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[MOD] Trials of the Luremaster for BG2:EE

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  • argent77argent77 Member Posts: 3,197
    tl1942 wrote: »
    One question: Is TotLM compatible with Tipun's IWD-in-EET mods?

    Probably not. It's highly likely that there will be resource conflicts since this mod (and probably Tipun's mod as well) largely uses the original IWD naming scheme for TotLM resources.
    StummvonBordwehrtl1942
  • ALIENALIEN Member Posts: 1,234
    Absolutely fantastic release!

    This should be an example of how to do a mod 'right' - anyone can import resources from one game to another, it's those extra leet things that you add/change that make the overall experience much better. Many thanks for this!
    StummvonBordwehrtl1942Timbo0o0o0
  • tl1942tl1942 Member Posts: 178
    edited August 2021
    @argent77 Since tipun's has to be installed as all or nothing, I'm wondering if this would be a workable solution:

    What if I simply ignore Hobart Stubbletoes in tipun's mod (eg at the Whistling Gallows Inn) and only rely on your version of Hobart at the locations where you added him? Or are the issues deeper than that due to the resource conflicts?
  • argent77argent77 Member Posts: 3,197
    tl1942 wrote: »
    Since tipun's has to be installed as all or nothing, I'm wondering if this would be a workable solution:

    What if I simply ignore Hobart Stubbletoes in tipun's mod (eg at the Whistling Gallows Inn) and only rely on your version of Hobart at the locations where you added him? Or are the issues deeper than that due to the resource conflicts?

    You can certainly try. Installing this mod after tipun's IWD-in-EET ensures that conflicting files are overridden, so that additional improvements made by this mod are preserved. It's also likely that it won't cause game-breaking issues in tipun's mod itself (provided you're completing the TotLM quest with my mod) since the installed resources are still (more or less) faithful to the original IWD implementation.
    tl1942
  • tl1942tl1942 Member Posts: 178
    Thank you sir! @argent77 you are a blessing to the modding community!!
    StummvonBordwehr
  • lollerslollers Member Posts: 190
    Is this mod pretty similar to the source? I have beaten the orignal and the enhanced icewind dales, but I am afraid that no amount of practice is going to make me able to do something like ascension improved bosses, or SCS ascension, and god help me if I ever tried to mod a game with both at the same time.
    tl1942
  • EndarireEndarire Member Posts: 993
    @lollers
    I've beaten SCS Ascension.

    To my knowledge, this mod is pretty close to the original in terms of content.
  • tl1942tl1942 Member Posts: 178
    lollers wrote: »
    Is this mod pretty similar to the source? I have beaten the orignal and the enhanced icewind dales, but I am afraid that no amount of practice is going to make me able to do something like ascension improved bosses, or SCS ascension, and god help me if I ever tried to mod a game with both at the same time.

    Having hundreds of hours with SCS, I agree 100% that Ascension is fundamentally broken in terms of difficulty (and can only be beaten with cheesy meta-gaming).

    BUT, playing through Trials of Lure Master will actually make Ascension viable due to the extra XP you'll get here. You can adjust the XP amount during the install.

    In fact, I've found that the only consistent way to "fix" Ascension is by adding large quest mods like this one with a lot of extra XP while simultaneously removing the overall level cap (e.g. via EET Tweaks). With the extra XP and levels, you can play through SCS+Ascension without the need for meta-gaming, and it flows very naturally.
  • argent77argent77 Member Posts: 3,197
    lollers wrote: »
    Is this mod pretty similar to the source? I have beaten the orignal and the enhanced icewind dales, but I am afraid that no amount of practice is going to make me able to do something like ascension improved bosses, or SCS ascension, and god help me if I ever tried to mod a game with both at the same time.

    The mod is pretty much the same as the original, but with a couple of improvements (such as interjections from party members, small side quest, etc.). Especially the latest version (v3.0) improves creature types quite a lot. Combat also scales with selected game difficulty. SCS and other combat improvement mods (should) have no further effect on combat difficulty.
    StummvonBordwehrAaemforevertl1942
  • lollerslollers Member Posts: 190
    Sounds pretty cool. I think my days of rolling around with an avenger-tier mob of superheroes is getting old to me, and so I use the SCS overhaul quite modestly these days. I will lower the difficulty as far as neccessary to make life enjoyable with a band of bards, thieves and druids or something :)
  • EndarireEndarire Member Posts: 993
    Note that Check the Bodies includes IWDII scrolls and spells for BGII. I notify you of this to prevent technical conflicts and problems.
  • SourSour Member Posts: 30
    Hi, I'm playing with SCS and the Ascension mod with EET. I didn't install anything related to Icewind Dale from the SCS mod. I just started Baldur's Gate 2 and was wondering if it would still be possible to install this mod or should I wait until another playthrough?
  • argent77argent77 Member Posts: 3,197
    edited September 4
    Sour wrote: »
    Hi, I'm playing with SCS and the Ascension mod with EET. I didn't install anything related to Icewind Dale from the SCS mod. I just started Baldur's Gate 2 and was wondering if it would still be possible to install this mod or should I wait until another playthrough?

    This mod should work fine together with SCS and Ascension. If you didn't install the IWD spell components from SCS then installation order doesn't matter either.

    The mod can be safely installed in a running game, as long as you didn't progress too far yet. You might miss some randomly generated container items (mostly spell scrolls), but that's about it.
  • EndarireEndarire Member Posts: 993
    Why do you say that the Dispel Magic fix from Spell Revisions prevents properly finishing this mod? How could they be made compatible?
  • argent77argent77 Member Posts: 3,197
    Endarire wrote: »
    Why do you say that the Dispel Magic fix from Spell Revisions prevents properly finishing this mod? How could they be made compatible?

    Can you elaborate on this?

    That issue was reported over two years ago, and I provided a workaround as well as a fix in this post. There's also a paragraph in the mod's readme about it.
  • SourSour Member Posts: 30
    argent77 wrote: »
    Sour wrote: »
    Hi, I'm playing with SCS and the Ascension mod with EET. I didn't install anything related to Icewind Dale from the SCS mod. I just started Baldur's Gate 2 and was wondering if it would still be possible to install this mod or should I wait until another playthrough?

    This mod should work fine together with SCS and Ascension. If you didn't install the IWD spell components from SCS then installation order doesn't matter either.

    The mod can be safely installed in a running game, as long as you didn't progress too far yet. You might miss some randomly generated container items (mostly spell scrolls), but that's about it.

    Thanks for the reply. I installed it and I didn't bother installing the weapon nurf or the XP nurf because I plan to do it in Amkethran. TOB already has a bunch of +5 and +6 gear that you can only use for a little while before the game ends so I think it will fit in nicely at that point. I also use a 6 person party the whole game and can never hit the 8Million XP cap even with the EE content so this will probably get me closer and make no real difference towards late game TOB anyway. Cool idea and I'll let you know if I run into any bugs.
  • EndarireEndarire Member Posts: 993
    Thanks for clarifying the dispel magic fix install order!
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