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[v2.6] Ayden Project (BG:EE, BG:SoD)

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  • LawfulStupidLawfulStupid Member Posts: 49
    Keneth wrote: »
    Does something specific need to occur in order to grant access to the Refuge? Or is that supposed to be available as soon as Ayden joins the party?

    You need to first unlock shadow walking (by feeding him cursed items) and then ask Ayden to take you somewhere special.

    Much appreciated, thank you. Next question. Ayden refused to teach my main CHAR his curse eating ability. Is there another way to learn that? Or is it (along with access to the Refuge, etc.) only available via Ayden? I'd love to be able to do that stuff.
  • KenethKeneth Member Posts: 71
    Next question. Ayden refused to teach my main CHAR his curse eating ability. Is there another way to learn that? Or is it (along with access to the Refuge, etc.) only available via Ayden? I'd love to be able to do that stuff.

    Unfortunately, that's not an ability you can learn. It's inherent to Ayden and how he grows in power (laterally) throughout the game. If others could use that ability, it would be even more broken than it already is. 😅
  • LawfulStupidLawfulStupid Member Posts: 49
    Hey Keneth. More questions. I was shadow walking and instead of my destination, ended up in this shadow city area where I had to fight some stuff. I assume that this was a Shadowfell random encounter, however, Ayden didn't have anything to say about this. Was this supposed to lead into any quest or something? If not, I feel that this deserves a little dialogue, I mean here we are minding our own business when we end up in some shadow city being attacked? "Ayden, what's up with this?" *crickets*, "Really? You have nothing to say about this?" *more crickets*, "Sigh!".
    Next, how many areas are available in the Refuge? I got the cauldron and the forge. Lured the mimic and the gem merchant dude pops in every so often. Ayden is level 10 and has eaten around a dozen cursed items. That being said, it's been awhile since anything more has happened. Is that it or did I miss a trigger somewhere? Thank you.
  • KenethKeneth Member Posts: 71
    I assume that this was a Shadowfell random encounter, however, Ayden didn't have anything to say about this. Was this supposed to lead into any quest or something? If not, I feel that this deserves a little dialogue

    There are (currently) no quests associated with the random encounters on the Plane of Shadow, so you didn't miss anything. I tried to make the random encounters as similar to the ones you get when traveling normally. No pomp or fanfare, just a quick combat and then you move on, but having Ayden comment on it, at least the first time it happens, is a good idea. I'll add it to the to-do list.
    Next, how many areas are available in the Refuge?

    The telescope area, the forge area, and the cauldron area are currently the only ones available. Additional areas will be unlockable in BG2, if I ever get around to finishing the damn thing.
  • LawfulStupidLawfulStupid Member Posts: 49
    Just finished the mod and really enjoyed it. I eagerly await the BG2 content. I do have a criticism/suggestion, however. Regarding the Dradeel encounter. I didn't care for being forced into a confrontation with him. I know that it's possible to avoid it by leaving Ayden outside, but that is a bit of meta gaming. Also, as Dradeel does make an appearance in the Spellhold, so being forced to kill him just doesn't sit right. If I might recommend another option. Instead of going straight to combat, perhaps offer the option for a member of the party to fight Ayden's patron in a duel (not to the death). If the PC wins, then Dradeel is spared. If the Shadow spirit dude wins, no one will intervene as Ayden kills Dradeel and the duelist loses some of his/her lifeforce or something? This could be manifested as a permanent lost of some hitpoints, perhaps? Anyways, just an idea. Enjoyed the mod regardless. Thanks for your hard work.
  • KenethKeneth Member Posts: 71
    Regarding the Dradeel encounter. I didn't care for being forced into a confrontation with him. Also, as Dradeel does make an appearance in the Spellhold, so being forced to kill him just doesn't sit right.

    His appearance later on the Isle as well as in BG2 was taken into account, so no need to worry about continuity. Dradeel is also a high-level follower of Selune, so Shar's will won't be satisfied by some sort of symbolic duel while Dradeel goes free to oppose her. Not to mention that Maagras isn't an entity the characters could oppose until well into ToB anyway.

    This event was meant to be frustrating for the player, but it's also there for you to better understand the position Ayden is in.
  • Kensei_xXxKensei_xXx Member Posts: 235
    edited November 2024
    I really like this Mod so far.
    One Question that came into my mind while playing;
    did you ever consider making Aydens curse eater Ability class specific for your warlock kit? Or would you consider it for future updates?
    That would be a really nice stand alone feature for your class kit, in my opinion :)
  • KenethKeneth Member Posts: 71
    Kensei_xXx wrote: »
    did you ever consider making Aydens curse eater Ability class specific for your warlock kit?

    The curse eater ability is insanely strong, which is a major reason why it's limited to Ayden, and it's also not inherent to warlocks of any kind, as per D&D/FR lore. Ayden can do it because of story reasons and who he is, though the true nature of that won't be revealed until BG2.
  • evilmikeevilmike Member Posts: 1
    edited February 9
    So I removed Ayden from my party, leavning him in a building in Beregost. When I came back for him a few days later, he was gone. Does he move somewhere else (back to Ulcaster maybe?) or is he gone forever?
  • KenethKeneth Member Posts: 71
    evilmike wrote: »
    So I removed Ayden from my party, leavning him in a building in Beregost. When I came back for him a few days later, he was gone. Does he move somewhere else (back to Ulcaster maybe?) or is he gone forever?

    By default, if you just kick him out and leave him there, he'll go do his own thing after a couple of days. If you ask him to wait longer or send him to the inn, then he'll wait as long as a week for you to get back.

    From a more technical perspective, he actually moves to his refuge, so all his gear and everything should be recoverable through some console magic. If you don't have an option to reload, let me know and we'll figure things out.
  • AngulimalaAngulimala Member Posts: 93
    edited March 2
    If I want to leave Ayden somewhere for awhile, I weigh him down with heavy junk and then remove him from the party while I'm far off out of sight. He'll stop trying to follow me after a few moments and because he doesn't fire his leaving conversation until I initiate it, he will stay where he is indefinitely. I like to leave him and others in the little pocket plane gained from Shades of the Sword Coast. This strategy works on NPCs who won't stay put when kicked out, like Sirene or Breagar. I have a little pocket plane stuffed full of NPCs I can swap out for various purposes.

    @evilmike
  • KenethKeneth Member Posts: 71
    Angulimala wrote: »
    If I want to leave Ayden somewhere for awhile, I weigh him down with heavy junk and then remove him from the party while I'm far off out of sight.
    :lol: I guess that's one way to do it.

    If you tend to kick Ayden out for longer periods of time, you can just use something like this once he's out of the party:
    C:Eval('SetGlobalTimer("AydenWaiting","GLOBAL",FIFTY_DAYS)')
    
  • Kensei_xXxKensei_xXx Member Posts: 235
    edited March 19
    Hey Keneth,

    I tinkered around a bit with your Ayden mod portrait and ai, and that's what I got out of it;
    mw89ln2sbvab.png

    Thought I would leave it here for ppl to use with your Mod. That means, only if you're fine with it.
    Otherwise tell me and I will remove it :)
  • KenethKeneth Member Posts: 71
    Kensei_xXx wrote: »
    That means, only if you're fine with it.

    That's probably the first fanart Ayden's ever got. :D

    Looks pretty good, but to be authentic, he should have unnaturally blue eyes. I've actually been fiddling around with his portrait for the next version as well. One version of it is in my avatar now.
  • Kensei_xXxKensei_xXx Member Posts: 235
    Feel free to take it and improve it as you like. I would be glad if I could contribute my two cents to this great mod... ;)
  • NiewiemNiewiem Member Posts: 16
    Hi Keneth
    I am just scouring the net for mods for my new playthrough nad yours look really great and I would love to try it.
    The thing is I am planning EET run and from what I see in the topic your mod is not currently working with it? Has anything changed regarding that?
    I have looked if it would be possible to install your mod on BG1 before running EET using
    https://github.com/Gibberlings3/EET/tree/master/EET/other/BGEE_to_EET_mod_checker/BGEE_to_EET_mod_checker
    Sadly it proved to be to hard for me to do it myself :(
    Thank you in advance for your answer.
  • KenethKeneth Member Posts: 71
    Niewiem wrote: »
    The thing is I am planning EET run and from what I see in the topic your mod is not currently working with it? Has anything changed regarding that?
    There is currently still no native support for EET, but user megrimlock seems to have made it work without any extra checkers. They simply added the mod to the compatibility table in EET and it worked fine from what I understand. Check the post on the previous page: https://forums.beamdog.com/discussion/comment/1206818/#Comment_1206818

    I hope you manage to get it working. It's always nice to hear that people tried it out and enjoyed our work (or not, that's fine too).
  • NiewiemNiewiem Member Posts: 16
    Will try that - thanks :)
  • KenethKeneth Member Posts: 71
    Niewiem wrote: »
    Will try that - thanks :)

    Sure. Let me know how it goes. EET compatibility is pretty low on my list of open issues, but I can at the very least add some instructions on how to get it working if it's a reliable solution.
  • Kensei_xXxKensei_xXx Member Posts: 235
    I‘m playing on EET too and the Mod seems to work so far.

    I would give it a try and see how it goes… :)
  • megrimlockmegrimlock Member Posts: 92
    edited March 24
    Keneth wrote: »
    There is currently still no native support for EET, but user megrimlock seems to have made it work without any extra checkers. They simply added the mod to the compatibility table in EET and it worked fine from what I understand.

    Because I couldn't get the random encounters to fire when I did it this way, my aim for a fairly imminent future install is to try to tinker with this to get it running on EET proper. Will report back if it works.

  • UlkeshUlkesh Member Posts: 296
    Starting a new playthrough soon and wanted to have this well made warlock with me. Is the SoA expansion on route, or should I just abandon the thought ?
  • KenethKeneth Member Posts: 71
    Ulkesh wrote: »
    Starting a new playthrough soon and wanted to have this well made warlock with me. Is the SoA expansion on route, or should I just abandon the thought ?

    Skye and I are currently both focusing on other projects, so I haven't managed to do any work on Ayden this year. I am planning to circle back to it soon, but I'll be focusing my efforts on SoD, not the sequel.

    A version for SoA and ToB will absolutely get made eventually, but I can't offer any timelines currently...
  • UlkeshUlkesh Member Posts: 296
    Okay thanks Keneth. Nice to know, at least.
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