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Apr 4 2008, 07:16 AM
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#1
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Forum Member Posts: 17 Joined: 3-April 08 |
Just been looking around for some new NPC's to add some spunk to my party and thought it would be a laugh to have the man himself with me...and Sarevok and Imon for some fun.
Anyways what is the compatability criteria for mods? I have read the list and from what I can gather is thus: As long as the spells are left along and abilities are unchanged from IA standards (i assume IA overwrites them anyways when you install it last in the install chain?). Please any assistance with this would be great cos I want to have some fun with them but am unsure if they will make IA go crash crash or just have the possibility of minor inconsistancies. Cheers |
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Apr 5 2008, 06:42 PM
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#2
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![]() Senior Mod Tester Tactical reputation: 4 Posts: 1112 Joined: 27-March 07 From: UK |
Thanks again, Arkain
If there is not a time limit on exiting the level then I think there is not an incompatibility there. My concern was that the Longer Road quest required you to proceed to the 4th level within a certain amount of time. Of course there are a couple of improved battles in WK 3 in addition to the main new IA quest, which may make progressing through the maze in that limited time rather difficult. About the abilities of Irenicus: it's possible, even likely, that any Breach-variant would not work correctly with IA's modifications to SI:Abj. It may well be the case that this new spell would bypass SI:Abj completely and render the protections of many IA enemies instantly useless. This would mean some IA battles would become trivial, while others would not be affected. One might argue that this kind of issue (or one involving IA scripts not responding properly to mod spells or mod item abilities) is not a true incompatibility. I would say it was; one reason to install IA is for the additional challenge - if other mods are eliminating this then I don't think there's any point playing IA at the same time. ** Please remember I don't know anywhere near as much about how IA works as Sikret, and that then my advice is not necessarily the best or the advice he would give - I'm just trying to help out as best I can while he is not around. ** |
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GreyArea Longer Road compatable? Apr 4 2008, 07:16 AM
Moongaze I would also be interested in which NPC mods are c... Apr 4 2008, 08:03 AM
GreyArea Well to get around the Sola spider battle part ope... Apr 4 2008, 08:29 AM
Moongaze Well to get around the Sola spider battle part ope... Apr 4 2008, 11:41 AM
Raven According to the readme, it's not recommended ... Apr 4 2008, 08:37 AM
Arkain Well, The Longer Road simply removes the exp cap. ... Apr 4 2008, 11:52 AM
Raven I don't know about IA 5 though. One issue that... Apr 4 2008, 03:42 PM
Arkain [quote name='Arkain' post='30239' date='Apr 4 2008... Apr 5 2008, 06:01 PM
GreyArea Thanks for the heads up regarding LR.
Decided to ... Apr 4 2008, 12:48 PM
Shaitan Thanks for the heads up regarding LR.
Decided to ... Apr 4 2008, 04:53 PM
Clown Having played both the vew IA quest in WK and the ... Apr 4 2008, 04:50 PM
GreyArea Ok here is a list of names:
Valen
Solaufien
Miria... Apr 4 2008, 09:57 PM
Moongaze Neh'Taniel? Is it stable? Last time I checked,... Apr 5 2008, 06:32 AM
GreyArea Well I un-installed it due to re-reading the readm... Apr 5 2008, 11:23 AM
Moongaze Oh, it actually does that to the game? I didn... Apr 5 2008, 12:30 PM
GreyArea I just had a nasty feeling.
Do the IA Clerics hav... Apr 5 2008, 12:38 PM
Raven Raven would you be able to shed light on if Cleric... Apr 5 2008, 01:45 PM
GreyArea Very good and valid point.
Noted and I was thinki... Apr 5 2008, 02:44 PM
Arkain I have to admit that I'm a bit confused: Super... Apr 5 2008, 08:25 PM
Silencer150 I was about to post a new topic asking about NPC m... Jun 9 2009, 08:44 PM
Sikret The readme files for IA said that installing any m... Jun 9 2009, 09:59 PM![]() ![]() |
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