when i run IWDIIee.exe as admin he give me this message : "Aborting installation of [Class Revisions], rolling back to previous state
Will uninstall 0 files for [IWD2EE.TP2] component 0.
Uninstalled 0 files for [IWD2EE.TP2] component 0.
Impossibile trovare il file specificato.
ABORT: Did you move, rename or copy your IWD2 game folder? This will cause a lot of bugs in-game because the game doesn't know where the new game folder is.
To fix this, open the file icewind2.ini in Notepad or another text editor, and find the lines that say something like this:
" as u can see the folder is intact and no change has been done and ask to a "[IWD2EE.TP2]" file that's already in the folder as u see.
he abort all the installation
Hello. I can't get this to work. I've installed the original game from CD and unzipped the iwd2ee-v3.3.3 contents into the game folder before installing them. I am not using any mods or drawfix. When I click on the green IWD2EE icon, the mouse icon whirs for a bit, then nothing happens. Please help!
The Alt key will highlight doors/chests/etc if that's what you are referring to. I saw on the discord that the devs are making some updates to those highlights in the future, like highlighting all characters you can talk to on the screen.
Hi,
I'm in Chapter 2 at the 'Entrance to the ice temple' area.
I've picked up the Amulet of Auril but the door leading to the 'Hallway/Area 5' where you fight the Queen Rhemoraz is not interactable.
All other doors are working correctly. I saw on another forum someone have the same issue a few years back.
If I painfully restart the chapter could the script fix itself?
I don't know how to enable and use the cheat console to teleport my party.
after I have tested this mod, the so-called "Enhanced Edition", I wrote my impression.
If you enjoy IWD2, you should stay away from this mod or at most maybe only install a few elements of it, otherwise you will get a completely wrong impression of such a wonderful game. Actually, this mod is for those who want to try something crazy because good and normal gameplay has become boring for them.
I understand that all of this took a lot of time, but the question is why do you invest so much time in things that are not necessarily important. Why tons of new spells and skills when the game had more than enough? This just makes the game confusing and most of the new spells aren't even good. Pickpocketing is a disaster. The mod is extremely unbalanced. Every monster is a mini-boss and every mini-boss is a boss.
The mod has 40 elements but only very few of them are really useful, everything else just drags the game down. The fact that the game plays more smoothly and the loot system are positive elements. Some other elements were included in other mods (tweaks anthology,...)
They have implemented a new mechanic from the Witcher games? The one with the silver weapon... You can only shake your head.
The term "Enhanced Edition" has clearly been misused here.
I stick with: IWD2-Vanilla+Widescreen-Mod, tweaks anthology+iwd2fixpack+iwd2-ease-guifix and have a better gaming experience as a result.
Who in the hell is this post actually addressing? You do realize that you posted this on the mod's actual discussion forum, right?
Would it have killed you to add some constructive criticism instead of just trying to tell people to stay away from it?
Sheesh.
You have to learn to read more carefully. Everything you want to know is there, including criticism.
I've noticed in almost every thread you comment, people tell you that you are being an asshole (some of them are slightly more polite than that, but just barely). I think you should probably learn something from this. You need to stop going onto mod threads and telling people not to download the mod or that it ruins the game. That is insulting, not criticism.
OlvynChuru has said that he never plans to have a "final release" since there will always be possible bugs to fix or new features to add. But I haven't seen anything about a new update coming soon. Ever since the "official" release back in 2023, the updates have been much more spread out, about once every 6 months.
Hello @Acrux2, thanks for the answer and Info, i played the game in the end of the year 2024 and it was a great time to see what modders are doing for wonderful Work, thanks at all
Hello, and thanks for your work here. I am on Ubuntu 22.04, Icewind Dale 2 EE mod, wine 10.10 (Staging). cnc-ddraw 7.1, default settings (ddraw.ini). When I move the in-game characters one by one they are moving smoothly, but when I move all 6 of them together, or casting multiple spells, the game lags. Is there anything I could try, settings-wise, or in other way? I have tried various ddraw.ini settings combinations, with and without CSMT, but it persists. A guess is this happens when things get a bit more cpu-heavy (multiple player character pathing, many enemies on screen, etc). Any suggestions? Thanks in advance.
EDIT: Tried a fresh install, base game (no EE mod), with the widescreen mod. There is no problem there, the game runs normally.
Apologies if this has been asked before, but I am playing IWD2 EE mod and all is working pretty great until I got to Valin and try to give him the Braegh, it says "No Valid Replies or Links".
I am running the EE mod without any additional mods just for clarity or troubleshooting, any body know of a fix, or just work around it and leave the quest incomplete?
Apologies if this has been asked before, but I am playing IWD2 EE mod and all is working pretty great until I got to Valin and try to give him the Braegh, it says "No Valid Replies or Links".
I am running the EE mod without any additional mods just for clarity or troubleshooting, any body know of a fix, or just work around it and leave the quest incomplete?
Apologies if this has been asked before, but I am playing IWD2 EE mod and all is working pretty great until I got to Valin and try to give him the Braegh, it says "No Valid Replies or Links".
I am running the EE mod without any additional mods just for clarity or troubleshooting, any body know of a fix, or just work around it and leave the quest incomplete?
Thanks in advance for your help!
Are you sure you're on a recent build? I checked on Discord but I only see one reference to that error and it's from a fix in 2023.
It looks like there was actually an update yesterday. Maybe that will help?
Hi, I found this thread after being inspired to go back to IWD2 recently. This mod looks great! However, I have a couple questions that I am hoping someone might be able to clear up.
For the 'More accurate saving throws' component, what is the difference between original and new? I assume this varies from creature to creature, but if it's possible to generalize I would be very interested to know. Every creature suddenly having +6 to saving throws on average would be a lot more challenging than +2.
Hearing from some other players who've tried this mod, they said the damage resistance on armor felt bad, and my instinct is that it doesn't sound very fun. However, I know from playing the game ages ago that base IWD2 suffers hard from 'heavy armor bad'. I opted to use proper point-buy with scaling cost which should help that a bit, but does the mod try to account for/rectify this design issue in other ways like e.g. better magic armors or more lenient max dex bonus on armors in general?
[...]
Hearing from some other players who've tried this mod, they said the damage resistance on armor felt bad, and my instinct is that it doesn't sound very fun. However [...]
Based on some past discusssions, a factor that influences if players like or dislike the DR per armor depends on if you plan on playing a more normal/Core difficulty playthrough or a really hard/insane difficulty. Those who play on the highest difficulties don't mind the DR, as damage is insanely high anyhow and they rarely use ordinary attacks that do mild damage (i.e. shooting just two arrows, darts, slings). But, for my part, playing on Core, I really did not want the DR on armor. I rest my party as little as possible and my characters do sometimes use some attacks like bows and slings that do mild damage, but they would do practically nothing on some enemies with the DR component on. I also liked that what rare DR I did get in game (without that component) from special armors or from my Barbarian perks felt unique and sought after.
Another factor is that I use the max HP option set in-game, so I don't really need the extra DR to survive when damage gets through. I found that the game had a good feel that way and enemies also did not have that extra DR. That said, on all difficulties, the main trick is to avoid being hit at all.
Note : in case it is not clear, I have not tested with DR on enough to know for sure.
The DR for ranged weapons is the most affected. Because of how the reduction gets calculated in IWD2, the damage from bows, crossbows, slings, axes, etc. gets reduced by both their base damage type AND reduced by missle DR - the sum of both is counted. But that's not all enemies by any means and things like magic ammunition overcomes it anyway. People have done all ranged parties without problem.
That being said, as Baraz alludes, it's very much a preference. If you use characters with high Strength and 2 handed weapons as an example, then the DR won't matter too much. If you use a 2 weapon fighter who usually have high Dexterity and moderate Strength that character will feel it more.
Armors are much, much, much better in IWD2EE with all kinds of new powerful ones and there are even new feats for making them better - removing DEX penalties for light armor and so on. I don't think heavy armor is bad in IWD2EE at all, with or without the DR component.
Regarding "more accurate saving throws" - it really is a rebalance, or a correction. It mostly increases some enemy Reflex and Will saves, since in the base game Fort saves were the only ones that mattered and the rest were very low. The description says "This component adjusts all enemy saving throws in the game, making them roughly equal to the player's saving throws at the same level. Thus, a level 10 enemy fighter will have similar saving throws to a level 10 fighter in the party."
Alright, back with more questions. My Druid just got to level 5 for wild shape, and I see that in addition to different forms, the existing ones also seem to behave differently. For example, the Winter Wolf for some reason has 18 Str 13 Dex which is the opposite of what the GameBanshee shapechange tables say, and it isn't getting any generic bonus to AC either. Is there a resource for seeing what the actual stats of the new Wild Shapes are?
It also seems really weak even with a point in Improved Wild Change. With the aforementioned 13 dex, 0 generic armor and no +AC items working it is stuck at 16 for me, which is rather pathetic and worse than just...any character with some dex and Mage Armor. I get it's not a frontliner but it's not like the breath is easy to use from the backline without hitting half the party.
It also makes me worried for the forms that ARE melee since attack bonuses on strong enemies are already at +20 by halfway through chapter 1 which, as an aside, I am hugely not a fan of. Sure these enemies are beatable with powergaming + crowd control but with just how many encounters this game has there is no way this is fun for anyone right? I checked the base game stats for some bosses around this part and they seem quite a bit lower. Will uninstalling the Creature Revisions fix this? It would be a pity since I enjoy the other stuff (spellcaster improvements, better item usage etc) but these ludicrous AB on a special monster every 5 feet just makes things waaaay too tedious. I tried reducing the difficulty and it had no discernible effect.
Online guides for IWD2 mostly aren't applicable for EE if you are using the class modification component since so much about character building has changed. Right clicking on the ability will bring up a context window with information on that ability. Wild shape also takes your base stats into account and applies whichever is higher. But those numbers sound low.
+20 attack bonus doesn't sound right unless you are playing on insane difficulty or HoF.
Can you list which components you installed? There's a Weidu text file in the game folder that will have those.
Online guides for IWD2 mostly aren't applicable for EE if you are using the class modification component since so much about character building has changed. Right clicking on the ability will bring up a context window with information on that ability. Wild shape also takes your base stats into account and applies whichever is higher. But those numbers sound low.
+20 attack bonus doesn't sound right unless you are playing on insane difficulty or HoF.
Can you list which components you installed? There's a Weidu text file in the game folder that will have those.
Thanks for the reply! I am not surprised it is different, to be fair, but some at least vague idea of the changes like 'base stats are taken into account for wild shapes' would be nice in the documentation. I also noticed monk wisdom bonus to AC does not stack which googling tells me it apparently did in the original game. This stuff makes it pretty tough to make a shapeshifter build.
I left my physical stats all low so I have 10Str, 12Dex, 12Con so comparatively Winter Wolf gives +8Str and +1Dex which still seems odd to me, but oh well. I don't mind recreating the character more martially focused if needed.
I have attached my logfile. I installed a bunch of HoF components, but I definitely am not playing HoF - my party started level 1, all the gear with HoF variants are vanilla, the prologue goblins were easy, quest-reward XP is appropriate for vanilla, etc. I have also attached a screenshot of the first guy in Goblin Warrens level 2, Pusmug, with +15 attack bonus - a bit lower than e.g. the generic Ogres outside the Warrens who were at +19 or a couple of the nastier dudes in Warrens 1, but this was the easiest to engage with my saves. He also has 3 attacks/round and beats up my tanks real fast like all the other ones. This is before buffs, he gets up to +18/19 or so if the Shaman gets to buff. Regular Orogs in the fight seem to have +7 AB baseline which is still enough to get hits in but nowhere near as oppressive.
To clarify on the base stats, the wildshape checks whether your character's normal form or the wild shape has a higher value and applies that. You are right, though, that I don't think that's documented in the class overview. (Most things that changed are documented somewhere in the game. It's actually really nice for in-context help, but if you are looking for something specific or don't know where to look it can be frustrating.)
The monk Wisdom bonus to AC DOES get applied to shapeshifting, but your number of monk levels must be equal to or greater than the equivalent number of levels to be eligible for that shapeshift. So, no more 1 level dips of monk for druids! This is documented in the monk class overview.
The winter wolf is the first wildshape, so don't expect it to be a tank. It's mostly used for "hit and run" tactics as it's breath weapon can be very effective (at will ability) and will stack with Auril's Blessing spell.
I'm not sure what to make of that attack. The goblin warrens has some tough fights, but I don't remember anything that seemed out of the ordinary. I don't have a save file from there right now to check, though.
I noticed in the Weidu that you installed a component from Ease of Use. Make sure you apply the compatibility patch (included in the IWD2EE download) after installing any other mods. I don't think in the case of infinite stacking it could be causing issues, but it is a recommended best practice.
Also, I strongly recommend joining the Discord. It's much more active than this discussion page and OlvynChuru and Bubb frequently comment too.
Thanks for the review. I didn't notice that part about Monk levels for AC bonus, and didn't think to check it since dip worked fine outside wild shape. I guess I gotta remake that character anyway then!
The infinite stacking I installed partway through after I already noticed the AR issue albeit to a lesser extent, so I doubt it is related. I didn't think it would warrant compat patch on its own but I'll give it a try. If it doesn't change anything I'll try the discord tomorrow or so.
Comments
when i run IWDIIee.exe as admin he give me this message : "Aborting installation of [Class Revisions], rolling back to previous state
Will uninstall 0 files for [IWD2EE.TP2] component 0.
Uninstalled 0 files for [IWD2EE.TP2] component 0.
Impossibile trovare il file specificato.
ABORT: Did you move, rename or copy your IWD2 game folder? This will cause a lot of bugs in-game because the game doesn't know where the new game folder is.
To fix this, open the file icewind2.ini in Notepad or another text editor, and find the lines that say something like this:
[Alias]
HD0:=C:\Program Files (x86)\Black Isle\Icewind Dale II
CD1:=C:\Program Files (x86)\Black Isle\Icewind Dale II\Data\
CD2:=C:\Program Files (x86)\Black Isle\Icewind Dale II\CD2\
" as u can see the folder is intact and no change has been done and ask to a "[IWD2EE.TP2]" file that's already in the folder as u see.
he abort all the installation
1. Make sure the 2.01 patch is installed https://www.gibberlings3.net/files/file/952-official-patches-icewind-dale-ii/
2. Make sure that the file paths in icewind2.ini point to where the game is actually installed if it's not in the default location.
These are the important lines:
[Alias]
HD0:=C:\Program Files (x86)\GOG Galaxy\Games\Icewind Dale 2
CD1:=C:\Program Files (x86)\GOG Galaxy\Games\Icewind Dale 2\data\
CD2:=C:\Program Files (x86)\GOG Galaxy\Games\Icewind Dale 2\cd2\
Selected 1920x1080 for resolution or aspect ratio as that was what was in my laptops settings.
The window is very small when I enter the game.
How do I go about making the window larger?
Thank you.
Many thanks.
Is there any option to have a keyboard shortcut for 'Highlight Interactives'?
Cheers.
Is there any option to have a keyboard shortcut for 'Highlight Interactives'?
Cheers.
I'm in Chapter 2 at the 'Entrance to the ice temple' area.
I've picked up the Amulet of Auril but the door leading to the 'Hallway/Area 5' where you fight the Queen Rhemoraz is not interactable.
All other doors are working correctly. I saw on another forum someone have the same issue a few years back.
If I painfully restart the chapter could the script fix itself?
I don't know how to enable and use the cheat console to teleport my party.
Thanks in advance!
I've noticed in almost every thread you comment, people tell you that you are being an asshole (some of them are slightly more polite than that, but just barely). I think you should probably learn something from this. You need to stop going onto mod threads and telling people not to download the mod or that it ruins the game. That is insulting, not criticism.
EDIT: Tried a fresh install, base game (no EE mod), with the widescreen mod. There is no problem there, the game runs normally.
Apologies if this has been asked before, but I am playing IWD2 EE mod and all is working pretty great until I got to Valin and try to give him the Braegh, it says "No Valid Replies or Links".
I am running the EE mod without any additional mods just for clarity or troubleshooting, any body know of a fix, or just work around it and leave the quest incomplete?
Thanks in advance for your help!
Apologies if this has been asked before, but I am playing IWD2 EE mod and all is working pretty great until I got to Valin and try to give him the Braegh, it says "No Valid Replies or Links".
I am running the EE mod without any additional mods just for clarity or troubleshooting, any body know of a fix, or just work around it and leave the quest incomplete?
Thanks in advance for your help!
Are you sure you're on a recent build? I checked on Discord but I only see one reference to that error and it's from a fix in 2023.
It looks like there was actually an update yesterday. Maybe that will help?
Any other suggestions, I left a comment about the possible bug to Budd on Discord too.
Thanks all!
Keep up the great work!
Based on some past discusssions, a factor that influences if players like or dislike the DR per armor depends on if you plan on playing a more normal/Core difficulty playthrough or a really hard/insane difficulty. Those who play on the highest difficulties don't mind the DR, as damage is insanely high anyhow and they rarely use ordinary attacks that do mild damage (i.e. shooting just two arrows, darts, slings). But, for my part, playing on Core, I really did not want the DR on armor. I rest my party as little as possible and my characters do sometimes use some attacks like bows and slings that do mild damage, but they would do practically nothing on some enemies with the DR component on. I also liked that what rare DR I did get in game (without that component) from special armors or from my Barbarian perks felt unique and sought after.
Another factor is that I use the max HP option set in-game, so I don't really need the extra DR to survive when damage gets through. I found that the game had a good feel that way and enemies also did not have that extra DR. That said, on all difficulties, the main trick is to avoid being hit at all.
Note : in case it is not clear, I have not tested with DR on enough to know for sure.
That being said, as Baraz alludes, it's very much a preference. If you use characters with high Strength and 2 handed weapons as an example, then the DR won't matter too much. If you use a 2 weapon fighter who usually have high Dexterity and moderate Strength that character will feel it more.
Armors are much, much, much better in IWD2EE with all kinds of new powerful ones and there are even new feats for making them better - removing DEX penalties for light armor and so on. I don't think heavy armor is bad in IWD2EE at all, with or without the DR component.
Regarding "more accurate saving throws" - it really is a rebalance, or a correction. It mostly increases some enemy Reflex and Will saves, since in the base game Fort saves were the only ones that mattered and the rest were very low. The description says "This component adjusts all enemy saving throws in the game, making them roughly equal to the player's saving throws at the same level. Thus, a level 10 enemy fighter will have similar saving throws to a level 10 fighter in the party."
It also seems really weak even with a point in Improved Wild Change. With the aforementioned 13 dex, 0 generic armor and no +AC items working it is stuck at 16 for me, which is rather pathetic and worse than just...any character with some dex and Mage Armor. I get it's not a frontliner but it's not like the breath is easy to use from the backline without hitting half the party.
It also makes me worried for the forms that ARE melee since attack bonuses on strong enemies are already at +20 by halfway through chapter 1 which, as an aside, I am hugely not a fan of. Sure these enemies are beatable with powergaming + crowd control but with just how many encounters this game has there is no way this is fun for anyone right? I checked the base game stats for some bosses around this part and they seem quite a bit lower. Will uninstalling the Creature Revisions fix this? It would be a pity since I enjoy the other stuff (spellcaster improvements, better item usage etc) but these ludicrous AB on a special monster every 5 feet just makes things waaaay too tedious. I tried reducing the difficulty and it had no discernible effect.
+20 attack bonus doesn't sound right unless you are playing on insane difficulty or HoF.
Can you list which components you installed? There's a Weidu text file in the game folder that will have those.
Thanks for the reply! I am not surprised it is different, to be fair, but some at least vague idea of the changes like 'base stats are taken into account for wild shapes' would be nice in the documentation. I also noticed monk wisdom bonus to AC does not stack which googling tells me it apparently did in the original game. This stuff makes it pretty tough to make a shapeshifter build.
I left my physical stats all low so I have 10Str, 12Dex, 12Con so comparatively Winter Wolf gives +8Str and +1Dex which still seems odd to me, but oh well. I don't mind recreating the character more martially focused if needed.
I have attached my logfile. I installed a bunch of HoF components, but I definitely am not playing HoF - my party started level 1, all the gear with HoF variants are vanilla, the prologue goblins were easy, quest-reward XP is appropriate for vanilla, etc. I have also attached a screenshot of the first guy in Goblin Warrens level 2, Pusmug, with +15 attack bonus - a bit lower than e.g. the generic Ogres outside the Warrens who were at +19 or a couple of the nastier dudes in Warrens 1, but this was the easiest to engage with my saves. He also has 3 attacks/round and beats up my tanks real fast like all the other ones. This is before buffs, he gets up to +18/19 or so if the Shaman gets to buff. Regular Orogs in the fight seem to have +7 AB baseline which is still enough to get hits in but nowhere near as oppressive.
The monk Wisdom bonus to AC DOES get applied to shapeshifting, but your number of monk levels must be equal to or greater than the equivalent number of levels to be eligible for that shapeshift. So, no more 1 level dips of monk for druids! This is documented in the monk class overview.
The winter wolf is the first wildshape, so don't expect it to be a tank. It's mostly used for "hit and run" tactics as it's breath weapon can be very effective (at will ability) and will stack with Auril's Blessing spell.
I'm not sure what to make of that attack. The goblin warrens has some tough fights, but I don't remember anything that seemed out of the ordinary. I don't have a save file from there right now to check, though.
I noticed in the Weidu that you installed a component from Ease of Use. Make sure you apply the compatibility patch (included in the IWD2EE download) after installing any other mods. I don't think in the case of infinite stacking it could be causing issues, but it is a recommended best practice.
Also, I strongly recommend joining the Discord. It's much more active than this discussion page and OlvynChuru and Bubb frequently comment too.
The infinite stacking I installed partway through after I already noticed the AR issue albeit to a lesser extent, so I doubt it is related. I didn't think it would warrant compat patch on its own but I'll give it a try. If it doesn't change anything I'll try the discord tomorrow or so.