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About Daxtreme

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    East Coast
  • Mods Worked On
    Currently working on a mod that expands the Cowled Wizards, the Twisted Rune subplot and a few other loose ends.

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  1. Haha cheers mate. Indeed, lots of powerful wizards in this game running around with a nonmagical quarterstaff. Makes 0 sense, especially those who teleport on you with the intention of ambushing you.... wearing nothing. lol
  2. Well the mod finishes in ToB so I don't know if you had an intention to get there or stop at SoA.
  3. I designed my mod to be install-able either before or after SCS, limit issues as much as possible. Now did I succeed? That's the question. Look out mainly for the AI in my mod's battles. Hopefully SCS doesn't break any of them. But I took SCS into account so it should be fine. What worries me is the difficulty. The last battle should be quite hard with SCS on, depending on the difficulty slider of course.
  4. Sorry for the small delay. Indeed you are right. This is quite a tricky situation, I will have to do some testing before I can say exactly when the mod should be installed. If you really need to know right now, I would say try installing Cowled Menace before SCS (and thus, also before EET_End)
  5. I'm considering it indeed! First I'm trying to get it stable as much as possible. As far as EE-only features go, I think it's mainly the journal right now, but I'd have to delve more into it to be sure.
  6. Because SCS won't even let you do that. EET_end has to be installed already for current SCS version to install.
  7. Unless a miracle happens or k4thos says otherwise, assume you cannot install EET's main component last. The current interrogation going around is whether it's better to install SCS or "EET_end" last, certainly not the main EET component itself
  8. Sounds interesting, would like to use a UI upgrade in EET. Keep us posted!
  9. Hello Alexander, You need to install the Enhanced Edition Trilogy prior to installing this mod, it's required. And yes, you can install all the other optional components on a clean BG2 install but they're minor components that have nothing to do with the actual quest mod. Just small tweaks I made that I think some people might like. Good luck!
  10. I don't think my mod will have many compatibility issues as do all Quest mods since I just add some stuff, modify minimal things, etc. But I need all the testing I can get for that since people run different variations of mods and I can't test them all. Thanks, looking forward to hearing from you
  11. Thank you jastey, much appreciated.
  12. Please post any bugs, typos, and other problems you find with the mod here so it can all sit in one place! Also, consider posting your weidu logs when replying so that I can identify potential compatibility issues better. You can also directly report bugs or post issues on the mod's github's page
  13. Good idea but first I'd like to polish this mod as much as possible and make sure there are no hidden bugs/interactions I haven't foreseen with the EET Everything I have tested so far works but who knows what people will come up with! That's why testers are so important and welcome
  14. Components Main Component - The Cowled Menace (Requires EET) This is where everything about the Quest mod is installed, from custom NPCs to new areas, new scripts, dialogs, and items. Refer to the Starting the Quest Section below if you want to know more about that. For those of you who are stuck or wish to get spoiled, there is a spoilers section down below as well. The quest aims to bring closure to the unfinished Twisted Rune content in the Vanilla game by adding lots of it, as well as tie up some loose ends concerning the Cowled Wizards. (Optional) Appropriate Items for High-Level Spellcasters This component and all the next ones don't actually require EET. They will install on an unmodded game. A level 14+ wizard running around with a nonmagical quarterstaff and 28 gold pieces makes no sense at all, especially if they teleported in expecting a fight since they would come prepared. This component aims to drastically increase the items worn and dropped by high-level spellcasters in Baldur's Gate 2, specifically targeting the ones who currently drop nothing, or close to nothing. The challenge level of these fights will increase as worn items will provide these spellcasters with various bonuses, but the rewards will be greater to compensate (better loot). The goal is that those encounters make sense. For now this component only goes through the casters in Shadows of Amn. Throne of Bhaal will follow later. This component aims to give items to individual, distinct creatures, not those created by extraordinary circumstances (like clones). Killing the same enemy twice (Jon Irenicus, for example) will not yield double the rewards. Exception: Lich in the "Spawn Undead" script, as it's implied it's a separate lich each time, that was simply chilling there when you arrive. Compatibility: This component is intended and calibrated for those who have Item Revisions, Spell Revisions, and/or Sword Coast Stratagems (SCS) installed. However, the items added to the creatures are either vanilla items, or vanilla items modified by those mods so it will still work in a vanilla install. Any new items added in this component are additions made by myself, and should therefore work on any install and (theoritically) not overwrite anything. A compatibility problem could arise if you have a mod installed that alters random treasure tables, since mine also does so. Special Thanks to Roxanne on Gibberlings3 (Optional) Mages cast Gate far from themselves This component is aimed at vanilla installs and is quite simple: most casters able to cast Gate will now do so far from themselves to reduce the chance that the demon will be their next target (brilliant AI). (Optional) Use pre-EE Spell Deflection Globe (Requires EE) This component has 2 options to choose from. Either the old globe is added only to Spell Trap and the Staff of the Magi (recommended, to help distinguish it since it's so powerful), or to the following spells as well: Minor Spell Deflection, Spell Deflection, Spell Trap, and their Item versions. Starting the Quest Hooks There are a two different ways to start this quest. The first opportunity happens in Baldur's Gate -- I'll let you discover that on your own, although at this point, I don't think it's actually possible for a party of that level to progress into the quest due to the sheer difficulty. Feel free to experiment. The second is the most obvious one: starting the Tanner quest in the Bridge district of Athkatla marks the first time you encounter the Twisted Rune and get involved in their business, even in the vanilla game. Following clues you receive from those engagements, as well as exploring around the Bridge and Temple Districts should help you progress. Some of the encounters in this mod happen in different fashion depending on the order in which you progress through the quest, and the actors you have encountered (and in which order). One encounter in particular varies greatly in difficulty depending on choices you've made in the game, outside of this quest. I have restored unused lines by Shangalar in the vanilla game, which I was quite surprised to find. A word of warning: the Twisted Rune are a powerful and ancient organisation... come prepared. The storyline gets completed in Throne of Bhaal, it is not possible to finish the quest while still being in Shadows of Amn. Also, if you wish to experience the full content, I recommend against bribing the Cowled Wizards.
  15. Version 0.2.1 Beta


    Someone has been working in the shadows, manipulating events on the Sword Coast to their advantage. Unravel the mysteries of the Twisted Rune and investigate the Cowled Wizards in this Enhanced Edition Trilogy mod! IMPORTANT: This mod requires EET. Project Page Forum Readme
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