Which area(s) in BG:EE need more love? [The Enemy Within]
Zanso
Member Posts: 136
I was thinking about placing some random encounters (some will be quest related) to some areas since I have scripted NPCs ready I am not going to use elsewhere (foolish me did more NPCs than I need). I thought why not ask the community's opinion what areas feel too empty and need more sweet sweet love. Of course it would be great, if you can explain why you chose what you chose If you want to select more than one, then I guess you need to put it into the comments
- Which area(s) in BG:EE need more love? [The Enemy Within]66 votes
- Spiderwood, East of Larswood (AR3000)  7.58%
- The Coastal Area, South of Candlekeep (AR3100)  6.06%
- South of Beregost (AR3800)  6.06%
- South of the Lighthouse (AR4100)  3.03%
- North of Nashkel (AR4300)18.18%
- South of Ulcaster (AR4400)  4.55%
- North of Gnoll Stronghold (AR4600)  0.00%
- Xvart village West of Nashkel (AR4700)19.70%
- Southwest of Nashkel (AR5200)  3.03%
- Some other? Let me know which one and why31.82%
Post edited by Zanso on
5
Comments
I think the area that needs more love in BG1 among wild areas is the Area North of Nashkel, also known as North Nashkel Road.
Currently, with the EE, it has only one subquest - Colquetle's Family Amulet. And only two characters - Lord Foreshadow and Portalbendarwinden.
Maybe add a quest about an Island with what looks a cave, or maybe add a quest about a vampiric wolf that can spawn on this map? Or maybe something completely different?
The carnival area.
I find the whole area very depressing, if that's a "fair"/carnival, no wonder people are miserable.
Where's the hog roast, beer tent and stalls selling homemade cakes/candyfloss?
I'd like a quest of some sort to release an animal/person in a cage.
I know you rescue Branwen, but she then can join. Whereas this would be simply an altruistic act for the warm glow.
I think it would foreshadow Aerie's story in BG2. Give you a better reason to hand over the sword to release her in the circus eventhough she of course, appears as an ogre.
I'd vote for this Black Dragon Gate area though.
IMHO Peldvale would be a nice area for a new encounter. It's the only area I can think of that doesn't have any relevant encounter or subquest except for recruiting Viconia (hardly a battle) or running into bandits (which only happens in a very specific time window).
The kid could be barricaded at the top, but to get to him you might have to take care of a couple of ghouls. In return you could find a few potions or maybe an under-represented weapon, like a +1 quarterstaff or spear.
@Eadwyn_G8keeper, Gibberling Mountains have been one possible location for a new quest for me. BG:EE however actually does add a small quest to the area where you have to visit it (I think I am not gonna spoil which NPC is involved)
The map I always found underwhelming was the farmland one, all the way north. Sure, there are monsters everywhere but by the time people go there they usually make short work of those zombies (they've got to pass a few ankhegs on the way after all). Or rather, ignore them entirely, seing as the reward isn't exactly great either.
I say a map so far remote from the main road deserves both better rewards and bigger challenges. Maybe add an explanation as to why this particular countryside is ripe with zombies, some invading necromancer or another antagonizing adventuring party, but of the evil (and maybe part undead? ghoul PCs are best PCs after all) type.
Maybe an access can be added to that plateau, an encounter on it, a cave... Now we have a big part of the map completely hollow and unused.
That's a great idea! I actually already have one encounter in the area, but now I can move it to much more interesting location. Thanks!
Speaking of Carnival, NPC project mod deserves to mentioned here. As a whole its such outstanding work and can't play the game anymore without it. However in relation to the Carnival area, the mod has these components that allow user to change the starting location of few companions. For instance you can set Carnival as Quayle's starting location.
I think Carnival would be a better starting location for Rasaad as well. After all he is a monk and it would have made sense for him travel with the circus folk.
One of the most underwhelming locations in entire bg was definitely the farmland. Place a necromancer there or something more exciting than just few lousy zombies. Or atleast it should be many wawes of relentless zombies that you're really struggling to fight against!
The zombies are continuously summoned by apprentice necromancers who send them against the farmer militia (defending the farm up north). To complete the quest you need to kill the apprentice necromancers before the last militiaman dies. This could even mean splitting your party up, leaving some behind to defend the NPCs.
Find evidence of the necromancer master on the bodies of one of the apprentices, which leads you to his lair. Which is in a cave in the area mentioned by @bengoshi
This spices up two areas. As for why they were attacking the farms? Give the old man in charge of the militiamen the same last name as the necromancer master and leave it at that. It's up to the player's imagination to think of what family falling out led to the situation.
Modding the map itself (making it possible to move there) isn't the problem. You just need to overwrite the Search Map. The modified Search Map can be done in like 15 minutes or so.
The difficult thing however are the wall polygons (being behind trees, rocks and such). You need to be able to go behind the hill and it becomes very problematic trying to make the wall polygons over there. And then of course you would need to overwrite the .WED file which would probably make the mod incompatible with any other mod that modifies this same area (since I was told there are no Weidu commands to add wall polygons atm).
Actually going up there would need to be made by dimension door or something like that. Other option is of course replacing the whole area image and creating a ramp or something like that.