Hey Shaitan, sorry, as I mentioned before, I'd rather not alter other people's mods.
Edited by Daulmakan, 06 February 2015 - 02:54 PM.
Posted 11 February 2015 - 12:44 AM
Aok, I'll have to decide what I'll do then
Posted 28 April 2015 - 04:33 AM
Gauntlets of Elven Might
They seems bugged somehow. I can't use them on my multiclassed FM. GoEM states they should.
Cheers
Posted 28 April 2015 - 04:48 PM
Hey Shaitan
Does your FM have a kit in some of the classes? I seem to have omitted all kits from the usability list, I no longer recall if I intended it as such or not...
If it has, ticking the relevant kit usability on DLTCEP should fix it. I'll try to sweep the rest of the items for this issue the next time I update the mod.
Posted 29 April 2015 - 01:48 AM
Thanks, yeah I play a Fighter/Wild mage.
Cheers
Posted 29 April 2015 - 12:37 PM
Greetings.
Firstly, i want to thank you Daulmakan for giving us this mod. I use it on every playthrough of mine and it is great. The only thing that i did not like was that i always had to skip the two components that overwrite items.
So, i thought to try and make them patch items instead of copying them. Below are the changes i did. I haven't thoroughly tested the items in game, but i tested them through dltcep with vanilla install and with Item Revisions also installed. Items should have the same behavior as original Item_Pack with a vanilla install. With IR (or another mod that changes items) installed, some items may not be modified because the IR version is too different or the Item_Pack changes may be added to the ones done by IR. I tried to use PATCH_IFs so that only the intended behavior is produced and the item is not modified otherwise but i am not familiar with weidu so there may be dragons hidden here and there.
I include comments about the behavior of some items with IR installed. One problem i noticed but i don't know how to fix is how not to change the description if the item wasn't altered. For example, the alter item effect function in Darksteel Shield does not do anything when IR is installed because IR already uses Electricity resistance instead of Poison. So, while the item isn't modified at all, the description is changed to the Item_Pack one.
P.S I hope the code tag doesn't mess the code so badly as it appears in the preview
Posted 29 April 2015 - 12:43 PM
I am sorry for my second consecutive post. Here is a pastebin link for the code. I hope this one isn't messed up.
Posted 29 April 2015 - 02:23 PM
MOD_IS_INSTALLED ~item_rev.tp2~ 0
Posted 29 April 2015 - 07:27 PM
Hi Khelben, thank you for the kind words, I'm glad you like it.
My thanks to you and Mike (helpful as always) for the code suggestions. I don't account for Item Revisions for the Tweaked/Free Action Items components because the components are relatively small, and while sometimes the alterations may be similar, I think most of the times they're different. Thus, having both modifications at the same time, while technically compatible if using patch code, would probably be conceptually incompatible. Also, I don't disallow installation of the component thinking someone might prefer the bulk of IR changes but my version of the items in question. Also, I don't think there ever was a way to patch (as in "add" instead of overwrite) a string description.
Manually mix-matching between some of the items from Item Pack and IR is always possible, if one is so inclined, with only a minor bit of hassle, removing the undesired code from each mod before installing or installing one after the other.
Edited by Daulmakan, 29 April 2015 - 08:23 PM.
Posted 30 April 2015 - 06:37 AM
If you want to check if IR's main component is installed, you can use this predicate:MOD_IS_INSTALLED ~item_rev.tp2~ 0
Then you can avoid changes or make different changes based on its presence.
Posted 04 April 2016 - 12:47 PM
I noticed an incompatibility between Refinements and this mod. In particular, many of IP items (so far I've noticed this d1helm01.itm and d1ring01.itm) are set to be unusable by both the Paladin class and the Undead Hunter kit. Normally this would be a simple redundancy, however Refinements makes Undead Hunters use the same unusability bit, while giving the Undead Hunter's unusabilty bit to all 'standard' Thief, Fighter and Cleric kits (for the Use Scrolls engine). The net result is that all Fighters, Thieves and Clerics are incorrectly forbidden from using the items that have the superfluous bit set. In general, since other kits could use the same trick to set unusabilites, it would be best to remove all kit unusabilites from Item Pack's items (except for those that are actually needed, E.G. Kensai vs. ranged weapons, Shapeshifters vs. armors).
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
Posted 22 July 2019 - 05:05 AM
I kindly ask author of this great mod that he fix it by giving cursed Vampiric sword together with Ulcaster Academy Ring not just replacing them, if he ever visit this place again. By doing so Item Pack for Tutu/BGT component break compatibility with at least 3 mods in BGT, namely Vault BGT, NTotSC and Ruad and probably more.
Posted 08 February 2025 - 08:48 PM
While SHS was down, Item Pack had a couple of updates which went missing here. New versions can be found at Github.
Here's the changelog for v2.1:
Posted 16 March 2025 - 07:37 AM
Posted 01 April 2025 - 09:52 PM
Thank you for the update!!!
I have (yet another) test install for tomorrow (original edition, weidu v246, linux)
Will let you know if anything weird shows up
Posted 02 April 2025 - 06:28 PM
Item Pack has been updated to v2.21. Here's the changelog for the new version:
Thank you for the update!!!
I have (yet another) test install for tomorrow (original edition, weidu v246, linux)
Will let you know if anything weird shows up
Happy gaming.
Posted 03 April 2025 - 09:33 AM
GitHub didn't pick up tag v2.21_itempack as the highest semantically. While you've marked the release as the latest, it's been automatically placed below the release tagged v2.2_itempack due to some quirks in the way GitHub sorts releases. More info here. As a result, modhub is incorrectly detecting v2.2 as the latest (i.e. the top one) and this is the version the download page on the forums is still pointing to.
Could you try refreshing releases v2.2 and v2.21 by clicking Update release without making any actual changes? If this doesn't help, try re-releasing with a tag named "v2.2.1" to see if this is a problem with tag version semantics.
Posted 03 April 2025 - 02:34 PM
GitHub didn't pick up tag v2.21_itempack as the highest semantically. While you've marked the release as the latest, it's been automatically placed below the release tagged v2.2_itempack due to some quirks in the way GitHub sorts releases. More info here. As a result, modhub is incorrectly detecting v2.2 as the latest (i.e. the top one) and this is the version the download page on the forums is still pointing to.
Could you try refreshing releases v2.2 and v2.21 by clicking Update release without making any actual changes? If this doesn't help, try re-releasing with a tag named "v2.2.1" to see if this is a problem with tag version semantics.
Nothing really worked until I set the previous version to "prerelease", that seems to have done the trick. That will teach me not to get cute with version numbering.
Many thanks for the heads up.
Posted 10 April 2025 - 04:22 AM
@Daulmakan in the readme you mention that this isnt compatible with the Vault, is that just the new component or is it something else? I checked an earlier version's readme (1. and it doesnt mention that incompatibility. thanks