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Announcing Love Conquers All (LCA) – Corwin Romance Mod for EE and EET

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  • lcaeetlcaeet Member Posts: 55
    Mothor wrote: »
    lcaeet wrote: »
    Hi all, the EE version (1.3) has been released. Enjoy!

    https://github.com/LCA-EET/LCA/releases

    Hurray, great job! ;)

    Errr *blush* any chance that the...explicit version of this mod will also be ported for EE?

    @Mothor

    Yes, thanks for the reminder. I published it a few minutes ago:

    https://github.com/LCA-EET/LCA_Explicit/releases

    Enjoy!
  • MothorMothor Member Posts: 265
    lcaeet wrote: »
    Mothor wrote: »
    lcaeet wrote: »
    Hi all, the EE version (1.3) has been released. Enjoy!

    https://github.com/LCA-EET/LCA/releases

    Hurray, great job! ;)

    Errr *blush* any chance that the...explicit version of this mod will also be ported for EE?

    @Mothor

    Yes, thanks for the reminder. I published it a few minutes ago:

    https://github.com/LCA-EET/LCA_Explicit/releases

    Enjoy!

    Awesome!!! <3
  • MothorMothor Member Posts: 265
    Btw where to find Corwin if starting from BG2?
  • lcaeetlcaeet Member Posts: 55
    Mothor wrote: »
    Btw where to find Corwin if starting from BG2?

    Take a look at page 10 of the user guide. It's included in the .zip file containing the installer.
  • Kensei_xXxKensei_xXx Member Posts: 108
    Are there any plans on releasing an updated version for the EET? Because the later ones gave me errors on installing, even when the readme says something different.
  • lcaeetlcaeet Member Posts: 55
    edited October 30
    Kensei_xXx wrote: »
    Are there any plans on releasing an updated version for the EET? Because the later ones gave me errors on installing, even when the readme says something different.

    Hi @Kensei_xXx,

    There will only be one version, once testing of the EE version in EET is complete. The EE version will install just fine on EET, but because it hasn't been fully tested in EET, I recommend using the latest EET specific release which is 1.2a. Could you elaborate on the errors you've experienced? I can publish a patch to 1.2a should the need arise. You can contact me directly in Discord or through DMs to troubleshoot the issue. The link to the Discord server is in the LCA readme: https://github.com/LCA-EET/LCA#useful-links. Thanks.
  • Kensei_xXxKensei_xXx Member Posts: 108
    Trying to install the Mod since you released it as BG:EE/not EET tested gave me an error on a Mega Mod EET setup.
    However, I now tried an Installation on a plain EET Setting with only a few BG1 Mods and it worked.

    Must be some cross mod conflict then.
    I'll do some further testing on this. Stay tuned ;)
  • Kensei_xXxKensei_xXx Member Posts: 108
    edited October 31
    Here we go...
    81utmc3r5fkt.jpg
  • Kensei_xXxKensei_xXx Member Posts: 108
    Found it. It's an issue with Blackhearts. After removing it, LCA installs fine.
  • lcaeetlcaeet Member Posts: 55
    Kensei_xXx wrote: »
    Found it. It's an issue with Blackhearts. After removing it, LCA installs fine.

    Okay, thanks. I'll issue a fix this weekend.
  • lcaeetlcaeet Member Posts: 55
    Kensei_xXx wrote: »
    Found it. It's an issue with Blackhearts. After removing it, LCA installs fine.

    @Kensei_xXx

    Hi, I was able to install Blackhearts EET and LCA without any issues. See below:
    1hhm3l3ddhjz.png

    If I had to guess, you're using an older version of the LCA EET mod. The version number is indicated in the release notes file stored within the .zip archive. You should be running v1.2a, which was released on 2024-07-05.

    Here's a direct link to the release: https://github.com/LCA-EET/LCA/releases/tag/v1.2a

    Please let me know if you need any additional assistance, thanks.
  • Kensei_xXxKensei_xXx Member Posts: 108
    No older Version, I tried 1.3.4, because the readme says that it might work on EET, even if it‘s not tested yet.

    1.2a is working fine, no problems here.
  • MothorMothor Member Posts: 265
    Any plans of adding some intimate encounters to the Throne of Bhaal part too?
  • lcaeetlcaeet Member Posts: 55
    @Mothor

    Not at this time, no.
  • lcaeetlcaeet Member Posts: 55
    Kensei_xXx wrote: »
    No older Version, I tried 1.3.4, because the readme says that it might work on EET, even if it‘s not tested yet.

    1.2a is working fine, no problems here.

    @Kensei_xXx

    Thanks for reporting that issue. I uploaded a fix (1.3.4a) to the installer, so the latest version will install after Blackhearts EET. I'm still testing on EET, and expect to be wrapped up by the end of the year.
  • KraakenDazsKraakenDazs Member Posts: 25
    Hoping someone can help me. I completed SoA but struggling on two things upon the return to BG2. I know one of those can impact wether or not i can recruit Caelar so im hoping there's a solution or a console command i can use.

    I am using bg2ee

    1-saving the Elfsong.
    How to help Alyth/ discover the Narzugon? I go upstairs, there's a painting with a "?" Symbol... But i cant interact with it. Clicking does nothing at all.
    This is needed to recruit Caelar 😭

    2-slavers. I
    have the manifests, but then i needed the cypher. I went to Virgil for it, it tells me there's no cypher. I...now have no idea where to go from here.

    Ty!!
  • lcaeetlcaeet Member Posts: 55
    Hoping someone can help me. I completed SoA but struggling on two things upon the return to BG2. I know one of those can impact wether or not i can recruit Caelar so im hoping there's a solution or a console command i can use.

    I am using bg2ee

    1-saving the Elfsong.
    How to help Alyth/ discover the Narzugon? I go upstairs, there's a painting with a "?" Symbol... But i cant interact with it. Clicking does nothing at all.
    This is needed to recruit Caelar 😭

    2-slavers. I
    have the manifests, but then i needed the cypher. I went to Virgil for it, it tells me there's no cypher. I...now have no idea where to go from here.

    Ty!!

    @KraakenDazs

    For 1:
    You need to have the Amulet of the Seldarrine in your inventory when you go upstairs. If it's in your possession while you're on the second floor, you'll eventually receive some dialog prompts to investigate the corner of the room where the painting is. If for some reason the amulet is no longer in your possession, you can create it with the use of the in-game debugger. The resource id is AMUL27.

    For 2:
    Talk to the bartender in the Iron Throne / Winston Ventures headquarters. He'll tell you that Lord Winston keeps a separate ledger. It's hidden behind one of the paintings on the south end of the top floor. When you have the ledger, you can confront Winston directly, or ask the Thieves Guild to decrypt the shipping manifest you recovered from the Harbor Master.

    Message me directly if you need further assistance. Enjoy!
  • KraakenDazsKraakenDazs Member Posts: 25
    Ive reinstalled the mod and am doing a second try starting from Chapter 7 part 2, but so far it didnt work out. :(

    For the slavers, the barman got an "INVALID LINK" where i suppose he was supposed to give me that info, and the Elfsong just hasnt changed behavior at all.

    I go in, i have the Amulet of the Seldarine on my character's amulet slot, and i go upstairs, i find a painting with a "?" Mark, but i cant interact with it.

    When im far it says im too far, when im in range... nothing happens at all.

    Hoping the reinstall will fix it :(
  • KraakenDazsKraakenDazs Member Posts: 25
    Worst case scenario is there a console command i can use to at least make sure i check as having resolved the Elfsong to make sure i can recruit Caelar? 😅
  • lcaeetlcaeet Member Posts: 55
    edited November 15
    Ive reinstalled the mod and am doing a second try starting from Chapter 7 part 2, but so far it didnt work out. :(

    For the slavers, the barman got an "INVALID LINK" where i suppose he was supposed to give me that info, and the Elfsong just hasnt changed behavior at all.

    I go in, i have the Amulet of the Seldarine on my character's amulet slot, and i go upstairs, i find a painting with a "?" Mark, but i cant interact with it.

    When im far it says im too far, when im in range... nothing happens at all.

    Hoping the reinstall will fix it :(

    @KraakenDazs

    You're on the latest version, right? If you want, you can send me your save game and I'll take a look. And yes, there are some variables you can manually set to allow you to rescue Caelar.
    Post edited by lcaeet on
  • KraakenDazsKraakenDazs Member Posts: 25
    I do have a lot of mods so im not surprised a couuuple of things break here and there even though its all been mostly smooth running with very few breaks.

    Edit: it works!

    Not sure if its
    1-the reinstallation
    2-having the amulet out of my gembag the first time i entered or
    3-not exiting the 2nd floor too fast the first time

    That fixed it but something seems to have worked and the encounter is advancing 😁
  • KraakenDazsKraakenDazs Member Posts: 25
    Well it was half a success XD

    The slaver quest is still broken unfortunately.
    I get the ledger, go to the thieves, back to Winston HQ, talk to Virgil, speak to Max..

    I get to " Listen, Max. I have reasons to believe that Winston, or someone in this company, is involved in slaver activities"
    To which he replies by "What makes you think that?"

    And my only available reply is

    "NO VALID REPLIES OR LINKS"

    And the quest pretty much dies there. I do have the latest version from a few days ago, the 11th.I reinstalled the mod.
    Any ideas?
    (But heeeey i got the Narzugon quest to work for Caelar's recruitment so im still a happy camper XD )
  • lcaeetlcaeet Member Posts: 55
    Well it was half a success XD

    The slaver quest is still broken unfortunately.
    I get the ledger, go to the thieves, back to Winston HQ, talk to Virgil, speak to Max..

    I get to " Listen, Max. I have reasons to believe that Winston, or someone in this company, is involved in slaver activities"
    To which he replies by "What makes you think that?"

    And my only available reply is

    "NO VALID REPLIES OR LINKS"

    And the quest pretty much dies there. I do have the latest version from a few days ago, the 11th.I reinstalled the mod.
    Any ideas?
    (But heeeey i got the Narzugon quest to work for Caelar's recruitment so im still a happy camper XD )

    I'm glad the Elfsong issue was resolved.

    Unfortunately I was unable to reproduce the error you describe concerning the bartender dialog. It may have something to do with a variable name having changed from one version to the next. When you have some time, please send over a copy of your save game (the .gam and the .sav file), and I will troubleshoot and hopefully find the cause.

    You can recover Winston's Ledger without the bartender's help. Just click on the painting shown below.
    618ran598w0f.png

    Let me know if you run into any further issues, thanks.
  • KraakenDazsKraakenDazs Member Posts: 25
    edited November 15
    I can try and send a copy from the save at the time if you want but im glad if its just me that is affected. Heck might load the game to a few scenes prior just so i can properly finish it :) 👍

    I did go ahead without that particular quest though and I'm currently experiencing another bug 😭 (this time i dont know if its linked to LCA though, --sorry ive been very actively asking for a ton of support , it is very much appreciated! )

    I just started TOB and i get a message "someone hostile is approaching" but no one ever comes so im stuck in the forest of Tethyr.

    I know that "normally" this is the spot where Illasera shows up in an unmodded, but considering the ending of LCA...im not sure what the expected behavior is 🤔

    I also have the Longer Road installed so i had a cutscene with Ellesime that might have caused the issues i suppose. 🤔
  • lcaeetlcaeet Member Posts: 55
    I can try and send a copy from the save at the time if you want but im glad if its just me that is affected. Heck might load the game to a few scenes prior just so i can properly finish it :) 👍

    I did go ahead without that particular quest though and I'm currently experiencing another bug 😭 (this time i dont know if its linked to LCA though, --sorry ive been very actively asking for a ton of support , it is very much appreciated! )

    I just started TOB and i get a message "someone hostile is approaching" but no one ever comes so im stuck in the forest of Tethyr.

    I know that "normally" this is the spot where Illasera shows up in an unmodded, but considering the ending of LCA...im not sure what the expected behavior is 🤔

    I also have the Longer Road installed so i had a cutscene with Ellesime that might have caused the issues i suppose. 🤔

    LCA changes the forest encounter so that you fight a group of Fire Giants instead of Illasera. Once the fight is concluded the Solar appears to take you to your pocket plane. If the giants don't appear shortly after the dialog with the Talking Heads, then there's likely a compatibility issue with The Longer Road. I've never tested LCA with that mod installed.
  • UlkeshUlkesh Member Posts: 280
    edited November 15
    Please, add a way for the people using Skip Chateau Irenicus to skip the Chateau (via the procedure suggested by Argent77 for modders), while still getting the dialogue related to the dagger.

    From the readme of skip chateau irenicus:
    Information for modders
    The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically.

    Each 2DA file may contain information about whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt".

    The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt".
  • lcaeetlcaeet Member Posts: 55
    Ulkesh wrote: »
    Please, add a way for the people using Skip Chateau Irenicus to skip the Chateau (via the procedure suggested by Argent77 for modders), while still getting the dialogue related to the dagger.

    From the readme of skip chateau irenicus:
    Information for modders
    The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically.

    Each 2DA file may contain information about whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt".

    The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt".

    @Ulkesh

    How is the Sword of Chaos treated by the Skip Chateau Irenicus mod? Does it appear in the rubble? Or do you need some special interaction to access it?
  • lcaeetlcaeet Member Posts: 55
    @KraakenDazs

    I have an idea for compatibility with The Longer Road. All I'd have to do is move the Ellesime encounter before the player departs for Baldur's Gate. Some minor dialog tweaks will be needed but it seems like a workable solution.
  • KraakenDazsKraakenDazs Member Posts: 25
    ive uninstalled the Longer Road and retried, and while Ellesime doesnt show up, im still not getting any Fire Giants.

    That being said i run a long list of mods so something else probably broke it, and im sort of unwilling to retry a clean install at this point. I can just MoveToArea to the pocket plane and continue on unhindered (as far as i know). Im just hoping this wont break the rest of the game/ hinder the Caelar recruitment

    any chance you could give give me a few pointers as to how to recruit Caelar in ToB so i can stay on the lookout for wether its broken or not? :) Right now im exploring the inner Saradush courtyard.
  • lcaeetlcaeet Member Posts: 55
    ive uninstalled the Longer Road and retried, and while Ellesime doesnt show up, im still not getting any Fire Giants.

    That being said i run a long list of mods so something else probably broke it, and im sort of unwilling to retry a clean install at this point. I can just MoveToArea to the pocket plane and continue on unhindered (as far as i know). Im just hoping this wont break the rest of the game/ hinder the Caelar recruitment

    any chance you could give give me a few pointers as to how to recruit Caelar in ToB so i can stay on the lookout for wether its broken or not? :) Right now im exploring the inner Saradush courtyard.

    @KraakenDazs

    Did you talk to the spirit heads in the forest? For recruiting Caelar, the conditions are specified in the readme:
    Conditions A, B and C must hold to initiate the timer (8 hours) that starts the Rescue Caelar quest.

    Condition A: CHARNAME must have defeated the Narzugon during the Return to Baldur’s Gate – Trouble at the Elfsong quest.
    Condition B: CHARNAME must have entered Saradush.
    Condition C: CHARNAME must have destroyed the necromantic cult in Kanaglym, during the events of SoD.

    You'll receive a dialog prompt when you go to sleep after the 8 hour timer expires.
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