Skip to content

[MOD] Detective Guild of Athkatla

Austin87Austin87 Member Posts: 367
edited 2:23PM in BGII:EE Mods
i638hqd0ein0.jpg



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


7vfo22zknsua.jpg

dutlyhmq0tjy.jpg

Post edited by Austin87 at

Comments

  • Austin87Austin87 Member Posts: 367
    I would also like to note that the English translation was done by people who are not native speakers of the language, partly using Google Translate. Therefore, errors and incorrect phrase constructions are possible in the English version. We would be very grateful for any corrections to the English text!
  • HugoRuneHugoRune Member Posts: 51
    This sounds like a fun addition so I gave it a try. Unfortunately it's completely broken in my game. Starts with small things like the Bugbear calling my character CHARNAME, to more serious ones like there not actually being any way to enter the "detective guild" building from the map. There's simply no gateway there. Lastly, the bugbear suddenly turns hostile for no reason when killing the slimes in the basement. At this point I gave up on it. It's unplayable as is, sorry to say.
  • MirandelMirandel Member Posts: 534
    This sounds amazing! Hope to check it soon.
    As for translation - use AI (ChatGPT seems to be the best in correct and smooth translations).
  • Austin87Austin87 Member Posts: 367
    HugoRune wrote: »
    This sounds like a fun addition so I gave it a try. Unfortunately it's completely broken in my game. Starts with small things like the Bugbear calling my character CHARNAME, to more serious ones like there not actually being any way to enter the "detective guild" building from the map. There's simply no gateway there. Lastly, the bugbear suddenly turns hostile for no reason when killing the slimes in the basement. At this point I gave up on it. It's unplayable as is, sorry to say.

    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?
  • HugoRuneHugoRune Member Posts: 51
    I got to when the bugbear takes me there. Otherwise I couldn't have gotten into the basment. The bugbear turns hostile while killing slimes in the basement. First thing I did after him taking me to the guild building. He's there as well, first he's helping to kill the slimes but after the second ochre jelly, iirc, he turns hostile. Tried a few times, always the same thing. Left him there and went out and couldn't come back because no entrance.
  • TrouveurTrouveur Member Posts: 901
    HugoRune wrote: »
    couldn't come back because no entrance.
    You didn't install the mod in the middle of a run ?

  • Austin87Austin87 Member Posts: 367
    edited February 10
    HugoRune wrote: »
    Left him there and went out and couldn't come back because no entrance.
    Did you start a new game after installing the mod? For the entrance to be active, the Slums area must be opened for the first time only after the mod is installed. Old saves will not work.

    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.
    Post edited by Austin87 on
  • HugoRuneHugoRune Member Posts: 51
    It was on a completely fresh install and a new game
  • Austin87Austin87 Member Posts: 367
    edited February 10
    Very strange. I will try to check it again. Maybe some time I will be able to reproduce this problem. So far I have not succeeded. Thanks for letting me know!
    Last question - what version of the game is used? BG2EE?
  • HugoRuneHugoRune Member Posts: 51
    edited February 10
    Yes, BG2EE 2.6.6.0
  • Austin87Austin87 Member Posts: 367
    HugoRune wrote: »
    Yes, BG2EE 2.6.6.0

    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.
  • Austin87Austin87 Member Posts: 367
    Mod updated to v.1.3!
    • Improved and corrected texts of the English version
    • The first meeting with Nordic will now not occur as a cutscene when entering the Council building, but only when approaching the NPC.
    • Added another answer option to the first dialogue with Nordic
    • Removed irrelevant checks in one of the dialogues

    https://github.com/Austin-BG/SearchGuild/releases
  • Austin87Austin87 Member Posts: 367
    edited March 10

    Two small things I've noticed:

    1) There is the quest log entry in regards to the first mission by the bugbear, aka "clean xyz". Now that the mission has failed, though, the quest log journal is still showing that I should solve it. I think it should be closed as well, if the whole mission failed. See also 2).

    2) I can not seem to enter the guild hall anymore. I assume this has to do with 1) failing, but that also means I can never finish the first mission anyway, which is why I think the journal entry of all quests in regards to the search guild mod should be closed. (Alternatively perhaps the guild hall should be permanently open, even upon failure of the quest, but I don't recall the exact dialogue so perhaps the guards closed it. Alternatively the bugbear could perhaps be in jail and one has to pay like 5000 gp or so to get him out again, similar to Skitia's NPC Vienxay or what's her name, but this is not so important.)

    I really need to pay more attention, but often on a first attempt I end up failing quests. It's a nice idea to have a detective-fedex-quest.
    Hello! Thanks for noticing this! :) The entrance to the guild is indeed closed (as is the guild itself) if the quest to save it from bankruptcy is not completed, but you correctly noted that all related entries in the journal in this case should receive a corresponding mark. I will fix this in the next update.

    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.
  • lordvonhinten1lordvonhinten1 Member Posts: 3
    I can't open Adelard's cabinet and I feel dumb. Isn't it spring (03, 04 or 05) of 1363? Help please?

  • Austin87Austin87 Member Posts: 367
    I can't open Adelard's cabinet and I feel dumb. Isn't it spring (03, 04 or 05) of 1363? Help please?

    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.
  • lordvonhinten1lordvonhinten1 Member Posts: 3
    I looked at the readme, journal entry and to what Nordic said. No luck… Can you help this old man?
  • Austin87Austin87 Member Posts: 367
    edited March 22
    I looked at the readme, journal entry and to what Nordic said. No luck… Can you help this old man?
    Note the date when Adelard founded the detective guild. Nordic mentions that it was winter 1365. In the guild containers, you can find a document appointing Adelard as the head of the guild, where the month is indicated. All you have to do is look up the ordinal number of this month in the Harptos calendar (which is used in Faerun), and enter it in the format MMYYYY
  • Austin87Austin87 Member Posts: 367
    Mod updated to v.1.3.1!
    • Journal entry for Adelard's puzzle has been made more detailed
    • Journal entry for the secondary guild quest will now be inactive if the main quest to obtain a guild is failed
    • Bonus graphic content has been added (Nordic portrait card)

    https://github.com/Austin-BG/SearchGuild/releases
  • MURDERNATORMURDERNATOR Member Posts: 12
    Hi, it didn't occur to me that the unlock mission was timed, can I get console code to revert the wuest to an earlier stage?
  • Austin87Austin87 Member Posts: 367
    edited March 25
    Hi, it didn't occur to me that the unlock mission was timed, can I get console code to revert the wuest to an earlier stage?

    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.
  • Austin87Austin87 Member Posts: 367
    Mod updated to v.1.3.2!
    • Journal entries stating that the guild rescue quest has two weeks have been made more detailed.
    • If the guild rescue fails, the entrance to the building will now remain open, but the inside will be empty.

    https://github.com/Austin-BG/SearchGuild/releases
  • Austin87Austin87 Member Posts: 367
    Mod updated to v.1.4!
    • the player can now rest on the first floor of the guild
    • fixed the code errors found in the dialogues and scripts
    • the orc Gortar will no longer have a portrait like Drangolona
    • removed unnecessary checks in the dialogues
    • added female versions of the PC's phrases in the Russian version (where they were not)

    https://github.com/Austin-BG/SearchGuild/releases
  • Austin87Austin87 Member Posts: 367
    I am currently coding another detective quest, the author of its idea and texts is Alisia. It will be added in the next update. This will expand the content of the mod.
  • Austin87Austin87 Member Posts: 367
    edited June 4
    Mod updated to v.1.4.2!
    • Added Simplified Chinese translation by Lzw104522773
    • The encoding of texts has been changed to UTF-8
    • Changed the settings for installing encodings in the game to make it possible to install different languages on both EE and the classic version

    https://github.com/Austin-BG/SearchGuild/releases/tag/v.1.4.2
  • Austin87Austin87 Member Posts: 367
    Mod updated to v.1.4.3!
    File encoding errors have been fixed


    https://github.com/Austin-BG/SearchGuild/releases
  • shevy123456shevy123456 Member Posts: 371
    I finally managed to obtain it; it is a stronghold too, right? That is it yields money as income.

    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.
  • Austin87Austin87 Member Posts: 367
    edited July 12
    Hello! Thank you very much for your feedback! We are glad that someone plays the mod and we did not make it in vain, then!

    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.
    Post edited by Austin87 on
  • Austin87Austin87 Member Posts: 367
    Mod is updated to v.1.5!
    • A new large detective quest (by Alisia) has been added. There are about 300 additional lines of text (including journal entries), new characters, and a new guild quest. In addition, cross-mod reactions for Smiling Imp's Tiax, Garrick, Shar-Teel, and Xzar are included, as well as reactions of some standard Bioware's NPCs.

    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.
Sign In or Register to comment.