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Grammarsalad

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Does this include both the Heart of Winter and Trials of the Luremaster contents as well? :)

yep. In other words whole IWD:EE, nothing omitted.

 

And before you guys ask about IWD2:

- all animations etc.

- all side quests

- whole first part of the main storyline (resolving Targos problems)

- tweaked version of the later chapters (without tying the storyline to IWD1 story)

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I saw you mention that IWD first part would be available from the worldmap by just travelling to the north of known "BG1 territory" and you would see that there is a further map up north (Targos??).

 

As I plan to integrate the IWD mod into the rest of my mega story, I have a question for that

- hypothetically a player may just choose from the unitilal map (Gorion's death) to move all the way north, by-passing any quest etc, friendly arm or so and start directly with IWD.

- it will be hard, to write any crossmod content for such a case (the party knows nothing yet basically of the main plot) and even harder to add some meaningful additional content there.

- would it not be better to delay the availability of the IWD map until some significant point in the vanilla plot (Chapter change, reception of a quest, some hint) I could think of an additional quest by Scar??

- for my own contents (only if my NPC is in party) I would trigger it by rescuing Brage to the Temple in Nashkel in order to provide a sequel for his further fate...

 

Let me know if such an idea contradicts your approach of leaving everything up to the player. But also in vanilla plot some areas are not imeediately accessible (Cloakwood, Bandit Camp, Baldur City).

 

 

In my current mod, Brage leaves Helm's temple after the rescue to continue his search - he later appears in my BG2 quest in the Stormhorns up north after an odyssee that is not further detailed. My idea is to introduce a link between the two parts of the story during the adventure in IWD. In this way I fill a gap in my own story and also tie in the IWD mod into the main story. Also there is supposed to be some relation to the Bhaal plot to be introduced during IWD. Plus some party banters that require that the NPCs already know a bit of the main plot (e.g. chapter 4 or later),

 

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- would it not be better to delay the availability of the IWD map until some significant point in the vanilla plot (Chapter change, reception of a quest, some hint) I could think of an additional quest by Scar??

No.

Why ? Cause the first thing you'll run in the IWD maps is a small party of goblins that a full 1st level party is supposed to be able to take care of. Not a ~5th level party.

 

If you wish to play NEJ, you'll install NEJ.

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- would it not be better to delay the availability of the IWD map until some significant point in the vanilla plot (Chapter change, reception of a quest, some hint) I could think of an additional quest by Scar??

No.

Why ? Cause the first thing you'll run in the IWD maps is a small party of goblins that a full 1st level party is supposed to be able to take care of. Not a ~5th level party.

 

If you wish to play NEJ, you'll install NEJ.

 

A party of goblins is not really a convincing argument. The band of Tasloi on the first Cloakwood map can be as well be overcome by a full level 1 party, still storywise Cloakwood access is delayed (unless you use a mod to cheat early access).

The choice is rather, whether IWD could be integrated to appear as part of the EET game rather than some loose extension or not. Of course, you may opt to just go there and do what you like, but I understood K4thos call for adding some substance to the extension as an idea to give the additional game maps and quests some glue to the main game. This is hardly possible if you explore all of it before you even know what the main game - still Baldur's Gate, after all - is all about.

To be clear, the IWD plot will be there (so mentioning NEJ is just imp'ish), the idea was to add some side quests and threads that run across the (former) game boundaries and let the game as a whole appear more seamless.

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A party of goblins is not really a convincing argument. The band of Tasloi on the first Cloakwood map can be as well be overcome by a full level 1 party, still storywise Cloakwood access is delayed (unless you use a mod to cheat early access).

But you can't beat the end foe, or the wyvernss if you follow the path if you had the access ... while in IWD you can. Cause you get enough XP and loot to be able to kill the dragon, giants and demons.

 

You can make the dialog about the current area, it doesn't have to be about the elephant in the porcelain shop. AT all. And there's no single way to go about the game, so it's hardly a point to make the dialog reflect that... or if you do... EDIT: *never mind*.

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A party of goblins is not really a convincing argument. The band of Tasloi on the first Cloakwood map can be as well be overcome by a full level 1 party, still storywise Cloakwood access is delayed (unless you use a mod to cheat early access).

But you can't beat the end foe, or the wyvernss if you follow the path if you had the access ... while in IWD you can. Cause you get enough XP and loot to be able to kill the dragon, giants and demons.

 

You can make the dialog about the current area, it doesn't have to be about the elephant in the porcelain shop. AT all. And there's no single way to go about the game, so it's hardly a point to make the dialog reflect that... or if you do... EDIT: *never mind*.

 

Is that not exactly what should be avoided???

If you go to IWD early and get all the XP and loot etc (without tuning that down like it should be done for other mega-mods) and then return to the Sword Coast to blow your way through to Sarevok with ease...Is that the idea?

Have your NPCs say *Oh, it is cold up here.* and *Those creatures don't live around Candlekeep.* *I have never seen snow before.*.

 

Anyway - I think we are both right - there are players who would like the one and some who like the other and anyone is free to choose the mods they want to have and the way they want to play their game.

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I'm a fan of the 'leave that decision up to the player'philosophy in this case. If a player wants to beat iwd1, and the cakewalk through bg1, let them. If they want to tackle iwd after serevok, cool.

 

Iwd has so much xp to gain, it's inevitable that it'll mess with balance at some point. I trust that a mod will arise to handle that. Heck, I haven't been paying attention to bedog updates, but maybe that can be addressed with a game setting

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There are (at least) two ways to handle IWD in EET and the good thing is, they do not exclude each other:

 

1. Integrate IWD technically,

make access available through worldmap, allow players to go there/leave there as they want, play the IWD plot, have some banters (no chapter needed, just use area check and/or IWD globals) for your NPCs. More or less this is *Play IWD with your EET party". >>> this is per default what the current feature of K4thos will already be.

You select this option automatically if you install IWDEE and integrate it via EET.

 

2. integrate IWD into the main EET storyline

make access available through worldmap after a certain event/trigger from the main plot, afterwards allow players to go there/leave there as they want, play the IWD plot. Have additional contents that relates to the Bhaalspawn trilogy, have banters that are related to the circumstances as well as to the story development. Adjust XPs and items to the overall progression (this may be done for option 1 as well - maybe even by the same component in EET-Tweaks?).

This option is available through a mod you may or may not install - but only in case you install IWDEE and integrate it via EET.

 

This approach allows for all freedom for the player to choose how to deal with IDW-EET

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