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

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  • AciferAcifer Member Posts: 212
    xiaoleiwen wrote: »
    So I guess I should mention here.
    Thank you, yes, that’s very important, even it may habe been reported elsewhere earlier. Reporting open journal entries is very important to me, as this mod offers multiple ways to complete many quests. Keeping track of all relevant journal entries is quite tedious.

    I did not patch any journal entries in the last update. I will to do this in an upcoming update. This will take some time, as I want to finish my next mod first. Therefore, please report all non-deleted journal entries here. B)
  • James_MJames_M Member Posts: 145
    edited November 2024
    Absolutely stunning mod! Everything is incredibly well done! Amazing voice acting, too. The story and main quest is excellent. The setting of the mod is unique - very creative. Items are not too overpowered (good). The arena fights were great! Some fights were challenging, too (at level 11-12), but only one was frustrating (but still do-able).

    On my next play through, I will have to figure the side quest that I couldn't solve: Belthazaar's riddle: I couldn't figure out how to a obtain a "key" to open the door in the warehouse. I also see there is a quest to track down Margrog, but I have no idea on how to find the one to help track the scent. I'm sure I'll figure it out next time.

    Very large mod, and no bugs that I could find. Thank-you for the awesome mod!
  • AciferAcifer Member Posts: 212
    James_M wrote: »
    Absolutely stunning mod! Everything is incredibly well done!
    Thank you very much! I'm glad you enjoyed mod!

    Regarding the two side quests mentioned - two spoilers below:
    Regarding Belthazaar, you should paint your blood on the wall (there is a trigger on the wall)
    The Tanar'ri-hunter is the Bebilith. If you have spared him, you can let him chase Margrog. If you killed the Bebilith you will not be able to complete this quest.

  • masteralephmasteraleph Member Posts: 277
    Really really enjoying the mod so far!

    One note- while on the staircase, I got a visit from the messenger for Nalia's father's funeral. Kind of a problem, given the interdimensionality and inability to get back right away- area probably should be flagged for that sort of thing not to happen.
  • AciferAcifer Member Posts: 212
    Thanks for reporting! This is strange, as according to Nalia's original script, this messenger should only appear in the city
    - AreaType(CITY).
    Have you installed other mods that affect the NPC quests?
    For safety's sake, I've now added it as a script block to the numerous other exclusions I've already created for these NPCs.
    I'm glad you like the mod!
  • masteralephmasteraleph Member Posts: 277
    Really enjoying it!

    Question:
    Is there a scroll of freedom available? I feel like I've seen one in a shop, but I could be totally misremembering.
  • AciferAcifer Member Posts: 212
    Yes, there is a merchant in Samora who sells this scroll.
    I'm glad you like the mod!
  • masteralephmasteraleph Member Posts: 277
    Finished! Very, very fun mod. Tons of flavor, tons of interesting folks, cool mechanics, and gorgeous scenery.

    A couple of thoughts/questions, spoilered to prevent, well, spoilers:
    The Deva Feather quest never was marked as finished, even though I bought a Deva Wing and delivered it.

    Is it possible for the Nabassu quest to not be marked as "you should rescue Waukeen ASAP?" I actually carried it out anyways and it was fine, but was wondering if it was a choice I made that sparked that.

    The Temple of Waukeen in Tradesmeet doesn't have any dialogue regarding the return of Waukeen- not sure if that's intentional or not, but it feels like a nice place for a tie-in, especially given Tradesmeet's Hero of Tradesmeet stuff
  • shevy123456shevy123456 Member Posts: 296
    Poor Acifer is never going to leave behind the Deva thing. :)

    (Speaking of which, it would be nice to e. g. solve some tiny side quest to lower the cost of it, but I digress.)
  • AciferAcifer Member Posts: 212
    Finished! Very, very fun mod. Tons of flavor, tons of interesting folks, cool mechanics, and gorgeous scenery.

    Thank you! I'm glad you enjoyed the ride.

    I'll fix the mentioned issues with the journal with the next update.
    Regarding further content, yes, I might expand the reactions of some people in Amn after fulfilling the quest. It will take some time, though. :)


  • AciferAcifer Member Posts: 212
    The mod updates to V 1.4

    Changelog:
    • the messenger for the funeral of Nalia's father will no longer appear during the quest
    • Margrog can't be killed anymore while teleporting away
    • the setup now assigns the correct scripts to summoned creatures if the script is missing - thank you, @morpheus562 !
    • the Deva feather quest entry should now be finally marked as finished
    • lowered the prices for most lootable items, for balancing reasons
    • removed many traces of the old (original, non-EE) BG2 installation routine to speed up the installation process for BG2EE / EET
    • updated Chinese translation by @lzw104522773 - thank you!
  • morpheus562morpheus562 Member Posts: 390
    I'm really looking forward to trying this mod now that I have a fresh game install!
  • MyceniusMycenius Member Posts: 55
    Me Too - its in my install list for my current EET build! B)
  • shevy123456shevy123456 Member Posts: 296
    Hey there Acifer,

    This is a short, mostly question comment. You provide your mods mostly at
    https://baldurs-gate.de/index.php?resources/call-of-the-lost-goddess.67/
    e. g. baldurs-gate.de. The downloads can be found there.

    The website is a little bit awkward to use; after a while of not having been
    there, it takes me a bit to find the most recent download of a mod (not sure
    whether I am the only one confused about it).

    You also provide updates to the beamdog forum here and also e. g.
    https://www.gibberlings3.net/forums/topic/38244-call-of-the-lost-goddess-v-10-is-now-available/.

    Do you think it may be possible to also mirror your mods on github? I don't know
    how the modding communities organize their repositories but perhaps gibberlings
    or spellhold-studio could help co-host. This can be purely a read-only repository
    (e. g. no issue requests possible there), so just for download links. I am not sure
    whether this may be worth your own time investment, as an additional repository
    may take time, but via a default template that can be copy/pasted the time investment
    may be minimal. (I don't know how gibberlings, spellhold-studio etc... all handle things;
    my comment is mostly in regards to being able to download mods via github if that
    is possible). Thanks for reading!
  • AciferAcifer Member Posts: 212
    At the moment, I am happy to have a way to upload my mods to a site where I have control over the mods and which is easy to use. I will definitely look into Github in more detail at some point, but I would like to finish more of my mods first. Due to the size of the mods, it is not that easy to find a suitable hosting site.

    Please note that always only the latest version of the mod is available for download.
  • JRRN1968JRRN1968 Member Posts: 4
    edited January 8
    Nevermind.
    Post edited by JRRN1968 on
  • Sayn1911Sayn1911 Member Posts: 7
    Absolutely fantastic mod, this is just amazing all around, played through it twice and loved it, very impressive stuff. The art, writing atmopshere are incredible, great pacing all around, loved the new items, this is really, really solid work.
    My only regret is that the hardcore Maretta fight with the Alu fiends on steroids is fucking amazing but going down this road forces foregoing some of the content. An absolute tragedy, because the content is top tier, and the hardcore fight is top tier. Such dilemmas are never pleasant.
    Jokes aside, congratulations on this mod, this is incredibly ambitious and incredibly polished stuff
  • AciferAcifer Member Posts: 212
    @JRRN1968 : I hope you have found a solution. I've never worked with PI before, so I don't know if/how the mod installs using PI. I will take care of this in a later update.

    @Sayn1911 : Thank you, I'm glad you enjoyed the mod!
    Sayn1911 wrote: »
    My only regret is that the hardcore Maretta fight with the Alu fiends on steroids is fucking amazing but going down this road forces foregoing some of the content. An absolute tragedy, because the content is top tier, and the hardcore fight is top tier.
    The Maretta battle was designed by @morpheus562 . He put a lot of thought into making this fight not only challenging but truly unforgettable. In case you manage to win it, of course. :D

  • roshanroshan Member Posts: 29
    Is the hardcore battle if you end up fighting her in her hall instead of later on in the dungeon?
  • Sayn1911Sayn1911 Member Posts: 7
    roshan wrote: »
    Is the hardcore battle if you end up fighting her in her hall instead of later on in the dungeon?

    Yes that's the one I'm talking about
    Acifer wrote: »
    The Maretta battle was designed by @morpheus562 . He put a lot of thought into making this fight not only challenging but truly unforgettable. In case you manage to win it, of course. :D

    The first time almost ended my run, even though I showed up at 3 mil XP, cuz I ain't going to the Abyss unprepared, I know this road only leads back to Candlekeep. Kept buffs up at all time in the city, the writing is really good on that part btw, you feel on thin ice at all times in this questline, even if fights are going well so far.
    The fiends chunked Jan and Jaheira almost immediately, double damage is pain (almost at her earth elemental token/hardiness breakpoint but not yet, sad), the maggot hide and PFMW saved the rest of my party and I got a massive Improved Alacrity down on Maretta, and dispel, and redispel, and reredispel until she finally died, as I noticed the fiends just kept spawning and casting GWW. I tend to get the Planetar as first HLA on Edwin but I felt going with Alacrity this time and thank fuck for that
    Then having a timer to finish business around is really cool, and finally barely getting out of here with 4 party members left was a rush
    Unforgettable indeed, loved it, and then went back and did the rest of the mod, and loved it too but kept going with the original save afterwards. Later down the road in that run, Morpheus' encounter design would cost me two more permakills in Crucible lmao
    The second time in another run went better and I managed to get out unscathed with almost the same party but it's an incredibly tense fight and it feels awesome to play. I have a pretty hardcore install as far as difficulty mods go and this might be the most dangerous fight in SoA I have on the list. The only one that would come close is the Chosen of Cyric encounter from Rogue Rebalancing, and it uses the ol' "unbuffed start with like 6 spells and 3 backstabs coming right at you" gimmick. This one I can start fully buffed and yet it's probably even harder to get out of it with a full party.
    Anyway, apologies for the blogpost, but it's great shit, congratulations again


  • morpheus562morpheus562 Member Posts: 390
    edited January 11
    Sayn1911 wrote: »
    roshan wrote: »
    Is the hardcore battle if you end up fighting her in her hall instead of later on in the dungeon?

    Yes that's the one I'm talking about
    Acifer wrote: »
    The Maretta battle was designed by @morpheus562 . He put a lot of thought into making this fight not only challenging but truly unforgettable. In case you manage to win it, of course. :D

    The first time almost ended my run, even though I showed up at 3 mil XP, cuz I ain't going to the Abyss unprepared, I know this road only leads back to Candlekeep. Kept buffs up at all time in the city, the writing is really good on that part btw, you feel on thin ice at all times in this questline, even if fights are going well so far.
    The fiends chunked Jan and Jaheira almost immediately, double damage is pain (almost at her earth elemental token/hardiness breakpoint but not yet, sad), the maggot hide and PFMW saved the rest of my party and I got a massive Improved Alacrity down on Maretta, and dispel, and redispel, and reredispel until she finally died, as I noticed the fiends just kept spawning and casting GWW. I tend to get the Planetar as first HLA on Edwin but I felt going with Alacrity this time and thank fuck for that
    Then having a timer to finish business around is really cool, and finally barely getting out of here with 4 party members left was a rush
    Unforgettable indeed, loved it, and then went back and did the rest of the mod, and loved it too but kept going with the original save afterwards. Later down the road in that run, Morpheus' encounter design would cost me two more permakills in Crucible lmao
    The second time in another run went better and I managed to get out unscathed with almost the same party but it's an incredibly tense fight and it feels awesome to play. I have a pretty hardcore install as far as difficulty mods go and this might be the most dangerous fight in SoA I have on the list. The only one that would come close is the Chosen of Cyric encounter from Rogue Rebalancing, and it uses the ol' "unbuffed start with like 6 spells and 3 backstabs coming right at you" gimmick. This one I can start fully buffed and yet it's probably even harder to get out of it with a full party.
    Anyway, apologies for the blogpost, but it's great shit, congratulations again


    So happy to hear you enjoyed it and the ones in Crucible too!

    EDIT: I also want to add that I'll be updating many of the fights in Call of the Lost Goddess and Dark Tidings within my Tactics Remix mod. For those who enjoy the extra challenge, it is on its way.
  • shevy123456shevy123456 Member Posts: 296
    Not sure if discussed already or not, as I am currently playing the wings mod. Has anyone tried to attach the evil wings from the Lost Goddess mod to Aerie? Is that even possible?

    Would be kind of hilarious, like an option for an evil Aerie. And also stop her futile attempts at re-creating wings and failing at doing so. :P (I unfortunately have to ditch Aerie because she is too weak compared to, say, Viconia or Edwin; but story-wise Aerie is quite fun due to the wings mod, and the Lost Goddess mod has those sexy dark wings which I usually can not fit onto anyone else in the party as it does not fit to them, both lore-wise and game-balance wise.)
  • roshanroshan Member Posts: 29
    Wow, which wings are these? I think I must have missed this item!
  • whardyplwhardypl Member Posts: 5
    The wing question reminds me of one thing I tried in the mod but it turned out not to be an option. Perhaps you might consider adding it at some point (or at least some reference!).
    When I received the "dark wings" item, my thoughts went to the staircase guy who is trying to come up with ways to fly. I understood he'd like for me to fetch him anything I might find useful for that purpose. I got him a deva wing, but then also thought he might be interested in the item that provides wings.

    Unfortunately, I didn't find any option of presenting him with it?

    In any case, thanks for this mod. It was a great experience, it made me excited about BG again, and I'm definitely looking forward to your future mods! (already played the existing others by the way - also awesome!).
  • AciferAcifer Member Posts: 212
    whardypl wrote: »
    The wing question reminds me of one thing I tried in the mod but it turned out not to be an option. Perhaps you might consider adding it at some point (or at least some reference!). In any case, thanks for this mod. It was a great experience, it made me excited about BG again, and I'm definitely looking forward to your future mods! (already played the existing others by the way - also awesome!).
    That's a good idea! I did not think about that. I'll include a reference in one of the next updates. Thank you! And I'm glad you enjoyed the mod!
    roshan wrote: »
    Wow, which wings are these? I think I must have missed this item!
    You can start this quest in the tavern "The Weeping Goddess".
  • roshanroshan Member Posts: 29
    Hi Acifer, a suggestion - after this mod is completed, there could be new dialogue in Trademeet and the Waukeen's Temple in Athkatla acknowledging the return of the goddess! It feels weird doing Trademeet after this quest and everyone's still talking about how Waukeen is missing.
  • AciferAcifer Member Posts: 212
    The reason I haven't done this yet is that I don't know if any other mods intervene there. If I replace the original dialogues, I would make a mod that uses these dialogues incompatible.
  • shevy123456shevy123456 Member Posts: 296
    roshan wrote:

    > there could be new dialogue in Trademeet and the Waukeen's Temple
    > in Athka

    I also suggested something along those lines, as it felt a bit odd to see the NPC
    in the temple would not know about the changed situation in regards to Waukeen.

    Acifer wrote:

    > The reason I haven't done this yet is that I don't know
    > if any other mods intervene there. If I replace the
    > original dialogues, I would make a mod that uses these
    > dialogues incompatible.

    Understandable, although I'd still just overwrite it (I don't actually
    know of any mods that change it, but perhaps there may be a few). But,
    if you want to not have any potential side-effects due to overwriting
    dialogue options, how about a partial work-around instead?

    Two things I can think of off the top of my head would be:

    a) some kind of fancy parchment given to the Bhaalspawn of the main
    party, e. g. acknowledging he helped restore ... whatever the name of
    the city was, I forgot right now. Where there is also a scene where
    citizens unite and cheer for the hero. Something like a scroll could
    be given there. As symbol there could simply be Waukeen's symbol,
    and a bit of content bla bla "grateful for more bla bla bla":

    https://forgottenrealms.fandom.com/wiki/Church_of_Waukeen

    or something that looks a bit similar, e. g. a coin, just that it would
    be on a scroll.

    and

    b) a NPC in the temple in Amn. This could be some acolyte, studying
    books or anything else that may make sense for Waukeen, a kind of
    "minimal NPC". That NPC could have some dialogue option when the
    party re-visits the temple, aka "I just heard news of xyz" or so.
    (Wonder if that can also be done for the main NPC in the temple,
    then you probably do not have to add any dialogue option, if it
    can be a triggered event. An extra NPC may be easier, as you have
    full control over it.)

    https://forgottenrealms.fandom.com/wiki/Church_of_Waukeen#Clergy

    This is not quite the same as the NPC in the temple responding
    differently, but it may be a partial work around for the situation
    of not wanting to overwrite dialogue options, and future players
    could also then be referred to that (though, of course, not
    changing the dialogue option is the least amount of work; it just
    feels that for an epic quest "outro", NPC acknowledgement would
    be nice. It's not the most important thing by far though.)
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