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Posts posted by Daxtreme
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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.
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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)
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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.
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On 4/21/2020 at 11:18 PM, Jarno Mikkola said:
Why the cheese not ?
Because SCS won't even let you do that. EET_end has to be installed already for current SCS version to install.
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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
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Sounds interesting, would like to use a UI upgrade in EET. Keep us posted!
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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!
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On 12/5/2019 at 1:04 PM, Isewein said:
This looks great! I'll make sure to give it a try during my next playthrough. I always found that it stretched the imagination a bit too far that you just happen to walk in on the Twisted Rune inner circle without any plan or motivation. Do you have any ideas on possible incompatibilities already?
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.
12 hours ago, Lightbringer said:Looks great! I'll definitely check it out on my next playthrough
Thanks, looking forward to hearing from you
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Thank you jastey, much appreciated.
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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
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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
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Hey guys,
If you skip SoD are you barred from entering Baldur's Gate afterwards, or only if you play through it?
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Thanks! Any number would suffice I think.
If BD_Plot is above 0, it means the player has started SoD at some point. If they're in SoA right now, and they've started SoD, it also implies they've completed SoD, as you can't start SoD then magically skip it and end up in SoA... right?
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Thanks! Oh well, might as well. Is there such a global variable that is being set at the end of SoD? Only ran through it once, not sure.
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Hey guys,
In my EET mod I'm trying to determine whether the player has completed BG1 for better dialogue options. Is there a way to check for that? I'd like for the dialogue options to be different whether the player has actually played through BG1 or started right off in BG2.
Thanks!
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With EET yes you can. Well, as long as you made your way through BG1+SoD first.
When starting right in BG2 (which you can in EET), I'm not sure it's possible, which is the point of this thread, and what I'd like to know.
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Can you please be more specific?
Your answer is quite vague. Is there anything special a player has to do to go back to BG1 areas when starting a game in BG2?
As for the door thing, taken from k4thos himself
On 4/20/2016 at 5:32 AM, K4thos said:In other words all you need to do in order to reopen Baldur's Gate city areas is lowering the bridge in Wyrm's Crossing (BG0900.BCS). In order to do so just use this action:
CloseDoor("DoorDraw")
Than when you cross the bridge and travel west the BG city districts will show exactly as they where made visible and explorable during BG1 (one after another as you travel).
You lower the bridge by closing it, if that makes any sense.
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I mean via legitimate ways. So, not console.
Also, the CloseDoor command was in a dialog script not in the console.
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Hey guys,
I assume it's not possible with vanilla EET to access the city of Baldur's Gate or any BG1 area when starting a new game in BG2?
Also, even if you manage to find your way to Wyrm's Crossing ("bg0800"), the bridge is closed.
I tried opening it with
SetGlobal("K#Drawbridge","BG0900",2) CloseDoor("DoorDraw")
But it didn't work. I suppose it only works if you've went through BG + SoD first.
Any ideas?
Thanks!
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Wow amazing, this mod still getting some love.
I'll have to test it with my mod but it should be ok. I also made some tweaks to SR, not sure if they're still gonna work, or maybe you included it since then? They were making Planetar vorpal hit bonus damage instead of insta-kill, putting back Gate scrolls into the game (SR removes them for some reason), and fixing the glitched Energy Blades and Dragon's Breath casting animation.
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I'll see about that, I don't have much experience with BGT seeing as I never played with it. I switched to EE early on.
Tagging you @K4thos as this mod is built on EET!
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Someone has been working in the shadows, manipulating events on the Sword Coast to their advantage...
Hey guys,
I created this because I wanted to tie up loose ends with 2 things in Baldur's Gate: the Twisted Rune, and the Cowled Wizards, especially to provide an incentive to fight them to the end (and tying it all up with the Twisted Rune, which was probably cut content in BG2).
So this mod was born about 3 years ago! It requires the Enhanced Edition Trilogy by k4thos as there is content to be found in BG1, BG2, and ToB (the quest cannot be completed before ToB)
Basically I'm looking for testers and people willing to try out the mod and provide feedback!
Be gentle with me, this is my first time making a mod and using github. However, I spent a lot of time learning how to code in a way that doesn't break other mods as much as possible. You can see for yourself in my code.
Special thanks to lots of people here including Mike1072, demivrgvs, Roxanne, kreso, DavidW, CamDawg, Nythrun & Miloch (area patching), Avenger, and every other helpful fellow! Also, thanks to K4thos for making the EET
Screenshots:
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I'm not sure because it's been discussed a lot, but what is the actual plan as for carrying over stuff from IWD1? Will your XP and gear carry over the main BG campaign?
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You need to post your weidu log so we can see which mods you have installed. It is located in your main bg2 folder
Bug Reports and Typos for v1.0.1
in The Cowled Menace
Posted
Well the mod finishes in ToB so I don't know if you had an intention to get there or stop at SoA.