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About AWizardDidIt

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  1. Welcome back @K4thos Figured you got burned out. It's so easy to happen in modding. I'm working on a big BG1 quest mod and 3/4 of the way through I'm feeling the struggle to get back to it. When the IWD portion gets to the point where it's playable and needs testing, let me know. I might want to revisit some of my writing for that (it's been ages since I wrote those interjections...) while I also test. I'm also much more experienced in modding so I might be inspired to do some more in depth things like character specific quests in IWD. No promises, but maybe!
  2. Ah! Thank you again for the clarification (and to you @Grammarsalad!). Still learning some of the ins and outs of weidu modding, but this explains it perfectly.
  3. First of all, thank you so much for the help. Since you're copying an existing area into override though, would that still possibly cause conflict with other mods (say, if they both tried to add a new travel point to that same area)?
  4. I'm currently doing a mod where I'd like to add in some new areas but link them to existing ones in game. I wasn't able to really find too many tutorials or walk-throughs on area editing, so this is all a bit of trial and error on my part, but is the only way to add a new travel point in an existing area to edit the .are file directly and export that into the override folder? I feel like that's just a big no-no and wouldn't play well with other mods at all, but I just can't for the life of me think of another way to do it. Thanks!
  5. I didn't see this multiclass combo in the readme anywhere, but it looks like when combined with the Monastic Orders of Faerun, I got the option to create a Monk/Druid. It makes for crazy good shapechanging with some minor issues which I suspect stem from this combo not seeming like it's officially supported by either mod (and those issues seem to be really on the Monastic Orders mod since they involve the 'monk' side of the multi). Just kinda wondering if this was even intended to be permitted.
  6. Also fair Although in this case I think the way I wrote the transition for Kathos was a sort of spell to relive the events of IWD rather than literal time travel. I'm not sure if that's still the case since I've not been involved in this project for a while but I thought it was an elegant way to handle it that avoided most of the pitfalls of time travel in fiction.
  7. While IWD is itself removed enough from BG that IWD-in-EET could easily just change a few names and handwave that it's set contemporaneously as BG, IWD2's plot is too interwoven with the events of the first game set several decades later for the mod to do the same with both. My preference has always been to have the plot of IWD1 be a time travel scenario while IWD2 is set during the events of BG. It makes the most sense with the least amount of rewrites needed.
  8. Oh what a great idea! Glad to see some EET specific quest mods in the works.
  9. I check in on this board every few weeks and am also still excited for it to be a reality
  10. Just speaking for myself but when I wrote for this I did it out of a sense of love for the game and not for any expectation of payment. I'm kind of with Kathos on this, it would be weird to accept donations at this point. I cant imagine a few dollars is going to move the project along any faster anyway.
  11. I am also happy to see that this is continued to be worked on
  12. I'm glad to see how things are moving and it's good to see you back K4thos Shoot me a message once the beta for IWD2 is in any kind of playable state. I might be interested in writing more dialogue interactions for party characters if you still think that would be a good addition.
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