The file is in the correct folder, I just checked.
When i prompt the console, it just says it does not exists.
I will try to reinstall the mod and see if it works.
Thanks
A bit of feedback, after playing this as a solo F/M/C with no exp cap, on insane difficulty, starting at around level 15, chapter 3. Tactics Remix was also installed, along with a bunch of other mods.
Overall it was really impressive, what a great mod! Awesome environments, lots of new things, a gripping story, and especially exploring felt great! The combat was mostly really fun as well, there were some (beatable) difficulty spikes but I think those were almost all mages buffed by tactics remix. No idea if the dragon was normal or buffed by tactics remix, but it also felt a bit hard and cheesy due to wing buffet spam. The final series of battles with no option to rest (afaik) was also a bit hard, I was pretty much out of stuff at the end. There were some fights I could have skipped, or where I could have conserved spells more, so I don't think it's a problem, just a nice challenge.
Here's a list with some minor nitpicks and bugs. Maybe some of my suggestions can improve a future version or serve as inspiration for future mods. If you want some more details on some of them just ask, and I will try to remember.
- Maybe give some sort of warning before entering the prison that this is the point of no return so people are reminded to make a proper save at that point.
- Some helmet description pictures look corrupted, possibly this is due to other mods. One example is the helmet of acid resistance, but there are a few more.
- Vrocks give 19k exp, that's way too much for how weak they are, especially when you can spawn an unlimited number of them by resting at the acid pools. Vrocks are also way too slow-moving for a high level melee enemy. Enemy exp rewards in general do not always feel appropriate (some too low, some too high).
- The Dialogue is overall a bit too wordy. Some characters talking a lot is nice, but when almost everyone throws walls of text at you it starts to feel a bit weird. It was interesting and I read everything, it just felt a bit more like PS:T than BG2.
- So many weird items, it's overall a bit too much IMO. It's good to find interesting loot, especially in such a long adventure, but the density is a little bit too high. I didn't really find anything truly overpowered, and I use almost none of the items, but I think with a full party to put equipment on I would have found a use for many of them, giving me a pretty big power spike. And I think eventually I will find a use for some more of them.
- Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
- Please add some more scrolls of freedom, in case people simply use the scroll to learn the spell. I mean, I should have known I'd need it for something, but it would still have been nice to be able to get another one somehow. Not a big issue, since there are many other ways to keep going.
- Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
- Verin overrode his prebuff Absolute Immunity (I think this is from Tactics Remix?) by casting lesser mantle. Actually that was probably what let me beat him with my already fairly spent resources, the fight was really hard (this felt appropriate, though!). Probably just a bad interaction between Tactics Remix and the original script?
My only regret is that I missed your Throne of The Mad God when installing mods. I guess I'll have something to look forward to when I play again in a few years.
Vrocks give 19k exp, that's way too much for how weak they are, especially when you can spawn an unlimited number of them by resting at the acid pools. Vrocks are also way too slow-moving for a high level melee enemy. Enemy exp rewards in general do not always feel appropriate (some too low, some too high).
This is a general issue I have with some of the monsters in the mod (Vrocks, Mezzoloths, Hezrous). I have taken the statistics and values directly from the rulebook. Understandably, this may seem unbalanced for higher-level characters running additional mods. I'm not quite sure how to deal with this yet, as I don't want to stray too far from the AD&D template for the monsters. I'm looking for a solution.
The Dialogue is overall a bit too wordy. Some characters talking a lot is nice, but when almost everyone throws walls of text at you it starts to feel a bit weird. It was interesting and I read everything, it just felt a bit more like PS:T than BG2.
I was trying to make a connection to PS:T, but maybe I went a bit overboard.
Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
Oh, that's relevant, as I assumed I had corrected the issue in the latest version. Have you played the current version? Can you provide specific text passages where this occurs?
Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
That shouldn't happen. Do you have any specific examples?
I'd assume that Vrock xp in AD&D has a lot to do with them being fliers who will attack with fly by attacks or at range (or get just within range of dance of ruin with their budies and wreck your party while you are busy with melee threats).
Not that AD&D math is remotely balanced or even makes any sense.
That is a very valid point. Now I'm considering giving the Vrocks an additional teleport without error ability and making them otherwise harder to justify the XP.
Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
Oh, that's relevant, as I assumed I had corrected the issue in the latest version. Have you played the current version? Can you provide specific text passages where this occurs?
I'm still on version 2.4. I cant remember specific passages, but there were maybe 10 or so cases where pronouns were wrong.
Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
That shouldn't happen. Do you have any specific examples?
Maybe this is a misunderstanding. What I meant is that there were in total very many generic enchanted items dropped by enemies, such as spear +2 from alufiends in the final escape sequence. Just one spear per enemy, but overall it was a lot, and they sell for quite a bit of money. I ended up with a lot of very valuable drops, and I thought that it would be better if most demonic enemies didn't drop their gear.
Comments
I just checked in the folder cre, and the file is there indeed.
Am I missing anything?
When i prompt the console, it just says it does not exists.
I will try to reinstall the mod and see if it works.
Thanks
Overall it was really impressive, what a great mod! Awesome environments, lots of new things, a gripping story, and especially exploring felt great! The combat was mostly really fun as well, there were some (beatable) difficulty spikes but I think those were almost all mages buffed by tactics remix. No idea if the dragon was normal or buffed by tactics remix, but it also felt a bit hard and cheesy due to wing buffet spam. The final series of battles with no option to rest (afaik) was also a bit hard, I was pretty much out of stuff at the end. There were some fights I could have skipped, or where I could have conserved spells more, so I don't think it's a problem, just a nice challenge.
Here's a list with some minor nitpicks and bugs. Maybe some of my suggestions can improve a future version or serve as inspiration for future mods. If you want some more details on some of them just ask, and I will try to remember.
- Maybe give some sort of warning before entering the prison that this is the point of no return so people are reminded to make a proper save at that point.
- Some helmet description pictures look corrupted, possibly this is due to other mods. One example is the helmet of acid resistance, but there are a few more.
- Vrocks give 19k exp, that's way too much for how weak they are, especially when you can spawn an unlimited number of them by resting at the acid pools. Vrocks are also way too slow-moving for a high level melee enemy. Enemy exp rewards in general do not always feel appropriate (some too low, some too high).
- The Dialogue is overall a bit too wordy. Some characters talking a lot is nice, but when almost everyone throws walls of text at you it starts to feel a bit weird. It was interesting and I read everything, it just felt a bit more like PS:T than BG2.
- So many weird items, it's overall a bit too much IMO. It's good to find interesting loot, especially in such a long adventure, but the density is a little bit too high. I didn't really find anything truly overpowered, and I use almost none of the items, but I think with a full party to put equipment on I would have found a use for many of them, giving me a pretty big power spike. And I think eventually I will find a use for some more of them.
- Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
- Please add some more scrolls of freedom, in case people simply use the scroll to learn the spell. I mean, I should have known I'd need it for something, but it would still have been nice to be able to get another one somehow. Not a big issue, since there are many other ways to keep going.
- Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
- Verin overrode his prebuff Absolute Immunity (I think this is from Tactics Remix?) by casting lesser mantle. Actually that was probably what let me beat him with my already fairly spent resources, the fight was really hard (this felt appropriate, though!). Probably just a bad interaction between Tactics Remix and the original script?
My only regret is that I missed your Throne of The Mad God when installing mods. I guess I'll have something to look forward to when I play again in a few years.
This is a general issue I have with some of the monsters in the mod (Vrocks, Mezzoloths, Hezrous). I have taken the statistics and values directly from the rulebook. Understandably, this may seem unbalanced for higher-level characters running additional mods. I'm not quite sure how to deal with this yet, as I don't want to stray too far from the AD&D template for the monsters. I'm looking for a solution.
I was trying to make a connection to PS:T, but maybe I went a bit overboard.
Oh, that's relevant, as I assumed I had corrected the issue in the latest version. Have you played the current version? Can you provide specific text passages where this occurs?
That's intentional to a certain extent. The Abyss is a weird place where, in my opinion, all the weird stuff accumulates.
That shouldn't happen. Do you have any specific examples?
Not that AD&D math is remotely balanced or even makes any sense.
Maybe this is a misunderstanding. What I meant is that there were in total very many generic enchanted items dropped by enemies, such as spear +2 from alufiends in the final escape sequence. Just one spear per enemy, but overall it was a lot, and they sell for quite a bit of money. I ended up with a lot of very valuable drops, and I thought that it would be better if most demonic enemies didn't drop their gear.