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IR Revised V1.3.800 (2022 January 11th)


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V1.3.800 Download: github. Installs the same way as SR Revised (extract the latest official version of IR into your game directory, then extract IRR's "item_rev" folder on top of it before installing anything from IR, make sure to overwrite all).

If you are on a non-Windows OS, make sure that the two folders are combined: if the "change-log.txt" file still exists in "(game directory)\item_rev\", then you should be good - if it doesn't, post in the thread for help. MacOS users can try to use this method to combine folders, helpfully discovered and detailed by jmerry.

Please review item_rev\settings.ini with a text editor like Notepad(++) for some additional mod customization. Note that the additional options generally stick with standard IR behavior by default - what is enabled or not enabled is how IR already does/did things.

Installation of IR Revised:

To install this, you must extract the latest official version of IR (V4 b10, or have an automated tool do it for you) to your game directory as normal, and then additionally extract this mod on top of it before installing IR. Specifically, IR's item_rev folder should overwrite the normal item_rev folder - confirm to overwrite folders as well as all files it asks you to. Make sure to look at your settings.ini in your item_rev directory! There are a number of different customization options in there that you will likely be interested in. I personally do not like general damage reductions for armors, but I know other people do, and so you should look at the options to get the most out of this mod. I have left the settings.ini as per the normal mod, but the different options are worth looking at (and a few additional ones specific to IRR have been added).
 

Installation Order and IR/SR/SCS/1pp:

Item Revisions has been designed with Spell Revisions, Sword Coast Stratagems, and 1pp in mind. 1pp is a mod by Erephine that was fully integrated into the Enhanced Editions (and thus EE users do not need to install it) that fix numerous visual inconsistencies, improve bad graphics, tweak and add new graphics, etc. for BG2:ToB games - if you are not playing an Enhanced Edition game, it is highly recommended that you install 1pp to take full advantage of its changes. The general install order is to first install everything you want of 1pp except for the avatar-switching component, then the main component of IR/R, and finally the main component of SR/R. The avatar/armor-switching script of 1pp (or Anthology Tweaks) should not be installed until later in the install after all item-adding/modifying mods, including IR, have already been installed - after SCS/atweaks/Infinity Animations is my suggestion). Once again, Enhanced Edition players do not need to worry about 1pp - it's already integrated into your game and doesn't need installation.

Your general install order (excluding ToBEx/BG2 Fixpack/BGT/1pp if you're playing an Enhanced Edition game) should look something like this:

  1. ToBEx
  2. BG2 Fixpack
  3. Baldur's Gate Trilogy
  4. Ascension
  5. BG1UB (and other BG1 content mods)
  6. Unfinished Business
  7. Quest Pack (and other BG2 content mods)
  8. Rogue Rebalancing
  9. 1pp (EXCEPT for the "Smart Avatar & Armour Switching" component)
  10. Item Revisions (main component)
  11. Spell Revisions (main component)
  12. Infinity Animations (main component)
  13. Spell Revisions (secondary components - key here is to be before SCS if you're using it)
  14. Item Revisions (secondary components - key here is to be before EET_END if you're using that)
  15. Anthology Tweaks
  16. Sword Coast Stratagems
  17. atweaks
  18. Infinity Animations (secondary components)
  19. 1pp/Anthology Tweaks ("Smart Avatar & Armour Switching" component / "Avatar Morphing Script")

You may not be using all of these, and will undoubtedly be using more besides that, but this should give you the general idea of what your install order should look like. Don't install the secondary components of IR/R and SR/R until much later in your install, after most item/spell/NPC-adding mods have been installed. A good place for the secondary components of both IR/R and SR/R is right before SCS and Anthology Tweaks to make sure that SCS spellcasters are using the correct versions of spells and to make sure that Anthology Tweaks's item tweaks don't interfere with IR's secondary components. If you're using an automated tool to install your mods on a non-EE game, the very least you should see is that the general install order is 1pp-IR-SR.

If there are other posts in this thread that suggest a different install order, please disregard them - the order listed up above should be the correct one.

Edited by Bartimaeus
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Design Changes

 

Moved items and compatibility fixes:

 

Almateria's Restoration Project and the Horn of Kazgaroth: now matches ARP's placement of this item without conflicting. ARP should be installed before IR for this to work (default BWP/S behavior).
Unfinished Business and Boots of the West: places Boots of the West at the same location as UB does (a Valygar ranger guard). UB should be installed before IR for this (and the ones below) to work correctly (default BWP/S behavior).
Unfinished Business and Bala's Axe: now removes UB's extra copy of this axe (that only sometimes spawns depending on exactly where you walk in the Planar Sphere) and has it only on one enemy.
Unfinished Business and Jade Hound Figurine: the Jade Hound Figurine can be purchased at the nature store in the Umar Hills...if you don't have the Kidnapping of Boo installed (ideas for a better home welcome).
Unfinished Business and the Web Sack: places the Web Sack (now a 1x per day rod) on Pai'na if you don't have the Spider's Bane quest installed.
Boots of Stealth and Ring of Night's Embrace: the Boots of Stealth in Mae'var's locked chest are now replaced with the Ring of Night's Embrace, as you can get Boots of Stealth elsewhere in the game and thematically, this makes a good amount of sense.
Kobold Commandos and Arrows of Fire: Kobold Commandos are supposed to have a stack of 20 non-droppable, non-standard Arrows of Fire that they shoot first in addition to a couple of normal Arrows of Fire - base IR made them droppable, creating a situation where you have stacks of Arrows of Fire that can't go on top of each other (as they aren't actually the same item, but merely appear to be). Now they are undroppable again (and Kobold Commandos instead only drop the couple of standard Arrows of Fire).
Sword of Balduran: the long sword variant has been restored to Joluv (disabled in base IR).
Boots of Phasing: removes the duplicate from Viekang (IR places them on the House Jae'lat Weaponmaster).
Eagle Bow: properly adds it to the Valygar ranger guard like normal IR was supposed to(?).
Mithral Plate Mail: disables the duplicate on Gromnir that IR adds (as it's already for sale at the Order of the Radiant Heart).
Gloves of Missile Snaring: removes them from Ikona (Trademeet Shadow Thief who only appears for a very short amount of time) and puts them on sale at the Trademeet Shadow Thief store.
Boots of Lightning Speed: removes duplicate pair from Habib (guy who throws scimitars at you randomly in Athkatla) as well as the Underdark and similarly places them at the Trademeet Shadow Thief store.
Boots of the Shifting Sands: new pair of boots that replace an unused pair that you can find in the Underdark on one of the imprisoned people inside the giant gem.
Water's Edge: removes duplicate from a Watcher's Keep fiend (incorrectly done in vanilla IR).
Lawgiver: removes duplicate from Ulgoth's Beard.
Rod of Resurrection: if using Store Revisions, removes duplicate from Mekrath's Lair (only purchasable at the Temple of Lathander now).
Cloak of the Shield: removes a duplicate from the Planar Prison for a standard Cloak of Protection +1 (mainly because this item is now stronger in this version of IR - can only get it from Firkraag now).
Karajah's Armor: moved from the Copper Cornet gladiator to the Trademeet artifact peddler.
Mauler's Arm: moved from Copper Cornet store to Bridge abandoned house fight.

 

Miscellaneous:

 

Summoning Items: new summoning items and creatures (such as the Golem Tomes, the Astral Hound Figurine, etc.) are now handled. Existing summoning items such as the Golden Lion Figurine and the Spider Figurine were also mildly revised for better movement speeds (all creatures should now get pretty close to a normal demi-human speed) as well as creature abilities closer to their actual creature type.
Shapeshift/Polymorph Items: existing shapeshift forms, such as on/from Cloak of the Sewers and the Pearly White Ioun Stone, have been mildly revised in a similar manner as above.
Bane Weapons: "bane" weapons (that provided usually +2 THAC0 and either +2 or +4 or +6 damage) have all been revised to provide +3 THAC0 and +5 damage. The reasoning for this is that bane weapons suffer a -2 penalty in their enchantment bonus in vanilla IR - i.e., a +3 bane weapon would only have +1 THAC0 against other creature types apart from its bane-type. This meant that you would only receive the original +3 THAC0 from the enchantment bonus against the creature in the bane...which is only as good as a normal +3 weapon would get anyways. Seems kind of silly, right?
Order of the Radiant Heart Store: now accessible by good and neutral-aligned non-members at reputation 19-20 (previously only good). Additionally, the old "multiple dialogue options saying the same thing" bug should be fixed.
Druid Grove Poison Quest: now enabled for characters other than simply evil - virtually no other quests are alignment-restricted like this one is (for the longest time, I never even knew this quest even existed because I usually play a neutral character), and so it no longer is. Additionally, this quest now gives out a better reward (5000GP instead of 1000GP, and a Ring of Protection +2 instead of Amulet of Health for the time being).
Pantaloon Quest Items: still mostly the same as their ridiculous and overpowered vanilla variants, but now with proper descriptions.

 

Armor changes:

 

Leather Armor
Karajah's Leather Armor: changed back to +3 (from +2), saving throw vs. breath is changed to +3 (from +2), but the dexterity bonus is decreased to 1 (from 2).
Skin of the Forest: the Barkskin bonus is changed to +3 from +4 (this seemed too strong to me, but I could be swayed - as it stands, though, it is now effectively Leather Armor +6).

Studded Leather Armor
Shadow Armor: does not follow subtledoctor's most recent changes in changing it to essentially the SR spell Ghost Armor - it instead stays Studded Leather Armor +3, though its Hide in Shadows bonus is increased to 20% (from 10%).

Hide Armor
Skin of the Ghoul: the Charisma penalty is -1 (from -2), the saving throw vs. paralyzation is now +3 (from +2), and the arcane spell failure from the Living Stench aura is now 25% (from 20%).
Aeger's Hide: the elemental resistance bonus is increased to +15% (from +10%).
Trollhide Armor: loses the fire and acid penalties, but regeneration is halved (too similar to Pearly White Ioun Stone for my tastes), plus it gains a "thorns" effect that causes damage to those who strike the wearer.

Chain Mail
Mithral Chain Armor: all mithral items now have the special "mithral" property, which reduces their weight and strength requirement as well as grants a +1 bonus to AC; consequently, this armor is now +3 (from +4).
All Elven Chain Mail: now usable by more than just elves, half-elves, and humans. No more racist elven chain mail! Not sure how people feel about this, but I always thought this was a very silly design choice for elven armor.

Plate Mail
Ankheg Plate Mail +1: 50% acid resistance (from 40%); the armor is +1 in BG1, but if you actually craft in BG2, it's +2.
Deep Guardian's Plate: spell level immunity now includes up to third level (effectively making it a permanent minor globe of invulnerability): however, that includes friendly spells as well like an actual Globe...for the time being. If friendly spells are to be allowed through, I would likely bring this back to only 2nd level spells.
Shuruppak's Plate: gains the mithral property as per its description (more or less making it Full Plate Mail +4).

Full Plate Mail
Mithral Full Plate Mail +2: now effectively +3 with the mithral bonus.
Casiel's Soul: the Death Armor property deals 1D6 cold damage instead of 1D4 + 2; the armor is now usable by neutral-aligned characters, but still no good-aligned characters.
Plate of Balduran: the 5% magic resistance bonus is now 10% to bring it in line with the other Balduran items, but it loses its maximum hitpoints bonus (the charisma bonus remains, however - and Helm of Balduran's HP bonus does as well).

Mage Robes
Elemental Robes: back to 50% resistance (from 40%).
Knave's Robe: the saving throws vs. poison bonus is increased to +3 (from +2).
Traveler's Robe: the saving throws vs. breath bonus is increased to +3 (from +2).
Adventurer's Robe: gains a +10% bonus to physical resistance (just immunity to critical hits is pretty lousy, even for multiclasses who try to use this with bracers of AC - I could be convinced to drop this down to 5% or something, though).
Robe of Arcane Might: 25% magic damage resistance bonus (from 20%).
Robe of the Apprenti: loses the spell memorization property (this made it way too strong for something that was supposed to be dirt cheap to make...), and instead it simply sets your AC to 3.

 

Jewelry changes:

 

Amulets
Shield Amulet: now applies SR (Spell Revisions) mage spell Shield (non-stackable).
Amulet of Magic Shielding: renamed to Amulet of Energy Shielding, removes the +1 saving throw bonus but increases the resistance from 10% to 25% (less overlap with Amulet of Spell Warding).
Necklace of Form Stability: renamed to Periapt of Form Stability as it looks and acts like the other periapts.
Ruby Pendant of Beguiling: found on Regis, it can cast Dire Charm 3x per day.
Amulet of Cheetah Speed: speed factor bonus nerfed to 1 from 2, saving throws vs. breath increased from 2 to 3.
Amulet of the Seldarine: the +1 Charisma bonus is now a Wisdom bonus (there are virtually no items in the game with a Wisdom bonus, plenty with Charisma, and it felt fitting - decently strong for clerics now).
Sensate Amulet: loses the +5 HP bonus and Protection from Evil, receives hold and stun immunity and can be used by more than just clerics (attempt at a better item concept).

Rings
Ring of Energy: the Energy Blast special ability has its damage increased from 2D6 to 3D6, and the magic damage resistance bonus is increased from 20% to 25%.
Ring of Air Control: the Gaseous Form is changed to Zone of Sweet Air for the time being due to problems with the form.
Ring of Human Influence: the +1 bonus to Charisma becomes +2.
Ring of Danger Sense: the +2 bonus to saving throws vs. breath becomes +3.
Ring of Kangaxx: the special abilities becomes 1x Energy Drain.
Oaken Ring: the non-improved version of Heartwood Ring now grants a 15% elemental resistance bonus (maybe should be 10%?).
Heartwood Ring: now also usable by Rangers (the little good it'll do them), the 10% elemental resistance bonus becomes 25% (10% was kinda lame compared to Holy Symbol's magic resistance, especially as you get Holy Symbols for free compared to having to craft Heartwood - but perhaps it should be only 15%?).
Ring of Clumsiness: completely revised to -2 AC, -2 THAC0, and -1 casting speed (clumsiness should affect everything you do in combat, IMO - but perhaps it should be an arcane spell failure penalty instead of slower casting speed?).
Ring of Wizardry (BG1?/BGT😞 renamed Ring of Sorcery, keeps same function it originally had in BG1 (double level 1 spells) - still only obtainable in BG1.
Claw of Kazgaroth: AC bonus revised from +1 (+5 vs. missiles) to +2 (+4 vs. missiles), sort of emulating an SR mage Shield, and the -2 constitution penalty is revised to -15% HP (will have to test that more).

 

Other equipment (helms, shields, cloaks, gloves, belts, boots):

 

Helms
Helm of Balduran: the +5% magic resistance bonus increased to +10% to match other Balduran items - quite powerful, especially for an item you can get for free at the beginning of BG2, but not the end of the world, IMO. The fact that it's such a big deal item at the end of BG1 also made this decision a little easier: it's supposed to be a legendary helm.
Helm of Brilliance: the +40% bonus to fire resistance is increased back up to +50%.
Skull of Death: the Gaze of Death special ability is now resisted at a -2 penalty.
Pearly White Ioun Stone: fire and acid resistance penalties increased to -25% (from -15%), while the Troll ability is very mildly improved (to be closer to a proper troll in BG2).
Red Dragonscale Helm: the +20% bonus to fire resistance is increased to +25%.
Wong-Fei's Ioun Stone: the regeneration is nerfed to 1 hp/2 rounds (too much overlap with and outshining Pearly White Ioun Stone).
Thieves' Hood: given an additional immunity to poison property.
Master Thief's Hood: as above, but also no more 3x improved invisibility and instead receives a 1x per day Shadow Door.
Helm of the Rock: removed the elemental resistance bonus in exchange for a +5% damage resistance (all forms).
Horned Helm of the Rock: AC bonus is increased to +2, damage resistance becomes +10%, and Gaze of Fear is slightly buffed (5 rounds instead of 2, made at a -2 penalty). Perhaps too strong, even though it should be the best helm in the game?
Roranach's Horn: instead of giving a 10% physical damage resistance, instead grants +2 bonus to AC and +15% elemental resistance (less overlap with Helm of the Rock).
Shadow Veil: the +40% bonus to cold resistance is now +50%.

Shields
Dwarven Shield +2: a large shield once again due to compatibility issues.
Shield of the Falling Stars: the Shield Others special ability slightly nerfed to a radius of 10'.
Red Dragonscale Shield: the fire resistance bonus is nerfed to 25% from 30%, but the Force Absorbing property gives a +3 bonus to saving throws vs. breath instead of 2.
Shield of Balduran: takes Cloak of Balduran's +1 bonus to saving throws.
Saving Grace: a medium shield once again due to compatibility issues.
Large Shield +2: now just a Large Shield +2 (originally had a "lightweight" property that Dwarven Shield also had - seemed pointless to make both of them have it).
Darksteel Shield: elemental resistance increased from 20% to 25%.

Cloaks
Cloak of the Wolf: equipped HP regeneration buffed from 1/two rounds to 1/round, but the Shapeshifts Wolfwere ability loses the extra regeneration it used to gain, and the ability now matches what a Wolfwere should be in BG while lasting for 5 turns.
Cloak of Balduran: loses the +1 saving throw bonus (Cloak of Protection +1 and Amulet of Magic Resistance in one - still quite powerful even without it.).
Nymph Cloak: the Blinding Beauty special ability is now made at a -2 saving throw, and the +2 bonus to saving throws vs. spell becomes +3.
Algernon's Cloak (BG1😞 the Charm Person ability is restored...but instead of being infinite usage like it was in vanilla, it's a weak (but kind of fun) 1x per day - still only obtainable in BG1.
Cloak of the Shield: the cloak is quite a bit stronger now, as the previous attributes have been removed and replaced with a simple +3 bonus to AC.
Cloak of Elvenkind: now actually does what it says, though the Hide in Shadows bonus is nerfed from +50% to +40%.
Cloak of Nature's Vengeance: the special ability now grants a save vs. breath at a -2 penalty similar to SR's Call Lightning.
Cloak of the Sewers: the Mustard Jelly Shapeshift has been somewhat revised to be closer to a Mustard Jelly in BG: it should be a little more interesting with 100% magic resistance it now grants. The cloak can also now be used by Paladins (though dirty and tattered, it is not an apparently disgustingly evil object, therefore I see no reason why not).
Improved Cloak of Protection +2: becomes a Cloak of Protection +3 (the Mantle ability has limited use by the time you get it in ToB, therefore I did not much see the point - perhaps an argument could be made for its restoration, though).
Montolio's Cloak: now grants +2 bonuses to AC and saving throws instead of +1 (why would you choose to use this over a Cloak of Protection +2, besides maybe that you can more easily stack it with a Ring of Protection...but perhaps a different bonus should be here?).
Drow Piwafi Cloak: slightly nerfed as the stealth bonuses are now +60% instead of +75%, and the saving throw vs. breath is now +5 instead of +6 - applies to Solaufein's cloak as well.

Gloves
Bracers of Archery: damage bonus changed from +1 to +2.
Gauntlets of Weapon Expertise: THAC0 bonus changed from +1 to +2.
Gauntlets of the Blinding Strike: AC nerfed from 4 to 5 (as this now has Whirlwind Attack as of IR's most recent version).
Gloves of the Rogue: thieves skills bonuses changed from +15% to +20%.
Gloves of Missile Snaring: dexterity requirement changed from 15 to 16.
Gauntlets of Healing: regeneration ability changed from 1/three rounds to 1/five rounds, but instead of the terrible Lay On Hands ability, it now grants one usage of Heal (I'm still a little uncomfortable with this design, as it seems too strong for something that early...but it's not the end of the world).
Gauntlets of Weapon Mastery: now also gives a +1 bonus to damage, but the speed factor bonus is decreased to +1 (from +2).
Blessed Bracers: the improved version of Paladin's Bracers, these bracers' saving throw bonus is increased from +1 to +2 to match the AC increase.
Wondrous Gloves: the improved version of Bard's Gloves, these lose the +1 AC bonus, but instead improve the spell memorization ability (from 1st-4th to 1st-7th).
Bands of Focus: AC changed from 3 to 2.
Gauntlets of Might: potentially somewhat useful with a +3 bonus to strength instead of +2.

Belts
Girdle of the Champion: strength bonus changed from +3 to +4 (virtually no difference between it and Girdle of Giant Strength otherwise - perhaps a different bonus could be placed here instead. I think this is the only +4 STR item in the game, though, and you get it pretty late in ToB...).

Boots
Boots of Speed: I personally have always hated these boots, because their only use is typically to exploit the AI or split up the group, both of which are pretty lame. Taking from Boots of Phasing, these boots actually now have a small passive use in combat, a +1 bonus to AC.
Boots of Elvenkind: the Move Silently bonus is increased from +20% to +40% (a closer match to the Cloak of Elvenkind).
Boots of Etherealness: an experimental change, taking from atweaks: the ethereal user now also regenerates hitpoints at a rate of 2hp/sec, for a total of 60hp at the end of the duration. The idea here is that time passes on the Ethereal Plane much quicker than on the Prime, and you should therefore regenerate (like atweaks demons do when using their ethereal ability) during that time. I thought it was a pretty neat tradeoff for being taken out of the action for 5 rounds, but maybe people disagree.
Gargoyle Boots: the Stoneskin special ability automatically creates 5 skins per turn without needing to be cast.
Spider's Boots of Stealth: unused in IR (unless I'm mistaken), these boots have been renamed to Boots of the Shifting Sands for the time being. If you've played Neverwinter Nights, you'll probably recognize these: you can cast Earthquake once per day with them. These boots are also now placed in-game (spoilers: the Underdark on one of the Imprisoned inside the giant gem).
Boots of Lightning Speed: pretty much the same, but to avoid exploits, instead of granting an APR penalty (which can easily or even accidentally be reset just by re-equipping your weapon), it grants a -20 penalty to THAC0.
Boots of the West: an Unfinished Business item, gives +1 to Charisma and protection against disease.

 

Slashing weapon changes:

 

Axes
Bala's Axe: loses the +1 THAC0 bonus (not sure why it had this?).
Rifthome Axe: 20% -> 33% chance target flees in terror for 2 rounds (save vs. spell neg.).
Stonefire: receives the Incendiary property: target suffers 1 fire damage every round for 5 rounds.
Frostreaver: the Chilling property is tweaked somewhat: instead of a 33% chance for 3 rounds (save vs. spell neg.), it is a 100% chance for 1 round (save vs. polymorph neg.).
Axe of Hrothgar: currently +3 with 5% magic resistance and a +1 bonus to saving throws.
Bruenor's Battle Axe: now a standard battle axe (1D8 damage, not 1D10), but receives the slashing property instead (an additional 1D6 slashing damage - want a different property, but this is a placeholder for the time being).
Axe of the Unyielding +3: becomes +4, but the regeneration is halved from 1/round to 1 hp/2 rounds.
Axe of the Unyielding +4: becomes +5 and the Vorpal property is tweaked: it is now a 15% chance instead of 10%, and upon a successful save, the target still suffers 3D8 slashing damage instead of nothing.
K'logarath: the Slashing property becomes 1D6 damage instead of 2D6, but no save to negate the damage is allowed.

Long Swords
The Vampire's Revenge: the Bloodsucking property is harsher now: it's 1 hp/2 rounds instead of 1 hp/3 rounds.
Sword of Balduran: the original long sword Sword of Balduran is now restored - a Long Sword +2 that gives 10% magic resistance and has the keen property.
Daystar: the Sunblade property now only deals +5 damage to undead (from +6).
Dragonslayer: the Slashing Blow property now deals 3D8 (from 20).
Adjatha the Drinker: the +2 bonus to saving throws vs. spell is now +3.
Blade of Roses: the Singing Sword property now has a 30' radius (from 20' - the same as a Bard Song, I believe).
Angurvadal +4: loses the Incendiary property, gains an equipped +2 bonus to strength (from vanilla, sort of).
Angurvadal +5: fire damage is now 1D8 (from 1D6), strength bonus is now +3, and the incendiary property is 1 fire damage round/5 rounds instead of 2 fire damage round/2 rounds.
The Answerer: the Pierce Magic property lasts for 5 rounds (from 4).
Blackrazor: no longer usable by Paladins (should this be done?).

Bastard Swords
Albruin: the Luminous property now lasts for 5 rounds (from 4).
Blade of Searing: the Burning Wounds property is changed from a -2 penalty to THAC0 and 1 fire damage/round for 3 rounds to a -2 penalty to THAC0 and 1 fire damage/second for 1 round (reason being that the -2 penalty to THAC0 could be stacked and completely ruin an enemy's THAC0 - additionally, there's enough swords with bleeding properties that a sort of fire poison effect seems a little fresher).
Foebane +5: the Holy property now deals +5 damage (from +6).
Purifier +3: now +4 and usable by all good-aligned characters, not just paladins; magic resistance bonus is now 5% (from 10%).
Purifier +4: now +5 and usable by all good-aligned characters, the Holy property deals +5 damage (from +6), and the Draw Upon Holy Might ability can only be used once per day (from 2x).

Scimitars
Rashad's Talon: the Cleaving ability now has a 33% chance of occurring (from 20%).
Water's Edge: the Sharpness property is changed to Armor Piercing (+3 bonus to THAC0) for the time-being (seeing as stat penalties don't do much against enemies...).
Sword of Flame: 1D4 fire damage (from 1D6), and the Immolation property now deals 3D6 damage (from 20) but has a 15% chance (from 10%).
Scarlet Ninja-To: currently +3 with the Quickess (+1/2 APR) and Venomous properties...and can be used by more than monks (pretty expensive to buy, though...also, I don't care for its overlap with Kundane).
Usuno's Blade: the Electrocution property is now a 15% chance for 3D6 electrical damage (from 5% for 20).
Spectral Brand +3: now +4, loses the Chill Touch property in favor of a generic cold damage property (1D6).
Spectral Brand +4: now +5, cold damage increases to 1D8.

Katanas
Malakar: the Parrying property now gives a +2 bonus to melee AC (from +1).
Malakar's Companion: the Parrying property now gives a +2 bonus to melee AC (from +1).
Celestial Fury: the Batto special ability is now 3x per day (instead of at will), blinds and deafens all within 10' for 5 rounds (save vs. breath neg.), Booming Thunder is now a breath saving throw (from spell), and Electrocution deals 3D6 electrical damage (from 20) but is now a 15% chance (from 5%).
Hindo's Doom +3: now +4, the magic resistance bonus is 5% (from 10%), and Tenchu only has a 5% chance of occurring (from 10%).
Hindo's Doom +4: now +5, the magic resistance bonus is 10% (from 15%).

Two-Handed Swords
Harbinger: the self-damaging Hellfire ability is now 3D6 (from 20), the Starmetal property is now +5 (from +4).
Soul Reaver: now has the Powerful Weapon property (+2 damage).
Warblade: the Crushing property now deals 1D6 crushing damage (from 2D3), and the Oversized property now gives a +4 bonus to damage, but a -2 penalty to THAC0.
Carsomyr +4: the magic resistance bonus is now 10% (from 20%), gains the Powerful Weapon property (+2 bonus to damage), and the Dispel Magic special ability is swapped out with Reverse Magic (difference being that Reverse Magic is single-target and grants a saving throw vs. wand at a -4 penalty).
Carsomyr +5: the magic resistance bonus is now 20% (from 25%), gains the Powerful Weapon property (+2 bonus to damage), the Holy property now deals +5 damage to evil (from +6), and there are now 3x uses of Reverse Magic per day.
Flame of the North: cold damage is now 1D4 (from 1D6), the Freezing property is now a 33% chance (from 50%).
World's Edge: a special two-handed sword +3 from BG1, receives the Mighty Weapon property (+4 damage).
Joril's Dagger: currently +3 with the Fiery property (1D6 fire damage) and the Chaos property (33% chance of confusing the target for 2 rounds, save vs. spell neg.).
Silver Sword: if a save is made against the Vorpal property (or otherwise resisted), it still deals an additional 3D8 slashing damage.
Gram the Sword of Grief +4: loses the 10% magic resistance in favor of a 5% physical resistance, loses the Grevious Poison and Sharpness properties in favor of Armor Piercing (+3 bonus to THAC0) and Wounding (1 bleeding damage/round for 5 rounds) properties.
Gram the Sword of Grief +5: as above, except the physical resistance bonus is now 10%, and has a 15% chance of Grevious Poison (5D6 poison damage).

 

Piercing weapon changes:

 

Daggers
Heart of the Golem (BG1-only?): receives 5% magic resistance.
Longtooth: base damage changed from 1D6 to 1D4, but receives the "Oversized" property, which grants a +2 bonus to damage and a -1 penalty to THAC0 (effectively changing from 1D6 + 2/+5 THAC0 to 1D4 +4/+4 THAC0).
Werebane: the Silver Blade property is now a +5 bonus to damage (from +4).
Boomerang Dagger: the Crippling property is now 15% chance (from 20%).
Dragon Tooth: the Fiery property now deals 1D6 fire damage (from 1D4).
Pixie Prick: the Pixie Dust property now lasts for 5 rounds (from 4) but only has a 15% chance of triggering (from 20%), while the Sleeping property now is a 33% chance (from 20%).
Spider Fang: the Acidic property is now 1D6 damage (from 1D3).
Stiletto of Demarchess: the Paralyzing property is now a 33% chance (from 20%).
Dagger of the Star +4: the Starmetal property is now a +5 damage bonus (from +4), while the Stardust property now has a 25% chance of triggering (from 20%) but only lasts for 2 rounds (from 4) with no penalty to save (from -4).
Dagger of the Star +5: as above but Stardust now has a 33% chance (from 20%), while Starbolt deals 5D6 magic damage (from 4D4).
Ixil's Spike: receives the Keen property.
Dagger of Venom: poison effect lasts 2 rounds instead of 3 rounds.
Neb's Nasty Cutter: changes from 2 damage every round for 4 rounds to 1 damage every round for 5 rounds.

Short Swords
Arbane's Sword: loses the Hastening ability (don't think this was even implemeneted in base IR, if I recall correctly), and has a 1x Haste for 1 turn ability instead.
Cutthroat: from silence 1 bleeding damage/3 seconds for 3 rounds to 1 bleeding damage/round for 5 rounds (furthermore, making the save vs. death only negates the silence).
Short Sword of Mask +4: loses the Stealthblade property, but gains the Poisonous property (1D6 poison damage).
Short Sword of Mask +5: the Poisonous property now deals 1D8 poison damage (from 1D6), the Paralyizing property occurs on 33% of attacks (from 50%), and the Stealthblade property now has a 25% chance of occurring (from 20%) but only confers normal invisibility (not improved) for 5 rounds.

Spears
Talos' Fury: the Shocking property now does 1D4 electrical damage (from 1D6).
Spear of Kuldahar: currently +3 with 10% physical resistance.
Spear of Withering: the save vs. death at a -4 penalty for the Contagious property (now re-named Scourging) is now a -2.
Ixil's Spike: receives the Keen property, and the Pinning property now does 1D6 + 5 damage per round (from 1D4 + 5).

Halberds
Suryris's Blade: loses the Unbalanced property (-1/2 APR), Slashing property nerfed to 1D4 (from 1D10), Staggering property changed to a 50% chance of causing the target to lose one APR and suffer a -4 penalty to casting speed and a -2 penalty to movement speed for 1 round.
Blackmist: the Black Mist ability now only lasts for 1 turn instead of 2 hours, but saves are made at a -2 penalty.
Duskblade: the Creeping Cold property is now 1 cold damage/round for 5 rounds (from 2 cold damage/round for 4 rounds).
Harmonium Halberd: currently +3 with the Mighty Weapon property (+4 damage).
The Wave: the Smashing Wave ability deals 5D4 damage instead of 4D6.
Ravager +4: the Dooming property now lasts for 5 rounds instead of 4.
Ravager +5: as above, and the Viperous property deals 5 poison damage every second for 2 rounds (from 10 damage every second for 2 rounds).

 

Crushing weapons changes:

 

Clubs
The Root of the Problem: the Entangling property is tweaked from 33% chance to 100%, but only lasts for 1 round instead of 2 (still has a save vs. spell).
Blackblood: the Acid Splash property now has a 15% chance of occurring (from 10%).
Bone Club: the Dooming property now lasts 5 rounds (from 4 rounds).
Gnasher: the Slivers property now acts like other bleeding properties, dealing 1 piercing damage each round for 5 rounds (from 2 piercing damage each round for 2 rounds).
Club of Detonation +3: becomes +4.
Club of Detonation +4: becomes +5, fire damage increased to 1D8, Detonation property increases to a 15% chance of occurring (from 10%), and the fire resistance is increased to 50% (from 40%).

Hammers
Hammer of Corrosion: the Corrosion property is now 33% chance for 5 rounds (from 50% for 2 rounds).
Wrath of Tyr: the Holy Smite property is changed from 20% chance for 5D4 magic damage and 1 round blindness (save vs. spell negates) to a Smite Evil property for 15% chance for 5D6 magic damage with no save.
Rift Hammer: the Resonating property now deafens for 2 rounds as well (save vs. breath neg.).
Dwarven Thrower: loses the base extra damage (from 2D4 + 4 to 1D4 + 3), but now receives the Dwarven Thrower property which deals an additional 1D4 crushing damage when thrown; usable by all races instead of just dwarves; the Racial Enemy property now deals +5 damage (from +4).
Hammer of Thunderbolts: electrical damage is now 1D6 (from 1D4).
Crom Faeyr: same as above; loses the unbalanced property for the time being.
Runehammer +3: now +4, and the Starmetal property deals +5 damage (from +4).
Runehammer +4: now +5, Starmetal as above.
Aegis-fang: now a Throwing Hammer +3, receives the Mighty Weapon property (+4 damage bonus), but requires 18 STR to use (maybe should be 19?).

Maces/Morning Stars
Skullcrusher: the Crushing Blow property is changed to 15% chance from 5%, but instead of dealing a flat 20 crushing damage, now deals 3D8 crushing damage.
Mauler's Arm: changed to +2 from +1 for the time being (who's going to buy this when Mace +1s are everywhere? I'd like to find a creature to put this on so that it can be reverted back to +1, though).
Jerrod's Mace: currently +3 with a +1 bonus to Wisdom and the Demon Bane property.
Everard's Morning Star: currently +3 with the Spell Drainer property.
Storm Star +3: becomes +4, gains a +50% resistance to electricity, chance of Chain Lightning reduced to 5% from 15%, but Chain Lightning deals an additional 3D6 to the main target.
Storm Star +4: becomes +5, gains a +50% resistance to electricity, lightning damage increases to 1D8, the Chain Lightning deals an additional 3D6 damage to the main target, and the Call Lightning property is replaced with the Lightning Shield property: creatures who strike the wielder are struck by lightning for 1D6 electrical damage.
Ice Star: the fire resistance is increased to 50% from 40%, and the Bitter Cold property is reduced to 1D3 cold and piercing from 1D4.

Flails
Flail of Submission: the Domineering property now has a 100% chance for 2 rounds (from 50% chance for 5 rounds).
Defender of Easthaven: bonus HP now +5 (from +10), while the Cleaving ability is a 33% chance (from 20%).
Flails of Ages: the elemental damages, the secondary effect, and the chance of them occurring have all been tweaked somewhat. Regardless of how many heads are currently attached, one of the heads always hits the target. The extra damage has also increased to 1D4 at +1/+2, 1D6 at +3/+4, and 1D8 at +5; the secondary effects for the fire, cold, and acid heads, however, now only last for 2 rounds instead of 3; the save to resist the secondary changes to 0 for +1/+2, -1 for +3/+4, and -2 for +5.
Ardulia's Fall: the Enfeebling property now also affects damage.

Staves
Staff of Striking: the Striking property is very slightly nerfed to 5 damage (from 6).
Staff of Command: the Mindbreaking property's save penalty is reduced to -2 (from -4).
Staff of Curing: the Healing Surge ability is simply changed to Mass Cure (this seemed like a no-brainer), while the Healing Aura property is changed to every 2 rounds (from every 3).
Staff of Power: now a +3 weapon (from +2).
Staff of Thunder and Lightning: the Lightning Stroke ability is changed to a Lightning Bolt of the same damage (10D6), while the Thunder and Lightning ability is changed from 6D6 (save vs. spell half) and deafen 3 rounds to 6D6 electrical damage (save vs. breath at -2 half) and stuns for 1 round (save vs. polymorph at -2 neg.); the Shocking property now deals 1D4 electrical damage (from 1D6), while Thunderclap now occurs on 33% of attacks (from 20%).
Quarterstaff of Arundel: currently +3 with 50% acid resistance, +1 to druid memorization levels one through four, and only usable by druids.
Staff of the Woodlands: regeneration nerfed from 1 hp/round to 1 hp/2rounds, while the Animal Empathy ability is slightly weaker with the save occurring at a -2 penalty instead of a -4.
Staff of Air: the Gust of Wind special ability is now a Cloudkill, and Whirlwind strike now occurs on 33% of attacks (from 20% - may nerf this to 25%).
Staff of Earth: the kind of weak Earth Grasp is changed to a Flesh to Stone, while the Stonehold property is changed to 33% (from 50%), and the Earthshaking property is changed to 15 at a -2 saving throw penalty (from 10% at no saving throw penalty).
Staff of Fire: the Incendiary property is changed from 2 fire damage/round for 2 rounds to 1 fire damage/round for 5 rounds, while Burst of Flames is changed from 4D6 fire damage to 3D6.
Staff of the Ram +4: the Striking property deals 5 damage (from 6).
Staff of the Ram +5: as above; the Battering Ram property now occurs only on 33% of attacks (from 100%?).
Serpent Shaft: the Viperous property now deals 5 poison damage per second (from 10).

 

Ranged weapon changes:

 

Bows
Ripper: receives the Powerful Weapon property (+2 damage, higher weight) for having an 18 STR requirement.
Heartseeker: the Heartseeking property now has a 15% chance (from 10% - still no save penalty and no extra damage applied for saving unlike the Vorpal property).
Strong Arm: receives the Oversized property (+4 damage, -2 THAC0, higher weight) for having a 19 STR requirement (effectively, this bow changes from +3 THAC0/+6 damage to +1 THAC0/+5 damage - somewhat of a nerf to keep the damage in check).
Mana Bow: the Illusion Bane property now has a 25% chance (from 20%).
Taulmaril: Cattie-Brie's bow, loses the Elevencraft property.
Tansheron's Bow: the Phantom Arrow property now has a 25% chance (from 20%).
Iron Bow of Gesen: the Lighting Spears are nerfed to just 1D6 missile + 1D6 electrical damage (from 1D6 + 2D6 with a save vs. breath allowed for half - this was way too much damage for creatures not making their breath saves).
Darkfire Bow +4: loses the 10% fire/cold resistance, Darkfire damage increased to 1D6 of either fire or cold damage (from 1D4), Darkfire Shield changed from 5 fire and cold damage to 1D6 of both.
Darkfire Bow +5: the fire and cold resistance is now 25% (from 20%), Darkfire causes 1D4 of both fire and cold damage (nerfed from 1D6 of both), and the same Darkfire Shield changes as above.
Taralash +4: the Crippling property now lasts for 5 rounds (from 4 rounds) but now only has a 15% chance (from 20%).
Taralash +5: same as above, but a 25% chance (from 20%).

Crossbows
Giant Hair Crossbow: loses the Slow Reload and Giant Crossbow properties, and instead gains the Oversized property (+4 damage, -2 THAC0).
Crossbow of Affliction: loses the Affliction penalty, now has a -1 penalty to strength; loses the Diseasing property in exchange for the Scourging property (15% chance of 1 damage per second and slowness for 1 turn).
Firetooth +4: the Fire Bolt property now does 1D6 fire damage (from 2D4 save vs. breath half).
Firetooth +5: 1D8 fire damage to target and those within 5' (from 2D6 save vs. breath half).

Slings
Sling of Seeking: the Seeking property gives a +5 bonus to THAC0 (from +6).
Sling of Everard: currently +3 with the Rapid Shot (+1 APR) property.
Erinne Sling +3: now +4, now grants a +50% bonus to magic damage resistance, and the Energy Bullet property now does 1D6 magic damage (from 1D4).
Erinne Sling +4: now +5, now grants a +50% bonus to magic damage resistance, the Energy Bullet property now does 1D8 magic damage (from 1D4), and the Energy Burst property is changed to the Disintegration property (per the description). Instead of 10% chance for a flat 100 magic damage with a -4 penalty to save vs spell, it is a 15% chance to do 20D6 magic damage with a save vs. breath at a -2 penalty for 5D6 magic damage (SR Disintegration).

Darts
Asp's Nest: the Asp's Venom is revised from 1 damage/3 seconds for 2 turns (save vs. poison neg.) to 1 damage/second for 5 rounds (save vs. poison at -2 neg.).

 

Ammunition changes:

 

Arrows
Arrow of Biting: from 4 rounds to 2 rounds (unenchanted and not that expensive or rare, why were they that strong?).
Arrow of Fire: from 1D3 fire to 1D4.
Arrow of Ice: from 1D3 cold to 1D4.
Arrow of Piercing: from 2D6 piercing (save vs. death negates completely) to just 1D6 straight up.
Arrow of Slaying: from +1 to +2 enchantment level, target saves at a -2 penalty instead of no penalty (expensive, rare, and not reusable: it should have at least a decent chance of working).
Poisoned Arrow (BG1): Eldoth's personal arrows, these aren't much special, just a 1 hp/second for 1 round poison upon a failed death save.

Bolts
Bolt of Lightning: changed from +2 enchantment level to +1, damage changed from 4D4 (save vs. breath half) to just 1D4 straight up (they were too plentiful and cheap to deserve being as good as they were, IMO, and now they match the other elemental arrows).
Bolt of Biting: same as Arrow of Biting.
Bolt of Polymorphing: similar to Arrow of Slaying, these are pretty rare and expensive - their enchantment level has been increased to +2, and the save vs. polymorph is made at -2.
Flasher Master Bruiser Mate: damage increased from 1D2 + 1 to 1D4 + 1, but the stun duration is reduced from 2 rounds to 1 (attempt to make these a little more viable later in the game when you need the damage more than the stunning).
Blessed Bolt: still thinking of what to do for these, but for the time being, they've just been given the Holy property (+5 damage against evil creatures).

Bullets
Sunstone Bullet: 2D4 fire damage increased to 2D6...but a save vs. breath is allowed for half (matches SR Sunscorch).
Bullet of Smiting: 2D3 damage (slightly) nerfed to 1D6.

 

Miscellaneous item changes:

 

Book of Infinite Spells: no longer has a "last page" that prevents you from changing spells anymore - instead, the page can only be turned once per day (and once turned, the party must rest to use the new spell). Furthermore, the spell selection has changed from Fireball, Invisibility, Protection from Evil, True Seeing, Far Sight, Spell Turning, Wyvern Call, Stinking Cloud, Lightning Bolt, and Burning Hands to instead Fireball, Improved Invisibility, Stoneskin, True Seeing, Dispel Magic, Cone of Cold, Invisible Stalker, Cloudkill, Lightning Bolt, Breach, and Hold Monster.
Horn of Blasting: from 1x use per day to 3x.
Horn of Silence: changed to target only opponents within 15' at a -4 save penalty instead of everyone within 10' for no save penalty (SR-ized).
Harp of Discord: changed to within 30' at a -2 save penalty from within 10' at no save penalty (SR-ized).
Methild's Harp: Remove Paralysis changed to Break Enchantment.
Greagan's Harp: now works once per day (from some amount of charges).
Harp of Pandemonium: 3x per day, opponents within 30' are pushed away and confused for 5 rounds (save vs. spell at -2 neg.)
The Horn of Kazgaroth: "Globe of Power (1x per day): user loses 10% of their health, but gains a +2 bonus to AC and saving throws and immunity to 1st, 2nd, and 3rd level spells for 5 rounds".

 

NPC item changes:

 

Cloak of the High Forest: From 1 hp/2 rounds regeneration to 1 hp/5 rounds, but elemental resistance is increased to 15% (from 10%). Usable by all single-class druids.
Staff of the High Forest: Loses the additional elemental resistance (a +1 casting speed bonus is quite strong as it is for an NPC starter weapon).
Firecam Full Plate Mail: Magic damage resistance increased to 50% (from 40%), though the Retribution property is nerfed from 5 damage to 1D4 (way too strong at a flat 5).
Delryn Family Shield: From 3x Protection from [Normal] Missiles per day to 1x, and from 30% cold/fire resistance to 25%, though Protection from Normal Missiles becomes Protection from Missiles if you use SRR.
Yoshimo's Katana: The Toxins property goes from 2 non-lethal poison damage every second for 2 rounds to 1 poison damage every second for 1 round.
Corthala Family Katana: The Spell Disruption property now lasts for 5 rounds (from 1 turn).
Entropy: From 1D6 poison damage to 1D4; the Entropy property now lasts for 2 rounds instead of 4 (with no saving throw, a few hits from this and an enemy's saving throws were much pretty completely toast...).
Chaos: From 2 bleeding damage per round to 1; the Chaos property now has a 33% chance of triggering (from 20%).
Flasher Launcher: From 20% chance of being blinded for 3 rounds to 33% chance for 2 rounds.
Amulet of the Master Harper: The +2 bonus to saving throws vs. spell became +3.

 

Rod and wand changes:

 

Rods
Web Sack: An Unfinished Business item, now considered a rod and is usable once per day (changed due to it only appearing once in the game).
Rod of Absorption: Now only usable once per day (from twice).
Rod of Lordly Might: Experimenting with a new design - now an actual weapon a la Rod of Terror or Rod of Smiting. A +3 club that has a defensive +2 bonus to AC (useful as an off-hand weapon), it can transform into a Flail of Disruption (destroys undead creatures a la the Mace of Disruption), a flaming long sword, a hypnotic axe (confusing, sleeping, or stunning on hit), or a spear of speed (+1 APR, also can be thrown).
Rod of Resurrection: From charges/2x per day (it said the latter, but actually did the former) to simply 1x per day.
Rod of Terror: -1 charisma (from -2).
Rod of Reversal: From 2x per day to 1x (this is a quite powerful ability).
Rod of the Apprenti: It's now a rod with 1x per day uses of a 10D6 fireball, 10D6 lightning bolt, and 10D6 cone of cold.
Rod of Wonder: For the time being, it can 3x per day affect the targeted character with one of nine random effects: a 10D6 Fireball, a 10D4 + 10 Cone of Cold, a 10D6 Lightning Bolt, a 1 turn Cloudkill, a Domination spell, a Flesh to Stone spell, a single target Haste spell, a 5 skin Stoneskin, or a 1 turn Globe of Invulnerability; there is also a 10% chance of a Prismatic Explosion occurring centered around the caster instead.

Wands
Wand of Fear: "Horror: 5 rounds (save vs. wand neg.)".
Wand of Paralyzation: "Paralyzation: 5 rounds (save vs. wand at -2 neg.)".
Wand of Fire: Loses the Scorching Ray ability, "Fireball: 6D6 (save vs. wand at -2 neg. half)".
Wand of Frost: "Cone of Cold: 6D4 + 6 (save vs. wand at -4 neg. half)".
Wand of Lightning: "Lightning Bolt: 6D6 (save vs. wand at -4 neg. half)".
Wand of Sleep: "Sleep: 5 rounds (save vs. wand neg.)".
Wand of Polymorphing: "Polymorph Other: permanent (save vs. wand at -2 neg.)".
Wand of the Heavens: "Flame Strike: 10D6 (save vs. wand at -4 neg. half)".
Wand of Cloudkill: "Cloudkill: 1 turn".
Wand of Cursing: "Blindness, Deafness, and Silence: 1 turn (save vs. wand at -2 neg.)".

 

Original post:

Spoiler

Generalized Change Log:

1. Fixed numerous bugs, including certain item abilities erroneously triggering the Cowled Wizards (such as Albruin's Faerie Fire ability), some abilities erroneously not granting saves when they should (or the opposite), a couple of compatibility problems between IR and SR (IR's Shambling Mound overwriting SR's, for example), some items having the totally wrong effects for their descriptions (Cernd's items, Aeger's Hide, the Boots of Elvenkind, etc.), a bunch of missing effect portrait icons, and various other problems (including others not listed that I don't remember anymore).
2. Spell Revision-izing items. There are various items that have equipped effects and special abilities that did not quite match up with Spell Revisions: now they do. If you do not use SR, it is still compatible without it, but a few abilities may behave slightly differently than what you might expect, but should overall function much the same.
3. Various items have minor tweaks. Virtually every item (besides maybe just a handful) effectively works the same as it was in standard IR, but may be tweaked just a little for balance/usability reasons. I will eventually try to compile a list of such tweaks (now done in the post directly below this one). I am also open to reverting any such tweaks, or implementing new ones based on feedback.
4. Text clean up. The text file for items has been cleaned up and excised of typos, oversights, and hopefully most issues in general. The latest version of IR already uses some of my text revisions (it was integrated some months ago), but this takes it a little step further in attempting to make the text as clean and consistent as possible. As a result of this, the mod is currently not compatible with other languages besides English, as I do not have the ability to update in languages I do not know. If you wish to help me update language files, however, please send me a PM. For now, languages besides English have been disabled. :(
5. New items are handled by IRR, most notably Aegis-fang +3 (including a new unique icon), (Regis') Ruby Pendant of Beguiling, Jade Hound Figurine, Moon Dog Figurine, Tree of Life Fruit, Shakti Warrior Figurine, the Golem Tomes, World's Edge +3 (an unused BG1 Two-Handed Sword +3), the Holy Symbols, the Pantaloon Quest items, and the unused BG2 special edition items (note: currently some items are Joluv-only, which means you have to install a bonus merchant-enabling component from a mod like Tweak Anthology for the time being). I have attempted to handle these items in much the same way IR does, but feedback is, of course, welcome.
6. Greater compatibility with 1ppv4 and the Enhanced Editions (read directly below!), as well as probably some other stuff that I don't remember doing yet. I will continue to update this post as appropriate.

Compatibility for 1ppv4 and the Enhanced Editions:

Original Games: For non-EE installs, this version of the mod is intended for use with 1ppv4, which you can download here off of Spellhold Studios, though it is not required. You can use any combination of 1pp components as you please, or none at all if you don't care for 1PP. This version of IR has been stripped of almost all 1pp changes (as IR was based on an old version of 1PP that was not compatible whatsoever with the latest version of 1pp, hence why the current official version of IR is not compatible with it). If you do not know what 1PP is, it is a big collection of graphical updates, including to item and spell icons, paperdolls, sprites, spell effects, UI, etc. aimed at making the game look cleaner, more varied, and, well, simply better. If you're unsure about installing it, I would seriously suggest downloading it and looking through its readme for getting a better understanding of its changes (which are pretty modular). If you install 1pp with IRR, please note that you should install it after IRR, not before. You will not get any of the sweet item graphical improvements of 1PP if you do not follow this, and items will, for the most part, instead look like vanilla's. Keep reading below for a better understanding of a proper installation order and for use with the BWP/BWS.

Enhanced Editions: IR Revised is also (as of about version 1.11) intended for use with the Enhanced Editions (which includes most of 1pp's content), and will restore many graphical features that the latest version of IR disables (e.g. bastard swords and short bows animations, the general looks of EE helms and shields, as well as additional staves animations). Please note that things are likely not perfect yet - testing is very much welcome to iron out any inconsistencies.

Known Issues with 1PP:

1. The Sleeper +2 is supposed to be a morning star and 1PP instead makes it look like a flail, and also overwrites its description.
2. Deflection Shield +1 looks like a tower shield (note: should...mostly otherwise act like it should).
3. Daystar and Albruin have their graphics switched for no apparent reason.
4. Helm of the Rock (unupgraded) does not have the correct paperdoll/sprite animations due to a wrong file patch (it should be using the "winged helm" look like the upgraded Helm of the Rock, but instead uses the "horned helm" look like Shadow Veil).
5. Similarly, the Gold Horned Helm should be using the "horned helm" look, but instead uses the basic helm animation.
6. Like above, Bolt +3 does not get its unique projectile animation.
7. Radiant Plate +2's description and name are overwritten by 1PP (but it otherwise acts as it should).
8. Projectiles not always being deflected like in Spell Revisions' Protection from Missiles spell.
9. Cleric's "Cause Wound"-type spells being overwritten when using Spell Revisions.
10. Energy Blade's loses its unique icon for Black Blade of Disaster's.
11. Boomerang Dagger does not have the correct icon (and instead has Dagger of Venom's).

I have these problems fixed in my own patched installer of 1PP, and if you want it, you can find it here. Installs very much the same way as IRR does, as you need to have 1pp already extracted into your game directory and then drop this patched installer on top of and overwriting it. Unnecessary for Enhanced Edition games, as IRR already patches everything to the default choices that the EE games use.

 

Edited by Bartimaeus
Link to comment

Version 1.07 does a few things:
1. Adds a .mrk (mark) file for other mods to detect it. I wish the vanilla IR already did this, because it's necessary in order to fix a problem with 1PP's improved projectiles (namely, making it so that Gloves of Missile Snaring and R/Deflection Shield deflect the new project types instead of reflecting them when detecting if IR is installed...and also Physical Mirror and Protection from Missiles for SR, but SR does have a mark file already, so I can fix that without adding one myself).
2. Nerfed the golem tomes to 1 turn (...just to be on the safe side for the time being).
3. Fixed up the sound blast/resonating descriptions for Horn of Blasting, Sling of Arvoreen, and Rift Hammer (and fixed the Horn of Blasting not saying how many uses per day it had).
4. Fixed the spell_revisions.tra file to take into account a couple of strings that weren't previously handled.

So as such, my "fixed" 1PP has also been updated. I don't think there's *all* that much interest in this, so I guess I'll just post a link to it for anyone curious to check out. Moderators, feel free to take it down if you want. It does the following:
1. Fixes 1PP accidentally removing Energy Blade's icon for Black Blade of Disaster's.
2. Stops 1PP from overwriting a few descriptions (Radiant Plate's, The Sleeper's - also prevents it from turning the Sleeper into a flail, and instead makes it so waflail, Defender of Easthaven, uses those custom graphics instead).
3. Provides compatibility between IR and 1PP's "improved projectiles" component, as well as between SR and that component, as described above.
4. Provides compatibility between 1PP's "spell tweaks" and SR by preventing it from doing anything besides adding the custom armor graphics when it detects that SR is installed.
5. Fixes Daystar and Albruin's graphics being switched, Helm of the Rock (unupgraded) having an incorrect graphic, Gold Horned Helm having an incorrect graphic, and Deflection Shield having an incorrect graphic.
6. Fixes a few using seemingly incorrect description .bams.

It can be used with or without IR or IRR - these are problems regardless of their installation. Like IRR, it requires that you extract the original 1ppv4 package, and then extract my directory on top of it, and then just installing the mod as you normally would.

Link removed for new version below.

Edited by Bartimaeus
Link to comment

No problem!

Download 1.03c: https://github.com/BartyMae/1pp_fixes/tree/master/1pp
1. Although I mentioned it above, I actually forgot to make the "improved projectiles" component of 1pp compatible with SR's Protection from Missiles, whoops!
2. Additionally, I looked more into 1pp's spell tweaks component, and realized that the Cause Wounds spells were supposed to receive a special graphical effect when hitting the opponent, so I made it patch that in (instead of overwriting it), if it detects that SR is installed.
3. Finally, I also re-enabled the "IWD-style icons for cause wound spells" Spell Tweaks sub-option for SR installs because I realized that people may want that...but it'll do it without overwriting SR's spells if you select it.
4. 1.02b: I forgot that IR adds melee/throwing variants to axes and daggers, and they weren't getting the improved projectiles like the base item. Now they do, if they exist.
5. 1.02c: Fixed some of the problems with the projectiles (merged with BWP Fixpack's fixes that I had apparently overlooked).
6. 1.02d: Fixed a small mistake occurring to SHLD24.itm.
7. 1.02e: Fixed the BG1 version of Edwin's Amulet not getting its unique icon; fixed Spell Revisions' Beastmaster's Protection from Missiles not receiving proper missile immunity from 1PP projectiles.

8. 1.03: Fixed a big oversight caused by the BWPFP's fixes making it so much of the component did not work, as well as bolt09 not getting its unique animation due to another "wrong file" patch.

9. 1.03a: Fixed a bunch of miscellaneous stuff in the v2 core component. Additionally, made sure both versions of Spider's Bane are consistent with each other, fixed a few incorrectly assigned plate icons along with a bunch of incorrectly assigned description icons, a compatibility fix for IR/R for Scimitar +3 and Sword of Flame +1, a fix for Helm of Defense, and the restoration of Harbinger's icon that was mysteriously getting overwritten.

10. 1.03b: Fixed Boomerang Dagger getting its icon overwritten for no reason and Long Sword +2 having its colors set to that of Long Sword +3's.

11. 1.03c: A minor compatibility fix with the latest version of IRR.

It does not require the previous update. Any other problems with 1PP that people can think of, feel free to let me know and I'll try to fix those as well. Finally, I'll reiterate the previous install order: 1PP should be installed after both IRR and SR, but before Infinity Animations. If you are not installing IRR, then it should be after SR but some of it before and some of it after IR if you're installing that instead (unless you're Salk, and you know what you're doing). I'd refer to what IR says in regards to install order (although I believe it says to install the "improved projectiles" bit before IR, but it should actually be after now with my fixes). Otherwise, both IRR and SR will revert many of the patching changes it makes. With the 1pp fixes above, I *think* 1pp and SR should be one hundred percent compatible at this point assuming you install 1PP after.

Edited by Bartimaeus
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I actually don't know for sure about EE, as I've never played a modded EE game (as I prefer the originals). Vanilla IR is clearly based on the originals, but I just don't know how it would work. If somebody wanted to do a cursory test and see how things looked and get back to me to maybe fix some problems if there are any, feel free. (E): Thinking about it, I would expect my version of IR to be more compatible on paper, since it no longer adds 1pp stuff (some of which is already integrated into EE, if I'm not mistaken), so that, in theory, should lead to a less problem-filled install, but again, as I haven't even tested it ever, I don't even know if IR installs at all to begin with.

 

I will eventually compile a total list of changes here, but I've been recovering from wrist surgery the past two weeks and therefore haven't been able to do much recently. Typing even this one-handed is painful, haha. I will have a new version with a few fixes and changes out probably tonight or tomorrow, though. I just have to write out the changes first...

Edited by Bartimaeus
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A little later than I wanted, but version 1.08 is up.

 

Changelog:

1. Fixed the slightly revised Tree of Life Fruit not actually showing up in-game (and also explains how much it actually heals, which is 50).

2. Revised the Book of Infinite Spells a little. The spells it holds are Fireball, Improved Invisibility, Stoneskin, True Seeing, Dispel Magic, Cone of Cold, Invisible Stalker, Cloudkill, Lightning Bolt, Breach, and Hold Monster. Instead of potentially being stuck on the "last page" of the book for forever, you can now only turn a page once per day, and what you get starts with 0 charges for that sleep cycle (so you could use the current spell and then turn the page but not be able to use the new spell until you rest again). I never liked the "stuck on the last page" mechanic, because it just encouraged save-scumming and then staying on the same page for forever once you got one of the only two good spells. Now, you can change it a little more freely (but without automatically being able to go to the exact spell you might want) and the spell selection is way better and more balanced. Hopefully, this makes for a little more fun item. The current selection of spells may perhaps be a little strong, though: I'm open to changing them if people feel that's the case.

3. Re-enabled the Amulet of Health for the Trademeet artifact/nobleman peddler when using the store revisions component. As a side-effect, Lord Khellon (the normally evil-only NPC that spawns when you exit the Lord Merchant's home in Trademeet - I did not even know this guy existed until just a few days ago because I usually play a neutral character) no longer gives this as a reward for poisoning the Druid Grove, but now instead gives a Ring of Protection +2 and more gold (5000 instead of 1000 - the reasoning being that if you take the evil path for this quest, you're locked out of the High Merchant's 10000 gold reward, and so the evil path just really kind of sucked in the vanilla game: this makes it at least a little more fair).

4. The item machine in Spellhold (that gives Prismatic Chain/various pairs of boots) is revised a little when using the Store Revisions component: it no longer gives extra pairs of boots that you can find elsewhere in the game, but there are now an additional 4 tokens hidden in the area so that you can buy both the unique pair of boots and the unique armor. Also enabled was unused/improperly coded dialogue that never showed up for when you obtained all items in the machine: now when you buy both the boots and the armor, it actually displays it like it was supposed to.

5. Fixed some (self-inflicted) improper description handling of just a few "unusable" items (like Aegis-fang +5 that's Wulfgar-only - note: not the Aegis-fang +3 that that he drops upon death) that were causing problems with usable variants, as well as NPC-specific items like Firecam Armor, Flasher Launcher, etc.

6. Changed the strength requirements and weights of the Pantaloon quest reward items to more closely match the originals. I made them somewhat harsh in order to try to balance them a little, but what the heck, they're supposed to be silly and ridiculous items, so who cares?

7. Removed the Ring of Opportunity from starting dungeon. I thought it would be fun to replace the Ring of Protection +1 on the statue at the end of the dungeon with it so that you could continue having it, but apparently you can already import this(?), so it's been reverted. Additionally, immediately having a permanent +1 luck item was a little strong in hindsight, so it's probably for the best anyways.

8. Fixed the charges of some items (for example, the Rod of Resurrection starting out with 10 charges, and Greagan's Harp starting with 0 charges).

9. Fixed a compatibility problem regarding the Horn/Claw of Kazgaroth with Almateria's(sp?) Restoration Project. Now the two should match each other...if ARP is installed before IR (which it is in the default BWS install order).

10. Fixed an incompatibility problem between Unfinished Business and IR regarding Bala's Axe: IR would equip it to Mencar Pebblecrusher (from the inn in Waukeen's Promenade), and UB would place it in the engine room in the Planar Sphere. Previously, I fixed this by just letting Mencar keep his default weapon, buuut if you don't have UB installed, then it wouldn't be in the game at all, which isn't great. Therefore, IR will now remove it from the Planar Sphere (note: UB should be installed before IR, and again, it is in the default BWS setup) and equip it to Mencar again.

11. Moved World's Edge +3 (the "unique" BG1/T Two-Handed Sword +3) from Joluv's to the artifact/nobleman peddler in Trademeet.

12. Ribald's Ring of Regeneration is more difficult to steal again (I previously made it a little easier from vanilla IR, but it was perhaps a little too easy: now it's only very slightly easier than normal IR).

13. Fixed a few text problems.

 

(edit): Version 1.08b changelog: fixed a few MORE text problems (...a couple of instances where "an" or "a" were incorrectly used, such as in the Harmonium Halberd and Azlaer's Harp, and also I apparently didn't know the difference between "true" (base) class and single-class).

Edited by Bartimaeus
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I'll be honest, I don't fully understand what this is. I play EE and do not use 1pp... I was under the impression that 1pp is either incompatible, or simply unnecessary.

 

But this seems to be something quite different from a dimple compatibility patch for 1pp. It looks like there are fixes for normal SR? If so have they been reported? It's kind of disappointing if useful fixes are being made, but only for a fork of the mod that some people can't/shouldn't/won't know to use...

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Yes, that is correct: compatibility fixes for SR (and a couple of other mods), new items that were never handled by IR, a lot of text fixes, a near total reversion of 1PP, and some other tweaks and fixes. This was originally made totally for myself, and so I didn't create a changelog* of things that I did to start with or really have an eye towards "what other people want vs. what I want". I've actually spent a lot of time reverting some of things that I figured people wouldn't want (a few of the stronger item redesigns that I was experimenting with). Keep in mind that this was made (but not released) before your newest version of IR: I reported literally dozens of bugs and oversights over the years, and they went unfixed for forever - until you decided to take a shot at it very recently. So I decided to start fixing them myself...and then also started tweaking items for balance or usability purposes, and then, on top of that, tried to revise items a little that weren't ever changed by IR to begin with (the golem tomes, Jade Hound Figurine, the bonus merchant items, etc.).

 

It's O.K. if people don't use it: at this point, I'm not sure how it's realistically possible that people "should know" to use it. I don't think it can be integrated into the BWS as is (although the 1PP installer fixes probably could with relative ease into the Big Fixpack, and I would love if it they were), so it's probably hard for people to figure out that exists in the first place. If I could go back, what I would do is create a 1PP-friendly and bug-fixed version of the mod first...and then have the tweaks separate. But it was too late by the time I realized that maybe my work should be perhaps shared. Additionally, even if I had done that, Mike showed no interest in integrating the 1PP-friendly part of the mod, which I feel is the most important (...and time-consuming) part of my fork, and was a big reason why I started making a new fork at all. 1PP makes the vanilla game look so much better in such a variety of ways (item icons, paperdolls, and sprites, spell icons and spell effect graphics, UI tweaks, etc.), and it was so annoying not being able to install all of these mods together properly. So...if you use my fork of the mod, now you can, which is what encouraged me to release this fork at all: so people would finally have a properly working option for installing IR and 1PP together.

 

*Again, I will eventually make this...when I have more time and am not in pain recovering from surgery still.

 

(e): Additionally, like I said before, I have literally no idea what the status of IR (or IRR) is for the EEs. I guess I could try it out myself to see how things look, at the very least. Furthermore, I could integrate the EE-only items in regards to the descriptions, at the very least, so that they match the general format of IR's items...but since I probably won't ever use the EEs except for that purpose, I have little interest in trying to revise them myself. Is greater EE-compatibility and integration a thing that would encourage people to use this fork more?

Edited by Bartimaeus
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