Like I said last page no timelines at this point. I'm not good at them and this year I have a bunch of new commitments that mean my time to work on this is severely lessoned. I'll probably get a few days of work done on it during this winter break, but that won't be enough to see it finished. Midway through January I'm back at it with school. If I decide to then do my masters that is then another year where it's going to be in school (while also working)...so realistically even just releasing everything I've gotten started it could be another year and a half before you guys see anything.
So I guess a bit of good news is in order. A lot of the testing and development of the mod was done in 2.3 (it was the most stable at the time). I've updated it so that it works in 2.5 (when I release it I'll make sure it works in the latest version). I also added in Sir Edward Filmarya (see my previous post on him on the last page) and fixed up some of the issues with one of the new options you have when it comes to initially leaving Candlekeep.
Fortunately and unfortunately I've taken on additional responsibilities this school year (good for my career path, not so good for having the time to release this) and I'm taking 6 courses (yaaaaaaa!). As a result I don't expect to be able to work on this again until April.
It's reading week for school. This means I get today and tomorrow to work on this. Then I go back to studying and doing school work (in advance of midterms and what not).
everyone forgets most of what they've learned at school... but to create something original, to be able to look at it and say "that's something i made", that's something that follows you for the rest of your life!
So I guess some news. I'm currently at an impasse. It looks like something I've done with the mod recently has buggered something up and now the launcher won't start. So I'm going to have to revert to an earlier copy of it and work my way back to find what the problem is
On a plus note I've finished around 80% of the town council quest (which was changed to you needing to find advisors for Kelddath). Basically the quest revolves around the recent death of the 5th member of Beregost's town council and a need for the town to secure advisors should a war break out.
Some advisors have their own subquests required for you to recruit them.
Below is also what I've got done/what is left. It's not much different then what I had before however since my last accounting update like this the mod has been designed to work in 2.5.
<i class="Italic">The following are finished</i>
- Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).
- Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
- Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
- Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.
- If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Cheaper prices for the Militia quest (Beregost)
- On the northern edge of the Friendly Arm Inn map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
- Adds a militia headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Militia can be found training in Beregost (chapter 2)
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds militia to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of militia and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in Beregost, alongside the towns militia (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- You are given a quest to get Modest back on his feet. You must convince him to serve a lieutenant in the militia.
- Quest involving finding further advisors for the Beregost town council
- There is a quest involving acquiring obtaining better armor and weapons for the towns militia from Bethi.
- Quest involving scouting out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
- Nashkel's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- In the Nashkel Mine exterior map and Carnival map the probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
- Gullykin is now a wild magic area. This is where you can find Yeorg.
- The Firewine Bridge is now a wild magic area.
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
Spoiler: show
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- There are additional dialogue options for druid and avenger characters in the cloakwood forest. Other kits have occasional additional dialogs (like Priests of Talos)
- The Ice Island now has remorhaz that appear instead of ankhegs.
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
- New marketplaces have been added to Baldur's Gate and Beregost. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets)
- First part of Cyric questline
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
- Serpent's Cowl and the series of quests involved with it
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion.
<i class="Italic">The following need some tweaking</i>
- Jenora NPC
- Shar-Teel NPC
<i class="Italic">The following are somewhat unfinished </i>(meaning that they still need a fair bit to add but what they are lacking shouldn't stop you from being able to play them)
<b class="Bold">BGEE Components
</b>
- Yeorg NPC mod
- The second part of the Cyric questline.
- Beregost Town Council advisor quests
<b class="Bold">SoD Components
</b>
- Daran Highhammer NPC
- Mystery NPC
- Follow up from BGEE questline
<i class="Italic">The following are very unfinished</i> (meaning either they aren't close to being finished or they haven't been started)
- A thief will appear late at night in Nashkel for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later).
- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep).
- In chapters 6 and 7 there will be additional Amnish troops stationed in Nashkel.
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later).
- A temple dedicated to Mask now exists in the thieves guild.
- Rashad (the healer for Eltan) now is not available between midnight and 6am. Eltan is asleep during that period.
- Halbazzer Drin's script lets him cast the Meteor spell
- The compliment of Flaming Fists in the streets of Baldur's Gate is increased (chapter 6 and later).
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses.</div>
If I get rid of the numbers after @1123 the game launches fine. If I don't it just hangs. These numbers correspond with the text below.
@1124=~The Council Advisors
We encounted Laspeera Inthré and managed to scare her off. Hopefully Baskor Tranth will now agree to follow through with our earlier request of him.~
@1125=~The Council Advisors
We weren't able to convince Laspeera Inthré to leave and instead killed her. Hopefully something good can come from this slaughter. Baskor Tranth will no doubt want to learn of this news.~
@1126=~The Council Advisors
We chose not to convince Laspeera Inthré to leave and instead killed her. Baskor Tranth will no doubt want to learn of this news.~
@1127=~The Council Advisors
As agreed upon in exchange for addressing the Laspeera problem we've gotten Baskor to agreed to advise Beregost's Town Council.~
@1128=~The Council Advisors
In exchange for giving up the location of Baskor Tranth we were able to convince Laspeera Inthré to serve as an advisor to Beregost.~
I've tried changing the numbers in the event that there was a conflict (with no luck). I also tried getting rid of the accents thinking that that was it.
Could it be I've hit some kind of a max for the TPK file?
crashes related to strings are always caused by wrong characters encoding. Make sure that your TRA files are using UTF-8 (without BOM). ANSI or any other encoding = crash when the engine parses the string (so right after starting the game when it comes to journal entries)
The application was unresponsive without anything showing up because the engine encountered wrong encoding before it managed to display anything game related (journal entries are parsed right at the beginning, during Lua initialization).
crashes related to strings are always caused by wrong characters encoding. Make sure that your TRA files are using UTF-8 (without BOM). ANSI or any other encoding = crash when the engine parses the string (so right after starting the game when it comes to journal entries)
I've seem this before, but honestly I have no idea what it means. @swit do you mind explaining how one might make sure ones tra files are using UTF-8?
@Grammarsalad, in Notepad++ you can check it in encoding menu:
If you're from one of the European countries creating a new file in windows notepad will most likely result in file with ANSI encoding, which crashes the engine, so you need to manually convert it to UTF-8 (or use HANDLE_CHARSETS weidu function). Keep in mind that vanilla engine actually epxects ANSI encoding, not UTF-8, that's why mods working on old and EE engine at the same time use HANDLE_CHARSETS function.
It is just great to come back here once in a while and find an update from you @elminster ! I'm just holding off my next playthrough waiting for this, hearing about all the changes you're implementing has really made the vanilla game (+ sprinkled with minor mods) appear dull and unfinished. Cheering for ya!
Obviously the mod isn't out yet, and I'll repeat this when it is, but due to the occasional bit of long writing and how the engine presently handles dialog I'm going to recommend that players using this mod look into installing a dialogue UI mod as well. This is because there are a few situations where players have like 8 dialog options plus text to read. With two scrolling bars it just becomes really difficult to read both the text and the responses. @lefreut 's mod works well for this, but there may be others out there that also work that people like.
Grammarsalad, in Notepad++ you can check it in encoding menu
If you're from one of the European countries creating a new file in windows notepad will most likely result in file with ANSI encoding, which crashes the engine, so you need to manually convert it to UTF-8 (or use HANDLE_CHARSETS weidu function). Keep in mind that vanilla engine actually epxects ANSI encoding, not UTF-8, that's why mods working on old and EE engine at the same time use HANDLE_CHARSETS function.
BTW, you can set encoding even in standard notepad in the "Save as" menu:
I've since changed the "Gp" in this to gold. But I figured I'd post a screenshot since its been awhile since I posted any screenshots.
This particular encounter is in reference to something I talked about here
Edit: Also the question you ask now reads "If lives are on the line" instead of it just being about Baskor.
Anyways I've finalized the end game conditions for the outcomes for the combined Beregost refugee and Beregost advisors quests. Each of these outcomes will have their own text screens that address the fate of Beregost.
These will only trigger if you take action that will lead to a conflict between Baldur's Gate and Amn (aka you frame the Shadow Thieves after killing Duke Eltan). I still haven't finalized it but you will likely see them at the end of Baldur's Gate 1 but before the intro to Siege of Dragonspear.
Best Outcome
- You secure agreements with all 4 settlements
- You found 5 advisors for the town
Good Outcome #1
- You secure agreements with less than 4 settlements
- You found 5 advisors for the town
Good Outcome #2
- You secure agreements with all 4 settlements
- You found less than 5 advisors for the town
Middle Outcome
- You secured an agreement with either Baldur's Gate or the other three settlements
- You found 3 to 4 advisors for the town
Bad Outcome
- You secured agreements with less than 4 settlements (or perhaps none)
- You found at least one advisor for the town
All Hope Is Lost
- You secured no agreements and found no advisors for the town
So anyways I've since realized that Alatos actually disappears in Chapter 7 from the Thieves Guild. I think I'm going to stick him in the second floor of the Blushing Mermaid (and have Niklos pass you a note saying as much). Seems an appropriate enough place as any.
One change I've made today is to make it so that Rashad (Eltan's healer) disappears at night time. According to multiple people you talk to he's supposed to disappear into the sewers. I've scripted him now so that he doesn't appear in Eltan's floor at night. Instead you'll see him walk away from the Flaming Fist Headquarters. You can even attack him, although as Tamoko points out (in the original game) this won't result in anything. They'll just send another doppelganger in his place.
So in theory, if you can make it past the rest of the Flaming Fist, you could just walk in there at night now and grab Eltan.
The good news is that biggest quests related to getting this mod out have almost all been finished. The only big ones remaining have to do with the follow up of the events in BGEE in SoD, the second part of the Cyric questline, and Yeorg's questline. All of these have been started in one form or another.
The only things in the "Completely haven't started" category now are all fairly minor things. Adding some troops here, a merchant here, etc. All fairly minor compared to planning out a questline, rewards, and multiple endings.
The following are finished
- Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).
- Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
- Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
- Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.
- If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Cheaper prices for the Militia quest (Beregost)
- On the northern edge of the Friendly Arm Inn map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
- Adds a militia headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Militia can be found training in Beregost (chapter 2)
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds militia to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of militia and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in Beregost, alongside the towns militia (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- You are given a quest to get Modest back on his feet. You must convince him to serve a lieutenant in the militia.
- Quest involving finding further advisors for the Beregost town council
- There is a quest involving acquiring obtaining better armor and weapons for the towns militia from Bethi.
- Quest involving scouting out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
- Nashkel's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- In the Nashkel Mine exterior map and Carnival map the probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
- Gullykin is now a wild magic area. This is where you can find Yeorg.
- The Firewine Bridge is now a wild magic area.
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
Spoiler: show
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- There are additional dialogue options for druid and avenger characters in the cloakwood forest. Other kits have occasional additional dialogs (like Priests of Talos)
- The Ice Island now has remorhaz that appear instead of ankhegs.
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
- New marketplaces have been added to Baldur's Gate and Beregost. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets)
- First part of Cyric questline
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
- Serpent's Cowl and the series of quests involved with it
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion.
- Kill Duke Eltan under orders from Alatos
- Rashad (the healer for Eltan) now is not available between midnight and 6am. Eltan is asleep during that period.
- Beregost Town Council advisor quests
The following need some tweaking
- Jenora NPC
- Shar-Teel NPC
The following are somewhat unfinished (meaning that they still need a fair bit to add but what they are lacking shouldn't stop you from being able to play them)
BGEE Components
- Yeorg NPC mod
- The second part of the Cyric questline.
SoD Components
- Daran Highhammer NPC
- Mystery NPC
- Follow up from BGEE questline
The following are very unfinished (meaning either they aren't close to being finished or they haven't been started)
- A thief will appear late at night in Nashkel for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later).
- In chapters 6 and 7 there will be additional Amnish troops stationed in Nashkel.
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later).
- A temple dedicated to Mask now exists in the thieves guild.
- Halbazzer Drin's script lets him cast the Meteor spell
- The compliment of Flaming Fists in the streets of Baldur's Gate is increased (chapter 6 and later).
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their business
Comments
Fortunately and unfortunately I've taken on additional responsibilities this school year (good for my career path, not so good for having the time to release this) and I'm taking 6 courses (yaaaaaaa!). As a result I don't expect to be able to work on this again until April.
It's reading week for school. This means I get today and tomorrow to work on this. Then I go back to studying and doing school work (in advance of midterms and what not).
On a plus note I've finished around 80% of the town council quest (which was changed to you needing to find advisors for Kelddath). Basically the quest revolves around the recent death of the 5th member of Beregost's town council and a need for the town to secure advisors should a war break out.
Some advisors have their own subquests required for you to recruit them.
Below is also what I've got done/what is left. It's not much different then what I had before however since my last accounting update like this the mod has been designed to work in 2.5.
- Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).
- Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
- Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
- Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.
- If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Cheaper prices for the Militia quest (Beregost)
- On the northern edge of the Friendly Arm Inn map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
- Adds a militia headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Militia can be found training in Beregost (chapter 2)
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds militia to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of militia and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in Beregost, alongside the towns militia (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- You are given a quest to get Modest back on his feet. You must convince him to serve a lieutenant in the militia.
- Quest involving finding further advisors for the Beregost town council
- There is a quest involving acquiring obtaining better armor and weapons for the towns militia from Bethi.
- Quest involving scouting out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
- Nashkel's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- In the Nashkel Mine exterior map and Carnival map the probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
- Gullykin is now a wild magic area. This is where you can find Yeorg.
- The Firewine Bridge is now a wild magic area.
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
Spoiler: show
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- There are additional dialogue options for druid and avenger characters in the cloakwood forest. Other kits have occasional additional dialogs (like Priests of Talos)
- The Ice Island now has remorhaz that appear instead of ankhegs.
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
- New marketplaces have been added to Baldur's Gate and Beregost. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets)
- First part of Cyric questline
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
- Serpent's Cowl and the series of quests involved with it
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion.
<i class="Italic">The following need some tweaking</i>
- Jenora NPC
- Shar-Teel NPC
<i class="Italic">The following are somewhat unfinished </i>(meaning that they still need a fair bit to add but what they are lacking shouldn't stop you from being able to play them)
<b class="Bold">BGEE Components
</b>
- Yeorg NPC mod
- The second part of the Cyric questline.
- Beregost Town Council advisor quests
<b class="Bold">SoD Components
</b>
- Daran Highhammer NPC
- Mystery NPC
- Follow up from BGEE questline
<i class="Italic">The following are very unfinished</i> (meaning either they aren't close to being finished or they haven't been started)
- A thief will appear late at night in Nashkel for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later).
- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep).
- In chapters 6 and 7 there will be additional Amnish troops stationed in Nashkel.
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later).
- A temple dedicated to Mask now exists in the thieves guild.
- Rashad (the healer for Eltan) now is not available between midnight and 6am. Eltan is asleep during that period.
- Halbazzer Drin's script lets him cast the Meteor spell
- The compliment of Flaming Fists in the streets of Baldur's Gate is increased (chapter 6 and later).
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses.</div>
One question: of the new NPC, is any of them a cleric? If so, can you tell me (here or PM) the respective deity?
Thanks.
If I get rid of the numbers after @1123 the game launches fine. If I don't it just hangs. These numbers correspond with the text below.
I've tried changing the numbers in the event that there was a conflict (with no luck). I also tried getting rid of the accents thinking that that was it.
Could it be I've hit some kind of a max for the TPK file?
I've seem this before, but honestly I have no idea what it means. @swit do you mind explaining how one might make sure ones tra files are using UTF-8?
If you're from one of the European countries creating a new file in windows notepad will most likely result in file with ANSI encoding, which crashes the engine, so you need to manually convert it to UTF-8 (or use HANDLE_CHARSETS weidu function). Keep in mind that vanilla engine actually epxects ANSI encoding, not UTF-8, that's why mods working on old and EE engine at the same time use HANDLE_CHARSETS function.
https://forums.beamdog.com/discussion/60717/mod-eeuitweaks-mod-collection-all-ee-v2-2-platforms/p1
(Also I have no power over how the dialog system currently works so don't shoot the messenger )
BTW, you can set encoding even in standard notepad in the "Save as" menu:
This particular encounter is in reference to something I talked about here
Edit: Also the question you ask now reads "If lives are on the line" instead of it just being about Baskor.
These will only trigger if you take action that will lead to a conflict between Baldur's Gate and Amn (aka you frame the Shadow Thieves after killing Duke Eltan). I still haven't finalized it but you will likely see them at the end of Baldur's Gate 1 but before the intro to Siege of Dragonspear.
- You secure agreements with all 4 settlements
- You found 5 advisors for the town
Good Outcome #1
- You secure agreements with less than 4 settlements
- You found 5 advisors for the town
Good Outcome #2
- You secure agreements with all 4 settlements
- You found less than 5 advisors for the town
Middle Outcome
- You secured an agreement with either Baldur's Gate or the other three settlements
- You found 3 to 4 advisors for the town
Bad Outcome
- You secured agreements with less than 4 settlements (or perhaps none)
- You found at least one advisor for the town
All Hope Is Lost
- You secured no agreements and found no advisors for the town
So in theory, if you can make it past the rest of the Flaming Fist, you could just walk in there at night now and grab Eltan.
The good news is that biggest quests related to getting this mod out have almost all been finished. The only big ones remaining have to do with the follow up of the events in BGEE in SoD, the second part of the Cyric questline, and Yeorg's questline. All of these have been started in one form or another.
The only things in the "Completely haven't started" category now are all fairly minor things. Adding some troops here, a merchant here, etc. All fairly minor compared to planning out a questline, rewards, and multiple endings.
- Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).
- Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
- Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
- Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.
- If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Cheaper prices for the Militia quest (Beregost)
- On the northern edge of the Friendly Arm Inn map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
- Adds a militia headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Militia can be found training in Beregost (chapter 2)
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds militia to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of militia and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in Beregost, alongside the towns militia (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- You are given a quest to get Modest back on his feet. You must convince him to serve a lieutenant in the militia.
- Quest involving finding further advisors for the Beregost town council
- There is a quest involving acquiring obtaining better armor and weapons for the towns militia from Bethi.
- Quest involving scouting out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
- Nashkel's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- In the Nashkel Mine exterior map and Carnival map the probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
- Gullykin is now a wild magic area. This is where you can find Yeorg.
- The Firewine Bridge is now a wild magic area.
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
Spoiler: show
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- There are additional dialogue options for druid and avenger characters in the cloakwood forest. Other kits have occasional additional dialogs (like Priests of Talos)
- The Ice Island now has remorhaz that appear instead of ankhegs.
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
- New marketplaces have been added to Baldur's Gate and Beregost. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets)
- First part of Cyric questline
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
- Serpent's Cowl and the series of quests involved with it
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion.
- Kill Duke Eltan under orders from Alatos
- Rashad (the healer for Eltan) now is not available between midnight and 6am. Eltan is asleep during that period.
- Beregost Town Council advisor quests
The following need some tweaking
- Jenora NPC
- Shar-Teel NPC
The following are somewhat unfinished (meaning that they still need a fair bit to add but what they are lacking shouldn't stop you from being able to play them)
BGEE Components
- Yeorg NPC mod
- The second part of the Cyric questline.
SoD Components
- Daran Highhammer NPC
- Mystery NPC
- Follow up from BGEE questline
The following are very unfinished (meaning either they aren't close to being finished or they haven't been started)
- A thief will appear late at night in Nashkel for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later).
- In chapters 6 and 7 there will be additional Amnish troops stationed in Nashkel.
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later).
- A temple dedicated to Mask now exists in the thieves guild.
- Halbazzer Drin's script lets him cast the Meteor spell
- The compliment of Flaming Fists in the streets of Baldur's Gate is increased (chapter 6 and later).
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their business