:P Didnt answered my real question but thats ok. Looking forward to this mod.
To answer your question then (now that the game has been announced) yes I've been working on PSTEE.
Anyways, as far as this mod is concerned I managed to spend a few hours today working on it but otherwise its been shelved until the end of April due to school/work.
Figured I'd provide a bit of an update. I've still worked on the mod over the last few weeks a bit - but obviously between school and the release of PSTEE it hasn't been a major priority.
What I have done most recently was pretty much just expanding on the first Cyric questline a bit. Once that is finished my plan is to finish anything still left undone in the SoD components of the mod. Then move onto finishing up Yeorg's questline. Then finish anything that hasn't been done with the BGEE parts of the mod.
So it's going to be awhile before any kind of a release
There is one small optional component that takes a different approach to the bandit camp then SCS, and another that does the same for the final battle. Other than those two everything should be compatible with SCS. I don't know enough about how SCS works though to say if anything will benefit from its ai improvements. But I suspect that any character using generic scripts will.
I very much like the concept of giving the NPC's with history and stats outside the game (of which there are many) their accurate stats and equipment as well as the many adjustments that make the story events feel more impactful on the game world.
This is probably the most anticipated mod in a long time and it's easy to see why.
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 instant death restriction in the process (though Tethoril retains his own)
Doesn't this particular bit deviate from the continuity a bit too much? I mean the original scene with Gorion and Sarevok is a very big moment. Even if Gorion wasn't referenced that much later on, but there are a few of moments SoA.
Gorion doesn't take your attack personally and instead sees it as being a sign of your heritage.
First time he is attacked
"Hmm... enough of that. I've asked Jondalar to assist you with training to fight. Do not tarry further child, there is much we still need to do and time is not on our side."
Second time
"It seems as though you are becoming that which I feared. No matter, I swore to protect and guide you as best as I could and that shall not change. Come with me child."
(cutscene starts)
Edit: To be clear the cutscene with Sarevok still happens. It also still happens if you attack others in Candlekeep.
Figured I'd provide an update. No dates as far as any release goes heh.
I've been finishing up Serpent's Cowl component this weekend. So that component should be finished by the end of this weekend. After that I still need to do work on the remaining SoD NPC's (Shar-Teel, Daran Highhammer, Jenora) and then I can move on to starting/ finishing up BGEE components.
Took a bit longer than I expected, partly because I ended up adding more non-joinable NPC's to the town. Serpent's Cowl is now content complete. I'm now moving on to do a pass of some of the earlier content I made for the mod, improve where I can, and then I will start finishing the SoD NPC's content.
I haven't had the time to really work on this much in the last month. However, a few weekends ago I worked to flesh out the encounter with Jasha Istor in Nashkel more, fixed some bugs, and added more dialogue to some of the flaming fist characters you can now find in the courtyard of the Friendly Arm Inn (after chapter 4). I also started working on the 2nd last area I plan to do for the Cyric questline. So hopefully I'll be able to get that portion of the mod finished sometime in the next few weeks. No ETA on the mods release though.
@elminster how much portion of the mod is still left to be done? I must admit it's basically the only mode that I'm still waiting for to make The One complete EET run Not asking for ETA, just wanted to know how many things are still unfinished.
- 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.
- 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.
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).
- 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.
@elminster This mode done, translated to polish, compatibile with EET and added to BWS is like dream come true. Can't wait it!. Hope it will happen in next year.
Comments
Just wondering how you still got time for this mod
Anyways, as far as this mod is concerned I managed to spend a few hours today working on it but otherwise its been shelved until the end of April due to school/work.
School and work over BG? Now that is just plain sacrilege sir.
What I have done most recently was pretty much just expanding on the first Cyric questline a bit. Once that is finished my plan is to finish anything still left undone in the SoD components of the mod. Then move onto finishing up Yeorg's questline. Then finish anything that hasn't been done with the BGEE parts of the mod.
So it's going to be awhile before any kind of a release
This is probably the most anticipated mod in a long time and it's easy to see why.
Too bad it was not the release or the ETA lol.
So... can you feed us with something?
Any news, a weather report, a football scout.
Just don't go into the light, please.
Doesn't this particular bit deviate from the continuity a bit too much? I mean the original scene with Gorion and Sarevok is a very big moment. Even if Gorion wasn't referenced that much later on, but there are a few of moments SoA.
First time he is attacked
"Hmm... enough of that. I've asked Jondalar to assist you with training to fight. Do not tarry further child, there is much we still need to do and time is not on our side."
Second time
"It seems as though you are becoming that which I feared. No matter, I swore to protect and guide you as best as I could and that shall not change. Come with me child."
(cutscene starts)
Edit: To be clear the cutscene with Sarevok still happens. It also still happens if you attack others in Candlekeep.
I've been finishing up Serpent's Cowl component this weekend. So that component should be finished by the end of this weekend. After that I still need to do work on the remaining SoD NPC's (Shar-Teel, Daran Highhammer, Jenora) and then I can move on to starting/ finishing up BGEE components.
I haven't had the time to really work on this much in the last month. However, a few weekends ago I worked to flesh out the encounter with Jasha Istor in Nashkel more, fixed some bugs, and added more dialogue to some of the flaming fist characters you can now find in the courtyard of the Friendly Arm Inn (after chapter 4). I also started working on the 2nd last area I plan to do for the Cyric questline. So hopefully I'll be able to get that portion of the mod finished sometime in the next few weeks. No ETA on the mods release though.
- 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.
- 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.
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).
- 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.
Well, I would say that you did a great job indeed! Keep up the good work!
Having said that the best way to get something specific from a mod is to start one yourself.