Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
- 58,550
Thankfully, that retarded blue guy isn't actually there lmao.
Are there no UI mods for these EEs that restore the superior UIs of the originals? Like, I would never play Planescape Torment EE, because of that abomination of a UI. ghostdog's UI is just so much better. But why has nobody modded that or something similar into the EE yet? Not that I searched a lot, so maybe something like that exists?
Are there no UI mods for these EEs that restore the superior UIs of the originals? Like, I would never play Planescape Torment EE, because of that abomination of a UI. ghostdog's UI is just so much better. But why has nobody modded that or something similar into the EE yet? Not that I searched a lot, so maybe something like that exists?
Just a reminder that I recently did some updates on my UI. (see sig)Are there no UI mods for these EEs that restore the superior UIs of the originals? Like, I would never play Planescape Torment EE, because of that abomination of a UI. ghostdog's UI is just so much better. But why has nobody modded that or something similar into the EE yet? Not that I searched a lot, so maybe something like that exists?
https://forums.beamdog.com/discussion/57230/changing-in-game-fontghostdog has anyone figured out a way import custom fonts for dialogues in EE yet? Cause their stock font absolutely sucks.
Story-wise, you might find Heart of Winter a bit more captivating, thought it does cut short rather abruptly. And then you've got Trials of the Luremaster, I think Castle Maluradek might just be the second most compelling megadungeon after Durlag's Tower. If you want my advice, don't go campaign-hopping, just keep a savegame handy and treat them as separate adventures - the OC, then Heart of Winter, then Trials of the Luremaster.So, I have never rated IWD or been too far before, disappointed at the pure-combat design after the BG/BG2 storylines, and finding it boring to plow through repeated lizardmen set pieces (dropped at Dragon's Eye then).
I'm also particularly fond of the Quickloot feature in the EE. It does sort of undermine one particular trap in Trials of the Luremaster, but picking up all those Goblin Axes in IWD2 really made me miss it.And feel free to sue me: I love the additional kits, the 16:9 resolutions and the zoom control on the mouse (that one is one of the best additions to IE games imho, it makes justice to the gorgeous background art).
You can pirate it and the mp works better than the original nowadays.Nearly a decade later, I still fail to see why anyone would play the IE EEs over the originals.
Ctrl+J baby.How are you even supposed to play this with how awful the pathfinding is? My characters get stuck together so hard I can't even enter the the houses in the first village. I can't imagine this being playable in cramped dungeons.
It doesn't do anythingCtrl+J baby.How are you even supposed to play this with how awful the pathfinding is? My characters get stuck together so hard I can't even enter the the houses in the first village. I can't imagine this being playable in cramped dungeons.
I was just kidding... sort of. If you enable the console, Ctrl+J lets you teleport to wherever your cursor is. Obviously, it's cheating so if you care about such things you'd want to exercise restraint and only use it to unfuck yourself. I found it necessary in the remaster of BGII where the bug you describe also happens frequently.It doesn't do anything
Does this problem not exist in the originals?I was just kidding... sort of. If you enable the console, Ctrl+J lets you teleport to wherever your cursor is. Obviously, it's cheating so if you care about such things you'd want to exercise restraint and only use it to unfuck yourself. I found it necessary in the remaster of BGII where the bug you describe also happens frequently.It doesn't do anything
The command itself may have changed in Beamdog's version of IWD.
nop, EE adds pathfinding issues to the point you have to reload game.
There are two problems that exist relating to movement in the IE games. I was unsure of which you were referring to. Put short, there had always been occasional hangups when going through doors or up/downstairs in Infinity Engine games. This is due to characters moving in close formation who are commanded to interact with the same "object" which is the invisible zone transfer point. 2 or more characters wedge up against each other preventing either of them from physically touching it and start jittering in place. It was always like this and it's not really a bug per se. Reissuing the command, or selecting one and manually moving it out of the way will often fix this.Does this problem not exist in the originals?
yes, it's not easy to replicate, I had it once in ilmater temple. the sprites basicaly overlay on top of each other, and from then on, characters are stuck forever and can't move.
In BG II, it happened to me every half-hour or so.If it’s that rare, using the clua hotkeys sound like an ideal solution