Update: I haven't finished Jenora but I do now have banter between her and the following companions pretty much finished.
Dorn Viconia Minsc/Dynaheir Voghiln Neera
Sample dialog below
Neera: So I've thought about what you had to say earlier. You know, about the end of the world and all. And I've been wondering... Neera: When it comes to my wild magic how much do you think I should try to limit myself to? The odd falling cow - maybe a wayward polymorph spell here and there... Jenora: I think you can do better. Neera: OHH COME ON. It's not like I'm *trying* to tear a hole in the weave. Besides, I'm a BETTER mage than you. What do you even know? Jenora: What knowledge in the arcane that I may lack I have made up for in other areas. Studying history, the art of fighting, the teachings of Azuth. Open your mind to new ideas Neera. Wild magic does not have to be the only way you cast spells. I can teach you otherwise.
Update: So this week I've finished up the final part of the hardcore chapter 7 components (this is the component that restricts access to Baldur's Gate in chapter 7, requires you to be smuggled in and out of the city, and makes flaming fist patrol the streets). Since every path taken by the Flaming Fist was picked manually by me (and since there are multiple directions people can travel from and arrive at) this took a long time to program! (though it will still have some kinks to work out I'm sure).
This is what I've got done/what is left. With school starting next week its safe to say any progress I make will be slowed.
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.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
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)
BGEE Components
- Yeorg NPC mod
- The second part of the Cyric questline.
SoD Components
- Jenora NPC
- Shar-Teel NPC
- Daran Highhammer NPC
- Mystery NPC
- Serpent's Cowl and the series of quests involved with it
- 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).
- 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.
Question: will this mod will be playable without SOD? I think this is the one I'm finally going to upgrade from 1.3 for once it's done because it sounds amazing, but I may not have SOD by then.
Yes it will be playable without SoD (for the record most of its components are not in SoD). But you will need to have BGEE 2.0 or greater (namely because it introduced new opcodes that I take advantage of)
That's fine. I've just been waiting for a mod that makes it worth upgrading since most of the bigger quest mods aren't being updated any more and won't work on 2+. So it sounds like this will be the perfect excuse.
Been awhile since I gave any kind of screenshots. Hopefully this doesn't spoil anything too heavily (but if you don't want any spoilers then it goes without saying that you probably shouldn't look)
"So...uhh...I think I have the wrong room. My bad"
"Hmm...where have I seen this place before"
"Plain clothed travellers walking south along a road. Wonder what this is all about?"
I suddenly realised: could you also incorporate a gloomy bard singing somewhere in a tavern "The changes of anything coming from Amn, are a million to one they say. The chances of anything coming from Amn, are a million to one....but still, they come!"
For anyone who is following this thread that hasn't checked it out last week I released a beta of the Rough World component of this mod. You can find more info (and a place to offer feedback about it specifically) here
Wow its been over a month since I've written here.
So basically I haven't gotten much done in the mod in the last month. With the Rough World released last month my mod-related focus has mainly to get an NPC mod named Jenora finished. She's a lawful neutral fighter/mage/cleric who will be available as a companion in Siege of Dragonspear (she's found outside of the Sorcerous Sundries).
At the moment I've gotten all of her introductory dialog finished and most of her banter with companions finished (only some of her banter with Edwin, Rasaad, Khalid and Jaheira are left). The only dialog other than that that I need to do relates to comments she'll make during the progression of the main plot.
Jenora's portrait and stats are as follows
Fighter/mage/cleric (5/5/5)
(I'm hoping to use this portrait from Isandir...we'll see if I can)
STR: 16 DEX: 9 CON: 13 INT: 16 WIS: 14 CHR: 12
Items:
Helmet: (just a normal helmet) Gloves: She wears a set of gloves that grant her -2 to her casting speed (this is because she is a follower of Azuth) Shield: Medium Shield Weapon: Morningstar +1 Armor: Splint Mail +1 Misc: Wand of the Heavens
Jenora: Tell me Minsc, why do you travel with a hamster? Minsc: Boo is no ordinary hamster. He is a miniature giant space hamster! Never could you ask for a finer companion. Jenora: Forgive me Minsc but that does not seem plausible. I have read of skyships and the travel between our world and others. Never have I heard of space hamsters, let alone a spacefaring species of them. Minsc: The little lady doesn't believe in you Boo. See how he squeeks? Boo knows more than either of us I think.
On that note everything related to the joinable NPC's I'm adding (as part of Eve of War and as their own separate downloads) is done in modal dialog (this is the type of dialog where you can hit continue, as opposed to it just appearing above people's heads). This makes them stand out compared to the rest of the joinable NPC's in SoD but it is a heck of a lot easier to program and it allows the player to control how long text appears on their screen.
On that note everything related to the joinable NPC's I'm adding (as part of Eve of War and as their own separate downloads) is done in modal dialog (this is the type of dialog where you can hit continue, as opposed to it just appearing above people's heads). This makes them stand out compared to the rest of the joinable NPC's in SoD but it is a heck of a lot easier to program and it allows the player to control how long text appears on their screen.
Is it though? From what I learned with SoD modding it seems like because NPCs lack banter .d files for SoD then the only workarounds are to either have all banter be initiated by the mod NPC or create banter files for each individual NPC. Or you could just use their 'BDxxxJ'.d files instead I suppose but then you'd also have to set specific timers for each banter to initiate.
If it's any help here's an example of how I created my banters to be similar to the overhead style - mostly works except for a bit of stuttering whenever an NPC starts a line of dialogue. With this script I was able to stick all the banters within my NPC's override script rather than (unless I'm mistaken about how SoD banter actually works) creating a separate script file for every banter.
// M'khiin
// talk 1
IF
!AreaCheck("bd0120")
!AreaCheck("bd0130")
InMyArea(Player1)
InParty("Mkhiin")
InParty(Myself)
!ActuallyInCombat()
Global("C02SireneMkhiin","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("C02SireneMkhiin","GLOBAL",1)
SetGlobalTimer("C02SireneMkhiinTalk","GLOBAL",ONE_DAY)
END
IF
InMyArea(Player1)
InParty("Mkhiin")
InParty(Myself)
!ActuallyInCombat()
!See([ENEMY])
Global("C02SireneMkhiin","GLOBAL",1)
GlobalTimerExpired("C02SireneMkhiinTalk","GLOBAL")
!RealGlobalTimerNotExpired("BD_BANTER_DELAY","LOCALS")
!Global("C02SireneMkhiin1","LOCALS",-1)
Switch("C02SireneMkhiin1","LOCALS")
THEN
RESPONSE #0
DisplayStringHead(Myself,~Do you follow a deity, M'khiin?~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",5)
SetGlobal("C02SireneMkhiin1","LOCALS",10)
RESPONSE #10
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~Don't know. Believe they exist. Never cared much for 'em though. Greedy bastards, always demanding, never giving.~))
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin1","LOCALS",20)
RESPONSE #20
DisplayStringHead(Myself,~That is not the way of all gods... but I admit I have not shared your perspective. What was your clan's god?~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin1","LOCALS",40)
RESPONSE #30
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~Maglubiyet. Goblin war god. Never saw the point of worshipping a god that wants you to fight your whole life. Other goblins feared him. I didn't.~))
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin1","LOCALS",50)
RESPONSE #40
DisplayStringHead(Myself,~Truly? Then you are braver than many men that I have known. There are all too many that would follow an evil god out of fear.~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin1","LOCALS",60)
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~Goblins are cowards. We follow whoever is the strongest, and beat up anyone we're not running from. Our gods are the same.~))
RESPONSE #50
DisplayStringHead(Myself,~Is that why you chose your path as a shaman?~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin1","LOCALS",70)
RESPONSE #60
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~Spirits are better. Spirits respond when I call, and never demand. They're worth listening to.~))
SetGlobal("C02SireneMkhiin","GLOBAL",2)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",1200)
SetGlobalTimer("C02SireneMkhiinTalk","GLOBAL",THREE_DAYS)
SetGlobal("C02SireneMkhiin1","LOCALS",-1)
END
// talk 2
IF
InMyArea(Player1)
InParty("Mkhiin")
InParty(Myself)
!ActuallyInCombat()
!See([ENEMY])
Global("C02SireneMkhiin","GLOBAL",2)
GlobalTimerExpired("C02SireneMkhiinTalk","GLOBAL")
!RealGlobalTimerNotExpired("BD_BANTER_DELAY","LOCALS")
!Global("C02SireneMkhiin2","LOCALS",-1)
Switch("C02SireneMkhiin2","LOCALS")
THEN
RESPONSE #0
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~You took a hit on purpose in our last fight. Stupid move. Could have avoided it.~))
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin2","LOCALS",10)
RESPONSE #10
DisplayStringHead(Myself,~I had no choice. 'Twas either that or I allowed you to lose an arm.~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin2","LOCALS",20)
RESPONSE #20
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~I'm tougher than I look. Not like you really care.~))
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin2","LOCALS",30)
RESPONSE #30
DisplayStringHead(Myself,~Is't so difficult to believe that I do?~)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",4)
SetGlobal("C02SireneMkhiin2","LOCALS",40)
RESPONSE #40
ActionOverride("Mkhiin",DisplayStringHead("Mkhiin",~Can't say. Don't trust any of the long-legs, not after they all tried to kill me. Not sure about you, yet.~))
SetGlobal("C02SireneMkhiin","GLOBAL",3)
RealSetGlobalTimer("BD_BANTER_DELAY","LOCALS",1200)
SetGlobal("C02SireneMkhiin2","LOCALS",-1)
END
I was thinking about something that might fit in your mod: If your reputation is very low there should be an encounter with flaming fist on the bridge to Bladur's Gate (before chapter 7). It just bugs me that I can easily enter the gates of the city while the Flaming Fist is trying to hunt me down. Also Duke Eltan pretending everything is alright, while his soldiers are chasing me through his castle isn't exactly realistic...
Also Duke Eltan pretending everything is alright, while his soldiers are chasing me through his castle isn't exactly realistic...
The flaming fist working with someone with 1 reputation was never realistic. I'm also not about to rewrite the whole of the chapter 5 questline to try to make it that way.
At this point what I've listed for this mod is what is going into this mod. There won't be any further additions beyond that.
So good news! School for me is basically done for the term (i only have one exam) so I'm going to have quite a bit of time over the next month to work on this. We will see what I can get done!
I'm looking forward to this mod. Have a question, I'm playing both EE and BGT, will EoW (or at least its main components) be compatible with BGT? It would make it possible for the mod to reach a larger audience.
At the moment the main components are compatible with non-IWD EET runs (I need to rename some things for it to be fully compatible). As has been explained previously it will not be compatible with BGT (BGT is missing a number of opcodes, as well as script triggers and actions, that it needs)
Glad to hear you're still working on this. I still expect this mod to be the thing that finally brings me over to the newest version of BG1, though I haven't been playing much BG lately.
So this past week or so I've been working on the SoD components of the mod. In particular Serpent's Cowl - a town that (with this component of the mod installed) you have the opportunity to visit. At this stage I'm about 85% complete with the content in Serpent's Cowl.
Serpent's Cowl is just a reuse of the Lonelywood map from Icewind Dale: Heart of Winter.
All the characters from Icewind Dale have obviously been removed, with new characters put there. My thinking behind the component was basically to add an area to the expansion that could act as an opportunity to step away from the main questline and visit an untouched settlement in the region. Given the existing map (and map icon locations) Serpent's Cowl turned out to be the best choice (compared to somewhere like Soubar).
I chose this map because (while it's not a perfect choice) canonically Serpent's Cowl is supposed to be on the east side of the Winding Water. The downside of course is that it is covered in snow, but I turned that around to be the reason you are asked to travel to it.
It features
- 4 different merchants - 6 new magical items - Assorted other treasures (its a small village, so for the most part don't be expecting vast riches) - 2 Quests (1 large quest and one smaller quest. I've left room for a medium sized quest if I ever find the time to do it.) - A bunch of commoners and unique characters you can talk to throughout the village (including people inside the buildings) - Renamed buildings (the church now follows Chauntea for instance)
Since the last update for this mod I've been getting some of the scripting/technical groundwork ready for the SoD Shar-Teel mod and writing a lot of the dialog/material.
Otherwise I've just been reviewing my work so far and making adjustments. Today for instance I was working on the negotiations quest line (the one where you talk to the different community leaders at the behest of the mayor of Beregost). It took quite a bit of work on my part to get it done, but as of today (assuming I didn't miss any bugs when I tested it) the questline is finally finished.
There are 5 different possible reward sets for it (for instance if you manage to convince just the owners of just the Friendly Arm Inn to help you might only get 500 gold and some gems), but if you can get others the reward might increase (including getting potentially a unique item depending upon how many communities you get support for).
Each community however is not weighted equally in it's importance.
Baldur's Gate = 4 points Friendly Arm Inn = 2 points Ulgoth's Beard = 1 point Gullykin = 1 point
(The more points you get, the better any reward you get from Kelddath will be.)
That is mostly me just basing it on the number of refugees I think these communities could sustain compared to others.
In case anyone is curious about the size of the mod at this point (to compare it to other large mods). At the moment it stands at about 75 mb (not compressed) with just over 1700 files. Most of that space is obviously a result of sound/art files. The last time I measured it it had like 28,000 words (give or take). That was last january and I wouldn't be surprised if that is at least 30,000 now (it may actually be quite a bit more than this).
Yea the biggest challenge as far as writing goes has been to keep the same style as the previous writers. Baldur's Gate 1 especially is all over the place when it comes to quality and uniqueness. Someone like Mulahey for instance has dialogue that isn't very distinct, so he's pretty easy to add lines to, but then you get a character like Narlen or Alatos and it can be tough to match the writing style.
Also I updated the description. The mod has 12 quests at this point. They vary in size from simple "talk to x person" quests to bigger more involved quests.
So good news! I'm pretty confident at this point that I will have the Shar-Teel NPC SoD mod finished before I go back to school in mid January. Today I finished up all the quest stuff involved in her joining your party.
She's actually imprisoned when you meet her. So it took awhile to get everything sorted out with that.
So hopefully I'll have her and Jenora done by mid-january. That will give players playing non-good parties (in SoD) with a neutral fighter/mage/cleric and an evil fighter (potentially fighter -> thief) to work with.
@elminster , I am so psyched for this mod after learning about it literally five minutes ago! If you deliver only half of what you've outlined, this will still be miles better than, say, TOTSC.
This week is reading week for me. So I've managed to find a bit of time to work on the mod.
I've decided to scale down one of the quests. Just because it never really worked. But it did involve a possible (not guaranteed) cameo from someone you are all probably familiar with.
So here is some of the cut dialog.
(the background for this is that due to your actions everyone in the Friendly Arm Inn is dead. The "Hooded Man" confronts you about this after you have finished investigating it)
IF ~NumTimesTalkedTo(0)~ THEN BEGIN k9irenicus SAY ~Yes...intriguing.~ ++ ~Sorry, do I know you?~ GOTO k9unsure +~~+ ~What is it you want old man?~ GOTO k9oldman END
IF ~~ THEN BEGIN k9unsure SAY ~No... I don't believe we've met. That device you carry, where did you find it? Ohh don't be so surprised I know of it. There is very little I don't hear about in these parts, particularly when it involves magical disturbances this extraordinary.~ ++ ~I found it in a temple of Cyric in the Cloudpeaks.~ GOTO k9true +~~+ ~A passing merchant named Daran.~ GOTO k9lie +~~+ ~That is none of your business.~ GOTO k9deflect END
IF ~~ THEN BEGIN k9oldman SAY ~What I truly want is something you lack the ability to acquire. However, for the moment that rod will do. Ohh don't be so surprised I know of it. There is very little I don't hear about in these parts, particularly when it involves magical disturbances this extraordinary. Tell me, where did you acquire it?~ ++ ~I found it in a temple of Cyric in the Cloudpeaks.~ GOTO k9true +~~+ ~A passing merchant named Daran.~ GOTO k9lie +~~+ ~That is none of your business.~ GOTO k9deflect END
IF ~~ THEN BEGIN k9true SAY ~Intriguing. I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final END
IF ~~ THEN BEGIN k9lie SAY ~Intriguing. Perhaps it came into this merchants hands by way of Cyricists. They are the most likely sect to hold such artifacts.~ IF ~~ GOTO k9lie2 END
IF ~~ THEN BEGIN k9lie2 SAY ~I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final END
IF ~~ THEN BEGIN k9deflect SAY ~In truth it matters very little if you are honest with me or not. It probably came from the hands of Banites, or even more likely Cyricists. I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final END
IF~~ THEN BEGIN k9final SAY ~Hmm... I detect but a spark of the magic that once must have eminated from it. Whatever purpose the rod had it surely seems to have been depleted.~ IF ~~ GOTO k9final2 END
IF~~ THEN BEGIN k9final2 SAY ~Still, I had hoped this was a sign of *something* more. Unless there is something else I think I will be going.~
+~Global("k9bhaalknows", "GLOBAL", 1)~+ ~Actually yes. I recently learned that I am a son/daughter of Bhaal.~ GOTO k9final3 ++ ~Nothing I can think of.~ GOTO k9final6
END
IF~~ THEN BEGIN k9final3 SAY ~Yes, that would explain why the device activated. Bhaal must have suspected that it would take decades before his children would rise to try to claim the throne for themselves. This device no doubt was intended to act as a failsafe to assist in cleansing his former holds prior to his return.~ IF ~~ GOTO k9final4 END
IF~~ THEN BEGIN k9final4 SAY ~Let it serve then as a reminder Bhaalspawn. You are born of murder, the very essence of that which takes life. You have power, that much is certain, but how will you use it?~ IF ~~ GOTO k9final5 END
IF~~ THEN BEGIN k9final5 SAY ~This is a question you may wish to reflect on...hmm...I don't believe you gave me your name.~ ++ ~My name is .~ GOTO k9final7 ++ ~And you won't be getting it either.~ GOTO k9final8 END
IF~~ THEN BEGIN k9final6 SAY ~Then I will depart.~ IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT END
IF~~ THEN BEGIN k9final7 SAY ~Well I will take my leave of you. Be mindful of what I have told you, as well as how many others you share this secret with.~ IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT END
IF~~ THEN BEGIN k9final8 SAY ~Well then I will take my leave of you. Be mindful of what I have told you, as well as how many others you share this secret with.~ IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT END
Anyways, as a result of this the Cyric questline will be somewhat smaller than it was previously.
Comments
Dorn
Viconia
Minsc/Dynaheir
Voghiln
Neera
Sample dialog below
Neera: So I've thought about what you had to say earlier. You know, about the end of the world and all. And I've been wondering...
Neera: When it comes to my wild magic how much do you think I should try to limit myself to? The odd falling cow - maybe a wayward polymorph spell here and there...
Jenora: I think you can do better.
Neera: OHH COME ON. It's not like I'm *trying* to tear a hole in the weave. Besides, I'm a BETTER mage than you. What do you even know?
Jenora: What knowledge in the arcane that I may lack I have made up for in other areas. Studying history, the art of fighting, the teachings of Azuth. Open your mind to new ideas Neera. Wild magic does not have to be the only way you cast spells. I can teach you otherwise.
This is what I've got done/what is left. With school starting next week its safe to say any progress I make will be slowed.
- 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.
- With the hardcore component installed the Flaming Fist will now patrol the streets looking for you in chapter 7, instead of simply standing around.
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)
BGEE Components
- Yeorg NPC mod
- The second part of the Cyric questline.
SoD Components
- Jenora NPC
- Shar-Teel NPC
- Daran Highhammer NPC
- Mystery NPC
- Serpent's Cowl and the series of quests involved with it
- 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).
- 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.
"Hmm...where have I seen this place before"
"Plain clothed travellers walking south along a road. Wonder what this is all about?"
"So...this just got dark fast."
"The changes of anything coming from Amn, are a million to one they say. The chances of anything coming from Amn, are a million to one....but still, they come!"
https://youtube.com/watch?v=BgIuUyAUxaw
https://forums.beamdog.com/discussion/59889/rough-world-beta/p1
So basically I haven't gotten much done in the mod in the last month. With the Rough World released last month my mod-related focus has mainly to get an NPC mod named Jenora finished. She's a lawful neutral fighter/mage/cleric who will be available as a companion in Siege of Dragonspear (she's found outside of the Sorcerous Sundries).
At the moment I've gotten all of her introductory dialog finished and most of her banter with companions finished (only some of her banter with Edwin, Rasaad, Khalid and Jaheira are left). The only dialog other than that that I need to do relates to comments she'll make during the progression of the main plot.
Jenora's portrait and stats are as follows
(I'm hoping to use this portrait from Isandir...we'll see if I can)
STR: 16
DEX: 9
CON: 13
INT: 16
WIS: 14
CHR: 12
Items:
Helmet: (just a normal helmet)
Gloves: She wears a set of gloves that grant her -2 to her casting speed (this is because she is a follower of Azuth)
Shield: Medium Shield
Weapon: Morningstar +1
Armor: Splint Mail +1
Misc: Wand of the Heavens
Weapon proficiencies:
++ Mace
+ Warhammer
+ Sling
+ Sword and Shield Style
Here is a bit more sample dialog.
Jenora: Tell me Minsc, why do you travel with a hamster?
Minsc: Boo is no ordinary hamster. He is a miniature giant space hamster! Never could you ask for a finer companion.
Jenora: Forgive me Minsc but that does not seem plausible. I have read of skyships and the travel between our world and others. Never have I heard of space hamsters, let alone a spacefaring species of them.
Minsc: The little lady doesn't believe in you Boo. See how he squeeks? Boo knows more than either of us I think.
On that note everything related to the joinable NPC's I'm adding (as part of Eve of War and as their own separate downloads) is done in modal dialog (this is the type of dialog where you can hit continue, as opposed to it just appearing above people's heads). This makes them stand out compared to the rest of the joinable NPC's in SoD but it is a heck of a lot easier to program and it allows the player to control how long text appears on their screen.
If it's any help here's an example of how I created my banters to be similar to the overhead style - mostly works except for a bit of stuttering whenever an NPC starts a line of dialogue. With this script I was able to stick all the banters within my NPC's override script rather than (unless I'm mistaken about how SoD banter actually works) creating a separate script file for every banter.
Maybe you fell like doing something about this...
The flaming fist working with someone with 1 reputation was never realistic. I'm also not about to rewrite the whole of the chapter 5 questline to try to make it that way.
At this point what I've listed for this mod is what is going into this mod. There won't be any further additions beyond that.
All the characters from Icewind Dale have obviously been removed, with new characters put there. My thinking behind the component was basically to add an area to the expansion that could act as an opportunity to step away from the main questline and visit an untouched settlement in the region. Given the existing map (and map icon locations) Serpent's Cowl turned out to be the best choice (compared to somewhere like Soubar).
I chose this map because (while it's not a perfect choice) canonically Serpent's Cowl is supposed to be on the east side of the Winding Water. The downside of course is that it is covered in snow, but I turned that around to be the reason you are asked to travel to it.
It features
- 4 different merchants
- 6 new magical items
- Assorted other treasures (its a small village, so for the most part don't be expecting vast riches)
- 2 Quests (1 large quest and one smaller quest. I've left room for a medium sized quest if I ever find the time to do it.)
- A bunch of commoners and unique characters you can talk to throughout the village (including people inside the buildings)
- Renamed buildings (the church now follows Chauntea for instance)
Incredible. I haven't seen a mod such as this in a long while, I'm really looking forward to playing this.
Otherwise I've just been reviewing my work so far and making adjustments. Today for instance I was working on the negotiations quest line (the one where you talk to the different community leaders at the behest of the mayor of Beregost). It took quite a bit of work on my part to get it done, but as of today (assuming I didn't miss any bugs when I tested it) the questline is finally finished.
Each community however is not weighted equally in it's importance.
Friendly Arm Inn = 2 points
Ulgoth's Beard = 1 point
Gullykin = 1 point
(The more points you get, the better any reward you get from Kelddath will be.)
That is mostly me just basing it on the number of refugees I think these communities could sustain compared to others.
In case anyone is curious about the size of the mod at this point (to compare it to other large mods). At the moment it stands at about 75 mb (not compressed) with just over 1700 files. Most of that space is obviously a result of sound/art files. The last time I measured it it had like 28,000 words (give or take). That was last january and I wouldn't be surprised if that is at least 30,000 now (it may actually be quite a bit more than this).
Also I updated the description. The mod has 12 quests at this point. They vary in size from simple "talk to x person" quests to bigger more involved quests.
So hopefully I'll have her and Jenora done by mid-january. That will give players playing non-good parties (in SoD) with a neutral fighter/mage/cleric and an evil fighter (potentially fighter -> thief) to work with.
Shar-Teel NPC mod for SoD (the most recent)
https://forums.beamdog.com/discussion/62941/work-in-progress-shar-teel-npc-mod-sod#latest
Rough World
https://forums.beamdog.com/discussion/59889/rough-world-beta/p1
I've decided to scale down one of the quests. Just because it never really worked. But it did involve a possible (not guaranteed) cameo from someone you are all probably familiar with.
So here is some of the cut dialog.
(the background for this is that due to your actions everyone in the Friendly Arm Inn is dead. The "Hooded Man" confronts you about this after you have finished investigating it)
IF ~NumTimesTalkedTo(0)~ THEN
BEGIN k9irenicus
SAY ~Yes...intriguing.~
++ ~Sorry, do I know you?~
GOTO k9unsure
+~~+ ~What is it you want old man?~
GOTO k9oldman
END
IF ~~ THEN
BEGIN k9unsure
SAY ~No... I don't believe we've met. That device you carry, where did you find it? Ohh don't be so surprised I know of it. There is very little I don't hear about in these parts, particularly when it involves magical disturbances this extraordinary.~
++ ~I found it in a temple of Cyric in the Cloudpeaks.~
GOTO k9true
+~~+ ~A passing merchant named Daran.~
GOTO k9lie
+~~+ ~That is none of your business.~
GOTO k9deflect
END
IF ~~ THEN
BEGIN k9oldman
SAY ~What I truly want is something you lack the ability to acquire. However, for the moment that rod will do. Ohh don't be so surprised I know of it. There is very little I don't hear about in these parts, particularly when it involves magical disturbances this extraordinary. Tell me, where did you acquire it?~
++ ~I found it in a temple of Cyric in the Cloudpeaks.~
GOTO k9true
+~~+ ~A passing merchant named Daran.~
GOTO k9lie
+~~+ ~That is none of your business.~
GOTO k9deflect
END
IF ~~ THEN
BEGIN k9true
SAY ~Intriguing. I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final
END
IF ~~ THEN
BEGIN k9lie
SAY ~Intriguing. Perhaps it came into this merchants hands by way of Cyricists. They are the most likely sect to hold such artifacts.~ IF ~~ GOTO k9lie2
END
IF ~~ THEN
BEGIN k9lie2
SAY ~I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final
END
IF ~~ THEN
BEGIN k9deflect
SAY ~In truth it matters very little if you are honest with me or not. It probably came from the hands of Banites, or even more likely Cyricists. I suspect it was once an instrument of worshipers of the dead god Bhaal. Bhaal was known to keep traps in the places of his worship, which at one pointed included this "inn." If the right words were said, or if his high priest wielded this rod, an entire temple could cleansed.~ IF ~~ GOTO k9final
END
IF~~ THEN BEGIN k9final
SAY ~Hmm... I detect but a spark of the magic that once must have eminated from it. Whatever purpose the rod had it surely seems to have been depleted.~ IF ~~ GOTO k9final2
END
IF~~ THEN BEGIN k9final2
SAY ~Still, I had hoped this was a sign of *something* more. Unless there is something else I think I will be going.~
+~Global("k9bhaalknows", "GLOBAL", 1)~+ ~Actually yes. I recently learned that I am a son/daughter of Bhaal.~ GOTO k9final3
++ ~Nothing I can think of.~ GOTO k9final6
END
IF~~ THEN BEGIN k9final3
SAY ~Yes, that would explain why the device activated. Bhaal must have suspected that it would take decades before his children would rise to try to claim the throne for themselves. This device no doubt was intended to act as a failsafe to assist in cleansing his former holds prior to his return.~
IF ~~ GOTO k9final4
END
IF~~ THEN BEGIN k9final4
SAY ~Let it serve then as a reminder Bhaalspawn. You are born of murder, the very essence of that which takes life. You have power, that much is certain, but how will you use it?~
IF ~~ GOTO k9final5
END
IF~~ THEN BEGIN k9final5
SAY ~This is a question you may wish to reflect on...hmm...I don't believe you gave me your name.~
++ ~My name is .~ GOTO k9final7
++ ~And you won't be getting it either.~ GOTO k9final8
END
IF~~ THEN BEGIN k9final6
SAY ~Then I will depart.~
IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT
END
IF~~ THEN BEGIN k9final7
SAY ~Well I will take my leave of you. Be mindful of what I have told you, as well as how many others you share this secret with.~
IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT
END
IF~~ THEN BEGIN k9final8
SAY ~Well then I will take my leave of you. Be mindful of what I have told you, as well as how many others you share this secret with.~
IF ~~ THEN DO ~SetGlobal("k9Irenicus","GLOBAL",1) EscapeArea()~ EXIT
END
Anyways, as a result of this the Cyric questline will be somewhat smaller than it was previously.
Also, no ETA on when the mod will be released.