PnP Free Action should be able to patch mod-added items that may need it (because that's the only purpose of installing such mod when IR and SR are already installed, isn't it?) without interfering with IR/SR imo.
I think PnP Free Action shouldn't touch neither items nor spells of IR/SR, if such mods are detected. Not only we already provide correct descripions, but there're also some differences between our work (e.g. Free Action doesn't "cure" from any effect, it only protects from then).
Maybe this is the bottom line. Free Action
does "cure" ("negates
and prevents" in the Player's Handbook) certain effects in
PnP. Someone might want to install
PnP Free Action even on top of IR/
SR, because they want Free Action per
PnP rules (as closely as we can render them in the engine). You may want to impose what you think is "correct" on everything in everyone's game, but there should be compatibility and choice in the matter.
1) & 2) aren't correct imo, because movement bonuses/penalties are one thing, and haste/slow are a completely different one.
If you want to hack the engine and add more portrait icons, be my guest (pretty much impossible otherwise). As it is, there's some discretion here. If it applies a movement bonus approaching what haste does, then yes, it is the same, or very nearly so for all practical purposes. Likewise with slow/negative bonuses.
3) Next version of SR will finally fix this issue, and haste/slow will cancel each other correctly (via custom secondary type).
That's great, because it matches
PnP, but right now the engine doesn't do that, so any descriptions claiming it does (or failing to mention it) are incorrect.
Apart from that, the differences in descriptions are largely aesthetic. Though I have to wonder about some of them. I don't need a detailed rundown of all of them, but the pertinent query is: were they changed to match more closely
PnP guidelines or what the engine can/cannot do, or were they changed by someone's opinion of what should be "correct"? If it's the former, the two mods are conceptually compatible. If it's the latter then they're probably not.
As for the aesthetic changes, I've had this conversation with Salk in various fora. I don't agree with overhauling the standard item/spell description format of everything in the game just for sheerly "aesthetic" reasons. Standardisation is one thing, but putting the spell school on another line just because you want it there or that's how it appears in the game books makes no sense. And the big reason for not doing this is it makes mods that follow the standard look completely out of place. You can't really expect all mods to follow
your standard rather than the game's. And you can argue that a lot of mods don't follow any standard, but you know, a lot do, even more so with things like textpack updates, and it tends to be the game's standard. As for the Baldurdashy "Not usable by: Wizard Slayer" when we know by definition he can't use things like magic rings, or the redundant "Usable by: All" in absence of any restrictions, a lot of people object to that too and don't install the Game Text Update for that very reason. I suppose the "smart" thing to do would be provide 2 or 3 different descriptions based on what folks have installed, but that would double or triple the work of the translators (or nearly so anyhow).
Anyway, I have it on my to-do list to look at this mod (again) with
SR/IR and probably DR too (sigh) as well as update translations etc. It could well be I will provide an option to skip updates to vanilla items if
SR/IR is installed, which is probably more than
SR/IR is willing to offer, but I like compatibility
. But it doesn't sound like a quick update, so it's not my top priority right now (I've been putting most of my time into
this little venture).