Skip to content

Modern_Military_Supplies V0.96

shohyshohy Member Posts: 11
https://github.com/shohysie/Modern_Military_Supplies/releases
post-6985-1745120035.png
I spent a full month on making this tank animation...
post-6985-1745119378.gif
post-6985-1745119413.gif
post-6985-1745416118.gif
post-6985-1745416135.gif

/////////////////////////////////////////////////////
/////Shohy's Modern Military Store v0.96 ////////
/////////////////////////////////////////////////////


Installation & Notes

This mod is **only compatible with the Enhanced Edition (EE)** series of Baldur's Gate games and cannot be used with the original SOA, TOB, or other non-EE versions.

A merchant selling modern military equipment has been added to the following locations:
- **BG1 & Dragonspear**: Second floor of Sorcerous Sundries in Baldur's Gate.
- **SOA**: Trademeet.
- **TOB**: The Oasis.

The merchant sells modern firearms (e.g., assault rifles, sniper rifles), military supplies (e.g., bulletproof vests, tactical grenades), and advanced gear.

Firearms use a ‌unique firing system‌ and independent proficiency system‌ distinct from vanilla weapons. Detailed mechanics are explained in the following instructions.

Powerful items‌ (e.g., drones, robotic dogs) ‌will not appear in early gameplay.

Drone Usage Note‌: When operated outdoors, drones enter a high-altitude state, ‌immune to all AoE damage and ‌not prioritized by enemies‌. In indoor environments, these protections are disabled, rendering drones ‌vulnerable to destruction‌.

Players with sufficient combat strength can challenge the merchant for rare rewards.

**Install this mod after other equipment mods**, as it modifies all armor in the game.


Firearm System

1. **Weapon Effects**
- Firearms have a chance to trigger additional effects: **extra damage, bleeding, slowing, stunning, knockback, or knockdown**. Larger calibers and higher kinetic energy generally enhance these effects.
- **Immunities**: Non-living targets and large creatures are immune to most effects (especially from small-caliber firearms).
- **Armor Interaction**:
- Pistols (high stopping power) excel against unarmored/lightly armored targets (robes, leather, etc.).
- Rifles (high penetration) perform better against heavily armored targets (plate armor, etc.).
- Creatures with natural armor (e.g., Ankhegs, Umber Hulks) are treated as heavily armored.
- **Damage Balance**: Average damage aligns with D&D 3.5e/5e modern weapon rules.
- **Spell Interactions**: Blocked by *Protection from Missiles*, *Protection from Magic Weapons*, etc. *Stoneskin* and *Iron Skin* can block damage and effects but may fail against high-kinetic firearms.
*(Firearms are with the animation of crossbow as custom animations are beyond the modder's capability.)*

2. **Ammunition & Firing Modes**
- **Ammo Types**: Bullets, magazines, drums, belts (universal for simplicity).
- **Firing Modes**:
- **Single-shot** (bullets).
- **Short burst** (magazine: 3–5 bullets per target).
- **Long burst** (drum: 1–3 bullets per target in a 45° cone).
- **Full-auto sweep** (belt: 90° cone).
- **Compatibility**: Firearms have specific ammo requirements (e.g., rifles may only use single-shot). Check item descriptions for details.

3. **Weapon Proficiency**
- Firearms use crossbow proficiency, but existing crossbow proficiency is temporarily disabled when using firearms (may require a round to switch).
- **Training**:
- Gain proficiency through combat (experience scales with firing mode: single-shot < short burst < long burst/sweep).
- Train with the merchant up to Master (3 slots). High Master (4 slots) and Grand Master (5 slots) require combat experience.
- At Master (3 slots): Gain "Automatic Weapon Proficiency I."
- At Grand Master (5 slots): Gain "Automatic Weapon Proficiency II"
- "Automatic Weapon Proficiency" increases the number of bullets that hit targets during bursts and sweeps. The specific effectiveness depends on the firearm, offering a substantial boost to high-rate-of-fire weapons that are difficult to control in full-auto mode.
- Switching back to other weapons resets crossbow proficiency (may take a round).

4. **Attacks Per Round (APR)**
- Base APR varies by firearm (factors include recoil, auto-fire capability, handling, etc.).
- APR bonuses (proficiency, class perks, *Haste*, gear) apply normally.
- **Firing Mode and APR**:
- Single-shot: Normal APR.
- Bursts/sweeps: Reduced APR due to time spent firing (player action paused).
- Example: A 600 RPM firearm fires a short burst (3–5 bullets) in 0.5 seconds; a long burst (5-8 bullets) in 1 second. a sweep (about 15 bullets) in 1.67 seconds.
-Firearms with a rate of fire below 600 RPM require more time for burst fire and sustained fire, while weapons exceeding 600 RPM maintain their firing duration but deliver more bullets per target (certain exceptions apply for specific firearms, as noted in their item descriptions).

5. **Malfunctions**
- Firearms may jam (indicated by an overhead alert).
- Minor jams: Fix manually (1 round).
- Severe jams: Repair at the merchant.
- Characters automatically switch to backup weapons if a firearm breaks.

6. **Close Combat Compensation**
- Pistols, SMGs, shotguns, and PDWs negate the usual ranged penalty (-8 attack, -4 AC) when enemies are within 4 feet.
- The specific compensation mechanism works as follows: When enemies enter within 4 feet of a firearm-wielding player, sidearm users receive combat compensation of +8 hit advantage and +4 defense bonus. However, distance checks occur once per second and may not update in real-time.


Version History

**v0.96**
- Fixed an issue where tank AI installation reports errors.
- Fixed an issue where drone animations might not appear.
- Fixed an issue where drones could still be affected by ground-based area attacks while in high-altitude states.
- Added obstacle-leaping functionality to drones (outdoor only).

**v0.95**
- English Version Available.
- Minor bug fixes.

**v0.94**
- Fixed "ammo mismatch" message for sniper grenades.
- Fixed minor firearm repair issues.
- Fixed an issue where tanks failed to execute close-quarters ramming attacks.
- While mounted in a tank, operators gain immunity to Backstab, Level Drain, Dragon Wings, Web, and similar status effects.
- Certain overpowered equipments have been removed from initial shop and will be added into shop at SOD, SOA and TOB gradually.

**v0.93**
- Fixed EET installation errors.
- Merchant now appears in Nashkel Mines (BGEE/EET) with starter benefits.
- Fixed landmine visibility and flashlight/shield bugs.

**v0.92**
- Added merchant challenge (reward: tank). Recommended for mid/late-game.

**v0.91**
- Minor bug fixes.

**v0.9**
- Reworking of item graphics again and again and again (EE supports larger assets).
- Removed non-firearm items (e.g., melee weapons).
- Added drones and robotic dogs.
- Rebalanced firing mechanics for realism.

**v0.5**
- Reworking of item graphics again and again
- Adjusted burst/sweep mechanics (APR capped at 1 during sweeps).
- Added caliber-based damage scaling.

**v0.4**
- Reworking of item graphics again
- Reduced firearm damage and APR (capped at 5 APR).
- Added scoped rifle accuracy bonuses.
- Removed chainsaw (unrealistic).

**v0.3**
- Reworking of item graphics
- Introduced armor-specific effect triggers.
- Shotguns can "lockpick" doors (via item ability).

**v0.2**
- EE compatibility patch (thanks to c4_angel!).

**v0.1**
- Initial release for BG2/BGT.

Comments

  • Nymrod85Nymrod85 Member Posts: 11
    After decades, Baldur's Gate is getting the Bethesda modders. Next up, Thomas the Train Engine replacing Sarevok and a lot of NSFW romance mods (tbh I am surprised we don't have the latter already)
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 28
    Oh, yeah, give me more. I want Gundam, I want VF-1 Valkyrie, I want Optimus Prime, I want Dragone Megatoron. :D
  • megrimlockmegrimlock Member Posts: 83
    Nymrod85 wrote: »
    and a lot of NSFW romance mods (tbh I am surprised we don't have the latter already)

    Love Conquers All (LCA EET) has an "explicit" addon which is precisely this.

  • skorchskorch Member Posts: 32
    It really gives new meaning to the role-playing term "tank"!
  • scheelescheele Member Posts: 63
    megrimlock wrote: »
    Nymrod85 wrote: »
    and a lot of NSFW romance mods (tbh I am surprised we don't have the latter already)

    Love Conquers All (LCA EET) has an "explicit" addon which is precisely this.
    skorch wrote: »
    It really gives new meaning to the role-playing term "tank"!

    As the creator of NSFW BG2 romance myself, I found the LCA mod helpful) in understanding the boundaries of what is acceptable. (It should be noted that my work is considerably less explicit and contains far less sexual content). However, to be honest, the depiction of sex in LCA is excellent, although it is far from the romantic relationship canon established in BG2. In my humble opinion, LSA is not without its merits with regard to other (ordinary, no-sexualised) dialogue.

    But I find it really sad to see a person knowledgeable and keen interest in modding wasting his talent and time by creating a mod like Modern Military Supplies.
  • shevy123456shevy123456 Member Posts: 341
    > wasting his talent and time by creating a mod like Modern Military Supplies

    I am not sure I would call it wasting time per se. People could learn from the mod nonetheless.

    I myself stick more to fantasy, so I don't think I could use such a mod. What would be cool would be if the mod could
    be more customizable in general, so rather than just a sole, primary focus on modern military, to think about things
    that could still fit somewhat into a fantasy/medieval theme, even if a bit "stretched". For instance, gnome war tanks -
    Jan could have some devices that operate like that. Some kind of rockets that could be crafted via certain ingredients
    and may look more like magic missile. Or self-repairing armour (ok, we don't have armour-damage as such, but
    a mod could perhaps do so e. g. damaged armour has a slight AC penalty compared to fully repaired armour.)
    Probably more items that are specific to that; these could then be installed, so people could still benefit from
    the mod, without requiring for the full theme to come into effect. (I write "stretched" because, while I like gnomes,
    in particular in the old Dragonlance setting many things did not make a whole lot of sense to me. Biggest case
    in point was the submarine from the gnome Conundrum (see https://dragonlance.fandom.com/wiki/Schallsea,
    though it contains spoilers, for those of you who want to still read the novel, though it is a fairly old novel at
    this point in time, +20 years old).

    Though I can understand scheele's point of view of course.
Sign In or Register to comment.