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[MOD] Skip Chateau Irenicus

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Comments

  • argent77argent77 Member Posts: 2,620
    edited July 2017
    Arthas said:

    Please clarify. This mod is an improved dungeon be gone, from what I see, because it also detects the mod-added npcs, so you can get them too. Am I wrong? are there any other differences?

    Yes. As Dungeon-Be-Gone it allows you to skip Chateau Irenicus. However, it uses a less silly approach and gives the player more freedom how to proceed. Moreover, it uses EE-specific features, so that you can still collect missed items from the dungeon afterwards (including mod-added stuff). You can find out more details in the readme (see first post).

  • jasteyjastey Member Posts: 765
    Arthas said:

    Please clarify. This mod is an improved dungeon be gone, from what I see, because it also detects the mod-added npcs, so you can get them too. Am I wrong? are there any other differences?

    The difference is that in DbG, someone appears in the dungeon and asks the PC whether he wants to skip the dungeon. It's a bit silly and rather 4th wall breaking.
    argent77's mod, however, fits neatless into the game as if it's original game content, and it gives the PC (player) the choice of whether to directly go to the exit (i.e. skip the dungeon), or go through it nontheless, or do parts of it... and all items you didn't collect on the way will be found in the ruins, so nothing is lost. And, as you already pointed out, it supports most (is ready to support all) mod NPCs found in the dungeon and makes them available independent of how you play through ID.

  • ALIENALIEN Member Posts: 604
    Arthas said:

    Please clarify. This mod is an improved dungeon be gone, from what I see, because it also detects the mod-added npcs, so you can get them too. Am I wrong? are there any other differences?

    @Arthas The "Dungeon be gone" has no support EE/EET if you use other language than English.

  • lnstructor_lnstructor_ Member Posts: 71
    This mod is great. Thank you! Also popped my modcherry, who knows what's going to happen now

  • argent77argent77 Member Posts: 2,620

    New version: Skip Chateau Irenicus v3.0

    Changes in v3.0:
    • Added compatibility with classic BG2
    • Added compatibility with BG2:EE pre-2.0

    SharGuidesMyHand
  • jasteyjastey Member Posts: 765
    argent77 said:


    • Added compatibility with classic BG2
    Wohoo!! Thank you for this. (I assume BGT is also covered?)

  • argent77argent77 Member Posts: 2,620
    I don't have a working BGT installation available, and creating one is currently out of question. But I don't see why it should not work in BGT either. I'll test it as soon as I get the opportunity.

  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,401
    argent77 said:


    • Added compatibility with BG2:EE pre-2.0

  • argent77argent77 Member Posts: 2,620
    argent77 said:

    I don't have a working BGT installation available, and creating one is currently out of question. But I don't see why it should not work in BGT either. I'll test it as soon as I get the opportunity.

    I have made a test in BGT and everything worked fine. Just note that there can be other mods that make use of the dungeon transportation system for their own purposes. In this case it's probably the first mod in the installation list that takes precedence.

  • jasteyjastey Member Posts: 765
    Thanks! Do you know any other specific mod that would comply to that?

  • GwendolyneGwendolyne Member Posts: 178
    Has anyone tried to install this mod together with Dungeon Be Gone?

  • argent77argent77 Member Posts: 2,620
    @jastey I have tested the mod once on an ancient BGT mega-mod installation, where another mod took precedence. I can't say exactly which mod though, as there are about 400 mods mentioned in the WeiDU.log (possibly NEJ?).

    @Gwendolyne Both mods can theoretically be installed at the same time. However, that can be exploited to get duplicate items. Since DBG teleports you to the end of the dungeon, you can simply backtrack to the nearest portal and use it. The mod is already marked as incompatible with Dungeon-Be-Gone in BWS, but I could also add an explicit check to the mod itself.

  • SupaCreamySupaCreamy Member Posts: 1
    Can this mod work in multiplayer?

  • argent77argent77 Member Posts: 2,620
    I'm pretty certain the mod works fine in multiplayer. The relevant cutscenes contain code to properly sync in multiplayer games.

    The only situation that could be challenging for multiplayer games is straight after arriving at Waukeen's Promenade, when the loot from the dungeon is moved to the containers in the rubble of the destroyed building (BG2EE patched to v2.0 or higher only).

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