Hi! I had finished the game several times long time ago. I recall using Car Arcanum during the last play, but now I'm not sure what to use, which mods are finished, mutually compatible etc. So please recommend, what should I install. Probably: - Official patch, - Unofficial patch, - Hi-res patch, - WIP? Thanks!
If it's been awhile since you last played, I recommend doing just the official patch, and playing through vanilla, and then installing the rest of the patches, and playing through. That way you get a better view of the amount of work that's gone into improving this game.
Thanks but since I don't have that much time to play I'd really appreciate, if someone could recommend a more complete set of mods.
Hold up! A:WIP is not compatable with the unofficial patch! It does have the 10/08 version built into it though. It's ok to use the hi-res.
Thanks, rroyo and Xz! So: - Official patch - Hi-res patch - WIP Any other recommendations? I noticed a balance mod being made, but since it is not finished... oh! And the official mod (that one on the CD), it has to be somewhere
I think that needs to be (in order): 1. Official Patch 2. Rroyo's WIP (careful; I've had some trouble on windows 7 with this one) 3. High Res Patch. If you haven't finished it before/recently and want a more vanilla experience, try: 1. Official Path 2. Drog's UAP 3. Optionally HQ townmaps 4. High Res patch. The HQ Music pack can be applied to either also.
OK, one more if I may: Can I use the HQ townmanps with the WIP? Edit: I'v found this rroyo's remark: "Also - the High-Rez patch, High-Quality Music, and (to a point) High-Rez Townmaps will work with A:WIP - just be ready to make allowances for new stuff that's not shown on the maps." So I should install the HQ maps first and than let the WIP overwrite old maps with new?
I don't know for sure if this'll work: Rename the patch1 of A:WIP to patch2, then rename the patch9 of the townmaps to patch1. That should put them in the right sequence. Give it a try - and good luck!
So I started the game and while all modifications seem to work correctly, I'm actually not that amused playing a magick user. It is just plainly easy to invest points into spells. Tech char is more fun, because of finding various stuff to combine, saving money for blueprints, finding blueprints - oh yeah. As someone here on the forum had noted, it would be nice to have such challenge also for spells - finding teachers, combining them from some elements and/or artefacts. Well, well...