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About ithildurnew

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  1. As I understand it this mod is ToB content that starts in the Pocket Plane, so it occurs well after Yoshi's death. I'm hoping adding the mod specific variable for whether Yoshi's heart was put to rest or not is sufficient to allow for experiencing the mod fully, even if I'm past the initial pocket plane setup stage. My concern is that it's too late because the Pocket Plane, first 2 challenges, etc. have all been accessed already, which might mean it's too late for a good chunk (or all) of Yoshi's content.
  2. It's not that Insect Plague specifically makes this encounter too hard (I think they managed to get one casting of it off - if you have Remove Fear available you can deal with the pain). It's more that I was surprised there were 2 casters in double digit levels for a non-boss fight. They seem to be kitted as Avengers and can petrify party members with Chromatic Orb (level 10 version); I remember being a little stunned by that. Plus the environment/tactical situation - since you don't want to hurt/anger Beedor it severly limits AOE options - which is an excellent challenge for people who just l
  3. I have a ToB save with the party taking a Watcher's Keep break before going to Amkethran. Is it too late to add this mod (and possibly tweak the variable for having put Yoshi's heart to rest in SoA, which I actually did do)? It sounds like an intriguing concept, an interesting character/story driven mod for ToB (which is sorely lacking in such).
  4. It appears they're level 10 even without SCS installed (checked pre-EET BG1EE install with NI; SCS installs on the BG2EE side with a proper EET installation). My guess is someone decided to up the difficulty somewhere along the line, as their names are X#SHDR06 for the level 6 ones, but the level 10 guys are named X#SHDR08 which would seem to indicate they were meant to be level 8 at one point. Examining the level 10 guys' scripts (X#prefix, pre SCS scripts) shows they're meant to be fully capable of utilizing level 5 spells like Insect Plague and Ironskins (really deadly vs. most lvl 5 o
  5. Silly random thought: LOTR has Tom Bombadil as a pretty significant and extremely powerful 'side character' who doesn't seem directly central to the main quest/plot, but is a memorable, mysterious 'chance' encounter that leaves room for a lot of questions and speculation. BG2's Tom Bombadil: Twisted Rune, Kangaxx, the Guarded Compound, Temple sewers Mindflayers. Think about the first time you found these guys, leaving you to wonder why are they there? Are they tied to the main plot? Holy smokes they're powerful! The difference is BG's Tom Bombadils are all bundles of juicy XP and loo
  6. The pack of shadow druids you fight near Beedor... wow. I remember this fight being really, really tough every time so this time, I decided to peak under the hood with NI... Is it intended that two of them are level TEN characters accompanied by 4 level 6 characters? I enjoy challenges and am an experienced player, but this seemed a bit over the top for the point in the game where you face them (my party is around level 5/6) - that seems like something you reserve for boss fights and/or tactical mods. I have SCS installed so of course, the level 10 druids make full use of all kinds of nas
  7. They were definitely not taking their sweet time because they wanted to collect moar gold or trinkets they could stab Ringwraiths with... @subtledoctor hit it right on the head; the way BW handles it is the issue. The plot ultimately plays out like yet another harmless, fun game ultimately rather than an epic tale, because the implied consequences are fake; there are no actual consequences in the game in ch 2/3 or 6. You can imagine all kinds of story elements/motivations as you play through the game, but the reality is, it doesn't enforce some of the most critical choices available to t
  8. After seeing @Subtledoctor's posts I think I'd amend my initial mod suggestion to introduce McGuffins in both ch2 and ch 6: McGuffins in ch2 would help justify delaying the trip to Spellhold a bit, especially for people who easily and quickly hit 20k/40k gp. Alleviates the need to raise the amount asked by Gaylen Bayle to a comically astronomical amount. However, delaying it for too long undercuts sense of urgency which I fear would make it feel like an artificial extension (which is why I'm adverse to using the SCS option to raise the fee to some silly number... 40k, maybe even 60k do
  9. @subtledoctorI've had Imoen is Stone mod installed on quite a few runs as well. Anything that helps alleviate the status quo related to SoA's handling of Imoen is an improvement imo. Eventually I felt that it wasn't enough (which is why I was initially very enthused about ImoenForever - Jastey perhaps felt similarly enough to put forth another way to deal with 'the Imoen problem'). Being petrified might be less painful/less suffering for the subject (though this isn't necessarily canon) - it still doesn't address the issue of CHARMAIN quickly accumulating more than enough funds to pay f
  10. But that's the problem; there is no actual sense of urgency in SoA because it makes absolutely no difference whether you take 2 weeks or 2 years to go to Spellhold. The game is built this way. People play it and pretty quickly realize this, and pretty soon it becomes more about 'collect as much goodies as you can, level up, take your time and enjoy the scenery, get to Spellhold when good and ready' rather than 'there's an urgency to rescuing this character' or 'there's an urgency to getting our souls back'. What I would love to see (whether my mod idea pulls it off or not is debatable) is
  11. ToB could indeed use some more interesting content beyond Wheels and Reunion; it's surprising how little content storywise there is for it. Regarding the old argument 'party should take it's sweet time to gear up to the nth degree to prep for trip to Spellhold', sorry, there's a point where I just don't buy it because it becomes outright ridiculous. There's a degree of planning and preparation, gearing up, etc. that's sensible and wise... after all you just lost a boatload of equipment to Irenicus and saw a glimpse of his power. Then there's just procrastinating/ignoring the plight of a f
  12. @Lauriel I've installed ImoenForever mod as well on a couple of playthroughs, to address the problem with Bioware's original plot/design. I enjoyed it and definitely found it an improvement in that I can explore more of SoA content while making better storytelling choices than vanilla, plus the extra Imoen banter earlier on with Aerie thanks to Wings mod, etc is very fun (legitimately having Imoen not lose any effectiveness/power at all is also bonus). There's 2 issues for me with Imoen4ever - there were times where I felt like it changed the base plot TOO drastically, rather than si
  13. BG2 main plot improvements (arguably fixes) - call it Consequences In Amn. Make a couple of key decisions actually MATTER (I'm pretty sure there's a lot more than these 2 points that could be made more sensible but this is imo one of the biggest holes in bioware's plot): 1. early or late Spellhold; i.e. make it actually matter, have consequences if you ignore Imoen in Spellhold for too long. Can work off of ingame timer (or total XP accumulated by Charmain if this isn't feasible). Two parts to this: A. The longer you wait to pick up Imoen, the worse of a state she's in. Make the con
  14. Works fine for me across several different installs.
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