Places you think there should be something . . . but there isn't.
Permidion_Stark
Member Posts: 4,861
So, in your travels along the Sword Coast have you ever happened on a spot where you think to yourself, "I'm sure there should be something here?"
It happened to me on the wilderness map just north of Nashkel (AR4300)
I'm convinced there should be a cave between where me and Imoen are standing. I can see the opening. It is so frustrating that I can't get in because I feel sure that there are thrilling adventures and wonderful treasures to be found in there.
It happened to me on the wilderness map just north of Nashkel (AR4300)
I'm convinced there should be a cave between where me and Imoen are standing. I can see the opening. It is so frustrating that I can't get in because I feel sure that there are thrilling adventures and wonderful treasures to be found in there.
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Comments
That particular one in your snapshot has a cave entrance added by Stone of Askavar mod.
I've always wondered about the stone circles outside Candlekeep as well. What are they for?
Does Sarevok choose this very spot for a reason?
formations in game of thrones, maybe there is something hidden behind these patterns .
On topic this cave from Rassad's quest in cloud peak annoys the hell out of me, I want to know what is inside.
Each time they fail, I hope that modders rather put the downloads on to something like github and just use forums to provide the links and serve for discussion.
https://forums.beamdog.com/discussion/52/add-new-encounters-to-old-areas
AREA4000- the mountain top past the dwarven mercs east of the actual Gullkin village- always wished for something to happen there; looks like the perfect place for a wierd ritual to be taking place (this is really the top of the priority list)
AREA4300- Just north of Nashkell, in the south there's an island you have to struggle with terrain to get to... and it's empty... and it's got a cave entrance... that's dead... So you turn around... (this would also be up there as a spot that looks primed for an encounter)
AREA5000- the chasm maze in the south of the area with the revenant/ ghast caves and ooze mage- always intrigued me with all those twists and turns but no encounter; actually all along the south has options, and also an encircled craggy area in the northeast with nothing in it AREA4200- the house northwest of the lake- seems like you should have access to it, but... nah
AREA4600- that whole southern area- not down in the Firewine Bridge ravine itself but if you follow the west edge of the area southward you end up on the south part of the area a long distance all the way... to a dead end in the south... great place for an ambush; but also large dead spots in the southern ravine itself
AREA2800- ("crossroads") the northeast corner which you can only enter near the center-north of the area, otherwise unseen behind the surrounding ridge
AREA3600- The mod Sirine's Call adds an encounter to that lighthouse which gives it more purpose than a window telling you "you see nothing inside" (or some such)... But if the devs don't want to break that rather popular mod, there's also a peninsula up in the northwest past the hobgoblins that you pursue to its end (not down by the golem cave) which is just empty
AREA3100- There's an intriguing bit of rocks in the center east (east of the ogres) which has nothing in it... looks like somewhere potent for an encounter
AREA4900- Carnival- Lots of open tree space in the east and west, but also that silent opium hut has potential
AREA3900- that southern section of the Ulcaster area that goes on and on in dead rocky terrain... though it does somehow end in an odd kobold commando outpost which is fun tactically
AREA5100- There's a great path that heads north just after the bridge and then circles west around the north end of the gnoll stronghold walls... where the path just squeezes to a halt... And a better path in the xvart south that leads back east to the river in a nice scenic view
AREA5300- Just south of Nashkell, lots of great craggy terrain crossed by rivers and a waterfall, and lots of dead area- west edge, south, center
(BEREGOST) TEMPLE- Large dead spot along the south and somewhat the north with curious rock crags in the southwest and southeast... that are just sort of there
THIEF MAZE- That whole nerve-wracking ordeal and just skeletons and traps?
Plenty more
Ar4000 (BG4000 in EET) - There is a cave system below that eastern area, the entrance is in the south where the rocks look like fossils guiding an entrance >>> Imoen quest in the Sandrah mod
ar4300 - On the island, the cave is used by Stone of Askavar, as already mentioned BUT the area has some more entrances in the north where the hobgoblin campfire is, one for DSotSC final quest to find the dwarf nephew, another one slightly east to the first added by Deepgnomes (Aurora) mod
AR4200 - the house becomes accessible via Sandrah mod, a romance episode takes place there in the mod
AR4400 - the house becomes accessible via Sandrah mod. It has a quest added to it
AR3600 - the lighthouse and surrounding buildings are used by Siren's call but also by Sandrah mod pirate/bookhunters quest
AR4600 - the empty plain is used by Tenya mod encounter. In Sandrah Return to Faerun, the Firewine area is used for a major battle
AR3100 - the empty spaces are used by a number of mods including BG1NPCs Kivan quest, A Slow Boat..., Sandrah Saga
AR4900 - the empty spaces are used by The Vault, BG1NPCs Garrick quest, Sandrah mod (2 encounters)
ar3900 - used by BG1NPCs Garrick quest, White NPC, The Vault
AR5100 - The whole area plays a major role in Sandrah Return to Faerun and another important role in Sandrah Time of Troubles Revisited (where its original history is revealed)
AR5300 - Used for several events in NTotSC, the waterfall plays a role in Sandrah mod
Beregost temple - the area you describe has a cave entry added by NTotSC and plays a role in The Vault
Thief Maze (and Bhaal temple) - play a role and are later revisited by Sandrah mod
Some of the best mods I enjoy used existing areas, NPC's, or a combination of the two, and build upon them, like Tenya.
Same with previously unused quest items that don't have much use. Always make the game come alive when I see these things.
You wouldn't believe how long I used to spend in Beregost trying to find the doorway of the few houses you can't get into. I would endlessly move the cursor over them convinced that if I could just hit the right spot the entrance would appear. It really bothered me that I couldn't get into them even though the chances were that all they would contain would be a Commoner, a locked chest containing a silver necklace, and a Sleeping Dwarf.
Reading a walkthrough guide some time back there was a warning that a house in BG itself led "nowhere". There had been a mistake and nothing coded for it so if you entered the game crashed.
Always thought they should have left it, teach all us obssesives a lesson. Plus I like the idea that actually there are real rabbit holes you can fall down. Kind of magical.
12- WARNING: ENTERING THIS HOUSE WILL CRASH YOUR GAME:
The guys at Bioware forgot to put an interior for this house and when you access it the game crashes. If anybody knows of a way to fix this problem, please drop us a line. Thanks in advance.
http://www.gamebanshee.com/baldursgate/walkthroughbgee/baldursgatecentral.php
I think it must be fixed by now as never found it.