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[MOD] - Enhanced Edition: Cosmetic Enhancements - v1.0.2 released!

Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
edited June 2023 in General Modding
Ever since the enhanced editions of these games came out, one of the biggest things I looked forward to was improved visuals. I couldn't wait to see what changes were made to items and spells to make the games look and sound better. While we did get some of that, I've always felt that it could be even better, so I have made a mod that does just that!

This mod is an evolution of my Cosmetic Item Enhancement mod. It retains the changes brought on by that mod and now adds several new exciting components. Below is a list of what this mod offers now:


1. Cosmetically enhances existing items within Baldur's Gate:EE, Siege of DragonSpear, Baldur's Gate 2:EE, and Icewind Dale:EE
- Enhancements can include:
- New icons
- New description images
- New descriptions
- Equipped appearance
- Recoloring
- Pulse and/or solid glows
- New projectiles
- New visual animations for hit effects

This component does not alter functionality of any items with a few exceptions: In cases where I found that an item was obviously broken, I corrected their function if I was able. Two examples of this are: Shortbow of Gesen, Larloch's Minor Drain (BG2 only). The projectile for the Gesen bow fires much slower than other arrows, and the HP drain from Larloch's doesn't work in BG2. This mod fixes those, and a few other minor issues I found.

For a list of items modified by this mod, check the spoiler below:
Cosmetic Item Enhancements – BG2:EE
1) Red Dragon Scale – add pulse glow
2) Shadow Dragon Scale - recolor and add pulse glow
3) Biter +2 – new projectile, added and changed hit visual effects
4) Acid Arrow +1 – new projectile, add acid hit visual effect
5) Dwarven Thrower +3 - new projectile
6) The Brick +2 - new projectile
7) Dragon Helm - color correction to match description, add pulse glow
8) The Visage - change equipped appearance from helmet to circlet, add pulse glow
9) Foebane +5 - change colors add solid glow, fix hit larloch’s drain effect and visual
a) Corrected broken Larloch’s minor drain spell
10) Foebane +3 – color correction and glows
11) FrostReaver +3 – New hit visual effects for acid, ice 50/50%, recolored and modified pulse glows
12) Stonefire +3 – Add pulse glow
13) Helm of Dumathoin – restored missing description image
14) Gold Horned Helm – corrected equipped appearance
15) Dagger of the Star +4 – slow pulse glow on blade
16) Dagger of the Star + 5 – fast pulse glow on blade, solid glow handle
17) Blue Dragon Plate – recolored, add pulse glow
18) White Dragon Scale – recolored, add pulse glow
19) Corthala Family Armor – change equipped appearance to chain instead of leather
20) Robe of Vecna – recolored, add pulse glows, new icon, new description image
21) Robe of Goodman Hayes – fixed icon image (removed broken sequence and centered)
22) Silver Dragon Scale – Added pulse glow, new icon
23) Armor of the Hart +3 – new icon
24) Grandmaster’s Armor +6 – recolored, change description image
25) Enkidu’s Full Plate +3 – recolored
26) Gorgon Plate +4 – new icon, recolored, add pulse glow
27) Studded Leather of Thorns +6 – recolored, add pulse glow, new icon
28) Helm of the Rock - new icon, changed description image, recolored
29) Helm of the Rock (with horns) - new icon, changed description image, recolored
30) The Jade Fang +3 - recolored
31) Life-Stealer +4 - recolored, add pulse glow
32) Runehammer +4 - recolored pulse glows, changed cycle speeds
33) Runehammer +5 recolored pulse glows, changed cycle speeds
34) Ir'revrykal +5 - added solid glow
35) Shortbow of Gesen - corrected projectile speed to match other arrows, recolored, added pulse glow
36) Darkfire Bow + 5 - added solid glow
37) Mana Bow +4 - recolored
38) Firetooth +5 - added pulse glow
39) Wild Sling +1 - recolored, corrected pulse glow
40) Erinne Sling +5 - added pulse glow
41) Sling of Everard +5 - added pulse glow
42) Club of Detonation +5 - added solid glow
43) Ice Star +4 - recolored, add solid glow
44) Storm Star +5 - add pulse glow
45) Wave +4 add solid glow
46) Gram the Sword of Grief +5 - recolored, add pulse glow, add visual effect on hit of poison dmg
47) Gram the Sword of Grief +5(upgraded) - recolored, add pulse glow, add visual effect on hit of poison dmg, and level drain.
48) Blackrazor +3 - changed equipped appearance to long sword, added pulse glow
49) Dragon Scale Shield +2 - recolored, added pulse glows
50) Kazrah's shield - added solid glow
51) Shield of Fyrus Khal - recolored, added solid glow
52) Celestial Fury +3 - New visual effect for stun
53) Spectral Brand +4 - recolored, recolored solid glow
54) Spectral Brand +5 - recolored, recolored solid glow
55) Silver Sword - recolored, new vorpal hit visual effect
56) Silver Sword (NPC versions) - new vorpal hit visual effect
57) Dark Justice +5 – recolored, pulse and solid glows, new vorpal hit visual effect, new icon
58) Helm of Brilliance – minor recolor, add pulse glow
59) Thayan Circlet - Recolored
60) Angurvadal +4 – Recolored, removed pulse glows, recolored blade solid glow
61) Angurvadal +5 – Recolored, removed pulse glows, recolored blade solid glow
62) Cloak of Mirroring – remove visual effect, this item only
63) Reflection Shield +1 – add pulse glows, changed appearance to round shield, recolored
64) Bolt of Polymorphing – new projectile, fix squirrel poly effect
65) Bolt of Lightning – new projectile
66) Flail of Ages +1 (acid) – add hit acid visual effect
67) Flail of Ages +2 (fire, acid) – new hit visual effects for fire and acid 50/50%
68) Flail of Ages +2 (cold, acid) – new hit visual effects for cold and acid 50/50%
69) Flail of Ages +2 (cold, fire) – new hit visual effect for cold and fire 50/50%
70) Flail of Ages +3 (fire, acid, cold) – new hit visual effects for fire, acid, cold 33/33/33%
71) Flail of Ages +4 (fire, acid, cold, poison) – new hit visual effects for fire, acid, cold, poison 25/25/25/25%
72) Flail of Ages +4 (fire, acid, cold, electric) – new hit visual effects for fire, acid, cold, electric 25/25/25/25%
73) Flail of Ages +5 (fire, acid, cold, poison, electric) – new hit visual effects for fire, acid, cold poison, electric 20/20/20/20/20%
74) Optional component to remove annoying visual effects – blur, reflection shield, mirror cloak
75) Kuo-Toan Bolt, Drown Bolt of Stunning, Paralytic Bolt – new hit visual effect
76) Drow Bolt of Sleep – new hit visual effect
77) Sunstone bullet +1 – Add pulse glow effect
78) Arrow of Biting (both versions) – add hit visual effect when poisoned
79) Neb’s Nasty Cutter +2 – New hit visual effect for successful poison
80) Dagger of Venom +2 – New hit visual effect for successful poison
81) Pixie Prick +3 – New hit visual effect for successful sleep
82) Stiletto of Demarchess +2 – Add visual effect for paralyze hit
83) Asp’s Nest +1 – add visual hit effect for successful poison
84) Dart of Wounding – add visual hit effect for successful poison
85) Dart of Stunning – add visual hit effect for successful stun
86) Dragon’s Breath +4 - new hit visual effects for fire, acid, cold poison, electric 20/20/20/20/20%
87) Ravager +6 – new hit visual effect for Vorpal hit
88) Wyvern’s Tail +2 – New hit visual effect for poison damage
89) The Sleeper +2 – change equipped appearance to flail
90) Entropy – Add hit visual effect for poison damage
91) Handmaiden’s Mace +2 – Add hit visual effect for poison damage
92) Spear of Withering +4 – Add hit visual effect for poison damage
93) Serpent Shaft – add hit visual effect for poison damage
94) Robe of Red Flames – add pulse glow
95) Varscona +2 – add pulse glow
96) The Burning Earth +1 – recolored, recolored blade solid glow


Cosmetic Item Enhancements – BG1:EE
1) Dart of Wounding – add visual hit effect for successful poison
2) Dart of Stunning – add visual hit effect for successful stun
3) Robe of Red Flames – add pulse glow
4) Varscona +2 – add pulse glow
5) The Burning Earth +1 – recolored, recolored blade solid glow
6) Dagger of Venom +2 – New hit visual effect for successful poison
7) Arrow of Biting (both versions) – add hit visual effect when poisoned
8) Drow Bolt of Sleep – new hit visual effect
9) Optional component to remove annoying visual effects – blur, reflection shield, mirror cloak
10) Bolt of Polymorphing – new projectile, fix squirrel poly effect
11) Bolt of Lightning – new projectile
12) Biter +2 – new projectile, added and changed hit visual effects
13) Acid Arrow +1 – new projectile, add acid hit visual effect
14) Bolt of Fire +1 – new projectile
15) Bolt of Ice +1 – new projectile
16) Poisoned Arrow – new hit visual effect for successful poison
17) Void-tipped Arrow +3 – new hit visual effect for magic damage
18) Rhyte's Last Arrow +2 - add pulse glow
19) Bullet of Darkness +3 - add hit visual effect for magic damage
20) Poisoned Throwing Dagger - added hit visual effect for successful poison
21) Acid-Etched Dagger +2 - added hit visual effect for acid damage
22) Dart of Acid +1 - added hit visual effect for acid damage
23) Drow Dart of Sleep +1 - added hit visual effect for successful sleep
24) Arla's Dragonbane +3 - recolor, add pulse glow
25) Echo of the Fiend +3 - changed appearance to glowing staff, recolored, added solid glow, new inventory icon
26) (Green) Dragonscale armor - added pulse glow
27) Dragonscale Shiled +3 (Green Scales) - added pulse glow
28) Robe of Arcane Aptitude - add color pulse glow
29) Rhino Beetle Plate - added solid glow
30) Helm of Balduran - recolored, added pulse glow
31) The Guardian Devil - recolored, add pulse glow
32) Tongue of Acid +3 - added hit visual effect for acid damage


Cosmetic Item Enhancements – IWD:EE
1) Bhaal's Fire - new icon, description, recolored, added solid glows
2) Acid Arrow +1 – new projectile
3) Storm Bow +2 – added solid glow
4) Shortbow of Ebullience – recolored, added pulse glow
5) The Black Bow +3 – new icon, recolored
6) Longbow +4: Hammer – new icon, recolored
7) Longbow +3: Repeater – new icon, recolored
8) Bullets of Fire +2 – added pulse glow, colored, new description
9) Force Bullet +2 – added solid glow
10) Bolt of Lightning +1 – new projectile, add pulse glow and colored
11) Bolt of Sekolah’s Fire – New projectile, new icon, add pulse glow and colored
12) Tranquil Bolt +1 – new projectile
13) Bren Muller’s Crossbow – add glow pulse
14) Daisy +3 – recolored
15) Light Crossbow of Defense +2 – new icon, recolored
16) Heavy Crossbow of Defense +2 – new icon, recolored
17) Heavy Crossbow of Speed +2 – new icon, recolored
18) Light Crossbow of Speed +2 – new icon, recolored
19) Repeating Light Crossbow +3 – new icon, recolored
20) Repeating Heavy Crossbow +3 – new icon, recolored
21) Reinforced Heavy Crossbow +4 – new icon, recolored
22) Presio’s Dagger +2 – new icon, recolored, add pulse glow
23) Chaos Dagger +3 – new icon, recolored, add pulse glow
24) Fire Kiss +3 – recolored, add pulse glow
25) Mage Dagger +4 – new icon, recolored, add pulse glow
26) Fang of the Gloomfrost +4 – recolored, add solid glow
27) Fire Flail +3 – new icon, changed appearance, recolored, add pulse glow
28) Shocking Flail +4 – new icon, changed appearance, recolored, add pulse glow
29) Skullflail +4 – changed appearance, recolored, add solid glow
30) Great Halberd +4 – New icon, recolored, added pulse glow
31) Doom Halberd +3 – new icon
32) Star-Forged Halberd +3 – new icon
33) Demon’s Breath +3 – new icon, recolored add solid glow
34) Blood of the Gloomfrost +4 – added solid glow
35) Debian’s Rod of Smiting +3 – added pulse glow
36) Fist of the Gloomfrost +4 – added solid glow
37) Morning Star of Action +4 – new icon, recolored
38) Morning Star +4:Defender – new icon, recolored
39) The Giving Star +3 – added pulse glow
40) Pestilient Dawn +4 – recolored, add solid glow
41) Short Sword of Health +4 – new icon, recolored, add solid glow
42) Short Sword +4: Hammer – new icon, recolored, add solid glow
43) Static Short Sword +3 – new icon, recolor, add glow pulse
44) Short Sword of Shadows +3 – new icon, recolor, add glow pulse
45) Flaming Short Sword +1 – recolor, add solid glow
46) The Summoner’s Staff +3 – changed equipped appearance, recolored, new icon, add solid glow
47) Quost’s Staff of the Element’s +4 – changed equipped appearance, recolored, add solid glow
48) Snow Maiden’s Reaver +2 – recolored, added solid glows
49) Bastard Sword +3: Incinerator – new icon, recolored, changed pulse glow to solid
50) Bastard Sword +3: Defender – new icon, recolored
51) Flaming Long Sword +2 – removed pulse glows, added solid glows, new icon
52) Amaunator’s Legacy +3 – recolored, added solid glow
53) Flaming Bastard Sword +1 - removed pulse glow, added solid glows, new icon
54) Bastard Sword of Greater Phasing +3 – new icon, recolored, added solid glow
55) Cancerous Bastard Sword +4 – new icon, recolored, add pulse glow
56) Talon of the Gloomfrost +4 – recolored, added solid glows
57) Kiss of the Gloomfrost +4 – recolored, added solid glows
58) Hand of the Gloomfrost +4 – recolored, added solid glows
59) Long Sword +3: Enforcer – new icon, recolored, add pulse glow
60) Hold Fast +3 – new icon, recolored, add pulse glows
61) Restored Blade of Aihonen +5 – new icon, recolored, add pulse glows
62) Singing Blade of Aihonen +5 – changed equipped appearance, recolored, add solid glows
63) Long Sword of Action +4 – new icon, recolored, add pulse and solid glows
64) Static Two-Handed Sword +4 – new icon, recolored, add pulse and solid glows
65) Two-Handed Sword +3: Bane – new icon, recolored add pulse and solid glows
66) Two-Handed Sword +4: Life giver – new icon, recolored, add pulse glow
67) Wind of Heaven +4: add pulse glows
68) Solemn Duty +3: new hit visual effect for vorpal hit, add pulse glow
69) Axe of the Minotaur Lord +4 – recolored, added pulse glow
70) Battle Axe +3: Fatigue – new icon, recolored, added pulse glow
71) Benorg’s Truth – new icon, recolored, added pulse glow
72) Foe’s Fate +4 – recolored, added pulse glow
73) Young Rage +5 – recolored, added pulse glow
74) Young Rage +5(soothed) – recolored, added pulse glow
75) Black Swan Armor +2 – recolored added pulse glow
76) Bathed-in-Blood +4 – added pulse glow
77) Black Dragon Scale – recolored
78) Ogien’s Scale +4 – recolored, added pulse glow
79) Necromancer’s Robe – new icon, recolored
80) Ogi-Luc’s Great Robe – changed appearance, recolored, added pulse glows
81) Robes of the Watcher – recolored, added pulse glows
82) Shadowed Studded Leather +4 – new icon, recolored
83) Shadowed Plate +3 – new icon, recolored
84) Studded Leather of Resistance +3 – new icon, recolored
85) Winter King’s Plate – recolored
86) Umber Hulk Plate – recolored
87) Vexed Armor (all three versions) – recolored, added pulse glow
88) Shadowed Robe – recolored
89) Sune’s Laurel of Favor – recolored
90) Helm of Shouting – changed equipped appearance, recolored
91) Patriot Helm – recolored
92) Remorhaz Shell Helm – changed equipped appearance, recolored
93) Chautog’s Thinker – changed equipped appearance, recolored
94) Dead Man’s Face – recolored
95) Blessed Helm of Lathander – recolored
96) Waukeen’s Defender +2 – recolored, added pulse glow
97) Shield of the Revenant +2 – add pulse glow
98) The Bitch Queen’s Envoy +2 – add solid glow
99) Stoutward +1 (upgraded) – recolored, add pulse glow
100) Stoutward +1 – recolored
101) Sundered Shield of Tiernon +1 – recolored
102) Sundered Shield of Tiernon +2 – recolored, added pulse glow
103) Mystery of the Dead + 3(upgraded) – recolored, added pulse glow
104) Mystery of the Dead +3 – recolored
105) Nym’s Rhino Beetle Shield +2 - recolored


2. Removes annoying audio/visual effects from equipped items:
- Removes translucencies (shadowed items)
- Removes spell trap audiovisual effect (cloak of mirroring)
- Removes physical mirror audiovisual effect (reflection shield +1)
- Removes blur visual effect (claw of kazgoroth, shimmering sash)

This component is implemented in a way that does not remove the visual effect from spells which share it, with one minor exception:
- If a character who is wearing the reflection shield +1 or cloak of mirroring were to cast physical mirror or spell trap, respecitvely, the visual effect from the spell will not show while the respective item is equipped. However, if the item is removed, the visual effect shows as normal until the spell ends. I'm not sure why a character wearing one of these items would need to cast those spells, but I wanted to disclose this nonetheless.


3. Restores Benorg's Truth and Bhaal's Fire to IWD random loot tables:
- Does just what it says, it returns these two items to the game so they can be obtained in a playthrough without resulting to EE Keeper, etc...

Locations of these two items:
Benorg's Truth is a random treasure that can be obtained in the Severed Hand, first floor

Bhaal's fire is a random treasure that can be obtained in Dorn's Deep, Tiers of the Dead


4. Removes pulse glows from all pieces of armor if desired. (optional)


5. Enhanced on-hit audiovisual effects for Fire, Cold, Electricity, and Acid:
- Enhances and fixes these effects.
- Offers many options for customizing these effects, allowing mixing and matching to the player's preference.
- Adds a visual hit effect for poison damage hits, both instant and over time types.

***This component supercedes and replaces any manually added visual hit effects from items in the items component.
The reason for this is that the manually added visuals relied on a bug with acid hits that this component fixes. This also takes into consideration items with unique on-hit visual effects in my SoD2BG2EE Item upgrade mod, and allows them to show.


6. Enhanced IWD-style audio-visual effects for spells:
- This component changes the graphics and sounds of spells in BG-series games to the style of their IWD
counterparts. This does not change the casting graphics, but the actual effects of the spells when they hit.
- Summon type spells are updated in several ways:
a. Green icons, as they are in IWD.
b. A/V effect when the summoned creatures appear.
c. Sets the summoning cap to 6, same as IWD.
d. Far greater variety in the creatures summoned.
- Elemental summon HLAs updated to include missing water elementals and Ben-Hadar, elemental prince of
water. I always thought it was kinda silly that the icon for those spells clearly shows four elemental types but
you could only summon three.

***Spells modified by this component function the same, with a few exceptions: In instances where the graphical effects are tied to the function. Sol's Searing Orb is a good example of this. It functions a little different in IWD than in BG. In these cases, I defaulted to the function that I felt was most user-friendly. For these spells, the descriptions were updated to match the change in function.

Screenshots of spell examples in the spoiler:
Burning Hands - Before
WwCtkjum.jpg

After
0PlAxnPm.jpg

Cone of Cold - Before
QGua8fEm.jpg

After
8Y3lbRXm.jpg

Cloudkill - Before
PZYgPgvm.jpg

After
7fadrZIm.jpg

Animate Dead - Before
gSdqNk4m.jpg

After
lmXZd6Zm.jpg

Summon Monster - Before
HixMYIcm.jpg

After
R086YGlm.jpg

Animal Summoning - Before
6inXUZQm.jpg

After
IUYIRp0m.jpg

Conjure Elemental - Before
QwTtR1Xm.jpg

After
2oe5Ciom.jpg


7. Change lightning bolts to not bounce:
- This has been in other mods, but my version is different: The player can choose to have bolts stop when they hit
The target, or to pass through, hitting other targets, until it hits a wall. I felt the pass-through option was closer
to the original design, while still removing the annoying factors of the bounce.


8. Enhanced animations for several creature types:
- IWD-style elementals with two options:
a. All elementals
b. All except princes
- IWD-style Umber Hulks
- IWD-style Nishruu and Hakaeshar
- IWD-style Iron Golem anmations for Iron and Adamantite golems
- Enhanced slime-type creature animations:
a. Fixes "personal space" so they don't get stuck.
b. Makes slimes less translucent to appear more viscous



You may download the mod at the link below:

https://github.com/DaerosTrollkiller/EE_Cosmetic_Item_Enhancement/releases


Enjoy, and I look forward to hearing your feedback!
Post edited by Daeros_Trollkiller on
CahirAdam_en_tiumAaemforeverGusindaJuliusBorisovPermidion_Starkd2freakGloomfrostIseweinBlackravenramixiaoleiwentl1942
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Comments

  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    This is fantastic! I've been waiting for this mod for quite some time and I'll definitely add it to my Epic EET Run modlist. @JuliusBorisov you might be interested in this one, I remember you were impressed by @Daeros_Trollkiller's other mod.
    Daeros_TrollkillerJuliusBorisov
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    Cahir wrote: »
    This is fantastic! I've been waiting for this mod for quite some time and I'll definitely add it to my Epic EET Run modlist. @JuliusBorisov you might be interested in this one, I remember you were impressed by @Daeros_Trollkiller's other mod.

    Thank you Cahir! Starting with this mod's release and going forward, I am doing testing with EET to ensure compatibility with it. My other mod you referenced, SoD to BG2EE Item Upgrade: I am working on the next update for it now and have made several changes to how it installs for better EET compatibility as well.

    I've tested installing my mods both before and after finalizing the EET install with the new changes, and so far, I have not run into any issues during the install.
  • tl1942tl1942 Member Posts: 178
    Simply outstanding. Bravo. I think this mod is now an essential "must-download" for the best BG experience possible.
    Daeros_TrollkillerAdam_en_tium
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    tl1942 wrote: »
    Simply outstanding. Bravo. I think this mod is now an essential "must-download" for the best BG experience possible.

    Thank you and I am glad you enjoy the mod!
    tl1942
  • EndarireEndarire Member Posts: 1,512
    @Daeros_Trollkiller
    How EET compatible is this? How compatible with your SoD to BGII item upgrade mod is this? What's your recommended install order?
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    edited September 2020
    Endarire wrote: »
    @Daeros_Trollkiller
    How EET compatible is this? How compatible with your SoD to BGII item upgrade mod is this? What's your recommended install order?

    I tested with EET and only ran into some minor issues that I already corrected in v1.0.1 (this release). I made this mod with compatibility for my SoD to BG2 item mod and EET in mind.

    I recommend installing SoD to BG2EE Item upgrade first, it will give the best result. After the next update, install order wont matter, and I am making changes to SoD to BG2EE IU to make it more compatible with EET as well.
    Post edited by Daeros_Trollkiller on
    Aaemforever
  • TirithenTirithen Member Posts: 1
    Ive just finished playing thru IWDEE and am gona run thru again in HOF so it will be great to play thru with some new effects. I'm pretty new to using mods and unsure on how to install it on my pc
  • Tirithen wrote: »
    Ive just finished playing thru IWDEE and am gona run thru again in HOF so it will be great to play thru with some new effects. I'm pretty new to using mods and unsure on how to install it on my pc

    Simply unzip the contents of the mod into your game folder, then run the setup to install.
    tl1942
  • EndarireEndarire Member Posts: 1,512
    @Daeros_Trollkiller
    In PI, 1.0.1's name is listed as 1.0.0.
  • EndarireEndarire Member Posts: 1,512
    @Daeros_Trollkiller
    Also, some of the features are undocumented (things regarding IWD and Elemental Princes, from memory).
  • tl1942tl1942 Member Posts: 178
    edited October 2020
    Just wanted to confirm I'm a few dozen hours into my first ever EET run. I installed EET + many other mods on a fresh, 100% clean install of BG1+SOD+BG2. Cosmetic enhancements was one of the last mods in my install order (because I want its changes to take absolute priority over everything else). Only EET End and Dragonspear UI++ were installed after.

    So far working beautifully! Thanks again!
  • tl1942tl1942 Member Posts: 178
    edited October 2020
    @Daeros_Trollkiller
    Turns out that now I'm getting an error when trying to install the "IWD-style spell audio-visual effects" component on EET (which I hadn't previously installed in the above post).

    ERROR: Failure("CDDETECT.SPL: read out of bounds")

    I've attached the debug file (with .txt extension since the forum won't let me attach me it otherwise).

    EDIT: Apparently fixed when I removed the CDDETECT.SPL file from my override folder. I guessed that for some reason, the installer was not able to overwrite or edit the existing file. Not sure what mod added that. The installation proceeded fine, though with the message "WARNING: no effects altered on SPWI516" and 520 and 521.
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    tl1942 wrote: »
    @Daeros_Trollkiller
    Turns out that now I'm getting an error when trying to install the "IWD-style spell audio-visual effects" component on EET (which I hadn't previously installed in the above post).

    ERROR: Failure("CDDETECT.SPL: read out of bounds")

    I've attached the debug file (with .txt extension since the forum won't let me attach me it otherwise).

    EDIT: Apparently fixed when I removed the CDDETECT.SPL file from my override folder. I guessed that for some reason, the installer was not able to overwrite or edit the existing file. Not sure what mod added that. The installation proceeded fine, though with the message "WARNING: no effects altered on SPWI516" and 520 and 521.

    Are you using an older version of my mod? That specific error you mention is due to cddetect.spl itself. It is actually an .ITM file, but has the .SPL extension. I ran into that early on and put a check in place to ensure .spl's are spells, .itm's are items, etc....

    Also, just to be certain, I downloaded a fresh copy of the mod using the link in this thread and installed it into both a modded copy of EET and a clean copy of EET... no errors.

    That being said: "WARNING: no effects altered on SPWI516" and 520 and 521" type of errors just mean that the mod wasn't able to make the changes I specified to those files because it could'nt match up the effects the mod is telling it to look for.

  • tl1942tl1942 Member Posts: 178
    Thanks for the reply!

    FWIW, I'm using v1.0.1. I don't know if it makes a difference, but the install (and reinstall process) was run *after* EET_End. Cosmetic Enhancements is my absolute favorite mod above all (I've installed ~30 or so for this EET run), and I want it to take precedence over anything else.
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    edited October 2020
    tl1942 wrote: »
    Thanks for the reply!

    FWIW, I'm using v1.0.1. I don't know if it makes a difference, but the install (and reinstall process) was run *after* EET_End. Cosmetic Enhancements is my absolute favorite mod above all (I've installed ~30 or so for this EET run), and I want it to take precedence over anything else.

    The test I ran for you was after running EET_End as well, and I could not reproduce the error you got.

    am I understanding right that you have 30-ish mods installed? If so, that may account for the issue. If you have the time and opportunity, Please try to install my mod on a clean install of EET with nothing else installed and see if you get the same error. The spells your log shows that had the specific warning appear to be the elemental summons. Did you by chance already have a mod installed that messes with those in some way?

    It's still odd that it would hang on cddetect. As I said before, I did run into that issue early on with both BG1 and EET and corrected it. (or thought I had, anyway)
    tl1942
  • d2freakd2freak Member Posts: 31
    Best mod released for BGEE! The game has always needed this - thank you so much.
    tl1942
  • d2freakd2freak Member Posts: 31
    Actually there are room for more graphical improvements. Are you planning on expanding the mod even further?

    The first thing that comes to my mind is the overall lightning of the game. I think beamdog has removed some effects, because I know that in original BG2, if you used Baldurs Gate Trilogy to play bg1 in BG2 engine, the first house where the assassin tries to kill you in candlekeep has a fireplace that casts shadows. On EET it has not. It is a huge downgrade. Can something be done about this?

    And the second thing that would be interesting is more sprite replacements to get better design on enemies. In the older mod "infinity animations" there was options to replace lots of things with animations from planescape torment, iwd etc. Is this something you plan on expanding?
  • BeccarteBeccarte Member Posts: 2
    Hi, @Daeros_Trollkiller. I am very much enjoying your mod, although I do wish it was fully compatible with Spell Revisions. In case you are interested, the author of a few visual tweak mods on G3 appears to have abandoned them recently. Perhaps he would be interested in having them folded into this project? Examples:

    Link

    Link

    Link
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    I will be looking into SR compatibility, but honestly, I wouldn't hold your breath. It's not high on my list right now.
  • EndarireEndarire Member Posts: 1,512
    @Daeros_Trollkiller
    What is (seemingly) incompatible with SR?
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    Endarire wrote: »
    @Daeros_Trollkiller
    What is (seemingly) incompatible with SR?

    Much of what this mod looks for to match to a spell to change is already modded by SR, and therefore it cannot change what it needs to.

    To be fully compatible with SR, this is going to require a rewrite, more or less. Which unfortunately I don't have time to work on right now, and TBH, I don't know that I ever will.

    tl1942
  • UlkeshUlkesh Member Posts: 207
    edited February 2021
    Thank you very much for releasing this mod.

    I've got some notes:
    1) When you open setup .exe, you can read “couldn’t open the readme: file not found”.

    2) You’ve added really a lot of choices for “cosmetic on hit audio-visual effect enhancements (fire, cold, acid, electricity)”, but I admit that I can’t understand what it means to choose one option or the other.
    A readme with comparison images would be very much welcome.

    In the end, I went for BG-style on hit effects.

    3) I admit that “IWD-style audio-visual effects for spells” intrigues me very much, but inside this “cosmetic” tweak there is a gameplay tweak:

    c. Sets the summoning cap to 6, same as IWD.

    Does this cap refer to total monsters (as “you can only summon 6 monsters) or “your spells can summon at best 6 monsters at once”? Anyway, I would like to ask you to split this tweak, because it's a gameplay one, rather than a cosmetic one.
    Post edited by Ulkesh on
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    @Ulkesh

    Thank you and I am glad you like it! In response to your comments:

    1. The readme issue is something I am working on, has to do with hosting

    2. I thought the component was self-explanatory, but if you haven't played IWD, I could see why one might be confused. On-hit effects like fire, cold, elec have different visuals and sounds in IWD than they do with BG. This component allows the player to choose which they prefer. On top of that, some of the effects are just broken. Hit acid doesn't work in BG unless applied to a spell or weapon manually, and the effects in IWD aren't centered on the target very well. The sound portion of the hit effects in IWD is also very quiet compared to BG so I edited the .wav files for IWD's on-hit sound effects and increased the gain a bit on them to bring them up to the same volume level as BG's.

    3. This was an executive decision for one major reason - While I tried to steer away from gameplay tweaks as much as possible, I did make exceptions for certain spells. Specifically some of the summons, and spells like sol's searing orb. I couldn't really make them "look" like their IWD versions without changing how they function. In these cases what I did was try for a combination of the two variants.

    What you are referring to raises the summoning cap from 5 to 6. So instead of having only 5 monsters out at once, you can have 6 out at once.
  • UlkeshUlkesh Member Posts: 207
    edited February 2021
    Okay, I would add these notes on the readme too. ;)

    1) For the summon part: I use a mod to actually remove the summoning limit (Cdtweaks). I was a little wary because I didn't want strange conflicts arising for mods doing the same things.

    2) I also noticed an oddity with one spell in my game, worth reporting, I guess: I got hit by the spell that makes the npc confused (the one where you have stars moving over your head) and the thing on the head seems to persist even when the effect is over. Also, you keep hearing a "drin" sound every amount of time.

    3) The lightning (from spell) is ultra fast. I guess it is intended, am I wrong?
    Post edited by Ulkesh on
  • xiaoleiwenxiaoleiwen Member Posts: 186
    I would like to use this mod in my next game with quite a number of mods. Hence I would like to ask:

    1. How does this mod affect the npc from the other mod? Are they compatible?
    2. The install order suggestion for this mod, I'm not sure i should put in under which category, install before or after other mods such as tweaks, scs etc
    3. Any other mod I should not use if I install this mod?

    Sorry if the questions are stupid..quite new in modding..
  • 311stylee311stylee Member Posts: 9
    Are there any screenshots comparing before/after of a sample of the item improvements? Maybe there's a link somewhere already, but I haven't been able to find it (except for the spells above of course). Thanks!
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    Ulkesh wrote: »
    Okay, I would add these notes on the readme too. ;)

    1) For the summon part: I use a mod to actually remove the summoning limit (Cdtweaks). I was a little wary because I didn't want strange conflicts arising for mods doing the same things.

    2) I also noticed an oddity with one spell in my game, worth reporting, I guess: I got hit by the spell that makes the npc confused (the one where you have stars moving over your head) and the thing on the head seems to persist even when the effect is over. Also, you keep hearing a "drin" sound every amount of time.

    3) The lightning (from spell) is ultra fast. I guess it is intended, am I wrong?


    1. my mod doesn't remove the summoning limit, it just increases it to 6 to match IWD.

    2. If this is the effect I am thinking of, it does this even without my mod installed.

    3. Yes, intended.
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    marcnivar wrote: »
    I would like to use this mod in my next game with quite a number of mods. Hence I would like to ask:

    1. How does this mod affect the npc from the other mod? Are they compatible?
    2. The install order suggestion for this mod, I'm not sure i should put in under which category, install before or after other mods such as tweaks, scs etc
    3. Any other mod I should not use if I install this mod?

    Sorry if the questions are stupid..quite new in modding..

    1. Shouldn't have any effect on NPC mods at all. Can you elaborate in more detail?

    2. Install order shouldn't matter, provided other mods aren't changing the same things.

    3. The spell modification portion of this mod isn't compatible with Spell Revisions. You will receive an error message stating this if you have already installed Spell Revisions and attempt to install my mod.
    xiaoleiwen
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 325
    311stylee wrote: »
    Are there any screenshots comparing before/after of a sample of the item improvements? Maybe there's a link somewhere already, but I haven't been able to find it (except for the spells above of course). Thanks!

    I will try to get some together for the next update, sorry!
  • xiaoleiwenxiaoleiwen Member Posts: 186
    marcnivar wrote: »
    I would like to use this mod in my next game with quite a number of mods. Hence I would like to ask:

    1. How does this mod affect the npc from the other mod? Are they compatible?
    2. The install order suggestion for this mod, I'm not sure i should put in under which category, install before or after other mods such as tweaks, scs etc
    3. Any other mod I should not use if I install this mod?

    Sorry if the questions are stupid..quite new in modding..

    1. Shouldn't have any effect on NPC mods at all. Can you elaborate in more detail?

    2. Install order shouldn't matter, provided other mods aren't changing the same things.

    3. The spell modification portion of this mod isn't compatible with Spell Revisions. You will receive an error message stating this if you have already installed Spell Revisions and attempt to install my mod.

    I mean the spells from npc.

    I plan to use the following mods (affecting vanilla spells and items) in my next game, would appreciate if you can advise on the compatibility and load order if I use this mod:

    - IWD spells system from scs
    - IWD casting graphics from Tweak anthology
    - Item randomiser


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