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[MOD] Autumn's Twilight (BG2AT)

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  • Curian55Curian55 Member Posts: 46
    Thanks for the explanation. I'm glad you're now able to post updates here. B)

    Regarding your earlier answer to my question (which is no longer available), could you remind me whether the following is correct: Dusk and Fall have banters with each other as well as the standard Beamdog and Bioware companions; however, the two "hidden" companions do not banter with each other, or with Dusk and Fall, but do have some banters with some other companions (but not all). Future revisions, though, will likely expand the banters for the hidden companions.

    Is that more or less correct?
    Thanks!

    Exactly: The other 2 NPCs still don't have their banters completed, which are planned for the future. Fall/Dusk have interactions with each other and with all the game's NPCs (Beamdog and Bioware).
  • shevy123456shevy123456 Member Posts: 371
    So, just a fairly short comment - in a recent test-play, I've noticed that Fall had unique
    traits/spells/abilities; not sure whether I missed these before. I did give her a
    bow this time, as well as Lava's item from one of his mods, and she actually was pretty
    decent as ranged fighter as a result.

    In the later stages of the game, she is actually quite strong with whirlwind and various
    weapons to be used/exchanged (some bows that increase attack speed or have other
    abilities). Crossbows work as well, of course, but Lava's item is rather stylish, so I
    tend to opt for it, visually (and of course due to the extra varied damage, that one is
    extremely useful for many fights). Also Jan typically focuses on crossbows due to the
    fire-crossbow.
  • evildevil97evildevil97 Member Posts: 99
    I went through the spider/lizard dungeon quest. Didn't have Dusk or Fall in the party and am using version 1.1, so some of these complaints or issues might have been solved already:

    Firstly, the UAI skill from the Universality Rune thingy is removed after CTRL-R. I'm guessing that would also be true with death/resurrection.

    Secondly, and I assume this has been fixed with the difficulty options, but the spiders kept one-shotting charname, so I had to rely on CTRL-Y. Hopefully they were toned down.

    Thirdly, and most importantly, the item categories. Most wardstones, especially ones shaped like the ol' Durlag Tower ones, fit in a gem bag. The ones here do not. Ditto a few of the scrolls. That annoyed me, and quickly filled my Bag of Holding.

    Just my opinions and thoughts, of course.
  • Curian55Curian55 Member Posts: 46
    I went through the spider/lizard dungeon quest. Didn't have Dusk or Fall in the party and am using version 1.1, so some of these complaints or issues might have been solved already:

    Firstly, the UAI skill from the Universality Rune thingy is removed after CTRL-R. I'm guessing that would also be true with death/resurrection.

    Secondly, and I assume this has been fixed with the difficulty options, but the spiders kept one-shotting charname, so I had to rely on CTRL-Y. Hopefully they were toned down.

    Thirdly, and most importantly, the item categories. Most wardstones, especially ones shaped like the ol' Durlag Tower ones, fit in a gem bag. The ones here do not. Ditto a few of the scrolls. That annoyed me, and quickly filled my Bag of Holding.

    Just my opinions and thoughts, of course.

    The Universality Rune item has been fixed, but the change will be included in the next update (v1.3).
    Regarding the difficulty, it has been nerfed, and that is already in the current version. When installing the mod, you have the option to play the normal or hard version in relation to enemies, especially Rachnidra/Dreach-naga.
    As for the last point, I need to check if it's feasible to make these key items compatible with the Bag of Holding or similar containers. I'll review it before releasing v1.3 and see if I can modify that part.
  • IseweinIsewein Member Posts: 586
    Will the new NPCs alternatively function as stationary questgivers if you do not plan on recruiting them? I would like to give this a try, but I'm not too fond of the old megamod-era concept of tying expansions to new party members - BG2 is just too full of the latter and having to make room for new ones triggers my analysis paralysis.
  • Kensei_xXxKensei_xXx Member Posts: 243
    Curian55 wrote: »
    ...The Universality Rune item has been fixed, but the change will be included in the next update (v1.3)...

    Since I'm doing an EET Megamod setup atm, any ideas when this approximately might be released?
  • Curian55Curian55 Member Posts: 46
    Isewein wrote: »
    Will the new NPCs alternatively function as stationary questgivers if you do not plan on recruiting them? I would like to give this a try, but I'm not too fond of the old megamod-era concept of tying expansions to new party members - BG2 is just too full of the latter and having to make room for new ones triggers my analysis paralysis.

    Half of the quests can be completed without having the NPCs in the party. I don't think I can make the other half independent of their NPCs, as it wouldn't make sense from a narrative standpoint.
    Kensei_xXx wrote: »
    Curian55 wrote: »
    ...The Universality Rune item has been fixed, but the change will be included in the next update (v1.3)...

    Since I'm doing an EET Megamod setup atm, any ideas when this approximately might be released?

    We're planning to release v1.3 in the coming days (a maximum of 7 days if everything goes well).
  • Curian55Curian55 Member Posts: 46
    Version 1.3 is now available!


    New Content:
    • Completed remaining banters for NPCs Alendir and Cho'Nuja
    Note: The new banters will remain in English. This is to prevent the use of automated translation. If anyone wishes to provide a proper translation into their respective language, please contact me directly.

    General Fixes and Balancing:
    • Fixed version number in the log
    • Verminpiercer no longer requires ammunition
    • Added patch for Cho'Nuja's Guardian Stone (guarded by a Weaver in the Swamp)
    • Fixed issue where Dusk would turn hostile after commenting about Firkraag
    • Added anti-duplication patch for Dusk's custom items
    • Rune of Universality's innate ability now persists through death/revival
    • KEY items in Rachnidra now work properly with container bags
    • Mesothel in Spellhold can no longer be stunned/killed before dialogue (ensures Ice Temple portal opens)
    • Alendir (unconscious in Ice Temple) no longer casts Death Spell during battle
    • Kaiten-kenbu now correctly provides +3 AC bonus
    • Emblem of Valor (Fall's item) now properly grants poison immunity
    • Voragor's petrification now allows saving throw (vs. Spells)
    • Fixed Gemystara incorrectly assuming Fall's death when absent from quest
    • Fixed multiple typos across language files
    • Removed Time Stop from Xsi (balance adjustment)
    • Added Knock abilities:
    1. Baba (Mouse): Innate ability
    2. Kitochi (Cat): Spell



    Download Link V1.3

    https://github.com/evancauteren/bg2-autumns-twilight-mod

    Join our Discord!

    Thank you all for your reports!
  • ThrasymachusThrasymachus Member Posts: 959
    edited April 18
    I've been using version of 1.2 and have very much enjoyed it so far. My party is now in Chapter 6, having just finished up the Dreach-Naga and Rachnidra questline. It's nice to have some additional -- and quite challenging -- Chapter 6 quests!

    I have both Fall and Dusk in the party, and have a couple of questions related to them.

    First, I believe that I've finished up Dusk's questline (the evil cabal of wizards has been defeated). But I haven't come across "Calia's Heartbeat" and "Breath of Lineage" yet. Any hints on where they might be? (I have all the other Dusk-specific items, I think.)

    (EDITED: My second question is answered by the Mod's description.)

    Thanks for any information you can provide. And thanks for such a great mod!
    Post edited by Thrasymachus on
  • ThrasymachusThrasymachus Member Posts: 959
    One further question: what (if anything) can be done with the hydra scales?
    Thanks!
  • Curian55Curian55 Member Posts: 46
    I've been using version of 1.2 and have very much enjoyed it so far. My party is now in Chapter 6, having just finished up the Dreach-Naga and Rachnidra questline. It's nice to have some additional -- and quite challenging -- Chapter 6 quests!

    I have both Fall and Dusk in the party, and have a couple of questions related to them.

    First, I believe that I've finished up Dusk's questline (the evil cabal of wizards has been defeated). But I haven't come across "Calia's Heartbeat" and "Breath of Lineage" yet. Any hints on where they might be? (I have all the other Dusk-specific items, I think.)

    (EDITED: My second question is answered by the Mod's description.)

    Thanks for any information you can provide. And thanks for such a great mod!

    Thanks for your feedback. Calia's Heartbeat (P_WSRNG2) can be found on the pirate island. You need to speak with Kalanda, whom you can find in the central-northern area of the map. Fight his summons — one of them carries the item.

    Breath of Lineage (P_WSRNG1) is held by Puki, the abyssal demon summoned by Valatar (in the Druid Grove encounter).
    One further question: what (if anything) can be done with the hydra scales?
    Thanks!

    As for the Hydra Scales (P_RASCAL), they can be forged into armor by Vidomina — only she has the ability to do so. Talk to her and ask if she can do something with those scales (at her Enclave).
  • ThrasymachusThrasymachus Member Posts: 959
    Thanks for the answer!
    I seem to have missed the Kalanda encounter entirely. And I must have overlooked the item left by the demon summoned by Valatar.
  • ThrasymachusThrasymachus Member Posts: 959
    I thought I would mention that once Vidomina is in Athkatla the dialogue option to do something with the hydra scales does not appear. So I guess she will only forge the item in her Abyssal Enclave?

    I'm fine with missing the 2 Dusk items (that's how things go) and will continue the game without them. But out of curiosity I consoled the items to see what the entire set would create. However, no dialogue option appears from Maythus, even though I have all the items mentioned in the Leprechaun forging book (after consoling the two rings into my PC's inventory).\

    Anyhow, thanks again for the excellent mod.
  • Curian55Curian55 Member Posts: 46
    edited April 19
    I thought I would mention that once Vidomina is in Athkatla the dialogue option to do something with the hydra scales does not appear. So I guess she will only forge the item in her Abyssal Enclave?

    I'm fine with missing the 2 Dusk items (that's how things go) and will continue the game without them. But out of curiosity I consoled the items to see what the entire set would create. However, no dialogue option appears from Maythus, even though I have all the items mentioned in the Leprechaun forging book (after consoling the two rings into my PC's inventory).\

    Anyhow, thanks again for the excellent mod.

    There must be a bug. Console this too: "p_stf1" (if you have Dusk's upgraded personal quarterstaff, drop it on the ground first) and try it again
    Next update I'll be fixing that.

    Thank you.
    Post edited by Curian55 on
  • ThrasymachusThrasymachus Member Posts: 959
    Unfortunately, that didn't work (dropping the upgraded quarterstaff and consoling in "p_stf1").

    However, I dropped the upgraded boots ("Path of the Ancestors") and consoled in the original boots. That, with the original staff (and the upgraded staff and boots out of my inventory) did the trick.

    I take it that the improved staff ("Royal Avenger") is supposed to replace the upgraded staff ("spear-staff")?
    (I think I actually prefer the spear-staff because of its ranged ability, so I don't feel quite so bad about missing the Kalanda encounter now.)
  • Curian55Curian55 Member Posts: 46
    Unfortunately, that didn't work (dropping the upgraded quarterstaff and consoling in "p_stf1").

    However, I dropped the upgraded boots ("Path of the Ancestors") and consoled in the original boots. That, with the original staff (and the upgraded staff and boots out of my inventory) did the trick.

    I take it that the improved staff ("Royal Avenger") is supposed to replace the upgraded staff ("spear-staff")?
    (I think I actually prefer the spear-staff because of its ranged ability, so I don't feel quite so bad about missing the Kalanda encounter now.)

    Right, in AT there are upgrades for Dusk's quarterstaff and the boots from the WS set. If both items are upgraded, the Royal Avenger cannot be obtained. I'll fix the part about the boots for the next update.

    Cheers.
  • shevy123456shevy123456 Member Posts: 371
    The README refers to a mysterious (mighty) mouse. Any hint where this mouse could be found? The cheeky cat is sometimes hungry ...
  • Curian55Curian55 Member Posts: 46
    The README refers to a mysterious (mighty) mouse. Any hint where this mouse could be found? The cheeky cat is sometimes hungry ...

    It's the mouse summoned by Bellfame, the nymph you can summon from Mir's ring (you get it if you follow the Dusk Good path). The mouse has some thief abilities and can interact with certain NPCs.


    usq9h2isyeu7.png
  • ThrasymachusThrasymachus Member Posts: 959
    edited May 8
    I'm afraid that I have a further question about this mod. :)

    I'm in ToB now with Dusk in the party and his only dialogue with the PC (so far) is a bit odd:
    D : I've thought about returning to Shilmista after this. Maybe Maythus will accompany me.
    PC: It seems like a good idea Dusk. What will you do there?
    D : Well... my relationship with the elves is good. Maybe I'll learn a little more about Mielikki. Some questions about my future after you remain uncertain.
    PC: Hm ... I'm certain you'll be able to resolve it on your own, Dusk. Let's continue.
    D : So be it, PC,. I won't bother you.

    What seems odd to me about this exchange is that there was only one option available in response to what Dusk says (the "Hm... I'm certain..." one).

    I feel like an alternative is missing, but perhaps i'm reading too much into the "I won't bother you" reply from Dusk?
  • Curian55Curian55 Member Posts: 46
    I'm afraid that I have a further question about this mod. :)

    I'm in ToB now with Dusk in the party and his only dialogue with the PC (so far) is a bit odd:
    D : I've thought about returning to Shilmista after this. Maybe Maythus will accompany me.
    PC: It seems like a good idea Dusk. What will you do there?
    D : Well... my relationship with the elves is good. Maybe I'll learn a little more about Mielikki. Some questions about my future after you remain uncertain.
    PC: Hm ... I'm certain you'll be able to resolve it on your own, Dusk. Let's continue.
    D : So be it, PC,. I won't bother you.

    What seems odd to me about this exchange is that there was only one option available in response to what Dusk says (the "Hm... I'm certain..." one).

    I feel like an alternative is missing, but perhaps i'm reading too much into the "I won't bother you" reply from Dusk?

    I see you have Dusk Good in your party. Yes, you're right—during that talk, you'll get two additional dialogue options as long as you have certain items.
    If you've completed Dusk's quests, you'll have received an emerald sword, which will have been upgraded to Lux or Lux Triumphans (p_swgoo3, p_swgoo4). This unlocks one extra dialogue option.
    Another option is a bit more secret: you need to have the Upgraded Ring of the Mir Forest (p_belrn2). To upgrade it, you must have Bellfame talk to Dusk (two conversations in total) before completing the third quest (The Revenge of the First Sword).

    These three dialogue choices will lead to three different endings for Dusk Good.
  • ThrasymachusThrasymachus Member Posts: 959
    edited May 9
    Thanks for the quick reply.
    I thought I completed Dusk's quests. Nothing in my journal indicates anything missing. I did receive an emerald sword but I don't recall an option to upgrade it. (I also have a sword called "Epicus Furor" which is described as an "emerald sword" as well.)

    As for the upgraded ring, I waited too long before having those dialogues. Oh well.
    ETA: Maybe the option to update the emerald sword required a choice -- I upgraded the staff, armour, and the anti-undead [Cromyrean] sword. Dusk has an extra Purple Dragon amethyst but the option to upgrade something with it was never offered by Maythus. (I'm using version 1.2 of the mod, so perhaps this is something that was fixed later.)
    Post edited by Thrasymachus on
  • SatSat Member Posts: 29
    edited May 20
    A big thanks for the mod and the hard work behind. The graphics, the music, the stories, it is very very impressive. Just finished, the soa dungeon and curious to know if there is more to expect, are there more TOB quests or something related with Alendir or Cho?

    Playing with the hard version on insane, and the difficulty was very manageable (the marathon return without rest is very nice). Morgrath fight was maybe too easy once well prepared compared to expectations.
    On the tactical part, it was lacking call for help as you can safely remove some enemies one by one. Enemies appeared a bit dumb with no possibility to remove invisibility or always targeting protected npcs.
    Exception was the last fight on Dusk quest that became surprisingly hard with Tactics Remix.

    I would like to share a similar feedback than others about the abundance and easy availability of overpowered items/competences (Rune of universality, Balduran cloak, many many others...). It is somehow limiting replayability and general game balance.

    I also noticed the following minor inconsistencies (or mod conflict)
    - Bonus APR for the Shadow Slingers is applied to all weapons
    - Personal items can be used with UAI (contrary to Jan jansen armor for example)
    - HaerDalis scroll will bring his magic resistance to max

    Thanks again for having dedicated so much time in this very polished mod.
  • Curian55Curian55 Member Posts: 46
    Thanks for the quick reply.
    I thought I completed Dusk's quests. Nothing in my journal indicates anything missing. I did receive an emerald sword but I don't recall an option to upgrade it. (I also have a sword called "Epicus Furor" which is described as an "emerald sword" as well.)

    As for the upgraded ring, I waited too long before having those dialogues. Oh well.
    ETA: Maybe the option to update the emerald sword required a choice -- I upgraded the staff, armour, and the anti-undead [Cromyrean] sword. Dusk has an extra Purple Dragon amethyst but the option to upgrade something with it was never offered by Maythus. (I'm using version 1.2 of the mod, so perhaps this is something that was fixed later.)

    The Emerald Sword is upgraded throughout Dusk's quests.
    One of the upgrades happens when you defeat Puki, the demon of Valathar. The other two are offered by Mathyus (as long as you have the upgraded Emerald Sword in your party) when you reach the final quest. Epicus Furor is not this Emerald Sword — it was actually one of the first items designed for the mod but was discarded, then later added back as a purchasable item during Rachnidra's quests.

    As for the extra Amethyst Gem, it's meant to be used to upgrade Dusk's personal armor. However, to do so, you first need to enhance it using the recipe book given to you by the Leprechaun.
    Sat wrote: »
    A big thanks for the mod and the hard work behind. The graphics, the music, the stories, it is very very impressive. Just finished, the soa dungeon and curious to know if there is more to expect, are there more TOB quests or something related with Alendir or Cho?

    Playing with the hard version on insane, and the difficulty was very manageable (the marathon return without rest is very nice). Morgrath fight was maybe too easy once well prepared compared to expectations.
    On the tactical part, it was lacking call for help as you can safely remove some enemies one by one. Enemies appeared a bit dumb with no possibility to remove invisibility or always targeting protected npcs.
    Exception was the last fight on Dusk quest that became surprisingly hard with Tactics Remix.

    I would like to share a similar feedback than others about the abundance and easy availability of overpowered items/competences (Rune of universality, Balduran cloak, many many others...). It is somehow limiting replayability and general game balance.

    I also noticed the following minor inconsistencies (or mod conflict)
    - Bonus APR for the Shadow Slingers is applied to all weapons
    - Personal items can be used with UAI (contrary to Jan jansen armor for example)
    - HaerDalis scroll will bring his magic resistance to max

    Thanks again for having dedicated so much time in this very polished mod.

    Thanks for your feedback.

    - Bonus APR for the Shadow Slingers is applied to all weapons.
    This was designed that way because, as a drawback, they can only assign a very limited number of proficiency points to weapons.

    - Personal items can be used with UAI (contrary to Jan Jansen's armor, for example).
    The usage restrictions for some characters' custom items (like Jan's armor) are defined based on specific aptitude scores. Since those scores can shift in characters like Dusk or Fall, I chose not to add such restrictions — though I might include them in future updates, to enforce more limitations even with UAI.

    - Haer'Dalis' scroll will bring his magic resistance to max.
    That's strange — it should only add 10%. I’ll look into it, thanks for pointing it out.

    As for the future of the mod, more quests for ToB are planned, but that’s still far off. I'm currently working on additional quests for Alendir, which will become available after completing Rachnidra’s dungeon. However, development has just started, so it will likely take some time before release.
  • SatSat Member Posts: 29
    Nice to see that you will continue to improve this mod.
    For Haer'Dalis, the +10% applied correctly when scroll is consumed but by removing/putting any armor the value moved up to 127% - observed on 1.3 and 1.2 versions.
  • ThrasymachusThrasymachus Member Posts: 959
    edited May 21
    The Emerald Sword is upgraded throughout Dusk's quests.
    One of the upgrades happens when you defeat Puki, the demon of Valathar. The other two are offered by Mathyus (as long as you have the upgraded Emerald Sword in your party) when you reach the final quest. Epicus Furor is not this Emerald Sword — it was actually one of the first items designed for the mod but was discarded, then later added back as a purchasable item during Rachnidra's quests.

    As for the extra Amethyst Gem, it's meant to be used to upgrade Dusk's personal armor. However, to do so, you first need to enhance it using the recipe book given to you by the Leprechaun.

    Thanks for this information. However ....
    I've had the Emerald Sword in Dusk's inventory since the sphere was transformed (the version that grants +1 AC, +5% physical damage resistance, + 1 attack/round, and does 2d4+3+1 damage). An option to upgrade it futher was never offered, as far as I recall. I defeated Puki, but I don't remember this option being available. I do remember having options for the armour and quarterstaff.

    As for the Amethyst Gem, I already used one to upgrade Dusk's personal armour. The version I now have is:
    "Salus": +2 STR, +25% MR, +10% physical damage resistance, -2 AC.

    Is there an even better version? I'd be surprised if there is, as that version is pretty amazing.

    Nonetheless, I still have an "extra" Amethyst Gem somehow.

    Anyway, this is no big deal. The mod is great fun. Thanks for creating and sharing it!
  • Curian55Curian55 Member Posts: 46
    Thanks for this information. However ....
    I've had the Emerald Sword in Dusk's inventory since the sphere was transformed (the version that grants +1 AC, +5% physical damage resistance, + 1 attack/round, and does 2d4+3+1 damage). An option to upgrade it futher was never offered, as far as I recall. I defeated Puki, but I don't remember this option being available. I do remember having options for the armour and quarterstaff.

    As for the Amethyst Gem, I already used one to upgrade Dusk's personal armour. The version I now have is:
    "Salus": +2 STR, +25% MR, +10% physical damage resistance, -2 AC.

    Is there an even better version? I'd be surprised if there is, as that version is pretty amazing.

    Nonetheless, I still have an "extra" Amethyst Gem somehow.

    Anyway, this is no big deal. The mod is great fun. Thanks for creating and sharing it!

    Regarding this:
    I've had the Emerald Sword in Dusk's inventory since the sphere was transformed (the version that grants +1 AC, +5% physical damage resistance, + 1 attack/round, and does 2d4+3+1 damage). An option to upgrade it futher was never offered, as far as I recall. I defeated Puki, but I don't remember this option being available. I do remember having options for the armour and quarterstaff.

    This is what I can answer you:
    When you take the demon's heart, Dusk either purifies or destroys it, which causes the Emerald Sword to improve. You must take Puki's heart, and Dusk will start a conversation.
    Regarding the other item, if you have the armor, then the other item you can upgrade is Dusk's custom sword, the Cormyrean sword (same as the armor, the sword must be upgraded first via Michelson's recipe. In total, you can get 2 amethysts, which correspond to upgrading 2 items. (If you had more than 2 amethysts, then it's a bug lol)
  • ThrasymachusThrasymachus Member Posts: 959
    Thanks again! Yes, I think I ended up with an extra amethyst. B)
    I must have missed the heart. I'm not used to summoned creatures leaving items, so I missed it as well as one other item from another encounter. I guess this gives me a reason to include Dusk again in a future play through! (Although he ended up being plenty powerful with what I did collect/upgrade.)

  • shevy123456shevy123456 Member Posts: 371
    I am currently doing a run-through again; Fall is in the party. She wants this aegis hide (I think). I bought it, and normally this triggers a continuation, but this time it seems that something is disturbed - she has the hide in her inventory but she does not respond. This may not be a problem in the mod, mind you, as I sometimes run into this issue where seemingly the "game stack" is not continued (or, continued oddly) - just reporting this, perhaps there is something that can be improved in the script. (I don't encounter this problem with regard to Dusk, by the way; see also older situations where the cheeky can does not show up or then does not continue its speech at a later time. I understand this is not the best bug report, but it is a bit difficult to precisely indicate at which point something appears to be messed up. For instance, the basilisk quest all seems to work very well right now; just the aegis hide does not seem to trigger any follow-up.)
  • Curian55Curian55 Member Posts: 46
    I am currently doing a run-through again; Fall is in the party. She wants this aegis hide (I think). I bought it, and normally this triggers a continuation, but this time it seems that something is disturbed - she has the hide in her inventory but she does not respond. This may not be a problem in the mod, mind you, as I sometimes run into this issue where seemingly the "game stack" is not continued (or, continued oddly) - just reporting this, perhaps there is something that can be improved in the script. (I don't encounter this problem with regard to Dusk, by the way; see also older situations where the cheeky can does not show up or then does not continue its speech at a later time. I understand this is not the best bug report, but it is a bit difficult to precisely indicate at which point something appears to be messed up. For instance, the basilisk quest all seems to work very well right now; just the aegis hide does not seem to trigger any follow-up.)

    Hi, thanks for the report. These are the three conditions required for the conversation to trigger once the party has obtained the item:
    PartyHasItem("LEAT20") // Party has Aeger's Hide
    Global("P_Fall_SP3_1","GLOBAL",3)
    Global("P_Fall_SP3_AEGER","GLOBAL",0)
    The Global("P_Fall_SP3_1","GLOBAL",3) condition indicates that the party has already received Fall's quest to obtain the armor.
    Is that quest currently active in the Journal?
  • shevy123456shevy123456 Member Posts: 371
    edited June 6
    You are quite right - interestingly it actually triggered when I returned to the computer just now, so it was in the "queue" or whatever else is used by the game engine; so the above statement I made has to be amended, it actually works fine as it is. (I could swear this was triggered earlier, in other play-throughs, without delay, but I seem to have some overall stacking problem right now, perhaps due to another mod. For instance, kicking out party members does not trigger a dialogue, but when I leave the game map, and return, they seek out the leader and ask why they are kicked out. Perhaps this is from the updated tweaks mod, not sure yet.)

    Thanks for the quick feedback.
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