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[Mod] Ascalon's Questpack (Kerzenburgforum)

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  • jasteyjastey Member Posts: 2,671
    edited September 2020
    @jmerry thanks for the info! Now I know why it sounded so familiar. :D

    @The_Baffled_King in your game where Perwell won't follow you to the FAI. Would you look and tell me what the variable Global("ACQ15","GLOBAL") is at (should be "4")?
    If you cheat your way back to the area where he is standing. Will he be moved to the PC then? Did he remain at his old spot or did he vanish completely? EDIT: removed question that were already answered by your original report.
    Sorry, that's quite a lot of questions.
  • jasteyjastey Member Posts: 2,671
    edited September 2020
    @The_Baffled_King Sorry for the several posts. I just had an idea. The EE v2.5 has a problem with characters occupying the exact same spot. Perwell is moved to the PC using a command that is valid for the old engine, but in the EE it leads to the two characters standing on top of each other. So, I have new questions:
    -Did you try walking after travelling to a new area where Perwell didn't seem to be there any longer?
    -If you do, what happens? What happens if you cntr+j your PC a bit away from the place where they are standing, does Perwell appear by any chance?...
  • The_Baffled_KingThe_Baffled_King Member Posts: 147
    edited September 2020
    jmerry wrote: »
    The "bag of turnips" and "bag of grain" are from the BG1 NPC project. They're one option for resolving one of Xan's encounters - you can get the encounter without having Xan with you, but the turnip/grain option only applies if he's in the party. A member of the Jansen family is involved.

    @jmerry - Thanks for the info. I actually happened upon that encounter soon after posting my query about the bag of turnips, and I was SO pleased to finally find a home for these items (or so I thought), so imagine my disappointment when none of the four dialogue options brought the items into play! It's good to know that Xan was the missing link.
  • The_Baffled_KingThe_Baffled_King Member Posts: 147
    edited September 2020
    @jastey -

    Re. A Feast for the Gnolls:


    One more issue that cropped up is that Aaron constantly initiated dialogue whilst in his prisoner pit, even after being told that he has to stay put for the time being. The timer on it is very short, so I think it was only possible to get out of the pit without him piping up 2-3 times by pausing at the end of the dialogue to command your character to move, and being able to move at Haste speed after unpausing. It's not the worst because Aaron's field of vision in the pit is very limited, but if a character on open ground behaved this way it would be massively annoying.

    jastey wrote: »
    I will "fix" this by changing the dialogue and letting him remain at the Belching Dragon in the next version. (At Kerzenburgforum we joked that the poor man needed a drink.)

    Haha, yes, I did think at the time that he was better off staying where he was and drowning his sorrows!

    jastey wrote: »
    About the "Gnoll Boss", that's a mismatch and I will change it to "Gnoll Chieftain". I do not mind there being two Chieftains (what do I know about how Gnolls are organized) but I am considering changing Aaron's dialogue slightly so that he just tells about "Gnolls" having taken his ring. This way, hopefully it will be clear that the player needs to go on searching if the ring isn't with the Gnolls near Dynaheir.

    Well, one can explain the second Gnoll Chieftain by thinking that it's a big ol' stronghold that takes two gnoll tribes to properly garrison. It is better than Gnoll Boss, anyway! The dialogue fix also seems fine.

    Alternatively, rather than identifying him by a title, perhaps the gnoll with the ring could be given a unique name that then features in Aaron's dialogue. It seems feasible for Aaron to have been told at the time that Hattak (or Bob, or whoever) is taking his ring, or to have overheard it afterwards, and for him to pass that information on to the player via his dialogue with CHARNAME.

    By the way, are the Gnoll Bodyguards just carbon-copies of Gnoll Veterans? I appreciate that we are in danger of wandering onto the subject of my likes and dislikes, but I think there is value in keeping vanilla creature names unless (a) the creature has better stats; or (b) the creature fills a specific in-story purpose. It helps the player know what to expect, particularly in terms of the difficulty they can expect from any battle.

    I will shut up now : )


    Re. Perwell troubleshooting:


    (1) I opened EE Keeper and checked the Global Variables tab, and the value of ACQ15 is 4.

    (2) I tried the following, reloading each time:
    (a) Travelled to the Cloakwood Wyverns area and then travelled back to the Cloakwood Mines area;
    (b) Travelled to the Cloakwood Wyverns area but used the console to return to the Cloakwood Mines area;
    (c) Travelled to the Friendly Arm Inn area and then travelled back to the Cloakwood Mines area;
    (d) Travelled to the Friendly Arm Inn area but used the console to return to the Cloakwood Mines area;

    For (a) and (c), Perwell was where I left him on the very edge of the Cloakwood Mines area. For (b) and (d), Perwell did disappear, but only into the maw of a hungry Cave Bear... I had to send a few characters southwards to escort him back to CHARNAME but, on the basis of where I encountered Perwell, it seemed that he was heading towards CHARNAME before running into those pesky bears. Once I killed the Cave Bear, he made it back to CHARNAME.

    Interestingly, one of the times when Perwell got eaten I tried returning to the Friendly Arm Inn (normally, without using the console) to break the sad news to his mother, but I just got the standard "I have found nothing so far" dialogue option. Perhaps CHARNAME is just being cowardly!

    (3) For 2(a), I tried moving normally and then tried CTRL J. Perwell did not reappear.

    (4) For 2(c) I was waylaid by enemies. I tried moving normally and then tried CTRL J in the 'waylaid by enemies' map, and I then did the same at the Friendly Arm Inn. Perwell did not reappear.

    By the way, don't worry too much about solving the issue quickly in order to help me; I'm basically just helping with the troubleshooting because it seems like the right thing to do after using someone's mod.
  • jasteyjastey Member Posts: 2,671
    @The_Baffled_King
    Thanks, I'll change it so Aaron only intiates dialogue once. (He's really desparate, though. It does kind of make sense if he keeps on pleading, but the way it was scripted it was more of a bug.)

    Perwell: I made a small change in the scripting to move him around so hopefully this will stop glitching for some players.
    The reason why there is no reply option to tell her of his son's death is that Perwell is supposed to drop a body when he dies. He has a 1 HP belt which gets replaced with his body item when his HP get too low and he should start a dialogue with the PC. I don't see a valid dialogue for this, though, so maybe this wasn't finished. I'll have a look at it.

    To solve the quest, use the cheat console to spawn Perwell so his mother can see hin. He should go to her and the quest should resolve from there.
    C:CreateCreature("ACQ15002")

    Thanks for the report and the testing! Very appreciated.
  • The_Baffled_KingThe_Baffled_King Member Posts: 147
    edited September 2020
    @jastey -
    jastey wrote: »
    Thanks, I'll change it so Aaron only intiates dialogue once. (He's really desparate, though. It does kind of make sense if he keeps on pleading, but the way it was scripted it was more of a bug.)

    Haha, I did think that Aaron continuing to plead made perfect sense from an in-world perspective. His dialogue was well-written so, in my head, that was already what he was doing while the party walked away to kill more gnolls. But having him plead by speedily re-initiating dialogue made him worse than Noober!

    jastey wrote: »
    The reason why there is no reply option to tell her of his son's death is that Perwell is supposed to drop a body when he dies. He has a 1 HP belt which gets replaced with his body item when his HP get too low and he should start a dialogue with the PC. I don't see a valid dialogue for this, though, so maybe this wasn't finished. I'll have a look at it.

    Ah, okay. If you have the creative freedom to make the dialogue yourself, how about giving players the option to say either (1) sorry your son died, but we brought you his body (which is a quest failure); or (2) your son is dead (leading to reputation loss, or maybe even Aphriel turning hostile). With regard to the latter, leaving the body is a crappy action in any world, but all the more so in one with a Raise Dead spell. Regardless of what you do with the dialogue, if quest progression depends only an inventory check for Perwell's body, I guarantee you that some players will be left in limbo having not thought to pick up the body after Perwell dies.

    jastey wrote: »
    To solve the quest, use the cheat console to spawn Perwell so his mother can see hin. He should go to her and the quest should resolve from there.
    C:CreateCreature("ACQ15002").

    Thanks, will do. I mostly just want to see what Apriel says. I have a feeling I know what the reward will be and, if I'm right, I have no intention of using the item anyway. But it's a real shame Perwell wasn't working properly, as I thought that making CHARNAME escort a slow and squishy child through Cloakwood was a really good quest idea.
  • jasteyjastey Member Posts: 2,671
    The body drop is out-of-normal and a bit unfair to the players, I'm not sure anyone would expect it. I'll note down that this needs an extention, just for the case that the body was not collected (intentional or unintentional) and the item destructed because the area was left without picking it up.

    Thanks again for the suggestions!
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,857
    @jastey - Thanks for maintaining this mod. I have a couple of questions about the mod that I'm hoping you (or someone else who has played it) can answer. Thanks in advance for any help given.


    The Lost Son

    I'm unable to get Perwell to leave the Cloakwood Mines area with me. He follows my CHARNAME to the edge of the area, but he is not present upon my arrival in the area I have travelled to. I've tried reloading to slightly earlier saves, tried travelling from the Cloakwood Mines to several different areas, and tried reloading to get a journey in which I am not 'waylaid by enemies', but Perwell disappears regardless of what I do. If, on the other hand, I tell him to stay put while I fetch Aphriel, Aphriel tells me off for my decision when I talk to her outside the Friendly Arm Inn. Is there something I am missing, or is this a bug? If the latter, are there known compatibility issues with any other mods?

    Of Wolves and Men

    The Guril Berries are sold at Feldepost's Inn, but I could not find Belladonna Flowers sold by any inn, tavern, temple, merchant, or any other store reachable before Chapter 5. I even tried wandering around the High Hedge area with the tab key pressed down to see if some appeared as pickup items, but no joy there either. I ran out of patience with the quest ages ago, and I recently used the cheat console to summon some Belladonna Flowers. Am I really meant to wait until the Isle of Balduran to pick these up? If not, where are the Belladonna Flowers meant to be? The inventories of the various stores look somewhat... different, with the mods I am currently trying out, but I'm not automatically assuming a mod conflict because the Guril Berries were present despite changes to the inventory at Feldepost's Inn.

    Flopsy

    Is this the rabbit in the cave in the South Beregost Road area (known in-game as 'Jumper' rather than Flopsy)? If so, are either of the items "A Bag of Turnips" or "A Bag of Grain" meant to affect this quest in any way? If so, how? I've tried speaking to Ugh first, and to Kessy first, both with and without these items, and their presence doesn't seem to affect the dialogue in any way. If these items don't relate to this mod, do you know what they are for? I've been lugging them around with me throughout Chapters 1-4 and I am yet to find a use for them.

    On a more humorous note - I spoke to the Rabbit Breeder at the Nashkel Carnival before speaking to Kessy, which of course meant that the conversation had to end with CHARNAME stating "Thank you, I do not think we need a rabbit on our travels". CHARNAME was however being a little economical with the truth, given that she had her rabbit familiar stashed in her backpack...

    Also:

    1. Are you accepting feedback about the mod? The reason I ask is that you list yourself as the maintainer of the mod rather than its creator, so I don't know if that leaves you with the freedom to change it at all even if someone made a suggestion that you thought was a very good one.

    2. If you're interested in feedback regarding the other mods you're involved with which I currently have installed (Lure of the Sirine's Call; Brage's Redemption; BGQE; NTotSC; Endless BG1), where should I post that feedback?

    I haven't waded through the other 39 replies to see if anyone has answered your question regarding grain and turnips. They are part of Xan's quest. It is eassiest if you leave Nashkel along the road northwards with Xan in the party and those items in your backpack. (You can go and get them later, but this saves time) You will meet some lady ogres. Depending upon how you act you may or may not need them. The most interesting scenario is if you avoid conflict. :)
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,857
    My experience of Perwell is that he travels with me, but if ambushed, there is a danger of him being killed. It is possible to use tactics to avoid his death.
  • jasteyjastey Member Posts: 2,671
    edited September 2020
    @Wise_Grimwald Perwell should "RunAwayFrom" an enemy but that doesn't seem to work too well. Also, looking at the files it is apparent that Ascalon was planning something here; Perwell has a 1HP item equipped but it's removed when his HP are too low and replaced with a body item - which wouldn't make sense on it's own since he could just be equipped with the body item all along - and he is supposed to initiate dialogue when this happens but there is no dialogue included.
    I noted this on my list and will ponder about how to improve this so Perwell doesn't just die, and without the player not noticing the dropped body item.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,857
    When he has died in my games, I haven't seen a body. Admittedly he has only died once. I was more careful in subsequent games.
  • The_Baffled_KingThe_Baffled_King Member Posts: 147
    @Wise_Grimwald -

    Yes, someone did enlighten me about the grain and the turnips, but thanks anyway for helping me out : )
  • jasteyjastey Member Posts: 2,671
    When he has died in my games, I haven't seen a body. Admittedly he has only died once. I was more careful in subsequent games.

    @Wise_Grimwald Interesting. I need to have a look at the whole "Perwell needs to follow and can die" part of this quest. I just met the mother in the game, so I should see for myself soon.
  • CaedwyrCaedwyr Member Posts: 176
    I am enjoying this questpack a fair bit. I ran into one issue. The Ring from the "A Feast for the Gnolls" questline has both english and german in the item description. This is on an EET install.
  • CaedwyrCaedwyr Member Posts: 176
    @jastey Thank you for managing the translation of this mod and the work on maintaining it. These quests added a lot of flavour to each of the locations. The Flopsy quest was a big hit and I'm curious if the Serpents of Abbathor quest chain ever was extended in BG2. One of the actually neat quirks about a bunch of quests and NPCs that don't have complete quest chains available is it ends up giving a lot more texture to the world with a bunch installed like that. It means that CHARNAME can't solve every problem. Some situations they are never able to track down all the leads and they run into a dead end. Some of these failures helps it feel more like a normal D&D adventure where the players may not track down and resolve every lead they get.
  • jasteyjastey Member Posts: 2,671
    @Caedwyr thanks for the kind words! The Serpents of Abbathor was not continued/finished, unfortunately.
  • megamike15megamike15 Member Posts: 2,666
    been using this for a while and realized i never actually done that gibbering quest.

    so i go and do it and i know i have the latest version as the journal is very specific about where the house is. only found 2 of them in the house. so i can't finish the quest as there are supposed to be 20.
  • CaedwyrCaedwyr Member Posts: 176
    They are in the Iron Throne basement.
  • evildevil97evildevil97 Member Posts: 93
    megamike15 wrote: »
    been using this for a while and realized i never actually done that gibbering quest.

    so i go and do it and i know i have the latest version as the journal is very specific about where the house is. only found 2 of them in the house. so i can't finish the quest as there are supposed to be 20.

    Talk to him again.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,857
    Caedwyr wrote: »
    They are in the Iron Throne basement.

    Not JUST the basement. They are in the sewers too.
  • CaedwyrCaedwyr Member Posts: 176
    I recently completed BG1 with my games bookclub and here are the general thoughts and comments on this mod.

    Ascalon's Questpack: Another must-have mini questpack that helps add a lot of flavour to the world. Lots of favorites in this mod for all the people in the bookclub. We were all disappointed to learn that the Serpents of Abbathor component does not continue in BG2. Most of the time we were not able to distinguish that the quests from this mod were added by a mod.
  • HillgroveHillgrove Member Posts: 17
    I have some real issues completing Aiwell's "Of Wolves and Men" where I have to cure a werewolf.

    I've tried with the blood of aiwell and the Guril berries, but I have no idea how to cure the werewolf afterwards. All the quest log says is: "Now all that is left to do is to give it to the werewolf somehow".

    When interacting with the werewolf with the cure in hand, there are no dialogues. Tried to put in the the locked chest. Nothing happened either.

    Thought I might need to have a thief in the group to pickpocket it on to him, so I went and recruited one, but still no dice.

    How do I cure that werewolf?
  • jasteyjastey Member Posts: 2,671
    @Hillgrove as soon as you enter the house, a dialogue with the werewolf should start (which then offers the option). Which mod version are you playing?
  • MordekaieMordekaie Member Posts: 269
    jastey wrote: »
    @kiwidoc The first hint is a letter you should find in Mulahey's cave on a dead dwarf at [583.831], the item name is "ACQLET01".
    The mod needs to be installed before you enter Mulahey's hideout for the first time for this to show.

    @Artona sorry I missed your question somehow. You should meet Draglon in the Undercellars. He gives the key to the warehouse.
    I am at the point in the quest where i am supposed to get a key andget to the warehouse. I already met Draglon in the undercellars and he escaped. I went back to the undercellar to look back for Draglon but he is not showing his face anymore. Any hint ????
  • jasteyjastey Member Posts: 2,671
    @Mordekaie what do you mean he escaped? Did you talk to him? Which mod version are you playing?
  • MordekaieMordekaie Member Posts: 269
    edited August 2021
    @jastey Version 3.0
    The chronology of events :
    - I met a group of 4 dwarfs in the sewers and gave them back the book/diary. They asked me to look for Draglon.
    - I went in the undercellars and "met" Draglon : he spoke to me briefly and disappeared (without leaving anything).
    - In the sewers i have been umbushed by a group of assassins.
    - I went back to speak with Volkoq informing him that i missed Draglon. He sent me to retrieve an item
    - I arrived too late and then i got the mission to look for the warehouse and get a key.

    Post edited by Mordekaie on
  • jasteyjastey Member Posts: 2,671
    edited August 2021
    @Mordekaie being "too late" is normal if you are working for Wostock.
    When working for Wostok, you get the Warehouse Key by defeating an Abbathor Cleric - or Abbathor Fanatic (both are present in the battle party on the upper floor of the tavern, which is located near the "Helmet and Cloak" - very close to the Silver Shield Estate.) One of the two mentioned enemies then drops the warehouse key.
  • tl1942tl1942 Member Posts: 178
    edited August 2021
    Regarding "The Serpents of Abbathor" quest:

    After getting Bashrik's journal, I'm told that I should take the item to the Temple of Helm in Baldur's Gate. But there's nobody connected to this quest in the temple, only the priest and a paladin who murdered a child. It seems like a dead end.
    Post edited by tl1942 on
  • jasteyjastey Member Posts: 2,671
    @tl1942 What mod version do you have? What game are you on? Did you use an automated installer?

    I am not too firm with the details of this quest. I see some characters inside the temple being available for
    Global("ACQSNAKEENEMY","GLOBAL",1) and either Global("ACQWOSTOK","GLOBAL",2) or Global("ACQWOSTOK","GLOBAL",4). What are those variables at in your save?
  • tl1942tl1942 Member Posts: 178
    @jastey

    The post was from a few weeks ago; I've since wiped my install and started fresh.

    I can say that I was using the very latest version of the mod (3.0) with 2.6.6. Unfortunately I'm not using AC questpack on my current install.
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