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Sarge945

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  1. I have updated this to 0.2 The biggest change is that the resting mechanic stuff is now handled by the UI via tokens, rather than setting the area flag for disabling resting. This should mean that uninstalling the mod mid-playthrough won't break area flags and should be more robust overall.
  2. Damn I just looked at the gameplay changes for SCS and a lot of what's there is exactly what I was looking to do, but better. I hadn't really looked into SCS much before because I significantly prefer iwd over bg for gameplay, but it looks like a great mod. I guess mine still works for IWD:EE and is more focused, but I feel like maybe I have reinvented the wheel a bit here...
  3. Infinity Engine Rebalance v0.2 A mod by Sarge945 About AD&D (and by extension the Infinity Engine games) is in my opinion a good ruleset, and seems to be very well designed around resource management - healing potions are mildly rare (at least in the early game), spells can only be cast in limited quantities before resting, etc. This is very good in many respects, and forces players to adapt and conserve their more powerful spells, rather than having an endlessly-refilling mana bar. I feel like this design heightens the survival/preparation aspect of the game and increases the feeling of adventure, and prevents the game from becoming grindy. The way the rules are actually designed and implemented in the infinity engine games, however, leaves a lot to be desired. There are various mechanics (resting, etc) which work reasonably well in a pen-and-paper context with a DM to prevent degenerate abuse of the rules, but in a videogame there's nothing stopping players from endlessly abusing certain mechanics over and over again. This is a mod for the Enhanced edition games, and is largely focused around gameplay systems and undermining cheesy or degenerate gameplay. In the future I also intend to balance certain things, add more meaning to underutilised mechanics, and generally improve the game experience. Some content may be added here and there but the goal of this mod is not to add new content, it's mainly to improve the existing content by balancing it and polishing it to be as fun as it can be. Some users here might remember that I posted an ancient version of this a long time ago in another thread, titled simply "rest overhaul". This is the continuation of that work. Features Disable Free Saving. One of the biggest issues in my opinion in these games is the ability to easily quicksave and quickload. This is especially important given how RNG driven a lot of things are. With this feature enabled, saving via the menu and through quicksaves will be disabled completely. The only way to save will be autosaves and by resting. Being able to redo any fight because our Warrior took 5 extra hits due to bad play disincentivises playing through mistakes, and instead encourages constant reloading, which also undermines the difficulty of the game. I found that by using this, mods like SCS were far less necessary, and even playing on Core Rules is a lot more strategic because mistakes cost a lot more. This feature is fully compatible with the Interval Saves feature from Tweaks Anthology, which I highly recommend using alongside this mod. I personally use the 30 minute version, but the 15 minute version is probably a lot more balanced. This module is best used alongside the resting overhaul. Resting Overhaul. Resting is a very important mechanic, and was completely botched in my opinion. Resting repeatedly in an easy area for free healing and spell recovery is a complete no-brainer, as even if you get ambushed most enemies won't pose a threat at all. In some harder areas resting can be almost suicide, and it's purely up to chance. In the worst case, resting can degenerate down to mashing the quickload button and the rest button until you get a "free" no-ambush rest, or you can walk to the nearest town and rest in an inn to completely refresh everything for ~5 gold, which is ridiculously cheap and makes temple healing (which is significantly more expensive) completely worthless unless you don't have any clerics in your party. With this module, resting is no longer a free action. Instead, camping supplies must be purchased (for about 200 gold each) from any shopkeeper. They also weigh 10 pounds each, so while you can stock up relatively easily, it will still make you think twice before resting. You also can no longer be ambushed while resting - it costs resources, but won't put you in danger, taking the chance element out of it completely. Resting at an inn doesn't require camping supplies but is also significantly more expensive than it was in vanilla (most inn prices have been multiplied by 40 or so), and while it's still cheaper than using camping supplies, it's also non-portable. Now, if you just want a little bit of healing, the temple is your best bet. This module is best used alongside the saving module. Reduce Gold Found. The economy in Baldurs Gate and Icewind Dale are rather exploitable, and part of this is down to how much gold you can find very easily by killing enemies. This module is very simple, all it does is reduce the amount of gold found by some multiplier. Remove IWD:EE Extra Kits (IWD:EE Only). The Enhanced Edition added a number of additional kits to Icewind Dale, mostly ported from BG2. While this provides more consistency, some of these kits are considerably more powerful than what the game was designed for, resulting in a noticeable decrease in difficulty. Josh Sawyer has mentioned numerous times on stream his distaste for the balance of the added kits in IWD:EE. This module allows you to remove some or all of these kits, on a class-by-class basis, as well as the Shaman and the Monk classes. I personally remove the Paladin, Fighter, Ranger, Thief and Bard alternate kits, because I find them to be too powerful, but I leave the wild mage and Shaman. Add Icewind Dale Bard Songs (BG:EE/BG2:EE only). The bard song in Baldurs Gate is, in my opinion, pretty crappy. Worst of all, it's boring. I was very disappointed playing a bard in BG after playing one in IWD. This module adds the 5 bard songs from Icewind Dale to the Baldur's Gate bard, which should integrate as seamlessly as possible Installation Installation is standard weidu fare. You know the drill. Download the file from here (it's too large for me to attach) Do not use this with the original versions, it's only compatible with EE. Please use the latest (post 2.0) EE versions. Please note this is a beta, there is likely to be bugs. Future Plans/Ideas I had some things that I wanted to consider implementing or changing, and I am very open to discussion/opinions on these topics: Make fatigue and morale more meaningful in IWD. Both mechanics exist in the game already, but are barely used at all. I think I have seen one character ever get fatigued, and have never seen morale affect anything. Make Alignment mean something in IWD. Currently, whether you have a good or evil or mixed party doesn't matter at all. Some kits are supposed to be restricted to certain alignments, and there are some kits built around this mechanic (Blackguard), but it doesn't affect anything at all. I don't know if anything can be done to help with this, since it would likely require adding more story content or changing the plot, which I'm not prepared to do. I am very open to options regarding this. Better Familiars. Currently familiars don't seem to be worth the risk to me, so I just leave them in my pack for the free HP. I feel like the permanent Constitution loss is too strong, and would probably prefer a temporary constitution loss until the familiar is re-summonned. Change the healing amount of the different inn rooms. Currently, there's no real reason to ever get anything other than the peasant room. I'm not sure this is actually possible to fix.
  4. Would it be a good idea to implement some sort of icon fix into the tweaks pack? https://github.com/tunbridgep/ie-iconfix https://forums.beamdog.com/discussion/41397/do-the-new-item-icons-suck-in-baldurs-gate Additionally, I would recommend modifying this script to make the larger versions of the icons double in size (by simply using pixel doubling), so that they look much larger when placed on your mouse cursor, which makes them similar to the original versions of the game (see the screenshot in the linked thread). The "on-mouse" icons in EE are absolutely tiny.
  5. 2 suggestions: 1. IWDEE contains a lot of the large hand-drawn item images from Baldurs Gate (which you normally see when inspecting an item), but the game never displays them because it uses a single-column layout and only shows text. I wonder if it's worth modifying the UI to make these visible, since they look very nice in BGEE 2. Apparently the EE's don't really display item icons properly, at least according to this thread. Someone has made a mod to replace the BGEE item icons with the original zoomed in ones, but It's just BAM replacements, and was done manually. This should be automated with weidu, since it only covers BGEE items (not BG2EE or IWDEE) etc. Also please note SOD adds it's own items which don't have the zoomed-in version, so they may look out of place. I would recommend someone create some nice inventory icons for them so they can be included too (and any others from other games that make sense). I think a module like this would be excellent for tweaks. Especially if it could be used in other games too (IWDEE and PSTEE) and contained more icons for the new items added in the newer expansions. UPDATE: Okay, turns out bambatcher already does this
  6. For the sake of adding depth to the gameplay and making things more interesting, I have ported over the bard songs from IWD:EE into BG:EE, so now you can choose between 6 different songs as you level up. Fun fact: The IWD song "The Tale of Curran Strongheart" has the same morale reducing effect as the default BG1 bard song, despite morale not really being a thing in IWD.
  7. I originally wanted to do this, but as you say it requires tremendous work. It's also extremely prone to breakage and generally not a good solution. If the encounters are too easy, resting becomes inherently worth it at all times, not solving the issues If the encounters are too hard, resting becomes virtually impossible (like with the quadruple spawning component that already exists). Even if you were to meticulously balance everything perfectly (a monumantal task), you're still creating a system that's inherently an RNGfest. Which means instead of spam resting, people will spam quicksave instead. My solution isn't exactly convoluted. You have to buy an extra item at stores occasionally, the same way you might need to occasionally buy arrows, potions, etc. You're free to not like it, I get that it's not for everyone, but I don't think any RNG solution is really going to work all that well, unless quicksaving was also curbed. (For the record, I also made a save-disable mod that only lets you save at inns. Specifically to remove the save scum aspect as well. But disallowing saving also disallows resting, so it wasn't viable since there was no way to reliably refresh your abilities in a dungeon, and no amount of enabling/disabling resting with camping supplies etc could fix it). On an unrelated note, if anyone is interested in trying out the resting changes, I have attached an early PRE-ALPHA version. It uses placeholder graphics. It's only for feedback, do NOT use it on a real game with a character that you care about! BalanceModALPHA.zip
  8. I already ported it to BG:EE. I have sent you a PM
  9. This is the core of the problem. It also affects plenty of other games too that have time-based healing or travel systems (TES, The Witcher, etc). Resources are effectively infinite because the time-tradeoff is essentially meaningless. If BG, IWD etc had more time-based quests it might matter. But even then, it's not a good solution, because there's still plenty of non-time based quests, which would still exhibit the same issue. Interesting. I wouldn't be surprised if a lot of people have to artificially limit themselves in order to make the resting mechanics fun. Unfortunately, having people play suboptimally on purpose to make up for shortcomings in game design really isn't a good way of fixing game design problems. It's why I am trying to fix it more fundamentally. A few comments on this. First, I appreciate your feedback. Secondly, this isn't really a proposal for tweaks. While it may have started as one, It's now well beyond the scope of tweaks, and it's also mostly done (the mechanics are in, just needs some art and balancing) as a separate, standalone mod. You're welcome to try it if you want, however it sounds like your're not super interested, which is totally okay. I appreciate talking through these ideas with skeptical people who will question them, it forces me to really come to terms with the implications of my design. I appreciate your concerns about fatigue. Just so you know, this mod was originally created with IWD in mind, since it (IMO) exhibits some of the worst abuse of the mechanic, since it's mostly dungeon-crawling, lots of tough fights one after the other, resulting in lots of rest abuse. Fatigue is also not really much of an issue in IWD because there's not much travel involved, usually each location is only 8 or so hours out of town. I haven't really tested it thoroughly in BG (am only doing a runthrough now), so I appreciate you pointing out how the different structure of the game matters. Perhaps if I added fatigue potions, which were super cheap (5 gold each or so), and would mitigate the fatigue penalties but not refresh your spells or heal you. I am not really concerned about being able to avoid fatigue constantly, the real core of the issue is the action economy around spell slots. Adding a fatigue potion wouldn't upset that balance, and would make long treks of exploration more interesting. Also keep in mind there's nothing stopping you taking multiple camping supplies with you, just prepare for the trip ahead of time. Sorry, I should stop talking about non-tweaks related things in the tweaks thread. I would be happy to continue this in PM's if necessary, or create a new thread for it.
  10. I have looked at the STO files. They store the room prices, but not the room effectiveness. That's why I assumed it was in some 2DA somewhere. It may be hardcoded into the engine, though, which would suck. I could always add the HP manually via script, but it seems that the infinity engine only has a way to detect if the party rested, not in what way they rested. I can use the area flags to determine if they are camping (OUTSIDE, DUNGEON etc) vs at an inn, however I cannot differentiate between what room types they chose. The issue with this approach is that resting is generally more valuable than healing directly, because clerics get a huge healing boon by resting, so the moment you have a cleric in your party, you will get more value out of resting than you will out of healing. Compare 20 gold for 1 cure minor wounds vs 3 gold for a rest for the night which completely refreshes a clerics healing spells so they can heal 100+ health points. As for why I want to change the rest heal amounts, I don't really care much about the world of magic thing (although I guess that is important). I see it as more of a gameplay thing. It's more of an issue with the resting system in general. The design in AD&D seems to be based on the following 3 points: - Inns are good for mages/clerics, because they can heal themselves and then rest to recover their spells. It's also designed around party healing - everyone benefits. - Temples are good for warriors, because they can get healing directly since they won't get much healing from resting. They are more focused on individual services. - Resting in the wild is supposed to be dangerous, unreliable, and something to be used sparingly. It does benefit the group as well but comes at a (high) cost. I feel like in the context of AD&D itself, this is mostly fine, since it gives warrior classes and magic classes different and mostly equal ways to recover health safely during downtime. However, I also feel like most Dungeon Masters and players would use these services in a reasonable fashion, DM's would make sure everything is fairly priced, and from my experience in most campaigns, once people leave town they don't return until after the task is done. There's usually not much chance to abuse the resting system since most DMs will tailor the experience to their players or add some time constraints that make resting constantly impossible. Even a strict "by the book" DM may find it frustrating having the party rest constantly, so they would likely add some restrictions to it to prevent abuse. The action economy design of AD&D relies on resting in the wild being used sparingly. Spells are limited by slots, and slots are supposed to only refresh once per day, which in a typical campaign will mean you will have to use them sparingly, especially higher level spells. How this manifests in the IE games, though, is a different story. Resting is extremely overpowered in these games, especially in dungeons, because it can be done repeatedly for little effort, and the chances of being ambushed are relatively low. Even if you do get ambushed, it's usually worth repeatedly trying to rest in order to heal, since it's absolutely worth it even if you have to kill a few more area enemies (which, for the most part, aren't a big deal and are usually far easier than the actual tailored encounters in those areas). The only time resting becomes remotely dangerous is if your party is weak and near death. Even then, the encounters are usually quite easy compared to what you've already fought, so it's usually worth it to take the risk. Unless one of your characters dies and you need to go back to town to revive them, the games usually become a repeated case of "complete encounter, rest, recuperate, do next encounter, rest recuperate" etc. It's similar to savescumming but it's more like restscumming. If done right, you will always have all of your most powerful abilities available for every encounter and will never have to ration them. Resting is a constant and as such, there really is no action economy, since recharging everything and healing is effectively free, just with a small element of risk involved. I have no doubt that if someone tried to do this in a real AD&D campaign, they would be punished by the DM for trying to game the system, but because it's a legal way to play, the IE games don't really punish you for it. Tweaks tries to fix this by allowing you to increase the ambush chance while resting, however I feel this is a very clunky solution, as it usually goes one of two ways. Either, you fight a couple more easy ambushes, then rest, so it's just more busywork in order to refresh your abilities, or you end up in a situation (especially with the Quadruple setting) where it's virtually impossible to rest, as you will get ambush after ambush, which tilts the action economy way too far in the other direction, effectively forcing you to constantly travel back to town repeatedly when you inevitably run out of spells and get closer to death, because there's no way to realistically rest in a dungeon at all. This core IE design also has a knock on effect. Because it's so easy to rest in the wilderness, it makes sense that inns, in order to compete, have to be super cheap. It therefore punishes warriors quite a lot. If I have a party of 6 warriors, and they all get brought down to 1 HP, I may have to spend upwards of 100-200 gold per party member to heal them at the temple, since cure minor wounds is usually around 20 gold per cast and I have to pay for it repeatedly (not to mention the more expensive healing isn't worth the cost because of diminishing returns, but that's a separate issue). That's roughly 600-1200 gold. Meanwhile, with even 1 cleric in my party, I can rest at an inn for 3-15 gold, and even if I have to rest 6-7 times to heal the whole party, that's still only a total of about 100 gold to get everyone to full health. Worse, the warriors, even after being healed at the temple, will still have to additionally pay the 3-15 gold on top to rest to recharge their abilities and remove fatigue. Or they can just rest again in the wilderness for free and maybe have to kill a few goblins. Neither option is all that great. I feel like the way resting in the wild is supposed to work is that you can get assistance when you need it, can strategize around refreshing your spells and healing, and can recuperate when you need to, but you can't abuse it or do it repeatedly or infinitely regenerate spell uses and undermine the "uses per day" mechanic. It's a mechanic that makes a lot of sense and adds a lot of depth when used properly. The way it's implemented in the IE games, it's mostly brainless and stupid. A button you click when you've finished with a fight to magically get all your spells back for no effort or thought. Maybe it will annoy you with a fight, but most of the time it's worth it to press the button. As a result of this, I redesigned it using some of the clever and positive design changes from Pillars of Eternity and my own game design philosophy, in an effort to increase depth and make resting as a mechanic more interesting. Namely: - Resting now requires Camping Supplies, which cost 100 gold each (which, factoring in store prices, is usually around 150 gold realistically) and are single-use items. Resting no longer has any chance for ambush, it will always be successful. This gives you a reliable way to rest in dungeons and strategize around when you want to refresh spells and heal, but with a cost involved, so you cannot spam resting between each encounter without paying severely for it. - I am also thinking of making resting in the wild heal you for some amount, so that warrior parties can benefit from it as well as parties with clerics. Warriors really do get the short end of the stick in the IE games the way this is implemented by default. This should additionally make it so that you don't need to rest multiple times with any party (as that could get very expensive) - Inns now cost about 70 gold per night, so they are a little cheaper than camping supplies, you're paying less because they are less convenient, but resting still has a cost associated with it. - Temple healing remains the cheapest still, at 20 gold per minor heal, but is still largely only suited for warriors. It has a niche, even for parties with clerics, since if you only need to heal a small amount on one or two people and don't need to rest it will be much cheaper than an inn. I'm still tweaking the numbers, and would appreciate suggestions. The general issue I have is that the prices, while making sense gameplay wise, don't fit into the world. I can buy a working war hammer for 5 gold, but some wood and a few tents, costs 20-40 times as much. And I can't reuse it. That makes no sense. I am personally willing to suspend my disbelief there if it results in better gameplay, as I will enjoy it more overall, but I can see how some "RPG's are all about world and story" types might not like that. While they are free to enjoy the much worse gameplay of the original system, I would hope there's a way to fix it while also remaining more true to the internal consistency of the world, for the benefit of everyone. The other big issue with this system is that it still leaves the different room types largely not worthwhile. A peasant room is about 70 gold, a noble room about 100 and a royal room about 200 (I am just multiplying the existing room prices by about 50). There's no good reason to ever buy anything other than a peasant room, the extra 1-3 HP increase is not worth it at all. I was hoping that by being able to modify the room healing amounts, I could make it worthwhile for a party (especially a party of warriors) to spend more on the larger room, as they would be able to recuperate a lot of health in a more efficient fashion than the temple. I feel like this way, every rest option would still have a niche, the temple would still be useful (right now buying temple healing is completely useless the moment you find a cleric) for healing individuals for cheap, and there would be valid reasons to buy the bigger rooms. I hope that all makes sense. I have tried to explain clearly what my issues with the systems are and how I went about trying to resolve them. I don't meant to turn this entire thread into a balance discussion or a critique of AD&D mechanics. I just find it very interesting to talk about and it's nice seeing people engage with what I am doing. I'll be honest, in a lot of discussions about both the IE games and AD&D in general, I have found a lot of elitism from people who feel like the games are perfect and any criticism of them is just some sort of toxic jealousy from a D&D 5e player (or something). It's refreshing that forumgoers here largely have open minds, because these games do very much have design problems. That's okay, no game is perfect, and we are all lucky that the issues are with the gameplay - something that's relatively easy to fix - vs the story and setting. It's why the IE games are fixable, but something like Fallout 4 which has structural lore, world and story problems is not fixable no matter how many tens of thousands of mods people make for it.
  11. Decided to give WeiDU modding a try. I've been a busy boy... I've managed to mostly fix savescumming and rest abuse. I have made a simple mod where shopkeepers sell "Camping supplies" for 100 gold, and resting requires camping supplies. It's not ready for release and currently only works with IWDEE, but the core framework is there. Yes, this mechanic is blatantly stolen from Pillars of Eternity. Done, it's here Is there a way to increase the healing amount for resting in an inn? The different room options seem mostly pointless. I had a look at some of the 2DA files and couldn't find one for inn HP. Also, tweak suggestion. Would it be possible to use the portraits and sound packs from BG in IWD and vice versa. Baldurs Gate has a LOT more diversity in both portraits and sound options, however I feel like both games have very good portraits (I actually prefer the IWD portraits). I wonder also if it's possible to port across some of the nice UI features from both games, such as the nice difficulty selector at the start of Baldurs Gate EE. I have also noticed Baldurs Gate has a lot more diverse and interesting sounds when selecting items in the inventory. Icewind Dale mostly everything just makes one of a handful of sounds when picked up.
  12. Fair enough. It might improve the gameplay if there was a minimum price requirement before gems and potions started being unidentified, to cut down on the needless right clicking in the early game on mostly worthless gems that can be identified by almost anybody. For example, everything below ~100 gold value would not need to be identified, everything above that would require identification using the standard price formula. This makes sense both thematically and in a gameplay sense. Thematically, it makes sense that anyone should be able to recognise basic jewelery, much like how it is in real life. But identifying anything rare, unusual or special requires an appraiser. Gameplay wise, it should reduce the amount of right-clicking required for commonly found, nearly worthless gems, while still restricting the more expensive ones to using the identify spell or paying a shopkeeper. So should I consider this a bug? I also noticed I could identify some quest items (like the strange liquid found in Icewind Dale Chapter 1 or Mirek's Family Heirloom), which gives no real advantage for doing so. There should probably be a list of excepted quest items that never require identification. I like the mechanic of spell learning having a chance to fail, but after buying a spell, it feels a little weird losing it immediately. What if stores sold "Spell Tomes" alongside scrolls, which cost 2-3x as much, but which add the spell to your spellbook with 100% chance when used. So a lower-risk, higher cost way of learning spells? I would also add a small chance of finding tomes in the world, especially for some of the rarer spells that can't be bought. Thanks for taking the time to respond, and bearing with me. I'm sorry for suggesting so much. Sorry if it feels like I have a bunch of wacky suggestions. As a game designer, I have quite a lot of issues with the more badly designed aspects of AD&D, like the camping system that effectively renders the action economy meaningless. If I had some mod making skills, I would try to overhaul some of these core mechanics, but I can see how many suggestions might not fit into the design ethos of a tweaks mod, especially one that's supposed to mostly keep everything vanilla-esque. I had a look at the tp2 file for cdtweaks and it's a foreign language to me unfortunately.
  13. Yeah I have been using this. I am getting used to the +50% version from the 100% version, so it's not really much of an issue anymore. I rescind my suggestion. That works too, as long as the other characters are still required to be somewhat nearby (maybe within 10 squares) and you're not in combat. I have a few more requests. Sorry if it seems like I have a whole laundry list of requests, I just think of things over time and then dump them all at once, sorry if I seem to be asking for lots or seem ungrateful for this mod. It really is very great. 1. Can we get an option so that charged items don't destroy themselves when they run out of charges. Instead, we get an "empty" version, which can be recharged by paying (300 times the total charges) gold at any shop that sells magic items. 2. Would it be possible to make chests/containers in dungeons etc change colour (or become unusable) once they are empty? Just a small quality of life thing. 3. The bard can still elect to use items, spells etc while singing, which will end the singing. This means using a script to make the bard sing by default in combat is useful, as you can still select them and tell them to cast spells, use potions etc easily, after which they will go back to singing automatically. Shamans on the other hand disable every other action including item and spell use while dancing, which means that if you're making them dance automatically and you want to use a spell, you have to manually tell them not to dance, then wait for them to finish dancing, use the spell, then tell them to dance again. Worse, some scripts will immediately turn on dancing as soon as you turn it off, which makes it even more annoying because you don't have enough time to use whatever before the script re-enables dancing. Would it be possible to make Shamans work the same way as bards, ie not disable the rest of their kit when they are dancing? This would be perfect if actually using the action still waited until they were no longer dancing (which I assume is the reason why their abilities are disabled in the first place), to retain intended balance. 4. I feel like with the "Gems and potions need to be identified" feature, I feel like the lore values need to be increased just a little bit. My meager basic party has been able to identify everything they have found so far, so realistically it's just an exercise in busywork having to right-click everything with no gameplay. I feel like gems especially should have their lore increased a lot, since they are just gold generators, to really make the feature worthwhile. Currently there's been absolutely no restrictions at all on what I can identify easily, which really defeats the purpose of such a gameplay change. I understand that I DO have a mage in my party, so things may change if I decide not to have one, but so far it's been mostly a non-issue, without any need at all to get any lore boosting items or anything. Additionally, I feel like gems/potions sold in stores should already be identified. I guess in the worst case there's always an Identify spell, so it's not really much of a big deal anyway. 5. Could the "Remove "+x" From Unique Item Names" feature be extended to Icewind Dale? Items like Turodahel +2 come to mind. 6. Is there a way to make the "Easy Spell Learning" component apply only to scrolls bought from merchants? So we can memorise spells from merchants always, but ones in the world will still be random. --- I also tried out the "Kuldahar Merchant" who lets you swap special items that you find in Icewind Dale. I have some feedback, namely: I had to identify the items I received from him, which felt a little odd, since he tells you what the items are in the actual shop pages Would it be possible for him to tell you what each item does before you buy it, like you press on it, he says "This item blahblahblah, do you still want to purchase it?". I had to go looking on the Wiki to see what half of them did Can we adjust his commission? 1000 gold seems a little steep in the early game when you get a bad drop. He should probably wear more unique clothing colours, the drab gray which all the other commoners wear makes him a lot harder to notice. Maybe bright red? He is a rich merchant, it makes sense that he should be wearing noble clothing. I noticed he doesn't trade everything? I found the +1 chainmail in the Temple of the Forgotten God, but couldn't trade it for everything. Are there some rules for what he is and isn't willing to trade? I have never edited the game before, but have written some player AI scripts. I wonder how hard some of these changes would be to make... --- Offtopic, would it be possible to get the W_PackMule mod to work with Icewind Dale EE? It already works for IWD-in-BG2, I think it just needs to be ported across. I asked on that forum and got no response. Sorry for asking here.
  14. I have 3 feature requests: 1. Would it be possible to get a 25% version of the "move faster outside of combat", OR a "only move faster in town" version. Being able to walk the wilderness really fast is kind of a bit of overkill sometimes 2. Would it be possible to increase the size of the "exit zones" (for travelling between maps) so that characters bunch up and get stuck less? Maybe to twice their current size, so characters don't have to all bunch up in the exact position near the exit to leave.
  15. You also need to make sure the slashes in the chittin file are correct. Good job on the symbolic links. I personally use a script to change and then restore the case of the original files, but making links seems like a more permanent solution as the game can be left in that state permanently (whereas in my approach it has to be set, weidu run, then restored). Does anyone know if there's a way in Linux to have symlinks for "folding" two folders together? What I'd love to do would be to have the original unmodded game in a folder, then have a separate mods folder, and merge the two. I guess I could do it either using a script or using something like GNU stow. What's this I hear about an /override folder?
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