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[MOD] Trials of the Luremaster for Baldur's Gate

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  • roshanroshan Member Posts: 42
    Oh, another question, about the music - for the combat tracks, I only heard BG2 themes playing. And background music, I only remember hearing something in the small entrance area that leads to the Watchknight's crypts, I don't know if that was music or ambient sound though. Is by any chance some of the background music missing? Could the original combat tracks from IWD (if it ever had any combat music assigned, I remember much of IWD being silent) be restored?
  • argent77argent77 Member Posts: 3,592
    Yes, during combat the default BG2 battle soundtracks are played. That's intentional. Iirc, IWD has no combat soundtracks defined for these areas.

    The regular day/night soundtracks are straight imports from IWD though. They usually start with a delay though.
  • argent77argent77 Member Posts: 3,592
    Update: Trials of the Luremaster for Baldur's Gate v4.4

    Full Changelog:
    • Added ini-based customization options
    • Improved handling of the ToB Pocket Plane transport options while the quest is active
    • Restored an unused IWD string on the 3rd level of the dungeon when trying to pick the locked cell doors
    • Fake 'Hobart' inside the castle should disappear when the quest is completed
    • Added missing sound files for Water Kin Elementals
    • Removed "crossbow" attack sound effect from Water Kin Elementals
    • Worked around an engine bug for handling fog effects
    • Axe of the Minotaur: Fixed duration of the stun effect
    • Fixed an issue with the illusionary stairs in the courtyard
    • Fixed immunity handling of the disease effect caused by harpies and mummies
    • Fixed blending issues in the Soul Eater projectile
    • Fixed several area triggers to be more reliable
    • Fixed a spell compatibility issue in SoD
    • Fixed issues with music playback
  • Kensei_xXxKensei_xXx Member Posts: 370
    A question Argent, does your mod in any way take into account if tipuns IWD-in-EET mod is installed and TotLM has allready been played this way? Or is it just up to the Player to not start it twice if both mods are installed?
  • argent77argent77 Member Posts: 3,592
    Kensei_xXx wrote: »
    A question Argent, does your mod in any way take into account if tipuns IWD-in-EET mod is installed and TotLM has allready been played this way? Or is it just up to the Player to not start it twice if both mods are installed?

    Afaik tipun's IWD mod removes Hobart from Lonelywood if the quest was already done. I still wouldn't recommend to install both mods together. They are technically compatible but it's a wild mix of resources from both mods which diminishes the quest experience.
  • FelipefplFelipefpl Member, Translator (NDA) Posts: 141
    argent77 wrote: »
    Kensei_xXx wrote: »
    A question Argent, does your mod in any way take into account if tipuns IWD-in-EET mod is installed and TotLM has allready been played this way? Or is it just up to the Player to not start it twice if both mods are installed?

    Afaik tipun's IWD mod removes Hobart from Lonelywood if the quest was already done. I still wouldn't recommend to install both mods together. They are technically compatible but it's a wild mix of resources from both mods which diminishes the quest experience.

    Just a suggestion: It would MUCH better to advise ppl to NEVER install any mods aside yours. The same goes for any other mod out there. That's what i did when i played your mod to check it out. This will avoid a lot of headaches for everyone. ;)
  • argent77argent77 Member Posts: 3,592
    Felipefpl wrote: »
    Just a suggestion: It would MUCH better to advise ppl to NEVER install any mods aside yours. The same goes for any other mod out there. That's what i did when i played your mod to check it out. This will avoid a lot of headaches for everyone. ;)

    I know that was meant as a joke, but generally quest mods are pretty much compatible with anything since they don't really overlap in many cases.

    This particular issue is an exception since both mods provide the same adventure, but using slightly different implementations. Tipun's version provides the original adventure from oIWD. TotLM-for-BG is based on IWDEE and adjusts many aspects to fit better into the BG series.
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