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P5Tweaks


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#1 pro5

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Posted 07 February 2007 - 09:33 PM

(Download link at the bottom of this post)

P5Tweaks version 5.1

Original version by pro5

Revision by Miloch (thank you!)

 

This mod is just a small collection of various gameplay tweaks and changes I felt like introducing into the game. I originally intended these as part of a larger quest-heavy modification, but decided to split them into a separate tweak package.

The main components of this mod allow creatures to drop items when afflicted with states that would otherwise destroy their equipment.

 

The mod also contains two other tweaks related to starting music and spear statistics.

 

Components

 

1: Drop Items on Frozen Death

This component attempts to prevent equipment destruction on creatures by cold damage. For this to work, it must be installed after all mods that add new creatures or new creature scripts to the game.

 

2: Drop Items on Disintegration

This component attempts to prevent equipment destruction by spells, items and effects which use the Disintegrate opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

 

3: Drop Items on Imprisonment

This component attempts to prevent equipment destruction (or disappearance, if you want) by spells, items and effects which use the Imprisonment opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

 

4: Drop Items on Petrification

This component attempts to prevent equipment destruction by spells, items and effects which use the Petrification opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

 

5: Restore SoA Background Music for Promenade Cutscene

This component simply restores brief combat music in the moments during the cutscene involving Irenicus and the Shadow Thieves (upon leaving the starting dungeon). It was removed in ToB for some reason, but I think it sounded rather cool, so here it is.

 

6: Increased Spear Range and Damage

I think that heavy pikes and spears doing same amounts of damage as goblin short swords is just plain wrong. This component will alter all game items which claim to be spears and do default amounts of damage, so that they have a melee range of at least 2, and do basic piercing damage of 1d8. Spears already having a longer range or higher damage are not modified. Damage bonus or penalties do not matter, as only the base damage range is altered. The mod safely updates descriptions for all spears thus changed, without overwriting any existing information.

 

Installation

 

Note: If you've previously installed the mod, remove it before extracting the new version. To do this, run setup-p5tweaks.exe (or .command), uninstall all previously installed components and delete the p5tweaks folder. When installing or uninstalling, do not close the DOS window by clicking on the X button! Instead, press the Enter key when instructed to do so.

 

You can extract files from the archive using WinRAR, ZipGenius or another file compression utility that handles .rar files.

 

Windows
Extract the contents of the mod to the folder of the game you wish to modify (BG, BG2, BGT or EasyTutu). On successful extraction, there should be a p5tweaks folder and a setup-p5tweaks.exe file in your game folder. To install, simply double-click setup-p5tweaks.exe and follow the instructions on screen.

 

Run setup-p5tweaks.exe in your game folder to reinstall, uninstall or otherwise change components.

 

Mac OS X
Extract the contents of the mod to the folder of the game you wish to modify. On successful extraction, there should be a p5tweaks subfolder in your game folder. Download the OS X version of WeiDU (or copy another mod's launcher) and rename it setup-p5tweaks. Put this and the setup-p5tweaks.command file within the p5tweaks subfolder in your main game folder. To install, double-click on setup-p5tweaks.command and follow the instructions on screen.

 

Linux
Extract the contents of the mod to the folder of the game you wish to modify. Download the latest Linux version of WeiDU and copy WeiDU and WeInstall to /usr/bin. Then open a terminal and cd to your game installation directory.

 

Optional: run 'tolower' and answer 'Y' to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either, if you've extracted only this mod since the last time you lowercased file names. If unsure, running tolower and choosing both options is the safe bet.

 

Run WeInstall setup-p5tweaks in your game folder to install the mod. Then run wine BGMain.exe and start playing.

 

Compatibility

 

This mod works with Baldur's Gate (with or without Tales of the Sword Coast) and Baldur's Gate II (with or without Throne of Bhaal). Make sure your game has the latest patch. Check the ReadMe files related to your patch in your game folder and the BioWare website if necessary.

 

This mod will also work with all mods, including Baldur's Gate Tutu (and EasyTutu), Baldur's Gate Trilogy and the BiG World Project. Some components may require starting new game to have full effect (items and creatures already in saved games will stay unchanged).

 

P5Tweaks should be installed after most other mods. Here's a suggested install order list for certain mods:

 

Known Issues

 

Invalid resources

This mod scans all game resources (creatures, items and spells) to make sure they are valid before making any changes (thanks to Nythrun for this routine). During installation, you may see a message such as "MYCRE.CRE is corrupt: header misplaced" or something similar. This is harmless as far as the installation of P5Tweaks is concerned. However, it usually indicates an issue with another mod you may wish to correct.

 

There are several ways to address this. In Windows, you may right-click on your game folder, select Search... and type MYCRE.CRE in the first field. This should locate the original resource if it exists in your mod folders. A better method is to go to Start > Run and type cmd in the Open: field. At the command prompt, type cd C:\Games\BG2 (or wherever your game is installed) and then type weidu --change-log mycre.cre to figure out which mod(s) added or changed the defective resource.

 

Petrification drops

You may find it difficult to retrieve items dropped by a petrified creature, as it is standing on them. Persistence and attempts from different angles should resolve this. Alternately, you can just hit the petrified creature to "chunk" it. :)

 

Other issues

Please report any other issues or problems with this mod at the forum. Suggestions, feedback and constructive criticism are welcome.

 

 

Version History

 

Version 5.1: 15 Mar 2010

- *Really* fixed glitch in "on hit" spell and item effects

 

Version 5: 3 Mar 2010

- Fixed glitch in "on hit" spell and item effects

- Tweaked code slightly to improve install speed

 

Version 4: 7 Feb 2010

- Added Russian translation; updated German and Italian translations

- Fixed glitch in spell targeting for illusionary creatures and such

- Moved images to images subfolder

 

Version 3: 22 Oct 2009

- Fixed a couple glitches in Frozen Death component

- Fixed WeiDU glitch in Spears component

- Added German and Italian translations

 

Version 2: 2 July 2008 (Miloch's revision)

- Recoded to use suggestions from Nythrun, the bigg and Azazello

- Fixed various code typos

- Changed "Increased Spear Range and Damage" component to update descriptions dynamically, thus avoiding overwriting and translations

- Added "Drop Items on Petrification" component at Bursk's request

- Fully coded and tested compatibility with The Bigg Tweaks, Spell Revisions and other spell-changing mods

- Added BG compatibility and tested on all supported platforms

 

Version 1.1: 9 February 2007

- Fixed one stupid error

 

Version 1: 7 February 2007

- Added "Restore SoA Background Music for Promenade Cutscene" component

- Added "Increased Spear Range and Damage" component

- Added readme

 

Beta Version 1

- Initial release

 

:cheers:

Download link


Edited by pro5, 22 November 2013 - 10:44 AM.


#2 Kellen

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Posted 08 February 2007 - 07:11 AM

Ooh! Nice tweakpack!

When I get around to re-doing BG, this will be something I put in. The spear one is intensely intriguing.
"She could resist temptation. Really she could. Sometimes. At least when it wasn't tempting." - Calli Slythistle
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#3 ronin

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Posted 08 February 2007 - 07:24 AM

You might want to change where you put the mod at pro5.

when you try to download it says you are downloading unknown and on the site is a message:

Our service was hacked.
 			Some of the file names was damaged As a result of this. 
 			We?re working hard to restore the names from Backup.
 			We are sorry for any inconvenience this may cause

I am not downloading from it.

ronin


#4 pro5

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Posted 08 February 2007 - 07:39 AM

I reupped it to another host, sorry for the trouble.

#5 ronin

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Posted 08 February 2007 - 10:35 AM

Thanks, I know it wasnt you fault, prolly some script kiddies. Its better now downloading the file instead of a file called "unknown"

:cheers:

ronin


#6 Azazello

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Posted 08 February 2007 - 12:26 PM

Installation errors - P5Tweaks installed after all other tweaks:

Drop Items on Frozen Death

ERROR: [IMOEN15.CRE] -> [OVERRIDE/IMOEN15.CRE] Patching Failed (COPY) (Sys_error("override/\031x.BCS: Invalid argument"))

Drop Items on Disintegrate

ERROR: illegal 48-byte read from offset 402 of 354-byte file GUARDSHZ.ITM
ERROR: [GUARDSHZ.ITM] -> [OVERRIDE/GUARDSHZ.ITM] Patching Failed (COPY) (Failure("GUARDSHZ.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 546 of 402-byte file MINHP20.ITM
ERROR: [MINHP20.ITM] -> [OVERRIDE/MINHP20.ITM] Patching Failed (COPY) (Failure("MINHP20.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 506 of 458-byte file NEWFL01.ITM
ERROR: [NEWFL01.ITM] -> [OVERRIDE/NEWFL01.ITM] Patching Failed (COPY) (Failure("NEWFL01.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 498 of 450-byte file NEWSL02.ITM
ERROR: [NEWSL02.ITM] -> [OVERRIDE/NEWSL02.ITM] Patching Failed (COPY) (Failure("NEWSL02.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 786 of 450-byte file PSCRE05.ITM
ERROR: [PSCRE05.ITM] -> [OVERRIDE/PSCRE05.ITM] Patching Failed (COPY) (Failure("PSCRE05.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 1410 of 786-byte file PSCRE14.ITM
ERROR: [PSCRE14.ITM] -> [OVERRIDE/PSCRE14.ITM] Patching Failed (COPY) (Failure("PSCRE14.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 258 of 210-byte file WWEBOO.ITM
ERROR: [WWEBOO.ITM] -> [OVERRIDE/WWEBOO.ITM] Patching Failed (COPY) (Failure("WWEBOO.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 258 of 210-byte file WWERING.ITM
ERROR: [WWERING.ITM] -> [OVERRIDE/WWERING.ITM] Patching Failed (COPY) (Failure("WWERING.ITM: read out of bounds"))

Drop Items on Imprisonment

ERROR: illegal 48-byte read from offset 162 of 162-byte file DDNOIMPR.ITM
ERROR: [DDNOIMPR.ITM] -> [OVERRIDE/DDNOIMPR.ITM] Patching Failed (COPY) (Failure("DDNOIMPR.ITM: read out of bounds"))
...
ERROR: illegal 48-byte read from offset 2474 of 1466-byte file TG#SOL1.ITM
ERROR: [TG#SOL1.ITM] -> [OVERRIDE/TG#SOL1.ITM] Patching Failed (COPY) (Failure("TG#SOL1.ITM: read out of bounds"))



IMOEN15.CRE - NeJ2 v4.2
GUARDSHZ.ITM - TDD
NEWFL01.ITM - Reign of Terror
NEWSL02.ITM - Reign of Terror
PSCRE05.ITM - PlanarSphereQuestMod v2.5
PSCRE14.ITM - PlanarSphereQuestMod v2.5
WWEBOO.ITM - Unfinished Business v14
WWERING.ITM - Unfinished Business v14
DDNOIMPR.ITM - TDD
TG#SOL1.ITM - Refinements

You ever notice that "What the hell..." is the answer to just about everything?
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#7 pro5

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Posted 08 February 2007 - 01:51 PM

Thanks Azazello!

I can see where item errors might be coming from - my silly cut&paste mistake, undetectable when installing on unmodded game. Fixed.

IMOEN15.CRE, however, I'm not sure. It takes some effort to produce an error of any kind the way that component is coded. :blink: Can you upload your IMOEN15.CRE here as attachment so I can check it out?

#8 Azazello

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Posted 08 February 2007 - 03:14 PM

Here's the original file, but not the version that was (possibly) modified by all the other tweak mods, which I have already deleted. Maybe I can get you that version after a re-install.

IMO you shouldn't sweat that file. NeJ2v2.4 is no longer supported by its developer, and newer versions might not cause this error. Similarly, there are three CREs from aVENGER's Rogue Pack that also have problems, but they also are older, most-likely misaligned files, so no need to really test them.

Attached Files



#9 pro5

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Posted 09 February 2007 - 05:22 AM

Well, this file is processing fine on a test-install and I can't see anything wrong with it in NI either. The only reason for this message as I see it:
ERROR: [IMOEN15.CRE] -> [OVERRIDE/IMOEN15.CRE] Patching Failed (COPY) (Sys_error("override/\031x.BCS: Invalid argument"))
may be if your Imoen CRE has the following weird string set as her OVERRIDE script at offset 0x248:
\031x
which doesn't make much sense to me.

Anyway, I've uploaded version 1.1 which now checks whether the script exists in the game before extending it, hopefully that solves the problem. Also item patching problems fixed.

Note there still may be problems with items and spells if they have incorrect ability effect indexes or effect counts. The code used is sensitive to such errors in ITM and SPL files.

It just occured to me that I should have just attached the ZIP file here in the forum, instead of using different host. :doh:

Edited by pro5, 09 February 2007 - 05:34 AM.


#10 Azazello

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Posted 15 February 2007 - 03:00 PM

pro5, I have installed new version and so far, good. Well, not so far, just did a quick test into Hotel Irenicus.

Hey, funny thing, the Shadow Thief in the opening scene drops his weapons before getting dusted. Cool! This is going to be a fun tweak to use.

#11 pro5

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Posted 26 February 2007 - 02:25 AM

Now also available from IEGMC mirrors (thanks @TheWizard):

IEGMC America - http://america.iegmc.net/p5tweaks
IEGMC Asia (HTTP) - http://iegmc.mirror....com.sg/p5tweaks
IEGMC Asia (FTP) - ftp://mirror.intermedia.com.sg/pub/iegmc/p5tweaks
IEGMC Canada - http://iegmc.shphockey.com/p5tweaks

#12 Azazello

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Posted 23 July 2007 - 08:14 AM

Hey pro5.

There are some scripts, that are connected to summons, that don't need to have the tweaks applied to (although I don't think it hurts to have the code in them):

CCRAWLER.BCS
DJINNI01.BCS
EFREET01.BCS
ETTERCAP.BCS
MOONDOG.BCS
MORSWORD.BCS
NISHRU01.BCS
NYMPH.BCS
PSPIDER.BCS
SERVSU.BCS
SPIDFGSU.BCS
SUMDJ01.BCS
SUMSHT01.BCS
SUMSHT02.BCS
WARDOG.BCS
WDRUNSGT.BCS
WYVERN.BCS

Edited by Azazello, 23 July 2007 - 08:24 AM.


#13 Azazello

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Posted 23 July 2007 - 08:21 AM

Question: is this correct?

APPEND ~P5#PATCH.2DA~ ~ %override%~



#14 --pro5--

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Posted 27 July 2007 - 03:01 PM

It's easy enough to add an exclusion list of scripts which won't be extended by the mod. Paste all those filenames into a textfile or yet another 2da, say P5Tweaks\Misc\EXCLUDE.2DA. Then modify the ACTION_IF line in TP2, from this:
ACTION_IF NOT FILE_CONTAINS_EVALUATED (~OVERRIDE/P5#PATCH.2DA~ ~%override%~) THEN BEGIN
to this:
ACTION_IF NOT FILE_CONTAINS_EVALUATED (~OVERRIDE/P5#PATCH.2DA~ ~%override%~) AND NOT FILE_CONTAINS_EVALUATED (~P5Tweaks/Misc/EXCLUDE.2DA~ ~%override%~) THEN BEGIN

Question: is this correct?

It's pretty straightforward, that line appends the name of current BCS to 2da so we can keep track of what has been patched already. Why, any problems spotted with it?

#15 Azazello

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Posted 27 July 2007 - 07:11 PM

Thanks for the exclude functionality!

Sorry, I should have been clearer: the override var has a space between ~ and %. Is that kosher?

Edited by Azazello, 27 July 2007 - 07:13 PM.


#16 Bursk

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Posted 27 August 2007 - 11:56 AM

I've only just discovered this mod, and have some questions:

1. Has anyone found any instances where 'Drop Items on Frozen Death' fails to work?
2. When you are imprisoned and then freed under normal i.e. non-modded circumstances, do you reappear with all your items, so that you're in the exact same state as before you were imprisoned? If so, I'm assuming that this mod changes that, so you'll reappear naked (as it were) since all your items dropped to the ground when you were imprisoned.
3. Other than using a mage/sorcerer or scroll to cast Imprisonment, are there any items in the game that can also cast it?
4. Does this mod also have a 'Drop Items on Petrification' element? You need to be careful casting Chromatic Orb at levels 10 and 11, for example.

Finally, I'm confused by post #12 onwards. Does this mod need to be updated before I should use it? I don't really understand that "scripts, that are connected to summons" bit.

Thanks a lot.

Edit: Oh, I forgot to ask if you can now have the Gore option turned on and not worry about items being destroyed when you chunk an opponent. Is that one of the things this mod does?

Also, and this is probably a daft question, can I get confirmation that this mod works alongside those listed in the "specific compatibility list and recommendations for existing mods" bit, rather than overwriting their changes?

Edited by Bursk, 27 August 2007 - 12:14 PM.


#17 Azazello

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Posted 28 August 2007 - 07:09 PM

...and this is probably a daft question...

You know I normally wouldn't let this kind of thing lie there, especially coming from you, but I'll play nice tonight. :cheers:

I can only comment on the following...

1. Has anyone found any instances where 'Drop Items on Frozen Death' fails to work?

Haven't frozen enough enemies yet, but will report back with results.

3. Other than using a mage/sorcerer or scroll to cast Imprisonment, are there any items in the game that can also cast it?

Personally haven't come across any, in my MegaInstall.

4. Does this mod also have a 'Drop Items on Petrification' element? You need to be careful casting Chromatic Orb at levels 10 and 11, for example.

It doesn't. Would be sweet if it did.

Finally, I'm confused by post #12 onwards. Does this mod need to be updated before I should use it? I don't really understand that "scripts, that are connected to summons" bit.

Explanation: some summons don't actually have anything to drop, so no need for their files to be modified.

...can I get confirmation that this mod works alongside those listed in the "specific compatibility list and recommendations for existing mods" bit, rather than overwriting their changes?

You cannot. This mods is still in its infancy, not a lot of people have played it. So compatibility issues haven't been fleshed out yet.

If your remark about overwriting is leading where I think it is, you can rest assured that pro5's scripting is doing patching not overwriting.

Edited by Azazello, 03 December 2007 - 04:14 PM.


#18 Bursk

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Posted 30 August 2007 - 11:46 AM

Azazello,

I don't really understand your first comment, but beer is always welcome.

I look forward to seeing what your frozen results are. My "that this mod works alongside those listed" bit was regarding whether e.g. changes to Imprisonment from Bigg Tweaks would work alongside changes to Imprisonment from this mod. I've done some testing and found that no, the changes do not work together. Bigg's mod continues to treat Imprisonment as a really long Maze spell (which means it's working correctly), but the creatures do not drop their loot prior to being imprisoned. So it is compatible with Bigg Tweaks, but only Bigg Tweaks changes apply.

I hope that pro5 finds this type of feedback useful, and that he'll one day be able to implement the petrification change.

#19 Miloch

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Posted 30 June 2008 - 02:28 PM

...and this is probably a daft question...

You know I normally wouldn't let this kind of thing lie there, especially coming from you, but I'll play nice tonight.

I don't really understand your first comment...

What are you, daft? (Yes, I know you've been waiting nearly a year for that response, but good things come to those who wait :D.)

Also, and this is probably a daft question, can I get confirmation that this mod works alongside those listed in the "specific compatibility list and recommendations for existing mods" bit, rather than overwriting their changes?

Ok, it's not a daft question - the mod is completely patching - it did not overwrite anything originally nor does it after my revisions. And those were necessary in response to another of your questions - there were situations where the "drops" might not've worked previously. I've attempted to account for all of those now.

Does this mod also have a 'Drop Items on Petrification' element? You need to be careful casting Chromatic Orb at levels 10 and 11, for example.

It does now (pretty easy to code, since I moved all the spell-changing code to a macro). And yes, it should be compatible with tb#tweaks petrification if that was your next question :).

Oh, I forgot to ask if you can now have the Gore option turned on and not worry about items being destroyed when you chunk an opponent. Is that one of the things this mod does?

I did a bit of testing and wasn't able to reproduce a situation where items get junked upon "chunking" of a target, saving only that it were a freezing/chunking or a stoning/chunking combo death (in which case, those types of drops should be handled by the relevant components). Has anyone else ever seen items disappear upon basic chunking?

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#20 Kaeloree

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Posted 04 July 2008 - 02:56 AM

Posted Image

File Name: P5Tweaks v2 (PC)
File Submitter: pro5
File Submitted: 4 Jul 2008
File Updated: 7 Jul 2008
File Category: Miscellaneous Released Mods
Forum: www.shsforums.net/index.php?showforum=234
Readme: www.farseek.com/bg/p5tweaks-english.html

This is a small tweak mod by pro5 which includes a number of useful features. The v2 update was done by Miloch.

Original discussion thread

1: Drop Items on Frozen Death
This component attempts to prevent equipment destruction on creatures by cold damage. For this to work, it must be installed after all mods that add new creatures or new creature scripts to the game.

2: Drop Items on Disintegration
This component attempts to prevent equipment destruction by spells, items and effects which use the Disintegrate opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

3: Drop Items on Imprisonment
This component attempts to prevent equipment destruction (or disappearance, if you want) by spells, items and effects which use the Imprisonment opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

4: Drop Items on Petrification
This component attempts to prevent equipment destruction by spells, items and effects which use the Petrification opcode. It should be installed after all mods introducing new spells or items, otherwise they won't be updated and may not function as expected.

5: Restore SoA Background Music for Promenade Cutscene
This component simply restores brief combat music in the moments during the cutscene involving Irenicus and the Shadow Thieves (upon leaving the starting dungeon). It was removed in ToB for some reason, but I think it sounded rather cool, so here it is. :)

6: Increased Spear Range and Damage
I think that heavy pikes and spears doing same amounts of damage as goblin short swords is just plain wrong. This component will alter all game items which claim to be spears and do default amounts of damage, so that they have a melee range of at least 2, and do basic piercing damage of 1d8. Spears already having a longer range or higher damage are not modified. Damage bonus or penalties do not matter, as only the base damage range is altered. The mod safely updates descriptions for all spears thus changed, without overwriting any existing information.


Click here to download this file



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