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If there was ONE thing I'd like changed about this game it'd be putting the freaking fire shaping canister at an earlier point than the freaking Geneforge, the LITERAL END OF THE GAME
I always considered that a cruel joke played by Jeff, especially considering how easy it's counterparts are to aquire.
Next game is magic shaping. But if it is easy, next time I decide to do a fire game I just might.
Unless Slartifer or myself or someone else takes the time to split out separate versions of these, you might just want to make the variant yourself.
In the GF2itemschars file, find the items you want to change (just search by their name) and add "it_abil_work_in_pack = 1;" along with the other lines defining it.
Although now I'm thinking about setting something up so you can like, ask Sharon or someone to switch those items between charms (without the attribute bonus) and wearable (with the attribute bonus). That would let people like Mauman have the stats if they want to use the attributes on an agility build and Solaris or myself to have them as charms.
Really the biggest problem is you can't just install multiple mods because so many items are jammed into one text file. Unless the game has some hooks that I'm completely unaware of, or a really smart person writes some sort of program that can automatically merge mods, every one will have to be bespoke.
Also, I was immediately proven right there'd be a problem anyways. Just not in the way I thought. So yeah :P
1) Cheeky request: would you consider creating a Spiderweb forum account to post this in a linked topic there? Either way, appreciate the effort put into this.
2) For clarity given the discussion among others above: both this and slartifer's mod mention they remove the +Dex bonus from the Infiltrator's Ring (and apparently, in only this mod, it's planned to remove the +Int bonus from the Girdle of Leadership). However, are these bonuses removed only when the items are sitting in the pack and therefore acting as "charms" per feature #3 of this mod, or are the bonuses removed completely such that even equipping the two items on the character will no longer give the +Dex/+Int bonuses? If the latter, perhaps that could be clarified in the "BALANCE EFFECTS" note.
Because again of limitations of how the game handles things, you can't get the attribute bonuses even when equipping them, the entire item is defined as either a charm or not. It looks like the armor values don't apply, at least. I need to double-check to confirm that. That's why I'm kind of thinking about splitting them into two items you can trade between, one charm and one equipment. That'd be way out of scope for the moment, though.
It should mostly work fine on existing saves, the main thing is you'd have some instances of junk items that can stack and some that can't, or at least that's what I experienced while first putting this together.