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[Mod] Neverwinter for Baldur's Gate

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  • paladin84paladin84 Member Posts: 83
    brunardo wrote: »
    I took a look at BG 2 starting screen and saw I can start NWN right away, does it make a difference from mid game or better to play as stand alone mod altogether?

    It is completely up to you, do you want to play NWN as a single campaign or as a part of BG2? I can tell that finishing it as a part of BG2 is probably easier (since you already have some gears), but ether way it is doable. The plot is exactly the same.

    Sorry for late response.
  • paladin84paladin84 Member Posts: 83
    brunardo wrote: »
    I took a look at BG 2 starting screen and saw I can start NWN right away, does it make a difference from mid game or better to play as stand alone mod altogether?

    It is completely up to you, do you want to play NWN as a single campaign or as a part of BG2? I can tell that finishing it as a part of BG2 is probably easier (since you already have some gears), but ether way it is doable. The plot is exactly the same.

    Sorry for late response.
  • paladin84paladin84 Member Posts: 83
    brunardo wrote: »
    I took a look at BG 2 starting screen and saw I can start NWN right away, does it make a difference from mid game or better to play as stand alone mod altogether?

    It is completely up to you, do you want to play NWN as a single campaign or as a part of BG2? I can tell that finishing it as a part of BG2 is probably easier (since you already have some gears), but ether way it is doable. The plot is exactly the same.

    Sorry for late response.
  • brunardobrunardo Member Posts: 539
    Thanks @paladin84 as good to have options as a stand alone but having extra gear would help so will try it in my bg2 run once i finish BG1 👍
  • Nibor_ScotNibor_Scot Member Posts: 54
    edited May 30
    Hello, will be here in the future are coming more works and Updates or ist the v0.98 the ending Status? Sorry for my english ;)
  • paladin84paladin84 Member Posts: 83
    Hi, this mod is done, so new releases are going to be published if any bugs and/or translations are fixed. I will publish a new release with updated Spanish, Chinese, and English translations soon.
  • Nibor_ScotNibor_Scot Member Posts: 54
    Hello, thanks for this Info...it is great to see what is possible in this Modder world, fantastic Work from you :)
  • paladin84paladin84 Member Posts: 83
    As promised I published a new release: https://github.com/abalabokhin/NWNForBG/releases/tag/0.99

    There are only changes in tra files, so no need to reinstall the mod if you already playing it. Russian, English and Chinese translations got minor corrections and Spanish translation was fixed by AlleyV and Lechuk87 (these is the main reason for the release).

    Details are in github README and alternative link is updated in the first post.
  • ThrasymachusThrasymachus Member Posts: 959
    I'm intrigued by this mod but also am curious as to how much experience (roughly) a character is likely to gain by going through this mod. I ask for "balancing" reasons.
    (Whether to include it along with other mods would depend, for me, whether characters who start with ~1.7 million exp complete it with ~ 2.5 million or ~4 million.)

    (I'm grateful that there is the option to play it as a self-standing campaign. I suspect that is what I might end up doing.)
  • paladin84paladin84 Member Posts: 83
    I don't remember exact numbers, but there is lots of XP in this mod. A friend of mine recently reported about his walkthrough: he started the mod as fighter/mage/thief with level 8/9/10 and finished it with levels 12/13/15.
  • ThrasymachusThrasymachus Member Posts: 959
    OK, thanks for that information!
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited June 7
    Would it be possible that you provide higher Resolutions for the various portraits you use in the Mod? Until now they're on low res 38x60 and look pretty blurry, especially when used with a custom UI, wich usually supports 169x266 size.
    Or could you at least put in an option to leave the portraits out on setup?
  • paladin84paladin84 Member Posts: 83
    I don't have them in better resolution - the original mod was created for oBG2 and the author of it haven't found the source of portraits (if he ever had them). I think Tomi should have a better portrait because somebody gave me that. If you (or someone else) gives me portraits in better resolution, I will be happy to add them to the mod for EE version.
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited June 7
    I don't mean the NPC portraits. Regarding this, I allready posted some I remade with KREA AI above. Feel free to use them :)

    What I meant were the 600+ Portraits vor the other Characters you meet during the campaign.
  • paladin84paladin84 Member Posts: 83
    Don't see anything posted above for the portraits...
  • Kensei_xXxKensei_xXx Member Posts: 243
    Kensei_xXx wrote: »
    I made some AI based upscales of the NPC Portraits used in this campaign and wanted to share them here, in case anyone wants to use them;

    Grimgnaw (original and new):
    ramzgnfiy58c.png

    i7gz8azjjefo.png

    Sharwyn (old and new):
    2ljtx2bau5lc.pnge7jjnlf0dl7a.png

  • Kensei_xXxKensei_xXx Member Posts: 243
    Kensei_xXx wrote: »
    Boddyknock (old and new):
    9geqk0nwwuu8.png

    85a0thlcaa42.png

    Linu and Daelan:
    13b55pliduua.png

    hc4ryufr7pt2.png

    Tomi and Fenthick (old and new):
    kxc51gldjqmp.png

    4dn13ktea3i5.png

    f18fp7tuonun.png

  • Kensei_xXxKensei_xXx Member Posts: 243
    Kensei_xXx wrote: »
    Boddyknock the first "new" one enhanced;
    pb11i733le1t.png

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