Happy new year folks, I just wanted to give an update: My house is still a wreck, but I have been working on the update here and there using a borrowed laptop. Hopefully will be able to get a new one soon, as this thing is painfully slow to work on.
I can't give an ETA right now, but I did want to let you all know that I am still working on it. One thing that irks the crap out of me is when a modder talks up an exciting new update for a mod, but then never delivers. Rest assured it's going to take something really catastrophic for that to happen with my mods, and even if it did, I would pass it along to another modder in hopes they could complete it in my stead.
We're looking forward for new version @Daeros_Trollkiller. In fact, I won't start my EET run until 1.3 happens? But don't mind me, of course, take all time you need.
Thank you for the vote of confidence, Cahir! I think you will really enjoy the update once I finish it as it really takes EET into account and adds quite a bit to an EET playthrough, and it spans the entire adventure, as opposed to being a BG2-only thing.
Oh, I really can't wait for this! How does your mod interact with Item Revisions? I think there shouldn't be incompatibilities, since IR mostly changes existing items from vanilla BG2, but I wanted to be sure. Also what would be the install order between SoD to BG2EE Item Upgrade and your Enhanced Edition: Cosmetic Enhancements? I basically only need those 3 item mods to be a happy panda.
Happy new year folks, I just wanted to give an update: My house is still a wreck, but I have been working on the update here and there using a borrowed laptop. Hopefully will be able to get a new one soon, as this thing is painfully slow to work on.
I can't give an ETA right now, but I did want to let you all know that I am still working on it. One thing that irks the crap out of me is when a modder talks up an exciting new update for a mod, but then never delivers. Rest assured it's going to take something really catastrophic for that to happen with my mods, and even if it did, I would pass it along to another modder in hopes they could complete it in my stead.
We're looking forward for new version @Daeros_Trollkiller. In fact, I won't start my EET run until 1.3 happens? But don't mind me, of course, take all time you need.
Thank you for the vote of confidence, Cahir! I think you will really enjoy the update once I finish it as it really takes EET into account and adds quite a bit to an EET playthrough, and it spans the entire adventure, as opposed to being a BG2-only thing.
Oh, I really can't wait for this! How does your mod interact with Item Revisions? I think there shouldn't be incompatibilities, since IR mostly changes existing items from vanilla BG2, but I wanted to be sure. Also what would be the install order between SoD to BG2EE Item Upgrade and your Enhanced Edition: Cosmetic Enhancements? I basically only need those 3 item mods to be a happy panda.
Incompatibilities should be very minimal, if any, as my mod doesn't modify or change existing BG2 items. At one point I thought about changing a few, but ultimately decided that wasn't my focus. The only compatibility issues that might present themselves are if Item Revisions changes the filenames of the existing items (I haven't looked at it, but I would wager it doesn't). And if that were the case, it would only present itself if one of my upgrade recipes looks for the original item as an upgrade component.
To summarize (I know I can be long-winded at times):
Even if an existing item that is an upgrade component for my mod is changed by IR, it will still work as a component for my mod as long as the filename (ex: itemname.itm) isn't changed.
Heya folks, just wanted to post a quick update. Progress on 1.3 continues, and I did finally get a new laptop which should help speed things up once I get it configured. I apologize in advance for the delays, as I really wanted to get this out before xmas. Reason being that this is my busiest time of year at work.
Anywho - as a general bit of advice: Do not assume that just because you had a disaster at your home, that insurance is going to replace everything. As someone who has gone through this a couple of times now, I can tell you this: Insurance will fight you on *everything* The absolute best thing you can do to prepare for such a thing is to document, document, document your property in advance and keep the documentation backed up offsite (dropbox, etc...). They absolutely will not take your word on anything, you will have to prove *everything*.
Just a quick update - Progress on 1.3 continues, I am able to work a bit quicker on this new laptop. That old dinosaur would flicker just trying to start up the damned game, lol. I'm looking forward to release, can't wait to see what you all think about the work I've put into this
I thought I would drop a couple of teaser screens for a couple of the new spells added to 1.3, trust me when I say it looks *far* better-in game. My photo editing skills consist of cropping and magic fix in adobe express so.... ;p
@Daeros_Trollkiller Could I kindly request that the Blazing Glory +3 be included in 1.3? I found it strange that you've included virtually every good item in SOD and yet the amazing Blazing Glory +3 was missing.
@Daeros_Trollkiller Could I kindly request that the Blazing Glory +3 be included in 1.3? I found it strange that you've included virtually every good item in SOD and yet the amazing Blazing Glory +3 was missing.
Thanks!
I will take a look into it. Generally I only add things in ways that I think *fit*, so don't hold me to it, but I will see. I am hard at work on trying to wrap up 1.3 and get it out.
@Daeros_Trollkiller Could I kindly request that the Blazing Glory +3 be included in 1.3? I found it strange that you've included virtually every good item in SOD and yet the amazing Blazing Glory +3 was missing.
Thanks!
I will take a look into it. Generally I only add things in ways that I think *fit*, so don't hold me to it, but I will see. I am hard at work on trying to wrap up 1.3 and get it out.
The Blazing Glory +3 is a quest reward you get from Mizhena at Dragonspear Castle for saving her father, just before you go to Avernus.
There should be no issue with "fit", since you've already imported the Tongue of Acid +3. The Blazing Glory +3 is just an enchanted morningstar that will expand the range of morningstars available in SOA/TOB.
If I'm not wrong, it was only added in V2.5 (most probably to allow flail/morningstar users to fight the final battle on higher difficulties), which is why most players don't even know it exists, unlike the Tongue of Acid +3.
Heya folks! I am steadily making progress on the 1.3 update, and my "to do" list has shrank considerably. While release will still be "when it's done", It is inching closer. Stay tuned!
Still trying to find the itm codes for Shadow Dragon Blood and also Crimson Dawn since I wasn't able to get it. I found some of the ones I was looking for in the mod files but couldn't find those. If anyone could help me out I'd appreciate it.
Hi i would like to include your Mod in my next BG2EE Run cause it looks very interesting and i am particularly interested in the New Spells and i really like that there is a Weapon Upgrade included which addresses the lack of Lategame Barbarian Exclusive Equipment. Looking at the Silver Dragon Blade.
I would like to make a request if i may:
Would it be possible that you include the Cloak of the Gargoyle from SoD to the Items being able to import to BG2?
Since Monks don't get Protection from Crits through Ioun Stones anymore it is pretty much the only Item being able to do that and on higher Difficulty especially with SCS it would make the Monk a bit more viable again.
Maybe you could put it in one of Rasaads Quest Areas?
In General i think it would be nice to see some more Monk Related Items in the Game.
I look forward to play your Mod as soon as my BG1+SoD Run is concluded.
Cheers
Edit: Oh btw. is there a Possibility to learn the New Spells as a Sorcerer?
Hi i would like to include your Mod in my next BG2EE Run cause it looks very interesting and i am particularly interested in the New Spells and i really like that there is a Weapon Upgrade included which addresses the lack of Lategame Barbarian Exclusive Equipment. Looking at the Silver Dragon Blade.
I would like to make a request if i may:
Would it be possible that you include the Cloak of the Gargoyle from SoD to the Items being able to import to BG2?
Since Monks don't get Protection from Crits through Ioun Stones anymore it is pretty much the only Item being able to do that and on higher Difficulty especially with SCS it would make the Monk a bit more viable again.
Maybe you could put it in one of Rasaads Quest Areas?
In General i think it would be nice to see some more Monk Related Items in the Game.
I look forward to play your Mod as soon as my BG1+SoD Run is concluded.
Cheers
Edit: Oh btw. is there a Possibility to learn the New Spells as a Sorcerer?
Can't make any promises on the cloak, but as far as the spells go, for the next update I've added a few more and they are properly added to the IDS table so sorcs can learn them.
Good evening folks! It sure has been a frustrating week of working on 1.3. I will say this much: re-working existing dialogues is a royal pain in the ass. That said, I think I figured it out. Wondering what I'm referring to? Well, as much as I don't like to spoil things..... I'm adding new options for the red and shadow dragon's scales to Cromwell's existing dialogue. What options exactly? Well, you'll have to wait for that part, but I'm sure you can imagine a few things
I will be doing the same thing with Cespenar for the Heartwood Ring, which I hope will be easier.
@Daeros_Trollkiller I am checking this thread regularly and I'm sure I'm far from the only one. Hope the dialog editing gets easier. I've got to ask though, there have been a couple of comments about monk items that you haven't responded to - totally OK since you are not spoiling surprises. But, to keep spoilers to a minimum, do monks get any love in 1.3?
Excited for the mod, can't wait to see what's in store! You can do it!
@Daeros_Trollkiller I am checking this thread regularly and I'm sure I'm far from the only one. Hope the dialog editing gets easier. I've got to ask though, there have been a couple of comments about monk items that you haven't responded to - totally OK since you are not spoiling surprises. But, to keep spoilers to a minimum, do monks get any love in 1.3?
Excited for the mod, can't wait to see what's in store! You can do it!
Thank you for your interest in my mod! You're right, I don't like to spoil things, but I will say this:
Outside of the water damage that happened to my home (that still hasn't been repaired as of yet), one of the biggest reasons this is taking so long is that I am trying to make sure gaps are filled and the "love" is spread more evenly.
Great work with this Daeros, looking forward to 1.3. The force-import function is a godsend.
Feature request: would it be possible to randomize whether the voidhammer or voidsword is added? Going back to change just that component is burdensome for a mod installed before SCS.
I'm not convinced this isn't a big dose of powercreep, but unlike Item Upgrade you aren't throwing +5 weapons around 20 minutes into act 2.
If in the future this morphs from SOD item upgrade to Item Upgrade 2.0, I hope you continue to look at shields. Egons +4 is good, enough that it is conceivably worth using instead of an offhand weapon. One or two more pushed similarly hard would be nice.
Great work with this Daeros, looking forward to 1.3. The force-import function is a godsend.
Feature request: would it be possible to randomize whether the voidhammer or voidsword is added? Going back to change just that component is burdensome for a mod installed before SCS.
I'm not convinced this isn't a big dose of powercreep, but unlike Item Upgrade you aren't throwing +5 weapons around 20 minutes into act 2.
If in the future this morphs from SOD item upgrade to Item Upgrade 2.0, I hope you continue to look at shields. Egons +4 is good, enough that it is conceivably worth using instead of an offhand weapon. One or two more pushed similarly hard would be nice.
Ironically enough, randomization of some things is something I am already adding into 1.3, and I can see your point about the voidsword and hammer. Shouldn't be much of an issue to add that as an option. Thank you for the feedback!
**** added note: For those of you who balk at the idea of randomization, I'm using it sparsely, in ways that make sense (to me), and if you *really* want a specific item, it wont be hard to metagame it by reloading a save. In most cases, it's going to be a 50/50 chance of one item over another.
Comments
Oh, I really can't wait for this! How does your mod interact with Item Revisions? I think there shouldn't be incompatibilities, since IR mostly changes existing items from vanilla BG2, but I wanted to be sure. Also what would be the install order between SoD to BG2EE Item Upgrade and your Enhanced Edition: Cosmetic Enhancements? I basically only need those 3 item mods to be a happy panda.
Incompatibilities should be very minimal, if any, as my mod doesn't modify or change existing BG2 items. At one point I thought about changing a few, but ultimately decided that wasn't my focus. The only compatibility issues that might present themselves are if Item Revisions changes the filenames of the existing items (I haven't looked at it, but I would wager it doesn't). And if that were the case, it would only present itself if one of my upgrade recipes looks for the original item as an upgrade component.
To summarize (I know I can be long-winded at times):
Even if an existing item that is an upgrade component for my mod is changed by IR, it will still work as a component for my mod as long as the filename (ex: itemname.itm) isn't changed.
Anywho - as a general bit of advice: Do not assume that just because you had a disaster at your home, that insurance is going to replace everything. As someone who has gone through this a couple of times now, I can tell you this: Insurance will fight you on *everything* The absolute best thing you can do to prepare for such a thing is to document, document, document your property in advance and keep the documentation backed up offsite (dropbox, etc...). They absolutely will not take your word on anything, you will have to prove *everything*.
Thanks!
I will take a look into it. Generally I only add things in ways that I think *fit*, so don't hold me to it, but I will see. I am hard at work on trying to wrap up 1.3 and get it out.
The Blazing Glory +3 is a quest reward you get from Mizhena at Dragonspear Castle for saving her father, just before you go to Avernus.
There should be no issue with "fit", since you've already imported the Tongue of Acid +3. The Blazing Glory +3 is just an enchanted morningstar that will expand the range of morningstars available in SOA/TOB.
If I'm not wrong, it was only added in V2.5 (most probably to allow flail/morningstar users to fight the final battle on higher difficulties), which is why most players don't even know it exists, unlike the Tongue of Acid +3.
It reminds me of Ultima Online[/url]'s dyes for clothes. It's old-school and making me smile now. Alleluia and thankee!
No, those are not the horns used in the upgrade recipe.
You didn't miss it, that one is on me, I forgot to place it. Fixed for 1.3. You can console it in or use EE Keeper as well.
I don't know off the top of my head as I really don't use the console, I tend to use EE keeper for things like that.
I would like to make a request if i may:
Would it be possible that you include the Cloak of the Gargoyle from SoD to the Items being able to import to BG2?
Since Monks don't get Protection from Crits through Ioun Stones anymore it is pretty much the only Item being able to do that and on higher Difficulty especially with SCS it would make the Monk a bit more viable again.
Maybe you could put it in one of Rasaads Quest Areas?
In General i think it would be nice to see some more Monk Related Items in the Game.
I look forward to play your Mod as soon as my BG1+SoD Run is concluded.
Cheers
Edit: Oh btw. is there a Possibility to learn the New Spells as a Sorcerer?
Can't make any promises on the cloak, but as far as the spells go, for the next update I've added a few more and they are properly added to the IDS table so sorcs can learn them.
I will be doing the same thing with Cespenar for the Heartwood Ring, which I hope will be easier.
You can do it! Alleluia!
Excited for the mod, can't wait to see what's in store! You can do it!
Thank you for your interest in my mod! You're right, I don't like to spoil things, but I will say this:
Outside of the water damage that happened to my home (that still hasn't been repaired as of yet), one of the biggest reasons this is taking so long is that I am trying to make sure gaps are filled and the "love" is spread more evenly.
Feature request: would it be possible to randomize whether the voidhammer or voidsword is added? Going back to change just that component is burdensome for a mod installed before SCS.
I'm not convinced this isn't a big dose of powercreep, but unlike Item Upgrade you aren't throwing +5 weapons around 20 minutes into act 2.
If in the future this morphs from SOD item upgrade to Item Upgrade 2.0, I hope you continue to look at shields. Egons +4 is good, enough that it is conceivably worth using instead of an offhand weapon. One or two more pushed similarly hard would be nice.
Ironically enough, randomization of some things is something I am already adding into 1.3, and I can see your point about the voidsword and hammer. Shouldn't be much of an issue to add that as an option. Thank you for the feedback!
**** added note: For those of you who balk at the idea of randomization, I'm using it sparsely, in ways that make sense (to me), and if you *really* want a specific item, it wont be hard to metagame it by reloading a save. In most cases, it's going to be a 50/50 chance of one item over another.