This is a really big mod from a role playing point of view. Does this mean that Irenicus is basically harmless then since he is locked up and didn't take Imoen?
@lollers Irnicus will not come after the PC or Imoen as long as the game is in chapters 2 and 3, no.
The original game content kicks back in when the group travels to Brynnlaw: now Imoen gets kidnapped and everything progresses as in the original game.
I have never done that before. Tell people I am hunting for Irenicus rather than helping Imoen. I guess I might find out the difference some day, but not some day this year. I have already scratched my BG itch for this year. This is good motivation for me to figure out how EET works next year maybe.
Im currently playing BG2 with this mod and Im really loving it so far! Imoen is a badass thief and an excellent mage , and its great to have her around in chapter . The dialogues after each dream scene are great and made Irenicus a bit spookier. @jastey I noticed that Byllana's dialogue (the woman at the government district) still mentions Imoen being arrested by the cowled ones.
@DJKajuru Thanks for your feedback! I am glad you like the feel of the game with I4E.
I appreciate the report, but I think the mod covers all instances for Lady Brylanna. Which version of the mod are you playing? And is it possible that you installed other questmods or NPC mods before I4E? Some insert new reply options at the top which would make I4E fail to patch the right reply option. I4E should be installed as soon as possible in the install order.
I believe I've found a missed reference to seeking Imoen. It's during the conversation with Jermien , the wizard in Umar Hills looking for the mimic's blood.
Imoen4Ever updates to v5! Because of the new content and the changed components structure with more optional choices the mod package will have a beta tag until I get more feedback and bug reports.
Version 5 comes with SoD content: Imoen will rejoin the group at the first camp after marching out against the crusade. Just leave the camp via the road in northeast direction and Imoen will appear and ask to be taken back into the group. After that, she will be available as a normal joinable NPC until after the PC's fall at the end of the game where the original game content will kick in again.
The changes to her dialogue after the poison attack was moved into an optional component, as well.
New content is also the possibility to chose Imoen's BG1 or SoD portraits in SoD, make her a continuous NPC in all of SoD (including the end), and seeing the "Imoen trains with Duke Jannath" scene from the scrying pool as a separate cutscene when the PC sets out against the crusade.
Version 5 also comes with non-destructive disabling of Imoen-related reply options. Thank you very much to @argent77 for the coding help!
The mod has now 12 components, 5 for BGII and 7 for SoD. For detailed descriptions, please refer to the readme directly:
I4E in BGII: Imoen Returns after Talking to Gaelan in Chapter 2 (required for BGII content)
I4E in BGII: Give Imoen Dialogue Content in SoA
I4E in BGII: Yoshimo Comes to Brynnlaw
I4E in BGII: Give Imoen Protection Spell in Chapters 2 & 3
I4E in BGII: Compatibility with Alternatives and Saerileth (note: this component should be installed after the Alternatives and/or Saerileth mods.)
I4E in SoD: Imoen Remains in Group in Korlasz' Dungeon (this or component 7 is required for other SoD content)
I4E in SoD: Imoen Returns to PC in First Coalition Camp (bd1000) (this or component 6 is required for other SoD content)
I4E in SoD: Imoen Gives Better Reason to Stay Behind in Palace
I4E in SoD: Play Cutscene With Imoen and Duke Jannath
I4E in SoD: Give Imoen Dialogue Content in SoD Chapters 8-12
I4E in SoD: Imoen at the End of the Game Should be the One that Was in Party (SoD Only)
I4E in SoD: Unify Imoen's Portrait: 1. Use Imoen's SoD Portrait after Korlasz' Crypt; 2. Use Imoen's BG1 Portrait in all of SoD
v5 Beta 0.2 uploaded:
For a new SoD game, Imoen will no longer be encumbered by 80 bottles of oil of speed.
Hmm, thinking about it, maybe I should have made this a dialogue, instead. "I couldn't resist grabbing them before Liia teleported me out... but now I need help, I can't move!" LOL
i see no reason why you should. i mean she joins like 5 seconds after leaveing candel keep. unless jastey wants to add interjections for every quest in the tutorial.
First I'd like to thank you @jastey for everything you're doing for thoses games, for the basic players (as me) and for the help/support I think you give to other modders.
I discovered this mod quite recently and I'm in the middle of a (modded) playthrough, chasing Sarevok in the maze.
Imoen is in my team and I was wondering if it's possible to install the mod before I start SoD ?
It would be so cool to be able to get Imoen back so fast
@Adam_en_tium that should be possible, yes. But there is two known bugs in the SoD part of the mod. I was hoping to update it tomorrow with fixes, so maybe it will be worth if you wait for the update.
Thanks for the kind words!
And the mod updates to v6!
The new version comes with bugfixes and a Russian version by Raza, stn & Arcanecoast Team. Thank you very much for the translation!
Changelog v6:
- Added Russian version by Raza, stn & Arcanecoast Team
- Imoen should not die instead of Ophyllis after interjecting into his (last) dialogue
- Imoen should not loop her "arrival in hell" StringHead line. Her script action should not block the rest of the area script.
- Imoen's generic kickout dialogue should not block the original dialogue at the and of SoD.
- typo corrections
Thanks so much for this mod. It's a real game-changer and it's definitely going to be one of my must-have mods from now on. It worked really well with the NPC stronghold mod because I could roleplay that my NPC knew that she needed to build up a powerbase and a whole network to be powerful enough to confront Irenicus (Imoen and the Shadow Thieves, my cleric PC and the Lathander priests, Keldorn and the order, etc.)
I noticed a few typos, lines that don't work with the mod or confusing lines that could be re-worded for clarity. I don't know where they are in the dialogue files, I just took photos on my phone as I was playing The list is below:
- Yoshimo says, "This is reason to rejoyce" when Imoen returns, but it should be rejoice
- Jaheira has an interjection with Aran Linvail when you first meet him saying, "We have friends in need of rescue and vengeance both!" which doesn't really work if Imoen is with you.
- There is a potential response to Bodhi when you first fight her where the PC can say, "Perhaps they have some sympathy for my plight. The rescue I wish is a worthy cause."
- The PC can respond in a Spellhold talk: "Just as little as the Bhaal essence would be passed to our children are we brothers and sisters in the physical sense, Imoen." This makes sense, but I think it's a little bit confusing. I had to read it a few times before it clicked (possibly I'm just an idiot).
- In the same talk, Imoen says, "There must be dozens, if not hendrets" where she should say hundreds
- I'm not even sure this is from the mod. It might be from IEP friendship mod. "I feel the loss of my soul, ." The punctuation just needs some cleaning up.
The only other out of place dialogue I saw were related to the NPC stronghold mod. I imagine that any changes would need to be made to that mod, not this one. I'm happy to post something in the relevant forum, if you'd like (although I'm not sure if it's being updated much anymore)
@energisedcamel thank you very much for the kind words and the feedback!
All typos were from I4E, the last one was a misspelled token for CHARNAME (and thus not displayed) between the comma and the dot. The instances from Jaheira and the PC reply for Bodhi will be considered in the next version.
NPC Stronghold mod was recently updated with the compatibility changes (upon other things) by @Cirosan so there is hope any needed content adaptions for compatibility will be integrated, too. I'd be ready to help with that.
I'm curious, why create a new instance of Imoen in the slums at all? Couldn't you just move the instance of her from Spellhold to that location instead? For a truer "Imoen Forever" perhaps you can work with the author of the"Eternal Imoen" mod or check it for coding.
I always wonder why Bioware implemented multiple versions of Imoen when you can script in changes to dialog file used and move the create instance around.
At least it looks like the version of Imoen who rejoins in the slums is used is the same one who later rejoins in Spellhold.
@Tygaran Unifying the two Imoen creature files so they would use the same Death Variable throughout a (BGII+BGII:EE) game would require a tweak that would go through every game ressource related to ID, including mods, and patching them accordingly. This tweak would best be applied very late in install order so all mods adding to Imoen in Irenicus Dungeon would be considred as well. Such a tweak would be feasible, but it's a level of scripting I am not firm with.
The "Eternal Imoen" mod is not a very good example for how to do this because it just overwrites Imoen in Irenicus' Dungeon, giving her a pre-prepared copy of her original ID dialogue. It doesn't consider mods. [EDIT: at least the version I was looking at; I am not aware of any updates to that mod] The reason why such a tweak would need to consider mods, too, is because mods do not account for this possibility yet. Also, out of experience I know that it would be a PITA if content for Imoen would have to be added to two different sets of dialogue files so this is not a standard I'd like to implement.
I mean - if someone provides an appropriately elegant patching routine to achieve this I'd be all for it. Despite the title of this mod (Imoen4Ever) such a tweak would best go into a tweak pack, though, because of the install order requirements.
At least it looks like the version of Imoen who rejoins in the slums is used is the same one who later rejoins in Spellhold.
That's true, EDIT: correction; what I4E does is using a patched copy of the ID Imoen with the Death Variable and dialogue of the Spellhold one, as that is the version of Imoen the game expects outside of the ID prologue.
I get what you mean about how complex it could be to take into account anyone else modding the starting dungeon. Didn't think of that since I typically install a mod that lets me skip past it all. =]
Related question... is it also too complicated to move the original instance of Imoen into the slums rather than spawning in a new instance? It looks like you're just copying the imoen10.cre file anyway.
I'm just wondering why you didn't just use the ID version instead of spawning a new one. Haven't looked too closely at the code, but I'm assuming the game just does a destroy action on script name "imoen" either in or just before the promenade cut scene.
@Tygaran it's because of what we discussed earlier: the original ID version will not be recognized as "Imoen" outside of ID/the prologue because of the different Death Variable.
There is no way to change a creature's Death Variable inside the game, so it needs a new creature file.
While it's possible I have an outdated version, I ran into a bug with OPhylius (so?) in SoD. After defeating the Crusader's at the last camp, when he dies and leaves behind a swrod, Imoen has an interjection and SHE's the one who dies instead.
@Tygaran yes, I'm aware, and I meant to fix this with the current version (but managed to screw it up differently, now noone dies. Will be fixed in the next version). Thanks for reporting, nontheless!
Comments
The original game content kicks back in when the group travels to Brynnlaw: now Imoen gets kidnapped and everything progresses as in the original game.
@jastey I noticed that Byllana's dialogue (the woman at the government district) still mentions Imoen being arrested by the cowled ones.
I appreciate the report, but I think the mod covers all instances for Lady Brylanna. Which version of the mod are you playing? And is it possible that you installed other questmods or NPC mods before I4E? Some insert new reply options at the top which would make I4E fail to patch the right reply option. I4E should be installed as soon as possible in the install order.
Version 5 comes with SoD content: Imoen will rejoin the group at the first camp after marching out against the crusade. Just leave the camp via the road in northeast direction and Imoen will appear and ask to be taken back into the group. After that, she will be available as a normal joinable NPC until after the PC's fall at the end of the game where the original game content will kick in again.
The changes to her dialogue after the poison attack was moved into an optional component, as well.
New content is also the possibility to chose Imoen's BG1 or SoD portraits in SoD, make her a continuous NPC in all of SoD (including the end), and seeing the "Imoen trains with Duke Jannath" scene from the scrying pool as a separate cutscene when the PC sets out against the crusade.
Version 5 also comes with non-destructive disabling of Imoen-related reply options. Thank you very much to @argent77 for the coding help!
The mod has now 12 components, 5 for BGII and 7 for SoD. For detailed descriptions, please refer to the readme directly:
Let me know if you encounter problems. And of course I am interested in any and all feedback and criticism!
For a new SoD game, Imoen will no longer be encumbered by 80 bottles of oil of speed.
Hmm, thinking about it, maybe I should have made this a dialogue, instead. "I couldn't resist grabbing them before Liia teleported me out... but now I need help, I can't move!" LOL
Does this mod allow you to recruit and have Imoen in the party during the Candlekeep Prologue?
@Thels No, (not yet?) That idea actually never came to me.
That said, I can understand why that part of the game would not be included.
First I'd like to thank you @jastey for everything you're doing for thoses games, for the basic players (as me) and for the help/support I think you give to other modders.
I discovered this mod quite recently and I'm in the middle of a (modded) playthrough, chasing Sarevok in the maze.
Imoen is in my team and I was wondering if it's possible to install the mod before I start SoD ?
It would be so cool to be able to get Imoen back so fast
Thanks for the kind words!
I play this game quite slowly anyway
The new version comes with bugfixes and a Russian version by Raza, stn & Arcanecoast Team. Thank you very much for the translation!
Changelog v6:
- Added Russian version by Raza, stn & Arcanecoast Team
- Imoen should not die instead of Ophyllis after interjecting into his (last) dialogue
- Imoen should not loop her "arrival in hell" StringHead line. Her script action should not block the rest of the area script.
- Imoen's generic kickout dialogue should not block the original dialogue at the and of SoD.
- typo corrections
Thanks so much for this mod. It's a real game-changer and it's definitely going to be one of my must-have mods from now on. It worked really well with the NPC stronghold mod because I could roleplay that my NPC knew that she needed to build up a powerbase and a whole network to be powerful enough to confront Irenicus (Imoen and the Shadow Thieves, my cleric PC and the Lathander priests, Keldorn and the order, etc.)
I noticed a few typos, lines that don't work with the mod or confusing lines that could be re-worded for clarity. I don't know where they are in the dialogue files, I just took photos on my phone as I was playing The list is below:
- Jaheira has an interjection with Aran Linvail when you first meet him saying, "We have friends in need of rescue and vengeance both!" which doesn't really work if Imoen is with you.
- There is a potential response to Bodhi when you first fight her where the PC can say, "Perhaps they have some sympathy for my plight. The rescue I wish is a worthy cause."
- The PC can respond in a Spellhold talk: "Just as little as the Bhaal essence would be passed to our children are we brothers and sisters in the physical sense, Imoen." This makes sense, but I think it's a little bit confusing. I had to read it a few times before it clicked (possibly I'm just an idiot).
- In the same talk, Imoen says, "There must be dozens, if not hendrets" where she should say hundreds
- I'm not even sure this is from the mod. It might be from IEP friendship mod. "I feel the loss of my soul, ." The punctuation just needs some cleaning up.
The only other out of place dialogue I saw were related to the NPC stronghold mod. I imagine that any changes would need to be made to that mod, not this one. I'm happy to post something in the relevant forum, if you'd like (although I'm not sure if it's being updated much anymore)
Thanks again for all your work!
All typos were from I4E, the last one was a misspelled token for CHARNAME (and thus not displayed) between the comma and the dot. The instances from Jaheira and the PC reply for Bodhi will be considered in the next version.
NPC Stronghold mod was recently updated with the compatibility changes (upon other things) by @Cirosan so there is hope any needed content adaptions for compatibility will be integrated, too. I'd be ready to help with that.
I always wonder why Bioware implemented multiple versions of Imoen when you can script in changes to dialog file used and move the create instance around.
At least it looks like the version of Imoen who rejoins in the slums is used is the same one who later rejoins in Spellhold.
The "Eternal Imoen" mod is not a very good example for how to do this because it just overwrites Imoen in Irenicus' Dungeon, giving her a pre-prepared copy of her original ID dialogue. It doesn't consider mods. [EDIT: at least the version I was looking at; I am not aware of any updates to that mod] The reason why such a tweak would need to consider mods, too, is because mods do not account for this possibility yet. Also, out of experience I know that it would be a PITA if content for Imoen would have to be added to two different sets of dialogue files so this is not a standard I'd like to implement.
I mean - if someone provides an appropriately elegant patching routine to achieve this I'd be all for it. Despite the title of this mod (Imoen4Ever) such a tweak would best go into a tweak pack, though, because of the install order requirements.
That's true, EDIT: correction; what I4E does is using a patched copy of the ID Imoen with the Death Variable and dialogue of the Spellhold one, as that is the version of Imoen the game expects outside of the ID prologue.
Related question... is it also too complicated to move the original instance of Imoen into the slums rather than spawning in a new instance? It looks like you're just copying the imoen10.cre file anyway.
There is no way to change a creature's Death Variable inside the game, so it needs a new creature file.