Leaving in ressources from other random mods not mentioned in NTotSC (there are no comments in the code about dependencies) is not a good thing, as it might lead to null-items in shops etc. Null items usually tend to occupy an item slot in the inventory without being removable. Also, in the EE games, a non-existent character placed inside an area leads to an area crash, not a mere missing of this character as it was in the old game.
The other possibility - identifying the mods the items came from and considering them like I did for the DSotSC items I did not and will not do because of three reasons:
1. the items are unique mod items and - considering how other items in NTotSC were used - way too powerful to be gained by a BG1 party. (The end boss dropped Sarevok's Chaos Sword - two times. You can prepare the next complaining post about why I removed those.)
2. It is NTotSC we are talking about, not the other mod. The items can still be aquired by the other mod, if the player installed it.
3. I have a real life I need to attend to at some point, too.
You think I went the easy way with this update? - After spending 6 weeks fulltime on this conversion I'd laugh you in the face, sorry. The mod is on GitHub - feel free to scan the original NTotSC-BGT ressources, identify the other mods' items, code them in with the appropriate mod checks in the tp2 etc., and make a pull request. Keep in mind that you do not only need to check the creature files themselves, though, but also the items they have, and also whether items are handed out via dialogue, and that there are three sets of area files, one for all supported games, and that you not only need to check the used creature references inside the areas, but also all items inside the containers. Plus the used scripts of the creatures, of course.
Edited by jastey, 24 February 2018 - 11:59 PM.