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[Released MOD] Call of the Lost Goddess - A quest mod for BG2EE

AciferAcifer Member Posts: 200
edited October 7 in BGII:EE Mods
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"Know that it is folly for the gods to change fate."

"Call of the Lost Goddess" is a quest mod that adds new quests, areas, monsters and items to BG2. It is inspired by the pen-and-paper adventure "For Duty and Deity" by Dale Donovan.

Key features:
  • 46 new areas to explore
      45 new areas designed from scratch in 3D
    1 modified area from IWD
  • A new city district accessible from the worldmap: Goldspires
  • More than 40 new unique items
  • New monsters with new animations: Vrocks, Dretches, Nighthags and many more
  • Challenging battles
  • Many sidequest for a full gameplay experience
  • Multiple different roleplaying options to solve most quests
  • 8-10 hours playing time
  • The mod is set in the SoA part of the trilogy
  • The adventure and quests are playable from the beginning of the game
  • Game engine: BG2EE and EET*
  • Recommended character level: Level 10+

Current version: 
Version 1.3

This mod is only compatible with BG2EE / EET, not the classic BG2 - ToB game

Download:
Click the link below to download the English version of the mod from the German Baldur's Gate community page:

Download

Readme:
https://baldurs-gate.de/acifer/Godcall_Readme.pdf

Trailer:
https://youtu.be/8acjirrDhFQ?si=8G5tUjUfGGRzppBN

Screenshots:
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Credits:
Acifer: Graphics, design, programming
Morpheus562: Enemy and encounter design, scripting
Lava: Ideas, item graphics and design, Beta Testing
Weigo: Worldmap programming
megrimlock: English version, proofreading, Beta testing
OiseauRebelle: Beta testing
Soul: Beta testing
Morywen: Beta testing
Genwa: Beta testing
shadowlich: Debug test run, proofreading
Taimon: Coding help
Argent: Coding & WeiDU help
Roberciiik: Worldmap help for BP-BGT
Shai Hulud, Lotus Noctus, Belryll, Danol: Help with German translation
Laura Hirsbrunner: Readme Template

This mod uses many animations taken from Infinity Animations. Credits for these amazing animations go to the original creators of this mod.
This mod uses animations originally created for Neverwinter Nights 1 and one songfile from NWN1.

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Post edited by Acifer on
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Comments

  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    Oh, the preview is going live! Nice! :)
    Thanks for letting me test this! :)
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    Awesome. Congrats
  • shadowlichshadowlich Member Posts: 60
    Yes, another quest mod !

    Let me look for bugs, because that 'll be the first thing I ll do anyway :D
  • shevy123456shevy123456 Member Posts: 272
    Is there some central repository for the mod as well? It is quite convenient to quickly report some smallish issues e. g. on github issue trackers or elsewhere (for the most part).
  • DuronDuron Member Posts: 146
    Love the looks, can't wait to test this. So little time, so many tests to make :D
  • FrenzgynFrenzgyn Member Posts: 80
    Holy f***k!
    Dude, you know how to bring up the hype!
  • AerakarAerakar Member Posts: 1,052
    This looks amazing, thank you!
  • LawfulStupidLawfulStupid Member Posts: 47
    Looks awesome! Can't wait. Question, could we get a peek at the new worldmap? I love mods that add new districts to Athkatla.
  • AciferAcifer Member Posts: 200
    Thank you all for your feedback!
    Question, could we get a peek at the new worldmap? I love mods that add new districts to Athkatla.
    Yes, here is the new area on the world map. It was a bit difficult to find a suitable place, as it is technically not a new district within Athkatla, but just outside the city walls.
    It is the location "Goldspires", Waukeen's temple district, that's why I placed it directly on the edge of the bay.

    wngci7zzwj16.jpg



  • Nymrod85Nymrod85 Member Posts: 4
    It was outside the city walls in canon anyway.
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 64
    This looks incredible! Very Planescape: Torment-esque. I am very eager to try this.
  • LlewrenLlewren Member Posts: 44
    This looks stunning, unsurprisingly. I have no doubt that it will be fantastic.
  • AciferAcifer Member Posts: 200
    Version 1.0 of the mod has been released! See my first post for a download link, the readme and other info:
    https://forums.beamdog.com/discussion/88425/mod-call-of-the-lost-goddess-a-quest-mod-for-bg2ee
  • SourSour Member Posts: 115
    This is very exciting. It's like SOA is getting DLC expansions in 2024. I'm in the middle of a playthrough with a ton of mods installed so it will be a while before I can get around to this but I'm looking forward to it. Congrats on the release, it looks very original and professionally done based on that trailer. Thanks for sharing it with us.
  • DuronDuron Member Posts: 146
    Can't wait to try it out. Hopefully all my installed mods won't be crushing the game.
  • xiaoleiwenxiaoleiwen Member Posts: 197
    edited May 22
    Not sure whether it is just me, but I have tried to download it several times but all failed, the speed is very slow and it will disconnect eventually. I have good network connection and never encountered this problem before this (for other websites).

    Have same problem for Dark Tidings as well.
    Post edited by xiaoleiwen on
  • ivavlakulivavlakul Member Posts: 41
    A very brief and non-informative mid-playtrough report: THIS-IS-JUST-SO-AWESOME,
    forgotten feeling of the very first bg2 experience.
    * and not a single bug so far.
  • AciferAcifer Member Posts: 200
    xiaoleiwen wrote: »
    Not sure whether it is just me, but I have tried to download it several times but all failed, the speed is very slow and it will disconnect eventually. I have good network connection and never encountered this problem before this (for other websites). Have same problem for Dark Tidings as well.
    That's weird. I'm sorry that something didn't work out with the download for you. I honestly don't know why and need to investigate further. If you want me to, I will provide you with an alternative download link. Just send me a PM!
    ivavlakul wrote: »
    A very brief and non-informative mid-playtrough report: THIS-IS-JUST-SO-AWESOME,
    forgotten feeling of the very first bg2 experience.
    * and not a single bug so far.
    Thank you, I'm very glad about that, as I have attempted to recreate the first BG2 vibes. :)

    Just a quick note regarding EET:
    Unfortunately the new area is misaligned on some worldmaps in EET installations. Goldspires is located in the north in Icewind Dale.

    I will fix this in the next update.
  • ivavlakulivavlakul Member Posts: 41
    edited May 23
    I rarely (in fact, never) posted any impressions from mods before, but cannot keep silence time.

    To set the context, I am a dire fan of BG franchise and IE games in general; played (does not mean enjoyed) most if not all mods (including the top-cringy stuff), but missed the Trials of Luremaster and the time of its release and did not touch it in EE era.
    As a result, I played the Call of the Lost Goddess right after the very first run through TOLM in a freshly modded BG2 install, and it was a strikingly contrastive experience. TOLM is atmospheric but too dungeon-crawly: tediously boring and repetitive combat, straightforward IWDesque itemization, and non-branching overall path. Does it fit the BG world? Seems so. Would I play it again? Unlikely.

    COLG is a very different story. First of all, all basic components are top-notch per se: areas (so many!), carefully integrated environment animations (!), creatures, new items' bams, chapter screens, portraits, music, videos (!). Altogether they match maintaining a distinct overall style that almost seamlessly blends in the main game.

    Yet, while the "production value" is sky-high, it does not automatically generate the hearty vibes. They are coming, in fact, from attention to detail: minor stuff in dialogs, differently tones responses, rumors in taverns, interesting but not overwhelming item descriptions, cool but not god-mode-level item mechanics, branching routes in quests, RP opportunities. I truly hope I missed some minor quests related to the flying gnome or planar guildhouse, there should be another excuse to revisit those cozy places.

    Finally, I truly enjoyed the game design and writing style. With all the peculiarities of the Abyss, the tone, and style of the text are very close to those of the original game and, even with all the demonic stuff, avoid somersaulting into 18+ territory.
    And I specifically like how the items in containers provide hints of 'what is coming next', this is also something nicely reflecting the original BG style.

    Summing up: there are tons of nice mods out there, many great mods, but this is the first time I enjoyed every tiny bit of the journey. Does it fit the BG game? 100%. Would I play it again? Cannot imagine my next playthrough without it.

    The icing on the cake: no serious bugs. Minor stuff (probably already reported by other players): clickable-but-no-text 'question marks' on the floor in the 'acid' location, multiple copies of 'Heads +3' were obtainable by speaking with the respective demon during his teleport animation, a few quest entries (unfinishable due to the in-game decisions) remain in the journal after finishing the main quest.
    Post edited by ivavlakul on
  • Nibor_ScotNibor_Scot Member Posts: 35
    @xiaoleiwen ...i have the Same Problem and i downloaded about my Handy :)
  • TrouveurTrouveur Member Posts: 646
    This mod is awesome, it is definitely paid addon quality. Stunning areas, creatures, well thought items, quests, dialogues, choices...
    It's in my top 3 quests mods for BG2 along with Blooded stings of Barovia from Lava, and Dark Tidings from Acifer too.
    I played it on a no reload run and I always feared to make a mistake. Great thrills. ;-)
  • xiaoleiwenxiaoleiwen Member Posts: 197
    Acifer wrote: »
    xiaoleiwen wrote: »
    Not sure whether it is just me, but I have tried to download it several times but all failed, the speed is very slow and it will disconnect eventually. I have good network connection and never encountered this problem before this (for other websites). Have same problem for Dark Tidings as well.
    That's weird. I'm sorry that something didn't work out with the download for you. I honestly don't know why and need to investigate further. If you want me to, I will provide you with an alternative download link. Just send me a PM!
    ivavlakul wrote: »
    A very brief and non-informative mid-playtrough report: THIS-IS-JUST-SO-AWESOME,
    forgotten feeling of the very first bg2 experience.
    * and not a single bug so far.
    Thank you, I'm very glad about that, as I have attempted to recreate the first BG2 vibes. :)

    Just a quick note regarding EET:
    Unfortunately the new area is misaligned on some worldmaps in EET installations. Goldspires is located in the north in Icewind Dale.

    I will fix this in the next update.

    I got this mod with the help from a friend from another country. Thanks for the offer, I will ask for your help directly next time :)
  • AciferAcifer Member Posts: 200
    @ivavlakul : Thank you so much for your review! I'm very happy that you like this mod so much. I wasn't aware of the bugs you mentioned - I'll have them fixed in the next update. Your feedback is a great motivator to complete my future mods as soon as possible.

    @Trouveur : Wow, that's a great compliment - thank you for your kind words and feedback! I'm delighted to hear that you've enjoyed the mod.
    xiaoleiwen wrote: »
    I got this mod with the help from a friend from another country. Thanks for the offer, I will ask for your help directly next time
    Glad it worked out now! Let me know if I can help. :)

  • AciferAcifer Member Posts: 200
    The mod updates to V1.2!

    Changelog Version 1.2
    - added Chinese translation by lzw104522773 - thank you!
    - the worldmap displays properly using the EET worldmap
    - area AC#W54: Info regions removed
    - Demon in area AC#W76 doesn't spawn countless rewards before teleporting away
  • shevy123456shevy123456 Member Posts: 272
    So, just quick feedback - I haven't played through completely yet.

    1) The idea for the mod is GREAT. It explores the demon-part. The items are
    also interesting - they kind of have drawbacks and advantages, like in a
    theme "if you deal with a demon, the benefit is an illusion in the long
    run", like a curse. Unfortunately most items seemed to not be worth the
    benefits, as the drawbacks can be quite annoying, so I didn't use much
    at all of any of the items I found so far.

    2) The visuals are neat too. I'd even make the main city even more chaotic
    in appearance.

    3) The only small problem I have so far is with the quest where some pentagon
    item should be found from an officer or so. I can't seem to find the
    guy. Perhaps that particular quest can be made a bit more obvious as I
    am now stuck a bit with that. I may have to reload an earlier save, as
    I am not sure how to find the guy now. (It's in the outside area to
    the south of the main city.)

    4) The staircase idea is great. I'd even make it larger, but I understand
    that map design can take a lot of time and effort.

    5) The angry squirrel is also great. Could even be a NPC for a furry party,
    with some unique abilities like "ferocious nibbling strikes".

    6) The lost paladin idea is interesting. Wish that could be a recruitable
    NPC at some point in time, perhaps after the paladin is rescued and
    outside.

    6) Side quests could also involve a heroic group invading the abyss
    and your own party has to slay it quickly.

    Some of the quests seem to have more than one solution. For instance,
    in one part of the main quest, there is a way to "offset" the guy
    who keeps on pestering the party. First time I waited to see what
    would happen, then I had to fight everyone. On second time I realised
    what a "pause" would mean, in regards to that item, and made use of
    that item to stop the continuation of attacks, and that worked. That
    was quite logical to go through, too.

    I am not too familiar with the lore, as it has been many years since
    I read e. g. the Drizzt novels and what not; a few things seemed
    a bit peculiar though, in particular the Tanari situation. It may
    make sense, if the mod ever gets map extensions, to add another
    outpost e. g. for Tanari or others; that could also be raided and
    could explain why there are so many Tanari (or Bazuzu or whatever;
    I lost track as to who is at war with whom else; my own group
    considers all of them as enemies anyway).
  • AciferAcifer Member Posts: 200
    Thank you very much for your feedback!
    I am not too familiar with the lore [...] a few things seemed a bit peculiar though, in particular the Tanari situation [...] and could explain why there are so many Tanari (or Bazuzu or whatever; I lost track as to who is at war with whom else; my own group considers all of them as enemies anyway).
    It's the - a quite iconic theme in D&D history. ;)
    3) The only small problem I have so far is with the quest where some pentagon item should be found from an officer or so. I can't seem to find the guy.
    You mean the pentagram / pentacle quest? You should talk to everyone you encounter south of the city and help them with their concerns and fears.
    1) The items are also interesting - they kind of have drawbacks and advantages, like in a theme "if you deal with a demon, the benefit is an illusion in the long run", like a curse. Unfortunately most items seemed to not be worth the benefits, as the drawbacks can be quite annoying, so I didn't use much at all of any of the items I found so far.
    Yes, that's how I wanted them. When you're dealing with fiends, you always lose in the long term, as the drawbacks outweigh the benefits you gain a lot. You will always end up disillusioned and empty-handed. But I can assure you - the good items with good bonuses will come later.

  • shevy123456shevy123456 Member Posts: 272
    So, just quick feedback - I haven't played through completely yet.

    1) The idea for the mod is GREAT. It explores the demon-part. The items are
    also interesting - they kind of have drawbacks and advantages, like in a
    theme "if you deal with a demon, the benefit is an illusion in the long
    run", like a curse. Unfortunately most items seemed to not be worth the
    benefits, as the drawbacks can be quite annoying, so I didn't use much
    at all of any of the items I found so far.

    2) The visuals are neat too. I'd even make the main city even more chaotic
    in appearance.

    3) The only small problem I have so far is with the quest where some pentagon
    item should be found from an officer or so. I can't seem to find the
    guy. Perhaps that particular quest can be made a bit more obvious as I
    am now stuck a bit with that. I may have to reload an earlier save, as
    I am not sure how to find the guy now. (It's in the outside area to
    the south of the main city.)

    4) The staircase idea is great. I'd even make it larger, but I understand
    that map design can take a lot of time and effort.

    5) The angry squirrel is also great. Could even be a NPC for a furry party,
    with some unique abilities like "ferocious nibbling strikes".

    6) The lost paladin idea is interesting. Wish that could be a recruitable
    NPC at some point in time, perhaps after the paladin is rescued and
    outside.

    6) Side quests could also involve a heroic group invading the abyss
    and your own party has to slay it quickly.

    Some of the quests seem to have more than one solution. For instance,
    in one part of the main quest, there is a way to "offset" the guy
    who keeps on pestering the party. First time I waited to see what
    would happen, then I had to fight everyone. On second time I realised
    what a "pause" would mean, in regards to that item, and made use of
    that item to stop the continuation of attacks, and that worked. That
    was quite logical to go through, too.

    I am not too familiar with the lore, as it has been many years since
    I read e. g. the Drizzt novels and what not; a few things seemed
    a bit peculiar though, in particular the Tanari situation. It may
    make sense, if the mod ever gets map extensions, to add another
    outpost e. g. for Tanari or others; that could also be raided and
    could explain why there are so many Tanari (or Bazuzu or whatever;
    I lost track as to who is at war with whom else; my own group
    considers all of them as enemies anyway).


    Edit: Just played it through, I'll append this here - the above I
    wrote a few days ago or so.


    So I'll give some feedback, after having just finished it. I'll cover smaller
    things too.

    1) First, the mod is really great. It is a larger mod and evidently a lot of
    work went into it, including artwork. The quality of the mod is also high;
    I think it is probably the best singular mod in the last ... 3 years or so?
    Or at the least among the Top 3.

    I especially like the demon city. This is probably the best overall area
    in the mod; the waukeen temple or whatever it is, is also neat, but of
    course much smaller; and the staircase idea is great, although I think
    the latter can be improved a little - I get into that soon.

    2) There may be a tiny things that can be improved. For instance, one quest
    relates to a "deva thingy" (I'll word it that way to avoid giving away too
    many spoilers as-is). So I obtained that and gave it to the one needing
    it, evidently as I could finish the quest, but the journal entry still
    mentioned the "deva thingy". An additional entry may be useful here, such
    as "I have delivered the deva thingy to xyz".

    3) The demon city is great. The only thing I would improve here would be
    in regards to smaller side quests, so perhaps 1 - 3 more small side quests
    there. Not sure what could fit the demon theme. For instance, a demon
    cat trying to catch a rat, but the rat is a demon monster rat and bigger
    than the cat, so the cat needs help to kill the rat. That could be a
    simple fight against the demon rat sizing up and bulking up; and/or some
    additional items that are required for the cat to win. No clue about the
    reward, perhaps a cat whip (tail) as a weapon or "9 lives item" (not sure
    what this one does, but it could be a ress-tool like the other rod, or
    some other semi-demonic effect).

    Not sure about other ideas ... perhaps an imp that is seeking something
    or trying to find his friend some dust mephite or so. Another side quest
    for evil characters could be to bring a nymph's heart to a cook or something
    like that.

    By the way, I also skipped some content, such as the gambling hall.

    4) I finished this on the second run; first run in the southern fields,
    I didn't read closely the dialogue with the NPC there. The NPC tells
    the party what to do. Perhaps a journal entry could be added here, aka
    "I found blabla. Now I need to find the xyz". (Here, with xyz, I mean
    the location that this NPC tells the main character to use. At first
    I didn't realiase I could do something else other than interact with
    the container; once I realised that I could talk, I could resume and
    finish the quest. On first try, I did not notice the dialogue option,
    so another journal entry here may make sense.)

    5) The Waukeen initial area is quite nice, but perhaps it should have
    some more merchants and items. For instance, some item that could
    lower trading cost by a bit of percentage. Should not cost too much,
    and should not be too useful either - just that when you purchase it,
    and then trade a lot, you get a slight net-favour here (not sure
    about the correct calculation here; perhaps it should be a one-time
    use item; there are other items and ways to get max charisma too).

    6) The final fight was quite easy. Actually, Varin or what was the
    name, was a harder fight due to the group damage effect whereas in
    the last fight, using Dusk and Korgan, their damage output is just
    insane on high levels. I would recommend making the final fight a
    BIT harder. For instance, in my first play-through of this quest,
    the naughty guy revealed the identity and the boss turned hostile,
    as well as everyone else in the boss' house. One seemed to be some
    alu-fiend that was hasted, or something, and that one actually
    managed to kill Dusk during the fight (I was not fully prepared
    though). So my idea would be that the female boss gets a dedicated
    NPC as bodyguard - not a super-overpowered NPC, but something like
    an erynes or alu-fiend or so, but with slightly better stats, hp,
    perhaps one or two abilities or effects, and hasted. That one
    could have a name and short background too ("why did I become her
    bodyguard"), and show up in the final fight.

    7) In the staircase, some things I did not solve. For instance
    the mechatron thingy. No clue what to do here. Any additional
    hints in the log or elsewhere would be neat.

    8) In the area before the staircase, this one seems a bit small.
    If there are bored artists, I'd make that area a bit larger
    and add one or two small gardens. Perhaps a baby centaur or
    some birds too or something like that.

    I also was not sure if there was not more to do; there was one
    door in the staircase - that one could get some hint when the
    mouse hovers over it. There was also another gate before the
    staircase - not sure where this one leads to. Also, the infinite
    staircase could be extended a little bit. Not sure what with;
    perhaps one tree that is the home of the squirrel. And some
    gallery with gargoyles or tiny angel figurines. Something like
    that.

    9) One or two pubs in the demon city seem empty. Perhaps one or
    two unique NPCs could be added there. One could be a weary
    travelling merchant who failed to leave the city or made some
    pact and got stuck here, as the pact-dealer demon thingy is
    dead. Something to fill up the pubs with a bit content.

    10) I am a bit sad that the lust chambers are so empty! One
    or two succubi could be added, right?

    11) Perhaps also some demon dog thingy with a spike collar
    that runs around in the demon city in search for his owner.
    Or perhaps for a hand to chew one ... now someone in the city
    there could be a hand for the poor puppy to nibble one ...

    12) Perhaps there could be some inter-mod-related content,
    such as to Tyris Flare. Or any other NPC that may fit.

    13) I guess we can not go back to the demon city, although
    an evil path could mean to kill some devas or so rather
    than help the good people. Like, one way to solve this,
    would be for evil characters to side with the demon city
    in the end. The demons could then invade the merchant
    area and occupy it as an outpost. Or so. Not sure if it is
    worth to add this, but this is just a semi-random idea
    anyway.

    14) I think in Lava's White Queen mod there is some claw of
    ... someone, some demon claw. Would be interesting if there
    is some demon tatooist or demon doctor that could graft
    things onto - or into - the hand permanently, for some
    imbued benefit (and a high cost). A bit like lich modifications
    but demon-mod inspired. Should only be available for
    characters with an evil alignment though.

    Hmmm. I could probably add more ideas or so, but the mod already
    has a very high intrinsic quality, so the above are mostly just a
    few random ideas to make the mod even better. Perhaps others can
    suggest more demon-inspired ideas that may fit here.

    (What I also find interesting is the artwork process. I guess
    AI is still not used primarily for art, right? I had a look at
    some threads and tutorials on the gibberlings forum, but that
    all seems to be rather difficult, which is why I think Ai may
    be interesting, if it can produce useful results. Some portraits
    seem AI assisted or so. Would be interesting if larger mods also
    have some kind of "background story" in regards to the CREATION
    of the MOD, e. g. how people approached this. That way others
    can learn from them too.)

    Anyway, a really great mod. Must have taken a lot of time to
    create it, too.
  • AciferAcifer Member Posts: 200
    Thank you very much for your detailed feedback! I admit that I had to cut a lot of stuff for the mod before releasing it so that I could finally complete it. You're right, some minor areas could still benefit from more quests. But after twenty years of development I felt it necessary to finally finish this project and move on to my other mods.
    In relation to the staircase-machine, you have the option to interact with the machine by using characters with high intelligence to learn how it works. I wanted to design the mod in such a way that you still experience little surprises after playing it several times.
    Crossmod content should be provided by the respective NPC mod creators, and I will gladly incorporate this.
  • Dalmir_The_DarkDalmir_The_Dark Member Posts: 64
    Acifer wrote: »
    ... But after twenty years of development I felt it necessary to finally finish this project and move on to my other mods.

    20 years of development? :o

    I bow to your level of commitment. I'm currently in my first playthrough of this mod. Just started, but wow! Just wow! 20 years is one hell of a long time to work on custom content for the Baldur's Gate community. Thanks in advance to you and everyone else who was involved with putting this together for us. I will definitely leave feedback after this playthrough.
  • _DD__DD_ Member Posts: 59
    Looks super interesting and those screenshots look great. Thank you everyone your work!
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