A Gibberlings Three Mod
Authors: Demivrgvs, Mike1072 and Ardanis
On the web: Home page and discussion forum
Version 2 - Check for the most recent version
Languages: English
Platforms: Windows, Mac OS X, and Linux
Before installing IR, be sure to apply the latest hotfixes. They can be found here, and should fix most problems reported in the current version of the mod.
Item Revisions aims to fix/tweak/enhance all items in Baldur's Gate II. Weaker items have been improved, overpowered ones have been (or will be) nerfed, many descriptions have been extended or replaced with more appropriate ones, and so on. In addition, there are a number of rule changes available that can be chosen individually as the user wishes.
This mod has been designed to work with BG2: Throne of Bhaal, and the main component requires it be installed. The mod has been tested and may be used with BGT. The main component will not affect Tutu items at this time, but support is planned. Most other components should be fine on Tutu. Item Revisions should work well with most other WeiDU and non-WeiDU mods if proper install order is followed.
The main component of the mod overwrites existing items and descriptions, and should be installed prior to mods that patch those items. In the case where you'd prefer a file not be altered by IR, you have the option of disabling the specific item modification prior to installing the mod. Details on how to do so can be found in the Installation section below.
The other components of the mod have been designed to patch all items, and should be installed after all mods that add or replace items. Ideally, these components should be installed just after other tweak mods (near the very end of the install). Note that it is possible to install the main component only, exit the installer, install more mods, and then re-start the installer and install other components.
Items in IR's main component come with their own descriptions, and a number of the optional components adjust description information by patching. It's important to note that there are a few tweak mods out there which completely overwrite existing item descriptions based on the assumption that they previously looked as they do in the vanilla game. If you are installing Item Revisions' main component, we recommend avoiding these mod components completely.
Mod Components Known to Overwrite Descriptions:
[1] Already included in IR's main component.
The following information applies only to those installing Item Revisions' main component.
The Visual Ioun Stones component from Ding0's Tweak Pack (d0tweak) should not be installed alongside IR's main component because we've included WoRm's pretty ioun stone animations. Thanks, WoRm!
Regarding 1PP: Erephine has kindly granted permission to use some of her artwork in our mod (including flaming swords!), and many items have been recoloured to look better and match their new lore.
1PP Components Included:
1PP Components Not Included:
Windows
Item Revisions is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen. This method is not recommended when you wish to apply hotfixes, unless you quit from the WeiDU installer when it appears.
Alternatively the files can be extracted from the archive using WinRAR. If properly extracted, you should have an item_rev folder and setup-item_rev.exe in your BG2 folder. Any hotfixes should be applied at this point. To install, simply double-click setup-item_rev.exe and follow the instructions on screen.
Please run setup-item_rev.exe in your BG2 folder to reinstall, uninstall or otherwise change components.
Mac OS X
If the mod was previously installed, uninstall it before extracting the new version. Item Revisions is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your BG2 folder. If properly extracted, you should have an item_rev folder, setup-item_rev, and setup-item_rev.command in your BG2 folder. Any hotfixes should be applied at this point. To install, simply double-click setup-item_rev.command and follow the instructions on screen.
Linux
Extract the contents of the mod to the folder of the game you wish to modify. Any hotfixes should be applied at this point. Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal and cd to your BG2 installation directory, 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 lower cased file name. If you're unsure, running tolower and choosing both options is the safe bet.
Run WeInstall item_rev in your game folder to install the mod. Then run wine BGMain.exe and start playing.
How to Prevent Certain Items from Being Installed
Note: this must be done before installing the mod. To disable a certain item, open the file item_rev/components/main_component.tpa with a text editor, search for the item in question and comment it out /* like so */. Anything inside the commented area will get skipped when installing. Here is an example for Carsomyr.
main_component.tpa - searching for 'Carsomyr' yields:
// Carsomyr +4
COPY ~item_rev\itm\sw2h10.itm~ ~override\sw2h10.itm~
SAY NAME1 @1760
SAY NAME2 @2199
SAY UNIDENTIFIED_DESC @1762
SAY DESC @2200
Adding the following will prevent the item from being installed:
// Carsomyr +4
/* COPY ~item_rev\itm\sw2h10.itm~ ~override\sw2h10.itm~
SAY NAME1 @1760
SAY NAME2 @2199
SAY UNIDENTIFIED_DESC @1762
SAY DESC @2200 */
Congratulations, Carsomyr +4 will no longer be changed when you install the mod! But wait, doesn't Carsomyr have an upgrade in ToB? To prevent that from being installed, you'd need to keep searching for Carsomyr and comment out the +5 version when you find it, too. If you have any questions or require assistance with any of the above, feel free to drop us a line in the forum.
The changes made by Item Revisions fall into two categories - individual and global. The main component of the mod will install all of the individual changes, like adding new abilities and lore to existing items. The other components of the mod are designed to provide rule changes to all items in the game, including those added by other mods.
Item Revisions by Demivrgvs
Any modifications made to items prior to installing this component will be overwritten.
This component contains all of the changes made to specific items. Full item descriptions are available in item_rev/languages/english/item_descriptions.tra and an overview is provided on the forums. Listed below are some of the philosophical changes.
These items have been designed in tandem with other optional components, and may not be balanced without certain components installed. Components that are deemed recommended for balance when installing the main component will carry a red asterisk (*). In cases where a component has multiple options, a blue asterisk (*) will be used for recommended options.
Total Enchantment Bonus | Price | Notes |
---|---|---|
Unenchanted | As Per AD&D 2nd Edition Player's Handbook | |
Masterwork | 500gp | Daggers: Only 250gp |
+1 | 1000gp | Regular Full Plate Is Treated as +1 Quality |
+2 | 3000gp | |
+3 | 5000gp | Stonefire as a +2 Axe with the Flaming Property Is Treated as +3 Quality |
+4 | 7500gp | |
+5 | 10000gp | And So On... |
Executable Patch (*)
Several changes made by the main component will not function properly without additional engine modification. This component has three options to choose from.
Potion Revisions (*)
This component contains all of the changes made to potions.
Masterwork Weapons
Previously a mandatory part of the main component, this has been made optional due to player request. This component will replace many of the normal +1 weapons found in the game with masterwork versions. Masterwork weapons gain the +1 THAC0 bonus of +1 weapons, but not the +1 to damage, and are not effective against creatures only affected by magical weapons. This component may be installed at any time, though it is recommended to pair it with the main component.
The structure of this component may be a subject to change in future versions, with possibility of splitting it into several components.
Due to the nature of this component, it is conceptually incompatible with mods that add new items into vanilla stores. Nothing drastic will happen, though - you simply may discover that a merchant, who was supposed to sell scrolls, now also offers a sword, even if there is a blacksmith standing nearby.
At the moment this component is only fully compatible with Spell Revisions (main component), aTweaks (Expanded Tepmle Services component) and Rogue Rebalancing (Additional equipment for Thieves and Bards component) if installed after them.
Full documentation of changes is pending.
Store Revisions (*)
Changes made by this component can be grouped into five categories.
These components are designed to affect all items in game, and should be installed after other mods that add items.
Allow Spellcasting in Armor (*)
Normally armor prevents casting of arcane spells. This component removes this limitation.
Note: This is one of the components that relies on a user-submitted list to categorize shields and armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.
Shield | Chance of Arcane Casting Failure |
---|---|
Buckler | 5% |
Small Shield | 5% |
Medium Shield | 15% |
Large Shield | 50% |
Armor | Chance of Arcane Casting Failure |
Leather Armor | 10% |
Studded Leather | 15% |
Hide Armor | 20% |
Chain Mail | 30% |
Splint Mail | 40% |
Plate Mail | 40% |
Full Plate Armor | 50% |
Special Types of Armor | Chance of Arcane Casting Failure is Reduced by |
Made from Scales | -10% |
Made from Mithral | -20% |
Elven-crafted | -30% |
With Casting Speed Penalties for Arcane Casters (*)
This option allows those arcane spellcasters who can equip armor to be able to cast spells in them, albeit at a slower rate than normal. To give a little overview, a spellcaster can cast only 1 spell per round (in most circumstances), but those spells have a casting time that denotes how much of the round it takes between starting to cast the spell and witnessing its effect. The default spells usually have a casting time between 1 and 10. 10 is a full round, while 1 is near-instantaneous. This option will increase the casting time of all spells while equipping armor and shields by the values indicated in the table below. Due to engine limitations, this causes innate abilities and divine spells (in case of cleric/mages and fighter/mage/clerics) to suffer the same penalty. Feedback on balancing this component would be appreciated.
Shield | Casting Time Penalty |
---|---|
Buckler | +1 |
Small Shield | +1 |
Medium Shield | +2 |
Large Shield | +3 |
Armor | Casting Time Penalty |
Leather Armor | +2 |
Studded Leather | +2 |
Hide Armor | +2 |
Chain Mail | +3 |
Splint Mail | +3 |
Plate Mail | +4 |
Full Plate Armor | +4 |
Special Types of Armor | Casting Time Penalty is Reduced by |
Made from Scales | -1 |
Made from Mithral | -1 |
Elven-crafted | -3 |
With Casting Speed Penalties for All Casters
This option allows those arcane spellcasters who can equip armor to be able to cast spells in them, albeit at a slower rate than normal. In addition, it causes divine casters to suffer the same casting speed penalties as their arcane brethren while equipping armor and shields. To give a little overview, a spellcaster can cast only 1 spell per round (in most circumstances), but those spells have a casting time that denotes how much of the round it takes between starting to cast the spell and witnessing its effect. The default spells usually have a casting time between 1 and 10. 10 is a full round, while 1 is near-instantaneous. This option will increase the casting time of all spells while equipping armor and shields by the values indicated in the table above. Due to engine limitations, this causes innate abilities to suffer the same penalty. Feedback on balancing this component would be appreciated.
Without Penalties
This one's for the cheaters.
Heavy Armor Encumbrance (*)
This component applies penalties to characters wearing heavier types of armor. There are seven options that allow to select the desired combination of movement speed, dexterity and attack speed factor penalties.
Note: This is one of the components that relies on a user-submitted list to categorize armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.
Movement Speed, Dexterity and Speed Factor Penalties (*)
This option applies a reduction to movement speed, dexterity and speed factor while wearing heavy armor. The following table elaborates on the penalties.
Armor | Movement Speed Penalty | Dexterity Penalty | Speed Factor Penalty |
---|---|---|---|
Leather Armor | 0% | 0% | 0% |
Studded Leather | 0% | 0% | 1 |
Hide Armor | 10% | 0% | 2 |
Chain Mail | 10% | 5% | 2 |
Splint Mail | 20% | 10% | 3 |
Plate Mail | 20% | 10% | 4 |
Full Plate Armor | 30% | 15% | 5 |
Special Types of Armor | Movement Speed Penalty is Reduced by | Dexterity Penalty is Reduced by | Speed Factor Penalty is Reduced by |
Made from Scales | -10% | -5% | -1 |
Made from Mithral | -10% | -5% | -2 |
Elven-crafted | -20% | -10% | -3 |
Movement Speed and Dexterity Penalties (*)
This option applies a reduction to movement speed and dexterity while wearing heavy armor. The previous table elaborates on the penalties.
Movement Speed and Speed Factor Penalties
This option applies a reduction to movement speed and speed factor while wearing heavy armor. The previous table elaborates on the penalties.
Dexterity and Speed Factor Penalties (*)
This option applies a reduction to dexterity and speed factor while wearing heavy armor. The previous table elaborates on the penalties.
Movement Speed
This option applies a reduction to movement speed while wearing heavy armor. The previous table elaborates on the penalties.
Dexterity Penalties (*)
This option applies a reduction to dexterity while wearing heavy armor. The previous table elaborates on the penalties.
Speed Factor Penalties
This option applies a reduction to speed factor while wearing heavy armor. The previous table elaborates on the penalties.
Allow Thieving Skills in Armor (*)
This component allows the use of all thieving skills in all armors, but with a penalty to the Move Silently and Hide skills (denoted in-game as a Stealth penalty). The following table elaborates on the penalties.
Note: This is one of the components that relies on a user-submitted list to categorize armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.
Armor | Move Silently Penalty | Hide Penalty |
---|---|---|
Leather Armor | 0% | 0% |
Studded Leather | 20% | 20% |
Hide Armor | 30% | 30% |
Chain Mail | 40% | 40% |
Splint Mail | 50% | 50% |
Plate Mail | 60% | 60% |
Full Plate Armor | 80% | 80% |
Special Types of Armor | Move Silently Penalty is Reduced by | Hide Penalty is Reduced by |
Made from Scales | -10% | -10% |
Made from Mithral | -30% | -30% |
Elven-crafted | -30% | -30% |
Revised Armor Bonuses (*)
This component changes the hidden AC bonuses vs different weapon types.
Note: This is one of the components that relies on a user-submitted list to categorize armors into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here and include whether you have installed the main IR component or not.
Armor | Old AC Bonus vs Slashing | Old AC Bonus vs Piercing | Old AC Bonus vs Crushing | Old AC Bonus vs Missiles |
---|---|---|---|---|
Leather | +2 | +2 | ||
Studded Leather | -2 | -1 | -1 | |
Hide Armor | +2 | +2 | ||
Chain Mail | -2 | +2 | ||
Splint Mail | -1 | -2 | -1 | |
Plate Mail | -3 | |||
Full Plate Armor | -4 | -3 | -3 | |
Armor | New AC Bonus vs Slashing | New AC Bonus vs Piercing | New AC Bonus vs Crushing | New AC Bonus vs Missiles |
Leather | +1 | -1 | +1 | |
Studded Leather | -2 | -1 | +1 | -1 |
Hide Armor | +1 | -1 | +1 | |
Chain Mail | -2 | -1 | +1 | -1 |
Splint Mail | -1 | -2 | ||
Plate Mail | -2 | -1 | -1 | |
Full Plate Armor | -3 | -2 | -2 |
Revised Shield Bonuses (*)
This component changes the base stats of all shields.
Note: This is one of the components that relies on a user-submitted list to categorize shields into their proper type. If you find an item that appears unaffected by this change, or miscategorized, please submit a report here.
Shield | Old AC Bonus | New AC Bonus | Old Abilities | New Abilities |
---|---|---|---|---|
Buckler | 1 | 1 | No Missile/Piercing Protection | No Missile Protection |
Small Shield | 1 | 1 | No Missile Protection | |
Medium Shield | 1 | 2 | -1 THAC0 | |
Large Shield | 1 | 3 | +1 vs. Missile Weapons | +2 vs. Missile Weapons and -2 THAC0 |
Dual Wielding Changes for Light and Heavy Weapons (*)
This component alters the penalties for dual-wielding by assigning off-hand THAC0 bonuses and penalties to all weapons based on their size/weight. Daggers, short swords, wakizashis, ninja-tos, clubs and handaxes are considered light and give a +1 bonus to off-hand THAC0. Bastard swords, flails, katanas and battleaxes are considered heavy and give a -1 penalty to off-hand THAC0. All other melee weapons are classified as medium and have no bonuses or penalties. The table below summarizes the main hand/off-hand THAC0 results.
Points in Two Weapon Style | Light/Light | Light/Medium | Medium/Medium | Light/Heavy | Medium/Heavy | Heavy/Heavy |
---|---|---|---|---|---|---|
0 | -4/-6 | -4/-7 | -4/-8 | -4/-8 | -4/-9 | -4/-10 |
1 | -2/-4 | -2/-5 | -2/-6 | -2/-6 | -2/-7 | -2/-8 |
2 | 0/-2 | 0/-3 | 0/-4 | 0/-4 | 0/-5 | 0/-6 |
3 | 0/0 | 0/-1 | 0/-2 | 0/-2 | 0/-3 | 0/-4 |
Items of Protection Can Be Worn with Magical Armor (*)
This allows one to equip Necklaces, Rings, and Cloaks of Protection alongside magical armor, but it does not allow more than one item of Protection to be worn at the same time.
Halberds Can Slash, Too
This tweak gives all halberds the ability to change their damage type from piercing to slashing (and back again). Right click on the weapon's icon in the quick weapon bar to switch between the two.
Remove Cleric Weapon Restrictions from Multi-Classed Clerics
Fighter/clerics with swords? Yes.
PnP Equipment for Druids (*)
According to PnP, druids shun metal, but instead may wear equipment made from natural sources (namely scales of beasts). Items include armor, shields and headgear.
Note: This is one of the components that relies on a user-submitted list of items. If you find an item that appears unaffected by this change, please submit a report here.
Druids only (*)
This option affects only single-class druids.
Druids and Fighter/Druids (*)
This option affects both single-class druids and their fighter multiclass.
Kensai Can Wear Bracers (*)
This component allows the kensai kit to wear bracers.
Note: This is one of the components that relies on a user-submitted list of bracers. If you find an item that appears unaffected by this change, please submit a report here.
Thieves Can Use Wands (*)
Thieves can use magic wands, as long as they meet the intelligence requirement.
Note: This is one of the components that relies on a user-submitted list of wands. If you find an item that appears unaffected by this change, please submit a report here.
Weapon Changes (*)
This component alters the basic stats of many weapons.
Note: If you find an item that appears unaffected by this change, please submit a report here.
Enchantment Doesn't Affect Speed Factor of Weapons (*)
This component removes the enchantment bonus to speed factor from magical weapons.
Note: If you find an item that appears unaffected by this change, please submit a report here.
Backstabbing Penalties for Inappropriate Weapons (*)
This component is conceptually incompatible with the Improved Backstabbing component from Ding0's Tweak Pack (d0tweak).
This component was inspired by the similar component in Ding0's Tweak Pack. This component also modifies flaming swords to apply a -50% penalty to Hide in Shadows while equipped.
Backstabbing Penalties Only (*)
This option applies a penalty to backstabbing with certain weapon types as listed below. It does not enable backstabbing with weapons that single-class thieves cannot normally use - everything on the table at a -2 or worse modifier with the exception of quarterstaffs will remain unsuitable for backstabbing.
Weapon | Backstab Penalty |
---|---|
Daggers, Short Swords, Wakizashis, Ninja-Tos, and Clubs | No Penalty |
Long Swords, Katanas, Scimitars, and Handaxes | -1 Backstab Multiplier |
Battleaxes, Bastard Swords, Maces, Morning Stars, Quarterstaffs, and War Hammers | -2 Backstab Multiplier |
Flails, Halberds, Spears, and Two-Handed Swords | -3 Backstab Multiplier |
Backstabbing Penalties with More Weapons Usable for Backstabbing (*)
This optiont applies a penalty to backstabbing with certain weapon types as listed above. It also enables the use of backstabbing with weapons traditionally unsuitable for backstabbing. Due to engine limitations, this is only possible to achieve by making the weapon usable by single-class thieves. In other words, this component will make all melee weapons usable by multi-class thieves also usable by single-class thieves. They will remain unable to put proficiency points into these weapon categories, however.
If you have ToBEx installed - e.g. by the Executable Patch component - then weapons will be marked with a new "Suitable for Backstabbing" flag without making them usable by single-class thieves.
Demivrgvs and Mike1072 created this mod. You can find out more about Item Revisions by visiting the forum or the project page. Visit the Gibberlings Three Forums for information on this and any other Gibberlings Three mods on which we may be working.
Demi: Firstly, many thanks to Gibberlings Three, especially Cam, and cmorgan!
Huge thanks of course to Westley Weimer, who created an astonishingly flexible and powerful mod editor for IE games, and to the bigg for his modifications to that editor. Many thanks also to the creators of the Infinity Engine Structure Description Project, which clarified what the hell was going on several dozen times; and to Jon Hauglid, for Near Infinity.
Special thanks to Erephine for creating and letting me use that wonderful 1PP material!
I'm also very grateful to anyone who has beta-tested the mod and/or provided much useful feedback.
Mike: I'd like to give a big thanks to the authors of the many tools used in creation of this mod - we (literally) couldn't have done it without you. The mod community as a whole also deserves special mention - I find the vast majority of those with an interest in the creation and playing of IE mods are extremely supportive of one another, and knowing that your work will provide enjoyment to others is a great motivator. Finally, I'd like to thank those individuals at G3 who set me along the path to modding in the first place, everyone who has expressed interest in the creation of this mod, and G3 in general for hosting this here.
The BG2 Tweak Pack was a major inspiration and help while coding this mod, and some code has been directly pillaged from it. A couple of the components in IR are direct imitations of components found in the Tweak Pack or Sword Coast Stratagems. Animations for ioun stones were created by WoRm.
Also special thanks to Ascension64 and Taimon for their EXE patches.
Tools Used in Creation
WeiDU by
Wes Weimer and the bigg
Near Infinity by Jon Olav Hauglid, version devSin
IESDP maintained by igi
WeiDU Syntax Highlighters by Idobek, updated by cmorgan
TextPad Editor by Helios Software Solutions
This mod may not be sold, published, compiled or redistributed in any form
without the consent of its authors. Item Revisions is ©2008 Marco Montagnoli and Mike1072.
Mike: I give full permission to borrow and modify any code I've written for this mod, provided you give credit in a comment.
Version 3 - August 2, 2011
Version 2 - December 2, 2008
Version 1 - September 29, 2008