Jump to content

Isewein

Members
  • Posts

    237
  • Joined

  • Last visited

Everything posted by Isewein

  1. That's great to hear! Does that mean Kulyok herself is still at it, behind the scenes? That would certainly make me feel far less confident about sharing my ideas.
  2. This looks great! I'll make sure to give it a try during my next playthrough. I always found that it stretched the imagination a bit too far that you just happen to walk in on the Twisted Rune inner circle without any plan or motivation. Do you have any ideas on possible incompatibilities already?
  3. Thank you Shin, that seems like a good enough rule of thumb. I can't actually say yet for sure, Jastey. I'm going through my weidu.log now to see. It may well be that everything has been ported by now. EDIT: At first glance, the following mods I noted to reinstall appear to be missing. Mind you, I have no idea if that actually means they are incompatible. Maybe this will help someone else make their decision between the platforms, so I might as well drop this list here. Jarl's Adventure Pack (I remember you mentioning its antiquated coding structure and all, but I'll really miss its BG1 late game additions) 1PP & Infinity Animations (to this day I haven't quite understood which of their components were ported to / are native to EE, but it does seem to me that EE paperdolls and some sprites lack the variety BGT with these mods sported) Tashia and Amber NPCs (classics) GB's Expanded Thief Stronghold, Wings (Aerie Expansion), Korgan's Redemption and Jan's Extended Quest in terms of must have content mods Cliffette's Keyring, Homeward Bound, Game over only on party death, P5Tweaks / Klatu (item drop on imprisonment etc.) in terms of essential QoL features Tortured Soul Quest, Herbs and Potions, Saga Master Ulrien of Cormyr, Alcool, Turnip Golem (all of them small but fun encounters)
  4. So I'm finally getting ready for my first EET run. I used to prefer semi manual installs for BGT/BWP, pre-editing the install.bat file with my choices of mod order and components following the PDF guide. Since that one is not available for EE, I'm wondering how best to replicate that install method. Should I just manually install one mod after the other? And if so, what about mods not listed in the compatibility list here - tough luck? Or rely on Project Infinity, even though it smells a bit too much of BWS to my liking... Would be grateful for anyone's brief advice!
  5. Oh, I realise I never replied to this. The reaction to the Windspeed illusions indeed never fired - maybe a problem with the Ajantis mod? And the language question makes much more sense then. Despite my unfamiliarity wit the setting, I suppose it should have been obvious to me on second thought that Elven language isn't shared across the planes, but I do think a little conversation on that linguistic difference could make it more clear. I'll write up some ideas on Xan crossmod during my next playthrough. I think I've played with him often enough to be able to capture his voice. Seeing as Kulyok has retired, do you think she'd theoretically be fine with you adding it to Evandra?
  6. I don't see any conceptual incompatibility. These used to play together just fine in BGT. What exactly would you need to know? Can't really imagine my upcoming EET playthrough without either of those.
  7. I wasn't aware that you are maintaining compatibility for those two mods. That seems commendable but slightly... unnecessary ? I suppose in that case it would be impossible to code banters to be applicable for either. By the way, I shall be bound to my home after a cumbersome medical operation for at least a week later this month. If you remind me which parts of Solaufein still need proofing I'm happy to finally continue. It would be great if the mod were to be translated completely.
  8. Something that just occured to me: Now that there is two dedicated Solaufein mods, wouldn't it be nice to increase the crossmod appeal of both by making Banter Pack additions apply to either of them depending on the installation? I realise they are different takes on the character, but they don't seem to be so wildly different as to render the dialogues written for Weimer's Solaufein obsolete, for example.
  9. This looks magnificent. I have nothing but admiration and respect for all of you who have been building this for years.
  10. This looks fun. Are you planning to make those available for basic IWD EE as well? I respect the concept of IWD in EET but feel that it just does not really fit in naturally story-wise and so prefer to keep my games separate, but IWD could certainly use a few random encounters.
  11. The Imoen Romance mod offers the possibility of becoming "co-goddesses " of sorts at least. It makes the whole Ascension business seem that much less dreary and lonely. I would find it hard to see Imoen taking up the role without Charname urging her on, though.
  12. Could someone clarify how this mod interacts with aTweaks PNP Elementals for me with respect to mage elemental summoning? I understand SR still disables the potential to turn hostile for Greater Elemental Summoning only, but not lesser, yet leaves the locked in mental combat interval intact. aTweaks however offers only to either turn mental combat off or leave it unchanged altogether. If both are installed, will the more recent one simply take precedence without any incompatibility?
  13. Sadly no. He really is an utter cad.
  14. Be careful with those flaming arrows.
  15. Just wanted to say that this looks to be an incredibly exciting project Bon courage ! You might want to get in touch with Domi who a long time ago (in a galaxy not so far away) was working on a concept for an IWD2 overhaul ("Chimeras", I believe).
  16. Second that ! Thrice huzzah !
  17. I think it would be the most efficient solution to detect SoD upon installation and then simply move the respective talks of impending doom slightly further down the line (into SoD). Not perfect, but in lieu of someone willing and able to replicate Domi's characterisation probably as good as we get.
  18. To everyone their own, but I think any Dynaheir mod for BG2 would be conceptually incompatible with the tragic arc of the Dynaheir Romance. Also, there's already too few "acknowledged" NPC deaths in the Trilogy, due to the whole exaggerated resurrection business, so I kind of appreciate Dynaheir, Khalid and Yoshimo adding this touch of loss to the second game.
  19. I really like the idea of more populated areas! Count me interested. Athkatla especially always felt a bit too sparsely populated. I would suggest implementing Night/Day differences. It might be as simply as tinkering with the Extracount variable used in many areas for keeping track of no-name NPCs.
  20. It's pretty amazing that after 15 years, this mod is still in the works. If it ever gets released, you might get a Guinness entry for it. Respect for sticking it out over all those highs and lows.
  21. Iylos shouldn't necessarily offer any incompatibilities, but if you recoded some of the Balthazar stuff you might want to double-check.
  22. I personally take it to mean that we finally get all our conspiracy fantasies surrounding The Hidden, the Illithid Lair and Tazok's sewer key come true.
  23. Isewein

    Team BG

    Anyone have an idea what happened to Team BG (baldursgatemods.com). It's been down for about a week. I know that forum has been dying a slow death for a while now, but there were still some mods only hosted there. @CoM_Solaufein maybe?
  24. Aaaand now it's gone. Yikes. Hope Team BG isn't down for good.
  25. I finished a little BG2-only playthrough with Evandra last month to try out the romance (I usually play female Charnames in my longer runs). Loved the slow progression and generally low-key character of it. It feels very fitting for Elven courtship. Couldn't get enough of her interjections; both her anecdotes from Krynn and astute observations of Faerun were really interesting to read. I agree that as limited as they currently are, they are maybe making her appear a bit on the superficial side. I wish there had been more opportunities to explore those more deeply in PID, but I realise all this exposition must be rather tedious to write. Especially Suldanesselar, rushed as that portion of the game may be, could have used some more interjections qualifying her initial dislike for Elhan. I had only the vaguest idea of Dragonlance before this mod raised my curiosity, but now I almost feel like I should read those novels. So I'd say you needn't worry about it being too niche a character concept. Great idea to have her be mistaken for a Red Wizard by Minsc. Would have liked to see more of that as well - maybe from Edwin's colleague, Neera or Cowleds? It could add a nice element of humour to an otherwise rather serious mod to see her grow increasingly frustrated at it, while at the same time being too proud to relinquish her traditional habit. It would have been nice had she been able to detect the illusion in the Windspear Hills, or at least hint at it, considering how it's her specialty and all. Another minor nitpick is that I don't really like how she sometimes "translates" Elven expressions to an Elven Charname. I realise it's hard to write around it, but it breaks the Fourth Wall too easily. I would prefer if she either just used those words where their meaning is apparent in context, or if there was a lovetalk acknowledging and discussing the differences between Faerunian and Krynn Elven dialects. (Heavens, that makes me sound incredibly geeky.) I didn't mind that the actual romance didn't start until ToB - to the contrary, actually. One particular scene I don't wish to spoil was really incredibly, well, romantic, and this is coming from a bit of a cynic here. It made me feel invested in Charname's future, and after having had a peek at the epilogues, I'm really glad for him that he made the choice he made. I fail to understand the criticism levelled against the voice acting above - I thought it was absolutely phenomenal. Of course the technical quality won't be on a professional level, but the delivery absolutely is! It's really great that you included more than the usual soundset as well. Some voiced interjections really made Evandra come to life. The one before the final fight against Irenicus was nothing short of epic. In general, Evandra sounds sufficiently distinct from Isra that I wasn't quite sure initially whether you recorded it yourself again. Do you have acting experience or just play a lot of P&P? Honestly, I can only say it with Xzar's words - your voice is ambrosia. As with your other mods, Evandra demonstrates that you really have a talent for bringing characters to life who sport a unique and interesting background while still being as relatable and human (in this case, well, Elven...) as it gets. If you feel inspired to work on this again in the future, I would absolutely love to see the Spelljammer Drow quest expanded a bit more. I think it's great when NPC mods tie into lose ends of the original game, and you show how well you are able to do that with the Jysstevs in the Isra mod and the Solamnic Knights here, but as it is the Spelljammer questt felt a bit bare-bones. Why was Philomena kidnapped in the first place? How did she manage to escape and hide at the gnomes', who fear the Drow so much? Shouldn't Evandra be more shocked to find a compatriot in such an unlikely place, and one she happens to have encountered before at that? How on earth does my Charname even know what a Spelljammer is - I don't think that's common knowledge even in Candlekeep. I loved how you made use of the Ust Natha map though - it's my favourite in the game, and mods which extend the stay there are far too few. I also thought the character development the encounter lead to for Evandra was really well done. That aside, I cannot but reiterate that Evandra is in dire need of crossmod with Xan. They are so compatible in character that I could see them actually becoming friends. I'm sure you don't need any inspiration for that, but if you do, I did make some notes here and there (what can I say, it's Xan). Interaction with Xulaye in the Underdark or Irenicus from Longer Road could be very interesting as well, although I realise those mods seem less popular these days. EDIT: Suffice to say, not a single other bug was found; rather amazingly. Tiny typo in quest.tra @228: too -> to
×
×
  • Create New...