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Daxtreme

Modders
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About Daxtreme

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  • Gender
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  • Location
    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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  • Website URL
    https://github.com/Gibberlings3/CowledMenace/releases

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Daxtreme's Achievements

  1. New version released: v.1.0.3 Changelog - Added simplified Chinese translation (credits to Lewis Liu)
  2. Just wanted to update you guys that I fixed that in the latest version. You will now automatically be teleported out of the pocket plane at the end of the quest Cheers and thanks for playing the mod!
  3. New version released: v.1.0.2 Changelog - Fixed the player being stuck in the Pocket Plane at the end of the quest by automatically leaving the plane and going back to where you were. (if you want to go back to the Pocket Plane, feel free to do so) + added Russian translation for that part (Thanks to yota13)
  4. This component of mine only changes items dropped by Cowled Wizards (including Zallanora), but with precise, non-destructive editing, nothing else. The issue is with another mod for sure. Here is the entire code pertaining to Zallanora in that optional component: COPY_EXISTING ~mage18z.cre~ ~override~ // Zallanora (Cowled Wizard Last Wave) Mage 30/30 | 1 LPF SANITIZE_CRE RET ok = ok END PATCH_IF ok BEGIN ADD_CRE_ITEM ~amul22~ #0 #0 #0 ~none~ ~amulet~ // Amulet of Poison Immunity ADD_CRE_ITEM ~RNDSCR05~ #1 #0 #0 ~none~ ~inv~ // Random level 9 scroll ADD_CRE_ITEM ~brac07~ #0 #0 #0 ~none~ ~gloves~ // Bracers of 18 dex | itemrev +2 dex // rring already occupied ADD_CRE_ITEM ~boot12~ #0 #0 #0 ~undroppable~ ~boots~ // Boots immune to backstab, undroppable END BUT_ONLY
  5. She is definitely not supposed to appear in the first encounter with the Cowled Wizards when they just warn you. That has never happened to me. Sounds like a mod compatibility issue. Did you install EET correctly? Do you have "Unofficial Item Pack" installed by any chance?
  6. Gonna have to be more detailed than that. Which first encounter, which last encounter, what happened in these 2 encounters (there are more than 2 possible encounters with her)
  7. Well it's still a lot better than literally having nothing but a nonmagical quarterstaff, but noted I don't want them to be overflowing with loot either
  8. I will consider adding it in next update thanks for the comment! edit: that optional component doesn't require EET. Here are the requirements: REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~mage18z.cre~ @50 //Required file missing -- install Baldur's Gate 2 EE REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~blun31.itm~ @50 //Required file missing -- install Baldur's Gate 2 EE Unless I got something wrong, BG2 should work. Are you on the original BG2? or Enhanced Edition BG2? Further proof (Trying to install my mod on an unmodded BG2EE install works as designed: main component is skipped because EET is uninstalled, optional component works:
  9. Readme says after npc mods. It is a bit vague and I do worry about a large quest mod so late, but have not had time to look into this yet. @Daxtreme any thoughts? Sorry for the massive delay, for some reason I didn't receive this notification in my email. I was in Europe on a trip, recently came back. Honestly my mod is very compatibility-friendly. I don't think there's any issue putting it where it is right now. Of course it HAS to be installed after EET. And avoid mods that destructively alter cowled wizards files (most mod don't destructively alter files anyway), and Twisted Rune. Apart from that... very safe. Putting it alongside with post-EET quest mods works just fine.
  10. Thanks for the info, I've tinkered a bit and I can't find a way to make it end indeed. Seems like I'll have to remove this component for now
  11. Really? Perhaps that's a new bug introduced with a Beamdog patch because I tested this a long time ago when I made the component. Does it stay active every single time?
  12. In the meantime I'm trying to think how many different triggers exist in ToB that block you out of leaving the Pocket Plane. I know there's the "you must complete a challenge before leaving", but are there others?
  13. That's very kind of you, thank you very much! Not a lot of people take the time to leave feedback so much appreciated. I'm leaving for Poland today so I won't be able to fix it soon (no computer for a while), but at least you made it out okay. Anyone who mods extensively knows how to use the console so that's nice but still, I'd like for this not to be a problem in future playthroughs. The mod does exactly what I set out to do: deepen the lore behind Cowled Wizards and the Twisted Rune. It isn't very long, doesn't have a lot of content, but I think it's just in the right places, and sprinkled throughout BG1, BG2, and ToB. Ah that's fair. I'm not sure exactly how SCS affects Zallanora so perhaps she doesn't get the best scripts. It's been a while since I tested SCS, and I never tested it on hardcore.
  14. well this is indeed a problem, thank you guys for the report, hope you made it out safely Granger77 (you can always just console Teleport out)
  15. Hey, thanks for trying out the mod! Hmm that's right, I forgot that there is a moment in ToB when you can't actually leave the pocket plane. I'll see what I can do to fix that. Thanks for the report edit: by the way, how did you like the ambush in ToB? Did you think it was challenging enough?
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