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[MOD] Throne of the Mad God - a quest mod for BG2EE

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  • zelurkerzelurker Member Posts: 175
    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 !).
  • shevy123456shevy123456 Member Posts: 421
    edited December 2025
    > 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. :)

  • AciferAcifer Member Posts: 353
    zelurker wrote: »
    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.
    zelurker wrote: »
    the mod looks very impressive (its size too, it's much bigger than any usual bg2 mod !).
    Thank you for your kind words!

  • rossbach451rossbach451 Member Posts: 176
    Sorry, short bus guy here. Found the bard, he said he was going to tell this tale . . . then nothing. What is supposed to happen?
  • AciferAcifer Member Posts: 353
    If you chose the dialogue option to listen to the ballad later you need to talk to him to start the tale.
  • rossbach451rossbach451 Member Posts: 176
    Acifer wrote: »
    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!
  • rossbach451rossbach451 Member Posts: 176
    edited December 2025
    Acifer wrote: »
    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.
  • AciferAcifer Member Posts: 353
    edited December 2025
    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.
    Post edited by Acifer on
  • rossbach451rossbach451 Member Posts: 176
    Acifer wrote: »
    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!
  • JadenxJadenx Member Posts: 2
    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?
  • rossbach451rossbach451 Member Posts: 176
    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.
  • AciferAcifer Member Posts: 353
    In Clangeddin's temple? This has been described here:
    https://forums.beamdog.com/discussion/comment/1218567/#Comment_1218567
  • rossbach451rossbach451 Member Posts: 176
    Acifer wrote: »
    In Clangeddin's temple? This has been described here:
    https://forums.beamdog.com/discussion/comment/1218567/#Comment_1218567

    See? Tired and headache. Thanks for the help! This mod is super!
  • ThrasymachusThrasymachus Member Posts: 976
    edited January 1
    I recently played through this mod and was completely blown away. It's an amazing piece of work and will definitely be included in future games.

    Thanks so much for your hard work producing these wonderfully immersive mods! :)
    Post edited by Thrasymachus on
  • rossbach451rossbach451 Member Posts: 176
    edited January 1
    @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!
  • AciferAcifer Member Posts: 353
    Thank you both very much!
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