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

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  • AciferAcifer Member Posts: 270
    The Mod Updates to Version 2.0

    This is a major update that adds new content to the mod:

    New Animations
    • I have created ten brand-new 3D animations from scratch for new monsters.
    • None of these animations have ever been seen in an Infinity Engine game before, and some of the creatures have never appeared in a D&D computer game at all.
    • Some might look better than others, but all of them are designed to make your character's life miserable in this mod.
    • These new animations also bring new encounters and battles.
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    Rutterkin, Dretch, Bodak, Mefisto, Arcanaloth, Alkilith, Bar-Lgura, Hezrou, Mezzoloth, Nalfeshnee

    Better Area Maps
    • I have redesigned and re-rendered 7 area graphics.

    Better Integration of the Quest into the Main Game
    • Added reactions to the quest's completion in the temples of Waukeen in Athkatla, Trademeet, and Saradush.
    • Added an option (for lawful stupid characters) to completely refuse a reward.
    Further Changes in This Update
    • Re-rendered the intro video with a better frame rate for smoother playback.
    • Redesigned some encounters to make them more challenging.
    • Added various ambient sounds to make certain areas feel creepier.
    • Adjusted some heightmaps.
    • Changed some portraits.
    • Removed some oBG2 checks during installation to speed up the process.
    • Converted voiceover files from WAV to OGG format and added HANDLE_AUDIO.
    • Fixed errors in the English version.

    Please note:

    Since this update changes the animation assignments, I recommend not updating the mod while playing through it. Instead, install the update before starting the quest to avoid issues.

    Thanks to:

    @argent77 for showing me how to properly use NI's BAM editor

    @jastey for showing me how to modify existing dialogues and add new lines

    @megrimlock for proofreading the additional English lines

    @lzw104522773 for the Chinese version of the new lines
  • atcDaveatcDave Member Posts: 2,614
    This is exciting, for a mod that was already awesome. Now awesomer! I’ll definitely update this for my next run.
  • SanctiferSanctifer Member Posts: 113
    This looks absolutely incredible! Good job
  • AciferAcifer Member Posts: 270
    edited March 20
    Thanks to both of you!

    Because some people reported difficulties to finish the download from the baldurs-gate.de site using Firefox browsers, I have now published the latest version of the mod on GitHub:

    https://github.com/AciferBG/Call-of-the-Lost-Goddess/releases/tag/v2.01
  • ThrasymachusThrasymachus Member Posts: 957
    I've accepted the quest in the Government district but I have yet to travel to the Golden Spires. Does this mean that I've started the quest? If not, how would I update the mod before starting it (before travelling to the new area)? I've used a ton of mods over the years, but I've always avoided changing anything once I've started a game. But in this case the updates look quite exciting, so I'm tempted to see if this possible.

    No worries if I should just stick with the previous version. I can always enjoy the new version in my next game...
  • AciferAcifer Member Posts: 270
    Updating the mod won't be a problem in this case. You can install the latest version and continue with your savegame of the previous version without issues as long as you haven't reached the new areas.
  • ThrasymachusThrasymachus Member Posts: 957
    Excellent!
    Sorry for asking such a basic question, but do I need to uninstall the previous version before installing the new version? Or do I just install the new version (and it will "update" things as necessary)?
  • AciferAcifer Member Posts: 270
    Yes, you need to uninstall the old version of the mod first by running the setup.exe. This means you need to reinstall all other mods you installed after Call of the Lost Goddess as well.
  • ThrasymachusThrasymachus Member Posts: 957
    Thanks. Alas, given how many other mods I have installed after CotLG, including rather involved ones like the tweaks anthology and SCS, I think it's probably best if I stick with the older version after all. After putting so many hours into this run I don't want to mess things up. But now I have an additional reason to play the series again, namely, to see the updated version of this mod!
  • AciferAcifer Member Posts: 270
    The mod has been updated to version 2.3 and now includes a Spanish and Russian translation - thanks to @ElGamerViejuno and @Origanum8 !

    Changelog:

    - added Spanish translation by ElGamerViejuno, thank you!
    - added some beggars in Goldspires
    - moved the fruit merchant in Goldspires
    - The messenger now opens the door to Waukeen's temple
    - Changes Baphitaurus to Baphitaur in English version
    - changed cook's gender in area AC#W04 to male
    - damned souls aren't immune to everything anymore
    - summoned shadow from the helmet of childish nightmares can't cast wizard spells anymore
    - helmet of childish nightmares now recharges
    - fixed typos in English language version
  • ThrasymachusThrasymachus Member Posts: 957
    I recently played through an earlier version (pre-2.0) of this mod. I thought it was excellent -- perhaps the best mod I've ever played overall. The look and breadth of it was amazing. It really reminded me of the best aspects of Planescape: Torment. (My only quibble would be the AI-generated material, which is not to my taste.)

    I'll definitely use it in my next run through the series. I'm curious to see the upgrades, given how wonderful the version I used looked already!

    Thanks for your brilliant work on this (and your other mods). Much appreciated!
  • shevy123456shevy123456 Member Posts: 366
    I recently test-played through version 2.1 (this is not the latest release; I usually have to prepare all updated mods, which takes a few days as I can only work on it in my spare time, so I may lag behind a little). Some visual changes happened, if I noticed this correctly, e. g. the big "friend" in the demon city is now even larger than before with the sprite, right? And I think a few visual changes also happened. (Also, I noticed that I can learn something in the prison; have not noticed this before, perhaps there were more dialogue options or I simply missed them before. I did not need it myself, as my party is usually quite powerful before trying Call of the Lost Goddess).

    So the big "friend" with the larger sprite got me thinking a bit - perhaps the big female lady boss should also be a bit taller? Like 1.5 (150%) of a human? E. g. taller, as some kind of larger succubus? And perhaps one or two unique abilities, like a more powerful charm or confusion (perhaps not on the main actor but the party, with some randomness; if morpheus is ever too bored with his mods perhaps there could be some ability). The idea is not to make her too strong, but perhaps a bit more unique too.

    The last run-through I did, and I stopped due to lack of time, unrelated to the mod here, I actually did not install Tactics remix, due to myself somehow ending up having installed Made in Heaven EQ or IP or whatever the name was. But I decided to continue to play and test nonetheless, so this run Call of the Lost Goddess was actually fairly easy. Granted, knowing the mod fairly well at this point in time, it gets easier, but I was also thinking that a few things could perhaps be made a tiny bit harder, without making it too difficult. So, aside from the big lady boss, one fight that comes to mind is the one that I consider the most challenging one, which is the one with the "outsider" who arrives in the demon-city (sorry for being a bit unspecific, I don't want it all on spoiler territory). That guy on tactic remix steroids can be quite difficult due to barriers, invisibility etc...

    In the fight, though, on non-tactics remix installation, the moment that guy no longer had the main barrier up, he died within a few rounds. I assume this can be the "expected difficulty level" here, but then I was also thinking it was a bit too easy, in comparison to "regular" (max difficulty) runs. I am not saying the guy should be buffed, but what if there could be some "bodyguards"? With bodyguards I do not mean big overpowered folks, but something that may be unique, small-ish and fitting. An example for this is the gnome illusionist in Tactics remix. He can be quite difficult on low level and lack of good items; but he also has two imp friends. They are not that powerful, but a bit annoying. So I am thinking along those lines, e. g. the outsider guy could perhaps bring in something demonic or fiendish that could fit. Imps, Tieflings, a black cat (that's quite demonic in itself, if only due to the fur alone, and brings bad luck). Or some other monster-type, perhaps ideally something floating, as that may be more stylish. Could be a rotting floating eye that could have a few unique abilities, such as causing blindness for one or two rounds or so (nothing too powerful), perhaps a flaming arrow or any other special ability that may make sense, without being too powerful. It could also be some other "bodyguard" or helper, like ninja-tieflings or ninja-like humanoids. Without actually being ninja.

    Actually, there are already a few bodyguards as-is, the ghast/ghoul variants. I guess they are spawned in the area, so perhaps something else that is fitting may be like an "uber-ghast" (very creative name ...) or ghast-lord or a special undead-like thingy. The idea is not to make the fight too difficult, but to add a slight distraction, a bit like the gnome illusionist. (I could also mention Kuroisan and his magical swords, but these appear only on max-difficulty and are quite strong, so I am referring more to weaker "bodyguards" or helpers). Of course it could be something else too.

    I guess the mod is basically finished as it is and Acifer may, if motivated, do a few polishing changes or fixes here and there. Possibly the only thing that may be nice to have, may be a few smallish side-quests. For instance, in the sleeping area with the nymph or succubus, if I recall it was empty. There could perhaps be one NPC or so, resting or sleeping. It may want some soup or potion with a few fiendish ingredients that just require a bit of running about. Hmmm. I guess quests that fit towards a friendish theme may be useful. More items to purchased? Shriveled gnome heads? By the way, I never found out whether something could be done with the "talking item" that can be purchased. Would you be open for idea suggestions for some items that may fit towards the demon/fiendish theme? Not necessarily overpowered but somewhat useful. (There are already some useful items; I like the demon-summoning one in particular. The cursed weapons I tend to avoid, though, as I prefer to be able to rely on items in combat, so e. g. breaking items I tend to avoid in general. Lava also has one or two of these in his mods, e. g. the +5 weapon that has a chance to break during combat.)
  • AciferAcifer Member Posts: 270
    I recently played through an earlier version (pre-2.0) of this mod. I thought it was excellent -- perhaps the best mod I've ever played overall.
    Thank you very much! I'm glad you enjoyed the mod!
    As for the AI voiceover: I would love to add real human voices some day. Unfortunately, it's complex and expensive, so I'll have to think about how to manage that in the future. Until then, the AI components are optional, so if you don't like them, you don't have to install them.

    @shevy123456 : I will certainly customize the difficulty levels to match the player level at a later time and will gladly take your ideas into consideration!
  • Seth_DivineSeth_Divine Member Posts: 18
    edited May 9
    Setup.exe is not in folder. P:
  • AciferAcifer Member Posts: 270
    The setup.exe is present. You need to download the mod from the "releases" folder:
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  • Seth_DivineSeth_Divine Member Posts: 18
    K ma dude tnx for your contributions i'll certainly check this one out. :)
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