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Imoen 4 Ever Compatibility Notes

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Compatibility is a bit on the tough side with this mod since probably all mods assume in SoD that Imoen is not in the party, and in BGII that Imoen is being taken at the Waukeen's Promenade fight and stays in Irenicus' grasps until the PC reaches Spellhold. With the Imoen 4 Ever mod playing BGII gives a totally new gaming experience - at least for those of us who feel bad about Imoen's pain - by taking out the time pressure in chapters 2 & 3.

I hope more mods will be made compatible with Imoen 4 Ever in the future. If you are a modder and would like to make your mods compatible and have questions, please ask.

This thread aims at giving an overview on compatibility, for players as well as modders who want to make their mods compatible with a game with Imoen as a continuous party member - and BGII without the rushed feeling before Spellhold.


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Compatibility Notes for Player: SoD

In SoD, content-wise compatibility could be a problem if NPC mods have dialogues with the PC that assume that Imoen is not in the party but stayed with Duke Jannath to practice magic.

Technically, there should be no compatibility problem.

This post will be updated if I have specific info to share.

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Compatibility Notes for Modders: SoD

Currently, the mod only introduces Imoen as a party member in Korlasz's Crypt, up until the transition to the Ducal Palace. Here, the check is easy with a simple InParty() check for Imoen.

In future versions, the mod will set the variable Global("C#IM_ImoenInSoD","GLOBAL",1) for crossmod detection whether Imoen will join the group again at the first coalition camp (or wait at camp, depending on players' choice.)

Inparty Imoen uses the same script name as the original SoD-Imoen (which is Imoen's script name). Both her "final" dialogue inside Korlasz's crypt, as well as the last dialogue state in the Ducal Palace (BDIMOEN 85) stay unchanged in case mod NPCs want to interject (e.g. say goodbye to the PC after defeating Korlasz or say hello/goodbye to Imoen after her recovery).


  • for BG:EE/SoD, Imoen's script name (death variable) is "imoen"
  • for EET, Imoen's DV is "imoen2"

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Compatibility Notes for Players: BGII

In general: There should be no problem with mods that do not introduce talking NPCs in chapter 2 or 3, i.e. all mods with content that either do not include NPCs or where the content kicks in after going to Brynnlaw, e.g. NPC mods starting in the Underdark or ToB mods.

Full compatibility, also content-wise:


Technically compatible, but the mods still refer to Imoen being taken (this only lists mods that might be incompatible due to the mod structure, so this list is incomplete):

  • Alternatives (independent of installation order) (reply options of Alternatives still refer to Imoen missing, though)
  • Saerileth's route to Spellhold if installed *after* Saerileth mod (the mod still refers to Imoen be taken, though.)


Definitely not compatible:

  • The mod is *not* compatible with my "Imoen is Stone" mod.

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Compatibility Notes for Modders: BGII

In I4E, first Imoen will be taken as in the original game after the Promenade fight. She will be released and return to the group as soon as the first meeting with Gaelan is over. After reaching Brynnlaw, she will be taken by a hooded figure, and then be in Spellhold as in the original game. After that, the original game content is unchanged.

The mod does two things to remove referencs to Imoen being taken by the Cowled Wizards:

  • PC reply options where the PC tells about their plan on rescuing her from the Cowled Wizards are tagged with a variable to give true if the NPC is met while she is still being taken (although this is only useful for NPC who can be met on Waukeens Promenade, i.e. Aerie.)
  • Game character references about missing Imoen and PC replies for info on Spellhold that include info about missing Imoen are directly changed using STRING_SET into a remark / question of the same context with reference to Irenicus, instead.

I4E crossmod variable is "C#IM_ImoenStays":

  • Global("C#IM_ImoenStays","GLOBAL",0) - Inside ID, Imoen gets kidnapped, Imoen is taken by the Coweld Wizards at the Promenade
  • Global("C#IM_ImoenStays","GLOBAL",1) - Imoen is back after the PC talked to Gaelan the first time (slums) - Imoen is spawned beside the PC when he leaves Gaelan's house. No missing Imoen here, Imoen is no longer kidnapped.
  • Global("C#IM_ImoenStays","GLOBAL",2) - Imoen gets kidnapped in Brynnlaw, Imoen is taken by Irenicus inside Spellhold, Imoen is kidnapped
  • Global("C#IM_ImoenStays","GLOBAL",3) - Imoen is back, "normal status": after Spellhold, Irenicus took her soul for Bodhi.

Note: During the time until the player enters the slums for the first time, Imoen will be kidnapped like in the original game. I.e. there is time for any "OMG Imoen is gone" talks to happen while the player roams the Waukeens Promenade. I.e. dialogues / banters tagged with Global("C#IM_ImoenStays","GLOBAL",0) could happen here although the I4E mod content will kick in later.
This means: Global("C#IM_ImoenStays","GLOBAL",0) is NOT a check whether the mod is not installed, but a toggle of the game events when the mod content kicks in.

Trigger for NPC mod compatibility (triggers listed here are *additional* to whatever needs to be used to time the dialogues right!):

Use the following triggers for content that could fire with this mod or without (with the right timing):

  1. Dialogues or Banters *with* Imoen that should happen after she is freed in Spellhold that are general enough so they can also fire with this mod (i.e. was kidnapped by Irenicus, soul taken, PC came to rescue her; will fire once Imoen is in party after Spellhold, should not fire in chapter 2 or 3 pre-Spellhold, should fire with or without this mod):
    GlobalGT("Chapter","GLOBAL",3) !Global("C#IM_ImoenStays","GLOBAL",1)
  2. NPC talking / commenting *about* Imoen being taken pre-spellhold meant to fire before getting to her (could also fire in chapter 4 in Brynnlaw after she was kidnapped *with* this mod, should fire in chapters 2,3,4 (Brynnlaw) without this mod):

Use the following triggers for content that should *not* fire with this mod content (i.e. dialogues or banters with or about Imoen that *explicitely* state that she was taken and held by Irenicus since the Promenade fight (should only fire without this mod. Please note that for BGT+EET, you need also e.g. GlobalGT("Chapter","GLOBAL",3) or they could fire in ID.):

  • Global("C#IM_ImoenStays","GLOBAL",0)

Use the following triggers for crossmod content for this mod:

  1. NPC commenting on Imoen being taken but released by the Cowled Wizards, to fire in chapter 2 or 3 or also at the beginning in Brynnlaw until Imoen is taken to Spellhold:
  2. NPC talk to Imoen after Spellhold and explicitely address the fact that she was taken twice, or that she was still taken by Irenicus although the Coweld Wizards let her go the first time he tried to take her with him at the Promenade fight:

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Guest Tomas

There is a problem with Chloe Mod. This mod will romance Imoen and when Imoen get taken on Brynnlaw, Chloe consider that the main char kicked Imoen so she get angry and she leaves the party. I'm not sure if there is a a way to make Imoen leave the party without using a kick, but rigth now these mods are not compatible after Brynnlaw.

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Have a look here to which mods are compatible officially. As for NPC mods, it's save to assume those not on the list *not* to be compatible.

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Hello !

Someone has to ask it :-) Would this mod be technically or conceptually compatible with Imoen Romance ? Or could it be made compatible ?

Thank you !

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No, unfortunately not. Imoen Romance bases its contents on the separation, it would have to be partly rewritten and plus, the author is retired.

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