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

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  • EsceenEsceen Member Posts: 4
    I found a mini-bug that occurs on both BGEE and EET.
    In the “Shadows and Echoes” quest, if you choose to take Valera to Ariosh, she will appear in the same location after she is killed, and every night, but it doesn't seem to affect anything.
  • lzw104522773lzw104522773 Member Posts: 14
    The Chinese translation has been proofread and the necessary modifications have now been submitted in PR.
  • TotalMilk9TotalMilk9 Member Posts: 92
    Esceen wrote: »
    I found a mini-bug that occurs on both BGEE and EET.
    In the “Shadows and Echoes” quest, if you choose to take Valera to Ariosh, she will appear in the same location after she is killed, and every night, but it doesn't seem to affect anything.

    Thanks! Fixed in current release.
    The Chinese translation has been proofread and the necessary modifications have now been submitted in PR.

    Merged and released, thanks!
  • EsceenEsceen Member Posts: 4
    edited September 11
    I found another mini-bug.
    Valera's voice is abnormal on EET,like an animal growling,while on BGEE it is normal. This is the voice file on BGEE and EET as seen through NI. qx8qrkxdkgnp.png
    279rgd9vxj1b.png
    Also, I liked the Vitiare's little story, but
    in the BG1NPC MOD, Minsc will catch Vitiare in the gambling tent, which seems to conflict a bit with the little story of asking for the stolen gold back later.
  • whardyplwhardypl Member Posts: 4
    Hi!
    First things first: thanks for the mod! :)

    I encountered some issues: I can't seem to finish the Bombs Over Beregost quest.
    I killed the guy with the Reports and - I think - all the other Shadow Thieves. However, Baldwin still tells me to go and get rid of those fighting above.

    Now, I should mention that I think I messed up something during installation of mods: a lot of characters from Gorgon's Eye appear in doubles (not all of them though). I didn't restart the game as I figured it's not really causing me any issues. I don't know if it affects this case.
    I got the quest update when I picked the Reports. I actually have to copies in the equipment because of the mentioned bug. I also tried talking with Baldwin while holding only one
    .

    Is there any particular variable or smth I could try editting through the console to get through this? Maybe something was set to the wrong value because of the doubles? Any advice will be super helpful!
  • TotalMilk9TotalMilk9 Member Posts: 92
    Esceen wrote: »
    I found another mini-bug.
    Valera's voice is abnormal on EET,like an animal growling,while on BGEE it is normal. This is the voice file on BGEE and EET as seen through NI. qx8qrkxdkgnp.png
    279rgd9vxj1b.png
    Also, I liked the Vitiare's little story, but
    in the BG1NPC MOD, Minsc will catch Vitiare in the gambling tent, which seems to conflict a bit with the little story of asking for the stolen gold back later.

    Thanks, I didn't know about that. If I can find some variable in bg1npc for the Minsc-Vitiare interaction then I should be able to use it to prevent mine from triggering if that interaction happened.


    whardypl wrote: »
    Hi!
    First things first: thanks for the mod! :)

    I encountered some issues: I can't seem to finish the Bombs Over Beregost quest.
    I killed the guy with the Reports and - I think - all the other Shadow Thieves. However, Baldwin still tells me to go and get rid of those fighting above.

    Now, I should mention that I think I messed up something during installation of mods: a lot of characters from Gorgon's Eye appear in doubles (not all of them though). I didn't restart the game as I figured it's not really causing me any issues. I don't know if it affects this case.
    I got the quest update when I picked the Reports. I actually have to copies in the equipment because of the mentioned bug. I also tried talking with Baldwin while holding only one
    .

    Is there any particular variable or smth I could try editting through the console to get through this? Maybe something was set to the wrong value because of the doubles? Any advice will be super helpful!

    Hey, sorry for the late response. When you were doing your mod installs did you do some reinstalling or manual deletion? This can cause doubling of characters if a mod doesn't get uninstalled properly before being reinstalled. The doubling is probably what is causing your issue with this quest because to trigger the next dialog with Baldwin, you have to have killed an exact number of shadow thieves. In this case you probably killed more than what should have been there, unfortunately. I don't know if there is a way to edit that through the console but the codes would be:
    NumDead("h_sthiec",5)
    NumDead("h_thiefc",18)
    

    The easiest way to fix it would be to use Near Infinity. Go to override, H_BALDWD then scroll down to Response Trigger 23 and just delete it. I think that should work.

    Otherwise, these are all the codes you would have to enter if you want to use the console. But I'm not even sure if the bottom 2 are even possible to do. If you only enter the Globals you can still continue on fine, it's just that Ilena's quest might become a bit janky, and you won't have any info or journal entry about the next part of the main quest that you'll be on.
    You have to meet someone at the bandit camp near the stone ruins.
    SetGlobal("h_GuildMusic","GLOBAL",2)
       SetGlobal("h_BaldwinQuest","GLOBAL",6)
       SetGlobal("h_SpawnNagate","GLOBAL",1)
       SetGlobal("h_ShadowWar","GLOBAL",3)
       SetGlobal("h_HideWhitewood","GLOBAL",2)
       SetGlobal("h_IlenaLeaves","GLOBAL",1)
       ActionOverride("h_ilenac",EscapeArea())
       AddJournalEntry(@215,QUEST)
    

    Sorry I couldn't be more help. This is a tougher spot to fix than usual.
  • whardyplwhardypl Member Posts: 4
    TotalMilk9 wrote: »

    Hey, sorry for the late response. When you were doing your mod installs did you do some reinstalling or manual deletion? This can cause doubling of characters if a mod doesn't get uninstalled properly before being reinstalled. The doubling is probably what is causing your issue with this quest because to trigger the next dialog with Baldwin, you have to have killed an exact number of shadow thieves. In this case you probably killed more than what should have been there, unfortunately. I don't know if there is a way to edit that through the console but the codes would be:
    NumDead("h_sthiec",5)
    NumDead("h_thiefc",18)
    

    The easiest way to fix it would be to use Near Infinity. Go to override, H_BALDWD then scroll down to Response Trigger 23 and just delete it. I think that should work.

    Otherwise, these are all the codes you would have to enter if you want to use the console. But I'm not even sure if the bottom 2 are even possible to do. If you only enter the Globals you can still continue on fine, it's just that Ilena's quest might become a bit janky, and you won't have any info or journal entry about the next part of the main quest that you'll be on.
    You have to meet someone at the bandit camp near the stone ruins.
    SetGlobal("h_GuildMusic","GLOBAL",2)
       SetGlobal("h_BaldwinQuest","GLOBAL",6)
       SetGlobal("h_SpawnNagate","GLOBAL",1)
       SetGlobal("h_ShadowWar","GLOBAL",3)
       SetGlobal("h_HideWhitewood","GLOBAL",2)
       SetGlobal("h_IlenaLeaves","GLOBAL",1)
       ActionOverride("h_ilenac",EscapeArea())
       AddJournalEntry(@215,QUEST)
    

    Sorry I couldn't be more help. This is a tougher spot to fix than usual.

    This has been super helpful! Thank you very much for taking the time to help me with this, despite the fact that I've obviously messed something up on my own (you're right - I did do some re-installing, which is what probably caused all this). I followed your advice with Near Infinity and it worked perfectly. So I'm now back to Gorgon's Eye and enjoying the plot unfurl :) Thanks again!
  • San_DersonSan_Derson Member Posts: 5
    edited September 24
    Hello, 

    I am playing v4.5. Doing the Counterfeit Coin quest and have gone to Nashkel at the advice of Xevec. However I already encountered Samantha and Jamie. Only two noblewomen remain, one per floor, and the one upstairs is hostile because she saw me theiving on the prior visit. Any pointers?

    Thanks

    edit. woops nah I found her :smile:
  • EsceenEsceen Member Posts: 4
    edited September 25
    San_Derson wrote: »
    Hello, 

    I am playing v4.5. Doing the Counterfeit Coin quest and have gone to Nashkel at the advice of Xevec. However I already encountered Samantha and Jamie. Only two noblewomen remain, one per floor, and the one upstairs is hostile because she saw me theiving on the prior visit. Any pointers?

    Thanks

    edit. woops nah I found her :smile:

    theiving the maid :)
  • GaribGarib Member Posts: 1
    I ran into a problem with circular dialog with Liedel. After you accept the first three bounties and the conversation ends, any subsequent dialogs with Liedel will take you back to the "So, the enigmatic wanderer of our darkened corridors returns..." dialog chain, and will reissue the quests.

    I tracked this down to the dialog block 79. This does not change the value of the h_LiedelTalk variable from 2, so block 52 is always true. There should be an new line in block 79:
    SetGlobal("h_LiedelTalk","GLOBAL",3)

    If you already have this problem in your game you can verify by checking the value of global variable h_LiedelTalk:
    C:GetGlobal("h_LiedelTalk","GLOBAL")

    If it's set to 2, you have to change the value of the to 3 thru eekeeper, or use the console:
    C:SetGlobal("h_LiedelTalk","GLOBAL",3)
  • TotalMilk9TotalMilk9 Member Posts: 92
    Garib wrote: »
    I ran into a problem with circular dialog with Liedel.

    Just released a hotfix for this. Thanks for letting me know, and sorry for the trouble you had to go through. Luckily (for others) this issue would only happen if you told Liedel that you weren't ready to talk about bounties yet when you first meet with her.

    Liedel's dialog file is atrocious. Honestly, I'm actually kind of concerned you found something so early on in her file, because it only gets more convoluted as it goes. I had this idea to write a romance for her before she even joins the party, and it just doesn't work - it's so bad. It resulted in her file being stuffed with variables and tons of conditional dialog triggers that are a struggle to keep track of. Hopefully you don't have any more issues going forward, but please let me know if you do!
  • SourSour Member Posts: 115
    edited November 17
    Merged with my review below.
    Post edited by Sour on
  • Belegur01Belegur01 Member Posts: 8
    I'm still early in the BG1 run, but which of the stock BG1 characters have interjections with this mod? I've seen a couple with Safana, so I'd assume some of the thief characters (Coran, Tiax, Montaron) could potentially also have them. Is there a particular party in mind if you want to get the most dialog out of it?
  • ThalamondThalamond Member Posts: 127
    edited November 8
    Played through the mod this spring - have to say it's really great. Amazing job!
    I have a few suggestions:

    1. The mod intro could be better. The direct link from the little boy directly to the entrance is too straightforward. So straightforward in fact that it's a wonder the guards haven't cleared the place long ago. In my opinion, you should add a illusion wall when first entering, not that it should require high detection skill to notice and open, but at least it would seem more believable. This is a small addition. Something that could also be added but would require a lot more work would be a thief standing outside somewhere close by giving you a small pickpocket quest which ends by the player getting access to the cave.

    2.The arena is too short. It could easily be 3 more fights. Perhaps you could even make a randomised system at the end of the arena quest so you can always fight a generic thief scaled approximately to player level.

    3. At the end of the quest, I think a new guild master merits the mansion with some basic functions NPCs in it.

    EDIT:

    A question:
    What does guild risk even do? I see that deciding for more risky things give more profit, but what are the actual consequences? More guards in the streets?
    Post edited by Thalamond on
  • SourSour Member Posts: 115
    edited November 19
    This is a review of Gorgan's Eye V4.8
    This review is meant to help identify technical problems and give honest feedback. It's meant for the author of the mod and not for users who aren't sure if they should try the mod or not. There will be spoilers so if you haven't played Gorgan's Eye yet, then don't read beyond this point.

    I'll start off with problems and then I'll give some recommendations from my perspective and then an overall score.

    Crashes:
    - I experienced one crash that was repeatable. The third game of riddles would crash my game every time I had Jahiera and Imoen in my party. Jahiera would complain about wasting money and then Imoen would talk about it being ok to have fun every now and again. As soon as Imoen's response came up on the screen, my game would crash. I use EET and BG1NPC project but I don't know if they have anything to do with it.

    Bugs:
    -The first mission to steal the diamond from a guy in the Fieldposts Inn. The guy never leaves or disappears after the mission is over.

    -The Lotus dealer in Bergast will summon a guard if you fail to convince him to join the Gorgan's eye. The guard will just stand there and not attack you. If you talk to the lotus dealer, he will act like you killed his guard and will then leave the room. Then the guard's AI will kick in and start attacking you.

    -The Katana that can be crafted with the Krechian piece and merged with the ancient steel that you find earlier in the mod did not complete for some reason. When I beat the Gorgan's eye storyline I had already given the piece of steel to the merchant and when I talked to him about the Krechian piece, he offered to make a Katana out of it. He never completed it and I never had any text option I could choose to ask about it. It's been a few months in game and I never got my reward. I spawned the reward on my own eventually. I crafted all items in the mod and this was the only one I had a problem with.

    Recommendations:
    - The potion that allows you to stun an enemy is OP. I would recommend having only one potion that can be used 3 times for 8000 gold.

    - The potion that allows you to poison an enemy is OP. I would recommend having only one potion that can be used 5 times for 5000 gold.

    - The Katana +2 is fine in terms of damage and I think a 10% chance of some poison or acid damage would be fine. I think this weapon should have it's stun ability removed because it's OP.

    - The Manuals that can be purchased from the black market are pay walled so high that I doubt most people would ever get them but I feel that anything beyond the first set of manuals is OP and will simply break game balance making SOD and BG2 too easy. The first set of manuals gives you something to spend some extra cash on and boosting thieving stats isn't going to change combat difficulty all that much so I think the first set of manuals is fine. The others are game breakers in my opinion.

    - The introduction to the Gorgans eye is a bit rough around the edges. I would recommend tying the assassin at the Red Shief inn to the Gorgan's eye so that the player can find some hints about the guilds location based on info that you find in the assassin's journal. Forcing the player to complete the initiation and do some other jobs before the door to the "butcher" opens up would be a good idea. Letting a party of level one randoms waltz right in and walk up to the guild master doesn't feel correct.

    Other things that could be done to improve the quality of the mod:
    - Photoshop a backdrop or work with someone in the community to create an original backdrop for the thieves guild.

    My opinion of the mod:
    I like this mod, almost every party has a thief for lockpicking and trap finding so this mod makes sense for most players and allows their thief to shine and make the party some extra money and experience. The mod has a new guild added to the game with it's own central story line and a large number of missions that have a large gameplay variety. Missions include sneaking, spying, cracking safes, picking pockets, persuasion, arena combat, riddles, bounties, assassinations and good old fashion questing to find ancient magical artifacts. The mod feels balanced until Baldur's Gate city where a few OP items become available.

    The missions span almost the entire game from when you first go to the Fieldpost Inn until you revisit Candlekeep. Crafting allows you to continue working on Gorgan's eye items until the end of TOTSC.

    This mod is ambitious and has a decent amount of roleplaying choices so that a good or evil party can play it.

    The story is good other than the introduction which I explained above. The characters have nice looking portraits and very good custom voice acting. This mod includes new joinable NPCs and new music as well. I enjoyed reading the lore about the church of Mask and the history of the guild as well as the backgrounds of some of the guild members.

    Combat was inconsistent. I don't feel like the combat was worse than the base game at any point but I feel like the witch in the gibberling mountains was much more challenging than the shadow thieves near the bandit camp. The final battle was ok but I think it should be a bit harder. I think thieves should backstab more and force the player to use the glitter dust spell. giving some of them shadow kits that allow shadow step would be cool as well.

    This mod has some innovative items that are fun to use and I can tell that alot of work went into balancing them but some OP items and options still remain. I think the acid arrows are fine, the rings that improve stats are fine because you can only install two on each character and you will need to trade powerful rings from the base game if you want to use them. The rings cost is high and they are items so they will be lost when you start BG2. The custom potions are fun to use and I like them but they make battles too easy and should have a very limited supply and cost much more. The manuals only make sense if you choose the loyal ending and want to grind alot of cash for the purpose of unbalancing your character. I don't much agree with them being in the game but they cost so much that I don't think anyone playing the game normally would ever be able to buy more than a couple OP manuals. As for the endings, I tried siding with the city watch, betrayal and loyal endings without any issues to report.

    Overall, I had fun and I think this is a good enough mod to install regularly if the bugs were fixed and a few balancing tweaks were made. I'd give it an 85% or a solid "B" rating in it's current state. If you were to fix the crash and the minor bugs I would give it a "B+". If you then further balanced the items and improved the introduction I would give it an "A-" and replacing the guild backdrop with a custom map would bring this up to a solid "A".

    I'm nobody special and my opinion isn't any more important than anyone else's but I figured an in depth critique of the mod might help give some insight into a random player's thoughts. Thanks for making it and sharing it, I had a great time playing the Gorgan's Eye. I hope the reported bugs are eventually fixed so I can make the Gorgan's Eye a regular mod that I install in the future.

    I'd also recommend pairing the Gorgan's Eye with Baldur's Gate Graphics Overhaul. That way you get a hub of night missions, city guard patrols and a new graphics upgrade to go with it. It really makes things feel more immersive.
    wa9K3qC.jpg
    Post edited by Sour on
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