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  1. Today
  2. jastey

    Mod Compatibility List for EET

    Sorry, I meant Homeward Bound. Thanks for the link.
  3. Isewein

    Some questions (spoilers)

    Well, it's a compatibility issue with Imoen Romance specifically, so it would have to be accounted for by that mod. Seeing as the author is inactive, however, maybe @DavidW could make the Ascension Imoen interjection conditional on IMOENROMANCEACTIVE = 0.
  4. Arthas

    Some questions (spoilers)

    I saw it. There should be a safeguard to avoid this happening.
  5. Isewein

    Some questions (spoilers)

    Sorry my mistake, it is this mod. It incorporates some old parts of Ascension (finsol01.dlg is affected, not imoen2J.dlg).
  6. Isewein

    Mod Compatibility List for EET

    Homeward Bound or Ninde? There are clear references to Ninde ToB on SHS, but the download link seems to never have been updated. Dropped Rhaella a PM. As for Homeward Bound, it somehow ended up a relic on TeamBG Forums (2010 version at least; no idea if there was a more recent one). Download there still works. EDIT: Never mind about Ninde; the download link in the forum is outdated but the page has the most recent version 2.2 as suggested above.
  7. jastey

    Mod Compatibility List for EET

    Not yet exactly for the reason that it's hosted somewhere I have no reach to. EDIT: Up to the point where I am ignorant to where it is hosted currently, actually. Do you have a link?
  8. Isewein

    Mod Compatibility List for EET

    Ninde ToB was adopted by @Rhaella who is still active. Don't know whether she has plans for EET compatibility, however? Has anyone tried making Homeward Bound work under EE or EET? I realise it not being hosted on any of the active sites has let it fall under the radar, but it's the only one of Berelinde's mods not in the list.
  9. Arthas

    Some thoughts

    Got another few notes for different components. I talk only from a consistency issue, not from a tactics issue. So... your choice really. Abazigal Lair: I like very much the addition of the yellow dragon. I like also the addition of the other dragons together with Abizagal. Don't like at all the: > removal of the rope - feels forced and is used just a way to make you come back just to face X dragons that don't listen to any reason (killing two is ok, the third starts to become a little too much, the forth, that actually is scared of abazigal feels really silly given that he has not even the geas applied on himself). Also they don't drop any good item, nor scales. Scream "added content". If a dragon was scared of Abazigal, after seeing you four times killing his brethren, he would wish you luck or actually come in the fight to help you killing Abazigal. > No point in these demons appearing after you got the breath potions. ******************************************************************************************************************************************************
  10. Jarno Mikkola

    FoW in TuTu looks like in BG1

    Ironically, the fog of war file is called fogowar.bam in BG(1)EE at least... don't have the other games currently to check.
  11. Yesterday
  12. CrevsDaak

    FoW in TuTu looks like in BG1

    I've looked high and low, went over the executable and all the files TuTu v4 touched, but I'm still unable to tell what caused the game to switch to the BG1 FoW instead of using the SoA/ToB fog of war. It's not that I want to fix it or am annoyed by (in fact, all I'm using TuTu for is to test something), but I want to know what caused this change because I'm curious about it and I might go and add it to my BGT install.
  13. SCS improved Abazigal’s lair removes it (but dialog/journal tell you where to find more).
  14. n-ghost

    difficulty curve problem

    You CAN hoard 100k even with Store Revisions (IIRC, it caps all +1 items to 250g per sell, +2 to 500 etc, right?). Did that back in v31. Come to think of it, you can even afford 50k Cowled Wizards ticket on top of that too. Be really really considerate when dealing with money and loot literally every rusty short sword that ever drops. Buying the shinies can wait before Underdark.
  15. Arthas

    Some questions (spoilers)

    You are right.
  16. Does he just leave? No dialogue?
  17. Cool, thanks! Does anyone know whether this is also true for the original engine?
  18. I never have rope and I don't know why. I guess it is content of Wheels of Prophecy?
  19. Isewein

    berelinde's Keldorn Romance

    Wow, that is without doubt the unlikeliest multi-romance constellation I have ever read of.
  20. The talking letter is indeed introduced by the NPC Project to keep track of variables. Did he mention something about it before leaving or is this pure conjecture? Tiax is a cleric of Cyric, so it could make sense, but if it was part of the NPC Project he would definitely have brought it up in a dialogue. Are you sure it's nothing to do with your reputation?
  21. ctrl+R doesn't remove effects with timing modes 2 or 9, at least in the EE.
  22. Isewein

    Is this supposed to happen?

    No, this is supposed to happen when you report back to Balthazar after having slain both Abazigal and Sendai... Unfortunately, the modular nature of the mod means some variables tend to get mixed up. Which version are you using?
  23. Isewein

    Belated Appreciation

    It seems Domi has not been seen around for a while, but I nevertheless felt it was the decent thing to do to leave some remarks upon completion of this wonderful mod. At the very least, it might encourage someone else to give it a try. Icewind Dale II is not an easy game to enjoy. While writing and scripting are well executed in some areas, others are lacking even the most basic aspects of immersion. This is exacerbated by the bad pacing and gratuitous padding of some of the more tedious dungeons, especially during the mid-section of the game (the Ice Temple and Dragon's Eye are the worst offenders). Apparently the game lacked an effective lead writer, accounting for the disjointed impression different sections of the game give. In some corners of the internet you can still trace the development of this last IE game, which was intimately linked to the planned Baldur's Gate 3 (foreshadowed in the IWD2 intro). It is but a slight exaggeration to say that the real history of Black Isle of the time is in many ways more intriguing than the lackluster narrative of IWD2. To be frank, I think it highly unlikely that I should ever have finished Icewind Dale II at all, were it not for my curiosity about this mod considering Domi's excellent writing for the BG1 NPC Project. Following advice on the forums, I went with the core party of Sir Nord, Hildury, Salomeya (multiclassed to Demarch of Mask), Diriel and Nikosh. I could easily imagine swapping out Nikosh or Diriel, but I did not want to play a rogue myself and wanted to try out the infamous Diriel romance option. That team worked very well on core difficulty, and thanks to 3rd edition rules you can really customise these characters in any direction you want in IWD2 anyway. Initially I wasn't all that sold on the tone of IWD2 NPC, which seems to follow the style of BG2 (that strange combination of mature themes and absurd humour) more than the IWD1 NPC Project does. The straightforward, classic heroic fantasy of Kulyok's IWD1 NPCs went well with the feel of that game and kept me going through the infinite hordes of enemies. I therefore feared Domi's more 'realistic' writing might clash with the game, but I'm happy to conclude that, for this party at least, it turned out not to be the case. IWD2 differs from its predecessor in that it essentially pushes you towards playing Lawful Neutral-verging-on-Evil mercenary types (albeit unintentionally so, I presume, simply due to the unpolished nature of the game). The touches of moral ambiguity introduced by leading what is essentially a band of dregs of whom most hate each other contrast very nicely with the heroic band of adventurers feel of IWD1 NPC Project, and fits right in with IWD2. I also found it nothing short of a stroke of genius to solve the so frequently problematic issue of lacking character motivation for an Evil PC to take up sidequests by having Sir Nord be the factual co-leader of the expedition. This allowed me to roleplay the sort of Elf that would actually take up with Diriel without ignoring major parts of the game’s content. One criticism I have is that the mod was obviously written with a human PC in mind. I recognise that romance options for non-human PCs (such as Diriel) were added later on following popular demand, and while they themselves are written flawlessly, the character background assumed by Sir Nord especially really only works for a human or at least half-elven PC. But it’s a minor inconsistency and only comes up occasionally. With some mental gymnastics I could make it work regardless. In general, there are some other parts of the mod which the forums show were introduced later on and not really integrated into the rest of the mod as well as they could have been (a very important and obvious event for Hildury’s character development, for instance, is never referenced by other characters). Enough has been written on the Diriel romance, but it really is exceptional. It is far more than just a romance, because it essentially upends the whole narrative of the game, offering a motivation and goal for the final part of the main quest which goes beyond the mercenary attitude assumed by the game. And Domi managed to integrate it seamlessly without even coding any new areas or quests; it’s extremely impressive. All in all, this is one of the most ambitious mods ever created for any game, and I really do wish it received more of the recognition it undoubtedly deserves outside this forum. For some reason it has become infamous as an example of fanfiction-y romance mods instead, when it really is so much more than that. I wholeheartedly recommend it to anyone thinking of going through IWD2. PS: ASOIAF readers will particularly enjoy the many little touches and hommages to characters of the series which clearly served as inspiration to Domi. Personally I think those were well done; they never feel like a blunt crossover.
  24. Isewein

    Hildury Plot - SPOILER

    Mind you, the race she gets reincarnated as is chosen randomly, is never referenced again in future dialogue and can potentially mess up her specs and usability. It's a nice easter-egg, but I recommend making a save before triggering the dialogue. I had to redo a large portion of the most annoying quest in the game (time jump level) because I didn't want to keep her as a halfling without that even being recognised by other characters.
  25. Isewein

    Some questions (spoilers)

    This mod doesn't alter Imoen's final dialogue. IIRC Ascension introduced her conferring her essence upon Charname, and Imoen Romance other options.
  26. This looks splendid, and far more geographically accurate thane the old BP Worldmap. It always bugged me how off some distances and locations appeared on that one (that stretch of land between Waterdeep and Neverwinter being cut, for example), despite the lovely design. I think the decision back then was done to limit excessive need for scrolling across areas not used in any mods, but with the better resolution and GUI I understand EE has eliminated that need, right? EDIT: Should this be done I would also suggest moving Watcher's Keep to the Marching Mountains or some other place further south than the promontory next to Murann (?) the BP Worldmap located it on. Most players explore Watcher's Keep during the ToB portion of the game, so this would make the detour a little less outlandish.
  27. Arthas

    Some questions (spoilers)

    Is it this mod that makes Imoen renounce to her part of her essence during final Solar's encounter?
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