Fixed some issues with Valygar and Haer’Dalis new custom items
Fixed several issues with NPCs vanilla items
Fixed a wrong Journal Entry in the final mission
Fixed a bug in which Demoli could trigger the final mission twice
Fixed a bug in Wilson’s innate abilities from Bellfame: now it’s not necessary that Dusk is in the party
Enhancements:
Rex, Royal Avenger, Lux Triumphans and Ira Tenax items received custom icons and custom animation when wielded
Larloch fang can be also forged with Korgan’s Axe +1
Dialogs for all the summonings from Bellfame (including herself) with:
Bellfame with: Dusk, Cernd, Anomen, Haer-Dalis, Wilson Baba, the Nervous Mouse with Minsc, Yoshimo, Mazzy Jack, the Winter Wolf with Dusk, Edwin, Keldorn, Valygar Sayang, the Worg Wolf with Rasaad, Dorn, Jaheira, Nalia Thiago, the Brown Bear with Neera, Jan, Viconia, Wilson, Dusk Uma, the Shadow Wolf with Hexxat, Imoen, Aerie
New Features:
When Bellfame and Wilson are in the same area, there is a chance that if they speak each other he will obtain: Sacred Power of the Bear, Hardened Bear and Bear's Bravery innate abilities
Dusk wielding Lux Triumphans and Rex If you talk to Bellfame's Summonings, a random dialogue will be shown. Another example.
PD: Thanks to those who reported the bugs (Bertle, Kate, Wolfstar, gnomejodas, John, Bell), I wouldn't have been able to fix them without your help. Thanks to Lava and jastey for the advice on file management.
With this, the major bugs should be fixed (at least I hope so). The next update will include the translation of the mod into Italian (thanks, Andrea) and possibly to version 1.0
Hello,
I'm currently playing with this version (0.9.4) and I've encountered an apparent bug on the quest to find Michelson in the Docks:
If I choose the option to make the joke about "Nobody," Michelson runs toward the door at the top of Mae-Var's building and then disappears completely. I've looked all over the Docks and even rested a few times, but I can't get him to reappear.
Also, if my Charname speaks directly to Dusk after this happens, he says a line about "fortunately we succeeded," after which my party receives 10,000 XP, but Michelson still doesn't reappear.
I don't know if this issue was already fixed on a subsequent patch, or if perhaps it was created by an incompatibility with one of the numerous other mods I currently have installed.
I'm currently playing with this version (0.9.4) and I've encountered an apparent bug on the quest to find Michelson in the Docks:
If I choose the option to make the joke about "Nobody," Michelson runs toward the door at the top of Mae-Var's building and then disappears completely. I've looked all over the Docks and even rested a few times, but I can't get him to reappear.
Also, if my Charname speaks directly to Dusk after this happens, he says a line about "fortunately we succeeded," after which my party receives 10,000 XP, but Michelson still doesn't reappear.
I don't know if this issue was already fixed on a subsequent patch, or if perhaps it was created by an incompatibility with one of the numerous other mods I currently have installed.
Hi! Thanks for trying the mod.
Question: Have you checked inside Maevar's building? Maybe Michelson is there.
If you talk to Dusk, did he tell you that the quest is successfully completed? That would be a bug.
Also, if you go back to Mathyus's hideout, is Michelson there?
I'm currently playing with this version (0.9.4) and I've encountered an apparent bug on the quest to find Michelson in the Docks:
If I choose the option to make the joke about "Nobody," Michelson runs toward the door at the top of Mae-Var's building and then disappears completely. I've looked all over the Docks and even rested a few times, but I can't get him to reappear.
Also, if my Charname speaks directly to Dusk after this happens, he says a line about "fortunately we succeeded," after which my party receives 10,000 XP, but Michelson still doesn't reappear.
I don't know if this issue was already fixed on a subsequent patch, or if perhaps it was created by an incompatibility with one of the numerous other mods I currently have installed.
Hi! Thanks for trying the mod.
Question: Have you checked inside Maevar's building? Maybe Michelson is there.
If you talk to Dusk, did he tell you that the quest is successfully completed? That would be a bug.
Also, if you go back to Mathyus's hideout, is Michelson there?
Thanks!
1. I checked inside Mae'Var's building, he's nowhere to be found.
2. Yes, Dusk's dialogue indicates the quest has been completed.
3. No, Michelson isn't inside the original hideout, either.
1. I checked inside Mae'Var's building, he's nowhere to be found.
2. Yes, Dusk's dialogue indicates the quest has been completed.
3. No, Michelson isn't inside the original hideout, either.
Yes, there is a bug there.
Version 1.0 is ready and will be released next week.
I'm going to fix that for the next release (v1.1)
I just finished my first playthrough of SoA with Dusk Aldant in the party.
Just wanted to say, that I really enjoyed his character and story, and truly felt engaged in the choices you had to make along the way! Not to mention some really fun fights!
Ok, amazingly lame question here, but where do you go for the armor? Northwest of the docks? I can read a map in real life, maybe I am just game stupid. Where is this abandoned home?
Ok, amazingly lame question here, but where do you go for the armor? Northwest of the docks? I can read a map in real life, maybe I am just game stupid. Where is this abandoned home?
Hi! Thanks for trying the mod. You should be able to found Mathyus here:
One of the better mods for sure. Would be cool if Demolisher and the leprechaun could become companions at a later time. Demolisher could demolish things via his unique ability and the leprechaun could create multiple things, a bit similar to how Jan can use his alchemy thingy (that mod for Jan specifically). And Demolisher could have side quests such as finding a pretty female dog! And a new area too for them to relocate away from the Docks area. Tactics Remix is quite problematic, I de-select installation of the vampire lich. But it can be a fun battle when you install both mods: you get in, the vampire lich begins to do shenanigans, eventually does meteor storm and kills all of Dusk companions there. And they never retaliate. Perhaps an additional check can be added aka "if idiotic vampire lich and undead are nearby, AND a battle happens, Dusk companions get involved, and Demolisher NUKES those damn skeletons, while the leprechauns pokes the vampire lich with breach". Or something like that.
PS: When I mean relocate, I don't mean the initial quest. I mean at a later time. Anyway, the issue has a lot more to do with Tactics Remix than Dusk. The Dusk mod works fairly well, excluding a few minor things that are often related to other mods, whereas Tactics Remix really needs to be re-thought more seriously - it can be fun for those wishing challenging fights, but some fights are just annoying, and I HATE where they close down the exits. That thing is a serious game design problem when an author thinks he has to do game-breaking and game-changing things that are not necessary. That also happened to me in the fight where you get the celestial fury, where I could not go down anymore. Even then that fight was easier than the stupid liches in general, doing that +200 damage thing on insane level where you can not leave... all my weak party members died, familiar too and it was barely able to avoid that .... I hate mods that are not designed well and Tactics Remix seems to be at the least partially have written in a "let's troll the player" mode ... Kuroisan ninja and gnome illusionists are fun battle though, tough, but fun. Improved Irenicus is the biggest troll offender, a fudging dragon that hunts you down together with other people? Usually dragons are stand-alone, but nope - the original author thought a dragon has to be put down in a must-fight. What a bunch of rubbish nonsense. And so many other question to change core aspects of the game. I really feel we should fork some mods, and change it, and then put them on github, with permission by different people to co-maintain it. Of course I understand that this is also unpaid work, so people can't demand things, I totally get that part too. Still, overpowered garbage is annoying. Anyway I digressed.)
One of the better mods for sure. Would be cool if Demolisher and the leprechaun could become companions at a later time. Demolisher could demolish things via his unique ability and the leprechaun could create multiple things, a bit similar to how Jan can use his alchemy thingy (that mod for Jan specifically). And Demolisher could have side quests such as finding a pretty female dog! And a new area too for them to relocate away from the Docks area. Tactics Remix is quite problematic, I de-select installation of the vampire lich. But it can be a fun battle when you install both mods: you get in, the vampire lich begins to do shenanigans, eventually does meteor storm and kills all of Dusk companions there. And they never retaliate. Perhaps an additional check can be added aka "if idiotic vampire lich and undead are nearby, AND a battle happens, Dusk companions get involved, and Demolisher NUKES those damn skeletons, while the leprechauns pokes the vampire lich with breach". Or something like that.
PS: When I mean relocate, I don't mean the initial quest. I mean at a later time. Anyway, the issue has a lot more to do with Tactics Remix than Dusk. The Dusk mod works fairly well, excluding a few minor things that are often related to other mods, whereas Tactics Remix really needs to be re-thought more seriously - it can be fun for those wishing challenging fights, but some fights are just annoying, and I HATE where they close down the exits. That thing is a serious game design problem when an author thinks he has to do game-breaking and game-changing things that are not necessary. That also happened to me in the fight where you get the celestial fury, where I could not go down anymore. Even then that fight was easier than the stupid liches in general, doing that +200 damage thing on insane level where you can not leave... all my weak party members died, familiar too and it was barely able to avoid that .... I hate mods that are not designed well and Tactics Remix seems to be at the least partially have written in a "let's troll the player" mode ... Kuroisan ninja and gnome illusionists are fun battle though, tough, but fun. Improved Irenicus is the biggest troll offender, a fudging dragon that hunts you down together with other people? Usually dragons are stand-alone, but nope - the original author thought a dragon has to be put down in a must-fight. What a bunch of rubbish nonsense. And so many other question to change core aspects of the game. I really feel we should fork some mods, and change it, and then put them on github, with permission by different people to co-maintain it. Of course I understand that this is also unpaid work, so people can't demand things, I totally get that part too. Still, overpowered garbage is annoying. Anyway I digressed.)
Hi! Sorry I've been absent for a while. We've been working on a big update for the Dusk mod (actually, a new NPC mod, but I'm going to merge it with the Dusk mod). In the last update, we added a new area for Mathyus's Hideout, so there shouldn't be any more problems with the Tactics Remix mod.
Demolisher as a companion? Maybe as a summoning, lol. But that could be in the distant future. For now, we're working on new areas and animations. Like this one:
This is some semi-generic feedback for anyone struggling with Dusk's final battle.
The aim for my last run-through was primarily to solve the (unrelated) mod Reign of Terror; as well as to fix installation orders I have had with regard to other mods (in particular item mods). When I re-installed the AF mod, I also clicked on that high difficulty option, or whatever the name was of it during installation. The fights seemed not harder, except for Dusk's last one. I already solved the Reign of Terror mod (final battle for Drizzt), yet I was totally obliterated by the final battle of Dusk, which was weird, as I managed to win in earlier play-throughs.
(Interestingly, one mod seems to have caused another issue, in a prior installation, where normally Anegh's cup is given to the party, but the item was never transferred. There were similar issues reported by other players, in particular where the key for the thief hideout was not given after the 15.000 gp was paid for. I also ran into that; no idea which mods are responsible for fiddling with core items, but there are definitely mods that interfere with the transfer of some core items - that is, the dialogue says they will give an item, yet the item-transfer event never appears to happen. In the current run-through, I had no issue obtaining the cup anymore, so I am reasonably certain that this issue must be due to either some other mod; and/or some installation issue in regards to other mods. I have had about 80 mods installed the time before this run-through. But back to the final battle for Dusk again.)
Before I gave up on that final battle for Dusk, I decided to give it another try, this time adjusting the strategy a little bit. The start of the battle is always very similar, e. g. we get some time before they go absolutely crazy on Demolisher. I already had some summons before they would throw their spells in a concerted manner, but kept these summons away, as the enemies keep on group-insta-dispelling summons (even repeatedly, or at the least I ran into that issue before). Jan somehow managed to injure himself due to that fire damage, so Jane was actually fleeing to the southern part of the map, where he summoned magical swords. These are one of the best summons, in my opinion, as they can soak up a lot of damage. The biggest problem of the final battle here is that the starting stage of the battle triggers all that area damage, in particular fire damage; that spell that causes a lot of fire damage (meteor swarm or something like that), so some fire resistance definitely helps. I could not resist the enemy units from swarming me, but my party was this time kept to the north. This allowed me to whittle down one of the four enemy mages quickly, or at the least lower him down significantly. More summons were brought in to delay the main group; here, the summons that worked best for me were planetars (unsurprisingly so) but also the big elementals; and even fire elementals. I also dragged Fall along the way; the big tanky boy can usually soak up a LOT of damage, despite being super slow.
Anyway. As the enemy went nearer to the north side, my ranged party members (Paina, Fall and Jan, though he was at the southern area at that point), rushed through the fire (on the side) to join Jan. This then allowed the rest of my party to also run south eventually. Once there, the party whittled away at the enemies closest to them, as well as resummon and do some other wear-and-tear effects (pierce shield, lower resistance, greater malice and so forth, also Jan used up his slow spells, which seemed not too terribly useful but better than nothing). And a few simulacra too; these help delay the enemy, as well as do some spells or bring in more summons.
One thing I tried for new was the teleport field. This one actually was surprisingly effective; while chaotic, it kept on pushing the enemy units away for a little while, which in turn means damage mitigation. So that was really useful in its own right.
The front row fighters were injured quite a lot but healing potions mitigated that, and sometimes repositioning was necessary. Some of the enemy units have had very high resistances, so it was often easier to focus on those enemy units that cause the most problems. You can notice this when they give chase, e. g. that semi-invis assassin kept on wanting to snipe down Paina, so my party had to retreat a bit, surround that guy and whack-a-doodle him down; otherwise Paina would take too much damage.
It may also be useful to prepare some scrolls for that fight, probably summoning more magical swords may be useful - they soak up a lot of damage normally and ultimately buy more time for other party members.
(I should also note that normally I have Korgen in the party, this time I had Drizzt. While Drizzt is quite nice with 5 slots in scimitar and two-handed, I actually ended up giving him the crom hammer for strength 25. He seems to take more damage than Korgan, and lack berserk, so normally with Korgan in my team that fight is also easier - not that Drizzt is bad, mind you, but I think Korgan with the same XP and best items, is better than Drizzt.)
I know this mod is old but my bg2ee installation was in 2023. I just started replaying this year and liked the Dusk NPC mod (not Autumn's Twilight).
I had trouble finding one artifact though, which was the Calia's Heartbeat. As I already passed Brynnlaw and am in Chapter 6, I might have missed it, so any ideas (spoiler alert) where I can find it?
Also, I have encountered some bugs and they tend to be weird, I'm not sure which mod I've that is conflicting with it. My version is 1.5.0.
I know this mod is old but my bg2ee installation was in 2023. I just started replaying this year and liked the Dusk NPC mod (not Autumn's Twilight).
I had trouble finding one artifact though, which was the Calia's Heartbeat. As I already passed Brynnlaw and am in Chapter 6, I might have missed it, so any ideas (spoiler alert) where I can find it?
Also, I have encountered some bugs and they tend to be weird, I'm not sure which mod I've that is conflicting with it. My version is 1.5.0.
To find that item, you need to speak with Kalanda on the island of Brynnlaw. He can be found a bit north on the map.
Regarding the bugs you mentioned, I would need more details. Many have been fixed, but they are in the AT version of Dusk.
I know this mod is old but my bg2ee installation was in 2023. I just started replaying this year and liked the Dusk NPC mod (not Autumn's Twilight).
I had trouble finding one artifact though, which was the Calia's Heartbeat. As I already passed Brynnlaw and am in Chapter 6, I might have missed it, so any ideas (spoiler alert) where I can find it?
Also, I have encountered some bugs and they tend to be weird, I'm not sure which mod I've that is conflicting with it. My version is 1.5.0.
To find that item, you need to speak with Kalanda on the island of Brynnlaw. He can be found a bit north on the map.
Regarding the bugs you mentioned, I would need more details. Many have been fixed, but they are in the AT version of Dusk.
If you can't obtain that item because you've progressed too far in the game, here is the item code to summon it via CluaConsole: P_WSRNG2
Comments
Hello,
I'm currently playing with this version (0.9.4) and I've encountered an apparent bug on the quest to find Michelson in the Docks:
Also, if my Charname speaks directly to Dusk after this happens, he says a line about "fortunately we succeeded," after which my party receives 10,000 XP, but Michelson still doesn't reappear.
I don't know if this issue was already fixed on a subsequent patch, or if perhaps it was created by an incompatibility with one of the numerous other mods I currently have installed.
1. I checked inside Mae'Var's building, he's nowhere to be found.
2. Yes, Dusk's dialogue indicates the quest has been completed.
3. No, Michelson isn't inside the original hideout, either.
Yes, there is a bug there.
Version 1.0 is ready and will be released next week.
I'm going to fix that for the next release (v1.1)
Thanks for finding this bug!
What's Changed
Bugs Fixed:
Enhancements:
New Features:
Just wanted to say, that I really enjoyed his character and story, and truly felt engaged in the choices you had to make along the way! Not to mention some really fun fights!
Onward to ToB!
Hi! Thanks for trying the mod. You should be able to found Mathyus here:
PS: When I mean relocate, I don't mean the initial quest. I mean at a later time. Anyway, the issue has a lot more to do with Tactics Remix than Dusk. The Dusk mod works fairly well, excluding a few minor things that are often related to other mods, whereas Tactics Remix really needs to be re-thought more seriously - it can be fun for those wishing challenging fights, but some fights are just annoying, and I HATE where they close down the exits. That thing is a serious game design problem when an author thinks he has to do game-breaking and game-changing things that are not necessary. That also happened to me in the fight where you get the celestial fury, where I could not go down anymore. Even then that fight was easier than the stupid liches in general, doing that +200 damage thing on insane level where you can not leave... all my weak party members died, familiar too and it was barely able to avoid that .... I hate mods that are not designed well and Tactics Remix seems to be at the least partially have written in a "let's troll the player" mode ... Kuroisan ninja and gnome illusionists are fun battle though, tough, but fun. Improved Irenicus is the biggest troll offender, a fudging dragon that hunts you down together with other people? Usually dragons are stand-alone, but nope - the original author thought a dragon has to be put down in a must-fight. What a bunch of rubbish nonsense. And so many other question to change core aspects of the game. I really feel we should fork some mods, and change it, and then put them on github, with permission by different people to co-maintain it. Of course I understand that this is also unpaid work, so people can't demand things, I totally get that part too. Still, overpowered garbage is annoying. Anyway I digressed.)
Hi! Sorry I've been absent for a while. We've been working on a big update for the Dusk mod (actually, a new NPC mod, but I'm going to merge it with the Dusk mod). In the last update, we added a new area for Mathyus's Hideout, so there shouldn't be any more problems with the Tactics Remix mod.
Demolisher as a companion? Maybe as a summoning, lol. But that could be in the distant future. For now, we're working on new areas and animations. Like this one:
Hydra
We're still a couple of months away since we're correcting some animations, but we're getting there.
The aim for my last run-through was primarily to solve the (unrelated) mod Reign of Terror; as well as to fix installation orders I have had with regard to other mods (in particular item mods). When I re-installed the AF mod, I also clicked on that high difficulty option, or whatever the name was of it during installation. The fights seemed not harder, except for Dusk's last one. I already solved the Reign of Terror mod (final battle for Drizzt), yet I was totally obliterated by the final battle of Dusk, which was weird, as I managed to win in earlier play-throughs.
(Interestingly, one mod seems to have caused another issue, in a prior installation, where normally Anegh's cup is given to the party, but the item was never transferred. There were similar issues reported by other players, in particular where the key for the thief hideout was not given after the 15.000 gp was paid for. I also ran into that; no idea which mods are responsible for fiddling with core items, but there are definitely mods that interfere with the transfer of some core items - that is, the dialogue says they will give an item, yet the item-transfer event never appears to happen. In the current run-through, I had no issue obtaining the cup anymore, so I am reasonably certain that this issue must be due to either some other mod; and/or some installation issue in regards to other mods. I have had about 80 mods installed the time before this run-through. But back to the final battle for Dusk again.)
Before I gave up on that final battle for Dusk, I decided to give it another try, this time adjusting the strategy a little bit. The start of the battle is always very similar, e. g. we get some time before they go absolutely crazy on Demolisher. I already had some summons before they would throw their spells in a concerted manner, but kept these summons away, as the enemies keep on group-insta-dispelling summons (even repeatedly, or at the least I ran into that issue before). Jan somehow managed to injure himself due to that fire damage, so Jane was actually fleeing to the southern part of the map, where he summoned magical swords. These are one of the best summons, in my opinion, as they can soak up a lot of damage. The biggest problem of the final battle here is that the starting stage of the battle triggers all that area damage, in particular fire damage; that spell that causes a lot of fire damage (meteor swarm or something like that), so some fire resistance definitely helps. I could not resist the enemy units from swarming me, but my party was this time kept to the north. This allowed me to whittle down one of the four enemy mages quickly, or at the least lower him down significantly. More summons were brought in to delay the main group; here, the summons that worked best for me were planetars (unsurprisingly so) but also the big elementals; and even fire elementals. I also dragged Fall along the way; the big tanky boy can usually soak up a LOT of damage, despite being super slow.
Anyway. As the enemy went nearer to the north side, my ranged party members (Paina, Fall and Jan, though he was at the southern area at that point), rushed through the fire (on the side) to join Jan. This then allowed the rest of my party to also run south eventually. Once there, the party whittled away at the enemies closest to them, as well as resummon and do some other wear-and-tear effects (pierce shield, lower resistance, greater malice and so forth, also Jan used up his slow spells, which seemed not too terribly useful but better than nothing). And a few simulacra too; these help delay the enemy, as well as do some spells or bring in more summons.
One thing I tried for new was the teleport field. This one actually was surprisingly effective; while chaotic, it kept on pushing the enemy units away for a little while, which in turn means damage mitigation. So that was really useful in its own right.
The front row fighters were injured quite a lot but healing potions mitigated that, and sometimes repositioning was necessary. Some of the enemy units have had very high resistances, so it was often easier to focus on those enemy units that cause the most problems. You can notice this when they give chase, e. g. that semi-invis assassin kept on wanting to snipe down Paina, so my party had to retreat a bit, surround that guy and whack-a-doodle him down; otherwise Paina would take too much damage.
It may also be useful to prepare some scrolls for that fight, probably summoning more magical swords may be useful - they soak up a lot of damage normally and ultimately buy more time for other party members.
(I should also note that normally I have Korgen in the party, this time I had Drizzt. While Drizzt is quite nice with 5 slots in scimitar and two-handed, I actually ended up giving him the crom hammer for strength 25. He seems to take more damage than Korgan, and lack berserk, so normally with Korgan in my team that fight is also easier - not that Drizzt is bad, mind you, but I think Korgan with the same XP and best items, is better than Drizzt.)
I know this mod is old but my bg2ee installation was in 2023. I just started replaying this year and liked the Dusk NPC mod (not Autumn's Twilight).
Also, I have encountered some bugs and they tend to be weird, I'm not sure which mod I've that is conflicting with it. My version is 1.5.0.
To find that item, you need to speak with Kalanda on the island of Brynnlaw. He can be found a bit north on the map.
Regarding the bugs you mentioned, I would need more details. Many have been fixed, but they are in the AT version of Dusk.
If you can't obtain that item because you've progressed too far in the game, here is the item code to summon it via CluaConsole: P_WSRNG2