IR and mods who adds Items
Started by melkor_morgoth75, Dec 12 2011 06:11 AM
8 replies to this topic
#1
Posted 12 December 2011 - 06:11 AM
Hi all,
I'm interested in "spoiling" this great mod to understand if i have the chance to "tone down" the magical items in a BGT game. I'm wondering how and if the mod handles new items brought by other mods. Any chance it does that? If so, how does it work?
Thanks in advance for any answer,
mm75
I'm interested in "spoiling" this great mod to understand if i have the chance to "tone down" the magical items in a BGT game. I'm wondering how and if the mod handles new items brought by other mods. Any chance it does that? If so, how does it work?
Thanks in advance for any answer,
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#2
Posted 13 December 2011 - 10:03 AM
If only. No the mod you want is BGT-Balancer. However, that
1) i think (not know) it is BGT only
2) it's incomplete. There is plenty of ridiculous loot and spells still lurking even in "covered" mods (DTotSC has one in the shipwreck north of candlekeep) or in-your-face like added cleric spells. Many mods were not touched at all (new or just not got there yet).
Ideally, a balancer mod like this would work like a automatic whitelist.
Not touching original game items and let Item Revisions deal with that.
Everything else, replaced by simple, +1, +2 or +3 weapons. If in enemies maybe just make them undroppable by a automated method
Kill the added scrolls/cleric/sorceror spells too. Remove the vendors or make their inventories innocuous.
Armors and equipment.... i dunno lol. Make them disappear, maybe drop a equivalent original game item (randomly choosen).
Easier to say than do though. Quest items made undroppable by mistake, scrolls being used from quests, weapons ditto, etc.
1) i think (not know) it is BGT only
2) it's incomplete. There is plenty of ridiculous loot and spells still lurking even in "covered" mods (DTotSC has one in the shipwreck north of candlekeep) or in-your-face like added cleric spells. Many mods were not touched at all (new or just not got there yet).
Ideally, a balancer mod like this would work like a automatic whitelist.
Not touching original game items and let Item Revisions deal with that.
Everything else, replaced by simple, +1, +2 or +3 weapons. If in enemies maybe just make them undroppable by a automated method
Kill the added scrolls/cleric/sorceror spells too. Remove the vendors or make their inventories innocuous.
Armors and equipment.... i dunno lol. Make them disappear, maybe drop a equivalent original game item (randomly choosen).
Easier to say than do though. Quest items made undroppable by mistake, scrolls being used from quests, weapons ditto, etc.
Edited by i30817, 13 December 2011 - 10:21 AM.
#4
Posted 14 December 2011 - 06:08 AM
I know BW Balancer ... naaaa, it's out of date and not supported anymore. BGT is a standard mod for me, i never play (or mod) without it 
I believe IR can do something like that, randomizing items and so reducing the magical stuff aroung BG World, but u have to do some works for the mods.
mm75
I believe IR can do something like that, randomizing items and so reducing the magical stuff aroung BG World, but u have to do some works for the mods.
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#5
Posted 14 December 2011 - 08:30 AM
melkor_morgoth75, on 14 December 2011 - 06:08 AM, said:
I know BW Balancer ... naaaa, it's out of date and not supported anymore.
Edited by Jarno Mikkola, 14 December 2011 - 08:36 AM.
Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions.
FAQ for the Megamods. Frequently Answered Questions.
#7
Posted 26 December 2011 - 04:54 AM
Item Randomiser does not currently interact with items added by other mods.
Hypothetically. having it randomise such items would not be very difficult. "All" it would take is adding items and locations to the Item Randomiser lists. It would be a bit of a chore, but not complicated.
Also hypothetically, I don't think it would be very difficult to add the option of having a separate chance for these items to be lost during the randomisation, if that would be interesting. (E.g., no vanilla items are lost, but items from *otSC et al. are lost with a frequency of 0-100%.)
Hypothetically. having it randomise such items would not be very difficult. "All" it would take is adding items and locations to the Item Randomiser lists. It would be a bit of a chore, but not complicated.
Also hypothetically, I don't think it would be very difficult to add the option of having a separate chance for these items to be lost during the randomisation, if that would be interesting. (E.g., no vanilla items are lost, but items from *otSC et al. are lost with a frequency of 0-100%.)
#9
Posted 27 December 2011 - 06:58 AM
Wisp, on 26 December 2011 - 04:54 AM, said:
(E.g., no vanilla items are lost, but items from *otSC et al. are lost with a frequency of 0-100%.)
Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions.
FAQ for the Megamods. Frequently Answered Questions.
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