To clarify: Does Foundling use the same Shadow Magic rules that the Shadow Magic mod does? I assumed so, but I've not tested it.
What say you to making a version of Foundling that, if Shadow Magic has already been installed, prompts the user at install time to use the Shadow Magic mod's version of the mechanics? Those that want the old Foundling mechanics can have them, and they would be compatible with EE and non-EE games, but the "Shadow Magic Mod Foundling" would be EE-only.
Hi, I'm wondering if Foundling have some crossmod banters with your other BG2 NPC mods, like Verr'Sza and Hephernaan ?
Thank you ! I forgot to check Crossmod Mod.
It will help me plan my next evil parties in BG2.
I was thinking about a Dark Moon monk charname, Viconia, Vienxay the Shadowmage and Foundling for a party themed around shadows, with the help of Dorn and Hephernaan for some fiendish support.
Does any of those mentioned issues breaks the game / prevents the mod from installing?
10-13-2021, 05:47 PM
(This post was last modified: 10-13-2021, 05:48 PM by TotoR.)
None of those issues prevent from installing the mod.
Concerning the 'qd_multiclass.tpa' file, I have quote it before playing with your mod, so I don't know if it breaks something... However, it makes a mess with all the vanilla clab files on obg2.
Concerning the rest, it is clearly not game breaking. It as just some inconsistencies:
- the Misty guardian (L#guar.cre) as no weapon making her a little bit easier to fight.
- For LEVIMM.itm : i don't know what this item does - If it is protection against level drain, ring95 already do this... so it makes no difference at all
By the way, I don't know if it is intentionnal but, you could also use the animation of the 'HAG_NIGHT' on ee or the 'NIGHT_HAG' on oBG2 with Infinity animation (component 100) for L#fogr2.cre - witch is a grey HAG
Thanks for additonal info!