You know it can be quite long to start a new game to test a mod at level 9 only... you know there are some ways to update savegames with new map locations ? Otherwise you could use the console to travel directly to the wailing dwarf, in bg2ee you have the list of locations, so you can find "wailing dwarf outside" location, with the very nice intro video when you teleport there !
Well I came at the top of the map, probably because I left from the top of the cemetery map, but I guess it's a good place to start... oh well anyway, I was just curious to see if there was still some activity around bg2 after all this time, but the mod looks very impressive (its size too, it's much bigger than any usual bg2 mod !).
> if there was still some activity around bg2 after all this time
It kind of fluctuates and changes over time. At the end of the year it seems to slow down a little, or at the least that is my impression. I have not been able to start a new run in quite some time; will try EET this time. Right now I am just noting
down what to test for the next run, but 2025 seems already over for me game-wise. (I have no statistical dataset to prove anything, just that it seems there was more activity a few months ago, e. g. morpheus https://www.morpheus-mart.com/tactics-remix, but also Lava, though there was one or two updates Lava made not so long ago; but overall it seems that when the year is coming to an end, there is a bit less activity with regard to mods; I seem to have noticed this when I looked at github too. But perhaps my impression is wrong?).
Would be interesting to see how to get more people involved and interested again. Something like a "game-jumper" but
for all the similar games, and starting to play anywhere in between like a "fluid" start - so not just for BG1, BG2 etc.. but
literally for the whole saga/franchise. Anyway, I digress. People watch what Acifer plans next in regards to his mods.
you know there are some ways to update savegames with new map locations ?
Yes, I am aware that there is an approach to patch savegames, but as far as I know it's risky that players might lose their savegames if something goes wrong or the player decides to uninstall the mod again. So I'd recommend to start from the beginning.
Entering via console teleports you always in the left upmost part of an area, the quest starts in the right lower part of the map, though.
If you're unsure about playing the mod I'd recomend to read some reviews instead, otherwise you might break something.
If you chose the dialogue option to listen to the ballad later you need to talk to him to start the tale.
I used the excited let's get this going response. He never goes into the story. I will uninstall/reinstall. Might have been a thing with uninstalling another mod. I will let you know. Thanks for responding!
If you chose the dialogue option to listen to the ballad later you need to talk to him to start the tale.
Nope, nothing. I uninstalled the mod, reinstalled it, still can't get anything beyond "a story of adventure with a tragic end." Obviously a problem on my end. If there is a way to force start it, please let me know.
You must start from a save file before entering the tavern area for the first time for the changes to take effect.
It appears that for some reason, the engine is unable to spawn all creatures for the first encounter. This may be due to a broken installation or other mod scripts preventing my mod's script from running correctly.
You can try to enter the cheatcode
C:SetGlobal("AC#MadGod_StoryStart","GLOBAL",0)
...or to create the other creatures manually by entering these cheatcodes in the tavern area (AR0709) before triggering the conversation:
C:CreateCreature("AC#MGPS1")
C:CreateCreature("AC#MGPS2")
C:CreateCreature("AC#MGPS3")
C:CreateCreature("AC#MGPS4")
C:CreateCreature("AC#MGPS5")
C:CreateCreature("AC#MGPS6")
C:CreateCreature("AC#MGPS7")
However, I cannot guarantee that it will work if these creatures have not been installed correctly in your installation.
You must start from a save file before entering the tavern area for the first time for the changes to take effect.
It appears that for some reason, the engine is unable to spawn all creatures for the first encounter. This may be due to a broken installation or other mod scripts preventing my mod's script from running correctly.
You can try to enter the cheatcode
C:SetGlobal("AC#MadGod_StoryStart","GLOBAL",0)
...or to create the other creatures manually by entering these cheatcodes in the tavern area (AR0709) before triggering the conversation:
C:CreateCreature("AC#MGPS1")
C:CreateCreature("AC#MGPS2")
C:CreateCreature("AC#MGPS3")
C:CreateCreature("AC#MGPS4")
C:CreateCreature("AC#MGPS5")
C:CreateCreature("AC#MGPS6")
C:CreateCreature("AC#MGPS7")
However, I cannot guarantee that it will work if these creatures have not been installed correctly in your installation.
Thank you for the help! I will keep trying to make this work, and congrats on building what many people have said is an awesome mod! Thank you from the fans!
I am still looking for the left mithral shoulder piece. I have redone every inch of the dungeon, using potions of perception with detect hidden at 140%. Also, once we have it... it hints at finding a dwarf that will be able to craft it. There's not enought information about this part. Is it possible that when i oppened the vampires coffin my inventory was full and it didint drop it on the ground instead destroying it?
Maybe it has been a long day, and my head hurts. I have just beaten the traitor. I can see map areas that I can't access, and have no way to progress. Any help would be appreciated.
@Acifer I have been playing Baldur's Gate games since it first came out. Beyond those first game sessions in 1999, this mod captured that same feel of tension and wonder. The graphics were fantastic, the backstory/history engrossing, and the end very satisfying. Thank you for all of your hard work on this!
Hi, playing through this now, suggesting some grammar corrections for the dialogue with the rat hive, this is the first dialogue I've encountered which seems to be off in some places, the rest of the mod has been perfect so far.
A special kind of rat.
You get us the cheese and we'll help you.
What kind of giant?
A few giants won't stop me from bringing you cheese.
We observe a lot of this place from the shadows.
Of course it's a good plan.
With the stench of all your sweat and blood, the cheese has almost been drowned out!
The dwarves have been gone for a long time, the illithids have forgotten about us
I didn't list all of them but there seems to be an overuse of commas.
EDIT: Some corrections for the dialogue with Slave Aglar:
Can you really find your way out on your own?
Though I doubt I need to tell you that, seeing as you've made it this far.
I just finished this mod and I didn't find any more grammar issues. Here's what I enjoyed about it:
It's very heavily steeped in Dwarven lore, a lot of myths and history has been integrated into the mod. The new lore books are well written and entertaining to read unlike the dry literature in the base game.
The architecture of the dungeon is epic. Gigantic statues, bridges spanning deep chasms. These gave me serious Moria vibes.
At the same time, the level of small detail is also incredible. Whenever I zoomed in I'd find furniture, maps, statues, corpses, runes and all sorts of architectural features.
There's a really good variety of enemies to fight. At first I thought it was going to be a mere troll and giant fest but I was pleasantly surprised in the end.
Some of the new enemies have custom animations and they look great! It's nice seeing new monsters in the Infinity Engine.
There are some difficult and epic set piece fights.
There's a pervasive sense of mystery - you gradually uncover the story of the dungeon, who your enemies truly are and the fate of an earlier adventuring party as you progress through it.
The loot is neither over nor underpowered for an early game party, but more than this, it's INTERESTING. You find some seriously cool items that link with all the lore you're getting and I found myself reading item descriptions for the first time.
Thanks for working on this and making it available for all to play!!!
Comments
Well I came at the top of the map, probably because I left from the top of the cemetery map, but I guess it's a good place to start... oh well anyway, I was just curious to see if there was still some activity around bg2 after all this time, but the mod looks very impressive (its size too, it's much bigger than any usual bg2 mod !).
It kind of fluctuates and changes over time. At the end of the year it seems to slow down a little, or at the least that is my impression. I have not been able to start a new run in quite some time; will try EET this time. Right now I am just noting
down what to test for the next run, but 2025 seems already over for me game-wise. (I have no statistical dataset to prove anything, just that it seems there was more activity a few months ago, e. g. morpheus https://www.morpheus-mart.com/tactics-remix, but also Lava, though there was one or two updates Lava made not so long ago; but overall it seems that when the year is coming to an end, there is a bit less activity with regard to mods; I seem to have noticed this when I looked at github too. But perhaps my impression is wrong?).
Would be interesting to see how to get more people involved and interested again. Something like a "game-jumper" but
for all the similar games, and starting to play anywhere in between like a "fluid" start - so not just for BG1, BG2 etc.. but
literally for the whole saga/franchise. Anyway, I digress. People watch what Acifer plans next in regards to his mods.
Entering via console teleports you always in the left upmost part of an area, the quest starts in the right lower part of the map, though.
If you're unsure about playing the mod I'd recomend to read some reviews instead, otherwise you might break something.
Thank you for your kind words!
I used the excited let's get this going response. He never goes into the story. I will uninstall/reinstall. Might have been a thing with uninstalling another mod. I will let you know. Thanks for responding!
Nope, nothing. I uninstalled the mod, reinstalled it, still can't get anything beyond "a story of adventure with a tragic end." Obviously a problem on my end. If there is a way to force start it, please let me know.
It appears that for some reason, the engine is unable to spawn all creatures for the first encounter. This may be due to a broken installation or other mod scripts preventing my mod's script from running correctly.
You can try to enter the cheatcode
C:SetGlobal("AC#MadGod_StoryStart","GLOBAL",0)
...or to create the other creatures manually by entering these cheatcodes in the tavern area (AR0709) before triggering the conversation:
C:CreateCreature("AC#MGPS1")
C:CreateCreature("AC#MGPS2")
C:CreateCreature("AC#MGPS3")
C:CreateCreature("AC#MGPS4")
C:CreateCreature("AC#MGPS5")
C:CreateCreature("AC#MGPS6")
C:CreateCreature("AC#MGPS7")
However, I cannot guarantee that it will work if these creatures have not been installed correctly in your installation.
Thank you for the help! I will keep trying to make this work, and congrats on building what many people have said is an awesome mod! Thank you from the fans!
https://forums.beamdog.com/discussion/comment/1218567/#Comment_1218567
See? Tired and headache. Thanks for the help! This mod is super!
Thanks so much for your hard work producing these wonderfully immersive mods!
I didn't list all of them but there seems to be an overuse of commas.
EDIT: Some corrections for the dialogue with Slave Aglar:
Can you really find your way out on your own?
Though I doubt I need to tell you that, seeing as you've made it this far.
Thanks for working on this and making it available for all to play!!!
I'm glad you enjoyed it!