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  • Submitted: Mar 23 2008 10:53 AM
  • Last Updated: Jun 02 2020 06:15 AM
  • File Size: 4.1MB
  • Views: 9202
  • Downloads: 57466

Previous Versions

  • 07 Jun 2009 Download D's Odd Quest Mod
  • 07 Jun 2009 Download D's Odd Quest Mod
  • 19 Jun 2008 Download D's Odd Quest Mod

Download D's Odd Quest Mod v2.0

* * * * * 1 Votes

Just a word of warning, this was my first attempt at an actual mod that wasn't just a couple of minor changes and it's VERY old. So no real guarantees on how bug free it is. It was more of a test to see what I could do with scripting a different sort of combat sequence. You are forced to protect two people against swarms of enemies. (you get help if you did certain quests) Check the readme for more detailed information.

This mod adds an encounter that takes place in Chapter 6 in the Umar hills. No, there's not much plot.
Is this just an excuse for a large, interesting fight? Pretty much.

The enemies range in level from 15 to 20 and have abilities to match.
All enemies are equipped with the best gear that you could obtain in a non-moded game.
The four "bosses" all have some custom gear.

There are three difficulties:

Easy is just that; well sort of easy, it's still hard.

Hard should not be installed unless you are fairly good at the game, are using a full party with mod'd items and have played this before.

Are You Out Of Your Freaking Mind?!
Well, unless you like reloading, an insane challenge or are just a masochist, I would advise against it. (either that or if you just HAVE to have one of the nifty rings)

  • 60 seconds to prep at start
  • Only 4 spawns, 90 seconds apart.
  • The four "bosses" have most of their triggers disabled.

  • 45 seconds to prep at start
  • 9 spawns, 90 seconds apart.
  • Some triggers enabled.

Are You Out Of Your Freaking Mind?!:
  • 30 seconds to prep at start.
  • Never-ending spawns, 60 seconds apart. (unless you close the portals that is)
  • All triggers enabled. (This is bad, trust me)

Read the Readme
SHS official GitHub alternate download center

What's New in Version v2.0 (See full changelog)

  • Added imnesvale.ini metadata file to support AL|EN's "Project Infinity".
  • Renamed setup-imnesvale.tp2 -> imnesvale.tp2 and moved it into mod top folder to support AL|EN's "Project Infinity".
  • Replaced `AUTHOR` keyword with `SUPPORT`.
  • Added `VERSION` flag.
  • Added `README` command.
  • Added `REQUIRE_PREDICATE` process to avoid installing the mod in inaccurate games.
  • Added component `DESIGNATED` numbers and "imnesvale_easy", "imnesvale_hard" and "imnesvale_impossible" `LABELS`.
  • Added missing `HANDLE_CHARSETS` function to convert string entries for EE games.
  • Externalized tp2 code into main_component.tpa library for more comfortable readability and maintenance.
  • Added native BG2:EE and EET compatibility.
  • Fixed a bug compiling duar1100.baf: now the file is ONLY appended to AR1100.bcs.
  • Included BWP Fixpack hotfixes:
  • - ducleric.baf (easy): Lollorian's PARSE ERROR fix</a> (replaced wrong spell id CLERIC_SHIELD_OF_ARCHONS with CLERIC_SHIELD_OF_THE_ARCHONS).
  • - duar1100.baf: Lollorian's typo fixes (removed the quotes from `GLOBAL` values).
  • - imnes.d (dujug.d): micbaldur's fix for dialogue issue with Jugend after Arimayus is dead (replaced State 1 Trigger `NumberOfTimesTalkedTo(1)` with `Global("duJugSpawnForKilling","GLOBAL",1)`).
  • - duspawn1.baf and duspawn2.baf: replaced `true()` condition with `OnCreation()`.
  • - dumaim.itm: fixed wrong opcode #310 (Immunity to time stop) timing parameter (2-While equipped. Was set to 1).
  • Added foreign languages WeiDU prompts whenever possible.
  • Updated English, German and Russian tra files for compatibility with GW_UPDATE_ITM_DESCRIPTION_TO_EE WeiDU function requirements which automatically removes usability restrictions for EE games.
  • Added Russian translation by prowler.
  • Added German translation (from the BiG World Textpack German project).
  • Items descriptions: Added missing weight and restriction flags.
  • Split unique imnes.tra file into separate thematic files for more comfortable readability.
  • Updated and renamed readme file to imnesvale-readme.txt and moved it into new "readme" folder.
  • Reorganized mod architecture tree: created or renamed folders to sort files according to their types.
  • Removed useless backup folder.
  • Lower cased files.
  • Included Linux and Mac Os X versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
  • Added archive libiconv-1.9.2-1-src.7z with iconv licence info.
  • Updated WeiDU installer to v246.
  • Uploaded mod to official Spellhold Studios GitHub mirror account.

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