hi. is there a full walkthrough to this? theres still some bugs and i dont know if i cant keep playing because i dont find things or because its bugged.. eg: renal bloodskalp is locked in after maevar dialogue and i cant continue quests
edit: also i cant find the treasure in brynnlaw
edit: i tried doing the korgan/book of kaza branch. i got the book of kaza and nothing happens. nowhere on the internet i can find where to go from here. can u pls offer some sort of a walkthrough? like i dont need complete sollutions but this is just annoying.
do i need to keep him in my team? do i need to go somewhere? do i need to continue to chapter 3 to continue with this quest? or is it missable and im not gonna be able to get this quest done?
Perhaps a FAQ could help, and be added at https://github.com/Austin-BG/HTaM. Not for complete walk-throughs, but slight hints when people are stuck. This helped me a little in the Neverwinter Night mod (though I still have not successfully completed it yet).
FAQ entries that could be added, from the above, could include:
- Where might the treasure in Brynnlaw be found?
- Will there be a triggered event after the Book of Kaza has been obtained?
- Does Korgan have to be kept in the team for subsequent triggers?
- Will this quest be continued into Chapter 3?
(The FAQ could be split into technical FAQ and quest-hints.)
I also did not do all quests in HTaM; I usually do the one where our party has to fight some enemy party and a mage there.
To whom do I speak after collecting the debts? I talked to everyone at the bank that I could find, but the quest didn't advance. What am I missing? It's been awhile since I talked to the orcish debt collectors, so I don't remember everything that they had to say. Thank you for any advice.
To whom do I speak after collecting the debts? I talked to everyone at the bank that I could find, but the quest didn't advance. What am I missing? It's been awhile since I talked to the orcish debt collectors, so I don't remember everything that they had to say. Thank you for any advice.
Jackal @39 = ~When you're done with both, meet me on the roof of the Copper Coronet. Thanks for doing this, <PRO_SIRMAAM>. ~
Hello! There is no full guide, but many answers can be found in the mod's discussion thread here and on G3. If someone can write a FAQ with answers, I will gladly add it, but unfortunately I do not have time to do this work now.
renal bloodskalp is locked in after maevar dialogue and i cant continue quests
What dialogue exactly are we talking about, after which phrase do problems arise? What does "locked" mean? I don't understand the question at the moment. Also, the problem may be related to other mods, if you have them installed.
also i cant find the treasure in brynnlaw
What exactly is your problem? You can't find the entrance to the abandoned house according to the quest plot or what?
i tried doing the korgan/book of kaza branch. i got the book of kaza and nothing happens.
The quest with the Kaza book is a standard Korgan game quest. The mod (Component №1) adds the ability to decipher it, but for this, at the moment you receive the book, Edwin and (highly desirable, to see all the options for the development of events) Keldorn must be in your group.
renal bloodskalp is locked in after maevar dialogue and i cant continue quests
What dialogue exactly are we talking about, after which phrase do problems arise? What does "locked" mean? I don't understand the question at the moment. Also, the problem may be related to other mods, if you have them installed.
actually the renal thing solved itself, i remembered something wrong.
also i cant find the treasure in brynnlaw
What exactly is your problem? You can't find the entrance to the abandoned house according to the quest plot or what?
well once i did the quest via the non korgan path and i arrived at brynnlaw with some sort of treasure map/ riddle and i really didnt know where to go from there. i didnt know anything about an abandoned house.
i tried doing the korgan/book of kaza branch. i got the book of kaza and nothing happens.
The quest with the Kaza book is a standard Korgan game quest. The mod (Component №1) adds the ability to decipher it, but for this, at the moment you receive the book, Edwin and (highly desirable, to see all the options for the development of events) Keldorn must be in your group.
[/quote]
at the moment i have the open quest from korgan which says "great dwarf debt" and i advised him not to pay that debt. i rested for like a week in the wilderness and tried to get approached by the bank ppl but nothing happened. i then kicked korgan (hes not gonna stay in my group) and continued to chapter 3 and now coming back from the underdark. can i continue his questline in this chapter? how do i continue? do i just wait with korgan in my team?
well once i did the quest via the non korgan path and i arrived at brynnlaw with some sort of treasure map/ riddle and i really didnt know where to go from there. i didnt know anything about an abandoned house.
If you started the quest "Pirate's Treasure", then upon arrival in Brynnlaw you need to talk to Lorna (she is on the dock), then the details will be in the dialogue. If you have difficulties in finding the house, which is needed to continue the quest after this, you can find the answer in this topic on one of the previous pages, I recently uploaded a screenshot of the location of the house.
at the moment i have the open quest from korgan which says "great dwarf debt" and i advised him not to pay that debt. i rested for like a week in the wilderness and tried to get approached by the bank ppl but nothing happened. i then kicked korgan (hes not gonna stay in my group) and continued to chapter 3 and now coming back from the underdark. can i continue his questline in this chapter? how do i continue? do i just wait with korgan in my team?
The "Great dwarf debt" quest belongs to Component 2, and the expansion of the standard quest about the Book of Kaza belongs to Component 1. Thus, these things are not connected in any way.
To continue the quest "Great dwarf debt" you need to have Korgan in the party. The next meeting with the bank collectors begins as a random encounter during the transitions between the city areas of Atkatla.
[/quote] The "Great dwarf debt" quest belongs to Component 2, and the expansion of the standard quest about the Book of Kaza belongs to Component 1. Thus, these things are not connected in any way.
To continue the quest "Great dwarf debt" you need to have Korgan in the party. The next meeting with the bank collectors begins as a random encounter during the transitions between the city areas of Atkatla.
[/quote]
and can i continue this in chapter 6? also:
"- for male characters, this component adds two quests in the Thieves guild: the first quest will be given by Renal
after completing his task (wait for the messenger on the street) in chapter 3, and the second major quest will
be given by Aran after the death of Bodhi in chapter 6, provided that the player earlier took control of
stronghold thieves" - how do i start this quest? im a male thief and control maevars guild atm, just killed bodhi and all he says to me is "nice that you killed her"
how do i start this quest? im a male thief and control maevars guild atm, just killed bodhi and all he says to me is "nice that you killed her"
Hello!
For a male character (as for women), the quests "The Magic Lamp" and "The Curse of Beshaba" are available.
To start the "Magic Lamp" quest, you need to visit the AR0305 area - if all the conditions are met, a timer will start there for two days, after which a courier will appear at any city area. List of conditions:
Chapter - either 3 or 6
Global("AranJob","GLOBAL",2)
Global("RenalJob","GLOBAL",4) // Renal's tasks are completed, the guild is under control
Global("TonySpawnAlternate","GLOBAL",0)
Global("PlayerThiefGuild","GLOBAL",1) OR Global("PGFailed","GLOBAL",1)
Here also is a list of conditions under which the courier from Aran should appear and the "Beshaba's curse" quest will begin:
Chapter - either 3 or 6
Global("RenalJob","GLOBAL",4) // Renal's tasks are completed, the guild is under control
Global("AranLove","GLOBAL",0) // There is no romance with Aran (if the PC is male, the variable is always 0)
Global("BodhiJob","GLOBAL",0) // You are not working for Bodhi
Global("AranLovePrologue","GLOBAL",0) // The prologue of the romance with Aran has not started (if the PC is male, the variable is always 0)
Global("ThiefSpawn0","GLOBAL",0) // the courier has not appeared yet
You can check these variables in your own console via the GetGlobal command to check what values these variables have in your playthrough. Then it will become clear what exactly is wrong. You can also manually change the variables via the SetGlobal command.
There is one tiny thing that annoys me, conceptually speaking. It is such a tiny issue that I am not sure whether it is worth reporting.
Nonetheless, let me explain this thing.
There is the bank, which is great, by the way. In the old Might and Magic saga I always lived off of tax rate interests. Anyway.
The bank can be only visited at certain times. If it is near evening or night, the guards outside will prevent entry. So what annoys me here? Well - once the guard say this, the whole party is pushed back automagically, aka group-teleported a bit back. I dislike that solution conceptually.
I assume this is done because, possibly, the entrance is not blocked, and thus a force-push means the whole party can not technically enter. I have not tried whether one can sneak in when the whole group is invisible.
So what annoys me at the auto-push-back?
There are two things that I think are not great here.
First: my party killed various dragons as well as strong villains - yet two guards, without even touching anyone in the party, force-teleport the whole party away. I dislike that solution. What if I want to kill the guards? Or if I don't want to be pushed back?
The push-back assumes, I think, that the party is in compliance. But I do not think this can be assumed; the party should be able to make other decisions too. Like if the cop I mean if the guards push me, I'm gonna push back! The he summons more friends!! Then we fight it out!!! Even if I may not choose that option, I think it may be better to not assume the auto-push-back of the guards gets through. Can an ant really push back the giant, by nudging against its stinky toe?
I am not sure if there are other solutions in code for the guards at the bank. One that I would probably do, in pseudo-code, would be:
"if party is close to the entrance to the bank, and tries to enter, and if guards can see the party, and if guards are still alive, trigger speech YOU MAY NOT PASS" - something like that, and without the auto-teleport push-back. And then prevent entry. At the least the players can then opt to e. g. attack the guards. Or come back when it is the proper time (which I'll actually do, anyway; I just come back tomorrow, but I don't like getting pushed back by guards willy-nilly)
Probably there are other solutions possible.
I am not saying it has to be changed, by the way; perhaps it takes too much time to add a code clause like that (I can't think whether other areas have some kind of check that can be re-used), but I wanted to post this anyway since it just happened right after I killed Kangaxx. My party takes down a lich with ease, but these two guards can teleport the whole party away ... hmmmmm.
There is one tiny thing that annoys me, conceptually speaking. It is such a tiny issue that I am not sure whether it is worth reporting.
Hello! Thanks for the feedback! I agree it wasn't the most elegant solution, but this was my first mod and I was just starting to learn modding and I didn't figure out how to block the entrance at a certain time, so I had to solve it with guards. When I have a little more free time I'll look into it again and maybe I can block the entrance in a simpler way - so as to simply disable the transition trigger at a certain time.
Thank you for your message! We modders often lack feedback on our work and at such moments it seems that no one plays the mod I am glad that this is not the case.
The English version of Korgan's texts now better matches his speech style from BG2;
Added a FAQ with answers to frequently asked questions, it is located in the readme folder;
Now the entrance to the bank (component №2) will automatically close at night, as was originally intended. The guards at the entrance to the bank will no longer forcibly move you aside when the bank is closed, but will simply inform you that the bank is closed;
Added a new dialogue for the Сoran with the senior bank clerk (component №2). The dialogue is available for both the Kulyok’s Сoran and the Smiling Imp’s Сoran (in the second case, Safana will also take part in the dialogue);
Minor text improvements;
The Spanish translation by alaisFcZ is now complete (the last file has been translated).
shevy123456, I took your words into account and corrected the scripts of the guards at the bank. Now the entrance will simply be automatically blocked at night.
Comments
edit: also i cant find the treasure in brynnlaw
edit: i tried doing the korgan/book of kaza branch. i got the book of kaza and nothing happens. nowhere on the internet i can find where to go from here. can u pls offer some sort of a walkthrough? like i dont need complete sollutions but this is just annoying.
do i need to keep him in my team? do i need to go somewhere? do i need to continue to chapter 3 to continue with this quest? or is it missable and im not gonna be able to get this quest done?
FAQ entries that could be added, from the above, could include:
- Where might the treasure in Brynnlaw be found?
- Will there be a triggered event after the Book of Kaza has been obtained?
- Does Korgan have to be kept in the team for subsequent triggers?
- Will this quest be continued into Chapter 3?
(The FAQ could be split into technical FAQ and quest-hints.)
I also did not do all quests in HTaM; I usually do the one where our party has to fight some enemy party and a mage there.
@39 = ~When you're done with both, meet me on the roof of the Copper Coronet. Thanks for doing this, <PRO_SIRMAAM>. ~
What dialogue exactly are we talking about, after which phrase do problems arise? What does "locked" mean? I don't understand the question at the moment. Also, the problem may be related to other mods, if you have them installed.
What exactly is your problem? You can't find the entrance to the abandoned house according to the quest plot or what?
The quest with the Kaza book is a standard Korgan game quest. The mod (Component №1) adds the ability to decipher it, but for this, at the moment you receive the book, Edwin and (highly desirable, to see all the options for the development of events) Keldorn must be in your group.
What dialogue exactly are we talking about, after which phrase do problems arise? What does "locked" mean? I don't understand the question at the moment. Also, the problem may be related to other mods, if you have them installed.
actually the renal thing solved itself, i remembered something wrong.
What exactly is your problem? You can't find the entrance to the abandoned house according to the quest plot or what?
well once i did the quest via the non korgan path and i arrived at brynnlaw with some sort of treasure map/ riddle and i really didnt know where to go from there. i didnt know anything about an abandoned house.
The quest with the Kaza book is a standard Korgan game quest. The mod (Component №1) adds the ability to decipher it, but for this, at the moment you receive the book, Edwin and (highly desirable, to see all the options for the development of events) Keldorn must be in your group.
[/quote]
at the moment i have the open quest from korgan which says "great dwarf debt" and i advised him not to pay that debt. i rested for like a week in the wilderness and tried to get approached by the bank ppl but nothing happened. i then kicked korgan (hes not gonna stay in my group) and continued to chapter 3 and now coming back from the underdark. can i continue his questline in this chapter? how do i continue? do i just wait with korgan in my team?
The "Great dwarf debt" quest belongs to Component 2, and the expansion of the standard quest about the Book of Kaza belongs to Component 1. Thus, these things are not connected in any way.
To continue the quest "Great dwarf debt" you need to have Korgan in the party. The next meeting with the bank collectors begins as a random encounter during the transitions between the city areas of Atkatla.
To continue the quest "Great dwarf debt" you need to have Korgan in the party. The next meeting with the bank collectors begins as a random encounter during the transitions between the city areas of Atkatla.
[/quote]
and can i continue this in chapter 6? also:
"- for male characters, this component adds two quests in the Thieves guild: the first quest will be given by Renal
after completing his task (wait for the messenger on the street) in chapter 3, and the second major quest will
be given by Aran after the death of Bodhi in chapter 6, provided that the player earlier took control of
stronghold thieves" - how do i start this quest? im a male thief and control maevars guild atm, just killed bodhi and all he says to me is "nice that you killed her"
For a male character (as for women), the quests "The Magic Lamp" and "The Curse of Beshaba" are available.
To start the "Magic Lamp" quest, you need to visit the AR0305 area - if all the conditions are met, a timer will start there for two days, after which a courier will appear at any city area. List of conditions:
Global("AranJob","GLOBAL",2)
Global("RenalJob","GLOBAL",4) // Renal's tasks are completed, the guild is under control
Global("TonySpawnAlternate","GLOBAL",0)
Global("PlayerThiefGuild","GLOBAL",1) OR Global("PGFailed","GLOBAL",1)
Here also is a list of conditions under which the courier from Aran should appear and the "Beshaba's curse" quest will begin:
Global("RenalJob","GLOBAL",4) // Renal's tasks are completed, the guild is under control
Global("AranLove","GLOBAL",0) // There is no romance with Aran (if the PC is male, the variable is always 0)
Global("BodhiJob","GLOBAL",0) // You are not working for Bodhi
Global("AranLovePrologue","GLOBAL",0) // The prologue of the romance with Aran has not started (if the PC is male, the variable is always 0)
Global("ThiefSpawn0","GLOBAL",0) // the courier has not appeared yet
You can check these variables in your own console via the GetGlobal command to check what values these variables have in your playthrough. Then it will become clear what exactly is wrong. You can also manually change the variables via the SetGlobal command.
Nonetheless, let me explain this thing.
There is the bank, which is great, by the way. In the old Might and Magic saga I always lived off of tax rate interests. Anyway.
The bank can be only visited at certain times. If it is near evening or night, the guards outside will prevent entry. So what annoys me here? Well - once the guard say this, the whole party is pushed back automagically, aka group-teleported a bit back. I dislike that solution conceptually.
I assume this is done because, possibly, the entrance is not blocked, and thus a force-push means the whole party can not technically enter. I have not tried whether one can sneak in when the whole group is invisible.
So what annoys me at the auto-push-back?
There are two things that I think are not great here.
First: my party killed various dragons as well as strong villains - yet two guards, without even touching anyone in the party, force-teleport the whole party away. I dislike that solution. What if I want to kill the guards? Or if I don't want to be pushed back?
The push-back assumes, I think, that the party is in compliance. But I do not think this can be assumed; the party should be able to make other decisions too. Like if the cop I mean if the guards push me, I'm gonna push back! The he summons more friends!! Then we fight it out!!! Even if I may not choose that option, I think it may be better to not assume the auto-push-back of the guards gets through. Can an ant really push back the giant, by nudging against its stinky toe?
I am not sure if there are other solutions in code for the guards at the bank. One that I would probably do, in pseudo-code, would be:
"if party is close to the entrance to the bank, and tries to enter, and if guards can see the party, and if guards are still alive, trigger speech YOU MAY NOT PASS" - something like that, and without the auto-teleport push-back. And then prevent entry. At the least the players can then opt to e. g. attack the guards. Or come back when it is the proper time (which I'll actually do, anyway; I just come back tomorrow, but I don't like getting pushed back by guards willy-nilly)
Probably there are other solutions possible.
I am not saying it has to be changed, by the way; perhaps it takes too much time to add a code clause like that (I can't think whether other areas have some kind of check that can be re-used), but I wanted to post this anyway since it just happened right after I killed Kangaxx. My party takes down a lich with ease, but these two guards can teleport the whole party away ... hmmmmm.
Thank you for your message! We modders often lack feedback on our work and at such moments it seems that no one plays the mod I am glad that this is not the case.
New version - 4.6!
https://www.gibberlings3.net/mods/quests/htam/
https://github.com/Austin-BG/HTaM/releases/tag/v.4.6
Changelog:
shevy123456, I took your words into account and corrected the scripts of the guards at the bank. Now the entrance will simply be automatically blocked at night.