Additional e-mail infomation:
If you have any questions or additions concerning items, you should send those to The Magpie. If he's not reachable, do so send them to me. Questions concerning the WeiDU coding, faults in install or gameplay should respectively be sent to me (
olimikrig ). Lastly any questions concerning dialogue and item descriptions should be sent to me or Magpie [Not that there are any,
of course! - The Magpie].
All questions/corrections concerning the German version of this mod should be send to
Schaf. Should he for some reason not be reach-able, do so send your questions to me. I would prefer if the messages are in english, and you would probably too, if you plan on getting a reply
quick.
My aim with this pack is to introduce some items to groups that were somewhat overlooked,
without making items that were ridiculously overpowered.
IMPORTANT NOTES: It is
IMPERATIVE that you have ToB Installed! If not this mod won't run as it should! Throne of Bhaal adds some specific animations needed for it to run
properly. Also note that you should, preferably, start a new game after installation!
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V. 1.1 [Beta]
- Added the store to ToB.
- Structured my files, thus solving some in-game and translation problems.
- Added about 30 new items.
- Major changes to how Tal is trigered.
- German translation made by Schaf!
V. 1.2
- updated the readme.
- Various item corrections:
• Arabwel's Cut-throat nerfed: Magic res. reduced to 10%, backstab modifier reduced to +1. This item was way too overpowered.
• Correct the desc of Laiwethel's Mageblade. It now correctly shows that: there's a 25% chance of dispel magic on hit. Furthermore it is now, as it's supposed to, usable by Sorcerers.
• Corrected the mage-kit specific staves, as they were flagged wrongly.
• Corrected Descprition on the Helm of Flaming. It can throw a Fireball onca a day, though this wasn't written in the desc.
- Added some custom spells to Tals casting cycle.
V. 1.3
- Overhauled Tals script; he is no longer such a chese merchant (i.e. you can interrupt most of his spells, etc.), but still far from easy to defeat.
- changed all prefix' used (from variables to .cre 'names'); some compatibility conflicts was solved by doing this.
- Minor changes to items.
V. 2.0
- Re-made the ReadMe in HTML.
- Corrected item descriptions so all followed the correct pattern.
- Various corrections to item descriptions.
- Heavy effort was put into killing the last bugs in the mod.
- Correted a typo in Bions dialog.
- Correted a typo in the ReadMe (shame on you mags!).
- Bion will now leave if you attack him. If doing so within Taluntains area you will be stuck and have noother option but to attack and kill Taluntain; only then may you leave.
- Item corrections:
• Starblade was wrongly set to have a 100% chance of dispelling magic upon hit, this has been reduced to 50% as intended.
• Removed the 25% chance of dispelling magic upon hit effect on the Mageblade of Laiwethel; the weapon is still very potent and the aforementioned effect just seemed too much.
• lowered the javelins to zero weight as to make them more viable as a ranged weapon alternative.
• Changed Javelin of tearing so the stunning requires a save vs. spell rather than being a percentile chance, and corrected the upon hit chance of doing extra 1d4+2 piercing damage to 10% as intended (it was 5%).
• Amnish Roulette Arrows did not expend, this has been taken care of.
• You know correctly have a 30% chance of casting blindness on the target upon hit when using the Blade of the Watch.
• Blade of the Watch now correctly grants immunity to any form of blindness.
• Added a +10 Fire Resistance modifier to Flame of Firey.
• Added 'Penetrating the Flames' ability to Flame of Firey.
• Fixed Beren's Buckler of Baleful Woe: attackers now correctly take 1d6 cold damage (the amount of damage taken was raised as well, from 1d3).
• Laiwethel's Gloves of Extraordinary Arcane Skills now correctly decrease casting time rather than increasing it.
• Blade of the Crimson Cat was wrongly set to be a two-handed sword instead of a bastard sword. This has been fixed.
• Fixed the description on Yugoll's Boots of Escaping. It now correctly states that the wearer will be immune to: slow, stun, Hold, Grease, Web and Entangle.
• Fixed Tangor's Chain. It now correctly disables the stealth and thieving skill buttons, as well as disallowing the casting of arcane magic. Furthermore it now correctly grants immunity to normal weapons!
• Icicles did not expend. this has been fixed.
• Changed Gauntlets of the Silver Knight to only be usable by wizardslayers.
• Fixed the Gnomish Kneecapper so that there now is a 5% chance of knocking an opponent down and/or slowing them down.
• Dagger of the Order of the Scorpion wasn't usable by anyone. Assassins can now wield the dagger as intended. Furthermore it will now poison the target (as supposed to) doing 15 poison damage over 15 seconds.
• Fixed the Gnomish Kneecapper. It was wrongly set not to do any damage. Furthermore it now correctly has a 5% chance of knocking the target unconscious. To boot I've increased the probability of slowing the target to 10% (it was 5%).
• Mollusken's Bone-Basher was wrongly flagged so some races, despite being Kensai, was unable to wield the weapon. Dual-classed characters can now use it as well.
• Helm of Nuhn can now be worn by all Good-aligned Clerics as intended.
• Slight changes to the Boots of Idiot Removal.
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Installation instructions
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1. Unzip the contents to your BGII main directory (C:\Program Files\Black Isle\BGII - SoA [by default])
2. run Setup-BoM.exe
3. Play the game
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Maintaining a clean install
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Prior to installing
any (
! ) mod(s), you should make a
BACKUP
folder. Afterwards follow the procedure below in order to backup the files needed to rebuild a clean installation of Baldur's Gate II: Shadows of Amn or Throne of Bhaal. I would recommend installing the latest patch and the Baldurdash fix pack prior to creating your backup in order to maintain an as bug-free game as possible.
Make a copy of:
Override Folder
BgMain.exe
Chitin.Key
Dialog.tlk
Baldur.ini
If you ever want to erase all mods, and re-make your clean install,
then manually delete:
Override folder
WeiDU.log
and copy:
Override folder
BgMain.exe
Chitin.Key
Dialog.tlk
Baldur.ini
from your BACKUP folder into your main directory.
Q.
Where can I find Taluntain?
A.
His apprentice, the Pink Dragon Disciple known as Bion, awaits adventurers with sufficient courage & coin south of Ribald's Adventurer's Mart, near the circus tent. The co-ordinates are: (x=3000, y=2000). Should you ever visit Amkethran, you can also find Bion at co-ordinates (x=2314, y=371).
Q.
If I annoy Tal, will he stop selling to me?
A.
Yes. It's also worth noting that Taluntain will respond negatively to a certain dialog thread, too. As in RL, if you see the words "you're Idiot of the Week!" it's probably all over.
Q.
Why are the Boots of Idiot Removal listed as only usable by monks, yet the description says that Elminster used them originally?
A. He is Elminster! Mightiest of all the mighty mages of the realms! Item restrictions are as nothing to him! And we thought it was more appropriate, as only monks have kick attacks enabled in their animations. The actual description is "referenced" [i.e. blatantly stolen] from Slappy's
"History of the Boots of Idiot Removal"
Q.
Why is Item X named after person Y?
A.
Most of the specific items are named after people who are either Boards of Magick regulars, Moderators, or contributors to the item pack. Oli & I tried to make all the items appropriate to everyone's on-screen persona or posting habits, but there are exceptions. Don't be offended if you feel misrepresented, it's purely unintentional, I assure you. If you'd like to learn more about this fine group of people, sign on to the forums and help us in the putsch toward 10,000 members! I'd also like to add that any "eccentric" spelling and capitalisation in the item names is likely due to members' preferred format for their names, and definitely nothing to do with me making a cock-up. *cough*
Q.
Why are there no Vorpal +5 Katanas of Spell Immunity?
A.
Because we actually tried to balance the items in this pack. Note that some previous mod/item packs may have given the impression that the word "rebalanced" means the same as "cheesily overpowered". This is, in fact, not the case.
Q.
What's the obsession with pink? Are you guys hiding something?
A.
Firstly, it takes a *real* man to wear pink. Secondly: yes, but not what you're thinking about. Now go and have a cold shower, and return only when you've dragged your mind out of the gutter.
Q.
Why does Taluntain seem to have an endless stock of spells? This is no fair man!
A.
Because he DOES have an endless stock of spells. Consider him a sorcerer who through the eons he has been around has developped his skills to an extend where he's no longer limited by a set number of spells per day; or said with other words: he is no longer limited by the flesh (and thus no longer affected/weakened by the magic) as regular beings otherwise would be - he is OF magic rather than flesh.
Q.
How is information regarding items handled? As in what determines what goes where, who can use what, what a given weapon can hit, etc.?
A. This requires a longer explanation, and some examples too.
Items: Base lay-out
WEAPONS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
(NAME) +enchantment
STATISTICS:
Equipped Abilities: xxx that are while equipped effects
Special Abilities: xxx cast from equipment menu
Combat Abilities: xxx effects that happen on strike
Enchantment: {If any) determines what the weapon can hit
Damage: xDx+x, xxx (additional damage such as elemental damage, damage vs. creature type/allignment/race)
THAC0: +/-x, x (additional Thac0 such as + vs. creature type/allignment/race)
Damage Type: xxx
Weight: xx
Speed Factor: xxx
Proficiency Type: xxx
Type: xxx
Requires: xxx
Not Usable By:
xxx
ARMOR
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Equipped Abilities: xxx that are while equipped effects
Special Abilities: xxx cast from equipment menu
Combat Abilities: xxx effects that happen when hit
Armour Class: x
Weight: xx
Requires: x xxx
Not Usable By:
xxx
Usability Field
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Usability is handled thus: When a singleclass is set to be unable to use an item, it means that that class and all it's subclasses (kits) can't equip and use this particular item. It does NOT, however, mean that multi- and-/or dual-classed characters that consists of one of the classes which are unable to equip it cannot use the item! ONLY multi- and-/or dual-classes which consists only of classes that are unable to equip the item, will still be unable to do so. If a multi-/dual-classed or subclass(kitted) character has special usability flags in a particular item it will be described in the usability field (i.e. class specific weapons such as the mage kit staffs, or Molluskens Bonebasher, or items
usable both to single, dual- and multi-class versions of a given class).
EXAMPLE
The Magpie's Spear of Flight +3
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Magpie was an adventurer from the northern reaches of Faerûn,
so named for his habit of meticulously searching the battlefield for any
sign of valuable items to be parted from their recently deceased owners.
In combat, he was known for his exceptional displays of cowardice, which
he preferred to refer to as "hit-and-run tactics". This spear was commis-
sioned by him, and bears his obvious hallmarks. It has been enchanted to
ward against any spell that might restrict motion, whilst allowing the wielder
to strike more quickly against a foe. Combined with the spear's naturally
great reach, this allows a warrior to pick his battles with care.
When holding this spear, however, one can't help but feel that one's place
is not at the forefront of battle, and many of its wielders have sought to
take flight at the most inopportune of moments.
STATISTICS:
Equipped Abilities:
Free Action while equipped
+1 attack/round
Penalty to morale
Enchantment: +3
Damage: 1D6+3
THAC0: +3 bonus
Damage Type: Piercing
Weight: 5
Speed Factor: 0
Proficiency: Spear
Type: Two-handed
Not usable by:
Cleric
Mage
Thief
Monk
If you look at the usability field, it states that clerics, Mages, Thieves and Monks cannot use this item; meaning that: Clerics, Mages, Thieves, Monks, Clerics of Talos, Clerics of Lathander, Clerics of Helm, Diviners, Illusionists, Necromancers, Enchanters, Invokers, Transmuters, Abjurers, Conjurers, Wildmages, Swashbuclkers, Bounty Hunters, Assasins, Cleric/Thieves, Cleric/Mages and Mage/thieves cannot use the item! All other classes, including multi-/dual-classes that consists of one or more of the classes that otherwise can't equip the item, but also consisting of a class which CAN, can equip and use the item. In this case Fighter/Mages, Fighter/Thieves and Fighter/Mage/Thieves CAN equip and use the item. The exception from this rule-of-thumb is classes which are prohibited from using a particular type of weapon (even when dual-classed or multi-classed), like Clerics. They cannot wield the spear regardles of whether they are dual-classed or not.
I hope this cleared up things, if you were in doubt.
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