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morpheus562

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Everything posted by morpheus562

  1. @subtledoctor thinking about it, the profs will not align running either yours or my prof overhaul component, so the difficulty will not be where it should be if Crucible is installed during the normal install location along with quest mods. However, you will be able to play the mod and enjoy the story of it even if some of the profs don't line up.
  2. Maybe a good portion of ToB can be converted to finding, recruiting, and building your own army to counter your siblings' armies. The adventure can open up into exploring new areas where you can do quests to recruit and build your forces along with smaller side quests to better train/equip them. As your forces increase, you can see them added to your siege camp. It could be scripting heavy, but it may be possible for finales to include fights between your army and those of the opposing forces.
  3. Are you looking to add thieving skills to an existing fighter kit or a net new kit?
  4. From the album: Crucible

  5. morpheus562

    Crucible

    Move along, citizen.
  6. From the album: Crucible

  7. From the album: Crucible

  8. From the album: Crucible

  9. From the album: Crucible

  10. From the album: Crucible

  11. From the album: Crucible

  12. From the album: Crucible

  13. You should be just fine. One of my tests was a heavily modded EET install with a final save before I even started working on Crucible. I installed Crucible at the end of that and was able to experience it without issue with my existing save.
  14. What about killing SoD and incorporating it into SoA and ToB? Need hell to get your soul back? You have Avernus. Need siege camps to raid? You got the friendly and crusader camps to attack. Want some great dungeons, to include a destroyed Temple of Bhaal? Those exist too. This is all one needs on an EET playthrough to skip SoD and transfer immediately into SoA upon Sarevok's defeat (it will also transfer over all SoD items into SoA): COPY_EXISTING ~BDSODTRN.BCS~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~StartMovie("SODCIN01")~ ~~ REPLACE_TEXTUALLY ~MoveToCampaign("SoD")~ ~CreateCreatureObject("K#TELBGT",Player1,0,0,0)~ REPLACE_TEXTUALLY ~Wait(3) FadeToColor([1.0],0)~ ~Wait(3) ApplySpellRES("K#REST",Player1) // No such index ApplySpellRES("K#REST",Player2) // No such index ApplySpellRES("K#REST",Player3) // No such index ApplySpellRES("K#REST",Player4) // No such index ApplySpellRES("K#REST",Player5) // No such index ApplySpellRES("K#REST",Player6) // No such index FadeToColor([1.0],0)~ END BUT_ONLY COPY_EXISTING ~K#TELBGT.BCS~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~ActionOverride(Player2,MakeUnselectable(1))~ ~ActionOverride(Player2,DropInventory()) ActionOverride(Player2,MakeUnselectable(1))~ REPLACE_TEXTUALLY ~ActionOverride(Player3,MakeUnselectable(1))~ ~ActionOverride(Player3,DropInventory()) ActionOverride(Player3,MakeUnselectable(1))~ REPLACE_TEXTUALLY ~ActionOverride(Player4,MakeUnselectable(1))~ ~ActionOverride(Player4,DropInventory()) ActionOverride(Player4,MakeUnselectable(1))~ REPLACE_TEXTUALLY ~ActionOverride(Player5,MakeUnselectable(1))~ ~ActionOverride(Player5,DropInventory()) ActionOverride(Player5,MakeUnselectable(1))~ REPLACE_TEXTUALLY ~ActionOverride(Player6,MakeUnselectable(1))~ ~ActionOverride(Player6,DropInventory()) ActionOverride(Player6,MakeUnselectable(1))~ REPLACE_TEXTUALLY ~GivePartyAllEquipment() SetGlobal("bd_plot","GLOBAL",700)~ ~GivePartyAllEquipment() SetGlobal("BD_HAVE_SOD","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_11","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_05","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_04","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_09","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_08","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_06","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_07","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_03","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_10","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_01","GLOBAL",1) SetGlobal("BD_SOD_IMPORT_02","GLOBAL",0) SetGlobal("bd_plot","GLOBAL",700)~ END BUT_ONLY
  15. Yes, this mod is compatible with both Tactics Remix and SCS. I would normally recommend installing it when you would install other quest mods, but after ascension and any mod component that adds iwd spells. In your case and from what I've seen in testing, you should be fine to install it at the very end of your install order for your current save without any issue. For those wondering, if you want to try this mod out and have a final save in the pocket plane right before the final fight, you can install this mod without issue.
  16. Official release for version 1.1 which brings the following enhancements: Created subcomponents so players can choose if they want NPCs to be fully voiced by AI or not. Corrected out of date YAML file, so Crucible will now work with Project Infinity.
  17. First published review for the Crucible has dropped. Please be aware, the review contains spoilers. Thank you for the kind and honest words, Llewren! https://smolderingmodsbar.com/crucible-bg2ee/
  18. I'd be more than happy to assist with set-piece battles. Right now I am taking a breather after Crucible and focusing on building out some new Tactics Remix components.
  19. This is a really good question and probably the biggest area that will be tweaked based on player feedback and experiences. Right now the difficulty is based solely on the slider. Some general feedback during testing was the experience and fights were too difficult, so a lot of work was done to scale it back in difficulty. We had some who wanted the quest/story experience and were not in it for the combat, so it was toned down for that group (anything less than Insane difficulty). On the flip side, I increased the difficulty on Insane and LoB difficulties (they are the same encounters just the nuance of whatever LoB brings to the table). This was done for the powergamers, like myself, and will provide challenges akin to those found in Tactics and Ascension. My personal test party for normal/core difficulty test had 5mil exp and consisted of Berserker (main), Korgan, Dorn, Imoen, Sarevok, and Viconia. The only mods used in testing were my scripts, Ascension, and IWDification (solely to check enemy use of these spells). It was pretty easy to get through the content with this party while just letting my scripts do their thing with minimal player involvement.
  20. I'm guessing you have something open, such as eekeeper or the game itself, that prevents you from installing it.
  21. Noted and updated within the Compatibility sections.
  22. It is for EE, non-vanilla.
  23. There are story element spoilers involved with this mod. As all things spoiler related, no one likes that guy who ruins the surprise. I kindly ask that when wishing to discuss a topic that one would reasonably deem as a spoiler or plot twist, to please use the spoiler tag to hide that section. Much appreciated!
  24. I appreciate all the help and support in making this a reality!
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