Icewind Dale Quest Modding has a lot of potential if there was more focus for it.
Kaliesto
Member Posts: 282
IWD allows a lot more flexibility for custom areas, and not too much interference exists in IWD.
Also considering the fact that IWD actually does not cover some interesting areas that exist in the north. I urge modders to bring some focus to this if they want, it would be a nice break from the more warmer lands that is BG.
IWD has so much potential if we can get modders interested to do stories for this game since BG1+2 is quite over saturated at the moment.
Also considering the fact that IWD actually does not cover some interesting areas that exist in the north. I urge modders to bring some focus to this if they want, it would be a nice break from the more warmer lands that is BG.
IWD has so much potential if we can get modders interested to do stories for this game since BG1+2 is quite over saturated at the moment.
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Comments
You have to take care of several details, however, such as spells working differently, or that IWD does not make use of party reputation or HLAs. And you have to consider that the game does not have a designated protagonist.
When Arundel first asks you to help him find the source of the troubles that plague Kuldahar, if you take the "evil" answer (saying that you don't care about their stupid village), he'll respond with something like: Well, even if you only care about yourself you'll still want to do help us fix this, because otherwise how will you get out of here.
So it wouldn't really make sense to allow players to just travel to new worldmap regions in warmer climates (like those added by the White Queen and Innershade mods from the CoI series).
On the other hand, the Tales of the Deep Gardens mod from that series would fit in fine, because (except for the short Athkatla intro) it all happens underground.
Though of course that mod adds a bunch of new spells, so would "spells working differently" as @argent77 mentioned, pose a problem?
For more self-contained quest mods (e.g., a small dungeon), add a customer in the bar/inn who will let the party know the location to a secret cave that is supposed to be full of riches (or something like that) which activates the location on the world map.
Right, the expansion uses the convenient "teleportation" plot device. (Twice actually - once to get to Lonelywood and back, and once to get to the Luremaster's castle and back).
But if this is used too often in the same game, it gets a little silly...