It's a little update mostly for prevent issue reported with Illasera image.
- Little addition for the Night Knives next Drakon Tavern.
- Fix for first Illasera image when entering Baldur's Gate.
- Simplify workaround for Illasera placement in Elfsong tavern.
If some of you still encounter issue with Illasera image or Illasera placement in v1.2, please let me know I will make some final changes to prevent it definitly.
5 meters ahead - Thayan Conjurer can't cast spells. attacks with stick? I dont think its intentional?
Which version of the mod are you playing ?
Traps not disarm after triggered is not a bad design IMHO. If you play no reload without thief, you shouldn't venture into a dungeon without protection from electricity, fire, poison.
This one I'm really not sure about: There are any number of ways for them to be assured by my attentions. This reads weird to me, shouldn't it be to be assured of my intentions?
It should be "There are a number of ways for them to be assured of my intentions."
I'll be checking it out thanks, this will help blend the games together much more. I'll let you know if I find any typo's or have any problems. One thing I've noticed is that the banter mod will not install if you try to install it after the integration mod and TOTLM. If you install it before those mods it installs without error. Hopefully I won't have any conflicts with it but I'll let you know if I do.
Comments
https://github.com/The-Gate-Project/iwd_eet-party-banter/
It's a little update mostly for prevent issue reported with Illasera image.
- Little addition for the Night Knives next Drakon Tavern.
- Fix for first Illasera image when entering Baldur's Gate.
- Simplify workaround for Illasera placement in Elfsong tavern.
If some of you still encounter issue with Illasera image or Illasera placement in v1.2, please let me know I will make some final changes to prevent it definitly.
Edit: it is one trap which i guess is ok more or less. but it is not disarmed after trigger, which is far far not ok
btw.
Other than that mod is impressive so far. It's one of the best I've played i think.
Traps not disarm after triggered is not a bad design IMHO. If you play no reload without thief, you shouldn't venture into a dungeon without protection from electricity, fire, poison.
It should be "There are a number of ways for them to be assured of my intentions."
I'll be checking it out thanks, this will help blend the games together much more. I'll let you know if I find any typo's or have any problems. One thing I've noticed is that the banter mod will not install if you try to install it after the integration mod and TOTLM. If you install it before those mods it installs without error. Hopefully I won't have any conflicts with it but I'll let you know if I do.