So I eventually found the hideout (the big world map is both cool and confusing, but just continuing in the direction mentioned on the documents actually gave the correct hint). My party also whacked down various mobs. I obtained two items that are said they can be "put together" (don't want to reveal too many spoilers) as well as another item obtain from another hideout of an evil monster. That item has a specific shape, and it indicates that it could be used to "connect" it to another place. At first I thought it was the big object where voices could be heard (my thought was it could be attached there), but that did not work. I assume the two items could be put together in another location (there were four unique containers that could be open and they appear "hot inside"). Unfortunately I am a bit out of ideas in regards to that circular object; one container is still locked. Did I by chance miss another item or another location? Everything I could find I cleared and elminated the mobs there, but I now have three items of which I am unsure how they fit together or interact with the environment (excluding that other locked container and an area behind, but I assume this can be only accessed once the two items have been put to use; so my biggest question now is ... what to do with the circular thing that wants to be attached somewhere?).
Just saw this release, looks amazing! I just finished modding BG2 with bunch of quests, scs, big world map (no EET) and want to download this but fraid may break game or buggy…if standalone then maybe its ok?
You can install the mod just like any other major quest mod in your setup. However, please note that you will have to start a new game for the areas to show up on the world map.
This is an absolute blast of a mod! I expect I'll put up a recap of my run through in the near future, with AI art (love it or hate it!)
But I may be missing something near the end, it seems there may be an option to free Bryam? May be face the Mad God? I'm before a locked gate that seems to want two axes, but I'm not sure that I can find them? I may have some time tomorrow to poke around a little more and see what I can figure out.
Which is sort of my round about way of saying I'm not really a "puzzle" guy. I like combat and maneuver, story telling and character/team building. But so far, the puzzles have been within my ability to sort out. On a par with the base game, so very fitting and accessible. Just one last thing to figure out?
Just finished. Holy smokes that was a lot of fun! Very “Durlag’s” feeling, but obviously completely different, unique, original and beautiful. This will stay in my builds for the foreseeable future.
Only possible glitch I noticed was the elevator? I suspect it would let you zip back up to the top when you’re done? It wouldn’t move for me. I just backtracked, no biggie.
I hope to have an illustrated run through up tonight or tomorrow. I can’t do it justice, but I will share my enthusiasm.
I've spent some time now updating this part of my BG2 playthrough. Its a brief, spoiler free overview of things. This is a beautiful mod and I'll look forward to playing it again.
Some of those AI images look a bit weird. I wonder how Acifer would evaluate them stylistically.
The dwarf (or ghosty dwarf) is quite ok (I mean, it could make sense for the mod, right - after all some folks died in those mines), whereas the floating bat seems like nightmare from hell; may almost fit better into the demon city in the lost goddess mod. How much randomness can be put into those generated images? Can generated images be improved upon "itself", e. g. where you can refine them, and make them fit more into, for instance, a BG2 "style"?
I've spent some time now updating this part of my BG2 playthrough. Its a brief, spoiler free overview of things. This is a beautiful mod and I'll look forward to playing it again.
Thank you for your review! I'm glad you like the mod. That motivates me to work on my upcoming mods with the same dedication.
I enjoyed the ai images; not every style has to fit BG. Anything that helps visualize the setting is welcome imho. But let's not discuss the generation of AI images here; this thread is about the mod.
@Acifer, that all makes for a great symmetry. The appreciation of your work helps motivate it, and the work itself motivates some of us to play *again*, for the fiftieth time!
@shevy123456, comment at one of those links with your thoughts and I’m happy to chat about the AI art.
So I eventually found the hideout (the big world map is both cool and confusing, but just continuing in the direction mentioned on the documents actually gave the correct hint). My party also whacked down various mobs. I obtained two items that are said they can be "put together" (don't want to reveal too many spoilers) as well as another item obtain from another hideout of an evil monster. That item has a specific shape, and it indicates that it could be used to "connect" it to another place. At first I thought it was the big object where voices could be heard (my thought was it could be attached there), but that did not work. I assume the two items could be put together in another location (there were four unique containers that could be open and they appear "hot inside"). Unfortunately I am a bit out of ideas in regards to that circular object; one container is still locked. Did I by chance miss another item or another location? Everything I could find I cleared and elminated the mobs there, but I now have three items of which I am unsure how they fit together or interact with the environment (excluding that other locked container and an area behind, but I assume this can be only accessed once the two items have been put to use; so my biggest question now is ... what to do with the circular thing that wants to be attached somewhere?).
I am also stuck at the same point, any spoiler hints?
You must attach the handwheel to the ventilation pipes at the entrance of the dwarven forge (the area with the hot furnaces), then start up the foundry (the area with the cold furnaces) by transporting enough heat through the pipes. You can then use the two molds in the foundry to cast a new key for the exit door. You will find one of the molds in the cooled-down foundry, and the other after the battle with Ursummnogh, when you have spoken into the tube at the altar next to the exit door. The handwheel is in the vampire's coffin.
You must attach the handwheel to the ventilation pipes at the entrance of the dwarven forge (the area with the hot furnaces), then start up the foundry (the area with the cold furnaces) by transporting enough heat through the pipes. You can then use the two molds in the foundry to cast a new key for the exit door. You will find one of the molds in the cooled-down foundry, and the other after the battle with Ursummnogh, when you have spoken into the tube at the altar next to the exit door. The handwheel is in the vampire's coffin.
Great, thanks a lot.
Following question:
I am in front of the last door requiring second axe, could not find a way ro open it.
Beside, i still have some items I am not sure what to do with:
- 2 anthracites
- -broken armor, shield, weapons. Any way to restore them?
- mithral shoulder plate left and right
- dwarven prayer stone x2
Sorry for questions, I believe I am running around in circles.
Great Great Great mod anyway, one the very best I saw around. Definitely to be added on every playthrough.
These super high quality quest mods feel like they'd go well as adventures in Skyfire, creating a whole new infinity adventure worthy of rerolling a new pc
These super high quality quest mods feel like they'd go well as adventures in Skyfire, creating a whole new infinity adventure worthy of rerolling a new pc
I wonder if there could be a mod that just turns BG2 into a sandbox where you can just do mod content as well as all the extra adventures that are barely linked to you being the Bhaalspawn anyway. Probably would be insane to make though. It is always hard for me to pop into new adventures when the main plot feels so urgent:(
> It is always hard for me to pop into new adventures when the main plot feels so urgent
I kind of try to not progress with regard to the main plot, at the least for a while, usually solving smaller mods first. So when having installed several mods, I avoid the Copper Coronet for quite a long time, starting usually with Lava's easier quests (Southern Bridge part typically becomes my main area), eventually progressing to e. g. Acifer's lost goddess quest (I haven't yet re-tried Throne of Mad Dog I mean Mad God; have to give it a try eventually). The fight with that one skilled fighter in that quest can be hard depending on other mods, e. g. tactics remix.
> I wonder if there could be a mod that just turns BG2 into a sandbox where you can just do mod content as well as all the extra adventures that are barely linked to you being the Bhaalspawn anyway.
Would be cool if there would be some kind of meta-mod editor that simplifies creation of mods. Could be an external GUI or even within the actual game, though the latter probably could only be used for some generic pre-existing content. Text could be entered though. (That would probably only work for smaller quests; larger quests seem to take progressively much more effort, where the number of people able to add content gets smaller and smaller.) I am curious if gemrb (https://github.com/gemrb/gemrb) may make modding easier eventually, and we could have connected perpetual gameplay in "style", even aside from EET (https://www.gibberlings3.net/forums/forum/195-enhanced-edition-trilogy/). I actually never "managed" to get into EET, but I agree with the underlying idea. I just mostly stick to BG2, not sure why. SoA seems to be the best, or at the least in the Top 3 of that genre.
Comments
But I may be missing something near the end, it seems there may be an option to free Bryam? May be face the Mad God? I'm before a locked gate that seems to want two axes, but I'm not sure that I can find them? I may have some time tomorrow to poke around a little more and see what I can figure out.
Which is sort of my round about way of saying I'm not really a "puzzle" guy. I like combat and maneuver, story telling and character/team building. But so far, the puzzles have been within my ability to sort out. On a par with the base game, so very fitting and accessible. Just one last thing to figure out?
Only possible glitch I noticed was the elevator? I suspect it would let you zip back up to the top when you’re done? It wouldn’t move for me. I just backtracked, no biggie.
I hope to have an illustrated run through up tonight or tomorrow. I can’t do it justice, but I will share my enthusiasm.
You can see the whole write up as the "Gerold and Louisa" post. Or at Davesgaming.
The dwarf (or ghosty dwarf) is quite ok (I mean, it could make sense for the mod, right - after all some folks died in those mines), whereas the floating bat seems like nightmare from hell; may almost fit better into the demon city in the lost goddess mod. How much randomness can be put into those generated images? Can generated images be improved upon "itself", e. g. where you can refine them, and make them fit more into, for instance, a BG2 "style"?
I enjoyed the ai images; not every style has to fit BG. Anything that helps visualize the setting is welcome imho. But let's not discuss the generation of AI images here; this thread is about the mod.
@shevy123456, comment at one of those links with your thoughts and I’m happy to chat about the AI art.
Changelog v 1.3:
changelog v 1.6:
I am also stuck at the same point, any spoiler hints?
Great, thanks a lot.
Following question:
Beside, i still have some items I am not sure what to do with:
- 2 anthracites
- -broken armor, shield, weapons. Any way to restore them?
- mithral shoulder plate left and right
- dwarven prayer stone x2
Sorry for questions, I believe I am running around in circles.
Great Great Great mod anyway, one the very best I saw around. Definitely to be added on every playthrough.
I wonder if there could be a mod that just turns BG2 into a sandbox where you can just do mod content as well as all the extra adventures that are barely linked to you being the Bhaalspawn anyway. Probably would be insane to make though. It is always hard for me to pop into new adventures when the main plot feels so urgent:(
I kind of try to not progress with regard to the main plot, at the least for a while, usually solving smaller mods first. So when having installed several mods, I avoid the Copper Coronet for quite a long time, starting usually with Lava's easier quests (Southern Bridge part typically becomes my main area), eventually progressing to e. g. Acifer's lost goddess quest (I haven't yet re-tried Throne of Mad Dog I mean Mad God; have to give it a try eventually). The fight with that one skilled fighter in that quest can be hard depending on other mods, e. g. tactics remix.
> I wonder if there could be a mod that just turns BG2 into a sandbox where you can just do mod content as well as all the extra adventures that are barely linked to you being the Bhaalspawn anyway.
Would be cool if there would be some kind of meta-mod editor that simplifies creation of mods. Could be an external GUI or even within the actual game, though the latter probably could only be used for some generic pre-existing content. Text could be entered though. (That would probably only work for smaller quests; larger quests seem to take progressively much more effort, where the number of people able to add content gets smaller and smaller.) I am curious if gemrb (https://github.com/gemrb/gemrb) may make modding easier eventually, and we could have connected perpetual gameplay in "style", even aside from EET (https://www.gibberlings3.net/forums/forum/195-enhanced-edition-trilogy/). I actually never "managed" to get into EET, but I agree with the underlying idea. I just mostly stick to BG2, not sure why. SoA seems to be the best, or at the least in the Top 3 of that genre.
Regarding your question: