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The New Light - collective thread for Lava's and AionZ's mods

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  • saoxsaox Member Posts: 106
    edited March 2023
    Wait, what weapon? The pot didn't give me any weapon.

    Yes, exactly my first game had pages being absorbed, now in the second game no. What should I do now ? Is there a way to 'absorb' the pages manually ? Also, I am about to return back to Easthaven having finished the Lower Dorn and all Leutenants, but I still don't have the complete book - did I miss something ? Should I proceed ? Do your mods continue in Heart Of Winter ?

    Also the Icy Pond from the blue book location doesn't show on the map despite me having the book in my 2nd run. Feels like something broke in my 2nd game.

  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    It looks like it broke, yes. Perhaps you reinstalled something mid-game.

    The entity from the pot should become your weapon (unless you decide to destroy it).
    The Our Lady Dreamless location should appear right after you find the "blue book".
    The pages should become one with the book. And fixing it with a console would require setting a bunch of variables. That's what happens behind the stage:
    //PAGE 1
    
    IF
    AreaCheck("AR4000")
    PartyHasItem("L#KUBOOK")
    Exists("L#KUBPA1")
    Global("L#KUSignalPage1","GLOBAL",0)
    THEN
    RESPONSE #100
    SetGlobal("L#KUSignalPage1","GLOBAL",1)
    DisplayStringHead(Player1,@0 /* The Incomplete Book of Bigby's Heritage opens up. One of its pages must be nearby. */)
    END
    
    IF
    PartyHasItem("L#KUBOOK")
    PartyHasItem("L#KUBPA1")
    Global("L#KUPage1Restored","GLOBAL",0)
    THEN
    RESPONSE #100
    TakePartyItem("L#KUBPA1")
    DestroyItem("L#KUBPA1")
    SetGlobal("L#KUPage1Restored","GLOBAL",1)
    DisplayStringHead(Player1,@1 /* The Incomplete Book of Bigby's Heritage opens up again and absorbs the page you have found. */)
    END
    
    //PAGE 2
    
    IF
    AreaCheck("AR5003")
    PartyHasItem("L#KUBOOK")
    Exists("L#KUBPA2")
    Global("L#KUSignalPage2","GLOBAL",0)
    THEN
    RESPONSE #100
    SetGlobal("L#KUSignalPage2","GLOBAL",1)
    DisplayStringHead(Player1,@0 /* The Incomplete Book of Bigby's Heritage opens up. One of its pages must be nearby. */)
    END
    
    IF
    PartyHasItem("L#KUBOOK")
    PartyHasItem("L#KUBPA2")
    Global("L#KUPage2Restored","GLOBAL",0)
    THEN
    RESPONSE #100
    TakePartyItem("L#KUBPA2")
    DestroyItem("L#KUBPA2")
    SetGlobal("L#KUPage2Restored","GLOBAL",1)
    DisplayStringHead(Player1,@1 /* The Incomplete Book of Bigby's Heritage opens up again and absorbs the page you have found. */)
    END
    
    //PAGE 3
    
    IF
    AreaCheck("AR6003")
    PartyHasItem("L#KUBOOK")
    Exists("L#KUBPA3")
    Global("L#KUSignalPage3","GLOBAL",0)
    THEN
    RESPONSE #100
    SetGlobal("L#KUSignalPage3","GLOBAL",1)
    DisplayStringHead(Player1,@0 /* The Incomplete Book of Bigby's Heritage opens up. One of its pages must be nearby. */)
    END
    
    IF
    PartyHasItem("L#KUBOOK")
    PartyHasItem("L#KUBPA3")
    Global("L#KUPage3Restored","GLOBAL",0)
    THEN
    RESPONSE #100
    TakePartyItem("L#KUBPA3")
    DestroyItem("L#KUBPA3")
    SetGlobal("L#KUPage3Restored","GLOBAL",1)
    DisplayStringHead(Player1,@1 /* The Incomplete Book of Bigby's Heritage opens up again and absorbs the page you have found. */)
    END
    
    //ALL PAGES
    
    IF
    CombatCounter(0)
    PartyHasItem("L#KUBOOK")
    Global("L#KUPage1Restored","GLOBAL",1)
    Global("L#KUPage2Restored","GLOBAL",1)
    Global("L#KUPage3Restored","GLOBAL",1)
    Global("L#KUPagesGathered","GLOBAL",0)
    THEN
    RESPONSE #100
    SetGlobal("L#KUPagesGathered","GLOBAL",1)
    SetGlobalTimer("L#KUBookTime","GLOBAL",7)
    END
    
    IF
    CombatCounter(0)
    PartyHasItem("L#KUBOOK")
    Global("L#KUPage1Restored","GLOBAL",1)
    Global("L#KUPage2Restored","GLOBAL",1)
    Global("L#KUPage3Restored","GLOBAL",1)
    Global("L#KUPagesGathered","GLOBAL",1)
    GlobalTimerExpired("L#KUBookTime","GLOBAL")
    THEN
    RESPONSE #100
    SetGlobal("L#KUPagesGathered","GLOBAL",1)
    TakePartyItem("L#KUBOOK")
    DestroyItem("L#KUBOOK")
    GiveItemCreate("L#KUBOK2",Player1,1,1,0)
    DisplayStringHead(Player1,@2 /* The Incomplete Book of Bigby's Heritage is almost complete. Return to Kuldahar to finalize the process of restoration. */)
    END
    

    Is there any chance you (re)installed some mods just before you started the 2nd run OR you installed stuff during the 2nd run?
  • saoxsaox Member Posts: 106
    I didn't reinstall anything :(. Really weird. The pot didn't become a weapon either on my first run. I only installed your mods.
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    edited March 2023
    Then it's even weirder, considering that it works in one run and doesn't work in the other one. You may still post your WeiDU.txt from your IWDEE directory. Just in case. Perhaps it's going to provide some hints. Just use a spoiler tag so the thread remained easy to read.
  • saoxsaox Member Posts: 106
    Earthstar handle is found in IWD and Earthstar head is found in HoW. There is no way to construct that weapon without importing the character as it is not possible to move back from HoW to IWD, unless you added some way ?
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
  • saoxsaox Member Posts: 106
    Ah. That is very non intuitive hahah. Also, finding the Earthstar handle in the begining of the game and having an interaction with the smith in Kuldahar gave the impression I should find the other element before killing the final boss in IWD. Could be good to somehow hint on it so as to set expectations right. It is a nice artefact though and once again - I love the life you breathed into the original game! Are you considering to do somethings on HoW? =)
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    But you find the other part before beating the final boss. HoW is supposed to take place after you reach 9 level, then you return to Kuldahar to continue the main campaign. HoW happens in the middle of the original campaign and that's how the game works and I don't think I should be adding hints on something that is there, in the original game. Furthermore, it's the idea behind reforging stuff: it shouldn't be too obvious, finding all parts should be somehow hard.

    I'm not planning any new mods for IWD right now. Or at least I haven't even started working on anything new for that game.
  • saoxsaox Member Posts: 106
    On really? I always played the game in the sequence of IWD, ToL, HoW. It somehow would feel 'too easy' to be level 15 to kill the final boss, but maybe you are right haha.
  • IseweinIsewein Member Posts: 576
    edited May 2023
    Are there some recommended party constellations for the "new" (I'm getting old...) IWD NPCs? I understand that some of them offer more content than others (Dusky, Karihi, Dandelion...?). And will the evil characters fit into a more neutral or good party or would that be too jarring in terms of writing (I understand there are no mechanical conflicts). I'll probably only manage one playthrough with them, so I'd prefer mixing those with the most content rather than two separate alignment-based teams.
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    Most evil characters should still fit well. Well, perhaps T'viy may feel weird, as the leader would need to be REALLY tolerant to keep him (T'viy is a bit of a Tiax type)... and maybe Denjelion, but as long as you mind your own business, Denjelion wouldn't mind doing all sorts of stuff.

    I am unsure if there is any composition I would encourage :) I would say my and the Artisan's NPC work a bit better together than with those from IWD NPC Project, but that's probably mostly because IWD NPC Project companions feel as if they should always stay together? It feels weird picking just some of them... but well, that's still an option.
  • IseweinIsewein Member Posts: 576
    Oh yes, I agree. I should have clarified - I've played the NPC project a couple of times before and want to try out some of the new NPCs this time around. I'm just suffering from the usual analysis paralysis trying to decide which of them I should pick. It seems that L'Anna is well-integrated into the story, so I'll take her for sure. Dusky too, probably, because he has the most content. Anyone else who would work particularly well with them?
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    I suppose you should take a look here and see who they talk with :)
    https://www.gibberlings3.net/mods/npcs/crossmod_iwd/

    I suppose L'anna has more talks with Orra, but while I like her, I think Ina is somehow closer to my heart. While Urchin doesn't have tons of talks, I also like him. But there are also Aion's (Artisan's) companions you may want to check. There are two of them, but hopefully, there will be more of them at some point.
  • smhippysmhippy Member Posts: 4
    I downloaded two mods "below and below inn" and "terror of the skinwalker" and got the same virus on both ( win64/heur.generic.H8oAe5UA ), luckily 360 total security alerted me and removed both fills.

    What is going on here @LavaDelVortel ? I really wanna believe you're not a bad person, but this doesn't look good.
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    edited February 17
    False positive I guess? I think people would have noticed if I tried to scam or use them during the last 14 years of my modding activity.

    Besides, the Skineater hasn't been updated for almost a year now. I think that if it was harmful in the latest package, there would be some posts here, in the mod's thread, or on my own forum, right?
  • UlkeshUlkesh Member Posts: 280
    I plaud you for answering these kind of posts.
  • smhippysmhippy Member Posts: 4
    edited February 17
    Those are of course some good points, thanks, I will sleep on it and maybe try again.

    And please understand that my feeling of betrayal was double so as it seemed to be caused by someone that loves something I love, that is why I had the need to ask about it here.

    I know that a lot of time and love goes into these kinda mods, and have used mods for BG before that might be yours, you have my thanks for all of these things!
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    If that is going to calm you: I have no intention of doing any harm to you and your game. I've been creating these mods for years and I think I already built somewhat of a reputation. Sure, there are always chances of malicious programs on the Internet, but I haven't experienced these for MANY YEARS now, so I believe it should be safe to use those and I would never consciously try to harm you or your data. It's mostly why I also try to fix all bugs in my mods - because I want your game to be playable and fun. You will also find me on all BG modding sites, so it's not like there are no traces of me here and there :)

    I think most of us experience false positives every now and then. I noticed that in some situations .exe files make some security programs go crazy - WeiDU and oggdec (decoders that change ogg files into wav files) are also executables that modify other programs (because upon installation WeiDU updates your game files with new content) and oggdec modifies existing ogg files to turn them into a different format. I wouldn't be surprised if every now and then security programs were "scared" of those, and these tools are just things mods use.

    In the end, these are just my words, I get it, and it's up to you to decide if it's ok to play these mods. If it's going to torture you, just skip them, these things are to provide you with fun and joy, not sleepless nights :)
  • smhippysmhippy Member Posts: 4
    Thanks for your reply and don't worry, fun and joy will be had :)
  • IseweinIsewein Member Posts: 576
    Maybe you should pin a link to @xiaoleiwen 's excellent reviews in the first post here: https://forums.beamdog.com/discussion/81825/reviews-for-npc-and-quest-mods-for-my-2021-iwdee-playthrough

    I'm sure they'd be helpful to a lot of new players.
  • mnmansteinmnmanstein Member Posts: 17
    Ok. This question I am sure has already been asked, but I did not see it, so I will ask anyway. Can this mod be loaded up into an existing game, or do I need to start a new game?
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    These are many mods, not one, and you will need to start a new game for most of them, especially the quests.
  • mnmansteinmnmanstein Member Posts: 17
    10-4. Thanks!
  • MistercuriousMistercurious Member Posts: 43
    I have an idea for an upgrade...


    I use portraits portraits everywhere when I play Icewind Dale and I also install the extra soundsets mod by The Artisan.

    It adds a lot to the experience if every NPC character has an actual face and some bit of voice...

    Now, if Lava's mods don't support this yet, wouldn't it be great if they would?


    Maybe you could get together with the authors of these mods and work something out...

    I think it would me the experience even greater.


    I know it's just me suggesting other people do more work so i can enjoy the game more but I thought the idea was maybe worth mentioning...
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    edited April 24
    Hi!

    Regarding PPE - sorry, but no, I really dislike the idea of everyone having a portrait (especially one used without the endorsement of their authors or even without proper credits, in many cases...). I prefer how the original games handle this, giving portraits only to NPC and some crucial characters. Thus, I have no intentions of making PPExTheNewLight content and that is not something I support or endorse myself.

    Regarding the soundset - my mods are adjusted to how the original work is handled, thus many of these characters do not have sounds. If The Artisan has the time and will to include my mod characters in his mod and add sounds for my side characters, it's fine with me. And actually, that would be cool. But only when he has time and feels like it, it's a LOT of work to patch all these creatures and I do not expect him to do that, or at least not until he decides that's how he wants to spend his free time.
  • SatrhanSatrhan Member Posts: 78
    Hi Lava,
    I'm currently playing IWD(EE) using some companions and the crossmod banter pack, with the recommended setting at 15 minutes.
    I've got a party with Dendjelion, Dusky, Bethany, Karihi, and Severn. So far I'm quite enjoying the experience.
    I am wondering if I'm not experiencing the content way to fast. Bethany was quite chatty before getting to the Valley of shadows, but seems to have slowed down a bit. Dusky is the same. Dendjelion seems to be rushing through his content. I just got to the start of chapter 2, and he's already proclaimed how much he enjoys my company and invited me to party in Westgate. It seems every 15 minutes he's got something to say, sometimes its even quicker.
    Karihi seems well spaced, and Severn has a bit little to say maybe (but that's because he's from the npc mod I bet, he'd be less quiet with more of that party around).
    So is the 15 minutes banter setting maybe causing the npcs to talk too much?

    Also saw a typo in the banter between Bethany and Dendjelion, the one about her not wanting him in her shop. In his line he says something like 'dark any hairy', think that should be 'and'. Also had this banter 3 times already.
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    Hi! What you're experiencing is really weird. I checked and Dendjelion's timer between talks is set to 40 minutes. I don't think NPC-NPC banter time should affect that.

    However, each of these NPCs has also scenery talks, so perhaps you just triggered some stuff, dunno.
    Also saw a typo in the banter between Bethany and Dendjelion, the one about her not wanting him in her shop. In his line he says something like 'dark any hairy', think that should be 'and'. Also had this banter 3 times already.
    These are certainly bugs and should be fixed in IWD Crossmod Banter Pack. Will also tag @CamDawg as he is also helping with the updates sometimes and perhaps he will help me remember.
  • N3xusN3xus Member Posts: 7
    Hi!
    New to this forum and new to NPCs in IWD.
    I decided to start a new IWD game with NPCs this time (in my previous game I had a "perfect party" but it was accidentally lost while upgrading to Win10. Grrrr...)
    So I have a certain idea about my party's composition and want cheat-change some NPCs a bit with EEKeeper.
    The question is: Will there be any story issues if I change Dusky into a bard? (First I would generate a halforc bard anyway and than change Dusky's abilities accordingly). I read a review about him and I think it's a cool idea 🙂 I want a bard anyway but I am not fond of having a banshee math teacher - what if my main character cannot count to 10? 🤪
    And I never had a half-orc. So I just love the idea of a half-orc bard, just a little worried whether it would ruin his talks or not.

    I will also have Kahiri in my party and thinking of making her a Kossuth-priestess/pyromancer. But I saw a pic of her saying something like: "By the name of Mystra... "
    Would that ruin any of her backstory?

    I will also have Minerva (unchanged) and Turald (maybe slightly editing to my taste but still a dwarf fighter/priest)

    I will also want a ranger/druid, probably an elf.
    And my main character is most likely going to be an aasimar paladin (that probably sounds boring but I don't care).
  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    Hey! Each of these characters have their own friendship talks, romances, banters (if you install the IWD Crossmod Banter Pack) and--in general, stories. Many of their stories refer to what they know, what they experienced and their kits/classes are usually part of their stories. Dusky for example may at some point mention that he is a cleric of Mask, or his experience with some locks, in a banter or talks friendship talk. I would say it's a general note, that may be applied to 95% of my NPCs. I guess it's mostly the same with The Artisan / AionZ.
  • N3xusN3xus Member Posts: 7
    Aha, I see. Thanks!
    I'll have to rethink my party than...
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