Skip to content

[MOD] The Gorgon’s Eye (Thieves Guild in Beregost)

14567810»

Comments

  • jasteyjastey Member Posts: 2,944
    Thanks. I thought I did that, but I'll try again.
  • GniadyGniady Member Posts: 42
    Great mod! It adds variety to the gameplay, and the ability to have your own "stronghold" already in the first game is fun xD

    I only really have two reservations... First, can the rewards be increased a bit? They're terribly low...

    Second, is it possible to add a chest of some sort when we become guild leaders to store the money we earn? So we don't have to scramble for those few pennies every few days and talk, but instead have it loaded into the chest and we can grab it wholesale after a while?
  • jasteyjastey Member Posts: 2,944
    Version 4.8 shows string encoding errors in my BG:SoD game. I had a look at and it affects the following tra files:
    h_lieded.tra
    h_ravend.tra
    interjections.tra
    items.tra
    quest.tra

    These are in ANSI, not in utf8, like they need to be for the EEs.

  • brunardobrunardo Member Posts: 543
    This is a great mod, enjoying the RP, and Better early on in my mega mod run. Think I ran into a bug with bombs o Beregost as keeps telling me need to eliminate all Thieves but check all over city none left, any idea or help what to do
  • UraUra Member Posts: 19
    Just go walking slowly all over the city and you are bound to find the enemies you have missed, never I had a bug in this quest. But I have missed a few thieves on the main street areas a few times already.
  • ThalamondThalamond Member Posts: 132
    edited February 15
    I feel like this mod is 95% complete and it's a shame.

    There are only a couple of things that should be improved in my opinion.
    The "risk/reward" as a master after the final quest should be made clearer. There should actually be some consequences for occasional failure by your thieves. Maybe even an occasional choices and consequences situation for the player as the leader. There could be more town guards on the streets even interrogating the player on the street at random.

    The beginning of the quest: At least it should be a bit more of a secret how to get into the base. I found it unbelievable that an entire town guard could not have overheard the boy talking about the entrance. They would simply be too stupid to at least not have tried to go looking there. At least there should be some subtle mechanism or a password (like in Baldur's Gate vanilla thieves) to get in the first time.

    The base music is ok, but it's a such a short and dominant loop, it gets very annoying after staying in there for more than a few minutes. Either more music should be added or just mix it up with regular vanilla dungeon music for variety.

    Everything else seems solid
  • brunardobrunardo Member Posts: 543
    Ura wrote: »
    Just go walking slowly all over the city and you are bound to find the enemies you have missed, never I had a bug in this quest. But I have missed a few thieves on the main street areas a few times already.

    OK will try, did a quick run around the map but feels like I missed one or two thanks @ura
  • inethineth Member Posts: 757
    Years later (lol), I finally managed to update the walkthrough on the Wiki to match version 4.8 of the mod:
    Typos and minor bugs I encountered with this version:
    TYPOS:
    • "how I recieved of my namesake" --> "how I received my alias/street name/moniker" (3 errors)
    • "World-savings not enough for you?" --> "World-saving's not enough for you?"
    • "compelled to intervine" --> "compelled to intervene"

    INCONSISTENCIES:
    • Pitfighter Roran has the tooltip Roran "Iron Fist" Zlenka but is called Roran 'Iron Fist' Stonebreaker by the Diomedes.

    BUGS:
    • After buying all 17 tomes from Naga, there are two separate final interactions: Male charname gets a gift; Female charname only gets thanks. But the female-charname line can never fire (I think), because it checks for 18 bought books instead of 17.
    • When Saradin checks the weekly profits after the protagonist has become guildmaster ("Based on your instructions and our guild expenses, we have accumulated a substantial sum of profits."), the three responses to this have the checks:
        1. guild risk less than 3
        2. guild risk more than 2, but less than 8
        3. guild risk exactly 8
        But since the pit fighters were added to the mod, it is actually possible to reach a guild risk of 9 (I think). So the third check should be "more than 7".
      • When it comes to actually paying out the weekly profits, it depends on how to player responds to Saradin's question regarding whether they want to make changes for the next week:
        • If the player responds "I will keep them as they are for now", they actually get the full stated payout of 1000/2000/3000 gold.
        • If the player responds "I'd like to change their set of instructions", the payout becomes 0/1500/2000 gold with no explanation.
    Sign In or Register to comment.