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[Item Mod] Akun's Gear

IncrementisIncrementis Member Posts: 75
edited September 2024 in BG:EE Mods
Greetings to all,

I would like to introduce you to my very first mod and I am happy that it is one for BG:EE.

This is an item mod that contains 2 enchanted katanas and 1 armor for a Wizard Slayer. All items are only equippable for the Wizard Slayer fighter subclass at level 4.

The items can be bought from the merchant Erdane in the Durlags Tower area(outside of Durlags Tower). The trader sells the items directly from his stock (no dialogue options). Regular price is thousands of gold per item.

This mod is fanfiction.

It supports the following languages:
  • English
  • Deutsch

For more information, see the following link on GitHub(A lot of information oof :D ):
https://github.com/Incrementis/Akuns-Gear-

Here are some images to stimulate your appetite:
II_Layers_of_Compassion.png?raw=trueII_Weave_to_Dust.png?raw=trueII_Power_Crave.png?raw=trueII_Power_Crave+1.png?raw=trueII_Power_Crave+2.png?raw=trueII_Power_Crave+3.png?raw=true

More images:
WizardSlayerMale.png?raw=true
WizardSlayerFemale.png?raw=true


Thanks to "The Gibberlings 3" forum users and Infinity Engine discord server users who helped me with hints and information:
  • CamDawg
  • Graion Dilach
  • jmerry
  • subtledoctor
  • kjeron
  • AL|EN
  • Endarire
  • Jastey
  • argent77
  • Bubb
  • suy
  • The Artisan
  • lynx
  • Connelly

Thanks for offering code






Post edited by Incrementis on

Comments

  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    Awesome. Looks good
  • IncrementisIncrementis Member Posts: 75
    Awesome. Looks good

    Thank you very much for your kind words!
  • IncrementisIncrementis Member Posts: 75
    There is a new version update that includes:
    • The English description texts for all items have been improved.
    • The extension of the files is changed to be able to separate their functionality.
    • This fixes a link in the readme file.
  • IncrementisIncrementis Member Posts: 75
    v1.3.26 is out.

    Updates:
    • Improves source code for better maintenance
    • Correctes EET quick installation guide (SoD installation is required)
    • Change tpa in lib folder to tph
    • Deletes unnecessary file
    • Adds additional compatibility and operating system information to the readme file
    • Moves the backup folder when the mod is reinstalled
    • Names files with prefix and adds .tra files for messages
    • Adds an INI file for Project Infinity
  • barker262barker262 Member Posts: 83
    You're a brave chap to give it a try, let alone put it out to the public. Well done on the effort.

    I tried to modify a special ability (defensive spin) to mimic one 'Artisan' did for the 'Blade' kit. Failed completely.
    Tried using Near Infinity to look at the ability code but I don't know what I'm doing. Shame, I really like the effect it produces.
  • IncrementisIncrementis Member Posts: 75
    barker262 wrote: »
    You're a brave chap to give it a try, let alone put it out to the public. Well done on the effort.

    I tried to modify a special ability (defensive spin) to mimic one 'Artisan' did for the 'Blade' kit. Failed completely.
    Tried using Near Infinity to look at the ability code but I don't know what I'm doing. Shame, I really like the effect it produces.

    Thank you for the kind words.
    I also had trouble understanding this stuff at first and I'm still unsure since modding IE games is pretty tricky.
    If you want to improve your modding skills, it will take some effort. Here are some sources that I also used to understand things like Near Infinity and modding in general for the IE games:

    I also recommend joining TheGibberlings3 forums and their Discord server(You can find it in the forum in the top navigation bar) as there are lots of experienced modders and information there that can help.

    There is also a helpful Discord server for Infinity Engine managed by Thor Thunderfist, but I can't remember how I found the link.

    Keep your head up and don't give up, the community I mentioned is generally accommodating.
  • barker262barker262 Member Posts: 83
    Cheers Incrementis. I'll look them up, the Dnd detective sounds familiar.
  • IncrementisIncrementis Member Posts: 75
    Akun's Gear v1.3.28

    Updates:
    • The preset images in the description are be improved("Weave to Dust" and "Layers of Compassion")
  • IncrementisIncrementis Member Posts: 75
    Akun's Gear v1.4.0

    Updates:

    • "Power Crave" has now individual grip and release sound and is internally defined as “Uncomfortable Hilt”(!_UHILT)
    • "Power Crave" mainhand only
    • Minimal adjustment in "Power Crave" description.
    • Shadow around the gemstone in the Layers of Compassion description icon is cleaned
    • Fixed content of the PDFs
    • Discussion section in the readme
    • Extended thank you section in the readme
  • IncrementisIncrementis Member Posts: 75
    Akun's Gear v1.4.1

    Updates:
    • Fixes item category name from "!_UHILT" to "UHILT!_" (see closed issue "Invalid character [!]")
  • IncrementisIncrementis Member Posts: 75
    edited January 26
    Akun's Gear v1.4.4

    Updates:
    • Fixes a TRA value error that occurs due to WeiDU's different handling of signed integers
  • IncrementisIncrementis Member Posts: 75
    Akun's Gear v1.4.7

    Updates:
    • Makes "Power Crave" saleable
    • Changes the internal structure for better maintenance
    • Fixes the incorrect "Weave to Dust" dispell effect percentage
    • Some other trivia fixes
  • Kensei_xXxKensei_xXx Member Posts: 213
    edited 8:29AM
    Have you ever considered to broaden up this mod a bit and add some more Items, maybe with some kind of Set-Bonuses?
    I really appreciate the efford you put into this and would like to see the mod expanding in some way. Maybe to make the items wearable by Inquisitors or other mage hunter Kits as well. :)
  • IncrementisIncrementis Member Posts: 75
    Kensei_xXx wrote: »
    Have you ever considered to broaden up this mod a bit and add some more Items, maybe with some kind of Set-Bonuses?
    This is an interesting idea I've been thinking about. I'm not sure if it's easily implementable in IE games, but I'd consider it for a separate item mod if I find the time and motivation.

    I'm currently in the maintenance phase of my mods and templates. After that, I plan to work through TheArtisan's IE animation tutorial. This means I currently have very little time to create new item mods.
    Kensei_xXx wrote: »
    I really appreciate the efford you put into this and would like to see the mod expanding in some way. Maybe to make the items wearable by Inquisitors or other mage hunter Kits as well. :)

    Thank you for your kind words!
    Generally, I don't want to change a mod concept once it's reached version 1.0.0, as that would involve too many changes in many places. I mainly fix bugs after version 1.0.0. I like the feeling of, "Okay, it's finally finished and just needs maintenance."

    I can create a simple guide on how to make the changes so that they can also be equipped by other classes. This can be done using Near Infinity or with a text editor in the code itself. Does this work for you?

    Just out of curiosity: What Mage Hunter classes do you think are available in the EE games?
  • Kensei_xXxKensei_xXx Member Posts: 213
    edited 11:41AM
    No need to trouble yourself, I'll edit them with NI myself ;)

    Morpheus forgotten Armament is adding set Bonuses to some items. Maybe it's worth a look regarding this.

    For the classes, I would say the Wizard Slayer and Inquisitor, maybe the Bounty Hunter or Assassine thief kits as well.
    And then there is a magekiller Thief within Artisans Kitpack and a Mage Hunter Ranger from Might & Guile. I was wondering, if your mod could make a check if Kitpacks are installed and then maybe adjust the items.
    Just an idea. I don't know how easily this could be done... :)
  • IncrementisIncrementis Member Posts: 75
    Kensei_xXx wrote: »
    No need to trouble yourself, I'll edit them with NI myself ;)
    Morpheus forgotten Armament is adding set Bonuses to some items. Maybe it's worth a look regarding this.
    Thanks for sharing! This could be valuable in the future.
    Kensei_xXx wrote: »
    For the classes, I would say the Wizard Slayer and Inquisitor, maybe the Bounty Hunter or Assassine thief kits as well.
    And then there is a magekiller Thief within Artisans Kitpack and a Mage Hunter Ranger from Might & Guile. I was wondering, if your mod could make a check if Kitpacks are installed and then maybe adjust the items.
    Just an idea. I don't know how easily this could be done... :)
    I've never done it before, so I can't say whether it's easy. And thanks for your feedback. :) .

    Cheers!

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