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

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  • TotalMilk9TotalMilk9 Member Posts: 92
    edited May 7
    I thought that I would mention that I think there's a small problem in the "talk with Borland" quest.
    If you convince Borland to shut down his business and then go back to Rigaldo, there is no option to complete the quest. Rigaldo assumes that it's still going.
    I had to reload and choose the other alternative (get Borland to work with Gorgon's Eye) in order to complete the quest.

    I found the problem -
    If you choose to shut down Borland's business, he may give you his remaining black lotus based off your ending dialog choice. But when you return to Rigaldo, his dialog is only triggering if you successfully obtained the lotus, instead of having the option for both.

    I've got it corrected locally and will be in the next update. Thanks for letting me know!
  • ThrasymachusThrasymachus Member Posts: 903
    I encountered another small issue...
    After siding with the Shadow Thieves and defeating Baldwin, Rhade no longer seems able to recognize the ogre sword. That is, before the final confrontation, there is a dialogue option to ask him about the sword (from Karp), but afterwards he ignores it entirely. Consequently, you can only use the remaining Kerykeion piece to make the dart or short sword.

    I reloaded my game to a save immediately before the final confrontation, and gave Rhade the ogre sword. Afterwards, the option to make the katana came up along with the dart and short sword.
  • ThrasymachusThrasymachus Member Posts: 903
    edited May 8
    Also, two questions about this excellent mod (for future games):

    Regarding the later Ariosh missions:
    I assume that the later missions -- those involving protection money collection, Inspector Branic, the Valkyrie twins, and the final attack on Commander Whitewood -- are all optional? I realize that you can tell Ariosh that you're not interested, but I just want to confirm that if you don't do them the rest of the quests can proceed normally, up to and including either becoming Guild master or allying with the Shadow Thieves.

    Regarding siding with the City Watch:
    Is there a specific "point of no return" with respect to switching sides to the City Watch? Obviously once you start attacking the Watch and the Flaming Fist directly (as happens in some of Ariosh's later missions) you can't switch sides (or so I assume). But is there some other point beyond which it becomes impossible?

    Thanks again for your work on this! B)
    Post edited by Thrasymachus on
  • ErykErykErykEryk Member Posts: 38
    I have no option to take a side with City Watch :( only same dialogues every time with Commander
  • TrouveurTrouveur Member Posts: 631
    ErykEryk wrote: »
    I have no option to take a side with City Watch :( only same dialogues every time with Commander
    You need to first infiltrate the guild in order to then side with the watch.
  • ErykErykErykEryk Member Posts: 38
    this is not the case, i was already "an official member of the guild". Im now starting new run i will see if this persists
  • ErykErykErykEryk Member Posts: 38
    new run - did both mini quests from Rigaldo - went to Commander - she has nothing new to say.
  • TotalMilk9TotalMilk9 Member Posts: 92
    Also, two questions about this excellent mod (for future games):

    Regarding the later Ariosh missions:
    I assume that the later missions -- those involving protection money collection, Inspector Branic, the Valkyrie twins, and the final attack on Commander Whitewood -- are all optional? I realize that you can tell Ariosh that you're not interested, but I just want to confirm that if you don't do them the rest of the quests can proceed normally, up to and including either becoming Guild master or allying with the Shadow Thieves.

    Regarding siding with the City Watch:
    Is there a specific "point of no return" with respect to switching sides to the City Watch? Obviously once you start attacking the Watch and the Flaming Fist directly (as happens in some of Ariosh's later missions) you can't switch sides (or so I assume). But is there some other point beyond which it becomes impossible?

    Thanks again for your work on this! B)

    Ariosh's questline starting from the protection money is all optional.
    You can still become the guildmaster without doing them, but if you wait that long you'll lose the chance to ever complete them.

    There is a point of no return of helping the City Watch but I cant exactly find it in the code right now.
    I think it's either is around when the Shadow Thieves attack Beregost or the late quest of delivering lotus to the carnival. Also, I'm pretty sure if you start Ariosh's second questline you can't switch either. I'll have to test it and get back to you.
    ErykEryk wrote: »
    new run - did both mini quests from Rigaldo - went to Commander - she has nothing new to say.

    Hello! You have to complete Baldwin's first mission before you can help the City Watch. Bit of a spoiler, but -
    There isn't actually any questline when switching sides, it's just you going to the hideout with the City Watch and fighting the guild members together.
  • ErykErykErykEryk Member Posts: 38
    Understood, well - I never play rogues so for me its another good opportunity to make a solid kick straight towards evil's butt
  • michael_snowmichael_snow Member Posts: 40
    Lord Varlind
    Any hints as to where to find him would be most welcome
    I've trawled every inn and tavern in the city, and neither hide nor hair of him have I seen :(
  • TotalMilk9TotalMilk9 Member Posts: 92
    Lord Varlind
    Any hints as to where to find him would be most welcome
    I've trawled every inn and tavern in the city, and neither hide nor hair of him have I seen :(
    He is on the top floor of the Helm and Cloak, past the guards!
  • Ludwig_IILudwig_II Member Posts: 379
    Hi @TotalMilk9 , thank you again for this amazing mod. I have a question. I played this mod fully and didn't even notice there was Thief's Compendium until I read it here. So, my question is, would it be possible to have a light version of Thief's Compendium with only the non-thief related bonuses/books available for non-thief characters? I think it would be great to be able to get some benefits for other chars too. Sorry if it doesn't make sense.
  • TotalMilk9TotalMilk9 Member Posts: 92
    Ludwig_II wrote: »
    Hi @TotalMilk9 , thank you again for this amazing mod. I have a question. I played this mod fully and didn't even notice there was Thief's Compendium until I read it here. So, my question is, would it be possible to have a light version of Thief's Compendium with only the non-thief related bonuses/books available for non-thief characters? I think it would be great to be able to get some benefits for other chars too. Sorry if it doesn't make sense.

    Hey Ludwig! It makes perfect sense and I understand where you are coming from, but unfortunately it will not be possible.

    The reason why the compendium books are only available to thieves is because, for my personal lore, they were specifically written by thieves for thieves. The Priests of Mask who created them used their magic to make the contents undecipherable to non-thieves. Even if someone else managed to read them, the skills would not have any benefit or crossover, since they are specifically tailored to the abilities and techniques unique to thieves.

    Sorry to disappoint, but many thanks for the support and suggestions!

    Side note - If you don't mind file editing, it's a simple change in Near Infinity to make the books usable by anyone. Just find the items "h_book01-17" and uncheck the boxes in the "Unusable by" category for the class you want to use them on. The only caveat is you'd still need a thief to buy the books and you'd still have to buy the thieving skill books first.
  • Ludwig_IILudwig_II Member Posts: 379
    Thank you for the explanation, it makes sense yes. And thank you also for the tip on the workaround, I'll do that yes :)
  • Pixels_n_PolygonsPixels_n_Polygons Member Posts: 1
    edited June 8
    Update: This has been resolved. I realised there was an issue with my EET installation which prevented bart4.dlg getting migrated from the BGEE directory to the BGIIEE directory.

    I am setting up a fresh EET installation, but I am running into this error whilst installing The Gorgon's Eye v4.4. TotalMilk or anyone else have an idea why h_bartjd.d is failing to append bart4.dlg?
    i7wvanl19pyw.png
    Post edited by Pixels_n_Polygons on
  • SourSour Member Posts: 115
    Just a suggestion, it would be cool if an option in the install allowed the user to disable pictures for NPC characters in this mod. I don't use portraits for NPCs so only playable characters have pictures throughout my game and this mod disrupts that consistency.
  • TotalMilk9TotalMilk9 Member Posts: 92
    Update: This has been resolved. I realised there was an issue with my EET installation which prevented bart4.dlg getting migrated from the BGEE directory to the BGIIEE directory.

    Hey, glad you were able to fix it!


    Sour wrote: »
    Just a suggestion, it would be cool if an option in the install allowed the user to disable pictures for NPC characters in this mod. I don't use portraits for NPCs so only playable characters have pictures throughout my game and this mod disrupts that consistency.

    Yes, thank you and I agree. The next update will have an option for no portraits, all portraits, or just main character portraits.
  • TotalMilk9TotalMilk9 Member Posts: 92
    I've released a new version of this mod with some small fixes and updates, which can be downloaded here.

    -Fixed issue where Valera would not respawn after the first night in the quest "Shadows and Echoes"
    Thanks to those who reported this issue. Valera would spawn on the first night after dropping off the letter and then disappear in the morning. The script had a typo that made it so she wouldn't respawn any following nights.

    -Fixed bug where Imoen's interjections would not work on EET
    Imoen has the most interjections by far so this was a pretty substantial fix. Sorry for those who played on EET and missed the content.

    -Added new component to make NPC portraits optional
    I always play with PPE mod so I never thought twice about it. But without that, I could totally see this mod feeling really out of place due to all the portraits.

    -Removed all instances of forced time skipping
    There were a few battles where the time would jump to midnight because they look cooler and make more sense to happen at night. Due to the possible repercussions that could have on timed talks and player agency in general I've removed them all.

    -Changed bounty targets to not require killing them through dialog
    Some bounties required you to talk with the target first and then choose whether to kill or help them through dialog choices. Now you can just kill them anytime without it breaking the quest.
  • SourSour Member Posts: 115
    Thanks for the update. I'm going to do a fresh install and try this out for the first time on an EET install. I'll report back on my experience with it when I have finished it. Seems like a good time to jump in and give this a serious playthrough now that it's been out for a while and EET bug fixes have been made. I appreciate the portraits option, this mod will feel much more natural with my game setup.
  • lzw104522773lzw104522773 Member Posts: 14
    I have adjusted the Chinese text according to the latest V4.5, and after installation and testing, no issues were found. If you think it's okay, then you can merge.

    This is an excellent Mod, and I would like to introduce it to Chinese players. I don't know when the dialogue text extracted from the d file will be ready. If ready, I will continue to translate the dialogue text.
  • TotalMilk9TotalMilk9 Member Posts: 92
    edited June 21
    @lzw104522773

    Thanks! I've merged the translations and I'll let you know when the dialogs are ready.
    Sour wrote: »
    Thanks for the update. I'm going to do a fresh install and try this out for the first time on an EET install. I'll report back on my experience with it when I have finished it. Seems like a good time to jump in and give this a serious playthrough now that it's been out for a while and EET bug fixes have been made. I appreciate the portraits option, this mod will feel much more natural with my game setup.

    Thank you and I hope you enjoy it. Any feedback/suggestions would be appreciated, especially for EET as I do most of my testing on regular BG:EE.
  • ThalamondThalamond Member Posts: 127
    I was trying to find the two valkyries, but no success. Is the quest available until becoming guild master or earlier? The quest log said nothing about where to find them and neither did Ariosh. I know that the initial quest dialogue provided some clues, but I did not manage to find them.

    Can you help?
  • TotalMilk9TotalMilk9 Member Posts: 92
    Thalamond wrote: »
    I was trying to find the two valkyries, but no success. Is the quest available until becoming guild master or earlier? The quest log said nothing about where to find them and neither did Ariosh. I know that the initial quest dialogue provided some clues, but I did not manage to find them.

    Can you help?
    One of them is in a room at the Burning Wizard at night. The other one is at the bottom right corner of the map during the day.

    When you become guildmaster, Ariosh's second questline becomes unavailable. So if you were half way through his quests and then finished Baldwin's main questline, Ariosh's dialog changes and you can't finish his quests. My reasoning was that if someone was playing through his quests and decided they didn't like them due to not having a good-aligned path, they could back out and still finish the main quest.

    I'm going to change that now though because I think that's a problem. I'll add a variable for if you choose to start Ariosh's second questline which will make the main questline not finishable until his are complete. Ariosh gives enough warning that his tasks are morally questionable anyway.

    Sorry for the oversight. If you do find the Valkyries you could try this code
    SetGlobal("h_ArioshQuest","GLOBAL",19)
    
    to reset Ariosh's dialog to that quest. Or if they aren't there you can try
    SetGlobal("h_ArioshQuest","GLOBAL",20)
    
    to reset the Valkyrie quest which should make them respawn after talking with Ariosh. I don't think changing that will mess up or change anything else in the mod, but it is possible.
  • maoampapermaoampaper Member Posts: 8
    Hi TotalMilk

    Thanks for your work on this mod. As others have said, it mixes seamlessly with the original content and fits well into the freedom aspect of BG1. I don't know it this is the right place to ask but I'm doing a modded BG:EET play-through with an earlier version of your mod.
    I have hit a snag however with the first, I think, of Ariosh's quests.

    It's the one called It's All Fun and Games where you have to rob some Gamesmen at the Nashkel Carnival.
    When I don't have the darts from pickpocketing in my inventory I can talk to Ariosh about the job, but when I have the darts in my inventory I can't deliver them. It says NO VALID REPLIES OR LINKS when I interact with him.

    This is v3.0 of Gorgon and if I understand correctly I can't update WeiDU mods mid play-through?
    I know its not the newest version of the mod. But I'd like to avoid reinstalling as it was a challenge getting it working with this many mods. And it would mean I'd have to restart my game too.
    So I was wondering if you know a way around this issue? Some command to fix it, spawn darts that are deliverable or bypass it and start the next quest?
    Or would you say there is no way around it? I have some big mods that I saw others mention in here that could be interfering. Like stratagems, SotSC but also mods for SoD, BG2 and BG2 ToB.
  • lzw104522773lzw104522773 Member Posts: 14
    TotalMilk9 wrote: »
    @lzw104522773

    Thanks! I've merged the translations and I'll let you know when the dialogs are ready.


    Thank you and I hope you enjoy it. Any feedback/suggestions would be appreciated, especially for EET as I do most of my testing on regular BG:EE.

    I have completed the Chinese translation work and submitted a PR. I have asked my friends to play this mod, and there may be areas that need to be modified. I will make timely modifications and submit PR.
  • lzw104522773lzw104522773 Member Posts: 14
    hr4dbjokoh5i.jpg
    7mx2h7fyuv7t.jpg
    In quests.tra , @542 ,'Lady Eleanor' maybe 'Lady Eudika'?
  • TotalMilk9TotalMilk9 Member Posts: 92
    maoampaper wrote: »
    Hi TotalMilk

    Thanks for your work on this mod. As others have said, it mixes seamlessly with the original content and fits well into the freedom aspect of BG1. I don't know it this is the right place to ask but I'm doing a modded BG:EET play-through with an earlier version of your mod.
    I have hit a snag however with the first, I think, of Ariosh's quests.

    It's the one called It's All Fun and Games where you have to rob some Gamesmen at the Nashkel Carnival.
    When I don't have the darts from pickpocketing in my inventory I can talk to Ariosh about the job, but when I have the darts in my inventory I can't deliver them. It says NO VALID REPLIES OR LINKS when I interact with him.

    This is v3.0 of Gorgon and if I understand correctly I can't update WeiDU mods mid play-through?
    I know its not the newest version of the mod. But I'd like to avoid reinstalling as it was a challenge getting it working with this many mods. And it would mean I'd have to restart my game too.
    So I was wondering if you know a way around this issue? Some command to fix it, spawn darts that are deliverable or bypass it and start the next quest?
    Or would you say there is no way around it? I have some big mods that I saw others mention in here that could be interfering. Like stratagems, SotSC but also mods for SoD, BG2 and BG2 ToB.

    Hey, really sorry for the late response. It looks like for the older versions of the mod you need exactly 16 darts to get the dialog option for it. But having less than 16 should have still given a reply, so I'm not sure what went wrong unless you had more than 16 for some reason. Hope you had it figured out and didn't get stuck.
  • TotalMilk9TotalMilk9 Member Posts: 92
    hr4dbjokoh5i.jpg
    7mx2h7fyuv7t.jpg
    In quests.tra , @542 ,'Lady Eleanor' maybe 'Lady Eudika'?

    Yes, it's supposed to be Lady Eudika. Thanks for the catch!
  • UlkeshUlkesh Member Posts: 280
    This is a very cool mod

    BUT

    There is something I want to report - I think that some dialogues, especially that of the first questgiver, are way too long and pompous, to the point that I doubt a thief would speak like that; I would expect someone that speaks like that to be a noble inside a king's court, not a second rate thief.

  • TotalMilk9TotalMilk9 Member Posts: 92
    Ulkesh wrote: »
    This is a very cool mod

    BUT

    There is something I want to report - I think that some dialogues, especially that of the first questgiver, are way too long and pompous, to the point that I doubt a thief would speak like that; I would expect someone that speaks like that to be a noble inside a king's court, not a second rate thief.

    Thanks!

    Yes, some of the dialogs are way too long, especially at the beginning. It was actually something I was going to address before releasing the version 4 update, but because of how many npc interjections there are, it makes it such a pain to remove and change dialog blocks. If I ever finish making a definitive version of this mod I will fix it though, because I do agree they need to be condensed to make them flow and sound better.

    I did however make it so that almost all dialogs are skippable. When you first talk to the guild leader for instance, he will give his speech and ask you to join. You can then either ask a bunch of questions that are tied with lengthy dialog, or you can just say yes or no and end it there. Most of the guild quests follow this pattern too - the questgiver will tell you the mission, and then you can ask questions or just say that you're ready to go. The majority of dialog is all optional.

    Regarding the way they talk, I do think you have an interesting perspective. Maybe they are a little too fancy. The named rogues aren't really second-rate thieves though, they are seasoned vets. I gave Baldwin and Rigaldo a more sophisticated speech style due to their background with holding rank in the Shadow Thieves. I gave Ariosh a more casual/shrewd style because of him growing up on the streets. I tried to give everyone a different personality and speech style based on where they all are from and their history.

    I do appreciate your feedback and I'll definitely keep it in mind for future updates.
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