts my brain.
@Daeros_Trollkiller
While you're documenting things, pweath mention what EE versions with which this is compatible (2.5, 2.6, etc.) That is a very NOT spoiler!
Comments
Thank you! That's exactly the kind of experience I try to deliver
# Changelog
## Version 2.0.0
### Fixed
- Added new spells to spells.ids table to allow for sorcerors to learn new spells
- Fixed melee and description images/icon for Vampiric Voidhammer +5
- Added missing sound files for "Drowned in Blood" creature.
- Cleaned up code for more efficient install and better EET compatibility
- Fixed hit bonus and dmg bonus of maelstrom axe +4 from 3 to 4. Fixed hit bonus and dmg bonus on maelstrom pike +5 and +4 (was +3 incorrectly)
- Corrected “smashing wave” effect on maelstrom pike to be 10% chance on hit to match description (was incorrectly 100%)
- Corrected all new summoned creature allegiances to "Controlled" and set all attack items as "Undisplayable"
- Fixed Silver Dragon Blade +5 area effect projectile animation
- Shadow Dragons should now drop shadow dragon blood
### Changed
- Changed charge abilities on most dragonscale armor upgrade variants to be more unique
- New icons for several items and their various upgrades
- Reworked appearance of all dragonscale armor variants
- Upgraded enchantment level of frostfire bolts to +4 for what they can hit
- Upgraded the audiovisual effects of Trollkiller's Fireball, Corrosion, Thunder Thrust, and Hoar of Frost to be more unique
- New audiovisual effects for the charge abilities on Wicked Jester's Bracers
- Sealed Ancient Scrolls now require dragon's blood instead of scales
- Updated Pooky's script to allow him to use Screaming Bagpipes during battle
- Malestrom Axe/Pike upgrades now use "Body of Water" gemstone
- Removed charge effects from heartwood rings, boosted bonuses, added new option for water, updated recipes on cromwell and cespenar
- Tongue of Acid +5 has a new charge ability
- Tongue of Burning Acid +4 and +5 have been removed
- Crown of Lies upgrade has been reworked to use ioun stones with different abilities and new name, Crown of Lies +1
- Wizzard Hat has been moved to a new location
- Helm of Opposite Alignment has been moved to a new location
- The upgrade recipe for Element's Fury +2 has been updated to add new options for all four elements
- Hoar of Frost is now a Priest spell
- The Antipode effect on the Uncursed Staff of Antipode has a new projectile
- Conjure Death has a new icon
- Thunder Thrust has a new icon
- Night's Embrace +7 upgrade has been reworked to used shadow dragon scales with different abilities
- There is now an additional option to make the Voidhammer +3/Voidsword +3 random
- Shield of Egons +2 has been moved to a new location
- New upgrasde options for Maelstone Axe/Halberd to +5 and +6 respectively
### Added
- Imported many items from IWD and placed throughout BG1 and BG2 campaigns in EET and BG2EE games in thoughtful locations:Shimmering Sash, Flaming Fists of Lin Mei, Sarutobi's Stone Breakers, Pemby's Wand of Many Missiles, Wand of Armory, Wand of Trap Detection, Vexed Armor(third version), Clasp of Bron's Cloak, Kossuth's Blood, Ogi-Luc's Great Robe, Poisonous Battle Axe +2, Boots of the Fox, Boots of the Forgotten Ones, Messenger of Sseth, Cloak of the Winter Wolf, Cloak of Scintillating Colors, Breath of Auril +3, Flaming Fists of Lin Mei, Sarutobi's Stone Breakers, Gauntlets of Elven Might, Demon's Breath +3, Clear Ioun Stone, Helm of the Trusted Defender, Patriot Helm, Remorhaz Shell Helm, Kontik's Ring of Wizardry, Ulcaster Academy Ring, Ring of Dwarven Bone, Eidon's Ring of Wizardry, Ring of Shadows, Lyre of Progression, Waukeen's Defender +2, The Spear of White Ash +3, Wind of Heaven +4, Solemn Duty +3(upgraded from +2), Shadowed Boots, Glimglam's Cloak +1, Staff of Moradin's Breath +2, Bastard Sword of Greater Phasing +3, The Salamander's Tongue +3, The Love of Black Bess +3, Darkened Glory +2, The Lucky Scimitar +3(upgraded from +2), Evil Spider Crusher of Doom +3(upgraded from +2), Circlet of the Archmagi, Ellistrae's Boon, Bardic Horn of Valhalla, Scarlet/Blue Ioun Stone
- New component to add IWD items and new spells to BG1/SoD
- Randomization - Several imported IWD and SoD items are now randomized, Some new spell drops are randomized
- New Spells: Shadow Bolt, Fell Rage, Ko'Dezza's Caustic Shell, Grasping Shadows, Ko'Dezza's Multi-Fireball, Caustic Quagmire, Ko'Dezza's Slime Golem, Ent Summoning, Cataclysm, Penetrating Cold, Maelstrom, Crushing Earth, Shar's Embrace, Holocaust, Flame Vortice, Antipode, Ko'Dezza's Frozen Death, Conjure Shadow Elemental, Darkness 15 Foot Radius, Faerie Fire, Dancing Lights, Sundering Vitriol
- Added new elemental gemstone: Body of Water, used for upgrades
- New upgrade options for Varscona +2
- New optional component to allow choice of imported weapon, armor, and item from BG1 into BG2
- More SoD items imported into BG2: Reed of Echoes, Guardian Devil, Echo of the Fiend, Acid-Etched Dagger +2, The Suncatcher +2, Amulet of Whispers, Amulet of Ankheg Summoning, modron heart, Chill Axe +2, Belt of the Cunning Rogue, Mosela's Cudgel +2, The Hydra +2, Sidestep Slippers, Savage Shortbow +2, Bracers of the Shuttered Lid, Bracers of Perseverance, Flute of the Immaculate Breeze, Stalwart Scales +2, Sable Cloak, Crommus' Capelet, Festering Spear +1, Arrow of Anitmagic +1, Dread Hammer +2, Battle Tankard, Peacock Cap, Helm of Equus, Helm of Unwavering Purpose, Skald’s Helmet(Voghiln’s), Circlet of the Cynosure, Blood Red Ioun Stone, Raconteur’s Regalia, Purification Stone, Fine Bearskin, Daeros’s Full plate +1, Bloody Bone Plate +2, Robe of Arcane Aptitude, Cleric’s Vestments, Solar Aegis +3, Spider Silk, Firefly +2, Eadro's Blade +1, Fractal Blade +3, Spell Breaker +2, Aster's Edge +3, Gift of the Demon +1, Sword of Troll Decapitation +1, Sword of Ruin +2, Harold +2, Blazing Glory +3, Cloak of the Gargoyle
- Added upgrade options for many of the newly imported SoD items
- Enhanced equipped appearance of Aster's Edge +3, Solar Aegis +3, Circlet of the Cynosure, and Mail of the Hallowed Hero +3 to better match their description and/or icon.
- New recipes for shields, helms, plate, and leather for dragon scales (all colors)
- Added new monsters to Conjure Death spell: Putrid Zombie and Charged Wight
Because I found a better way to implement that vision.
Well alrighty then. Look forward to seeing your new vision for that.
Rest assured, it will be fully documented with spoilers in time, since that would be required for you all to help point out bugs that need to be fixed.
Do you know if npcs will use the new spells, and if/how mods like SCS will handle them?
You've done a pretty good job already of fleshing out the weapon types that were sparse or needed some late-game options, but If you feel like obviating Item Upgrade just a bit more I'd like to see some upgrade options for the companions' personal gear. Poor Rasaad has AC gloves in a game with gloves that give +4 to hit and damage.
He has documentation on g3 https://www.gibberlings3.net/subpages/sod-to-bg2ee-item-upgrade/spoiler-items/ for the previous version, just not with the 2.0 changes. That'll give you a pretty good idea of the power level of the mod, which is rather high.
I can understand, but I recommend giving it a shot. You will be pleasantly surprised. Nothing is "god-mode" I shoot for balance.
I didn't implement them on NPCs, but I did add them in a way where NPCs *can* be made to use them from scripts, etc. Since the spell must exist before anything can use it, SCS would need to be updated to take advantage of my mod's spells, AFIAK.
I think you'll like what I did with Poor Rasaad
Well, you can always peek into the .tra file to check item stats
Oh well, to bad for me then lol.
This one gets mentioned from time to time, but to me, I consider the new NPCs and their associated content as cannon, and I have no plans for an "alternate location" for those items. I know it loses me some points with folks, but I stand firm on this one
I think that's a fair stance even if most work by modders feel less jarring and more in theme with the game than Beamdog's content, as I am kinda figuring out Near Infinity myself I will take a look and see what I can do, hopefully something others can install but I haven't reached that point yet, I'm experimenting with stuff in my own install at the moment.
And I've done things to my game that some people would probably question my sanity for (like renaming Berserker to the Battlerager and making it exclusive to chaotic dwarves, and ah, locking off kits from dual classing entirely). It's kind of part of a quest to more heavily balance the game but that's kinda just working from my mindset, everyone will be different.
That's the beautiful thing about the modability of this game. It can be daunting at first, especially WeiDu. But if I can learn it at 40 years old, then surely anyone can
And, Maybe it's just me, but I never got the "jarring" from the added EE content, I was just happy to see new NPCs to interact and quest with. We all have our preferences.
Well, not everybody I tried when I was 30 and failed miserably. That's why I stick with translating stuff.
I never said it was easy and I had a lot of help from other modders along the way. I was just determined to figure it out. I still consider myself somewhat of a novice at it.
Don't be so modest, you did a pretty bang up job with this mod. I have a habit of translating mods that I will play at some point and your mod is next in line, because it's exactly right up my alley. It will take some time though, there is a lot to translate here
'Tis all good. It's only a tiny sadness.
I'm tempted to look at how Convenient EE NPCs does it and try to copy that, but god knows if anything will come of it. Baldur's Gate modding is like half stuff I understand and half stuff that hurts my brain.
I made that rather easy... at least for a little while
While you're documenting things, pweath mention what EE versions with which this is compatible (2.5, 2.6, etc.) That is a very NOT spoiler!