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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. Just reviving this because I am curious: Did you have time to do this, and how did it go?
  2. 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
  3. Well the mod finishes in ToB so I don't know if you had an intention to get there or stop at SoA.
  4. 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.
  5. 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)
  6. 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.
  7. Because SCS won't even let you do that. EET_end has to be installed already for current SCS version to install.
  8. 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
  9. Sounds interesting, would like to use a UI upgrade in EET. Keep us posted!
  10. 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!
  11. 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
  12. Thank you jastey, much appreciated.
  13. 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
  14. 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
  15. 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 H
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