Thanks Cruz, you made an old man happy, I was all set to start taking the game apart again with the tools supplied by TeamBG, just for these little old things that used to drive me crazy, I remeber running around with Imoen and the only thing she had in her backpack was arrows and arrows and then some more <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" />
hey, no problem. hope you'll try it out and make it work. glad to be of help in this season of giving. <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />
yeah, i remember the pain of managing your inventory in those bg days. so little inventory space, and they were all clogged up with missiles. really took the fun out of my gaming experience. now, with the ease-of-use mod, there is an unlimited stacking feature. heh, my ranged characters has something like 10,000 arrows/bolts/bullets in their backpack. and it doesn't even encumber them so much.
if you read the readme of the mod, you'll also find out that the holy avenger sword useable by pallies is now a greatsword and therefore must be wielded w/ two hands. it also has the dispel magic effect, as it should have like in neverwinter nights sou. much, much better damage overall.
[nocando] swords, which seem to be nigh useless in the original iwd, have now been given a massive upgrade, and deserving of the fact that you have to take an extra feat for them. i was tempted to start a new party, made up of 3 fighters this time, as i found a lot of excellent weapons which my druids cannot use. and if they can use them, they get overridden by the druids' shapes.
the "wroth" [nocando] sword is now "bloody wroth", and its benefits have been doubled. wielding it gives the bearer "animal rage", plus 8 to str & con, and movement speed is increased by 40%. my half-orc barb now has 30 str and massive hp's, and he's still in chap 3. hehe. i also found the "[nocando] sword of heroism". it does insane base dmg, 4d10, even higher than a monk's 1d20 fists. if only i've taken the dual-wield feats for my barb, imagine the damage he can deal out. <img src="/ubbthreads/images/graemlins/devil.gif" alt="" />
there are other excellent weapons & armor. most of them i found in chapters 4 & 5. demon's breath flail +5, rage of chaos, mage killer throwing axe, flail of flame +5, resistant hammer of liquidity, protean hammer +3 (deals acid, fire, & frost damage in one), hammer of dispelling +5, chains of the righteous strength +3 (really nice story behind this weapon;enjoyed reading it), black chimes of the bell warden +5, brilliant flail of wounding (ignores all of enemies' armor & shield bonuses), and many other armor, rings, etc., that i couldn't recall now.
one of the features i liked so much in the mod is that now, armor and shields give you damage resistance, which only makes more sense. heavy armor can encumber you and you can still be hit, but it should do a better job of absorbing/resisting damage. my biggest gripe against infinity engine games is that you must get a high AC, but if you get hit, you still take full damage. now there are times when my fighters get hit, but i see in the combat feedback window that they they totally resist it, or absorb some damage. realistically speaking, that's the way it should work. btw, it works for your enemies as well, to balance the game i think.
good luck & have fun!