[mod] The Rediscovery of Kuldahar
LavaDelVortel
Member Posts: 2,859
"(...) Nestled within the roots of a massive oak tree, the tiny cottages were a welcome sight for the weary travelers. As the party approached the town, a warm breeze blew over them, chasing away the chill of the frozen pass and carrying with it the sweet scent of cooking fires."
The Rediscovery of Kuldahar is a mod that expands the hamlet of the Great Oak. It adds a few new minor locations and one bigger one (The Lower Clearing) bound with the mentioned town; it also adds new quests, encounters, shops, and items. All to build a place worth your constant returns.
The mod includes significant changes to existing files (are, tis, wed, et cetera) and replaces original resources with new ones, the mod is not compatible with other mods that replace those files. While I usually take the approach of updating the area files, this time it's greater than that. It's more than an update of few talks.
As an example: the original Kuldahar does not have a night map - this mod adds such maps/graphic, including a night version of the tilset so the time of day could be reflected with something more than absence / presence of the townspeople in front of their homes.
However, fear not - the town scripts are not replaced, so mod-added NPCs, quest givers from other projects (and so on) are going to work just fine. I made sure the mod is going to be compatible with my other quests and NPCs both by me and Aion... those mods that add such content via scripts and dialogues should also be fine as I update those rather than replace them. Overriding refers only to area files (for ex. like few visual things, main area file). So it should still be compatible with most things (the only mod that could cause potential problems is Sarevok57's Mega Icewind Dale Mod, which replaces many many many files).
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I had just finished ch.2 ... but now I think I'll wait until this comes out and start over.
@Thrasymachus - it may be important: to enjoy The Rediscovery, you will need to start a new game.
Great thanks to norQ, Sam. and Brokenkatana for all help I got from them when working on this mod. Thanks to people like them I am still able to release new stuff!
Does this include the mysterious Upper Kuldahar?
I dont think its okay, any ideas how to fix?
It's astonishing how much new stuff we get in RoK – locations, quests, items...! The mod livens up Kuldahar to a great extent - the settlement around the Great Oak has always seemed a bit empty to me but with RoK and other LDV mods it's no longer the case.
I recommend everyone to install RoK right away - you won't be disappointed, that's for sure.
I think there are mods I made that add items to Presio + little Tipps plot with her, but I don't think it clashes with what's there. Have you met the requirements?
https://icewinddale.fandom.com/wiki/Challenging_Presio_to_a_duel
(BTW, I noticed that, according to Wiki, the content is already there and UB is not needed? If that's true, then I am unsure what would happen if you actually installed the component while the content is already in there... maybe nothing... maybe... this? But seriously, I am just guessing now, you don't need to treat it seriously)
I'm gonna ask for a big one... could there be a component in this mod (and in the other IWD mods) to give all mod-added NPCs lacking voiceacting skeleton responses akin to BG NPCs?
As for this mod - well, this mod was to match the original IWD EE pattern and minor characters stayed quiet. Ideally, the NPC Soundset for IWD:EE could detect these characters and get them some sounds as those of other Kuldahar people, but I don't think TheArtisan has time and will to work on that right now. I certainly don't want to change the default lack of voice because the characters would stand out when compared to vanilla townsfolk, a separate component would be... acceptable, I guess, but I'm currently drowning under other updates right now. I just pushed Bridge's Block and Khalid BG2EE, but there's more I was supposed to update...
https://forums.beamdog.com/discussion/79347/the-new-light-collective-thread-for-lavas-and-aionzs-mods/p1
There are also NPCs with friendships and romances and - in some instances - their own encounters etc. TheArtisan / AionZ also released 2 NPCs of his own.
...and finally, some items you can find or create.
I'm glad you got the challenge to work.
Thanks for your kind words!
Cheers!
Another idea is to repair and activate the heating mechanism in Wyrms Tooth Glacier with the appropriate skills such as Intelligence and Dexterity by having a few items obtained during the game. Which would kill all the monsters along with Kerish.
Another idea to take the butterfly out of the castle's severed hand.
Next. When we talk to Ilmadia, he says that since we are Markeths accomplices, we can kill all the salamanders and elementals in the area. One could add an option here where he gives us a badge in return for doing "work". Unfortunately, dialogue does not provide such a possibility.
Is creating such mods even possible?
Anyway: the "evil" ending you mentioned does not work with Siege of Dragonspear and Icewind Dale which are very specific on how Icewind Dale ends.
The heating mechanism thing feels the best, but as I said, I am not working on anything right now. To be honest, I'd like someone else to do it, be because... well, I created many IWD mods, but there are only a few story mods (like quests) that aren't by me for this game and it's quite discouraging. Playing with just my mods in there feels like an unnecessarily complex method of... self-pleasure. Would love to see such an idea implemented, as well as other side quests, but not sure if that's going to happen seeing how "many" quest mods are there for this game...
However, I noticed one small problem both times: Bool's Star Atlas, when used, does not add +12 to Lore (it does provide the +2 bonus to Save vs Spells).
The Rediscovery of Kuldahar walkthrough