[mod] Lhannd, the fallen ranger
LavaDelVortel
Member Posts: 2,860
in BGII:EE Mods
I am happy to announce that there is a new mod that just joined the Weasel Mods projects!
Meet Lhannd Valdove, a chaotic good fallen ranger. He hails from a once-noble Athkatlan family who lost their legacy and drowned in problems. Will you lend a hand in breaking what others perceive as a curse, or will the chain of unfortunate events continue?
The mod comprises quests that expand Athkatla's Government District, including the addition of the Valdove Estate, situated above the local prison. If you are open to offering Lhannd a sympathetic ear, you may embark on a friendship or romance path that will help you get to know him even better, and... perhaps see his other side. Both men and women may romance him, however, the player character can't be of chaotic evil alignment for the romance to start.
To find Lhannd, venture into the Crooked Crane tavern located at the City Gates. The initial encounter serves as the starting point for his first quest.
Download
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Special thanks to @Skitia, Ozan, @ZaramMaldovar, @Go_ForTheEyes, and everyone that's been trying out my mods! Cheers!
Meet Lhannd Valdove, a chaotic good fallen ranger. He hails from a once-noble Athkatlan family who lost their legacy and drowned in problems. Will you lend a hand in breaking what others perceive as a curse, or will the chain of unfortunate events continue?
The mod comprises quests that expand Athkatla's Government District, including the addition of the Valdove Estate, situated above the local prison. If you are open to offering Lhannd a sympathetic ear, you may embark on a friendship or romance path that will help you get to know him even better, and... perhaps see his other side. Both men and women may romance him, however, the player character can't be of chaotic evil alignment for the romance to start.
To find Lhannd, venture into the Crooked Crane tavern located at the City Gates. The initial encounter serves as the starting point for his first quest.
Download
Forum
Special thanks to @Skitia, Ozan, @ZaramMaldovar, @Go_ForTheEyes, and everyone that's been trying out my mods! Cheers!
0
Comments
Erm... sorry? :P
If any, he would be his Jekyll, and Valygar would be Hyde, but while Lhannd and Valygar may seem similar, they are quite different, but... I want players to discover that on their own. I believe there is more content here to draw the whole set of emotions differently. Not to mention his opinion on magic, which is quite the opposite I don't want to spoil too much, but give him a try and you'll see what I mean
Now I'm wondering which one to replace with Lhannd... Does he have some crossmod contents with some of your others mods?
Thank you for adding a new character to try 🙂.
I would say that having 2 rangers is much for one team. Even if they do have some talks.
I was thinking the same thing, so I would probably take Valygar temporary until Eddard can join.
I noticed someone had a similar bug not long ago. You see, Crooked Crane is a bit strange area, as it's code is AR0021, but its area script is AR0004. And that is what caused the problem for the player - some mod "fixed" that, but also caused problems for all the mods that added something to AR0004.bcs. There is a chance you also have that mod installed (I have no idea which one is it).
Sadly, there is another scene that happens there later on.
Here are both scripts that are added to the area script. You will need them both times:
So the other scene will require you to:
1. Go to the Crooked Crane;
2. Use these console codes: But that's later in the quest. For now, if you want to spawn him, use C:CreateCreature("L#LHA")
It's already fixed in version 1.4.
Interesting, looking at my load order Culprits are either your own mods, Skitias NPCs or the BG1inSOA (I'd vote the last one), but I can't say any of these differ from when I last played. I'll give it a go and see what happens
Cheers
@Skitia - could you adjust the script to make sure you won't be removing content added by other mods? That may cause troubles with any mod that add something to AR0004 or already included/created AR0021
The newest version of my mod adds the blocks to both AR0004 and AR0021 just in case, but your COMPILE may actually override that. Thank you in advance! I think there are also other mods that add stuff to AR0004.
Cheers @LavaDelVortel ,you lot are so helpful considering this is a hobby
I'll just pop Lhannd at the end of my install order, hopefully that will resolve things and I'll get him back
I'm updating it on my side, so you don't have to change the load order around if you haven't already.
Would the best way of resolving this is removing the WRITE_ASCII entirely and just switching the script that I extend to AR0004?
Cheers!