[MOD] Detective Guild of Athkatla


The mod adds a new Detective Guild building in the Slums area, which can become an additional stronghold for a player of any class - if he manages to save the guild from bankruptcy in two weeks of game time.
Created by the eccentric wizard Adelard the Wanderer, the Detective Guild is located in Athkatla, in the Slums, near the Copper Coronet. A new content will be available starting from the second chapter.
The quest will begin after meeting an unusual new character in the Council of Six building in the Government District.
What awaits you is the following:
- new area with two floors (maps were created by Gorion);
- a new stronghold that will generate income;
- new non-joinable NPCs;
- one long quest to get a guild;
- small quests and incidents in the guild itself (to get some of them, you need to return to the building later);
- a small episode in ToB, if the guild was obtained in SoA.;
- several new items (mostly books, notes and things needed for the plot or just for immersion in history)
- if the PC owns a detective guild, then Lieutenant Aegisfield will draw attention to this in the first dialogue, asking for help in investigating the murders.
- in addition, in Mae'Var's guild on the second floor you can meet the orc woman Drangolona. She can help kill Mae'Var and then come to the Detective guild. There the player can make a decision about her future, which will have consequences. Almost all NPCs available in the game will speak out, as well as NPCs from the "BG1 NPC in SoA&ToB" mod.
COMPATIBILITY:
BG2EE, EET. On the "classic" version of the game (BG2, BGT) the mod will install only if the Infinity Animations mod is previously installed (since it requires bugbear animation in the game). The mod should be compatible with any other mods, but conflicts with mods that change Mae'Var's guild are possible - "NPC Strongholds", "D0 Questpack (Additional Shadow Thieves Content component)", "Expanded Thief Stronghold". Work with them is at your own risk.
Also added compatibility with the mod "Imoen Forever" by Jastey (if it is installed, then phrases about kidnapping Imoen will not appear in dialogues)
CROSS-MOD CONTENT:
There are some cross-mod character quotes from the following mods (all necessary permissions have been obtained):
"BG1 NPC in SoA&ToB" (Smiling Imp & Arcanecoast Team)
Xan, Coran and Tiax mods (Kulyok)
Quayle, Skie, Khalid, Yeslick, Varshoon, Yvette (Lava)
SilverStar (Seifer & Davide Carta)
Gavin (Berelinde)
Rjali (nullset)
Minaye ("The Beaurin Legacy" mod by jmaeq)
CREDITS:
Mod created by Scheele, Alisia, Austin and the Arcanecoast Team.
Scheele – author of the idea and dialog texts
Alisia – author of the dialog texts, additions
Austin – coding, additions to the dialog texts
Gorion – maps of new locations
Tipun – technical assistance
Endarire - proofreading of 233 lines of English guild text
Art objects: nordic__bugbear_by_thatdman, orc_by_michalsalatav2, The Fixer by Smolin
DOWNLOAD:
https://github.com/Austin-BG/SearchGuild/releases

Post edited by Austin87 at
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Comments
As for translation - use AI (ChatGPT seems to be the best in correct and smooth translations).
The entrance to the guild will become available when you get there according to the story - the entrance to the building is opened by a bugbear, after that the entrance becomes active, I just checked this, there are no problems with this.
Regarding the bugbear becoming hostile - how exactly does this happen? I can't reproduce this problem, everything is fine for me and after the fight he becomes neutral. Perhaps you accidentally attacked him (for example with some spell) during the fight?
Regarding the bugbear becoming hostile, I'll add that neither I nor any other tester had such a problem, and I can't reproduce it now either. I'll check it again.
Last question - what version of the game is used? BG2EE?
Hello! I checked again and I can't reproduce the two issues you mentioned. The bugbear doesn't become hostile after the fight, but becomes neutral (earlier, during the fight itself, it was controlled). The entrance to the guild building is activated after you agree to help with the guild. So, the mod works without any problems for me, as well as for our second tester. Unfortunately, I have no idea why you got these two bugs. If you can send me your save made before the bug appeared, then maybe I can figure it out.
https://github.com/Austin-BG/SearchGuild/releases
The idea of the bugbear going to jail needs some thought. The thing is, the guild owner (who was supposed to pay the debts) disappeared, and the bugbear is just an employee. He loses his job and a place to stay if the guild closes, but logically he shouldn't be jailed, since he can't legally be held responsible for the organization's debts.
As it is written in the readme file, pay attention to the entry in the journal and to Nordic's words, and then select the desired date from several possible ones as an answer and type it in the MMYYYY format.
https://github.com/Austin-BG/SearchGuild/releases
To return to the original situation, you need to:
1) Go to the entrance to the guild (!) and press the console command
CLUAConsole:SetGlobal("ANSearchGuild","GLOBAL",6)
2) After that, you will get inside the guild, but since this is done using the console, there may be two bugbears inside. Hover the mouse over the one standing in the northern room (Adelard's office) and kill it with CTRL + Y.
3) After that, enter CLUAConsole:SetGlobal("ANSearchGuildIN","AN0450",0) in the console, and then talk to the bugbear standing at the entrance. As a result, he will show you the guild building again and the quest will become available again from this moment.
This is not a very elegant option, but since the quest has already failed in your playthrough, this is the only way to restore it.
https://github.com/Austin-BG/SearchGuild/releases
https://github.com/Austin-BG/SearchGuild/releases
https://github.com/Austin-BG/SearchGuild/releases/tag/v.1.4.2
File encoding errors have been fixed
https://github.com/Austin-BG/SearchGuild/releases
I did solve a few of the subquests so far, e. g. the dog-quest. Some things I haven't quite figured out yet, e. g. the talk about a ghost in the docks area (could not find anything) or problems in the sewers (also could not find anything, perhaps I looked at the wrong places). The guild hall should be a bit wider, though, in the backarea a kitchen and dining hall could be neat. And perhaps repair of the staircase to have a big table for meeting with the guild hall boss (which is currently the Bhaalspawn I guess).
The idea of small quests is also pretty cool; I hope more subquests can be added. Also perhaps raids of the thieves guild or so against the guild hall. After all they hate detectives!
The idea of the detective guild is also great in regards to build-up for lateron. Other mods could add some more cross-content (and vice versa), and common people could also visit the guild to talk to the detectives there. Pirates could also be a natural enemy to the detectives. It would also be nice to be able to recruit the bugbear as a NPC after some or most of the subquests were solved. Anyway, just throwing in a bit of feedback and ideas.
As for the guild kitchen - it is now there, although small, and you can even hire a cook to cook food.
As I noted in the description of the mod, the mod was conceived to be larger in scale, but not everything planned was coded. Including the second floor of the guild. Therefore, many phrases that detectives say in the guild (including about the ghost in the Slums) were added only to create the atmosphere of a fully functioning organization. That is, detectives hired by the player solve their problems, and the player himself will not have to interfere - except for those quests that begin automatically or after talking to the manager (Numa).
Another large quest is currently in the process of coding, but I can not say exactly when I will finish it.
https://github.com/Austin-BG/SearchGuild/releases
P.S. Please note that the Chinese translation needs to be updated, as the new lines are still in English!
I also ask native English speakers to check (if you can) the new texts in the ANsysk.tra file for translation errors, as it is currently done via Google Translate.