If you interact with the furnace with Ayden (assuming you commissioned one), you'll get a dialogue allowing you to craft a large number of items, including some unique ones.
It would be cooler if it was the IMP doing that for you, without you having to collect ingredients in shop.
I didn't want the imp to be another Cespenar. The item forging feature reflects a warlock's ability to imbue magic items, so I wanted Ayden to be the one to do it, although it doesn't work that well with him also being a party member. I considered a few ways of him offloading the work to someone else, but I didn't opt for any of them in the end. I'll consider revisiting this aspect in a future update.
Agreed, even if you deposited 1 million gp, it would barely matter at all. It's not meant to have a profound effect on the actual war effort, it's more of what kind of effect it has on CHARNAME.
Regarding the compatibility issue with EET: Being a BG1EE mod it should be possible to install it for BG1, add a line in the EET-config-files so the EET accepts this mod being installed and then start the installation of EET. All the references to files should be handled by the EET installation process.
Or am I wrong?
I believe someone already tried that and it did not go as planned. I have never used EET, but as I understand things, it does require some manual work to make the mod compatible. Once Skye has some free time, I'll ask her to look into it. It's a low prio issue for me though.
Just in case you missed it, there's a detailed review of your mod here.
From what I've seen, the writing seems really good. Unfortunately, these days there's exclusive mods on either side of the EET divide, so it'll be some time until I'll be able to give him a try.
PS: That blood war spoiler is such a devious idea. This is how you write evil: masquerading as convenience.
From what I've seen, the writing seems really good. Unfortunately, these days there's exclusive mods on either side of the EET divide, so it'll be some time until I'll be able to give him a try.
Thanks! Feel free to try it at your convenience. Hopefully, the next version will be out by the time you're ready.
I played with Ayden on an EET install without any noticeable issues. As with several other BG1 mods which are not specifically EET compatible, I simply installed it onto BGEE and then added a line in EET's compatibility.tbl file. No doubt this could create theoretical problems, but the only one I have encountered thus far was with the Polish mod New Tales of the Sword Coast, which has a character called Bernard who overwrites the owner of the Copper Coronet in an EET install. Easy enough just to change his name in the mod file first. Ayden appeared to have no such issues.
I played with Ayden on an EET install without any noticeable issues. As with several other BG1 mods which are not specifically EET compatible, I simply installed it onto BGEE and then added a line in EET's compatibility.tbl file. No doubt this could create theoretical problems, but the only one I have encountered thus far was with the Polish mod New Tales of the Sword Coast, which has a character called Bernard who overwrites the owner of the Copper Coronet in an EET install. Easy enough just to change his name in the mod file first. Ayden appeared to have no such issues.
That's useful information for anyone who wants to try Ayden before we get around to making it officially compatible. Have you tried all of its features? I was mostly concerned with things like shadow walking, which could potentially fail to work due to hardcoded area values. Though I imagine EET does some simple find & replace actions during installation that should catch most, if not all, of these instances.
Thanks, I'm glad you enjoyed his company. If you have any thoughts on how to improve him, they're more than welcome. Even something as simple as, "oh, I wish I could have said x in conversion y," is helpful.
I *think* shadow-walking worked fine, but I never got any of the special random encounters. I wasn't sure how commonly those were supposed to occur as I didn't hammer at it.
I *think* shadow-walking worked fine, but I never got any of the special random encounters. I wasn't sure how commonly those were supposed to occur as I didn't hammer at it.
I played with Ayden on an EET install without any noticeable issues. As with several other BG1 mods which are not specifically EET compatible, I simply installed it onto BGEE and then added a line in EET's compatibility.tbl file...
I'll try it this way and will see how it goes. How would this "line" have to look like?
btw
Would it be possible to separate the Warlock Kit from the Ayden NPC Component on Installation? So that you don't have it as a choice for Thief Subclasses.
Disclaimer: I don't know what I'm doing, I have no knowledge of coding or modding whatsoever. I just like butchering things and bashing them together to see what happens.
The line looks like this:
AYDEN 0 //Ayden Project
You will see other lines that look similar to this in the compatibility file. These are the mods that k4th0s has certified as working with EET without incompatibilities. By entering a value of zero for Ayden you are effectively declaring to EET that the mod is safe to include when it detects it in your BGEE installation. So this is very much an at your own risk solution.
For other mods the principle is the same. The term on the left has to exactly match the name of the mod's setup file (though upper/lower case doesn't matter). It doesn't matter what you write after the double forward slash, that is ignored by the program and is just for reference (particularly for mods whose setup file does not make it obvious what the mod is called, eg "SOA" for Stone of Askavar).
Would it be possible to separate the Warlock Kit from the Ayden NPC Component on Installation? So that you don't have it as a choice for Thief Subclasses.
I mean... probably, but why? You can just ignore the extra kit. Ayden Project was primarily a warlock kit mod, so it's not something I ever considered.
Mostly because I like to play with Artisans bardic Warlock Kit as well and it seems a bit odd to have two Kits with the name installed together. I was wondering if this could cause any conflicts with item usability etc.
But probably your right and this seems to be a cosmetical issue at most.
I have a question which may be dumb. I gave Ayden the gem in the ulcaster ruin, he gave me a thing in exchange and... disappeared.
is it alright? will i meet him elsewhere?
thank you!
If you choose to take the magic item as payment instead of accepting his services, then he will leave permanently on his own adventures and you won't encounter him again until BG2. If you want him as a companion, I suggest you reload prior to that point and choose the other dialog option.
I have a question which may be dumb. I gave Ayden the gem in the ulcaster ruin, he gave me a thing in exchange and... disappeared.
is it alright? will i meet him elsewhere?
thank you!
If you choose to take the magic item as payment instead of accepting his services, then he will leave permanently on his own adventures and you won't encounter him again until BG2. If you want him as a companion, I suggest you reload prior to that point and choose the other dialog option.
dang it, i don't have one of those... is there a way to spawn him with the console?
dang it, i don't have one of those... is there a way to spawn him with the console?
Anything is possible with the console. 😄
I don't think he sets any special globals when he leaves, so it might simply be a matter of spawning him and talking to him again:
C:CreateCreature("AYDEN")
If that doesn't work, let me know and we'll figure something out.
so! it spawn imprisoned!Ayden, i got the gem with the eekeeper and then got him but he was still in his elemental sprite... used eekeper to change it and give him his portrait and we are all good now thank you very much!!!!
So it is me again! i had to restart and i am enjoying Ayden again but... this time i cannot find his cauldron for the life of me, could somebody help?
I didn't expect anyone to play it more than once, so thanks! Means a lot to me that someone enjoys my content.
For the cauldron:
You'll need to find some naughty hags in Cloakwood to steal it from.
I LOVE HIM. i love the vague vibes of "yeah i still want to conquer the world. maybe. maybe not"- like my charname is... 80% sure he is ok....? maybeee XD ahahah thank you for ayden!
i have a quest that put somebody else -boohyad cream- inside the place where the elven outpost should be, and the place doesn't fire...
I don't know what that means, but if you have a mod with a conflicting area transition, there's not really anything I can do about that. If the Nether Scroll quest is at stage 3 (i.e. you've seen the cave entrance activate), you can use the console to jump directly to the elven ruins, I guess. The area code is D!AR02. The only problem with that is that it's gonna put you into the wrong chamber due to how the area is oriented. The cutscene may or may not look weird because of that, if it triggers at all.
i have a quest that put somebody else -boohyad cream- inside the place where the elven outpost should be, and the place doesn't fire...
I don't know what that means, but if you have a mod with a conflicting area transition, there's not really anything I can do about that. If the Nether Scroll quest is at stage 3 (i.e. you've seen the cave entrance activate), you can use the console to jump directly to the elven ruins, I guess. The area code is D!AR02. The only problem with that is that it's gonna put you into the wrong chamber due to how the area is oriented. The cutscene may or may not look weird because of that, if it triggers at all.
Shades of the Sword Coast from Lava adds also a cave there.
I know Lava already did a compatibility fix with the Stone of Avaskar mod which also uses a cave there, so maybe you could ask him.
Shades of the Sword Coast from Lava adds also a cave there.
I know Lava already did a compatibility fix with the Stone of Avaskar mod which also uses a cave there, so maybe you could ask him.
Man, I thought I was being super clever with that spot. I might just place it somewhere else in the next version, I guess...
Comments
If you interact with the furnace with Ayden (assuming you commissioned one), you'll get a dialogue allowing you to craft a large number of items, including some unique ones.
I didn't want the imp to be another Cespenar. The item forging feature reflects a warlock's ability to imbue magic items, so I wanted Ayden to be the one to do it, although it doesn't work that well with him also being a party member. I considered a few ways of him offloading the work to someone else, but I didn't opt for any of them in the end. I'll consider revisiting this aspect in a future update.
Agreed, even if you deposited 1 million gp, it would barely matter at all. It's not meant to have a profound effect on the actual war effort, it's more of what kind of effect it has on CHARNAME.
Or am I wrong?
From what I've seen, the writing seems really good. Unfortunately, these days there's exclusive mods on either side of the EET divide, so it'll be some time until I'll be able to give him a try.
PS: That blood war spoiler is such a devious idea. This is how you write evil: masquerading as convenience.
Well, it's certainly a very devil-like brand of evil.
Ayden is really neat, btw.
Thanks, I'm glad you enjoyed his company. If you have any thoughts on how to improve him, they're more than welcome. Even something as simple as, "oh, I wish I could have said x in conversion y," is helpful.
I'll try it this way and will see how it goes. How would this "line" have to look like?
btw
Would it be possible to separate the Warlock Kit from the Ayden NPC Component on Installation? So that you don't have it as a choice for Thief Subclasses.
The line looks like this:
AYDEN 0 //Ayden Project
You will see other lines that look similar to this in the compatibility file. These are the mods that k4th0s has certified as working with EET without incompatibilities. By entering a value of zero for Ayden you are effectively declaring to EET that the mod is safe to include when it detects it in your BGEE installation. So this is very much an at your own risk solution.
For other mods the principle is the same. The term on the left has to exactly match the name of the mod's setup file (though upper/lower case doesn't matter). It doesn't matter what you write after the double forward slash, that is ignored by the program and is just for reference (particularly for mods whose setup file does not make it obvious what the mod is called, eg "SOA" for Stone of Askavar).
I mean... probably, but why? You can just ignore the extra kit. Ayden Project was primarily a warlock kit mod, so it's not something I ever considered.
But probably your right and this seems to be a cosmetical issue at most.
is it alright? will i meet him elsewhere?
thank you!
If you choose to take the magic item as payment instead of accepting his services, then he will leave permanently on his own adventures and you won't encounter him again until BG2. If you want him as a companion, I suggest you reload prior to that point and choose the other dialog option.
dang it, i don't have one of those... is there a way to spawn him with the console?
Anything is possible with the console. 😄
I don't think he sets any special globals when he leaves, so it might simply be a matter of spawning him and talking to him again:
If that doesn't work, let me know and we'll figure something out.
so! it spawn imprisoned!Ayden, i got the gem with the eekeeper and then got him but he was still in his elemental sprite... used eekeper to change it and give him his portrait and we are all good now thank you very much!!!!
For the cauldron:
I LOVE HIM. i love the vague vibes of "yeah i still want to conquer the world. maybe. maybe not"- like my charname is... 80% sure he is ok....? maybeee XD ahahah thank you for ayden!
I know Lava already did a compatibility fix with the Stone of Avaskar mod which also uses a cave there, so maybe you could ask him.
You need to first unlock shadow walking (by feeding him cursed items) and then ask Ayden to take you somewhere special.