[MOD] The Big Metal Unit mod (v4.4) (BG:EE, BG2(EE), IWD(EE), IWD2, EET/BGT)
![Dan_P](https://forums.beamdog.com/applications/dashboard/design/images/defaulticon.png)
The Big Metal Unit mod
GitHub: https://github.com/D2-mods/D2-Mira
Download: https://github.com/D2-mods/D2-Mira/releases
Installs on: BG:EE, BG2 (EE or classic), IWD (EE or classic), IWD2, conversion mods (ex. EET or BGT)
--
Overview:
This is a mod for Infinity Engine games. 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 (Baldur's Gate: Enhanced Edition, Baldur's Gate 2: Enhanced Edition, classic BG2 engine, and classic IWD).
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 (prototype) are added to BGEE/SoD (obtainable in both). For BG2EE/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. See components section for more info.
--
Components:
1. Main Component:
3. Choose damage type for Frag Grenade (fire or slashing)
4. Make ammo more party friendly (see note below)
5. Pulse ammo does double damage on a critical hit (EEs)
6. Adjust ammo charges (default is unlimited)
--
Component 4 info (party friendly ammo):
--
Additional info:
Option 1:
Option 2:
BG2EE notes:
A few hints:
--
Trades info (IWDEE, IWD1, IWD2):
--
Known issues:
![d2-mira-01lojlm.png](https://abload.de/img/d2-mira-01lojlm.png)
![d2-mira-02f0jyo.png](https://abload.de/img/d2-mira-02f0jyo.png)
GitHub: https://github.com/D2-mods/D2-Mira
Download: https://github.com/D2-mods/D2-Mira/releases
Installs on: BG:EE, BG2 (EE or classic), IWD (EE or classic), IWD2, conversion mods (ex. EET or BGT)
--
Overview:
This is a mod for Infinity Engine games. 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 (Baldur's Gate: Enhanced Edition, Baldur's Gate 2: Enhanced Edition, classic BG2 engine, and classic IWD).
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 (prototype) are added to BGEE/SoD (obtainable in both). For BG2EE/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. See components section for more info.
--
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 note below)
5. Pulse ammo does double damage on a critical hit (EEs)
6. Adjust ammo charges (default is unlimited)
--
Component 4 info (party friendly ammo):
- Makes it so only the damage from the launcher will harm PCs.
- Ammo damage (ex. fire from Scorcher) does no damage to PCs.
- If the launcher has no damage bonus (i.e. Big Metal Rod), the ammo is party friendly.
- EEs/BG2 engine: Applies to Scorcher and Frag Grenade.
- IWD1/IWD2: Applies to Frag Grenade only (can't make it work with Scorcher projectile).
- Neutral NPCs will still become hostile if they get hit, even if they take no damage.
--
Additional info:
Option 1:
- IWD games: All items are obtainable, including pantaloons.
- 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.
BG2EE notes:
- Core items are still gained the same way as in the unmodded game.
- Scorcher and Frag Grenade are changed to the revised versions, by default.
- Pulse (prototype) and an extra Big Metal Rod are obtainable in SoA.
- Golden Pantaloons are in SoA, even if not importing from BG1.
- Pulse III is obtainable in ToB (requires 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.
- ToB: Gold and Silver Pantaloons are obtainable if not found in SoA.
- HoW: 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 very late game, if you missed them earlier (you can backtrack to get them from the final dungeon).
--
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)
--
Known issues:
- Big Metal Unit (classic IWD1): Does not change appearance. Will appear as a plate mail.
- Big Metal Unit (IWD2): Selection sounds will change to a creature sound, even after removing the armor. Save and reload (with the armor off) to return selection sounds back to normal.
![d2-mira-01lojlm.png](https://abload.de/img/d2-mira-01lojlm.png)
![d2-mira-02f0jyo.png](https://abload.de/img/d2-mira-02f0jyo.png)
![d2-mira-id2bm8k95.png](https://abload.de/img/d2-mira-id2bm8k95.png)
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: