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View Code? Open in Web Editor NEWUnique Artifacts mod for Baldur's Gate 2
Home Page: https://forums.bgforge.net/viewforum.php?f=30
Unique Artifacts mod for Baldur's Gate 2
Home Page: https://forums.bgforge.net/viewforum.php?f=30
What is your opinion on having an optional component to limit the number of wands?
Even without any mods, BG1 and BG2 are simply overloaded with wands. On top of that, they can even be "recharged". For low-level wands like magic missiles or sleep, it does not matter much, but the wand of fire is just ridiculous. There are multiple copies of it too, so even without recharging, you get enough use to throw fireballs around basically in any battle (which makes them trivial, especially in BG1).
I could possibly do a pull request on this, but I first would like to know whether such a component even belongs in this mod ๐.
Also, a technical question, as I am not really a modder, but by looking at the source code, will simply adding the item code and a cre/sto file to the bsv table make the mod remove all its other instances from the game?
Need to rewrite the code in more robust, randomiser-style.
While fiddling around with the code, I have found this.
bg2-uniqueartifacts/ua/items/strict_bg1.bsv
Lines 1 to 2 in dcab127
However, amul14
is the Amulet of Protection +1, while the Necklace of Missile is amul01
. I have checked both BG1 and BG1:EE just to make sure.
Then, there is also this.
bg2-uniqueartifacts/ua/compatibility/ua.tpa
Lines 1 to 7 in dcab127
which is a little bit confusing, as Nadine does in fact possess both amulets, but the AoP +1 is given to us in order to find her son, while the NoM is the actual quest reward.
Is there something wrong, or am I just confused?
Add a third, comprehensive option, which will cover most magical items.
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