Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't think they had your custom house rules in mind when they made the game. They had their own custom house rules to use (such as removing the ability to climb walls or craft weapons). Their table = their rules, after all....
Open the BG2 folder.
Open the Override folder. (or create one)
Inside the Override folder create a new text file.
Rename the text file to ITEMEXCL.2DA
Fortunately there is a mod and easy fix. The CD Tweaks mod at G3 allows you to alter almost all of the game rules, including allowing multiple enchanted protection items. You can wear two rings of protection and a necklace to boot if you like!
But should this be some kind of a fixed thought of yours you can't let go, here's the mod you have asked for:
The Tweaks Anthology
https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks.html
Look out for the sub section "Wear Multiple Protection Items".
Hope it helps.
I remember from version 3.0/3.5 that Icewind Dale uses, that Magic Armour Bonuses was divided up into several types, one of which would stack indefinetly.
In IWD 2 i managed to reach an Armour Class of 67, but the Aim was 72. You start with base of 10, add bonuses for Dex, add bonuses for Armour & Shield, Wisdom for monks, etc etc. Then there was some dodge bonus i think, from spells, items, and they would stack, making it possible to only be hit if enemy rolls natural 20 on a 1d20 dice (5%).
I have no idea how it is on versions after 3.5.
But the Gibberlink 3 link above fixes it for you in an easy way. A must-have mod.
Don't get me wrong rings of protection are nice but you don't need them.
Its just balance reasons. Same way fighters are allowed to exist...when really they'd be exterminated instantly by any spellcaster unless they have Qi or fighting spirit or somesuch.
Anyway if you want to edit items i reccomend using near infinity. It lets you edit and add all kinds of things.
I modified the Hivemaster class and gave it a drider summon that shoots low damage web balls, has the skullcrusher mace, and can cast poison that isnt useless.
or how i altered Rakshasa to....not be utterly immune to lvl 1-7/8 spells.
e: i think i made the rakkies immune to lvl 1-4 rather than 1-8