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Daxtreme

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Posts posted by Daxtreme

  1. 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.

  2. 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)

     

  3. 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!

  4. 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 :D

     

    Thanks, looking forward to hearing from you :) 

  5. 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

  6. 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.

  7. 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!

  8. 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.

  9. 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:

    Spoiler

    SC1-resized.jpg

     

     

    Spoiler

    SC2-resized.jpg

     

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