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> item crafting, - expanding the possibilities
Lemernis
post Sep 7 2006, 06:09 PM
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Baronius, I think you're really onto something with the Herbs & Potions component, which can be broadened considerably. Rather than overposting within a tight-knit modding community I'll just provide the link to the discussion elsewhere:

http://forums.gibberlings3.net/index.php?showtopic=7575

I'm very curious to see your thoughts either here or in the linked thread.


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Baronius
post Sep 7 2006, 06:52 PM
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The project you suggest there is very ambitious, and if such a project gets completed properly, it will definitely become a must for BG1Tutu.

The Herbs add-in eventually became a very short project, and item enchanting was meant to be just a small addition. But I've always liked the idea of extended brewing and item craftsmanship in Baldur's Gate. It is possible that I will release such a mod in the future, probably not as comprehensive and complex though as the one suggested by you.

QUOTE
* a wide variety of component items may be used to complete any particular crafting recipe--almost any item in the game
It would be comprehensive, and a lot of work. A big team would be required to make such a mod.
QUOTE
* a one time only percent chance that the item may after a variable number of days or uses may become cursed (maybe requiring a mini-quest to remove--and this could include one that is already in the game)
This is a good idea, as 99% of cursed items have no real use in the original BG.
QUOTE
* a percent chance that the enchantment ritual will fail!
Now this is something that shouldn't be suggested by someone who reloads several times to get a +3 enchanted item, which natural chance of appearing is 10% normally. tongue.gif tongue.gif


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