Since the release of BG:EE the magical clubs where a problem for a lot of players. If you found a club, and it was identified (as of the first version) you couldn't tell the difference between the normal and magical clubs. This was fixed in v1.2 by setting them Unidentified.
This was no solution for inventory management, because they all shared the same graphic.
NOT ANYMORE!
I created new BAM's for Club +1, +2, Night Club and my own Barbed club of Pain.
![image]()
From left to right:
Club, Club +1, Mighty oak +2, Night Club, Root of the problem, Chanserv's Fish, Barbed club of Pain
And to make the Night Club somewhat nicer, I recolord the paperdoll animantion. It's now BLACK! So the +2 at night makes al lot more sense now, you won't see it comming! (It should negate dex based AC, but I dont think thats possible)
![image]()
![image]()
The attachment contains 3 Item files and 3 new Bam's. Put them in your override and you ready to go.
My next step will be creating a Weidu installer that patches the original files. Because that is the best way to mod existing items. Dropping files in the override can negate other mods!
This was no solution for inventory management, because they all shared the same graphic.
NOT ANYMORE!
I created new BAM's for Club +1, +2, Night Club and my own Barbed club of Pain.

From left to right:
Club, Club +1, Mighty oak +2, Night Club, Root of the problem, Chanserv's Fish, Barbed club of Pain
And to make the Night Club somewhat nicer, I recolord the paperdoll animantion. It's now BLACK! So the +2 at night makes al lot more sense now, you won't see it comming! (It should negate dex based AC, but I dont think thats possible)


The attachment contains 3 Item files and 3 new Bam's. Put them in your override and you ready to go.
My next step will be creating a Weidu installer that patches the original files. Because that is the best way to mod existing items. Dropping files in the override can negate other mods!