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Vedran's Lost Items


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#41 Miloch

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Posted 05 May 2009 - 11:55 AM

It looks like you can remove the size 50 stacks by commenting-out 'WRITE_SHORT 0X38 50' (which appears twice - lines 409 and 694) in the tp2.

Yeah. I thought we made that an optional component but I guess that's still slated for a future release.

Miloch, what do you think of Adul's Unarmed Adjustments monk tweak:
http://www.shsforums...showtopic=39949

It appears to be compatible with the Lost Items monk tweak, so do you think using the two together is balanced?

Monks are pretty lame, especially early on in BGT or Tutu. So anything that attempts to remedy that probably isn't unbalanced. But as Azazello pointed out in that thread, the Monk Remix of Sword and Fist does much the same thing, and it does so by patching instead of overwriting, so you're better off using that. Lost Items' monk component does something different (applies the wisdom bonus via a spell) so it's technically compatible with either.

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#42 -john-

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Posted 16 July 2009 - 04:17 AM

i just started trying to use bgtutu and with this mod in my game seems like i have a unusual monk.
he starts at level one with -1 exp to obtain next level, armorclass -10, base thaco of 0, and he hits for 25 dmg without a crit, doing 50 or more on those.
what did i do wrong?

#43 -john-

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Posted 16 July 2009 - 05:08 AM

i just started trying to use bgtutu and with this mod in my game seems like i have a unusual monk.
he starts at level one with -1 exp to obtain next level, armorclass -10, base thaco of 0, and he hits for 25 dmg without a crit, doing 50 or more on those.
what did i do wrong?


i tried to create other characters, it seems to be just the monk class which is buggy.
also it's level 0 not level 1, and i also have saving throws all at 0

#44 -john-

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Posted 16 July 2009 - 03:13 PM

i just started trying to use bgtutu and with this mod in my game seems like i have a unusual monk.
he starts at level one with -1 exp to obtain next level, armorclass -10, base thaco of 0, and he hits for 25 dmg without a crit, doing 50 or more on those.
what did i do wrong?


i tried to create other characters, it seems to be just the monk class which is buggy.
also it's level 0 not level 1, and i also have saving throws all at 0


I have done further testing with reinstalling, etc. This mod isn't the conflict, but I'm as of yet unsure which mod is.
Guess that's my own fault for installing 20 mods without testing their compatability, anyone know which mod might be screwing up my monk class?

Using quite a bit of mods, I'll post them when I return home.

#45 vilkacis

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Posted 17 July 2009 - 07:52 AM

Since you have ruled out the possibility of this mod being the cause, this is not the place for further discussion, but feel free to make a new topic in IE General Help instead.

#46 Tonton Fred

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Posted 31 July 2010 - 10:13 AM

I've been having problems with the Monk AC/THAC0 bonus component. The bonus is applied through the BG1 starting area script, which on certain conditions (class=monk, wisdom>15, a certain global not set to 1), applies 2 effects by calling an SPL file.

Problem is the timing mode on the effects is 1 (instant/permanent until death), meaning that upon death/resurrection, the bonus will go away. Not such a big problem if the monk is CHARNAME, as him dying would be a game over anyway, but it appears even reloading a saved game will cancel the bonus... Posted Image Start a new game with a monk with 16 wisdom, bonus is there. Saving and reloading results in the bonus not being there anymore...

I fixed it by changing the timing mode to 9 (instant/permanent), that seems to work. I'm surprised that no one had this problem before, it seems the component is plain broken as it is ? Or could there be something with my configuration that makes it not behave like it should ?

Cheers,
Fred

Edited by Tonton Fred, 31 July 2010 - 10:14 AM.


#47 Miloch

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Posted 24 August 2010 - 09:04 PM

Problem is the timing mode on the effects is 1 (instant/permanent until death), meaning that upon death/resurrection, the bonus will go away.

Timing mode 9 is essentially "permanent even after death" so yeah, that'd make more sense. I think it was Ascension64 who converted this component to its current format, though he may have used files from the original authors.

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#48 Psalm

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Posted 11 October 2010 - 10:11 PM

I am confused by the description for the first component :huh:

DESCRIPTION
This mini-mod adds a number of standard Baldur's Gate II items into BGT-WeiDU, BG1Tutu, or EasyTutu. A few issues have been addressed, namely:

Component 'Lost Items'
1) No upgrades for throwing daggers or spears, no katanas, ninja-to or wakazishis, no scimitar upgrades until the late game unless you whack Drizzt (How could you?). Nor are there gem bags, scroll cases, potion cases, ammo belts or bags of holding. This component adds Gem Bags, Potion Cases, Scroll Cases, Ammo Belts, Bag of Holding, Spear +2, Scimitar +1, Flail +1, Flail +2, Katana (unbreakable), Katana +1, Katana +2, Wakazishi +1, Ninja-To (unbreakable), Ninja-To +1, Boomerang Dagger +2, Poison Throwing Daggers, Sunstone Bullets, Bracers AC5, and Bracers AC4 to a number of adversaries (mostly in the first half of the game) and containers in areas. There are also a couple of items not mentioned that should make some late fights more interesting - nothing overpowered though. The vanilla Katana and Ninja-To will not break and are available so early that starting characters out with those proficiencies are now feasable. Ammo stacks are increased to 50, including Throwing Axes (standard only), Darts, and Throwing Daggers, both garden-variety and poisoned.

The part in bold is contradicted by what follows it. Am I correct in assuming that it means gem bags...etc are not available UNTIL the late game as well?

Also, according to this old thread at PPG, Miloch was further developing this mod. Is this it, or is there another (Miloch's) version, or were his efforts redirected into the Unique Containers mod?

#49 Jarno Mikkola

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Posted 11 October 2010 - 11:53 PM

I am confused by the description for the first component :huh:

DESCRIPTION
This mini-mod adds a number of standard -- items into BGT-WeiDU, BG1Tutu, -- EasyTutu. A few issues have been addressed, namely: a list of items the original mods(BGT&Tutu's) didn't have... that this mod adds

Easy ?
If you cannot read that as a whole, you will have this problem, but if you can, you don't...

Edited by Jarno Mikkola, 13 October 2010 - 07:31 AM.

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#50 Psalm

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Posted 12 October 2010 - 08:09 PM

I am confused by the description for the first component :huh:

DESCRIPTION
This mini-mod adds a number of standard -- items into BGT-WeiDU, BG1Tutu, -- EasyTutu. A few issues have been addressed, namely: a list of items the original mods didn't have... that this mod adds

Easy ?
If you cannot read that as a whole, you will have this problem, but if you can, you don't...

Why give such a cryptic (& dismissive) response instead of a clear answer? :unsure:

#51 Lollorian

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Posted 13 October 2010 - 06:12 AM

@Jarno: :doh:

Methinks he meant why the readme denied adding bags and followed the next line by saying it added bags :lol: ... At the end of the day, yea, the mod does add some bags all over the game ;)

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#52 Miloch

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Posted 13 October 2010 - 06:14 AM

What he means is that the description of those items being not present is that they are not present in the unmodded BG1. Therefore, "Lost Items" addresses that.

And yes, I was working on a new version but I shelved it in lieu of working on more pressing mods. I addressed some of the more glaring issues in Unique Containers, so install that after Lost Items.

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#53 Psalm

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Posted 13 October 2010 - 11:06 AM

So Jarno just misunderstood my question, then. :P No probs anyhow, I do appreciate your help Jarno.

Lollorian & Miloch, thank you both for clearing things up for me. :)

Maybe the readme should be amended to avoid confusing people like me. ^_^

#54 10th

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Posted 24 October 2010 - 09:47 AM

Lost items adds a katana, swkat.itm, with the magical flag tagged. Resulting in an otherwise unenchanted weapon being completely useless against protection from magical weapons.

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#55 Miloch

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Posted 24 October 2010 - 10:16 AM

Did you mean:

completely useless useful against protection from magical weapons.

Or:

completely useless against protection from magical normal weapons.

:D

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#56 10th

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Posted 24 October 2010 - 02:47 PM

:whistling:
I meant that this seemingly unenchanted katana is useless against protection from magical weapons, as it's a magical weapon itself.

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Edited by 10th, 24 October 2010 - 02:48 PM.

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#57 darkkhaine

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Posted 01 March 2011 - 12:08 PM

I've been having problems with the Monk AC/THAC0 bonus component. The bonus is applied through the BG1 starting area script, which on certain conditions (class=monk, wisdom>15, a certain global not set to 1), applies 2 effects by calling an SPL file.

Problem is the timing mode on the effects is 1 (instant/permanent until death), meaning that upon death/resurrection, the bonus will go away. Not such a big problem if the monk is CHARNAME, as him dying would be a game over anyway, but it appears even reloading a saved game will cancel the bonus... Posted Image Start a new game with a monk with 16 wisdom, bonus is there. Saving and reloading results in the bonus not being there anymore...

I fixed it by changing the timing mode to 9 (instant/permanent), that seems to work. I'm surprised that no one had this problem before, it seems the component is plain broken as it is ? Or could there be something with my configuration that makes it not behave like it should ?

Cheers,
Fred

I have the same problem. Also, i tried to give my monk the bracelets of AC8, but it didn't improve his AC. I'm not sure this is related to the wisdom bonus to AC though.
Fred, can you explain how you change the timing mode please ?

Edited by darkkhaine, 02 March 2011 - 12:28 AM.


#58 Windstrider

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Posted 06 July 2011 - 06:10 PM

I've been having problems with the Monk AC/THAC0 bonus component. The bonus is applied through the BG1 starting area script, which on certain conditions (class=monk, wisdom>15, a certain global not set to 1), applies 2 effects by calling an SPL file.

Problem is the timing mode on the effects is 1 (instant/permanent until death), meaning that upon death/resurrection, the bonus will go away. Not such a big problem if the monk is CHARNAME, as him dying would be a game over anyway, but it appears even reloading a saved game will cancel the bonus... Posted Image Start a new game with a monk with 16 wisdom, bonus is there. Saving and reloading results in the bonus not being there anymore...

I fixed it by changing the timing mode to 9 (instant/permanent), that seems to work. I'm surprised that no one had this problem before, it seems the component is plain broken as it is ? Or could there be something with my configuration that makes it not behave like it should ?

Cheers,
Fred

I have the same problem. Also, i tried to give my monk the bracelets of AC8, but it didn't improve his AC. I'm not sure this is related to the wisdom bonus to AC though.
Fred, can you explain how you change the timing mode please ?


Thought I will bump this thread instead of opening a new one.

I, too, am experiencing this disappearance of AC bonus for monks after reload. Surprise to see so little voice out there about this little problem.

Could Fred or some other gurus out there, who knows how to mod, explain how to change this timing mode to 9?

Edited by Windstrider, 06 July 2011 - 06:14 PM.


#59 -Taavi-

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Posted 18 July 2011 - 02:31 AM

I've been having problems with the Monk AC/THAC0 bonus component. The bonus is applied through the BG1 starting area script, which on certain conditions (class=monk, wisdom>15, a certain global not set to 1), applies 2 effects by calling an SPL file.

Problem is the timing mode on the effects is 1 (instant/permanent until death), meaning that upon death/resurrection, the bonus will go away. Not such a big problem if the monk is CHARNAME, as him dying would be a game over anyway, but it appears even reloading a saved game will cancel the bonus... Posted Image Start a new game with a monk with 16 wisdom, bonus is there. Saving and reloading results in the bonus not being there anymore...

I fixed it by changing the timing mode to 9 (instant/permanent), that seems to work. I'm surprised that no one had this problem before, it seems the component is plain broken as it is ? Or could there be something with my configuration that makes it not behave like it should ?

Cheers,
Fred

I have the same problem. Also, i tried to give my monk the bracelets of AC8, but it didn't improve his AC. I'm not sure this is related to the wisdom bonus to AC though.
Fred, can you explain how you change the timing mode please ?


Thought I will bump this thread instead of opening a new one.

I, too, am experiencing this disappearance of AC bonus for monks after reload. Surprise to see so little voice out there about this little problem.

Could Fred or some other gurus out there, who knows how to mod, explain how to change this timing mode to 9?


I am having the same problem and would like someone to explain how to apply this fix to the timing mode.

#60 Miloch

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Posted 18 July 2011 - 03:26 AM

I am having the same problem and would like someone to explain how to apply this fix to the timing mode.

Sigh. I didn't really want to update this mod since I had quite an extensive overhaul in progress, though I'm not sure when (or if) I'll get around to that again. So I guess a minor update isn't hard.

Extract this to your LostItems folder, overwriting the files in the existing Items and Monk folders. If you've already installed the mod, move the files in the archive to your override folder (they are in subfolders, so copy the actual files rather than the folders).

Fixes (v2a)
- Change monk tweak to timing mode 9 (permanent after death/reloading)
- Removed magical flag from normal katana and ninja-to

Attached File  LostItems-v2a.rar   692bytes   516 downloads

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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle