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I need to know Icewind Dales' town area codes


temnix

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Posted

I'm working on a patch of town doors - for all of the games. The doors will cry foul when bashed or picked and summon guards. I have BG1 and BG, so I can find out their city quarter area codes, and I know the first Icewind Dale's town area is AR1000, but I don't know about the sequel, its villages and towns or the expansion packs. He who tells me will receive either mod credit or as many in-game diamonds as I hear area codes.

Posted

IWD1: Kuldahar (AR2100), and it's sub-areas, starting with the same ar21xx.

IWD1: Lonelywood (AR9100), and it's sub-areas, starting with the same ar91xx. (this is technically the the Heart of Winter campaign, but it's within the regular IWD campaign too... )

IWD2: "AR1000", being the port side of the Targos, "AR1100" is the main part, and "AR1200" is the rampart side of the town. all have their sub areas, but those shouldn't have doors. There is more...

Posted

You people do know that the Internet doesn't compute/intergrate the intent to the characters in your replies.

PS, @Gwendolyne, you might have missed the fact that the IWD2 was specified. Specifically as there's a gigantic hole in knowledge of  IESDP about the area codes of IWD2.

Posted

How would I use Near Infinity for Icewind Dale without installing Icewind Dale? And I don't even know what to do with IWD 2. That's what these boards are for, asking.

Posted (edited)

all IWD2 areas:

AR1000: Targos Docks
AR1001: Targos Docks - Gallaway Warehouse
AR1002: Targos Docks - Targos Warehouse
AR1003: Targos Docks - The Salty Dog
AR1004: Targos Docks - Firtha Kerdos' Home
AR1005: Targos Docks - House
AR1006: Targos Docks - Shipbuilder's House
AR1007: Targos Docks - Caves
AR1100: Targos
AR1101: Targos - Town Hall
AR1102: Targos - Gallaway Trade Depot
AR1103: Targos - Temple Pavilion
AR1104: Targos - The Weeping Widow
AR1105: Targos - The Weeping Widow - Upstairs
AR1106: Targos - Teamster's House
AR1107: Targos - Carpenter's House
AR1200: Targos Palisade
AR1201: Targos Palisade - Meeting House
AR2000: Shaengarne River
AR2001: Shaengarne Woods
AR2002: Shaengarne Woods - Cave
AR2100: Shaengarne Pass
AR2101: Shaengarne Ford
AR2102: Shaengarne Bridge
AR3000: Fortress Approach
AR3001: Fortress Approach - Goblin Warrens Level 1
AR3002: Fortress Approach - Goblin Warrens Level 2
AR3100: Fortress Courtyard
AR3101: Fortress Courtyard - Horde Fortress
AR4000: Western Pass
AR4001: Western Pass - Oswald's Airship
AR4100: Ice Wall
AR4101: Ice Wall - Ice Temple - Entrance
AR4102: Ice Wall - Ice Temple - Lower Level
AR4103: Ice Wall - Ice Temple - Lower Level (Chapter 5)
AR5000: Wandering Village
AR5001: Wandering Village - Limha's Home Outside
AR5002: Wandering Village - Limha's Home Inside
AR5004: Cold Marshes
AR5005: River Caves
AR5010: The Fell Wood - Entrance
AR5011: The Fell Wood - Standing Stones
AR5012: The Fell Wood - Pond 1
AR5013: The Fell Wood - Pond 2
AR5014: The Fell Wood - Pond 3
AR5015: The Fell Wood - Right 1
AR5016: The Fell Wood - Tree
AR5017: The Fell Wood - Trunk 1
AR5018: The Fell Wood - Trunk 2
AR5019: The Fell Wood - Trunk 3
AR5020: The Fell Wood - Cross
AR5021: The Fell Wood - Creek 1
AR5022: The Fell Wood - Creek 2
AR5023: The Fell Wood - Creek 3
AR5024: The Fell Wood - Wolves Lair
AR5025: The Fell Wood - Other Trunk
AR5026: The Fell Wood - Up 1
AR5027: The Fell Wood - Up 2
AR5028: The Fell Wood - Up 3
AR5029: The Fell Wood - Up 4
AR5030: The Fell Wood - Heart of the Forest
AR5100: River Caves - Level 1
AR5101: River Caves - Level 2
AR5102: River Caves - Level 3 (Exit)
AR5200: Black Raven Monastery
AR5201: Black Raven Monastery - Level 1
AR5202: Black Raven Monastery - Level 2 (The Eight Chambers)
AR5203: Black Raven Monastery - Level 3 (Raven Tomb)
AR5300: The Underdark
AR5301: The Underdark - Drider Caves
AR5302: The Underdark - Z'hinda Citadel
AR5303: The Underdark - Exit
AR6000: Kuldahar Pass
AR6001: Kuldahar
AR6002: Kuldahar Pass - Hrothgar's Glen
AR6003: Kuldahar Pass - Hrothgar's Glen - Crypt
AR6004: Kuldahar - Conlan's Smithy
AR6005: Kuldahar - Iselore's House
AR6006: Kuldahar - Iselore's House Upstairs
AR6007: Kuldahar Pass - Oswald's Airship
AR6008: Kuldahar Pass - Watchtower
AR6009: Kuldahar - Orrick's Tower
AR6010: Kuldahar - Temple of Ilmater
AR6050: Chult
AR6051: Chult - Serpent's Lair Temple
AR6100: Dragon's Eye
AR6101: Dragon's Eye - First Level
AR6102: Dragon's Eye - Second Level
AR6103: Dragon's Eye - Third Level
AR6104: Dragon's Eye - Exit
AR6200: Fields of Slaughter
AR6201: Fields of Slaughter - Exit
AR6300: Severed Hand
AR6301: Servered Hand - First Floor
AR6302: Servered Hand - Second Floor
AR6303: Servered Hand - Third Floor
AR6304: Servered Hand - Forth Floor
AR6305: Servered Hand - Third Floor - Final Battle
AR6400: Severed Hand - Wizard Tower
AR6401: Severed Hand - Wizard Tower - First Floor
AR6402: Severed Hand - Wizard Tower - Second Floor
AR6403: Severed Hand - Wizard Tower - Third Floor
AR6500: Severed Hand - Cleric Tower
AR6501: Severed Hand - Cleric Tower - First Floor
AR6502: Severed Hand - Cleric Tower - Second Floor
AR6503: Severed Hand - Tyrannar Brutai Mar's Lair
AR6600: Severed Hand - Officer Tower
AR6601: Severed Hand - Officer Tower - First Floor
AR6602: Severed Hand - Officer Tower - Second Floor
AR6603: Severed Hand - Officer Tower - Arboretum
AR6700: Severed Hand - War Tower
AR6701: Severed Hand - War Tower - First Floor
AR6702: Severed Hand - War Tower - Second Floor
AR6703: Severed Hand - War Tower - Aerie
AR6800: Severed Hand - Broken Sky Bridge to Mage Tower

Edited by K4thos
Posted
1 hour ago, K4thos said:

all IWD2 areas:

But how many of those are TOWN areas ? Cause if I read this(the very first post) correct, termix doesn't have the game, so they can't take a peak: of yeah, this is a town area, so there shouldn't be bandits of the player robbing every indoor area they can get into by disabling lock.

Posted
On 7/1/2021 at 6:48 PM, Jarno Mikkola said:

But how many of those are TOWN areas ? Cause if I read this(the very first post) correct, termix doesn't have the game, so they can't take a peak: of yeah, this is a town area, so there shouldn't be bandits of the player robbing every indoor area they can get into by disabling lock.

It's like 10 bucks on GOG

 

On 7/1/2021 at 4:22 PM, temnix said:

And I don't even know what to do with IWD 2.

Also use near infinity

Posted
41 minutes ago, Almateria said:

It's like 10 bucks on GOG

Yeah, and a pirated copy is a "free" one. So what ? You still have to download the thing, have the storage space to store it and install etc.

Posted

You are making sense now, Jarno. Those are all the reasons I asked. And these are all the people not answering. But it's okay. You told me a few area codes. I will just have to make do with those. Now if you also know what the Icewind Dales have for container alarm scripts? You know, when you pick a lock on a container and someone sees you, and "Guards have been summoned"? I know who comes in BG1 and BG2, but I bet it's neither the Flaming Fist nor Amnian military north of the Spine of the World.

Posted
11 hours ago, Jarno Mikkola said:

Yeah, and a pirated copy is a "free" one. So what ? You still have to download the thing, have the storage space to store it and install etc.

it's also two gigabytes

 

if you can't spare two gigs on your hard drive in the year of our lord two thousand twenty first then you have bigger problems than ppl not answering your topic

Posted
3 hours ago, Almateria said:

if you can't spare two gigs on your hard drive

But we did say you had to install it too, making it like 5 GBs with room to cache.

kuva.thumb.png.12bce1e2b01bed75717f2e26379d1956.png

And so your privilage, doesn't match with our database, so you can go ahead and go fuck yourself.

 

11 hours ago, temnix said:

Now if you also know what the Icewind Dales have for container alarm scripts? You know, when you pick a lock on a container and someone sees you, and "Guards have been summoned"? I know who comes in BG1 and BG2, but I bet it's neither the Flaming Fist nor Amnian military north of the Spine of the World.

Thing is, I don't think it does. One could suppose that the so called ten towns are so few in population, that there's really no guards to go around, or with Targo's being infiltrated by goblins in their warehouse, while they are also under a siege by them, and the player gets into the town by a sea via a boat, the guards are dead. Now, I never got into Kuldahar in IWD2, so I can't comment on that front. But in IWD, the Kuldahar was populated by a few store vendors, who became hostile if you robbed then via pick pocket, and then went hostile and then called help to make the whole town hostile on the party's rear end.

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