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[Mod] Poisoned Pathways - a quest mod for BG2EE

AciferAcifer Member Posts: 395
edited June 21 in BGII:EE Mods
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Have you ever wondered why Renfeld couldn't be cured? Here's the answer.

Poisoned Pathways is a quest mod for Baldur’s Gate II: Enhanced Edition (BG2EE) and Enhanced Edition Trilogy (EET). It adds new content to the game after you encountered Renfeld in the early chapters of the Shadows of Amn storyline. The mod is inspired by the module "Into the Nest of Vipers" by Matthew G. Adkins, published in Dungeon magazine #75.

Trailer:
https://youtu.be/Amh_pqIBaPg

Features
  • New quest content continuing the Renfeld story
  • New areas to explore: a haunted elven ruin and a tranquil forest village
  • New enemies with custom animations: face Chasmes, Zombie Treants and many more!
  • Unique magical items
  • Challenging battles and dialogue-driven progression
  • Two new custom music tracks created for this mod; one additional music track from NWN
  • Approx. 5 hours of gameplay
  • Compatible with both BG2EE and EET

Download:
https://github.com/AciferBG/Poisoned-Pathways/releases
Important: Please note that you need to start a new game for this mod to work.

Recommended Character Level
  • Level 9+
  • The mod includes scaling elements that adapt to the player’s level and difficulty settings.

This mod is available in:
  • English
  • Spanish
  • German

How to start the mod:
  • You need to start a new game
  • The mod is triggered after delivering Renfeld’s body in the Docks District of Athkatla. After a while, a messenger will approach you within the city.

Compatibility
  • Poisoned Pathways is compatible with BG2EE and EET. It does not alter core game content and should be compatible with most other mods.
  • This mod has been tested on the following game versions: v2.6; v2.7 and v2.5 iOS
  • This mod is compatible with Morpheus' Tactics Remix. When both mods are installed, Morpheus has adjusted several encounters to better match the increased difficulty and gameplay balance of Tactics Remix. You need to install Tactics Remix after this mod.

Documentation:
https://github.com/AciferBG/Poisoned-Pathways

The current release of this mod ends with the resolution of the Renfeld poison storyline. Certain areas introduced in this mod are planned to be revisited in Throne of Bhaal in a future release, though no release date has been set.

Screenshots:
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Credits:

@Acifer – Writing, Area Art, Item Graphics & Design, Quest Design, Scripting, Music
@LavaDelVortel – Writing, Additional Area Art, Item Graphics & Design, Quest Design, Scripting, Worldmap Icons
@megrimlock – English version
@ElGamerViejuno – Beta-testing, Spanish version
@morpheus562 – Bug fixing, additional scripting, EEex compatibility, Tactics Remix compatibility
@weigo – BP-BGT Worldmap mod compatibility




Post edited by Acifer on

Comments

  • megrimlockmegrimlock Member Posts: 116
    Hooray!
  • Kensei_xXxKensei_xXx Member Posts: 481
    Congratulations on the release! Something new to do for the summer holidays... :)
  • shevy123456shevy123456 Member Posts: 513
    Quite interesting. So I assume this mod relates to the Harpers in some way?

    I googled a bit and found "Into the Nest of Vipers". I won't link in here because
    the links I found give away some of the story; no clue how much of the story
    inspired the background for the mod, so I don't want to add any spoilers
    either, one way or the other. But I have a separate question: how did you
    choose this as background? From my findings the magazine was published
    in 2016 so it is quite old already. Was there a special trigger for the motivation
    for Renfield specifically, or was that random?
  • Ludwig_IILudwig_II Member Posts: 380
    Thank you so much Acifer. As always, I'm sure the quality will be extremely high coming from you. Looking forward to playing it, as with all your mods.
  • atcDaveatcDave Member Posts: 2,944
    This is exciting! I will look forward to adding it to my next run.
  • AciferAcifer Member Posts: 395
    edited June 22
    Thank you all for your feedback!

    The quest is not related to the Harpers in any way. The magazine was published in 1999, and when I read it (EDIT years later) I thought it was a perfect fit, so it felt like an interesting starting point for this new adventure.
    Post edited by Acifer on
  • jasteyjastey Member Posts: 2,941
    I am so much looking forward to seeing this content in the game.
    As all your mods, when I come around to playing again.
    *goes to invent a time machine*
  • Nymrod85Nymrod85 Member Posts: 41
    Quite interesting. So I assume this mod relates to the Harpers in some way?

    I googled a bit and found "Into the Nest of Vipers". I won't link in here because
    the links I found give away some of the story; no clue how much of the story
    inspired the background for the mod, so I don't want to add any spoilers
    either, one way or the other. But I have a separate question: how did you
    choose this as background? From my findings the magazine was published
    in 2016 so it is quite old already. Was there a special trigger for the motivation
    for Renfield specifically, or was that random?

    Saying that something published in 2016 is old, especially for FR material when the setting was created in 1967 and Realmslore has been published in Dragon since 1979 . . . people have a real weird relation with time.
  • deratiseurderatiseur Member Posts: 383
    Wow!!! Acifer, where did you find these brand-new animations we've never seen before?
    (I'm looking for a were-cow, and some new sources would be great^^)
  • AciferAcifer Member Posts: 395
    edited June 22
    I'm glad you like the animations! I actually made them myself. The larger creatures were created in Blender, while the scorpion was done in Aseprite.
    I'm still in the learning process when it comes to creature animations, but I hope they look decent enough in-game.
  • EndarireEndarire Member Posts: 1,535
    @Acifer
    Thank you for releasing this wonderful mod as a birthday present to me! I was glad to see more surface Elven mission content along with the Dwarven content you made elsewhere.

    Miyazaki of Dark Souls fame would be proud of your adding a poison swamp area to a beloved RPG, as those have been some of his favorite areas to design.
  • deratiseurderatiseur Member Posts: 383
    When I have time, I'll have to translate all your mods, @Acifer, because they're awesome.
  • AciferAcifer Member Posts: 395
    jastey wrote: »
    I am so much looking forward to seeing this content in the game.
    As all your mods, when I come around to playing again.
    *goes to invent a time machine*
    Thank you very much! :)
    *hands over a Scroll of Timestop*
    Endarire wrote: »
    @Acifer
    Thank you for releasing this wonderful mod as a birthday present to me!
    You're very welcome, and happy birthday!
    deratiseur wrote: »
    When I have time, I'll have to translate all your mods, @Acifer, because they're awesome.
    Thank you! If you ever decide to translate one of my mods, I'd be happy to support you wherever I can. B)

    By the way: I tested this mod on v2.7 of the game and can confirm that it works fine.
  • amyaeamyae Member Posts: 79
    edited June 26
    Does this mod change the conditions for the initial Renfeld encounter? It didn't trigger for me on leaving the city for the first time, and I wasn't sure if that was intended with this mod or a bug with something else. (EDIT: it did trigger after a while, I got worried prematurely lol)
    Post edited by amyae on
  • AciferAcifer Member Posts: 395
    No, the mod doesn’t change anything about the Renfeld questline. It simply adds new content after Renfeld’s body has been delivered in the Docks District.
  • hawkseeker20_04hawkseeker20_04 Member Posts: 43
    It's been a while since i went to these forums, imagine my surprise that the mod was already released when my Patreon notification. But even though i was kinda late, I'm just glad that we get to have more BG2 content. Now you can finally focus entirely on Silverrealms and Skyfire (Although in my case, I'm interested in seeing more of Bound in Blood)

    And also, congratulations on the release!
  • AciferAcifer Member Posts: 395
    edited June 27
    @hawkseeker20_04 Thank you, glad you're back again!
    I've now released all the projects I wanted to finish before Silverrealms and Skyfire, so I can focus on them fully now without any hesitation. And once those are done, Bound in Blood will finally get its turn.
  • LlewrenLlewren Member Posts: 92
    Congrats on the release! I'll be trying this out as soon as possible.
  • AciferAcifer Member Posts: 395
    @Llewren Thank you very much! I hope you'll enjoy the mod, and I'm looking forward to hearing your thoughts. :)
  • masteralephmasteraleph Member Posts: 295
    Overall thoughts:

    *Really enjoyed the mod overall. The art is gorgeous, and I thought there were a nice variety of enemies, some old and some new

    *I'm not sure, but it seemed like there was potentially infinite xp from spawning monsters- didn't stick around to see, though

    *There's a lot of back and forthing. It's fine overall but there were certain points where it felt like "I just came from Athkatla 30 seconds ago, and now I'm going back?" And that's combined with all of the travel distances being 16 hours- if you want to make sure you rest frequently enough to avoid fatigue, well...

    *I think I'm just not very good at spotting everything in your mods, including possibly doors. I've (I think?) finished the mod, but have three separate items that are clearly supposed to be forged in some way that aren't-
    the chain/amulet/Will essences, but I never found the death essence; the inside of the shield, and the dusk or dark part of the blade
    . I don't know if I'm just missing them or if I'm missing a ton of doors, but it definitely has been a pattern in your mods- I missed one of the armor pieces in Throne of the Mad God the last time I played too. I don't know if this is too much hand-holding, but if indeed those items are sort of tucked away in rooms, maybe put in map labels where there are doors?
  • AciferAcifer Member Posts: 395
    edited July 6
    Thank you very much for your feedback!

    Regarding the hidden items, in this particular case it's actually intended as a small riddle:
    The Will-O-Dead only appears in areas affected by dead magic. [EDIT: As mentioned in Elminster's Ecologies, the book you find with the dead mage] Since the dead magic manifests only at night, the creature appears only at night as well.

    The Night Fragment can likewise only be obtained during the night.

    As for the armor piece in Throne of the Mad God, that's a fair point. It is currently hidden in a chest, but I could move it to a specific enemy encounter in a future update to make it a bit more obvious.

    Regarding the XP farming issue, I'll take a look at it.

    I'm glad you enjoyed the mod, and thanks again for taking the time to share your thoughts!
    Post edited by Acifer on
  • shevy123456shevy123456 Member Posts: 513
    Hey there Acifer,

    I just finished a test-run play-through of the poisonous pathways mod.

    Some thoughts and ideas as long as it is fresh. I will describe a
    bit vaguely to not give away too many spoilers (and avoid using
    like 20 spoiler tags, revealing those is a bit cumbersome IMO):

    1) First, the visual work is pretty neat. In particular with the
    main tower or whatever it is, the green moving light - at first
    I thought that was a moving dragon of some sorts. Such animations
    are pretty neat to have in general. There are animations in your
    other mods but I think that green slithering was probably the
    biggest effect I noticed (may have to re-look at the other mods
    here).

    2) The most hilarious part of the mod was actually Papa bear giving
    a lecture to the smaller animals. Alas there was probably no side
    quest associated with that, but that was a pretty epic idea. Speaking
    of which, I think some bears are in the mod; is there cross-mod
    content with Wilson? Did not see any female bears, so Wilson may
    not be interested, though perhaps he would have listend to Papa
    bear giving a bed time story to the smaller animals.

    3) I think one strong point of the mod is the focus on peace and
    poison. I'd say your mods often have a theme at the core; with
    the Lost Goddess we have wicked demonic curses as theme, sort
    of. Lighthouse mod does not necessarily have a theme per se I
    think, but I am sure many pirate ships crashed, so ... pirate
    theme it is! And the dwarven mod has dwarves and trolls so that's
    a bit of a theme too.

    So, from that theme, I think it is good to have a sort of antithesis
    to war and chaos, via this mod here. Peace hobos of the world
    unite!

    The peace village is pretty nice. I guess it is smaller and not
    as extensive as the demon city in the Lost Goddess mod, but
    there are some neat ideas, such as the two riddle ones. Or the
    idea to trade in weapons for peace is, as idea, also great. I
    actually decided to not trade in any weapon as the reward did
    not seem worth it, but the underlying idea is neat.

    Some of the huts are a bit small; I guess this is by design to
    fit them onto the map 1:1 right? In other words, if the outside
    shows a tiny hut then the inside showing a huge villa may not
    make sense. But the huts seemed quite undersized; barely a
    single bed fits in. :D

    The items for sale were kind of interesting. They seemed quite
    specialized so I did not take any of them, but I suppose they
    may fit to characters with a stronger focus on peace/defence.
    Guess the mod is a bit closer towards druids as a theme in a
    way.

    Could perhaps fit in some orphanage or kindergarten for children
    having lost their parents and finding shelter. (And then, of
    course, evil guys raiding the area!!! But I digress.)

    4) With that in mind, I read one somewhat peculiar statement on the
    gibberlings forum with regards to "the original Renfield situation
    makes no sense". To that I would say it is a fantasy game. Huge dragons
    in tiny caves with no real openings never made any sense to me either
    and I always wondered about that in the old DnD games "your party
    encounters a huge dragon". But with regards to the theme itself
    (peace and poison), I think the person who made that criticism
    has the wrong focus here. In my opinion the bigger focus is more on
    what a mod "brings to the table", and here the peace/poison theme
    is, to me, the more important aspect than the "does the Harper
    theme align with the mega-poison theme". Actually having an
    extension to that storyline is good, in my opinion, since it can
    act as focus point to flesh out stories. I don't think being too
    critical works here, because if we were we'd have to critisize
    most mods, which makes little sense to me.

    Though, I think there is one thought after having finished the
    mod ... the ability to offset poison, even poison affecting
    many cities (also see the disease in Neverwinter Night), is
    most likely limited. An antidote has limits too, so I think
    the city of peace may have been too confident. But I guess
    this is for consideration not with regards to the mod, but
    to the "after the fact" situation.

    5) Building up on this line of thought, if you are ever in lack
    of ideas, I think cross-connecting to the Harpers more may be
    nice. Now it already is, of course, but ... if we say that
    at the least some Harpers have a connection here, they may
    still cause issues. Or perhaps as ex-Harpers - just as
    Jaheria could be a good character, and an ex-Harper (if the
    main storyline is continued as-is), one could assume some
    ex-Harpers are not so good after quitting being a member
    (and may not be hunted down either, e. g. some may form
    a party).

    That could give some room for more assassinations lateron.
    See also the cowled menace mod; while that does not have
    anything to do with the Harpers really, it has some ambushes.
    And that, in turn, is a bit connected to the Harpers, e. g.
    where that one mage is assassinated after finding the bird
    in the vanilla quest. So clearly the Harpers are not shy
    of doing assassinations.

    6) There is another mod, peacespeaker, a talking scimitar. The
    origin story of the scimitar, though, kind of fits to some extent
    to the poisonous pathways mod, in a way (don't want to be more
    specific, to not reveal spoilers). Now, the scimitar does not
    have much to do with the druid/cleric place of ultimate peace,
    but perhaps a dialogue or two options may be useful here; what
    would the weapon say upon seeing all those weapons turned in?
    Would it want to be turned in as well? This could be another
    option for that mod. So not you but for the peacespeaker mod;
    I just wanted to mention it here. See:

    https://github.com/bucketfulofsunshine/peacespeaker

    7) Since there is a lot of peace in that area, perhaps Talos storm
    knights (https://forgottenrealms.fandom.com/wiki/Talos) could visit
    that place and bring some ... violent sense to their peace fancypants
    shenanigans. :P (I am not too familiar with the lore though; been
    ages since I last read Forgotten Realms. No clue how Talos sees
    other deities.)

    8) There was a scene where two ... "beasts" were harassed and ambushed.
    They spoke of going to the hidden area next (aka find some peace ...
    sounds like a weed area for peace hipster smokers), but initially I
    could not find these two there. At a later point I noticed I saw
    a missing entrance to the left side. Not sure how I missed it.

    Speaking of which, by the way ... in the map to the "hidden area",
    there are some entrance that were difficult to notice. On the main
    map I could not see any markings there. Perhaps a few markings
    could be added? "Shrine #1 entrance" or something generic. Not
    sure what can be noticed from the outside, perhaps it looks more
    like a cave. I also missed the middle entrances for a while, or
    rather that there are two entrances; I initially thought I'd
    have to look for the hidden person within the forest area, and
    wondered how to access it. It became clearer lateron, but initially
    I was not sure what is where. On a first play-through I often miss
    things.

    9) As for the old hag or seer; I understand that she wants something,
    but I read a bit superficially. From the diary I was not sure
    what exactly she wanted, yet alone how to get it. I decided to go
    ahead with the main quest, thus not bothering with forging anything
    or something like that, as I was more focused on the main quest.

    The side quests were quite ok. Earthworm was short but fun; (I also
    did not find the worm because I skipped some entrances until later,
    or did not see them.)

    The angry female I was not sure what to do with. The diary has a
    hint, but I could not seem to be able to find some person that
    may be connected. Perhaps it is obvious, but since it was a side
    quest I stopped looking at this and continued on the main quest.

    10) The fights were mostly ok, a bit difficult in some ways. Not
    being able to cast haste slowed down my party a lot. The toughest
    fight was actually the one against Der-something or so, the guy
    with the blade barrier. It took me about six or seven tries,
    then I realised a pattern I could exploit. That pattern was
    quite simple: avoid the group damaging effects. :P

    Summons distracted the enemy and my party moved to the opposide
    end, then worked on the closest enemies. This worked extremely
    well, whereas the rush-in-kill-everyone led to various problems.
    In particular that group insect swarm thingy was annoying since
    it hit everyone in the party. When I split the party up a bit
    and positioned them far away, it was easier to handle.

    There was then some fight against the final boss I think, but
    this one was easier than the fight with many weaker enemies.
    Not saying anything should be changed, or not be changed, just
    my experience here. My party was level 11 at that point in
    time, so it started to be rather easy.

    11) The strange "rest in peace" guy was an interesting counter to
    the "everyone loves peace and immortality" idea. He may fit with
    his complaints in the demon city of the lost goddess mod. There
    he like ... nailed onto a cross and THEN he can complain! :D

    I wondered whether the leader of the peace village would notice
    that my party helped that guy but no dialogue statement appears
    to have indicated that. That's a bit of a head scratcher though.
    Would this not take away from the ability to cure more people?
    Since the guy tapped into the "origin".

    12) By the way, Delgorth has a portrait, many of the other NPCs
    don't seem to have. Perhaps they could also get some portrait.

    13) One tiny issue I seem to have noticed, is that the World Map
    normally shows a blue outlier when the party has not yet visited
    an area. For some reason, neither the peace village nor the
    target destintion, had the blue outlier deselected. It always
    appeared blue, whereas other areas, if you visited them once,
    they are no longer with a blue outline but a white outline or
    so. Your other mod, e. g. the Lost Goddess, also has that - if
    we visit goldspire or what's the name, it will no longer be
    blue. So perhaps something is a bit different for that mod.


    Overall the mod is quite fine. For me it was quite a bit simpler
    than the mad-dwarf-mad-god-mad-dog mod in that I did not have a
    real obstacle per se. The only part where I was confused was
    when that one guy disappeared and I thought he would be somewhere
    in the forest. At that point I was not sure how to proceed; lateron
    I noticed some change on the map (I think) so now it is a lot
    easier in future play-throughs, but at that time, visually, it was
    not completely clear to me where to go (also, because I missed
    I think one entry, or the second entry, initially, on that map
    as well).

    Addendum: the prior user also said something about missing
    noticing things. I did notice the entries on the north side,
    in the corrupted area, but I also for some reason was not
    noticing all entries initially. I first had to go to the right side of
    the map, then I looked at the main map again and noticed
    that there is a big area in the middle I did not visit yet; and
    two entries west of it, which I was unaware. (I could swear
    I saw only one entry, so I was confused about that.) I
    don't have a good solution for that either, some people
    notice things more easily than others. For me, visually
    the flowers distracted me since they were brighter in
    colour. :D

    (If map markers are not ideal then perhaps there can be some
    visual hints. Not sure how much work these are. If too much work
    then don't worry, but for instance, there could be new footprints
    or something like that. Then again these are probably also hard
    to notice in mud. Or perhaps bloodied footprints. :D But that's
    probably not a good visual aid either. I notice these as problems
    more on maps when it is dark; also that mod that changes how
    light sources work, while it is great, I often seem to have a shorter
    line of sight at night, which makes sense, but some cut scenes
    then happen outside that line of sight - that's not with regard
    to your mods, mind you, but I have several cuts scenes that I
    can not see, since they happen outside the vision range; one example
    is in the Fall NPC quest, where the ice golem does some actions,
    and I think another one I recall is from Skitia's Wings mod one
    ambush scene, where my party comes in late from the
    south; I initially also don't see the upper part in the north here,
    but in vanilla installations I can see that, so I am quite sure this
    is due to that light source changing mod.)
  • shevy123456shevy123456 Member Posts: 513
    Excuse the formatting above; for longer text I am more used to use a local editor
    and about ~80 characters per line; old habits are hard to break.
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