You should try Turnip bran muffins. Aunt Bertha said that they can double your age just make sure you keep them and the recipe far away from Aunt Bimmy
You should try Turnip bran muffins. Aunt Bertha said that they can double your age just make sure you keep them and the recipe far away from Aunt Bimmy
Turnip Bran Muffins available at The Sharper Image
Hello! If I may, I have a request. Can you please add the .tra files with the first release of this mod? It sounds promising and there is the chance that I will translate it in Italian. Thanks for your attention and keep up the good work
Obviously I think your interest in translating the mod is awesome, but the first release of this mod is going to be a mix of tra'ified content and not tra'fied content (TRA'ified content at this point is largely going to be new items, creature names or journal entries, though there are a handful of dialogs that have been converted). I found when making it that the process of making something available in a tra file makes it considerably more confusing to go back and change dialogs (and dialogs are a big part of the content of the mod). I'm probably going to need to take feedback from people and change things post-release (which doesn't just necessarily include changing individual strings, but also the layout of the dialog files themselves). Until I'm fairly comfortable in saying that the vast majority of the dialog is complete its safe to say that the vast majority of the dialog in the mod is not going to be available for translation at release.
Somehow I just noticed this.. WOW I can't really play BG1 anymore, I get bored so fast.. but such a mod would warrant a full playthrough.
Any ETA? From the description it sounds like you're almost done but I know this things are hard to carry forward - should I get my hopes down and check back in a few months? (the alternative is to compulsively check this topic for weeks.. hence why I'm asking :P)
Basically these last few days (when I have been working on it) have been spent getting the mod ready for release (and specifically the TRA aspect of it). I didn't really know what scale the mod would have when I started it. So the result of that was that I didn't really think about planning TRA numbering ahead of time at all. Its gotten to the point where (in order to be sure I wasn't re-useing existing numbers) in some cases I ended up using numbers like @999999 when clearly there aren't 999999 string references added by the mod. I'm since planned it all out better (though there is a small possibility of some references getting incorrectly used).
Basically these last few days (when I have been working on it) have been spent getting the mod ready for release (and specifically the TRA aspect of it). I didn't really know what scale the mod would have when I started it. So the result of that was that I didn't really think about planning TRA numbering ahead of time at all. Its gotten to the point where (in order to be sure I wasn't re-useing existing numbers) in some cases I ended up using numbers like @999999 when clearly there aren't 999999 string references added by the mod. I'm since planned it all out better (though there is a small possibility of some references getting incorrectly used).
Isn't the traification an automated process, with weidu? Technically you could have inlined all strings within the .d (and other) files, then traified, unless I'm missing something.
Basically these last few days (when I have been working on it) have been spent getting the mod ready for release (and specifically the TRA aspect of it). I didn't really know what scale the mod would have when I started it. So the result of that was that I didn't really think about planning TRA numbering ahead of time at all. Its gotten to the point where (in order to be sure I wasn't re-useing existing numbers) in some cases I ended up using numbers like @999999 when clearly there aren't 999999 string references added by the mod. I'm since planned it all out better (though there is a small possibility of some references getting incorrectly used).
Isn't the traification an automated process, with weidu? Technically you could have inlined all strings within the .d (and other) files, then traified, unless I'm missing something.
Nearest I can tell its semi-automated. I've yet to find a reliable fully automated way to take 120 different dialog files (along with script files and any other sources that have strings that need to be converted) and convert them in a way that is usable.
and the result of that was that a ton of different tra files were created. All of which started with @0 (and it changed all of my dialog files and actually deleted some as well that it didn't like).
The only other alternative that I'm aware of involves me plugging in individual file names into weidu
like so
"weidu --traify fwki.d --traify# 1000 --out fwki-1000.d" (to use the stock example)
Which is fine but its semi-automated (I have to actually type in the file names).
You can use a script to do that (are you on windows or linux?). Although the fact that you need to start at a specific script line might make things more complicated.
I would personally do something like:
create the first tra file (--traify# 0 or without argument)
for every file apart from the first:
get number of lines of the just-created tra file
use the above number as argument to --traify# for the new file
This should do what you need. Although I personally thought that the string indices could all start from 0, across different tra files. I will need to experiment with it a bit..
I probably don't understand what you are trying to do but can't you do something like this:
loop while not at the end of your list COMPILE EVALUATE_BUFFER ~%MOD_FOLDER%/dialogue/%variablefromalist%.d~ USING ~%MOD_FOLDER%/translations/english/%variablefromalist%.TRA~
Yea to clarify something the thread on SHS is super old. Consider the beamdog thread to be the main thread for the mod (especially given that this one is a lot more up to date).
This mod looks like truly epic undertaking and I especially love idea of removing plot restrictions. Chapeu bas, @elminster. Definitely looking forward to it.
Btw, it would be cool if Eltan would send players to get Balduran's Logbook, not just give us some Netheril tome.
Update: So this week I've finished up the negotiations quests. They are like 85% done. At this point its mostly just connecting everything together.
So before this mod is released I still have to do quite a bit. But the list is narrowing.
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 as a junior member of the town council or as a lieutenant in the militia.
- 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.
The following needs some tweaking
- 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. (85% finished)
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)
- All the joinable NPC's this mod adds. The creature files are finished, their soundsets and items are finished. But when it comes to any quests they have or banters they have then its a mixed bag.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around (50% finished).
The following are very unfinished (meaning either they aren't close to being finished or they haven't been started)
- The second part of the Cyric questline.
- 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.
- 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.
After this rather silly mistake on my part I've been going over Eve of War to make sure something similar isn't the case when it comes to compatibility with this mod and others. Its still possible that this mod will cause compatibility issues, just because its very large, but hopefully they will be minimized as much as possible.
Otherwise I've been working on the Cyric/Mountain of Skulls questlines. There is an encounter which I have not mentioned previously (and I won't get into details on so people will not get everything spoiled) which I felt wasn't really fleshed out enough. So I've expanded on the dialog for it (it went from having about 7 dialog states and only two different outcomes to having 25 states and five different outcomes).
Otherwise I basically just have been laying the groundwork necessary to start and finish the second cyric questline (which will be much shorter than the first).
Not for some time. I may get an npc mod (Jenora) out in the next couple of weeks. She's a lawful neutral fighter/mage/cleric that you can encounter just outside of the sorcerous sundries in SoD (and will be both included in this mod and released as a separate download).
After that though I'll be backpacking around Europe for a month so I'm not going to get anything done then.
I'll probably poke around today and work on the mod a bit. I think things are looking like I can at least get this out by the end of the year. The planning behind spending a month in Europe took a lot more of my energy/time than I anticipated. So at the very least we'll see what I can get done between now and when school starts.
Comments
https://youtu.be/LyONt_ZH_aw
I am here because I am excited for the mod
If I may, I have a request.
Can you please add the .tra files with the first release of this mod? It sounds promising and there is the chance that I will translate it in Italian.
Thanks for your attention and keep up the good work
Any ETA? From the description it sounds like you're almost done but I know this things are hard to carry forward - should I get my hopes down and check back in a few months? (the alternative is to compulsively check this topic for weeks.. hence why I'm asking :P)
Nearest I can tell its semi-automated. I've yet to find a reliable fully automated way to take 120 different dialog files (along with script files and any other sources that have strings that need to be converted) and convert them in a way that is usable.
For instance I used this
http://www.shsforums.net/files/file/951-traify-tool/
and the result of that was that a ton of different tra files were created. All of which started with @0 (and it changed all of my dialog files and actually deleted some as well that it didn't like).
The only other alternative that I'm aware of involves me plugging in individual file names into weidu
like so
"weidu --traify fwki.d --traify# 1000 --out fwki-1000.d" (to use the stock example)
Which is fine but its semi-automated (I have to actually type in the file names).
Figured it out. I'm dumb
I would personally do something like:
create the first tra file (--traify# 0 or without argument) for every file apart from the first: get number of lines of the just-created tra file use the above number as argument to --traify# for the new file
This should do what you need. Although I personally thought that the string indices could all start from 0, across different tra files. I will need to experiment with it a bit..
Definitely looking forward to it.
Btw, it would be cool if Eltan would send players to get Balduran's Logbook, not just give us some Netheril tome.
So before this mod is released I still have to do quite a bit. But the list is narrowing.
- 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 as a junior member of the town council or as a lieutenant in the militia.
- 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.
The following needs some tweaking
- 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. (85% finished)
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)
- All the joinable NPC's this mod adds. The creature files are finished, their soundsets and items are finished. But when it comes to any quests they have or banters they have then its a mixed bag.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around (50% finished).
The following are very unfinished (meaning either they aren't close to being finished or they haven't been started)
- The second part of the Cyric questline.
- 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.
- 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.
After this rather silly mistake on my part I've been going over Eve of War to make sure something similar isn't the case when it comes to compatibility with this mod and others. Its still possible that this mod will cause compatibility issues, just because its very large, but hopefully they will be minimized as much as possible.
Otherwise I've been working on the Cyric/Mountain of Skulls questlines. There is an encounter which I have not mentioned previously (and I won't get into details on so people will not get everything spoiled) which I felt wasn't really fleshed out enough. So I've expanded on the dialog for it (it went from having about 7 dialog states and only two different outcomes to having 25 states and five different outcomes).
Otherwise I basically just have been laying the groundwork necessary to start and finish the second cyric questline (which will be much shorter than the first).
After that though I'll be backpacking around Europe for a month so I'm not going to get anything done then.