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#640053 03/01/18 03:42 PM
Joined: Apr 2015
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stranger
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stranger
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Joined: Apr 2015
Hey all,

Apologies if this has been covered elsewhere, a simple search of the forum for terms like "testing" brought up nothing.

What's the best way to test add-on mods to the Origins campaign? Thus far, I've been copying characters (usually corpses, since they're rarely global), giving them endgame character stats and a weapon, and inserting them with T into any situation I want to test.

This *usually* works, but of course it's near impossible to test combat balance this way, you'd need to hand-craft a party that are just "about right" for the encounter, and in some cases my fake party members fail to register for quests/trip flags, eg. fake party members can't seem to participate in Fort Joy's Arena.

Plus, it's always nice to verify a mod directly in-game before publishing, rather than just verifying it in-editor and hoping it's correct when played for real.

Does anyone have any advice for this? I'm considering doing a quick Explorer playthrough just to make a bunch of saves at key points so I can load in wherever. That'll take a while, though.

Joined: May 2018
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stranger
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Joined: May 2018
Gonna necro-bump this as its exactly the problem I'm having.


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