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Item revisions / Spell revisions from G3


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#1 Alioth

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Posted 07 January 2009 - 04:18 PM

Though i'm not really fully aware of what they are changing (and not being able to understand their true impact in the game)
i enjoyed the changes made by them in a recent bg2 game quite a lot.

But i'm not sure if that would make sense as you change items and spells, too (or make new ones).
I especially like the wizard robes from IR, but aside from item changes they do quite a lot of rebalancing.

Spell revisions is fine, too, and if it only brings conformity to the spell descriptions (same for the items).

Do you think they are compatible with CA (could be made compatible/could be implemented)?
:rolleyes:

Edited by Alioth, 07 January 2009 - 04:19 PM.

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#2 Mike1072

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Posted 07 January 2009 - 07:03 PM

Though i'm not really fully aware of what they are changing (and not being able to understand their true impact in the game)
i enjoyed the changes made by them in a recent bg2 game quite a lot.

But i'm not sure if that would make sense as you change items and spells, too (or make new ones).
I especially like the wizard robes from IR, but aside from item changes they do quite a lot of rebalancing.

Spell revisions is fine, too, and if it only brings conformity to the spell descriptions (same for the items).

Do you think they are compatible with CA (could be made compatible/could be implemented)?
:rolleyes:

I'm not familiar with CA or how it works, but I can give an overview of what SR and IR do in order to help you and the CA authors determine how well they would work together.

SR will overwrite the existing spells and descriptions with its versions. The spells remain mostly the same except tweaked in some ways, with a couple spells changing levels and some modifications and additions to the different divine spell lists.

IR's main component directly changes pretty much all items normally found in the game, so if CA happens to use those items instead of or in addition to supplying their own, then you should get IR's version.

IR's optional components should affect all of CA's items.

#3 Leomar

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Posted 09 January 2009 - 10:02 AM

At all it could be a great idea to install them with CA, because you balanced and fixed the items and spells, but...

You balanced the items/spells for BG2 and ToB. CA uses some of the normal BG2 items/spells and uses them wisely in game, to balance CA. So with decreased/increased weapon power or changing the summoning creatures/spell powers could be unbalancing CA. With IR/SR I see some problems with the main component in this case. Some of the IR global tweaks coming from BG2 Tweaks and can work with CA. So the gamer could decide if he wants the tweaks.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#4 Sir BillyBob

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Posted 09 January 2009 - 07:08 PM

Lots of basic items, like a club or staff is not going to be changed for CA. I just didn't see any need for it. So the G3 mod would work fine as long as you install it first. I do include spells from IWD, PST, and BG mods such as DotSC and TDD. So none of these spells are going to get changed by anyone else's mod unless they did their homework and tracked my additions.

So some items will get modified and others will not. Go ahead and try their mod. I can't guarantee anything and if you experience problems, I will have to ask you to duplicate the problem without those mods involved. It would be the only way for us to see if we or they are the reason for your problem.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website