Your main character must be male. The other requirement is a change that happens via an in-game event, which is going to sort of affect your race. I don't want to know all the details. If you do, you may read this review, as it does include some more info: https://smolderingmodsbar.com/xzele-melaenitt-bg2ee/
I read it before and the earlier discussions (while trying to avoid significant spoilers), and I was aware of certain "change". Just to ensure the the starting races and alignment don't matter.
Thanks for answering, I think my next run will focus more on your dreadful series since I have never played them before, only did Xzele joining quest in one of the game, very intriguing npc indeed:)
Well, I wouldn't call the mod's first part a joining quest; that's also a quest mod, and she starts as a quest-giver. It is after the main quest part when a small joining quest takes place - if you want to make her join your group, you'll need to bring her something first.
Well, just wanted to say I got her joined up in one of my playthrough, and the starting quests look interesting. There was one playthrough I installed all of your npc and treat them like quest mod
Oh, ok, some people think the new temple area as a whole is only to join her, and it's a quest on its own and players can do/finish it without Xzelë, she becames available later on, after the quest -- just letting know others who may have thought otherwise.
Getting back to you -- I think she's one of my best NPCs, actually. And I don't like many of my mods so...
Oh, ok, some people think the new temple area as a whole is only to join her, and it's a quest on its own and players can do/finish it without Xzelë, she becames available later on, after the quest -- just letting know others who may have thought otherwise.
Getting back to you -- I think she's one of my best NPCs, actually. And I don't like many of my mods so...
Now I start to think delaying my "full evil party" run again (after many years of planning) and go for your TDT neutral party run could be a very good idea
Having Walahnan to get motivation to start from BG1 again... then probably bring Afu-Zuuvi (not sure how less content he is but seems cute/ interesting fellow...) and Juniper along to spice up TOB... I should be able to have several npcs that I'm interested and they have crossmod banters
I'm aware of what smoldering bar has commented on some limitation in role-play
when your charname is an undead
, but this idea has not been touched by many games before, definitely something I'm very interested to see, probably I should get a charname portrait with hood, after all it's just like Viconia, not every npc realized she is a drow...
I guess in 2026 I still have motivation to play bg series again thanks to you guys
Cool! Walahnan is okay, but I prefer Xzelë, Afu is more like a small companion, without tons of dialogues, but if some of those jokes land fine with you, then he can be quite enjoyable, I guess. There's also Fhaugy, but I don't know if you'll like his somewhat crude sense of humor.
I'm aware of what smoldering bar has commented on some limitation in role-play
There are still some comments about that, I just wanted to keep it subtle (perhap too subtle) -- and still...
CHARNAME becomes like someone in between, (s)he doesn't loose the heritage after all, otherwise the game's plot wouldn't make much sense.
I did Fhaugy "joining quest" before, cool guy and didn't expect a half-orc monk joining, probably may bring him some other time, with half-orc charname with more half-orc companions, like Gahesh, Dorn...
Glad to know there are some comments about that.
And if you don't mind, I'm curious how small is Afu, if he is like some vanilla npc, less talks, but still have interjections here and there throughout the game, well, basically still a vanilla grade npc, not sure it is really considered as "small"
Afu has like ~6-7 timered talks in SoA, one banter with each NPC, few interjections here and there, and probably some slayer change reaction. In ToB there are like 2-3 timered talks and --again-- some lines here and there.
Anyway, if you have more questions, let's keep them in the respective threads rather than that of In Love Undeath
First of all, I'd like to thank you for this wonderful mod. I've been having a great time playing it and really appreciate all the work that went into creating it.
I also apologize for reviving such an old thread.
Unfortunately, I've run into a problem:
I'm currently in Chapter 6, and I can't find the cleric skulls required to upgrade **The Dire Wolf**. I've searched both the Temple District and the areas related to the Unseeing Eye quest, but I haven't found them.
In addition, Xzelë's temple is no longer accessible from the world map.
I'm wondering if I accidentally missed something or did something wrong earlier in the game.
Is there any way to continue or recover the quest at this point?
Thank you very much for any advice or suggestions!
Best regars,
Lekis
Mod version: In Love, Undeath v1.8.4
Game: Baldur's Gate II: Enhanced Edition v2.6 (Steam)
There is no script or anything that hides the temple, so a question comes to mind: have you noticed more problems or anomalies? Beamdog released 2.7 patch a couple of days ago, and maybe your game got updated? If so, there is a chance modded content was damaged.
Thank you very much for your quick reply! I'm really impressed.
After the game was updated to version 2.7 (or thereabouts), my entire modded installation stopped working. As a result, I rolled the game back to the previous version (2.6).
Before doing that, however, I had already reinstalled the entire game along with all of my mods, so it's quite possible that the issue originated during that process.
Xzelë's talks are still triggering regularly I think.
I may be wrong, but I think that may be the case -- some stuff is written in savegames, and there are references there to some lines and/or files. Some stuff are not in the savegames -- like dialogue/talks, because saves do not need to save that, they rarely are damaged, and even when creature names got messed up, they still work fine.
Another thing that is stored are areas that you have already visited. What isn't stored are areas you haven't visited just yet.
And then there is worldmap: and here it can be really wonky: some stuff is stored, and some isn't. So... it can work weird.
If your game got updated and you rolled back, some stuff might have been fixed, but I cannot assure that some won't be working properly, because now your latest savegame is probably a bit like scrambled eggs -- some info from your old run, some stuff from the new one (after reinstallation), and some with correct references and some incorrect references. Sorry for being the bearer of bad news, but I fear there may be some stuff in your setup that won't work properly.
In case you wanted to try and continue, item codes for the skulls are: L#XZESK1 and L#XZESK2
Area code is: L#XZE1
Thank you very much for taking the time to explain everything in such detail. I really appreciate your help.
Your explanation makes perfect sense. After everything that happened with the 2.7 update, the rollback to 2.6, and reinstalling the game and all the mods, my savegame is probably no longer in a completely consistent state.
My attempts were not crowned with success., I think I'll start a new playthrough with a clean installation and leave everything unchanged this time. That should hopefully allow me to experience the mod as it was intended.
On the bright side, I'll get to meet Xzelë again from the beginning and experience her story properly. 🙂
Thank you again for creating such a wonderful mod and for your excellent support. It's rare to see a mod author who is still so willing to help players years after releasing a mod.
Hi, at Line 335 in setup.tph, did you accidentally write "l#dva" instead of "L#xze"? If DVARADIME NPC is installed on EET, this would cause behavioral issues.
Comments
https://smolderingmodsbar.com/xzele-melaenitt-bg2ee/
Thanks for answering, I think my next run will focus more on your dreadful series since I have never played them before, only did Xzele joining quest in one of the game, very intriguing npc indeed:)
Getting back to you -- I think she's one of my best NPCs, actually. And I don't like many of my mods so...
Now I start to think delaying my "full evil party" run again (after many years of planning) and go for your TDT neutral party run could be a very good idea
Having Walahnan to get motivation to start from BG1 again... then probably bring Afu-Zuuvi (not sure how less content he is but seems cute/ interesting fellow...) and Juniper along to spice up TOB... I should be able to have several npcs that I'm interested and they have crossmod banters
I'm aware of what smoldering bar has commented on some limitation in role-play
I guess in 2026 I still have motivation to play bg series again thanks to you guys
There are still some comments about that, I just wanted to keep it subtle (perhap too subtle) -- and still...
Glad to know there are some comments about that.
And if you don't mind, I'm curious how small is Afu, if he is like some vanilla npc, less talks, but still have interjections here and there throughout the game, well, basically still a vanilla grade npc, not sure it is really considered as "small"
Anyway, if you have more questions, let's keep them in the respective threads rather than that of In Love Undeath
First of all, I'd like to thank you for this wonderful mod. I've been having a great time playing it and really appreciate all the work that went into creating it.
I also apologize for reviving such an old thread.
Unfortunately, I've run into a problem:
I'm currently in Chapter 6, and I can't find the cleric skulls required to upgrade **The Dire Wolf**. I've searched both the Temple District and the areas related to the Unseeing Eye quest, but I haven't found them.
In addition, Xzelë's temple is no longer accessible from the world map.
I'm wondering if I accidentally missed something or did something wrong earlier in the game.
Is there any way to continue or recover the quest at this point?
Thank you very much for any advice or suggestions!
Best regars,
Lekis
Mod version: In Love, Undeath v1.8.4
Game: Baldur's Gate II: Enhanced Edition v2.6 (Steam)
There is no script or anything that hides the temple, so a question comes to mind: have you noticed more problems or anomalies? Beamdog released 2.7 patch a couple of days ago, and maybe your game got updated? If so, there is a chance modded content was damaged.
After the game was updated to version 2.7 (or thereabouts), my entire modded installation stopped working. As a result, I rolled the game back to the previous version (2.6).
Before doing that, however, I had already reinstalled the entire game along with all of my mods, so it's quite possible that the issue originated during that process.
Xzelë's talks are still triggering regularly I think.
Another thing that is stored are areas that you have already visited. What isn't stored are areas you haven't visited just yet.
And then there is worldmap: and here it can be really wonky: some stuff is stored, and some isn't. So... it can work weird.
If your game got updated and you rolled back, some stuff might have been fixed, but I cannot assure that some won't be working properly, because now your latest savegame is probably a bit like scrambled eggs -- some info from your old run, some stuff from the new one (after reinstallation), and some with correct references and some incorrect references. Sorry for being the bearer of bad news, but I fear there may be some stuff in your setup that won't work properly.
In case you wanted to try and continue, item codes for the skulls are: L#XZESK1 and L#XZESK2
Area code is: L#XZE1
You may use the console to create the skulls or teleport to the area - here is the info on the console:
https://gibberlings3.github.io/iesdp/appendices/clua/bgee.htm
Sadly, that may be like a bandaid on a festering wound, so not a really huge help if more things are messed up...
Your explanation makes perfect sense. After everything that happened with the 2.7 update, the rollback to 2.6, and reinstalling the game and all the mods, my savegame is probably no longer in a completely consistent state.
My attempts were not crowned with success., I think I'll start a new playthrough with a clean installation and leave everything unchanged this time. That should hopefully allow me to experience the mod as it was intended.
On the bright side, I'll get to meet Xzelë again from the beginning and experience her story properly. 🙂
Thank you again for creating such a wonderful mod and for your excellent support. It's rare to see a mod author who is still so willing to help players years after releasing a mod.
https://www.gibberlings3.net/forums/topic/33164-a-new-player’s-guide-to-installing-and-playing-mods/
It may be helpful to copy your BG2EE directory and paste it somewhere to make sure Steam won't update it again, in case there were some sudden fixes.
And well--there are many wonderful modders around, many of us are trying to be as helpful as possible, sometimes it's just time that's lacking, heh.
Cheers!