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Unique Artifacts


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#1 Gort

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Posted 14 November 2006 - 02:25 PM

Many items in Baldur's Gate, so-called "artifacts", have their own history, and therefore should exist in a single copy. But, there are many cases when player gets the same item twice, or thrice, or even more. I never liked it. It ruins the atmosphere. So, this mod was created to remove excessive copies of supposedly unique items (like Boots of Speed, Ring of Wizardry, Ring of Protection +2: 'Guard's Ring', Heartseeker +3 etc).
Unique Artifacts takes care not just about the original game, but also removes duplicates introduced by mods.


Unique Artifacts comes in 2 options: strict and expanded. Check the readme for details. BGT compatible.

Get new version at SHS: Unique Artifacts version 1.12

1.12 version changes: several bugfixes, improved compatibility.

Edited by Gort, 12 September 2007 - 07:30 PM.


#2 MajorTomSawyer

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Posted 14 November 2006 - 03:39 PM

Good stuff.

Congrats!
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#3 XCIX

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Posted 15 November 2006 - 08:51 PM

I'd like to present to you my first mod (at last, I've completed it!).


I've always found weird possibility of having multiply copies of Boots of Speed, Ring
of Protection +2, Ring of Wizardry, etc. They are THE Boots of Speed, THE Ring of Protection +2,
and so on. Each of these items has its own history, hasn't it?:). Even in unmodded game copies are met
too often if you ask me, but with many mods installed it completely ruins the main BG's advantage - atmosphere. So, for purposes of roleplaying and realism I created Unique Artefacts. It removes duplicates of artefacts from game. With UA every single unique item can be obtained once and once only.

Please, enjoy:)



Great Idea, thanks so much. This mod reminds of the amazing deal I got in Shanghai on a one of kind Rolex watch. Sometimes our adventures give us the most unique artifacts, if we are lucky.... ;)
...they act out their dreams, with open eyes...

#4 -Guest-

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Posted 29 November 2006 - 08:52 AM

Boots for speed are very nice to have more than 1 copy of.
It really makes the game better by shortening the time u need to wait for your characters to crawl in athkatla or in a dungeon.
If u only have 1 pair of speed boots it's annoig as 1 char is faster than the other...if its not your main char it may even start dialogue u don't want to.
It is annoying when the whole party doesn't move at the same speed, so 1 pair of boots of speed is worse than no pair of boots.
Bu any other artifact should be unique...although rings of protection +2 are not unique either...if u think it is unique then the long sword +2 is unique too...so then even a simple quarterstaff is unique, right? wrong!

#5 GeN1e

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Posted 29 November 2006 - 08:59 AM

"Unique" means "with it's own history". If you look at description of Ring +2 you'll see that it's history suggests it's uniquesness. The same for boots of speed. The main idea was to eliminate strangeness of having more than one item which description says that it was created in ONE example.

Edited by GeN1e, 29 November 2006 - 09:03 AM.

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#6 NiGHTMARE

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Posted 29 November 2006 - 01:51 PM

Of course, an alternative (but more time consuming) method would be to write new descriptions for each of the duplicate items. Perhaps start the descriptions with things like "this particular pair of boots of speed..."

#7 Gort

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Posted 29 November 2006 - 02:06 PM

Of course, an alternative (but more time consuming) method would be to write new descriptions for each of the duplicate items. Perhaps start the descriptions with things like "this particular pair of boots of speed..."

I just did as I liked, no more, no less. Writing new descriptions seems to me as if you suggest to bg2fixpackers change descriptions to match items rather than change items to match their descriptions. It is possible, but I personally do not like it.

#8 Salk

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Posted 26 February 2007 - 06:30 AM

I do like the idea behind Unique Artefacts!
Congratulations to Gort for having thought about it!
Well done! :cheers:

#9 Gort

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Posted 27 February 2007 - 07:46 AM

Ha, at least 3 people like my idea=). It is good to get any feedback. I still hope somebody will mail or pm me with a message of succeful completion of the game with UA.
Thanks, Salk.

Edited by Gort, 27 February 2007 - 10:57 AM.


#10 Salk

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Posted 21 April 2007 - 11:11 PM

Hi Gorf!

I have sent you an email about this few days ago but I thought I'd share it in here too in case somebody is experiencing the same.

I get several WeiDu Parse errors when UA is processing scripts. I copy them here. I am using BGT with SCS, Big Picture Tactics (2 components only), Ascension WeiDU and D0Quest Pack together with Sirine's Call, Unfinished Business, Improved Celestials, Improved Horns of Valhalla, GMinion, UNIQUE ARTIFACTS + more tweak mods (BGT Tweaks, BG Tweak Pack, Refinements, D0 Tweaks) all coming after yours. If you need my WeiDU log, let me know!

Here's the errors:

[./override/BPTGRDR1.BCS] loaded, 4238 bytes

[BPTGRDR1.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error

[BPTGRDR1.BCS.BAF] ERROR at line 6 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [BPTGRDR1.BCS.BAF]: Parsing.Parse_error
override/BPTGRDR1.BCS copied to UniqueArtefacts/backup/0/BPTGRDR1.BCS, 4238 bytes
Copied [BPTGRDR1.BCS] to [override/BPTGRDR1.BCS]
[./override/BPTGRDR2.BCS] loaded, 4238 bytes

[BPTGRDR2.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error

[BPTGRDR2.BCS.BAF] ERROR at line 6 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [BPTGRDR2.BCS.BAF]: Parsing.Parse_error
override/BPTGRDR2.BCS copied to UniqueArtefacts/backup/0/BPTGRDR2.BCS, 4238 bytes
Copied [BPTGRDR2.BCS] to [override/BPTGRDR2.BCS]
[./override/BPTGRDR3.BCS] loaded, 3693 bytes

[BPTGRDR3.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error

[BPTGRDR3.BCS.BAF] ERROR at line 6 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [BPTGRDR3.BCS.BAF]: Parsing.Parse_error
override/BPTGRDR3.BCS copied to UniqueArtefacts/backup/0/BPTGRDR3.BCS, 3693 bytes
Copied [BPTGRDR3.BCS] to [override/BPTGRDR3.BCS]
[./override/BPTGRDR4.BCS] loaded, 4180 bytes

[BPTGRDR4.BCS.BAF] PARSE ERROR at line 16 column 23-28
Near Text: ANYONE
syntax error

[BPTGRDR4.BCS.BAF] ERROR at line 16 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [BPTGRDR4.BCS.BAF]: Parsing.Parse_error
override/BPTGRDR4.BCS copied to UniqueArtefacts/backup/0/BPTGRDR4.BCS, 4180 bytes
Copied [BPTGRDR4.BCS] to [override/BPTGRDR4.BCS]
[./override/BPTHFSHT.BCS] loaded, 57726 bytes
[./override/BPTHIEF.BCS] loaded, 39830 bytes
[./override/BPTMG2IM.BCS] loaded, 632 bytes
[./override/BPTOLG1A.BCS] loaded, 12837 bytes
override/BPTOLG1A.BCS copied to UniqueArtefacts/backup/0/BPTOLG1A.BCS, 12837 bytes
Copied [BPTOLG1A.BCS] to [override/BPTOLG1A.BCS]
[./override/BPTOLGER.BCS] loaded, 69368 bytes
override/BPTOLGER.BCS copied to UniqueArtefacts/backup/0/BPTOLGER.BCS, 69368 bytes
Copied [BPTOLGER.BCS] to [override/BPTOLGER.BCS]
[./override/BPTOLMAG.BCS] loaded, 49217 bytes
override/BPTOLMAG.BCS copied to UniqueArtefacts/backup/0/BPTOLMAG.BCS, 49217 bytes
Copied [BPTOLMAG.BCS] to [override/BPTOLMAG.BCS]
[./override/BPTRGRD2.BCS] loaded, 3425 bytes
[./override/BPTRGRD3.BCS] loaded, 4014 bytes

[BPTRGRD3.BCS.BAF] PARSE ERROR at line 15 column 23-28
Near Text: ANYONE
syntax error

[BPTRGRD3.BCS.BAF] ERROR at line 15 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [BPTRGRD3.BCS.BAF]: Parsing.Parse_error
override/BPTRGRD3.BCS copied to UniqueArtefacts/backup/0/BPTRGRD3.BCS, 4014 bytes
Copied [BPTRGRD3.BCS] to [override/BPTRGRD3.BCS]

[./override/D0AMTHEA.BCS] loaded, 58541 bytes

[D0AMTHEA.BCS.BAF] PARSE ERROR at line 55 column 23-28
Near Text: ANYONE
syntax error

[D0AMTHEA.BCS.BAF] ERROR at line 55 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [D0AMTHEA.BCS.BAF]: Parsing.Parse_error
override/D0AMTHEA.BCS copied to UniqueArtefacts/backup/0/D0AMTHEA.BCS, 58541 bytes
Copied [D0AMTHEA.BCS] to [override/D0AMTHEA.BCS]
[./override/D0AMTMAG.BCS] loaded, 57698 bytes

[D0AMTMAG.BCS.BAF] PARSE ERROR at line 266 column 23-28
Near Text: ANYONE
syntax error

[D0AMTMAG.BCS.BAF] ERROR at line 266 column 23-28
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [D0AMTMAG.BCS.BAF]: Parsing.Parse_error
override/D0AMTMAG.BCS copied to UniqueArtefacts/backup/0/D0AMTMAG.BCS, 57698 bytes
Copied [D0AMTMAG.BCS] to [override/D0AMTMAG.BCS]

[SARVIE01.BCS.BAF] PARSE ERROR at line 2 column 21-26
Near Text: ANYONE
syntax error

[SARVIE01.BCS.BAF] ERROR at line 2 column 21-26
Near Text: ANYONE
Parsing.Parse_error
ERROR: parsing [SARVIE01.BCS.BAF]: Parsing.Parse_error

Thanks! :cheers:

Edited by Salk, 22 April 2007 - 09:40 AM.


#11 Gort

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Posted 07 June 2007 - 12:28 PM

Updated. See the first post.

#12 melkor_morgoth75

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Posted 13 June 2007 - 04:10 AM

I do have a question, if possible, please :rolleyes:

Let's say i'm playing BGT with DSotSC+NTotSC (which add LOT of items) and other mods for BG1 but generally with SCS (advanced AI for creatures). SCS let creatures use potions, etc ... is your mod going to leave potions and similar from creatures as well? Moreover, how does it take out items?

I give u an example: BG1 Npc project (i think or DSotSC?) adds to the druids in cloackwood forest a spear of fire. So any druid uses it ... is your mod going to take out those spears from them? I just ask this 'cause it would be easier to defeat creature without that stuff ...

Sorry if i bother u, is just to understand how your cool mod works ;-)

Many thanks in advance,

Marco
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#13 -Nugrud-

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Posted 13 June 2007 - 04:57 AM

I do have a question, if possible, please :rolleyes:

Let's say i'm playing BGT with DSotSC+NTotSC (which add LOT of items)


It seemed to me like you were just going to say that they are mostly OVERPOWERED items :) And that 'unique artifact' mod could be stratched to cover all those mighty-power items.

No? Then maybe this thread: [DSotSC/NTotSC] Overpowered items deserves a pop-up :>

#14 melkor_morgoth75

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Posted 13 June 2007 - 06:13 AM

I do have a question, if possible, please :rolleyes:

Let's say i'm playing BGT with DSotSC+NTotSC (which add LOT of items)


It seemed to me like you were just going to say that they are mostly OVERPOWERED items :) And that 'unique artifact' mod could be stratched to cover all those mighty-power items.

No? Then maybe this thread: [DSotSC/NTotSC] Overpowered items deserves a pop-up :>


I'm not saying they are overpowered ... i agree with the aim of this mod that u can SELL ALL the items u find around and u have TOO much money. If u can stop the way u get easy money, the game would be better/more challenging ...

mm75
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#15 Gort

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Posted 13 June 2007 - 07:45 AM

1. No, UA does not do anything to potions. Excessive artifacts at creatures are replaced with their non-unique equivalents, when it is possible without affecting game balance, but mostly they are made unstealable and undroppable. In stores, areas, dialogs and scripts they are replaced with very common items.
The way it is made, it should not affect battles' balance at all. Though, of course, they will be slightly harder for you, because you won't have as much artifacts as you had earlier.
2. I mentioned in readme that if some mod introduces some unique item, not present in original game (are these spears unique by description? I've never played DSotSC+NTotSC), I can do nothing with it until somebody informed me. When informed, I can add a compatibilty part which will be included in the next version. Sorry, but otherwise it just isn't possible.
And, afaik, there's no spear of fire in vanilla game, so UA will do nothing to them.
3. the main purpose of UA is to make BG have more common sense. I never believed that magical items are just scattered in Faerun here and there, so one just need to pick them up. And espesially magic items with descriptions crearly stating their uniqueness.
If you care about money, you might be interested in Store Prices mod.

Be sure to check readme before installation. "Strict" option should not affect (basic) game much - excessive boots of speed are the most significant loss=), and "Expanded' is kinda item nerfing - though anyway amount of artifacts present in BG2 is enough to equip 10 parties of adventurers.

#16 Delight

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Posted 13 June 2007 - 09:28 AM

Err...
These aren't artifacts - these are ordinary magical items.
Actually, player shouldn't be able to know their history because it would require casting the "Knowledge of Legends" spell.
...

#17 Gort

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Posted 13 June 2007 - 10:27 AM

Err...
These aren't artifacts - these are ordinary magical items.

I'm not saying they are "artifacts" in the strict meaning of this word - magical items of immence power, but this is the most suitable word I've found for them.

Actually, player shouldn't be able to know their history because it would require casting the "Knowledge of Legends" spell.

there are many deviations from PnP in BG. I don't really care how exactly player learns their history. If you want - you're free to make such mod=)

#18 melkor_morgoth75

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Posted 13 June 2007 - 11:41 PM

1. No, UA does not do anything to potions. Excessive artifacts at creatures are replaced with their non-unique equivalents, when it is possible without affecting game balance, but mostly they are made unstealable and undroppable. In stores, areas, dialogs and scripts they are replaced with very common items.
The way it is made, it should not affect battles' balance at all. Though, of course, they will be slightly harder for you, because you won't have as much artifacts as you had earlier.
2. I mentioned in readme that if some mod introduces some unique item, not present in original game (are these spears unique by description? I've never played DSotSC+NTotSC), I can do nothing with it until somebody informed me. When informed, I can add a compatibilty part which will be included in the next version. Sorry, but otherwise it just isn't possible.
And, afaik, there's no spear of fire in vanilla game, so UA will do nothing to them.
3. the main purpose of UA is to make BG have more common sense. I never believed that magical items are just scattered in Faerun here and there, so one just need to pick them up. And espesially magic items with descriptions crearly stating their uniqueness.
If you care about money, you might be interested in Store Prices mod.

Be sure to check readme before installation. "Strict" option should not affect (basic) game much - excessive boots of speed are the most significant loss=), and "Expanded' is kinda item nerfing - though anyway amount of artifacts present in BG2 is enough to equip 10 parties of adventurers.


Thanks for your reply, i really like this idea. Just last question ... i didn't understand if the creature WILL still use their magical weapons or not. Are the weapons used by cre files just UNDROPPABLE then but they use them? Or the cre won't use those magical weapons at all?

Anyway, regarding spears of fire, yes ... as MANY other items they are not in vanilla BG, just added by mods. I fully understand that u'd need to know ANY items added by mods to have your mod affect them :mellow: I just think it is pretty impossible, but it's cool for example that skeleton warriors won't drop their 2 handed sword +1 ... am i right here? (hopefully they still use the weapon instead ...),

tx,

mm75
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#19 Miloch

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Posted 14 June 2007 - 02:45 AM

I give u an example: BG1 Npc project (i think or DSotSC?) adds to the druids in cloackwood forest a spear of fire. So any druid uses it ... is your mod going to take out those spears from them?

Uh, that spear is unique in BG1NPC (the latest pre-release) on one druid. If you got more than one, either you consoled them in or something is wrong we'd need to fix :blink:. (And removing it wouldn't make him much easier - it's his spells/scripts and without those, he was pretty easy to begin with.)

But maybe that was a bad example and you really wanted to talk about DSotSC items (maybe that would be more appropriate in an overhaul revision of that mod though... :huh:)

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#20 Gort

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Posted 14 June 2007 - 04:18 AM

Usual magic items, like sword+1, sword+2, or even sword+3, are absolutely unaffected. If sceleton warriors wore 2hsword+1, they will wear and use it. I think it's too mush to remove such items. Maybe later, I'll add a "super-expanded" option, where even such items will be hard to find, but I don't think there is a need in it. People seems to like more items, not less.
And, there are no weapons that made undroppable. Looks pretty unrealistic when creature doesn't drop it's weapon. All of them (about 5 in vanilla game) are replaced with equivalents.

Creature will use any kind of items it has, even if they are made undroppable.



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