[mod] Big Metal Unit mod (v4.16) - item/tweak mod for BG1, BG2, IWD, IWD2 (classic and EEs)

The Big Metal Unit mod
GitHub: https://github.com/D2-mods/D2-Mira
Download: https://github.com/D2-mods/D2-Mira/releases
Supports: BG1(EE), BG2(EE), IWD(EE), IWD2, EET/BGT/IWD2EE
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Overview:
This is a mod for Infinity Engine games (classic and EE versions). It was originally written for Icewind Dale: Enhanced Edition and Icewind Dale 2 in order to add the Big Metal Unit and related items into the games. The mod has since been expanded to include dialogue and item trading with various NPCs, several tweak options, as well as support for more games.
The exact stuff this mod adds will depend on the game. All items are obtainable in the IWD games (including pantaloons). The Big Metal Rod and a Pulse ammo are added to BG1/SoD (obtainable in both). For BG2/ToB, several items are added or revised, and there may be a small quest involved. There's also an option to start with a bag containing the core Big Metal items. More info below.
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Components:
1. Main Component:
3. Choose damage type for Frag Grenade (fire or slashing)
4. Make ammo more party friendly (see notes below)
5. Pulse ammo does double damage on a critical hit (EEs)
6. Adjust ammo charges per day (default is unlimited)
7. Animation tweaking (Big Metal Unit)
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Component 4 info (party friendly ammo):
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Additional info:
Option 1:
Option 2:
BG2EE notes:
A few hints:
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Trades info (IWDEE, IWD1, IWD2):
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Animation tweaking (Big Metal Unit):
Notes:
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Game issues/workarounds:
Shapeshifts and Big Metal Unit:
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GitHub: https://github.com/D2-mods/D2-Mira
Download: https://github.com/D2-mods/D2-Mira/releases
Supports: BG1(EE), BG2(EE), IWD(EE), IWD2, EET/BGT/IWD2EE
--
Overview:
This is a mod for Infinity Engine games (classic and EE versions). It was originally written for Icewind Dale: Enhanced Edition and Icewind Dale 2 in order to add the Big Metal Unit and related items into the games. The mod has since been expanded to include dialogue and item trading with various NPCs, several tweak options, as well as support for more games.
The exact stuff this mod adds will depend on the game. All items are obtainable in the IWD games (including pantaloons). The Big Metal Rod and a Pulse ammo are added to BG1/SoD (obtainable in both). For BG2/ToB, several items are added or revised, and there may be a small quest involved. There's also an option to start with a bag containing the core Big Metal items. More info below.
--
Components:
1. Main Component:
- Option 1: Standard Installation
- Option 2: Start with the core Big Metal items
3. Choose damage type for Frag Grenade (fire or slashing)
4. Make ammo more party friendly (see notes below)
5. Pulse ammo does double damage on a critical hit (EEs)
6. Adjust ammo charges per day (default is unlimited)
7. Animation tweaking (Big Metal Unit)
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Component 4 info (party friendly ammo):
- Protects allies from AoE ammo damage (ex. fire from scorcher).
- Does not block damage from the launcher.
- It still counts as a hit, so it will interrupt spellcasting.
- EEs/BG2 engine: this works for all AoE ammo.
- IWD1/IWD2 note: Frag Grenade only, scorcher damage can't be blocked.
- Neutral NPCs take no damage but may become hostile (depends on AI script).
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Additional info:
Option 1:
- IWD games: All items are obtainable, including pantaloons. (more info below)
- BG1/SoD: Adds the Big Metal Rod and Pulse Ammunition (prototype).
- BG2: Several items are added or revised (see below).
- Some are gained through trades/dialogue, some are sold by merchants, and some can be found in various places.
Option 2:
- Party starts with a bag, containing the core Big Metal items.
- Other items not in the bag will still be obtainable in the game (if normally available with Option 1).
- Also compatible with Black Pits 1 & 2, as well as total conversions for BG2.
BG2EE notes:
- Core items are still gained the same way as in the unmodded game.
- Pulse (prototype) and an extra Big Metal Rod are obtainable in SoA.
- Golden Pantaloons are in SoA, even if not importing from BG1. (note: if missed in the starting dungeon, it gets moved somewhere else)
- Pulse III is obtainable in ToB (requires trading in a lesser Pulse Ammo).
A few hints:
- IWD1: The Big Metal Rod is in the starting town. Make sure not to miss it (though there's different dialogue with an NPC if you do miss it).
- BG1: The Big Metal Rod will not appear at its location until you find out it exists.
- Throne of Bhaal: Gold/Silver pantaloons are still obtainable in ToB, if not already obtained.
- Heart of Winter: Any missing pantaloons, the Big Metal Rod, and a Pulse Ammo are obtainable if not found in the main IWD campaign.
- IWD2: Any missing pantaloons, the Big Metal Rod, and a Pulse Ammo are still obtainable after reaching Kuldahar if you missed them in earlier locations.
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Trades info (IWDEE, IWD1, IWD2):
- Big Metal Unit: requires the 3 pantaloons
- Pulse Ammunition: requires the Pulse (prototype)
- Pulse III: requires any lesser Pulse Ammo (regular or prototype)
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Animation tweaking (Big Metal Unit):
- Option 1: Use default form, normalize movement
- Option 2: Demon Knight (note: wields a sword)
- Option 3: No animation, appears as plate mail
- Option 4: Option 1, smaller personal space (EEs)
- Option 5: Option 2, smaller personal space (EEs)
Notes:
- Options 4/5 sets personal space to 3, same as PC races, so it can fit through all doors. The wearer will not be considered a large creature for spell effects.
- normalize movement: This is done from all components except no animation. It makes movement roughly the same as the BG2 armor relative to natural form (moves slightly faster).
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Game issues/workarounds:
- IWD1 (classic): Save and reload to return to human/natural form after removing the armor.
- IWD2: Save and reload to restore selection sounds to normal after removing the armor.
- for these games, the engine doesn't seem to clear all animation change effects until reloading.
Shapeshifts and Big Metal Unit:
- These can work together but may occasionally be buggy.
- The safest way to combine is to shapeshift with armor off, then equip the armor after.
- Buggy movement can sometimes be fixed by saving and reloading. Changing to natural form should also restore normal movement.
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Post edited by Dan_P on
1
Comments
Ammo types (v3.0+)
Frag Grenade
Scorcher
Pulse Ammunition (prototype)
Pulse III Ammunition
Additional info:
Added physical damage from weapon and other bonuses on the special ammo is also a thing in BG2, so having that apply to other games is fine.
You're right about the physical damage. I misremembered.
I hear you about the Rod. I know it's pretty trash, besides the usability. But IWD2 doesn't even get that. So in the case of this mod, I'd like to make the Rod at least viable enough to keep around. The v1.0 also has the weird situation where the Rod is decent with regular ammo as you level, but terrible with the special ammo.
IWDEE (v1.0, vanilla BG2)
- Pulse: 1d4+1 (magic), 1 missile, 5 APR, +3 enchantment
- Frag: 1d12 (fire), 5 APR, strikes as magical
- Scorcher: 2d12 (fire, save for half), 5 APR, strikes as magical
IWDEE (v2.0, revised)
- Pulse: 1d4+1 (magic), 3 missiles, 3 APR, +3 enchantment
- Frag: 2d6 (fire), 3 APR, +3 enchantment
- Scorcher: 2d12 (fire, save for half), 3 APR, +3 enchantment
IWD2 (v1.0)
- Pulse: 1d4+1 (magic), 1 missile, 5 APR, +3 enchantment
- Frag: 1d12 (fire), 5 APR, +1 enchantment
- Scorcher: 3d6 (fire) to main target, 5 APR, +1 enchantment
IWD2 (v2.0)
- Pulse: 1d4+1 (magic), 3 missiles, +1 APR, +3 enchantment
- Frag: 2d6 (fire), +1 APR, +3 enchantment
- Scorcher: 3d6 (fire) to main target, +1 APR, +3 enchantment
For IWD:EE, you can choose between revised or vanilla stats. It's a patching component that only affects 3 files added by the mod, so you can install it even mid-game, even if the items are already in your inventory. Notably, the APR bonus is lower, but enchantment level is higher, and Pulse Ammunition is much stronger than vanilla.
For IWD2, the v2.0 ammo is a better fit gameplay-wise with the Big Metal Rod. Both Rod and ammo now have unlocked APR, so if using them together, APR will increase with character growth, and you get a better sense of progression that way as well. It's, at least, viable enough to keep around as an option.
I'm probably going to leave the balancing alone after this until I can get full replays in. I have a party ready for an HoF run of IWD2. Just a matter of finding the time...
v3.0 UPDATE
- changed some prices (armor is not as insanely expensive). I haven't implemented it yet, but plan is to make some items require trade-ins of other items to obtain.
- moved some items around; some to different merchants + a couple are in containers now (so free)
Pulse Ammunition
- BGEE: Big Metal Rod has a better description image
- IWDEE: changed location of Metal Rod, Metal Unit, Bronze Pantalettes, and Golden Pantaloons
- IWD2: changed location of Metal Rod, Scorcher, and Golden Pantaloons
NOTE: This was previously called "D2-Mira" as a placeholder and the mod folder and GitHub page are still named that.
v4.0 Update
General info:
Changes for IWDEE and IWD2:
Changes for BGEE:
Added BG2EE support:
Item changes:
Thankee!
All BGEE, SoD, and BG2EE content is in EET. Most of it's detailed in the top post or in the ammo readme file. I might have left some info out intentionally. Basically, all components should work the same as in a non-EET game. I didn't want to mess too much with the way the core items are already obtained, so no change for getting those items (unless you're using Option 2: Start with core items).
To summarize (minor spoilers):
Thankee!
Alright, I can get an update up with something like that.
EDIT: v4.1 Update
Changes for BG2:
Changes for BG1: