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[mod] Xikâsz's Grove of Chaos

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  • paladin84paladin84 Member Posts: 88
    Ok, make sense. Meanwhile I translated the mod into Russian. Can you update the mod with the Russian translation, please? It can be taken from here: https://github.com/abalabokhin/GroveOfChaos_rus, just these files: https://github.com/abalabokhin/GroveOfChaos_rus/tree/main/translations/russian and changed tp2 file: https://github.com/abalabokhin/GroveOfChaos_rus/blob/main/GroveOfChaos.tp2
    Thank you, in advanced.
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 67
    I believe you cannot on one hand offer a story in which you refer lore introduced with Ravenloft, and on the other hand offer nothing and leave literally anything for player to guess, because that would cause a barrier for those that know nothing about Ravenloft and the Domains of Dread. Furthermore...

    I personally enjoyed the backstory and references to the layout and structure of Ravenloft. While I could understand that it might have used terms that players and DMs might use to describe the setting and not necessarily be the way an in-world character would speak, it did not break immersion for me, especially since I am not that familiar with the Ravenloft setting. The conversations with Xikâsz felt natural and I genuinely felt like I was learning more about where he came from. I'd like to see more Ravenloft adventures incorporated into the IE games.

  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Thanks!

    The translation is now included in the mod.
    I'd like to see more Ravenloft adventures incorporated into the IE games.

    I know you saw the series, but those that feel the same should try out The Dreadful Tales series.
  • Kensei_xXxKensei_xXx Member Posts: 492
    edited November 2025
    Hey Lava,

    Just wanted to report a small issue when recruiting Xikasz;
    When you have to deal the last time with him in the cave and he follows you downstairs, his script for surrendering isn't triggered when his HP drop low enough. He's just standing there doing nothing but taking punishment. I think you somehow connected the script to the area, where you're facing him?
    However, recruting him on the upper floor works without any flaws.
    Post edited by Kensei_xXx on
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Yeah, I will fix it at some point. I think he wasn't supposed to leave the area.
    To others,: please, don't try to lure him out of his area.
  • ErykErykErykEryk Member Posts: 115
    newest version after reinstal works without crashes. what an amazing work on area design! beautiful. And norQ translation as always on point. I like how he's using a little more vintage words with certain elegance
  • norQnorQ Member Posts: 13
    @ErykEryk thank you for your kind words ;-)

    As for the mod — it's quite unusual as it gives us two main components: a quest and a full-fledged companion.

    I don't want to spoil anything, therefore I'm not going to delve into a detailed description but I believe that, again, it shows @LavaDelVortel's love for the horror genre.

    When it comes to the character, Xikasz, is a tri-class companion (Fighter/Wild mage/Thief) — he's a decent tank/damage dealer, especially after acquiring Stoneskin, he's also a fully capable Thief so you won't have any issues with locks/traps.

    Xikasz is quite a pessimisstic fellow with lots of stories to tell about the horrifying universe of Ravenloft. I had no idea of Ravenloft's existence and it's always nice to be presented with unknown bits of lore.

    I can also see some resemblance to Xan here but I'm unsure if it's intended or not.

    Anyways, thanks for another great addition to IWD! <3
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Yes, I intentionally wanted to add an Xan-like character, while also avoiding making it a copy of the beloved Moonblade wielder. I wanted him to have a different kind of story and touch on some other themes.
  • Kensei_xXxKensei_xXx Member Posts: 492
    edited February 12
    When first playing the mod, I was pretty suprised and also impressed by the enemies, especially the...
    Pack of Gnoll Vampires

    Are they common lore or did you come up with it yourself?
  • ChitownWillieChitownWillie Member Posts: 24
    I know minimum XP to start is 10,000 - Just curious about the recommended level for a challenging but do-able playthrough.

    Thanks.
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    It greatly depens on the party, who you have... for example, having Arszyk can meke some enemies easier. Same if you have a powerful cleric who can summon undead creatures etc.

    I would say do it after the Temple of the Forgotten God and see how it goes. The mod is designed the way so if you decide it's too difficult, you may still leave and return there later on.
  • IncrementisIncrementis Member Posts: 132
    Good morning Lava DelVortel,

    I am currently playing this mod and encountered a bug. It isn't necessarily game-breaking, as it can be prevented by loading an older save state.

    ISSUE:
    When meeting Xiksasz a second time in the dungeon, he turns hostile toward the party. If the party leaves the area, he and his units follow the group. (Depending on whether he has summoned them yet: if you leave the area before he summons them, only Xiksasz follows the party to the new area.)

    If he is nearly dead, he does nothing, does not trigger any dialogue, and never teleports away.
    r7rh4f6r2sgt.png




    GAMEPLAY:
    Please note this before deciding on a solution: leaving an area is a valid strategy. If players realize an enemy is too strong, they should have the option to flee.

    While doing so, the player can set traps across the area to either reduce enemy numbers or slow them down, giving the retreat a higher chance of success. After that, further preparations and tactics can be planned—new gear can be bought and new spells prepared in Kuldahar, which may make the fight easier.

    I think this is a valid way to gain meta-knowledge about an enemy rather than just losing a fight and reloading. It also creates great roleplaying opportunities—if a party member dies while retreating, that becomes a meaningful part of the story if the player chooses to accept it.
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    In this room, I always had a specific strategy in mind: our "mysterious elf" was supposed to use summons (both as fighters and a shield from his enemy - the player's party) and stay in the room until he could carefully move on with his quest OR unless he is seriously wounded. That means running between chambers would be somewhat reckless - he was always supposed to stay in the room, along with his summons.

    Thanks for the report: he won't leave the room in the new version (it's available already), whil PC may still leave (in case PC wanted to check other areas first and/or someone needed to go back and buy some stuff).

    Cheers
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