[MOD] Trials of the Luremaster for BG2:EE
argent77
Member Posts: 3,480
The Icewind Dale expansion "Trials of the Luremaster", made available for BG2:EE, Siege of Dragonspear and EET.
Download: Trials of the Luremaster for Baldur's Gate (90 MB)
Readme
The quest starts by talking to the halfling Hobart Stubbletoes, who can be found either in the Umar Hills Inn (SoA), Amkethran Inn (ToB) or in the southeastern area of the Coalition Camp (SoD). In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs.
The mod is available in the following languages: English, French, German, Italian, Russian, Spanish and Polish.
Available components:
1. Trials of the Luremaster (requires BG2:EE, SoD or EET patched to 2.0 or higher)
This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. (Recommended party strength: level 11 or higher.)
The mod makes a number of slight changes to the adventure to bring it more in line with the Baldur's Gate universe. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. Moreover, several events, scripts and creature animations have been expanded, improved or adapted to Baldur's Gate style.
2. Rebalance weapons and equipment (requires the main component; not available for SoD)
Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants.
Note: Because of balance reasons this component is automatically installed by the main component "Trials of the Luremaster for Baldur's Gate" in a Siege of Dragonspear game.
3. Reduce experience from monsters and quests (requires the main component)
The whole adventure allows you to earn about 300,000 to 400,000 XP which can be too much depending on when or where you start the quest. This component allows you to reduce the experience gained from killing monsters or granted by completing quest stages. You can choose from the following options:
Screenshots
Download: Trials of the Luremaster for Baldur's Gate (90 MB)
Readme
The quest starts by talking to the halfling Hobart Stubbletoes, who can be found either in the Umar Hills Inn (SoA), Amkethran Inn (ToB) or in the southeastern area of the Coalition Camp (SoD). In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs.
The mod is available in the following languages: English, French, German, Italian, Russian, Spanish and Polish.
Available components:
1. Trials of the Luremaster (requires BG2:EE, SoD or EET patched to 2.0 or higher)
This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. (Recommended party strength: level 11 or higher.)
The mod makes a number of slight changes to the adventure to bring it more in line with the Baldur's Gate universe. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. Moreover, several events, scripts and creature animations have been expanded, improved or adapted to Baldur's Gate style.
2. Rebalance weapons and equipment (requires the main component; not available for SoD)
Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants.
Note: Because of balance reasons this component is automatically installed by the main component "Trials of the Luremaster for Baldur's Gate" in a Siege of Dragonspear game.
3. Reduce experience from monsters and quests (requires the main component)
The whole adventure allows you to earn about 300,000 to 400,000 XP which can be too much depending on when or where you start the quest. This component allows you to reduce the experience gained from killing monsters or granted by completing quest stages. You can choose from the following options:
- Reduce by 25 percent
- Reduce by 50 percent
- Reduce by 75 percent (Recommended if you start the quest in the Coalition Camp, Siege of Dragonspear campaign.)
- Grant no experience
Screenshots
New items...
New spells...
New monsters...
Challenging combat...
The story begins...
New spells...
New monsters...
Challenging combat...
The story begins...
Post edited by argent77 on
37
Comments
Now the only thing missing from my mega-super-300-hours EET installation is K4thos' IWD-in-EET for the rest.
On that note: Is there any overlap/redundancy? As someone who hasn't actually played IWD and its expansions yet, I assumed since IWD:EE includes both expansions K4thos' mod would also port over all parts?
Also, do you expect compatibility issues with the upcoming SCSv32 and its version of the IWD spells?
TotLM-BG2EE is more aimed at players who don't want to install the whole IWD package to EET (which will surely add another 2-4 GB worth of content to the game), or don't want to install EET at all. The mod's size is currently about 85 MB.
The mod is already compatible with latest SCS v32 RC. Currently only very few creatures will benefit from SCS enhancements. However, combat scripts will generally be more advanced compared to IWD, even without SCS.
(Edit: About IWD spells, they will be made available to the player by an optional subcomponent. It is skipped if either SCS or IWDification is detected. SCS would most likely just complement the spells, since it's based on the same IWDEE resources. IWDification will install a duplicate set of spells.)
astrobryguyi think.i mixed up the nickname with AWizardDidIt (g3 user)
If K4thos hasn't already done any manual altering for the Luremaster content, adapting it for the BG setting, it would seem like a huge waste if he want through that while you spent your time on wirting another set of ToLM chracter interactions just so we end up with to alternate versions of the same mod.
I tried to create something like this years ago, didn't success. I intended to have Hobart be in the Copper Coronet.
He can be found in Imnesvale, Umar Inn. Copper Coronet would have been problematic, as the adventure is quite challenging (combat-wise) and might be too much to handle for a party straight out of Chateau Irenicus.
Edit: Hjollder not Hrothgar. The barbarian quest...
it could be the missing shaman "class quest", according to the general outline of SoA sidequests
Yeah, the setting is great. Too bad the castle is situated in the middle of nowhere - somewhere hidden in the vast Anauroch Desert far away from Amn.
The first release candidate is available.
Download: Trials of the Luremaster for BG2:EE 1.0 RC1
Release Candidate 1 contains:- The full "Trials of the Luremaster" quest. It can be initiated by talking to Hobart in Imnesvale, Umar Inn.
- Improved combat scripts for a great number of creatures.
- Adapted behavior and animations for many creatures to the BG2 setting.
- Several unique spells and items straight from IWD:EE.
The mod supports BG2:EE and EET, and is currently available in English, German, Italian, Russian and Spanish.
Perhaps a enchanted totem of some sort could whisk you back and forth.
It would also require some collaborative effort to make it work for both this mod and K4thos' IWD-in-EET. I don't think it'll be possible to use both mods at the same time.
I do like the option to start Tales of Anegh either in Amn or in Tethir. Could this be an option for your mod too?
But now that I think about it I can certainly create a custom autosave right before the point of no return.
For that rare breed that enjoys RPGs but really hates reading, struggling a bit with the quest might be a beneficial learning experience...
The original IWD:EE HoW expansion has an experience check (250000 XP), with TotLM probably requiring a similarly powerful party. However, equipment makes a difference, and IWD provides some really powerful items. If I would guess, then average party level should be level 11 or higher to start the quest.