I sent @jastey the results of my investigation, let's see how it can be handled. I don't think this should be disabled completely. Partially, for the time when PC works for Bentley (he would still react to Eldoth once the quest is completed). What I see as a must is adding at least See("ELDOTH") check because Bentley would comment on PC being with Eldoth even if Eldoth was standing on the other side of the room or was invisible.
There is one more option, but let's give @jastey some time to think. We just found about it and we should remain careful.
I ran into a minor incompatibility between Shades of the Sword Coast and BG1 NPC Project.
If you have Eldoth in your party,
Bentley from the Friendly Arm Inn
doesn't have the new dialogue options from SotSC, meaning :
- Zee's Quest can't be completed
- The new quest from Bentley is not offered
The workaround is to temporary remove Eldoth from the party, but it can only be done if the player knows
Bentley
is supposed to have new dialogue options.
I used spoiler balise, I let you decide if there should be a warning to other players.
thats intention. he hates eldoth so his text changes. it was a nice touch.
I agree it's a nice touch, but it was added before new quests involved speaking to that NPC. He could still show his hate but allowing access to quests.
There are some issues that must be also taken into consideration. A quick fix for those that have Eldoth in the party and they encounter such problem:
You DO NOT need to kick him out of your party. Just tell him to up the stairs to the next Friendly Arm Inn level and then talk to Bentley. That should enable the usual talk.
so from the 3 or so quests ii have done so far been enjoying the mod. quest fit seamlessly into the game like they were always there and flesh out some areas lacking in side quests.
i'm to assume once this is out of beta the quests will be in the actual quest log not in the journal? thats my only real issue so far.
Yep, once it's no longer beta and the mod is traified, the journal entries should be fine. That's gonna work better when I'm done with everything else and I am sure the mod looks exactly as I wanted it to be.
@konva - sure, but read those spoilers if you really need to know those locations now. It may be fun looking finding those locations on your own...
The colored spheres, as I guess that's what you mean by the first set of shards are:
1. near the druids of Lars woods
2. near Faldorn
3. near Bassilus
4. the centre of the lake, near Drizzt
As for unusual shards:
1. Archeological Site
2. Ankheg Pit
3. Wyvern Pit
4. One of the tombs in the area where you exist the Nashkel Mines
Use C:GetGlobal("L#ShardQuest","GLOBAL") and let me know what number shows in your dialogue window.
If you are sure you have four of them and global is 0, then it should work. Here's the script:
IF
NumItemsParty("L#SHAGE",4)
Global("L#ShardQuest","GLOBAL",0)
THEN
RESPONSE #100
TakePartyItemNum("L#SHAGE",4)
DestroyItem("L#SHAGE")
DestroyItem("L#SHAGE")
DestroyItem("L#SHAGE")
DestroyItem("L#SHAGE")
GiveItemCreate("L#SHAGS",Player1,1,0,0)
AddJournalEntry(~Unusual Shards
I gathered four unusual shards. Once I had all of them, they clung together. Perhaps I should somehow... activate them?~,QUEST)
SetGlobal("L#ShardQuest","GLOBAL",1)
END
No journal entries showed up for anything either. Maybe something got fudged up during the installation... "Global does not exist". For what it's worth, I'm using Beta2.
As you can see, there are only 2 checks here: the number of the items (check it, maybe you lost one of them? And make sure we're talking about the very same item: the Unusual Shard) and the variable, which should be 0 at this point, so yeah, The Global does not exist sound good.
I have no idea how it works if such item is in some container, so maybe make sure it's actually in the inventory, not in some bag.
Yeah, I took them out of the bags before trying. Oh well. Starting SoD, so it's not worth looking into further. I'll try again in a year during my 2022 playthrough. Thanks for trying, and above all, for keeping these games expanding after all these years.
I'm currently playing the mod for the first time and must say I am well pleased! The feel of the quests is very similar to those found in the unmodded game, and like some people said, they integrate seamlessly into the campaign. The new magical items are exciting yet seemingly well balanced. The rewards seems to fit the difficulty quite well, for the most part.
So far I can only come up with two constructive 'complaints'
1. The Shadow stronghold quest is a bit too rich for a Ch1-2 quest. Also, the I found the aggregate exp reward from killing all those shadows to be quite excessive at 480exp a piece, considering that just a moment ago I was killing gnolls for 65exp. If I was the modder, I'd probably reduce the number of enemies or replace them with a lesser, Ch1-2-friendly version.
2. The Ioun Stone of Darklings doesn't seem to confer its THAC0 and AC bonus at night - or at least they don't show up in the character sheet.
1. On one hand yes, you get 480 XP per shadow, BUT remember you get 2 000 XP for sirines that aren't far from the Stronghold and you can farm them on the Lighthouse area. Or, if you prefer, it's an equivalent of 2 ankhegs you can kill way easier, by casting a Command spell on them. They are quite vulnerable. However, will reduce the number of shadows by 4, making this quest give you almost 2000 less xp. I am not going to make player get XP for those creatures, as this is the number of XP you get them in other Baldur's Gate games and I want that part to be consistent. But 4 fewer shadows means you get a bit less XP, so... Let's call it a compromise.
2. The Ioun Stone of Darklings, as other items that cast spells when certain conditions are met (like the time of day check) are not visible right away. You need to escape the inventory area and give it a second or two. Once the time of day is detected, this unique spell is cast, giving you the bonus. The check is made every 6 seconds and the spell last 6 seconds. That's how such effect is coded and that's the exact same way similar items by Beamdog are built.
@LavaDelVortel I didn't even think of the comparison to Ankhegs. Yeah, it kinda makes sense now that you mention it. Maybe the problem is with the vanilla stronghold itself (it being way, way too easy, even on SCS) Anyway, thanks again for the great mod, dude!
ps: How do you start the hidden bastard swords quest in Firewine ruins? I found two swords close to the Firewine bridge, but got no idea what to do with them. Who's the NPC I'm supposed to speak to, and is he in the ruins or the bridge area?
EDIT: I scrolled through some earlier posts and found the answer I was looking for.
Hell, I don't think I would've ever figured out you could enter the turrets on the bridge. Maybe it would be a good idea to add some kind of note, indication or visual effect that it is possible to do so?
@megamike15
Did you hold/push tab to highlight interactable objects?
my issue was i could not see the door in the dining hall. i was holding tab the whole time.
Heh, this is exactly what happened to me as well. I made it all the way back to Nashkel, only to realize I had found only one of the two rolls of partchment. Back at the stronghold, I went through the containers twice before realizing there was an extra doorway I'd missed.
The new version (BETA4) is up! And this one is quite big:
- Added a new quest: "Infesting Light"
- Added a new quest: "The Melting Man"
- Added a new quest: "Ormyrrs' Peak"
- Added a new quest: "Doggy Life, Doggy Death"
- Added a new encounter: "Shandraha"
- Added 2 new worldmap areas [Ormyrrs' Peak and Mountain Cemetery; access them from a new travel region in the bottom of the Gnoll Stronhold area]
- Added some new items to perfume merchant's wares
- Added 4 new cursed items to the main campaign
- Added a new merchant to Firewine Bridge [appears only during the night]
- Added a new character with an unusual offer at the Carnival
- Added three craftable artifacts to the game [during the main campaign]
- Added fog to few selected areas [both added by mod and original]
- Added new creatures to existing areas: wererat, werebadger, snake, pirate, otyugh, minotaur, goblins, bugbear, beholder
- Improved encounter: "Rovo, the Unlikely Hero" and renamed it to "The Echoed Cry" [you may now find out where the kobold got his sword from]
- Improved quest: "The Parted Lovers of Ulgoth's Beard" [clarified perfume merchant's involvement in the quest]
- Slightly lowered the number of enemies in "Stronghold and its Shadow" quest
- Added an in-game not how to handle Bentley-Eldoth and SotSC conflict introduced BG1 NPC Project [if you want to take a quest from Bentley or report something, take Eldoth away from Bentley: for example move Eldoth upstairs and then talk to Bentley again]
as i'm using the pervious version this report is not for the new content.
the kobold quest seems to be bugged. i talked to the wife about getting zee to live there and the quest is not progressing. no journal pop up nothing. her dialogue choice about letting zee stay is just stuck there and won't progress.
Which version are you using? I know there was a problem in vBETA2 and I think I fixed it in BETA3, IIRC.
looks like i have version 2. i could have sworn i downloaded 3 for this run. but as i'm in chapter 5 this won't resolve itself until my next run with version 4.
Comments
There is one more option, but let's give @jastey some time to think. We just found about it and we should remain careful.
You DO NOT need to kick him out of your party. Just tell him to up the stairs to the next Friendly Arm Inn level and then talk to Bentley. That should enable the usual talk.
i'm to assume once this is out of beta the quests will be in the actual quest log not in the journal? thats my only real issue so far.
I'm glad you're having fun with the new quests.
Im trying to find all four shards, found only three.
The colored spheres, as I guess that's what you mean by the first set of shards are:
2. near Faldorn
3. near Bassilus
4. the centre of the lake, near Drizzt
2. Ankheg Pit
3. Wyvern Pit
4. One of the tombs in the area where you exist the Nashkel Mines
If you are sure you have four of them and global is 0, then it should work. Here's the script:
I have no idea how it works if such item is in some container, so maybe make sure it's actually in the inventory, not in some bag.
So far I can only come up with two constructive 'complaints'
1. The Shadow stronghold quest is a bit too rich for a Ch1-2 quest. Also, the I found the aggregate exp reward from killing all those shadows to be quite excessive at 480exp a piece, considering that just a moment ago I was killing gnolls for 65exp. If I was the modder, I'd probably reduce the number of enemies or replace them with a lesser, Ch1-2-friendly version.
2. The Ioun Stone of Darklings doesn't seem to confer its THAC0 and AC bonus at night - or at least they don't show up in the character sheet.
All in all, great work on the mod!
As for your feedback:
1. On one hand yes, you get 480 XP per shadow, BUT remember you get 2 000 XP for sirines that aren't far from the Stronghold and you can farm them on the Lighthouse area. Or, if you prefer, it's an equivalent of 2 ankhegs you can kill way easier, by casting a Command spell on them. They are quite vulnerable. However, will reduce the number of shadows by 4, making this quest give you almost 2000 less xp. I am not going to make player get XP for those creatures, as this is the number of XP you get them in other Baldur's Gate games and I want that part to be consistent. But 4 fewer shadows means you get a bit less XP, so... Let's call it a compromise.
2. The Ioun Stone of Darklings, as other items that cast spells when certain conditions are met (like the time of day check) are not visible right away. You need to escape the inventory area and give it a second or two. Once the time of day is detected, this unique spell is cast, giving you the bonus. The check is made every 6 seconds and the spell last 6 seconds. That's how such effect is coded and that's the exact same way similar items by Beamdog are built.
Cheers!
Did you hold/push tab to highlight interactable objects?
my issue was i could not see the door in the dining hall. i was holding tab the whole time.
ps: How do you start the hidden bastard swords quest in Firewine ruins? I found two swords close to the Firewine bridge, but got no idea what to do with them. Who's the NPC I'm supposed to speak to, and is he in the ruins or the bridge area?
EDIT: I scrolled through some earlier posts and found the answer I was looking for.
Heh, this is exactly what happened to me as well. I made it all the way back to Nashkel, only to realize I had found only one of the two rolls of partchment. Back at the stronghold, I went through the containers twice before realizing there was an extra doorway I'd missed.
- Added a new quest: "Infesting Light"
- Added a new quest: "The Melting Man"
- Added a new quest: "Ormyrrs' Peak"
- Added a new quest: "Doggy Life, Doggy Death"
- Added a new encounter: "Shandraha"
- Added 2 new worldmap areas [Ormyrrs' Peak and Mountain Cemetery; access them from a new travel region in the bottom of the Gnoll Stronhold area]
- Added some new items to perfume merchant's wares
- Added 4 new cursed items to the main campaign
- Added a new merchant to Firewine Bridge [appears only during the night]
- Added a new character with an unusual offer at the Carnival
- Added three craftable artifacts to the game [during the main campaign]
- Added fog to few selected areas [both added by mod and original]
- Added new creatures to existing areas: wererat, werebadger, snake, pirate, otyugh, minotaur, goblins, bugbear, beholder
- Improved encounter: "Rovo, the Unlikely Hero" and renamed it to "The Echoed Cry" [you may now find out where the kobold got his sword from]
- Improved quest: "The Parted Lovers of Ulgoth's Beard" [clarified perfume merchant's involvement in the quest]
- Slightly lowered the number of enemies in "Stronghold and its Shadow" quest
- Added an in-game not how to handle Bentley-Eldoth and SotSC conflict introduced BG1 NPC Project [if you want to take a quest from Bentley or report something, take Eldoth away from Bentley: for example move Eldoth upstairs and then talk to Bentley again]
Enjoy!
the kobold quest seems to be bugged. i talked to the wife about getting zee to live there and the quest is not progressing. no journal pop up nothing. her dialogue choice about letting zee stay is just stuck there and won't progress.
looks like i have version 2. i could have sworn i downloaded 3 for this run. but as i'm in chapter 5 this won't resolve itself until my next run with version 4.