EET mods that require you to return north?
Maurvir
Member Posts: 1,093
in BGII:EE Mods
I have really enjoyed playing an EET build, as it really does feel like one continuous game. The idea of being able to return for lost or stored gear, or even just finish up quests the party had skipped because they didn't have the horsepower at the time, has been great.
However, are there any mods that specifically require you to return to the north once you get to SoA or ToB? I think I heard reference to The Cowled Menace, but I'm curious if there are any others that send you back up the Sword Coast.
However, are there any mods that specifically require you to return to the north once you get to SoA or ToB? I think I heard reference to The Cowled Menace, but I'm curious if there are any others that send you back up the Sword Coast.
0
Comments
I would love to see a mod that requires the party return to Nashkel, Beregost, and maybe even further north to SoD areas, like Bridgeport or a newly claimed (and cleaned up) Dragonspear castle.
According to what I've read from a Let's Play of the Sandrah Saga, there's post-Bhaal content that returns the party to Faerun and sends them to the BG1 areas among other places. This probably isn't what you meant.
So, you could leave the werewolf until SoD, pick another belladonna in Bloodbark Grove, return to High Hedge and finish the werewolf quest from Ascalon's Questpack with it.
The same for NTotSC: to reach the lowest level of the dungeon in the Firewine bridge, a source of great light is needed. NTotSC originally added a "Flaming Oil" for this, but the mod now also considers the light gem the party receives in the Underdark from the Snivlebi (amongst others).
It's more like Gimmicks nobody will ever encounter, but it's still a start to make EET a closed world.
I love it, though, and yes - that's exactly what I mean. If you are going to have a huge world, make it consistent. It makes no sense that an item that does X can't do X later because you happen to need a *specific* item that does X.
I would also like to see Taerom and Jegg get the same abilities to craft things as Cromwell and Cespenar, and while it would obviously need to be somewhat chapter locked (or price locked), there is no reason why Thalantyr shouldn't have spells and and other magical items suitable for a ToB level party. (This is also true of Sorcerous Sundries, but it makes sense you are locked out of that shop) This is sort of already done in BG2 with Ribald, who doesn't get certain gear until chapter 6, which would solve the problem of a low-level party getting their hands on +5 weapons "early". In the case of the mages, they could simply refuse to show/offer certain scrolls or items until later 'to keep PC from blowing their fingers off', etc.
I've already fallen in love with EET, and I don't plan to do another playthrough without it, but I do hope that it will slowly feel even more like one big game, with a truly integrated world.
What would truly be amazing, however, is a whole new quest that *starts* in Amn and winds through the Sword Coast - essentially reversing the normal flow.
+1 from another EET lover! Alleluia!
It sounds awesome - as usual. I do hope that that the quests can be finished within BG1. I used to play BGT, and would have loved to go back in my older installs - but since I am fully on iPad/ iPhone now (and BG1:ee, SoD and BG2:ee are separate apps), I hope it’s still only optional to trek back and forth.
I guess you already have it in consideration, but I am just making sure.
Ps. Thank you for keeping the good old mods alive and updated.
However, I still have a lot to learn about modding and whatnot and I'm not even sure if I can pull this off in a way I would be satisfied so don't read this as a mod announcement. It probably wouldn't conflict with any plans of other people though.
I also think it might be nice to have areas that you can discover in BG1, but don't have the horsepower to defeat or explore, requiring you to come back. That might be frustrating for some players, as the idea of retreating is difficult, but from an RP standpoint, why should *everything* on the sword coast be tailored for players between level 1 and 8?
In some ways, I think this is why I liked Durlag's Tower entrance so much. Those two doom guards acted as true gatekeepers. If you couldn't defeat them to get to the tower, you likely had no business in there. Perhaps something similar could be done to gatekeep areas in the sword coast until you are at SoD or BG2 levels?
This RP problem has always been one of the little problems I've had, though it never bothered me enough to stop me from walking all the way to bloody baldurs gate after killing Draconis
I think that the pocket plane dimension is a perfect opportunity to let the player call a ride share, go wherever they must roam for EET quests no matter how far they may be with the assistance of the fate spirit. But I hear that the power to just go back and foreward between area maps is another kind of headache that the quest writers around here dread having to plan around so my idea might actually suck.
Kind of like how most players know to avoid the Twisted Rune quest until they can successfully tackle at least the first four levels of Watcher's Keep.
What you mention reminds of various games that have level-appropriate (scale-to-party's-level) enemies. Thus, if you visit a level 2 area with a level 29 party, the foes there are level 29ish.
Similarly, just having someone in your party of at least level X could spawn Y foes and Z quests in a low-level area.
The idea here is that if your party walks into an area, and you can tell it's a dragon's lair or lich library, you can walk straight back out until you are ready. As with any good DM, there should be some telegraphing beforehand - rumors, notes, journals, etc., but if someone is dumb enough to continue...