IAv6 for BG2EE, public beta |
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IAv6 for BG2EE, public beta |
Mar 1 2015, 08:34 PM
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#1
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
Hello, everyone.
I've made a few tweaks to the original IAv6 in order to make it compatible with the BG2EE. I haven't tested the game at all yet, so use it at your own risk. The EE version didn't pass an excruciating amount of testing as it'd happened usually in the past. Attached to the topic is a small archive with the files that you need to unpack into your EE directory on top of IA prior to installing. I haven't tested the compatibility with the other mods, but IA doesn't play well with them anyway. I did test the installation of Ease-of-Use (recommended components) and Dungeon-be-Gone, both latest versions. Also, make sure you download the latest WeiDU executable and use it instead of those that might be packaged with the mods. It is required for the installation to work properly. These files would probably cause IA installation to crash on vanilla BG (non-EE), but there is nothing new anyway with the exception of compatibility patches. I haven't made the setup script cross-platform. Perhaps, I'll do this in the future when there is proof that IA plays nice with EE. Once again, I repeat, there was no extensive testing. I have no idea how powerful or not are the new EE kits or new joinable NPCs in the context of IA. I have no idea what happens with the new content that is added by EE. If you do play this and find some sort of a bug, let me know here. I will try to fix it and attach the patches in this post. I would've loved to push out a stable version for you guys but there is not timetable at all for how much it'll take me to do my own run of the game. Enjoy! EDIT: this archive is outdated! Please, download the latest version of the mod from the BWL's download section. Archive.zip ( 69.05k ) Number of downloads: 49 This post has been edited by critto: May 25 2016, 06:34 AM |
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Jun 23 2015, 02:14 AM
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#2
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
QUOTE I was also wondering about the new druid kit and/or magnitude of the content of the expanded druid stronghold. What I like is the druid only upgrade and minor change in items (treefolk arm it seems), but there is no incentive yet to craft those items The kit is not new, but an existing one. I don't want to overpopulate the game with new kits, better modify existing ones, it's less problematic from the point of implementation. We're still experimenting. As for the content, there will be at least one pretty large quest for which a custom new area was made long time ago. The whole todo list for v7 is pretty large however, but I don't know yet which things will be done. As for items and upgrades, there are plenty. We've extended the item randomizer with some previously statically placed items (and will extend with more). In v6.2, we've worked on spears and scimitars to make them good weapon choices (not only for druids, btw). In v7, we'll definitely take a look at clubs. |
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