Tower of Deception for BG2EE
LavaDelVortel
Member Posts: 2,874
Heya! Not sure if you remember a small but amazing mod called Tower of Deception. In a rush of updating my own mods, I kinda made sure it work on EE. You can find it here. (OLD VERSION)
EDIT: Here is the direct download to newest version by @agb1 - I advice you to use this version instead.
EDIT: Here is the direct download to newest version by @agb1 - I advice you to use this version instead.
Post edited by LavaDelVortel on
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But it would probably be a good idea to host the mod on a dedicated modding site. The dropbox link is giving Chrome the willies
Line: shoud read: Moreover, with WeiDU 237, you don't need to provide the handle_charsets.tpa file in the archive as the function is now integrated in WeiDU. As a consequence you can also remove the line: Thank you for making this mod available.
And thanks guys!
I have a strange bug. Everything is working fine, I talked to wizard in Crooked Crane, he took me to harbour, and my party sail to ToD. I killed the sea zombies, still everything fine. I talk to captain, still working.
But when I enter the ToD, there si Baloar and when he tries to talk to me and dialog window pop up, the game crashes.
Is there any solution, how to fix this, or evade this? I play on android tablet, so its really long proces to install mods, so I prefer solution without reinstall
Could I for example somehow paralyze (wand of paralyzation) Baloar to prevent his dialog, and immediately attack him, and kill him, or is he quest related character, so his dialog is needed?
Please consider this suggestion from @Ineth for simplifying cross-platform (Linux, OSX) installs:
Use this:
MAKE_BIFF ~VA#Movie~ BEGIN ~TOD/Mve/~ ~*.mve~ END
PRINT @105
Instead of this:
AT_NOW ~TOD/MovieInstall.bat~
PRINT @105
AT_INTERACTIVE_UNINSTALL ~TOD/MovieUninstall.bat~
You can then remove the MovieInstall.bat and MovieUninstall.bat scripts as unnecessary.
Edit: For future reference, this wasn't quite right for two reasons. 1) The pattern ~*.mve~ is invalid; it should be ~^.*\.mve$~ and 2) EE movies need to be in WEBM format (shortened to WBM), not the old Interplay MVE format.
Whoever came up with the idea for these changes must have been out of their mind. Good luck beating someone who spams Dark Planetars at your Lvl12 party, and has 3 comrades packed to the brim with Watchers Keep and ToB gear, especially when you are running SCS.
Ii wouldn't have been so bad, if the fight would still take place where it did before, but as it is you either have the choice to wait with mod until your party is super strong, which turns the mod itself into a boring cakewalk, or you play the mod at the recommended level for your party and Ctrl-Y the encounter which takes place just a couple days ingame later.
Sucks.
Would have wished you converted the V3.2 for EE.
In addition to suggestions above, can you incorporate the BWFixpack patches?
https://github.com/BiGWorldProject/BiG-World-Fixpack/tree/master/BiG World Fixpack/TOD
If you don't have time, may I create a github/BiGWorldProject repository for TOD and apply these patches there?
Only it will take a little time to play to get there.
If you unzip it and put va#balor.cre in your override folder, it will not start dialogue when it sees you.
How EET compatible is this? I know it works with EE.
There is a recommandation in the Redme : "Please install Tower of Deception mod after Divine Remix mod, as it alters spells in Lizard Man Shamans spellbook. "
Is still relevant ? I will just install few few kits from Divine Remix.
https://github.com/RoxanneSHS/TowerOfDeception
https://github.com/InfinityMods/TowerOfDeception/releases
I will stick with the version maintained by @ALIEN
Any recommandation about the install order ? I am quite confused. I am preparing a big EET install with a lots of quests and probably few kits from Dvine Remix (i can't go with Deities of Faerun beacause this mod is not compatible with Spell Reivsions).
How about it alters spells in Lizard Man Shamans spellbook ? What component of Divine Remix is it interfering with ?
I have not played a lizard shaman though. But that sounds rare, anyway. So for Mordekaie and
others, I think that information is by now outdated in regards to lizard man shamans.
The sword reward is quite interesting: tiny Jan wielding a huge sword looks hilarious. In the end
I chose other weapons for him though, e. g. crossbow; or when he has to go melee he kind of
wears a shield / buckler (I love having mages with bucklers!) and some item for either backstab
or increasing intelligence. I found that overall higher INT really helps a LOT more than many
other item addons.
I allways included this mod in my install for years, time to report that:
VA#SHD 01.cre has a misssing kit id...
VA#GULIN.cre has an item with resref == "" (NONE in NI) its duration = 28531 its qty_1 = 28277
That could raise fatal error with lua datamining while in game, any radar overlay or maybe any items patching...
@shadowlich Thanks for reporting, I see what I can do.