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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 55 Joined: 30-June 06 ![]() |
OK I never had the chance to play v5 so I plan to give it a try in the next weeks.
I know I should not install any other difficulty enhancing mods...I have few components from tactics and improved battles which worked fine with V4 in my last game. Will they cause any problems? Namely, unique encounters such as poison avatars, the ritual quest, Bodhi, Maevar, etc. Bu I also love one particular component of tactics mod and am asking if I can keep it, if so, how? It is improved undead...it enables all undead critters to have some minor spell like powers...shadows, zombies cast low lvl stuff such as spook, doom, blindness, etc. while higher lvl undead (greater mummies) cast deadly stuff like Finger of Death or Wail of the Banshee. If I install IA after this component, I noticed undead stopped using their abilities. If I install this component after IA (I know, Sikret, you strictly forbid us to install any other mod after IA) and start a new game, undead work fine. Imoen comes as a gothic sorceress as well, and item randomization program works without problems. (so the message says me) So, I am thinking will it work without problems? |
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#2
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Forum Member Posts: 55 Joined: 30-June 06 ![]() |
I have repaired my installation. I still keep Demogorgon, however. IA was installed without any error messages. I then installed The Four (latest version) and it recognised and was correctly installed this time. (it did not recognise IA before so I think I got it right this time!)
I took a quick look at vagrant class and yes it looks interesting. I also loved the Riskbreaker, may definitely give it a go. I am busy with my BG1 game though. Hmm, I just got lvl1npcs mod before installing IA. Changed some of the NPCs. I made Jaheira a R/C, and kitted some multi-classed NPCs. Will it cause any bugs with IA? EDIT:Readme says Sola NPC mod is not reccomended. Is it due to the fact they are incompatible (break each other?) or will its uber items/abilities/battles etc. will break the IA's own flavour? (I can live with it. In fact I think Sola may be very useful in IA battles with his magic resistance and abilities.) Or have they never been tested throughly together? This post has been edited by Silverstar: Apr 26 2008, 05:54 PM |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
I hope you didn't forget to install the fixes uploaded to the forum, Silverstar! Their list and links can be found in the first post in the Progress report for IA v6 topic in the forum.
Hmm, I just got lvl1npcs mod before installing IA. Changed some of the NPCs. I made Jaheira a R/C, and kitted some multi-classed NPCs. Will it cause any bugs with IA? The lvl1npc mod is NOT recommended in its generality, but if the use is confined to Jaheira, it may be ok. Don't use it for Keldorn, Anomen, Valygar, Imoen, Cernd and Nalia. Making illegal kitted multi-class npcs will surely create problems. Don't do that. QUOTE EDIT:Readme says Sola NPC mod is not reccomended. Is it due to the fact they are incompatible (break each other?) or will its uber items/abilities/battles etc. will break the IA's own flavour? The latter (breaking the flavour) is certainly true, the former (incompatibility) may also be true, but I'm not sure (if I was sure about the former, I would list it as 'strictly incompatible' rather than 'not recommended'). -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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