We hope you'll enjoy playing the Early Access Open Beta!
I edited the first post with some elaborations:
The Early Access Open Beta has approximately 50% of the planned content which can be played without any loose ends. It is directly compatible with BGT, BG:EE w/o SoD, and EET.
If you need the Worldmap for other mods, install it after BST and use the current 10.2.6.
You can play from a previous save if it is from before entering BG city for the first time. In this case, the Seatower will not show on your worldmap but is accessible through a direct travel link from the south west corner of the docks.
Have a look at the readme to see a list of the available quests - but don't spoil yourself too much! Everything starts by entering the Seatower area.
The mod updates to vEAOB.2! Two of the areas slipped for the dynamic PVRZ naming corrections (needed because of the unfortunate naming scheme of area graphics in the EE) so one of the mod area graphics magled the interior area of the Blushing Mermaid in EET and the other a cave in SoD for SoD+EET!
Also, this version now has an .ini file with metadata so Project Infinity will be able to handle it!
Changelog vEAOB.2:
- (EE) areas of BST should not mangle original game areas because of PVZR naming scheme
- added bst.ini to tupport ALIEN's Project Infinity
- added more general mod/version descriptions to the readme.
magled the interior area of the Blushing Mermaid in EET and the other a cave in SoD for SoD+EET!
Just to clarify - if I'm not using EET and I already started a new game, can I continue without problems or is the 2nd issue going to happen also for a game with SoD without EET?
Finished my recent run including Baldurans Seatower. I understand the content is not finished, but it still was awesome. The mod blends in perfectly with the existing content, and doesn't feel like a half-finished version at all. Thank you Jastey and everyone who worked on this great mod.
I used this mod in my most recent play through of BGEE (February). It was excellent! I loved how well it was integrated into the rest of the city/setting. Thanks!
@Trouveur You should be able to sell it to the Tower Mage. In an EET game, you can use it for the Cowled Wizard' quest in Imnesvale (I think it was) in BGII.
@Trouveur You should be able to sell it to the Tower Mage. In an EET game, you can use it for the Cowled Wizard' quest in Imnesvale (I think it was) in BGII.
Thank you, I was wondering if there was another use beside selling it.
I think I found a bug : I can sell it to the Tower Mage, and then ask to buy it back, but then instead of paying 300 GP and having back the blood in my inventory, the Mage gives me 300 GP and not the item, and this dialogue option is avaiable again, meaning it's an infinite GP exploit.
Also, I was wondering if it was planned to add some references to the BST plot in some scenes of Chapter 7, like
having more Flaming Fist soldiers at the coronation since we discovered the tailor's plot to replace nobles with doppelgangers and the Commander said he will inform the Dukes
?
Really a great mod, blending with the original content so well !
I forgot to report a bug in the Fire elemental quest :
the cook said she will open the door, but it is still locked after that dialogue. Lockpicking didn't work, but I could open it with a Knock spell.
And about the Golden Discs in the underground cavern, are they supposed to disappear after some times on the ground like ordinary items ? I waited before wanting to open the door, and went I came back the discs were no longer there.
And about the Golden Discs in the underground cavern, are they supposed to disappear after some times on the ground like ordinary items ? I waited before wanting to open the door, and went I came back the discs were no longer there.
That's my fault - sorry about that. While I could argue that Gorpel Hind and his Band of Merry Fools was faster at looting the place, I unfortunately did not set an EE-specific flag when I created the area.
You can still proceed without the discs by entering the following console command:
@Trouveur Are you Ser Thomas at G3? Because he reported the same issue with the kitchen door.
EDIT: I added opening of the door and checked the unlocking+opening of the door to the storeroom in BG:EE 2.5x, SoD current 2.6x, BGT, and EET 2.5x.
Update with changes is being prepared.
And about the Golden Discs in the underground cavern, are they supposed to disappear after some times on the ground like ordinary items ? I waited before wanting to open the door, and went I came back the discs were no longer there.
That's my fault - sorry about that. While I could argue that Gorpel Hind and his Band of Merry Fools was faster at looting the place, I unfortunately did not set an EE-specific flag when I created the area.
You can still proceed without the discs by entering the following console command:
@Trouveur Are you Ser Thomas at G3? Because he reported the same issue with the kitchen door.
EDIT: I added opening of the door and checked the unlocking+opening of the door to the storeroom in BG:EE 2.5x, SoD current 2.6x, BGT, and EET 2.5x.
Update with changes is being prepared.
No, I always use the same name.
And I still need to take the time to also create an account on G3...
And two other ones :
The journal entry for the "Ingredients for the Tower Mage" doesn't update to Done Quests even after bringing him the four ingredients he asked for.
If you have two liquor bottles when talking to the tanner, he takes the two, but you only get XP from one.
@Trouveur those are good catches both, will be fixed in the next update!
I hope opening the door via script will stop the glitches. The door always unlocks for me.
I also have a suggestion, for the Glabrezu reward :
It's a longsword +3, but there is already many good longswords in early BG1 and SoD. On the other hand, good axe are not so frequent (beside the +2 from Helm & Cloak Inn and the throwing +2 one from Candlekeep). What about changing it to an axe +3 ? It would also be useful for the axe wielders against SoD final boss (longsword wielders may obtain a +3 sword in SoD).
The mod updates to vEAOB.6. This version addresses all bugs reported so far.
Changelog:
-(EE) coins in bs0114.are should not disappear after some time.
-(EE) barrel in ys0112.are should not disappear after some time.
-Commander should initiate dialogue after doppelgangers are discovered.
-Cook should always unlock (and now also open) door to storeroom.
-Tower mage should give mimic blood and take gold if he sells it to the party.
-Journal entries for tower mage fed ex quest should close if all items are brought.
-Fixed reply option in tanner's dialogue.
-Tanner should give XP for every liqueur each.
-Journal entry about tanner's liqueur should be removed after completing the quest.
-There should be no doubled reply option in dialogue with Nathoriel.
-Shuck should only know about the exact sum if the PC told him.
-Quest about Shuck's brother should close properly, ending and journal entry should not loop when talking to one after the other.
-Restless Dead skeletons should not drop +1 weapons and give XP when killed.
-Reward for Black Pearl lowered to 2000 gold.
-Betsy the rat: Imoen should only mention Minsc if he is in party.
-Messenger for smuggler/slaver quest should spawn on main tower area, as well.
-Corrected name in one line (Ulf -> Klaus).
-Corrected readme quest description for winchman (Troll Sebaceous Gland instead of Troll Grease).
-(BGT) description BAMs for Betsy the Rat (alive & dead).
-Corrected location of plum liqueur in readme.
-removed unnecessary copy of bswllspy.cre.
-typo corrections.
-Added check to forbid installation after EET_End.
-removed unnecessary changes to action.ids and copying of "face.ids" and "formatio.ids" to override
@jastey Been playing with BST and really like what has been done!
Here are two observations I have.
1) I could not tell when I finished quests (ex: defeating doppelgangers). After awhile I just went to the person who gave the quest and they said I finished, but I went around awhile before I figured this out.
2) The Tanner's Trouble quest where you talk to the commander does not give me an option when talking to the commander. I did have a couple other quests (like Doppelgangers) come up after talking to Tanner and before talking to commander. So the quest is in my log to talk to commander but get no options for it when talking to commander.
@Necromanx2 The tanner wants you to talk to the captain (wo is "commander of the guard"). This might be a misunderstanding if you tried to talk to the tower commander about it.
The doppelganger quest: it has a timer. If you take too long the quest will just run out. But for every step, it should be clear what you are supposed to do - hopefully - if not let me know. If you were searching for doopelgangers on the tower grounds, there will be a note once all doppelgangers were found. Also, have a look into the readme, I gave some sort of walkthrough/spoilers for every quest.
Thanks for the kind words!
Hi, I'm playing an EET installation with SCS, Endless BG, Imoen 4 ever, Shades of the sword coast, BGQE, and NPC project. I'm also playing on LOB mode.
I've played through the entirety of the seatower mod and had two problems. The first is that the fletcher does not react when I bring him the potion of fire resistance so I couldn't fire proof the barrel and dunk it in the well. I had to have a flaming fist soldier remove the fire elemental to complete the quest for halfslinger.
The other problem I had was a single crash when moving between areas in the underground caverns. The area with the blue pond transitioning to the area with the long bridge crashed when I exited the area. The auto save that the game does when transitioning areas loaded up correctly and the transition worked fine from that point on forward.
Other than that I had no problems and I enjoyed the mod. I think the under ground caverns is probably the nicest add on area I have ever played from the mod community. @jastey , thanks for all of the great mods you have contributed to and made over the years.
@Sour thanks for the reports and the kind words. The area transition crash is hard to reproduce if it worked for you after the first time. The fletcher not reacting to the potion of fire resistance I will have a look at if I'll have the time, it's not the first time someone had problems to trigger the end of this quest.
I understand but I figured I'd mention it. My last playthrough on LOB mode took 150 hours just for the BGEE portion of the game. I explored all areas fully, did all quests, and defeated all hostiles in every area and despite all of the mods I am using, that crash in the seatower was the only crash I experienced the entire game. Pretty solid performance from both Beamdog and the mod community. The only other detail I can mention was that the auto save didn't have a picture of the game save like it normally does. I think Beamdog had issues with broken saves that had that problem in the past but I don't know anything about it.
Comments
I edited the first post with some elaborations:
Also, this version now has an .ini file with metadata so Project Infinity will be able to handle it!
Changelog vEAOB.2:
- (EE) areas of BST should not mangle original game areas because of PVZR naming scheme
- added bst.ini to tupport ALIEN's Project Infinity
- added more general mod/version descriptions to the readme.
If you install the new version before visiting this area the graphics should be fine, though.
Changelog:
- fixed bsslvff.cre so it gives no warnings when installing SCS
- typo corrections
I'm currently exploring the new area in my playthrough, and it feels like it was always there.
It's really impressive.
This is an important update if you install other mods after BST or are playing EET.
Changelog:
- fixed face.ids directions
Nothing any more. I can't just pull it out without more thorough testing, though.
What can I do with he the mimic blood please ?
I think I found a bug : I can sell it to the Tower Mage, and then ask to buy it back, but then instead of paying 300 GP and having back the blood in my inventory, the Mage gives me 300 GP and not the item, and this dialogue option is avaiable again, meaning it's an infinite GP exploit.
Also, I was wondering if it was planned to add some references to the BST plot in some scenes of Chapter 7, like
Really a great mod, blending with the original content so well !
the cook said she will open the door, but it is still locked after that dialogue. Lockpicking didn't work, but I could open it with a Knock spell.
And about the Golden Discs in the underground cavern, are they supposed to disappear after some times on the ground like ordinary items ? I waited before wanting to open the door, and went I came back the discs were no longer there.
That's my fault - sorry about that. While I could argue that Gorpel Hind and his Band of Merry Fools was faster at looting the place, I unfortunately did not set an EE-specific flag when I created the area.
You can still proceed without the discs by entering the following console command:
@Trouveur Are you Ser Thomas at G3? Because he reported the same issue with the kitchen door.
EDIT: I added opening of the door and checked the unlocking+opening of the door to the storeroom in BG:EE 2.5x, SoD current 2.6x, BGT, and EET 2.5x.
Update with changes is being prepared.
And I still need to take the time to also create an account on G3...
And two other ones :
The journal entry for the "Ingredients for the Tower Mage" doesn't update to Done Quests even after bringing him the four ingredients he asked for.
If you have two liquor bottles when talking to the tanner, he takes the two, but you only get XP from one.
I hope opening the door via script will stop the glitches. The door always unlocks for me.
Changelog:
-(EE) coins in bs0114.are should not disappear after some time.
-(EE) barrel in ys0112.are should not disappear after some time.
-Commander should initiate dialogue after doppelgangers are discovered.
-Cook should always unlock (and now also open) door to storeroom.
-Tower mage should give mimic blood and take gold if he sells it to the party.
-Journal entries for tower mage fed ex quest should close if all items are brought.
-Fixed reply option in tanner's dialogue.
-Tanner should give XP for every liqueur each.
-Journal entry about tanner's liqueur should be removed after completing the quest.
-There should be no doubled reply option in dialogue with Nathoriel.
-Shuck should only know about the exact sum if the PC told him.
-Quest about Shuck's brother should close properly, ending and journal entry should not loop when talking to one after the other.
-Restless Dead skeletons should not drop +1 weapons and give XP when killed.
-Reward for Black Pearl lowered to 2000 gold.
-Betsy the rat: Imoen should only mention Minsc if he is in party.
-Messenger for smuggler/slaver quest should spawn on main tower area, as well.
-Corrected name in one line (Ulf -> Klaus).
-Corrected readme quest description for winchman (Troll Sebaceous Gland instead of Troll Grease).
-(BGT) description BAMs for Betsy the Rat (alive & dead).
-Corrected location of plum liqueur in readme.
-removed unnecessary copy of bswllspy.cre.
-typo corrections.
-Added check to forbid installation after EET_End.
-removed unnecessary changes to action.ids and copying of "face.ids" and "formatio.ids" to override
Here are two observations I have.
1) I could not tell when I finished quests (ex: defeating doppelgangers). After awhile I just went to the person who gave the quest and they said I finished, but I went around awhile before I figured this out.
2) The Tanner's Trouble quest where you talk to the commander does not give me an option when talking to the commander. I did have a couple other quests (like Doppelgangers) come up after talking to Tanner and before talking to commander. So the quest is in my log to talk to commander but get no options for it when talking to commander.
Again, great work and thank you!
EDIT: using version 6.
The doppelganger quest: it has a timer. If you take too long the quest will just run out. But for every step, it should be clear what you are supposed to do - hopefully - if not let me know. If you were searching for doopelgangers on the tower grounds, there will be a note once all doppelgangers were found. Also, have a look into the readme, I gave some sort of walkthrough/spoilers for every quest.
Thanks for the kind words!
I've played through the entirety of the seatower mod and had two problems. The first is that the fletcher does not react when I bring him the potion of fire resistance so I couldn't fire proof the barrel and dunk it in the well. I had to have a flaming fist soldier remove the fire elemental to complete the quest for halfslinger.
The other problem I had was a single crash when moving between areas in the underground caverns. The area with the blue pond transitioning to the area with the long bridge crashed when I exited the area. The auto save that the game does when transitioning areas loaded up correctly and the transition worked fine from that point on forward.
Other than that I had no problems and I enjoyed the mod. I think the under ground caverns is probably the nicest add on area I have ever played from the mod community. @jastey , thanks for all of the great mods you have contributed to and made over the years.