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[v0.4b] Sword Coast Customs - a mod for BG: EE

liberalbiasliberalbias Member Posts: 24
edited May 2023 in BG:EE Mods
I have been building around Ashideena and Varscona too often in BG:EE, so I created this mod to provide more options for elemental weapon types. The goal of this mod is to allow the player to create ONE melee weapon, of any type, that can be enchanted up to +2 and which does a small amount of elemental damage (acid, cold, fire or shock).

This mod allows the player to commission a masterwork weapon from Taerom (upon return from the Nashkel Mines), then upgrade it to +1 (with elemental damage) from Thalantyr, and finally to +2 from Halbazzer Drin.

There are two optional components that allow the player to remove or relocate Varscona and Ashideena, so the addition of a third powerful weapon does not unbalance the game.

I commissioned 162 new BAMs for this mod. There are 18 melee weapon types, and there is artwork for the masterwork version, for a +1 enhanced version and a +2 enhanced version (for each of the four damage types). I'm still working with the artist on some revisions for those BAMs, so expect them to get better over time (but I think they did a really great job). See the README for acknowledgements.

I'd love feedback, suggestions and bug reports. Enjoy!

Readme
Release (v0.2b)
Github
Post edited by liberalbias on
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Comments

  • liberalbiasliberalbias Member Posts: 24
    edited April 2023
    Here are some images of the weapons added by this mod:

    Daggers, Short Swords and Bastard Swords
    xbljfvlfcipx.jpg

    Clubs, Flails and Maces
    exl1mx435mrw.jpg

    Two-handed Swords, Spears and Katanas
    iqto77fak0au.jpg

    Axes and War Hammers
    dexum4lk1e5q.jpg

    Quarterstaves, Halberds and Ninja-tos
    tjgmb1dj67p0.jpg

    Morningstars, Wakizashis and Scimitars
    10gc9dhj09lh.jpg
  • jmerryjmerry Member Posts: 3,881
    edited April 2023
    All right, some feedback (from viewing the code, not installing anything).

    Most mods are packaged with installers. Yours isn't, and that might be a barrier to some people. For Windows, this installer is a renamed copy of the WeiDU executable (.exe). For Mac, it's a renamed copy of the WeiDU executable (no extension) together with a tiny .command file that basically tells a command-line interface what to do to start this up. If you're interested in including that, take a look at what one of those other mods does.

    What you need to make this compatible with EET: absolutely nothing. Since you're inserting and removing the items through dialogue and CRE changes rather than ARE changes, those modification points are unchanged by the EET transition.
    I would recommend a GAME_IS or GAME_INCLUDES check, though, so this doesn't try to install on games that lack the BG1 campaign and cause errors.

    I see the Taerom dialogue checks proficiencies; that's not very compatible with the proficiency overhaul mods out there (For example, Tweaks Anthology has an option to use the old BG1 proficiency groups). Still, you have the safety of always allowing the player to choose any weapon even if they're offered based on proficiency first. No harm done.
    Post edited by jmerry on
  • liberalbiasliberalbias Member Posts: 24
    Thank you for the feedback! Once I feel like the mod is ready for a "real" v1.0, I will add the necessary Weidu installers and scripts/commands. I think there are going to be some rough edges to work out first, so this release is really for "early adopters" only.

    I'm glad to hear that about EET, and I was hoping that was the case. I tried very hard to keep the mod minimally invasive, and to target only the most basic parts of the dialog, and double check that the creatures hadn't already been modded. It was the same with the proficiency checks: they are there as a convenience, but the player has the fallback to any weapon through the category menus (that is just a little clunky, so I am hoping most people get to experience the proficiency based dialog instead!).

    I will add checks for the game. I am also working on versions of the weapons for SoA and ToB, but that will be a few weeks.

    Thanks!
  • EndarireEndarire Member Posts: 1,519
    Thankee!

    I agree that a WeiDU installer will help you get testers, and, thus, make progress.
  • liberalbiasliberalbias Member Posts: 24
    Endarire wrote: »
    Thankee!

    I agree that a WeiDU installer will help you get testers, and, thus, make progress.

    Thanks for the feedback! I have released version 0.2b that includes a Windows and Mac OS X installer for convenience.
  • EndarireEndarire Member Posts: 1,519
    edited April 2023
    Does this mod do poison katanas? What about upping the + of the item? (This excites me because you've done something akin to D&D 3.5's crafting system of modifying items already made! Alleluia!)

    Also, may we get these places to handle the dialog enhancements?

    SoD: Sorcerous Sundries

    SoA: Ribald, Cowled Wizards (perhaps first require a casting license or beating enough of them to stop spawning when casting openly in Athkatla), Trademeet, and maybe Ust Natha.

    ToB: Cespenar

    Thankee!
  • jmerryjmerry Member Posts: 3,881
    Endarire wrote: »
    Does this mod do poison katanas?

    It's straight in the description - fire, cold, acid, electric. No poison. And poison on a weapon is mechanically different from other elements; immunity to it is far more common, its interactions with mage defenses like mirror images and stoneskins are different, and it has that ongoing mode. If you're designing a unique weapon, go ahead and use poison if it fits the concept. If you're building a bunch of different weapons with a choice of element, leave it out.

    As for SoA and ToB, and stronger versions of things ... let the modder develop their own ideas.
  • liberalbiasliberalbias Member Posts: 24
    Endarire wrote: »
    Does this mod do poison katanas? What about upping the + of the item? (This excites me because you've done something akin to D&D 3.5's crafting system of modifying items already made! Alleluia!)

    Also, may we get these places to handle the dialog enhancements?

    SoD: Sorcerous Sundries

    SoA: Ribald, Cowled Wizards (perhaps first require a casting license or beating enough of them to stop spawning when casting openly in Athkatla), Trademeet, and maybe Ust Natha.

    ToB: Cespenar

    Thankee!

    The original mod allowed the player to choose a new enhancement at both Thalantyr and Halbazzer, so you could have, for example, a +2 weapon that did one point of fire damage and one point of shock damage. For a little while, I had the ability to add other enhancements, like AC bonuses, extra attacks, etc. There are just a few problems: (1) it's really easy to build an over-powered weapon this way, and I really care about the balance of the game, (2) you end up with a TON of different weapons, and it's essentially impossible to have good art assets and (3) I prefer the simplicity of making weapons that are similar to the existing elemental damage weapons, since it fits the theme of the game better.

    I am working on a version of this mod for SoA and ToB, and my goal is to create a +3 version of each weapon (crafted by Cromwell in SoA) and a +5 version (crafted by Cespenar). I would like each of the 18 weapon types to have a unique +3 weapon that incorporates the elemental damage type assigned to the weapon, so if you have ideas for particular weapons, let me know!

    For example, if you craft a +2 Katana with frost damage in BG1, maybe the +3 version provides fire resistance and increases the critical hit range of the base katana, and then the +5 version has a chance to slow enemies (they are "frozen"), and it increases the critical hit range more (a "keen" enhancement on the sharp blade). Even this will mean making 18 * 4 * 2 = 144 more weapons with art, so it isn't going to happen quickly, but I am going to make it happen!
  • AciferAcifer Member Posts: 194
    edited April 2023
    Great ideas, and the new items look amazing!
  • IllustairIllustair Member Posts: 878
    Ohh that's a very interesting concept!
  • EndarireEndarire Member Posts: 1,519
    edited April 2023
    OP: Thankee!

    What say you to also adding poison weapons? What about adding more item options for those who want to experiment with this and are less concerned about balance?

    When in the install order should this mod go?

    As for assets, Knights of the Chalice, a D&D 3.5 OGL game, had an item crafting system and its various icons were sometimes repeated due to using the same item type as a base.

    Thankee!
  • UlkeshUlkesh Member Posts: 280
    edited April 2023
    Don't fall in the trap of a certain person continously asking for new features while never having played your mod and not showing even a real hint of interest. Grats for your release.
    Post edited by Ulkesh on
  • GorionixGorionix Member Posts: 9
    edited April 2023
    Hello. Do not listen to anyone about the editions of D&D. And for those who want more, let them study BG modding. The only question is why do you have a bam file for inventory? The original bam item files use two bam pictures, one for the inventory and one for the GUI. Here is a little edited one of the files.
  • liberalbiasliberalbias Member Posts: 24
    Gorionix wrote: »
    Hello. Do not listen to anyone about the editions of D&D. And for those who want more, let them study BG modding. The only question is why do you have a bam file for inventory? The original bam item files use two bam pictures, one for the inventory and one for the GUI. Here is a little edited one of the files.

    I noticed that the existing BAMs had two images, but in the BG: EE 2.6.6 version that I am playing, I don't see the second image anywhere, so I didn't include it in my BAMs. Can you explain more about where you are seeing these smaller images?
  • GorionixGorionix Member Posts: 9
    edited April 2023
    Sorry, I thought that the mod was also made for a non-EE version.
  • liberalbiasliberalbias Member Posts: 24
    Gorionix wrote: »
    Sorry, I thought that the mod was also made for a non-EE version.

    I'd be happy to work with you to figure out a way to support non-EE versions, I just don't currently have a way to test, since I only have the EE versions.
  • GorionixGorionix Member Posts: 9
    edited April 2023
    Unfortunately, I also do not have a non-EE version and will not be able to help in testing the mod. But if someone takes it, then it is necessary to do it this way. Install the game is not EE, install Tob-ex and install the mod Sword Coast Customs. If you adapt the mod to the old version of the game, pay attention to the effects of the item, they may be different for both EE and the old version of the game.
  • EndarireEndarire Member Posts: 1,519
    I apologize if I seemed overly insistent on poison katanas since that was what I had planned for a weapon until I realized that what you offered already may work better.

    What say you to allowing +3 weapons to be made in BG1? The innkeeper of Ulgoth's Beard already sells a +3 staff at the game's start, there are some other +3 weapons, and the final boss of SoD normally needs +3 or better weapons to hit.

    What say you to allowing +4 weapons to be made in SoA? Ribald sells a +4 staff initially. and the Holy Avenger and Staff of the Magi are each +5 weapons available fairly early. Demiliches normally need +4 or better weapons to hit.

    Regardless, on behalf of my family, I appreciate the customization you've done with this.

    Thankee!
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2023
    Well this is very cool. I _really_ like all of the custom art assets you have there. Lol, I'm salivating over them.

    Lol, I do also appreciate that you keep the mod within a limited and feasible scope. I'm _sloooowly_ working on a similar mod that allows characters to create magical items on a much grander scale, but it's taking forever. It may never be finished.

    One idea I had for creating magical weapons is to create "templates" that allowed the crafter to craft certain items of a particular power level under specific circumstances (which would hopefully act as a balance).

    One idea, for example, was to allow a character to "convert" a weapon of a particular power level into another weapon (even possibly another weapon type) of roughly equal power. So you might take a dagger of venom and an existing generic magical longsword of sufficient power, and "craft" a longsword of venom.

    Right now I have code that takes all existing spells, including mod added scrolls that do not themselves add scrolls for that spell--especially relevant to priest spells--and allows a character to "craft" a scroll of that type.

    I was planning to adopt that code to create these "templates", based on existing magical weapons but also some custom ideas. I'm not anywhere near that implementation at this point, though. I'm using it to do something similar with potions and wands first. I do have a lot of code that might be helpful that you can use if you like.

    I can't find the more adapted code atm (I'm as organized as I am disciplined) but here is the original scroll specific code. Please feel free to use if it's at all helpful:

    https://github.com/Gibberlings3/Skills-and-Abilities/blob/main/skills-and-abilities/components/class_skills/scroll_crafting.tpa
  • liberalbiasliberalbias Member Posts: 24
    @Grammarsalad Thanks for the kind words, hope you enjoy the mod!

    It would be really fun to create a general purpose crafting mod, but even this fairly small mod took me dozens of hours to figure out and put together!

    I ended up using a Python script to do a lot of the heavy lifting, partly because I know Python better than Weidu, but also because it made it less tedious to write out all the item code.
  • GorionixGorionix Member Posts: 9
    Hello. There is such an interesting mod.
    https://www.gibberlings3.net/mods/items/sod-to-bg2ee-item-upgrade/
    You can write to the author and offer a joint collaboration with your mod. Might be an interesting project.
  • EndarireEndarire Member Posts: 1,519
    @Grammarsalad
    Thankee for sharing!

    @liberalbias
    Thankee for making and sharing! I know what it's like to put tens or hundreds or thousands of hours into a mod project. Some BG mods have been updated periodically for years or decades.
  • JohnBobJohnBob Member Posts: 204
    edited April 2023
    Hello @liberalbias ,

    Good idea ! I think your mod will be interesting for many people, thanks.


    If you want, here is a pull request for the French translation of your mod.


    While testing the translation, I noticed that Taerom didn't take a few days to make the weapon despite the dialogue.

  • Fishmalk_1Fishmalk_1 Member Posts: 58
    Interesting work liberalbias. New art assets are always a welcome sight. There are a fair number of bg1 mods that already offer weapons of similar breadth and power, but tend to come with other content that may be unwanted. I think there is a place for a mod that only does what sword coast customs does.

    Since you mentioned plans for a bg2 version, I think you are going to need to do some work to make your mod stand out there. BG2 has a lot of weapons, has a lot of mods that add weapons, and has a lot of mods that upgrade weapons. I personally struggle to think of a reason why I would bother when I have plenty of other mods that already accomplish what I would want from a sword coast customs 2.
  • EndarireEndarire Member Posts: 1,519
    Just being able to upgrade weapons to +3 in BG1 then +4 or +5 before Spellhold makes all weapon types viable.

    Instead of there being NO +5 weapon types of a category (throwing hammer, ninja-to, etc.), now they exist and can kill trolls! Alleluia!
  • mledmled Member Posts: 48
    Gorionix wrote: »
    Hello. There is such an interesting mod.
    https://www.gibberlings3.net/mods/items/sod-to-bg2ee-item-upgrade/
    You can write to the author and offer a joint collaboration with your mod. Might be an interesting project.

    This other mod is already far too big and its scope goes way further than items. Better not in y opinion.
  • liberalbiasliberalbias Member Posts: 24
    JohnBob wrote: »
    Hello @liberalbias ,

    Good idea ! I think your mod will be interesting for many people, thanks.


    If you want, here is a pull request for the French translation of your mod.


    While testing the translation, I noticed that Taerom didn't take a few days to make the weapon despite the dialogue.

    Thank you for the translation! I will need to do a little more work to integrate it, since I am generating items.tra from a Python script, but I think I can take what you did and make that work! I'll see if I can find some time this afternoon to do the work.

    Yes, I originally intended to have Taerom take a few days, but changed my mind. I will fix the dialog, thank you for reminding me.
  • liberalbiasliberalbias Member Posts: 24
    Fishmalk_1 wrote: »
    Interesting work liberalbias. New art assets are always a welcome sight. There are a fair number of bg1 mods that already offer weapons of similar breadth and power, but tend to come with other content that may be unwanted. I think there is a place for a mod that only does what sword coast customs does.

    Since you mentioned plans for a bg2 version, I think you are going to need to do some work to make your mod stand out there. BG2 has a lot of weapons, has a lot of mods that add weapons, and has a lot of mods that upgrade weapons. I personally struggle to think of a reason why I would bother when I have plenty of other mods that already accomplish what I would want from a sword coast customs 2.

    Thank you for the kind words!

    I've written tons of mods, but so far all of them have been for my personal use only. This is the first one that I thought some other people might be interested in trying out. I agree that it is much less of a fit for BG2, but I have some ideas for things *I* want in BG2 that I can do through the mod, so I'll be exploring those things. If other people don't find it that useful, no harm done!
  • JohnBobJohnBob Member Posts: 204
    Thank you for the translation! I will need to do a little more work to integrate it, since I am generating items.tra from a Python script, but I think I can take what you did and make that work! I'll see if I can find some time this afternoon to do the work.

    No rush, take your time.

    I didn't see any problems during my tests, the translation seemed to be functional for all dialogues and items
    Yes, I originally intended to have Taerom take a few days, but changed my mind. I will fix the dialog, thank you for reminding me.

    Okay, I will send a correction for the translation according to your changes.


  • liberalbiasliberalbias Member Posts: 24
    I have updated the mod to 0.3b, and included @JohnBob 's French translation. The mod is now installable in BG2:EE, and it will import any custom weapon you created in BG:EE (available on the table in the golem room in Chateau Irenicus).
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