Skip to content

[mod] Tangled Oak Isle

123457»

Comments

  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    I think we wrote a message in the same time. I also think you're worrying about NI warnings a bit too much :P Really, none of these things are affecting the game and you will find LOTS of these things in the original BG(2), but sitting and fixing tons of things that do not affect the game feels a bit like an... unnecessary thing to do :)
  • shadowlichshadowlich Member Posts: 60
    Well, I keep my install free of all warning, that way when I install a mod, I see instantly what could be wrong.

    I spent 2 months importing IWDEE to BG2EE like this, only removing warnings. When I tested played, every thing was fine...
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    edited March 27
    Many of these things are really harmless, if you want to get rid of the "L#NIBRI" warning, change it to "Bridge" (I may also fix it at some point) in that script, but as I said, none of these 3 things is going to harm your game, and as you may see on the image I included, the wed fix is actually causing problems. The warning here is displayed because (IIRC) I removed the actual tiles/overlays and replaced them with burning fire animation, as the original area was using the old method for displaying such things (by using separate tiles rather than bams). The game is trying to display these tiles but they are not there so the game displays nothing in their place. For some reason the .wed files are quite moody and that works better than toying too much with those overlays (funny thing: neither NI or DLTCEP allows me to delete those, but their presence does not change anything so....)
  • jasteyjastey Member Posts: 2,781
    Hi Lava, I was notified that Tangled Oak Isle mod also contains a way to get blood of a silver dragon, which breaks Adalon's Blood mod quest. Would you elaborate what the content of Tangles Oak Isle is with regard to the silver dragon blood / skin armor quest?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    edited April 29
    Not sure what you mean by "break". It's just a separate way to get it before Underdark.
    During the main quest of the Tangled Oak, which is all about a very old dragon, you may find a vial of corrupted liquid and you may ask for help and have it purified. If that's what you do, you may in the end get the blood.

    There is nothing incompatible here. It's a new option to get the ingredient, as I believe the skin armor isn't THAT powerful to be locked away for 75% of the game. And it's very specific (an armor only for evil characters that may be interested in light armors... because there are better options for those that can wear, for example, full plate armors).

    So before someone interprets this as if those two mods can't be installed together: they can. The source of the ingredient is from an entirely different source.

    And I believe there is no incompatibility to fix here. You just pick one method or another to get it. And it's been like that for 4 years already.

    EDIT: oh and just in case that wasn't clear: my mod does not change anything with the original variables, it just gives you a chance to get the item you need, nothing else. That is why if you do not follow my mods secret option, it shouldn't affect your content. You need on purpose take the thing from my mod, talk about it with a specific person and make a deal with him. So the player has to actively do it and the quest does not make you follow that path, it's optional.
    Post edited by LavaDelVortel on
  • jasteyjastey Member Posts: 2,781
    edited April 29
    Not sure what you mean by "break".
    Sorry, I didn't mean to sound like Tangled Oak Isle is backstabbing Adalon's Blood. The further quest (giving the armor to a temple) doesn't trigger if the quest wasn't finished using the item / the quest path from AB.
    So, yes, it is incompatible like it is.
    Would you elaborate on what is implemented in TOI in more detail? If I get it right, there is another way to get the original game item of Silver Dragon Blood, but you do not need to kill a silver dragon for it?

    On a side note: sorry to be direct, but if i say there is an incompatibility it's a bit weird you would go on about that there can't be one over two paragraphs.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Sorry, I might have been unclear: I find it a bit strange if anyone expected your mod to trigger by following the quest from this quest (which is a different mod, by a different author).
    In Tangled Oak you get a chance to visit a new area - the Tangled Oak Isle - that became somewhat like... part of Athkatla, as the City of Coin grew bigger and bigger. It kinda swallowed Tangled Oak Isle. When you enter the isle area, you will be informed that the Tangled Oak itself, the heart of the isle, is being consumed by something. I don't want to share all the details, but you will eventually go and visit the area below the tree and find the remains of a huge ancient dragon. You will get a chance to fight its spirit or help him rest in peace.

    There is a suggestion that too was a silver dragon and in his bones, you can find a vial with old corrupted liquid. You do not have to do anything with it, it's like this... strange something you find. HOWEVER, if you keep it and talk to Ribald, you may ask him to help you purify the sample... for only 15.000 gp. It will also take 3 days.

    Once he's done with it, PC will get the silver dragon blood - MISC8H.

    It does not have any unique name or anything.

    What I meant is that if anyone who's using both mods decides that they would rather play Adalon's Blood content, then it's still available -- as long as you do not pursue that storyline in my mod, it's totally optional. My mod does not affect any original variables here, nor it does anything with Adalon's Bood variables, so that's why I do not consider this a real incompatibility. Both mods should work, people will just get different outcome, which will depend on which blood they are going to use, IIRC :) I believe it's just for players to decide: path a or path b. I'm unsure if the mis would work that well, but maybe I'm wrong.

    I played Adalon's Blood before, but it was long ago. I won't mind if you decide that you want to make it somehow work together. I presume you would need to add a script for Adventurer's Mart that would check for the purification variable (btw, it's Global("L#NIPurifyBlood","GLOBAL",3) ) and if it's set to 3 and the team got MISC8H, then it should be taken and your quest item should be added to take it's place, but it would feel strange to get rid of the Adalon's part of the Adalon's Blood quest + I have no idea how would it work wth talks you wrote. My mod does not affect Adalon at all, it's just a different dragon.

    I hope you'll find all that information useful.
  • jasteyjastey Member Posts: 2,781
    Very useful, thank you!
    Adalon's Blood is about getting the blood without killing a good dragon, so I guess this quest path would/should also qualify.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Sure. I think replacing the vanilla vial with your vial if Global("L#NIPurifyBlood","GLOBAL",3) and PartyHasItem("MISC8H") via script added to AR0702.bcs would work well. If you think so too, feel free to add it to Adalon's Blood :) The blood is always handled in that area, and even if the Tangled Oak is not installed, such a script won't cause any trouble and should be perfectly safe (plus, with that method, the install order won't really matter). I suppose the only question is if your item description/talk mentions that the blood is Adalon's, as in this situation it wouldn't be. If not, it's even better.

    Cheers!
  • jasteyjastey Member Posts: 2,781
    Thanks. It's even more trivial than that. Adalon's Blood uses "MISC8H" as well, I had to check. So, I guess it's some missing variable by which I checked the quest path was followed.
    I just need to script it more robust in case the player got the blood from other sources and did not kill a Silver dragon.

    Just to make sure: The path to receive it in Tangled Oak Isle is not evil, right?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    I would say obtaining the blood is neither good nor evil. You pick it up from a container - a pile of dragon bones that died looooong time ago.

    Is there an evil path in the mod: yes, as you can fight the ghost of that dragon if you chose to, but that's not to obtain the blood, but to shorten the quest. (however, I don't thing people take that path, I don't remember anyone mentioning that).

    The good way includes finding this special music box, as the spirit wants to get back to his slumber.

    So, you need to decide how to deal with it. The blood can be picked up, no decisions here. But there is a decision to make in that exact same room: to be violent and to actually help the spirit.

    I *think* the variable is set to Global("L#NIMainQuest","GLOBAL",44) if you decide to take the violent path, but again... I'm unsure if it should be checked, as it's the way to resolve the quest, not the way to get the blood? But... I don't know. I think I'll leave the decision to you.
  • jasteyjastey Member Posts: 2,781
    Thank you!
  • alaisFcZalaisFcZ Member Posts: 37
    Hello @LavaDelVortel here is the Spanish translation of the mod
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Added. Thanks.
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    Added. Thanks.

    Hey Lava, I'm thinking about installing two of your mods into an ongoing MP baldur's gate 2 EE game. We have SCS/CDTweaks/IWDIFICATION/Lichdom installed currently.

    You can find more info here in a discussion I have up. https://forums.beamdog.com/discussion/88833/questions-about-scs/p1?new=1

    Anyway I looked into your mods and was careful to read the install instructions for each one and two stood out to me

    Tangled Oak Isle
    "Install like any other WeiDU mod: unzip the archive to your main Baldur's Gate 2 directory and run the setup.exe. Then, follow the instructions that will show up on the screen.
    The mod should be compatible with both Baldur's Gate 2 and Baldur's Gate 2: Enhanced Edition, even though it was mostly made for the EE version of the game."

    The Bloodied Stings Of Barovia
    "As with any other WeiDU mod: unzip the archive into your Baldur's Gate 2: Enhanced Edition directory and run Setup-ModName.exe. Note that this mod requires an up-to-date EE version of the game. To ensure the mod works fine, it is best to start a new game. The mod should be compatible with most WeiDU mods."


    I don't expect you to help me resolve any bugs or glitches as a result of me gambling on installing into an already running game, the writing is on the wall with that one and the second mod in particular warns that even under vanilla circumstances I should start over... Nevertheless I wanted to seek your opinion.

    Are your quest mods, particularly the ones listed, compatible with all the ones we're playing with? If so, do you think I could jury rig any of them to work in our ongoing game without a restart?

    If not, do you happen to know of any quest mods whether yours or someone elses that might work in my circumstances?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Hi! In regard to mods like Tangled Oak Isle (Southern Edge, Alabaster Sands, In Love Undeath...) -- they add new areas to a world map. However, once you already started a new game, the state of your world map is saved in your savegame. That means that these areas won't show up on the map properly. In theory, there is an option to update a savegame, suggested by K4thos / swit, but even I avoid using that option because this updates ALL existing savegames. So, if you had any runs that you wanted to return to, they will also get updated. So... is the risk worth it? I don't think it is.

    The Bloodied Stings of Barovia (as well as some others, like I Shall Never Forget, or Ooze's Lounge) do not update world map, but patch existing areas. And then again -- once you enter some area, its current state is stored in your savegame. So if you entered the patched area even for a second before you install such a mod, the patching won't work on the data already stored in your savegame. In this specific mod, such area is Graveyard District, so an area very early in the game. If you've been there already, then it won't work.

    That is why it's important to start a new game: because that's how the engine works and what information is stored in savegames. Sorry.
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    Snip

    Appreciate the rapid response. I'm not adverse to using the console to teleport into the mod areas if that's possible and won't cause any issues, and as for swits idea, that one will work just fine since I have everything backed up three times over.

    Otherwise I'll be getting developer training, I'm that persistent. It's a matter of principle now. Kidding. (:
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    That may still make things awkward, as you are always teleported into upper left corner, and (for example) entry point for Tangled Oak Isle is lower left corner of the map and a moment after entering the area and walking through the bridge you will be talked to by another character.

    It should be less of an issue with Barovia.

    Anyway, keep in mind that I really think it would better if you started a new game, but I won't lie your method with teleporting and then moving characters to a specific spot on the area could work, but I won't lie -- I may have missed something or forgot about some detail. But I am not going to stop you.
  • jasteyjastey Member Posts: 2,781
    edited November 2
    Just FYI: Adalon's Blood was updated to v16. There should be no more NVROL error (Adalon's Blood's fault) if the armor was already dealt with before even going to Adalon, and the skin armor can also be handed to a temple if it wasn't made with silver dragon blood not from Adalon.
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    edited November 3
    Snip

    Just a brief update (If you care for it) I installed the tangled root mod first and did a scan of it with a solo thief. I got up to the point of the cave where you need to use a fireball and stopped (as I had no wand or character able to cast that spell obviously) but I did get the area code "L#NI01".

    However, when I loaded my ongoing MP game ready to test said area code, I found that tangled oak was available to travel to on my world map? I went there with no issues so far.

    Ravenloft
    This one was a bit different, the door didn't show up in the grave yard as you cautioned, but the quest can be started from its very beginning easily enough with C:MoveToArea("L#RV00").

    I'll keep you posted on things go with brief updates here and there in addition to my original thread I linked. Both mods look great btw.

    Cross your fingers and hopefully it'll go off without a hitch.
    Post edited by Evil_Tendencies on
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Perhaps you chose to update the save games? Then it's possible. Otherwise, I have no idea. Remember, though, that if you did chose that option, that area will show on your all save games.
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    Perhaps you chose to update the save games? Then it's possible. Otherwise, I have no idea. Remember, though, that if you did chose that option, that area will show on your all save games.

    Everything went off without a hitch. I loved Ravenloft especially. Fantastic atmosphere. Good work.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Well, I'm glad you had fun! Cheers!
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    Snip
    Could I trouble you to ask which of your mods have the most content (in terms of length especially) similar to raven loft?

    I've started installing a few more, white witch and whim to be precise. No issues. I just used EEkeeper to spawn the book I needed in.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    I think Ravenloft is my biggest mod. BUT Acifer released this great mod I helped testing:
    https://www.gibberlings3.net/forums/topic/38129-released-mod-call-of-the-lost-goddess-a-quest-mod-for-bg2ee/

    From The Dreadful Tales there is also Juniper and the Stone Leech (but it's a ToB mod):
    https://downloads.weaselmods.net/download/juniper-and-the-stone-leech/

    There is also Acifer's Dark Tidings:
    https://www.gibberlings3.net/forums/topic/36739-mod-dark-tidings-a-quest-mod-for-bg2/
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    edited November 6
    Snip
    Fantastic!

    Dark Tidings
    "You do not need to start a new game to start the quest of this mod." Sold immediately. Chefs kiss.

    Call of the Lost Goddess
    Eight to ten hours of game play sounds enticing, but this one says a restart is required. As a tester, do you happen to know how reliant this mod is on vanilla areas? Does it have you going back and forth ETC or is it more isolated from the main game once you talk to appropriate NPCS to kick off the quest and get to the new areas (like ravenloft)? Any other issues besides that you can think of?

    Suppose what I'm really asking is do you think I could get away with jury rigging it to work in our ongoing game like I have with your mods without too much tedium.

    Main issue might be spawning the mod NPCS if I would need to, I haven't quite worked out how to get their technical information yet.

    Appreciate all your help by the way. Made sure to recommend your work all over discord, trying to push some streamers into it as well.
    Post edited by Evil_Tendencies on
  • Evil_TendenciesEvil_Tendencies Member Posts: 13
    I got it working and I went ahead and made a steam guide for getting mods to work in an ongoing game. Thank you!

    https://steamcommunity.com/sharedfiles/filedetails/?id=3363683678
  • shevy123456shevy123456 Member Posts: 266
    edited November 12
    That guide is quite useful to have. Personally I am still too scared to try it before having completed an ongoing run (and weidu scares me as well), but once I have finished an ongoing run, I'll give it a go (if time permits); a few mods have had issues. It would be quite nice if we'd have something like a database where people could submit what worked and what did not work for different mods; that way we can probably compile a mod-recommendation step-through guide that could be automatically generated, based on (curated) datasets from people having tried different mods.
Sign In or Register to comment.