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Thandal

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    PvZ
  • Favourite Game
    Icewind Dale

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  1. Oh, now I see what you're looking for. Interesting idea, not sure how easily it could be done. The "All dead if you don't do the ritual when you first learn about it" (which means either Jowan or a mage currently in the party does it) would be the simplest. An in-game countdown timer to complete "The Broken Circle and return or everyone in the castle dies" would be much harder. But definitely worth asking for. :thumbsup:
  2. There's no "running clock". You can take as long as you want between learning about needing to do the ritual and completing "The Broken Circle" main plot quest. I've even saved doing that until after completing both the Elven and Dwarven missions. :wink: Or are you asking for someone to make a mod that ADDS a running clock? :unsure: (Not clear from your post.)
  3. Zycp49397781 banned. Reason: Alt account of qqquuu and misuse of the FIle Report system. Reference post
  4. qqquuu banned. Reason: Alt account of Zycp49397781 and misuse of the File Report system. Reference post
  5. 1. No. 2. No. 3. Check the "Permissions and Credits" section of that mod and you'll see why it's allowed.
  6. There are a number of offenses that might result in an insta-ban. Admitting to, advocating for, or otherwise promoting piracy is one. But it is only one. There are others. And every ban cites the reason. And there is an appeal process, if the banned member cares to avail her/himself of it.
  7. LOL. I just convert everything to UTC (or "Zulu Time", as we used to say in the military) in my head. :cool:
  8. @dburns; The JoH can also be completed. Depending on your rig's CPU/GPU/RAM/Video Driver config, the most probable cause for a consistent freeze at the same point when triggering a cutscene is the graphics sub-system. Those (semi-)pre-recorded sections operate differently than the rest of the game since a scripted set of visuals has to be integrated with your IQ and whichever party members you're using at the moment. Here are a couple of things to check/try: 1. If you installed the "FPS Hak" way back when, remove it. 2. Switch from "Full-Screen" to "Windowed" mode. 3. Reduce the resolution. Once past the problem point, save and set things back where you want. Good Luck! :cool:
  9. It's been quite a while since I played that portion of DAO, but I've played the entire game over a dozen times and IIRC here's the deal... 1. Yes, "Hold" is borked. It only works until the controlled character moves (a prescribed distance) away. 2. Mission can be completed. 3. Steps (pun intended): - Position any party member next to a switch (wall torch, floor plate, whatever). - Immediately issue "Hold". - Move a DIFFERENT party member to next switch. - Immediately issue "Hold". - Rinse-Repeat until you have one party member next to each switch. - When all are in position, activate the switches by quickly rotating through each character.
  10. @justaking; You might want to check this thread: Good Mods? It's an oldie, but has a good discussion of the various "types" of mods and which ones people liked and why.
  11. @BUCKinFL; Short Answer: It's not BioWare. Unlike the Unreal Engine used for the earlier ME games, or what BioWare had done for their own Eclipse/Aurora engine used for the first two games in the DA-series, DICE (the developers of Frostbite, then named "FrostByte", and now owned by EA) have never released a tool kit for modders. Their only public comment on the subject was, "Maybe someday..." Oh, and all of EA's AAA games are now required to use Frostbite since; they own it, and it makes it easy to port the code to all the relevant platforms (PC, Xbox, PS, and even Swtich.)
  12. @BUCKinFL; Short Answer: ME:A uses the Frostbite engine. Modding games that use FrostBite is much more difficult than for those using many others, especially the Gamebryo/Creation Engine used for the Elder Scrolls games. The "managers" are a godsend for making modding Frostbite games possible at all for non-programmers! Unlike the Unreal Engine used for the earlier ME games, or what BioWare had done for their own Eclipse/Aurora engine used for the first two games in the DA-series, DICE (the developers of Frostbite, then named "FrostByte", and now owned by EA) have never released a tool kit for modders. Their only public comment on the subject was, "Maybe someday..." Oh, and all of EA's AAA games are now required to use Frostbite since; they own it, and it makes it easy to port the code to all the relevant platforms (PC, Xbox, PS, and even Swtich.)
  13. The short answer is "BioWare can't do that." And while it may be true that the (relatively) low(er) numbers of players of ME:A compared to more popular games resulted in fewer modders even being interested, there's more to the story. ME:A uses the Frostbite engine. Modding games that use FrostBite is much more difficult than for those using many others, especially the Gamebryo/Creation Engine used for the Elder Scrolls games. Plus, unlike the Unreal Engine used for the earlier ME games, or what BioWare had done for their own Eclipse/Aurora engine used for the first two games in the DA-series, DICE (the developers of Frostbite, then named "FrostByte", and now owned by EA) have never released a tool kit for modders. Their only public comment on the subject was, "Maybe someday..." Oh, and all of EA's AAA games are now required to use Frostbite since; they own it, and it makes it easy to port the code to all the relevant platforms (PC, Xbox, PS, and even Swtich.)
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