I have good news for the folks who wanted an optional component to force the SoD items that import normally to always do so:
I have done some testing, and I believe I have found a way to make it work without having to worry about creating duplicates. Essentially it will just force the game to use the existing method, it just ensures it is always "on" regardless of whether you import a SoD game or not.
A secondary benefit of this is that since it will be it's own component, if someone just wanted to use my mod to force the normally importable items to be there and none of the new things I added, they could do so.
So needless to say, v0.4.0 is now a WIP. And for the folks who asked, the Headband of Focus and Wizzard Hat will be included.
After spending some more time with it, I have been able to get the optional component to force SoD imports working while allowing a choice of either the Voidsword +3 or Voidhammer +3 during installation. This component will be included in the next update to allow much easier importing of the original 11 possible items without relying on importing SoD saves.
The next update is in progress, mostly just some corrections and creating new icons for items that don't yet have their own unique icon. It's slow, tedious work, but I hope the end results are enjoyable for all.
v0.5.0 has been released. I added more custom icons for upgraded items, corrected some errors, and changed the recipe and upgrade for the Star-Strewn Boots.
For those following this mod, I have been hard at work on the next big update, v0.6.0.
Lots of fun changes in this one, I think everyone will like it. My plan is to have it done and released before Xmas as my gift to the fans of this game. Stay tuned!
"Green" Dragonscale Armor — can be upgraded twice with branching paths
1st upgrade: Red Dragon Scales + 7,500gp
2nd upgrade: shadow, white, silver, blue, or green scales + 15,000gp
1st upgrade (alternate): Shadow Dragon scales + 7,500gp
2nd upgrade: red, white, blue, silver, or green scales + 15,000gp
Stalker's Gauntlets
Bracers of Blinding Strike + Improved Haste Scroll +2 potions of power +2 potions of master thievery + 10,000gp
Sundermaul +3
Rune of Clangeddin + 5,000gp
Cloverleaf
5 scrolls of Luck + 5,000gp
Uncursed Staff +1
Wand of Fire + Wand of Frost + 5,000gp (can be repeated to recharge)
Backwhacker +2
Wyvern Tail + Gnasher + 5,000gp
Bow of the Banshee +2
Screaming Bagpipes + Gesen Bowstring (or Gond) + 10,000gp
Nimblefinger Gloves
Bracers of Archery + Bracers of Defense AC3 + Gloves of Pickpocketing + 5,000gp
Bullet of Darkness +3
Bag of plenty +2 and 5,000gp
Void-Tipped Arrow +3
Quiver of plenty +2 and 5,000gp
Cloak of Minor Arcana
Amulet of Metaspell Influence + Cloak of Displacement + 5,000gp
Element's Fury +2 — can be upgraded twice
1st upgrade: Boomerang dagger +2 and 5,000gp
2nd upgrade: Soul of Frost + 5,000gp
Storm Pike +2 — can be upgraded twice with branching paths
1st upgrade: Wave Shaft + 7,500gp
2nd upgrade: Hammer of Thunderbolts +3 + Scroll of Crom Faeyr + 10,000gp
2nd upgrade (alternate): Wave Blade + Scroll of Crom Faeyr + 10,000gp
Trollblood Ioun Stone — can be upgraded twice
1st upgrade: Pale Green Ioun Stone + 5 scrolls of Resist Fear + 5 potions of regeneration + 5 potions of heroism + 5,000gp
2nd upgrade: Wong Fei's Ioun Stone + 5,000gp
Shield of Egons +2 — can be upgraded twice
1st upgrade: Shield of the Lost +2 + Illithium ore + 7,500gp
2nd upgrade: Symbol of Amaunator + 5,000gp
Vexation +2
Heart of the Damned + 7,500gp
Astral Crossbow +2
Gesen bowshaft + 5,000gp
Shadowed Spear +2 — can be upgraded twice
1st upgrade: Breath of Wind + 7,500gp
2nd upgrade: Ixil's spike + 7,500gp
Jester's Bracers
2 Demon Hearts + 5,000gp
The Night's Embrace +3
Black Dragon Scales + 7,500gp
The Burning Earth +1 — can be upgraded twice
1st upgrade: Sword of Flame +1, + Blade of Searing +3, + 5 scrolls of Agannazar's scorcher + 7,500gp
2nd upgrade: Heart of Flame + 15,000gp
Dragonscale Shield +3
Black dragon scales + 7,500gp
Archer's Eyes
Scroll of Wizard Eye + scroll of Farsight + 2 potions of perception + 5,000gp
Robe of Red Flames
Robe of Vecna + 10,000gp
Belt of the Skillful Blade
Gauntlets of Weapon Expertise + Gauntlets of Weapon Skill + scroll of disintegrate + 10,000gp
I tested the mod. I really appreciate the attention to details such as item descriptions, icons and dialog lines for the smiths. Here's feedback on some parts:
Using the word 'import' to describe your mod is confusing because it implies that items must be in the inventory when importing a character/game from SoD to BG2. It could be a good idea to find another way to mean that some of the SoD items have been included into BG2.
I couldn't understand what the second component of the mod does. My guess is that it adds the items even if they have not been imported but again, confusing.
The lines of dialog are very well written so much that I cannot doubt you must be a native English speaker. So I was quite surprised when I saw 'it's' being used for 'its'. It appears in a number of Cromwell lines but maybe elsewhere.
Some of the recipes use materials already required for existing recipes. This is a bit frustrating although most of the upgrades are worth the sacrifice. But one recipe for example needs an Eye of Tyr which is already a component for two other recipes. I wish you had created more unique materials (a great idea).
The upgraded red robes give one less casting speed point than the Robe of Vecna (or it could just be the item description).
The upgraded Nimblefinger Gloves are quite awkward to use. They combine items suited to different class of characters. AC bracers are useful for Mages, Pickpocketing Gloves for Thieves and Archery Bracers for Archers. I would rework the recipe to make something more focused.
The Star-Strewn Boots require two potions of magic blocking but those can be found... nowhere? More generally, some recipes require a high amount of a specific component, like five iterations which may feel excessive.
My opinion of course! I can't think of anything else right now.
Thanks for working on this!
@Abel
"I couldn't understand what the second component of the mod does. My guess is that it adds the items even if they have not been imported but again, confusing."
That's exactly what it does. If you run modded kits, you can't import your character. BG1 and 2 organize their kitlists differently so that your imported character will show up with either a broken kit, or just a different kit altogether. Which also means that you miss out of the items that would import over with you.
"Some of the recipes use materials already required for existing recipes. This is a bit frustrating although most of the upgrades are worth the sacrifice. But one recipe for example needs an Eye of Tyr which is already a component for two other recipes. I wish you had created more unique materials (a great idea)."
Intentional. Some of the recipes are supposed to be trade-offs.
Thank you both for the feedback, and since ThacoBell already answered two of your questions, I will address the others you had:
Using the word 'import' to describe your mod is confusing because it implies that items must be in the inventory when importing a character/game from SoD to BG2. It could be a good idea to find another way to mean that some of the SoD items have been included into BG2.
I suppose it depends on your point of view. For me, I look at it as "importing" more items from one game to another, but I can see your point as well.
The lines of dialog are very well written so much that I cannot doubt you must be a native English speaker. So I was quite surprised when I saw 'it's' being used for 'its'. It appears in a number of Cromwell lines but maybe elsewhere.
Thank you very much for the compliment! Syntax errors are something I am constantly checking and correcting in every revision. I'll add this one to the list.
The upgraded red robes give one less casting speed point than the Robe of Vecna (or it could just be the item description).
This is intentional. I wasn't trying to make the best items in the game, per se, just to allow for alternatives to what is currently available in-game.
The upgraded Nimblefinger Gloves are quite awkward to use. They combine items suited to different class of characters. AC bracers are useful for Mages, Pickpocketing Gloves for Thieves and Archery Bracers for Archers. I would rework the recipe to make something more focused.
Intentional, these were geared towards mage/thieves, and bards, whom would be able to take full advantage of them.
The Star-Strewn Boots require two potions of magic blocking but those can be found... nowhere? More generally, some recipes require a high amount of a specific component, like five iterations which may feel excessive.
I thought I had verified potions of magic blocking were attainable through normal play, but I will check again to be sure. If not, I will place some in-game in a future update. The upgrade for these boots is quite good, so I had intended for it to be difficult to complete, but not impossible, for sure.
For the recipes that require five of a specific item, those components are generally low-end type items, or the upgrade makes it worth the trouble of attaining them - at least that's my intention.
Thank you again for your feedback and trying out my mod!
****update****
I have corrected the references to "it's" in dialogues and descriptions for the next update. In addition, there will be another source of potions of magic blocking.
With some help, the major thing that has been keeping this mod from going to v1.0.0 (completed vs. WIP) has been fixed. For the next update, I am adding some additional upgrade options for items, and revising some item icons and description images, along with some general cleanup.
Just a quick update: v1.0.0 is coming along, I haven't had as much time to work on it as I would like lately. What I'm working on now is mostly cleanup and tweaking of things that I feel weren't quite what I had intended.
Since this is the last big push to full release, I am paying more attention to detail than I would on a "normal" update.
When it comes to making mods like this, it seems like I always have an idea for something new to add or change while I am working on something else, lol.
After 8 very long months of learning WeiDu via trial, error and A LOT of help from some very awesome and patient modders from G3 and this site, v1.0.0 of this mod is nearing completion. There is a bit of cleanup left to be done, then it will be uploaded on G3. For all of you who have been following me, thank you all for the feedback you've given up to this point on my mod, I sincerely hope you all will enjoy the finished product.
Has anyone successfully got this to work on android? I only installed ascension and this mod and the keyring has Invalid 103807 in the corner when I tried tested with a new game on my android phone.
Has anyone successfully got this to work on android? I only installed ascension and this mod and the keyring has Invalid 103807 in the corner when I tried tested with a new game on my android phone.
Sorry to hear about the trouble, I've not tested this mod on Android, as I don't have the means to do so.
Has anyone successfully got this to work on android? I only installed ascension and this mod and the keyring has Invalid 103807 in the corner when I tried tested with a new game on my android phone.
Sorry to hear about the trouble, I've not tested this mod on Android, as I don't have the means to do so.
I honestly dont think it's an issue with your mod on android. It is happening with any mod I try to move over to my phone. It's a strange bug, if I create a female PC everything works fine it seems. But if I create a new Male PC, everything for the mod has invalid texts etc. Trying to sort it out now in the android mod thread in the general modding section. I'll update here also once its figured out.
I really like the mod, it's working perfectly on my computer install. I'm a programmer, so this modding stuff has really peaked my interest in this game again. Will hopefully start digging into the tools and mods that are out there to learn more and start creating things of my own hopefully soon.
Hi @Daeros_Trollkiller
Congratulations on making the mod.
It looks awesome and I will certainly play it one day.
Will it be possible to see the stats of items once they are upgraded? I like to plan ahead and my games usually have a certain take or plan for my items and such. I would love to make plans with your items as well.
Ps. I have read your list of where you have placed the items, and I think you have done a fine job contemplating the locations of the items. Well thought
Comments
I have done some testing, and I believe I have found a way to make it work without having to worry about creating duplicates. Essentially it will just force the game to use the existing method, it just ensures it is always "on" regardless of whether you import a SoD game or not.
A secondary benefit of this is that since it will be it's own component, if someone just wanted to use my mod to force the normally importable items to be there and none of the new things I added, they could do so.
So needless to say, v0.4.0 is now a WIP. And for the folks who asked, the Headband of Focus and Wizzard Hat will be included.
Everything else has been great so far.
Thank you for pointing this out, it has been corrected for the next update.
Lots of fun changes in this one, I think everyone will like it. My plan is to have it done and released before Xmas as my gift to the fans of this game. Stay tuned!
Is it possible to list new items + ingredients needed to upgrade them?
Example Helm of Dumathoin + Horns =
What changed, if you don't mind me asking?
Took me a little time to update the OP with new info. Thanks for your patience!
upgrade recipes
Heart of Flame
Eye of Ichor
Soul of Frost
Breath of Wind
Black Dragon Scales
Upgrade Requirements
Tongue of Acid +3 — can be upgraded twice with branching paths
1st upgrade: Silver Hilt +10,000gp
2nd upgrade: Eye of Ichor + 15,000gp
1st upgrade (alternate): Angurvadal + scroll of disintegrate +10,000gp
Soft Feet
Liquid Mercury + 7500gp
Crown of Lies
emerald + star sapphire + diamond + potion of insight + 5,000gp
Star-Strewn Boots
2x potions each magic protection, magic blocking, magic shielding + 5,000gp
"Green" Dragonscale Armor — can be upgraded twice with branching paths
1st upgrade: Red Dragon Scales + 7,500gp
2nd upgrade: shadow, white, silver, blue, or green scales + 15,000gp
1st upgrade (alternate): Shadow Dragon scales + 7,500gp
2nd upgrade: red, white, blue, silver, or green scales + 15,000gp
Stalker's Gauntlets
Bracers of Blinding Strike + Improved Haste Scroll +2 potions of power +2 potions of master thievery + 10,000gp
Sundermaul +3
Rune of Clangeddin + 5,000gp
Cloverleaf
5 scrolls of Luck + 5,000gp
Uncursed Staff +1
Wand of Fire + Wand of Frost + 5,000gp (can be repeated to recharge)
Backwhacker +2
Wyvern Tail + Gnasher + 5,000gp
Bow of the Banshee +2
Screaming Bagpipes + Gesen Bowstring (or Gond) + 10,000gp
Nimblefinger Gloves
Bracers of Archery + Bracers of Defense AC3 + Gloves of Pickpocketing + 5,000gp
Bullet of Darkness +3
Bag of plenty +2 and 5,000gp
Void-Tipped Arrow +3
Quiver of plenty +2 and 5,000gp
Cloak of Minor Arcana
Amulet of Metaspell Influence + Cloak of Displacement + 5,000gp
Element's Fury +2 — can be upgraded twice
1st upgrade: Boomerang dagger +2 and 5,000gp
2nd upgrade: Soul of Frost + 5,000gp
Storm Pike +2 — can be upgraded twice with branching paths
1st upgrade: Wave Shaft + 7,500gp
2nd upgrade: Hammer of Thunderbolts +3 + Scroll of Crom Faeyr + 10,000gp
2nd upgrade (alternate): Wave Blade + Scroll of Crom Faeyr + 10,000gp
Trollblood Ioun Stone — can be upgraded twice
1st upgrade: Pale Green Ioun Stone + 5 scrolls of Resist Fear + 5 potions of regeneration + 5 potions of heroism + 5,000gp
2nd upgrade: Wong Fei's Ioun Stone + 5,000gp
Shield of Egons +2 — can be upgraded twice
1st upgrade: Shield of the Lost +2 + Illithium ore + 7,500gp
2nd upgrade: Symbol of Amaunator + 5,000gp
Vexation +2
Heart of the Damned + 7,500gp
Astral Crossbow +2
Gesen bowshaft + 5,000gp
Shadowed Spear +2 — can be upgraded twice
1st upgrade: Breath of Wind + 7,500gp
2nd upgrade: Ixil's spike + 7,500gp
Jester's Bracers
2 Demon Hearts + 5,000gp
The Night's Embrace +3
Black Dragon Scales + 7,500gp
Ring of Purity
Eye of Tyr + 5,000gp
Dervish Crescent +2
Belm +2 + Oil of Speed (murky variant) + 5,000gp
The Burning Earth +1 — can be upgraded twice
1st upgrade: Sword of Flame +1, + Blade of Searing +3, + 5 scrolls of Agannazar's scorcher + 7,500gp
2nd upgrade: Heart of Flame + 15,000gp
Dragonscale Shield +3
Black dragon scales + 7,500gp
Archer's Eyes
Scroll of Wizard Eye + scroll of Farsight + 2 potions of perception + 5,000gp
Robe of Red Flames
Robe of Vecna + 10,000gp
Belt of the Skillful Blade
Gauntlets of Weapon Expertise + Gauntlets of Weapon Skill + scroll of disintegrate + 10,000gp
Biter +2
5 scrolls of Melf's Acid Arrow + 5 sphene gems + 5,000gp
Voidhammer +3/Voidsword +3
Skull of the Lich + 15,000gp
Bard Hat
Gold Ioun Stone + Dusty Rose Ioun Stone + 7,500gp
Helm of Dumathoin
Left Horn + Right Horn + 5,000gp
Buckler of the Fist +2
Reflection Shield +1 + 2 scrolls of protection against normal missiles + 2 potions of mirrored eyes + 10,000gp
Dragon Blade +3 — can be upgraded twice
1st upgrade: Silver Blade + 7,500gp
2nd upgrade: Soul of Frost + 10,000gp
- Using the word 'import' to describe your mod is confusing because it implies that items must be in the inventory when importing a character/game from SoD to BG2. It could be a good idea to find another way to mean that some of the SoD items have been included into BG2.
- I couldn't understand what the second component of the mod does. My guess is that it adds the items even if they have not been imported but again, confusing.
- The lines of dialog are very well written so much that I cannot doubt you must be a native English speaker. So I was quite surprised when I saw 'it's' being used for 'its'. It appears in a number of Cromwell lines but maybe elsewhere.
- Some of the recipes use materials already required for existing recipes. This is a bit frustrating although most of the upgrades are worth the sacrifice. But one recipe for example needs an Eye of Tyr which is already a component for two other recipes. I wish you had created more unique materials (a great idea).
- The upgraded red robes give one less casting speed point than the Robe of Vecna (or it could just be the item description).
- The upgraded Nimblefinger Gloves are quite awkward to use. They combine items suited to different class of characters. AC bracers are useful for Mages, Pickpocketing Gloves for Thieves and Archery Bracers for Archers. I would rework the recipe to make something more focused.
- The Star-Strewn Boots require two potions of magic blocking but those can be found... nowhere? More generally, some recipes require a high amount of a specific component, like five iterations which may feel excessive.
My opinion of course! I can't think of anything else right now.Thanks for working on this!
"I couldn't understand what the second component of the mod does. My guess is that it adds the items even if they have not been imported but again, confusing."
That's exactly what it does. If you run modded kits, you can't import your character. BG1 and 2 organize their kitlists differently so that your imported character will show up with either a broken kit, or just a different kit altogether. Which also means that you miss out of the items that would import over with you.
"Some of the recipes use materials already required for existing recipes. This is a bit frustrating although most of the upgrades are worth the sacrifice. But one recipe for example needs an Eye of Tyr which is already a component for two other recipes. I wish you had created more unique materials (a great idea)."
Intentional. Some of the recipes are supposed to be trade-offs.
I suppose it depends on your point of view. For me, I look at it as "importing" more items from one game to another, but I can see your point as well.
Thank you very much for the compliment! Syntax errors are something I am constantly checking and correcting in every revision. I'll add this one to the list.
This is intentional. I wasn't trying to make the best items in the game, per se, just to allow for alternatives to what is currently available in-game.
Intentional, these were geared towards mage/thieves, and bards, whom would be able to take full advantage of them.
I thought I had verified potions of magic blocking were attainable through normal play, but I will check again to be sure. If not, I will place some in-game in a future update. The upgrade for these boots is quite good, so I had intended for it to be difficult to complete, but not impossible, for sure.
For the recipes that require five of a specific item, those components are generally low-end type items, or the upgrade makes it worth the trouble of attaining them - at least that's my intention.
Thank you again for your feedback and trying out my mod!
****update****
I have corrected the references to "it's" in dialogues and descriptions for the next update. In addition, there will be another source of potions of magic blocking.
I remember Roger from the sewers having a wide selection of potions as well
And the drow merchants in Ust Natha
Since this is the last big push to full release, I am paying more attention to detail than I would on a "normal" update.
When it comes to making mods like this, it seems like I always have an idea for something new to add or change while I am working on something else, lol.
It should be, as it just adds on to what already exists with Cromwell and Cespenar.
Sorry to hear about the trouble, I've not tested this mod on Android, as I don't have the means to do so.
I honestly dont think it's an issue with your mod on android. It is happening with any mod I try to move over to my phone. It's a strange bug, if I create a female PC everything works fine it seems. But if I create a new Male PC, everything for the mod has invalid texts etc. Trying to sort it out now in the android mod thread in the general modding section. I'll update here also once its figured out.
I really like the mod, it's working perfectly on my computer install. I'm a programmer, so this modding stuff has really peaked my interest in this game again. Will hopefully start digging into the tools and mods that are out there to learn more and start creating things of my own hopefully soon.
Congratulations on making the mod.
It looks awesome and I will certainly play it one day.
Will it be possible to see the stats of items once they are upgraded? I like to plan ahead and my games usually have a certain take or plan for my items and such. I would love to make plans with your items as well.
Ps. I have read your list of where you have placed the items, and I think you have done a fine job contemplating the locations of the items. Well thought