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[mod] The Dreadful Tales: The Bloodied Stings of Barovia - a dark Ravenloft adventure

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  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Thanks for your kind words!
  • baldursbeornbaldursbeorn Member Posts: 4
    @LavaDelVortel I got the five items needed but there's no container to place them in the first area where i landed. Tried putting them on the ground near the ritual symbol but it does nothing.
    Figured "eh, i'll just teleport myself back to athkatla" but back there i realized im still stuck with the Barovian map, meaning i can't go anywhere anyway, except different areas of Barovia.
    Got any tips, screenshots, workarounds?

    PS its sad that this is my first comment on the forum, but i'll spice it up by saying i absolutely love your mods.
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Hi! It looks like you haven't picked up the list of items needed for the ritual? Is there a chance you somehow read it without actually picking it up so the variables were never set?

    Once you have all 5 components AND had the list in your inventory for at least a moment, that should make the container available so that you can place the items there.

    Picking up the list sets a variable - Global("L#RVSeenTheList","GLOBAL",1)

    So it's best if you load your game from before you consoled yourself from Barovia and make sure you have finished everything:
    killed the queen, used the poison on the king's sarcophagus using a poison you may find in the basement, told the farmer about everything, picked the list of items needed for the return and gathered your loot using a chest the queen had -- there is a chest on the main floor that can be opened with that key, hope you didn't miss it!

    If you did all of that and then gathered all 5 items, the container should be here:
    jwag221g7j7j.png

    There is an alternative, but please, try using / checking the solution above before trying this one.

    So, you can also load the game while you were still in Barovia, with everything, next to that symbol and then use this console command:

    C:Eval('StartCutScene("L#RVBYE")')

    But I would say it's the last resort thing.
  • baldursbeornbaldursbeorn Member Posts: 4
    @LavaDelVortel I did everything you listed and have all five items as well as the list in the MC inventory now and still no container, i tried resting and switching maps/screens.
    I did pick up the gem long before i entered the mansion and got the list though, if that matters?

    Maybe for all our sanity i'll be using the last resort console solution, don't wanna keep you busy over an old mod.
    Thanks for your time, and please keep modding.
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    @LavaDelVortel
    I did pick up the gem long before i entered the mansion and got the list though, if that matters?
    It shouldn't :)

    Maybe something got messed up with the journal entry variable.

    Check these variables:
    "L#RVSeenTheList" -- this one should be 1
    "L#RVStartJ" -- this one should be 4 before gathering all 5 components and should be set to 5 once you have all 5 and have seen the list, and that also sets Global("L#RVActivateReturner","GLOBAL",1) which activates the container.
  • baldursbeornbaldursbeorn Member Posts: 4
    @LavaDelVortel
    SeenTheList is 1.
    Startj is set to 1, despite the items being in my inventory.
    I picked up the gem, the feathers and the grave dust before talking to the farmer, but the dialogue is exhausted with him as per that save.
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Woah, it's super weird as it should be set to 2 right after the text screen that shows right after arriving to Barovia. I really have no idea what went wrong with your installation.

    You may try using this code:

    C:SetGlobal("L#RVStartJ","GLOBAL",4) while on area L#RV01 (the one with the symbol) and all the components. See if that with push it all forward.

    If not, then perhaps just use the last resort code and then, when you are back and in the crypt in the Graveyard District, use C:SetGlobal("L#RVStartJ","GLOBAL",4) and make sure "L#RVTimeToReturn" is set to 3 AFTER you are back.
  • baldursbeornbaldursbeorn Member Posts: 4
    @LavaDelVortel
    Setting the Startj variable to 4 finally triggered the journal update and spawned the container. Thank you for your time!
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    It's ok! I have no idea what went wrong.

    Thanks for your kind words in the first post and I'm glad you can now continue your game :)
  • LaurieLaurie Member Posts: 2
    Hi @LavaDelVortel !

    First of all, I just want to say thank you for making my BG2 experience as fresh as when I first played it - I'm very grateful for all the work you've put in to it, and for making it available to us.

    I wanted to ask - is there a quest associated with my new Ghost companion that I've picked up (the "Summon Ghost Child" ability gained?) If so, is it within the Barovia area, or is it elsewhere?

    Just curious how my new friend fits into the game :)
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    No, she's just your new friend. However, there is a warning that if she dies too much, she may leave you. That is actually true, so be careful.

    Apart from that, there is no quest involving her. It was more like this gothic encounter, nothing more, nothing less.

    Cheers and thanks for your kind words!
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 64
    edited July 27
    This mod is simply amazing! I've just begun exploring the areas but I love the vibe and I love the puzzle solving mentality required to make progress through the various maps. I truly feel like I'm trapped and need to use my wit to figure things out.

    I can't really say for certain yet (although most likely I can) but I'm starting to think this may be my favorite mod of yours yet!

    I'm looking forward to exploring the rest of the areas and solving whatever mystery needs to be solved to escape.
    Post edited by Dalmir_The_Dark on
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Thank you and... enjoy the rest of it!
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 64
    I just finished it. Wow! Is all I can say. I really loved the story. Very dark & I guess very appropriate to the gothic horror nature of Ravenloft. My main disappointment is that now I will have to wait until I complete Shadows of Amn and get to Throne of Bhaal before I can explore more of Barovia since I also installed Juniper and the Stone Leech.
  • TrouveurTrouveur Member Posts: 631
    before I can explore more of Barovia since I also installed Juniper and the Stone Leech.
    Juniper mod is set on Ravenloft but not in Barovia. ;)
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    @Dalmir_The_Dark thank you so much! If I were to pick one mod I am most proud of, I'd say it's the Bloodied Stings.

    As @Trouveur said, Juniper takes us to Ravenloft, but not Barovia. Her quest leads us to Har'Akir :) the experience is best to actually let her join the moment you meet her to learn more about her and the quest, but of you don't want that, you can ask her to join you later.
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 64
    edited August 1
    @LavaDelVortel thanks for the clarification. As a player of D&D for 40+ years you would think I would be well versed in all of the different settings but I actually never ran any campaigns in the Ravenloft setting. That's why I'm having such a great time exploring it through these mods. And I definitely want to have the best experience with Juniper so I'll be sure to let her join the moment I meet her.
  • dominik5458dominik5458 Member Posts: 1
    After I finish this mod there is a bug with my mod romances and Bodhi won't kidnap them.
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    edited August 4
    This mod does not change anything with Bodhi and that encounter. No Graveyard scripts are changed, no Bodhi scripts are changed, so it's most likely some romance mod or just something else, like interaction between other mods. The fact a new entrance is added on the area does not affect her dialogue or any of these scripts.
    Post edited by LavaDelVortel on
  • CaszidyCaszidy Member, Translator (NDA) Posts: 311
    Hi @LavaDelVortel - this mod is simply one of the best (if not the best) mods I ever played on the whole BG saga :+1: So thank you for this amazing piece of art.

    Since I would like to contribute to make it even better, I would like to report one really strange bug - I have Xzelë Melaenitt in my party and while in Barovia - if I pick up the Beatiful Strangler necklace and I identify it and give it to the inventory (just inventory not even equip it) of any party members (not just Xzelë), than Xzelë immediatelly dissapears :open_mouth: No kick out dialog, no running away, nothing, she just completely vanish :open_mouth:
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Thank you for your kind words!

    That necklace... has a really weird interaction between stuff and I may change / remove it at some point. I really have no idea why that happens... I once fixed it (not sure which version are you playing, but I assume some new version, not 1.2... right?) but it looks like it still does weird things. Just drop it, destroy it or something. It's clearly haunted!
  • CaszidyCaszidy Member, Translator (NDA) Posts: 311
    Its really strange bug, almost hilarious in some way :) Yeah don't worry, after few attempts I just left it where it was first picked ;)
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    @Caszidy - You're not the first one to encounter it, though. Let me know, however, what mod version you are using :)
  • CaszidyCaszidy Member, Translator (NDA) Posts: 311
    Sorry I play on Android so to check I needed to look at the instalation folder on my desktop (thats the reason for the delay).
    It turns out that I am on old version (1.1 for Barovia and 1.5 for Xzelë) since I started my current playthrough a long time ago, put it on hold and now returned to it.
    So sorry again for "spamin" since you obviously fixed the bug in the meantime.
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Hey, it's okay! I just hope next time you're playing it's going to work properly :)
  • inethineth Member Posts: 746
    I encountered two rest-related issues with version 2.2 of this mod:

    1) In the Barovia forge area [L#RV18.are], resting crashes the game.

    2) In the Barovia forest clearing area [L#RV03.are], I have to rest twice to trigger the side-quest "Barovian Raven and His Treasure".
    After the first rest there, nothing happens but the party seems to briefly enter combat mode (quicksave not possible) for a few seconds even though there are no enemies around. I wonder if it's an issue with the rest-spawn system falsely entering combat mode, which in turn prevents the raven from appearing because its spawn script checks `CombatCounter(0)`?

    I have many other mods installed, so it could be an issue caused by one of them...
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Hey, @ineth :)

    1) Sorry, but I think that may be something else. I played recently I haven't encountered that bug. I just installed the mod on a mod-free setup to double-check it and I couldn't reproduce the bug. I may be unable to help you with that one.

    2) That one is... kinda random. But part of me likes the fact that sometimes it's upon the first rest, and other time it may be upon the second rest. After all this is sort of a secret encounter for people to find out during their 2nd, 3rd or even 4th run. So I may keep it like that for now, even though it's not fully intentional. Still, I am glad you made that post, because I may need to keep that engine quirk in mind.

    Cherrs!
  • inethineth Member Posts: 746
    I published a walkthrough on the wiki, that anyone may edit:
    The Bloodied Stings of Barovia walkthrough
  • LavaDelVortelLavaDelVortel Member Posts: 2,858
    Thanks!
  • shevy123456shevy123456 Member Posts: 265
    There was recently an update on the wiki, also containing spoilers (so don't read if you dislike spoilers), available here: https://baldursgate.fandom.com/wiki/The_Bloodied_Stings_of_Barovia_walkthrough

    I played through that mod several times, so I was curious what content I was missing. I did not realise there was a talking animal, for instance (again, not saying which one it is or was but it is mentioned on the wiki link).
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