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

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  • EinzenauerEinzenauer Member Posts: 14
    Says error file does not exist.
    I just checked in the folder cre, and the file is there indeed.
    Am I missing anything?
  • AciferAcifer Member Posts: 327
    If you really entered the correct name and the cre file does not exist, you have unfortunately messed up your installation.
  • EinzenauerEinzenauer Member Posts: 14
    The file is in the correct folder, I just checked.
    When i prompt the console, it just says it does not exists.
    I will try to reinstall the mod and see if it works.
    Thanks
  • TrouveurTrouveur Member Posts: 993
    Einzenauer wrote: »
    The file is in the correct folder, I just checked.
    It should be in the override folder, not the mod folder.
  • GalefuryGalefury Member Posts: 10
    edited September 15
    A bit of feedback, after playing this as a solo F/M/C with no exp cap, on insane difficulty, starting at around level 15, chapter 3. Tactics Remix was also installed, along with a bunch of other mods.

    Overall it was really impressive, what a great mod! Awesome environments, lots of new things, a gripping story, and especially exploring felt great! The combat was mostly really fun as well, there were some (beatable) difficulty spikes but I think those were almost all mages buffed by tactics remix. No idea if the dragon was normal or buffed by tactics remix, but it also felt a bit hard and cheesy due to wing buffet spam. The final series of battles with no option to rest (afaik) was also a bit hard, I was pretty much out of stuff at the end. There were some fights I could have skipped, or where I could have conserved spells more, so I don't think it's a problem, just a nice challenge.

    Here's a list with some minor nitpicks and bugs. Maybe some of my suggestions can improve a future version or serve as inspiration for future mods. If you want some more details on some of them just ask, and I will try to remember.

    - Maybe give some sort of warning before entering the prison that this is the point of no return so people are reminded to make a proper save at that point.
    - Some helmet description pictures look corrupted, possibly this is due to other mods. One example is the helmet of acid resistance, but there are a few more.
    - Vrocks give 19k exp, that's way too much for how weak they are, especially when you can spawn an unlimited number of them by resting at the acid pools. Vrocks are also way too slow-moving for a high level melee enemy. Enemy exp rewards in general do not always feel appropriate (some too low, some too high).
    - The Dialogue is overall a bit too wordy. Some characters talking a lot is nice, but when almost everyone throws walls of text at you it starts to feel a bit weird. It was interesting and I read everything, it just felt a bit more like PS:T than BG2.
    - So many weird items, it's overall a bit too much IMO. It's good to find interesting loot, especially in such a long adventure, but the density is a little bit too high. I didn't really find anything truly overpowered, and I use almost none of the items, but I think with a full party to put equipment on I would have found a use for many of them, giving me a pretty big power spike. And I think eventually I will find a use for some more of them.
    - Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
    - Please add some more scrolls of freedom, in case people simply use the scroll to learn the spell. I mean, I should have known I'd need it for something, but it would still have been nice to be able to get another one somehow. Not a big issue, since there are many other ways to keep going.
    - Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
    - Verin overrode his prebuff Absolute Immunity (I think this is from Tactics Remix?) by casting lesser mantle. Actually that was probably what let me beat him with my already fairly spent resources, the fight was really hard (this felt appropriate, though!). Probably just a bad interaction between Tactics Remix and the original script?

    My only regret is that I missed your Throne of The Mad God when installing mods. I guess I'll have something to look forward to when I play again in a few years. :smile:
  • AciferAcifer Member Posts: 327
    Thank you very much for your detailed feedback! I'm glad you enjoyed the mod!
    Galefury wrote: »
    Vrocks give 19k exp, that's way too much for how weak they are, especially when you can spawn an unlimited number of them by resting at the acid pools. Vrocks are also way too slow-moving for a high level melee enemy. Enemy exp rewards in general do not always feel appropriate (some too low, some too high).
    This is a general issue I have with some of the monsters in the mod (Vrocks, Mezzoloths, Hezrous). I have taken the statistics and values directly from the rulebook. Understandably, this may seem unbalanced for higher-level characters running additional mods. I'm not quite sure how to deal with this yet, as I don't want to stray too far from the AD&D template for the monsters. I'm looking for a solution.
    Galefury wrote: »
    The Dialogue is overall a bit too wordy. Some characters talking a lot is nice, but when almost everyone throws walls of text at you it starts to feel a bit weird. It was interesting and I read everything, it just felt a bit more like PS:T than BG2.
    I was trying to make a connection to PS:T, but maybe I went a bit overboard. :D
    Galefury wrote: »
    Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
    Oh, that's relevant, as I assumed I had corrected the issue in the latest version. Have you played the current version? Can you provide specific text passages where this occurs?
    Galefury wrote: »
    So many weird items, it's overall a bit too much IMO.
    That's intentional to a certain extent. The Abyss is a weird place where, in my opinion, all the weird stuff accumulates.
    Galefury wrote: »
    Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
    That shouldn't happen. Do you have any specific examples?
  • Nymrod85Nymrod85 Member Posts: 31
    I'd assume that Vrock xp in AD&D has a lot to do with them being fliers who will attack with fly by attacks or at range (or get just within range of dance of ruin with their budies and wreck your party while you are busy with melee threats).
    Not that AD&D math is remotely balanced or even makes any sense.
  • AciferAcifer Member Posts: 327
    That is a very valid point. Now I'm considering giving the Vrocks an additional teleport without error ability and making them otherwise harder to justify the XP.
  • GalefuryGalefury Member Posts: 10
    Acifer wrote: »
    Galefury wrote: »
    Main character gender is not always taken into account in dialogues, often wrong pronouns were used for my female MC.
    Oh, that's relevant, as I assumed I had corrected the issue in the latest version. Have you played the current version? Can you provide specific text passages where this occurs?
    I'm still on version 2.4. I cant remember specific passages, but there were maybe 10 or so cases where pronouns were wrong.
    Acifer wrote: »
    Galefury wrote: »
    Too many non-special high quality drops in general, I think with demonic entities it would be fine to use undroppable items or make their stuff only usable by demons, or only work in the abyss (like drow stuff in the underdark).
    That shouldn't happen. Do you have any specific examples?
    Maybe this is a misunderstanding. What I meant is that there were in total very many generic enchanted items dropped by enemies, such as spear +2 from alufiends in the final escape sequence. Just one spear per enemy, but overall it was a lot, and they sell for quite a bit of money. I ended up with a lot of very valuable drops, and I thought that it would be better if most demonic enemies didn't drop their gear.


  • AciferAcifer Member Posts: 327
    Galefury wrote: »
    I cant remember specific passages, but there were maybe 10 or so cases where pronouns were wrong.
    All right, then I'll have to play the mod with a female character again soon.
    Galefury wrote: »
    Maybe this is a misunderstanding. What I meant is that there were in total very many generic enchanted items dropped by enemies, such as spear +2 from alufiends in the final escape sequence. Just one spear per enemy, but overall it was a lot, and they sell for quite a bit of money. I ended up with a lot of very valuable drops, and I thought that it would be better if most demonic enemies didn't drop their gear.
    I will mark these items as non-dropable with the next update.

  • Nymrod85Nymrod85 Member Posts: 31
    edited September 16
    Another thing to add that has to do with rule sets. In AD&D, weapon enhancement behaved really weird when it came to planar settings. The reason the module that served as inspiration for this mod had high quality weapons is that it was meant for a Material Plane campaign and a +2 Abyssal weapon loses all magical enhancement in the Prime since weapons lose power the further from their plane of origin you go (So Abyss, Astral, Prime is two steps far so loses +2)
    This was a moronic rule that was removed later on but the module was written with that in mind.
  • AciferAcifer Member Posts: 327
    Yes, and vice versa - the party's weapons should also receive a penalty while in the Abyss. For example, a +3 weapon would effectively become a +1 weapon. I thought long and hard about applying a -2 penalty to both THAC0 and damage directly to each player character while they are in the Abyss in order to simulate this effect.
  • GalefuryGalefury Member Posts: 10
    edited September 17
    I did a little digging, and found some instances of wrong pronouns (and two other typos). As I said this is version 2.4, not the most recent 2.5, so maybe you already fixed them.
    Not sure this refers to the PC, could also be the mage turned to stone: AC#W40_Samora.tra:@228 = ~Mortal thinks he's clever? Dretch laughs! Dretch crushes you, turns you to mud!~
    Not a pronoun, but other typo, Mayhap should be capitalized: AC#W47_Nalfeshnee.tra:@216 = ~This is your sole option. You must persuade Maretta that you are a fitting addition to her city. With a stroke of fortune, you may discover a means to manipulate the town's fiery ovens, leading you to Waukeen's prison. mayhap by then, I'll have located the Vrock Clyddis again, and he can lend us aid after all.~
    after he dispatched: Goldspire_Main_Dialogues.tra:@304 = ~You understand all too well. Shall I read to you again the letter that you penned to Gildaar, the priest of Cyric? <CHARNAME> was so kind as to bring it to me after he dispatched Gildaar.~
    from his home plane: AC#W40_Samora.tra:44:@43 = ~You have to believe me, ladies! I have been tracing <PRO_HIMHER> all the way from his home plane to this place, and <PRO_HESHE> harbors entirely evil intentions!~
    have him brought: AC#W40_Samora.tra:54:@53 = ~You should arrest the <PRO_RACE> immediately and have him brought to justice by your mistress Maretta, the mistress of this city!~
    offer you his soul: AC#W44_Counting_House_Maretta.tra:300:@299 = ~Mistress of Samora, I brought you news of <CHARNAME>'s sinister intentions, and offer you his soul as a gift. I truly deserve a reward, not a punishment!~
    

    I used the following powershell command (shift+rightclick into Godcall\language\english folder, then choose "open powershell console") to get a list of lines that refer to the main character in some way, as well as using a male pronoun. This wont catch everything obviously, but at least I found some instances. And obviously it gives a lot of false positives, which I have already filtered out in my list above.
    Select-String -Path .\* -Pattern '((<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>).*\b(he|him|his)\b)|(\b(he|him|his)\b.*(<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>))'
    
  • GalefuryGalefury Member Posts: 10
    edited September 17
    I did a little digging and found some cases of wrong pronouns (and one other typo). These are in version 2.4, not the most recent 2.5, so maybe you already fixed them.
    Not sure this refers to the PC, could also be the mage turned to stone: AC#W40_Samora.tra:@228 = ~Mortal thinks he's clever? Dretch laughs! Dretch crushes you, turns you to mud!~
    Not a pronoun, but other typo, Mayhap should be capitalized: AC#W47_Nalfeshnee.tra:@216 = ~This is your sole option. You must persuade Maretta that you are a fitting addition to her city. With a stroke of fortune, you may discover a means to manipulate the town's fiery ovens, leading you to Waukeen's prison. mayhap by then, I'll have located the Vrock Clyddis again, and he can lend us aid after all.~
    after he dispatched: Goldspire_Main_Dialogues.tra:@304 = ~You understand all too well. Shall I read to you again the letter that you penned to Gildaar, the priest of Cyric? <CHARNAME> was so kind as to bring it to me after he dispatched Gildaar.~
    from his home plane: AC#W40_Samora.tra:44:@43 = ~You have to believe me, ladies! I have been tracing <PRO_HIMHER> all the way from his home plane to this place, and <PRO_HESHE> harbors entirely evil intentions!~
    have him brought: AC#W40_Samora.tra:54:@53 = ~You should arrest the <PRO_RACE> immediately and have him brought to justice by your mistress Maretta, the mistress of this city!~
    offer you his soul: AC#W44_Counting_House_Maretta.tra:300:@299 = ~Mistress of Samora, I brought you news of <CHARNAME>'s sinister intentions, and offer you his soul as a gift. I truly deserve a reward, not a punishment!~
    

    To find these, I used a powershell command to search the translation text files for lines referring to the main character (any that use something like <CHARNAME>) as well as use male pronouns:
    Select-String -Path .\* -Pattern '((<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>).*\b(he|him|his|He|Him|His)\b)|(\b(he|him|his|He|Him|His)\b.*(<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>))'
    
    To use it, you just need to shift+rightclick into a folder like Godcall\language\english, then choose "Open PowerShell window here", then paste the command. Of course it does not catch every case, and it gives a lot of false positives, but it's much easier than reading through everything. It should also be possible to adapt to other languages.
  • GalefuryGalefury Member Posts: 10
    I did some digging and found some cases of wrong pronouns, and also one other typo. These are in version 2.4, not the most recent 2.5, so maybe you already fixed them.
    Not sure this refers to the player, could also be the mage turned to stone: AC#W40_Samora.tra:@228 = ~Mortal thinks he's clever? Dretch laughs! Dretch crushes you, turns you to mud!~
    Not a pronoun, but other typo, Mayhap should be capitalized: AC#W47_Nalfeshnee.tra:@216 = ~This is your sole option. You must persuade Maretta that you are a fitting addition to her city. With a stroke of fortune, you may discover a means to manipulate the town's fiery ovens, leading you to Waukeen's prison. mayhap by then, I'll have located the Vrock Clyddis again, and he can lend us aid after all.~
    after he dispatched: Goldspire_Main_Dialogues.tra:@304 = ~You understand all too well. Shall I read to you again the letter that you penned to Gildaar, the priest of Cyric? <CHARNAME> was so kind as to bring it to me after he dispatched Gildaar.~
    from his home plane: AC#W40_Samora.tra:44:@43 = ~You have to believe me, ladies! I have been tracing <PRO_HIMHER> all the way from his home plane to this place, and <PRO_HESHE> harbors entirely evil intentions!~
    have him brought: AC#W40_Samora.tra:54:@53 = ~You should arrest the <PRO_RACE> immediately and have him brought to justice by your mistress Maretta, the mistress of this city!~
    offer you his soul: AC#W44_Counting_House_Maretta.tra:300:@299 = ~Mistress of Samora, I brought you news of <CHARNAME>'s sinister intentions, and offer you his soul as a gift. I truly deserve a reward, not a punishment!~
    

    To find these, I used the following powershell command to search the translation files for lines that refer to the character (any that contain something like <CHARNAME>) as well as use male pronouns.
    Select-String -Path .\* -Pattern '((<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>).*\b(he|him|his)\b)|(\b(he|him|his)\b.*(<RACE>|<PRO_RACE>|<CHARNAME>|<PRO_HESHE>|<PRO_HIMHER>|<PRO_HISHER>))'
    
    To use it, go to a folder like Godcall\language\english, shift+rightclick into the empty space, then choose the open PowerShell options. There you can just paste the command. It obviously wont catch every case, and it gives a lot of false positives, but it's much easier than reading through all text.
  • AciferAcifer Member Posts: 327
    That's super helpful! Thank you very much for your efforts and assistance! I’ll include the changes with the next update of the mod. :)
  • cddscdds Member Posts: 81
    edited September 19
    I hope i don't step on the toes of other mod authors too much when i say: this mod is, at least so far, the pinnacle of IE modding. From the gorgeous custom art, the amazing encounter design, the grand scope, the seamless integration and just the sheer creativity at display... Call of the Lost Goddess is simply a masterpiece. If Beamdog had released this as paid BG2EE DLC, i believe the feedback would have been utterly positive (certainly better than the feedback SoD got at release). Your projects over the last few years have set a new standart Acifer, with CotLG being the crown jewel of the bunch IMHO, and i cannot wait what you will be cooking up next with other projects in your pipeline that you have already teasered.
    Post edited by cdds on
  • AciferAcifer Member Posts: 327
    Thank you so much for your kind words! Hearing that Call of the Lost Goddess gave you such a great experience really means a lot to me.
    Your comment is a huge motivation boost and makes all the late nights and long hours worth it. I’m excited to keep working on the next projects - and I hope they will live up to your expectations!
  • EinzenauerEinzenauer Member Posts: 14
    Acifer wrote: »
    If you really entered the correct name and the cre file does not exist, you have unfortunately messed up your installation.

    A fresh install of the mod solved it smoothly.

    Thqnk you again, not only for the support, and for the amazing quality of work.

    It is the least the community could reward you with.

    Lookong forward to see the future content!

  • AciferAcifer Member Posts: 327
    Thank you! I'm glad it worked and you enjoyed the mod!
  • EinzenauerEinzenauer Member Posts: 14
    edited October 2
    Would just like to ask about a curios situation, but I'm not sure it is related to the mod :
    I was in the sewers under Copper Coronet, where Lilarcor is located, and I found an entrance to a catacombs. Following up I found a room with several traps and mobs, and I found myself in a room with some description hinting to this mod, but I'm not 100% sure. I kind got stuck in where a description arises " wait charname let me speak to this creature. you there! tell us the name of the head of your church, and we will consider releasing you". But then nothing happens. Am I missing anything in here?
  • AciferAcifer Member Posts: 327
    Weird. That has nothing to do with the mod.
  • EinzenauerEinzenauer Member Posts: 14
    Acifer wrote: »
    Weird. That has nothing to do with the mod.

    Thanks for the info, probably something in the installation order messed up the description.
    Thanks again
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