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

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  • lunarlunar Member Posts: 3,469
    .
    Acifer wrote: »
    I did most of the testing for this mod on my iPad (game version 2.5). The only issue is that custom music tracks won't play on the iPad, and I haven't been able to figure out why. Otherwise it should work as intended.

    Oh that's so good to know! I transferred the music folder to ipad also, but I am not sure if they play or not. I am an avid mod player, tried all of the old and legacy quest mods, but these new generation mods are cut from a different cloth: production values are sky high! They are just wonderful, I thank you for all of your hard work.

  • AciferAcifer Member Posts: 425
    Adding the music folder is absolutely correct, however, the tracks won't play. I suspect that the iOS version uses another audio format and can't play the 22kHz ogg tracks from the PC version.
    But that's just a minor inconvenience.
    lunar wrote: »
    these new generation mods are cut from a different cloth: production values are sky high! They are just wonderful, I thank you for all of your hard work.

    Thank you very much! I am glad you enjoyed these mods.

  • argent77argent77 Member Posts: 3,634
    Acifer wrote: »
    Adding the music folder is absolutely correct, however, the tracks won't play. I suspect that the iOS version uses another audio format and can't play the 22kHz ogg tracks from the PC version.

    Unless that was changed in the most recent mod version the new soundtracks are all ACM-encoded.
  • AciferAcifer Member Posts: 425
    Yes, that's correct. Everything runs fine on the PC version, but custom music doesn't work on iOS, regardless of whether I provide it as 22kHz acm files or as ogg files that I have renamed as acm files.
  • RayCatRayCat Member Posts: 51
    Those new monsters look amazing, will definitely add to the suspense of exploring a new area
  • eamoneamon Member Posts: 64
    in amkethran is another priest of waukeen who doesnt recognize her being rescued :)
  • AciferAcifer Member Posts: 425
    eamon wrote: »
    in amkethran is another priest of waukeen who doesnt recognize her being rescued :)
    Good catch! I will try to add his dialogue in one of the next updates.
    RayCat wrote: »
    Those new monsters look amazing, will definitely add to the suspense of exploring a new area
    Thank you very much! Some of them aren't perfect yet, but they're a solid foundation, and I plan to keep improving the animations with the next updates of the mod.
  • p6kockap6kocka Member Posts: 119
    Hello and thank you for the mod. I see I have to start a new game. I have a save from the very beginning of Shadows of Amn EET (in the very first dungeon with my party beiing in the cage. Does this count as a new game for this mod to be working please?
  • AciferAcifer Member Posts: 425
    You’ll need to start a completely new game, as mods that add areas to the world map can’t be installed mid-game. That’s an engine limitation- any change to the world map requires a fresh start from the character creation screen.
  • AciferAcifer Member Posts: 425
    The mod has been updated to version 2.6 and now includes a Brazilian Portuguese translation by dextermorgan - thank you very much!

    Changelog version 2.6:
    • added Brazilian Portuguese translation by dextermorgan, thank you very much!
    • updated Spanish translation by @ElGamerViejuno  - thank you very much!
    • added small crossmod content to my next mod

    I will address the other issues mentioned in a further update. First of all, I wanted to make sure that the latest language version had been included.
  • FFFFFF0FFFFFF0 Member Posts: 17
    Hi Acifer, a small thing: when I got the pentacle amulet the first time, I talk to Margrog about it before returning it to Maretta, and he said we didn't have enough information at the time so it's better to return it to Maretta for now. After that, I was summon to him but he then said "you seem to require a special amulet in the shape of a pentacle to activate this fiery oven." and "I don't know anything about that. But it's a possibility! Do you still have the pentacle?" He seems completely unaware of what he said earlier, so I thought it might be nice if these lines could be made more consistent
  • AciferAcifer Member Posts: 425
    Oh, that's good to know! That's the hardest part of the mod to code because there are so many different variations to take into account, so I'm very grateful for this feedback!
  • roshanroshan Member Posts: 57
    Hi, I wanted to report possible oversights in the armor design - the Tarterian Dragon Scale is not stackable with items of protection, which makes me think this mod wants to play by base game BG2 rules, but there are other armors introduced in this mod like the Maggot Hide which are stackable - are the magic armors that stack with items of protection oversights?
  • AciferAcifer Member Posts: 425
    You're absolutely right, these armors shouldn't be stackable either. I'll fix this in the next update.
  • ratamoratamo Member Posts: 24
    edited March 31
    Hi, thank you for the mod, it seems great this far. However I am stuck:
    I completed the challenges in the Chamber of Temptations and I was teleported to the island in the middle of the room. I don't know what to do now. There seems to be a green glowing portal, but I cannot enter, the mouse cursor does not change to "go in" or "move to another map". There is nothing to interact with. What am I missing?
    o2ec9gt2kptb.png

    Thank you!

    EDIT: Never mind, I finally noticed what I was missing! I'll keep playing!
  • dunehunterdunehunter Member Posts: 31
    edited May 30
    eamon wrote: »
    on the other forum i once already commented about item balancing and wanna get back to that here again since i dont have an account on g3:

    i asked if you could make some items more powerful or more standing out, i totally forgot about the maggot hide.
    id make a strong case that this armor is beyond broken since adding more physical resistance is just an easier way to get 100% physical dmg reduction which you couldnt before. can you town it down to something like 10%? the way it is rn i cant even use it because it feels to strong.. (or give it only to classes that cant cast armor of faith or give it an actual downside, reducing max hp while making ppl immunte to dmg doesnt really cut it imo)

    (this still just being a small suggestion, i really enjoy your mod as it is and this would be really fine nitpicking as i can easily just sell the item and dont mind it or edit it myself for my own installation)

    @Acifer Finished the mod, amazing in general, as to myself I didn't install a lot mods that grant overpowered items, the most items introduce in this mod feels balanced and I agree with eamon that the Maggot Hide feels a bit too good because it can stack with items like Defender of Easthaven, Barb resistance or Armor of Faith, and later Hardiness and becomes totally immune to phy damage. So please tune down the resistance to like 10% otherwise it feels too strong.

    Another item I wanna mention is the Fed-on-Blood shield, this one has a cool concept of making a shield tank more offensive, but the 25% hitpoint threshold make it too easy to be killed, something like power word kill or stun can easily destroy it. Would be nice if this threshold be increased to 50%.
    Post edited by dunehunter on
  • AciferAcifer Member Posts: 425
    @dunehunter : Thanks for the feedback, I have added Fed-On-Blood to my todo-list for the next update.
  • AciferAcifer Member Posts: 425
    The mod updates to v2.9 with a Polish translation by my_summertime

    This update does not contain any fixes, but a new translation and a new workaround that allows the chosen language to be displayed during the installation process.

    changelog version 2.9
    - added Polish translation by my_summertime, thank you very much!
    - Add installation instructions for Call Of The Lost Goddess
    - Added new entries for mod installation instructions and requirements.
    - Update setup-godcall.tra with mod Details
  • shevy123456shevy123456 Member Posts: 539
    I just had a fun encounter here - so in Tactics Remix, there is an
    acid using guy called Kuroisan or something along those lines. I
    went to the city where the main quest begins (for the Lost Goddess
    mod), e. g. the portal there, but the city or place before - the one
    we first access from the main map.

    Kuroisan attacked my party. Interestingly enough, there are about 2 or
    more guards at the gate/entrance; one of those guards appeared to
    fight against Kuroisan, but the other guy on the lower bottom
    right area, was just standing still, doing nothing at all other
    than watching Kuroisan slaughter the party (Kuroisan also does some
    acid group damage effect; not sure if any of the merchant was
    affected or not though). I would reason that guards should
    assist the party and attack Kuroisan as well - this is the default
    behaviour when Kuroisan shows up in the main city Athkatla. The
    guards attack him.

    This may not be worth to fix it since it is such a special condition
    anyway and will most likely not trigger for about 99.8% of the
    players. It did make me wonder what would happen if the guards
    are attacked by the party though. The lazy guard on the bottom
    right, I'd fire right away - he is not worth any payment by the city
    (or, that hideout; it is probably not a city since it has only a few
    merchants) since he just stands by idle and watches the fight.
  • SourSour Member Posts: 186
    edited August 8
    I recently played through COTLG and figured I'd leave my opinions here. (SPOILERS BELOW)

    I've been playing the Baldur's Gate games since they first released over 25 years ago. I avoided the mod community for a while because I felt that the base game had plenty of NPC's, Items, quests, ect. Over time I eventually started using mechanical mods like SCS and EET to make the game more challenging and consistent throughout the experience.

    With time, Beamdog introduced new mod tools and freeware like BLENDER became well documented and widely used. The mod community has also went through a transformation with the help of community members like Argent77, Bubb, Camdawg, ect. who have provided the community with valuable insight and custom tools like "EEEX" and "near infinity".

    These days, the only mods that interest me beyond mechanical mods that change the mechanics of the game would be content mods like COTLG because this newer brew of mods is starting to catch up with the Bioware content from the originals. Content mods have new areas to explore and new stories to be told with new quests to take on so it makes sense to have new characters and items in these expansions of the game.

    I try to avoid mods that I think are a poor fit for the base game in terms of content or quality but I usually review mods that I have tried even if I don't like them. I try to be honest even though I don't like being negative towards mod makers who have taken their time to provide free content for the community. Sometimes honest feedback is the only way forward.

    Acifer's mods are pretty easy to review for me because they have been consistently good in my experience. Content mods require more effort, technical knowledge, and a more critical eye towards the game if they are to be of good quality. Large content mods like COTLG have many systems that need balanced regarding the challenge of the gameplay, story integration, item balance, art quality, lore, and economic balance within the game. For these reasons, it's impressive to see a large scale mod like COTLG maintain a high level of quality despite it's size.

    COTLG is a side quest with it's own isolated story line. I've seen mods like "Black Hearts" add story to strengthen the main storyline of the game and I've also seen content mods like "SOTSC" strengthen gameplay by adding mini quests to main areas of the game. Each approach has it's own strengths and weaknesses. One thing that makes COTLG's side quest approach effective for the game is it's use of existing lore. Waukeen is directly tied to the city of Athkatla and gamers see her name on the Promenade section of the map. Churches in the game worship her and her current predicament is directly tied to the "Time Of Troubles" which is connected to the main Bhaalspawn storyline. This gives the player the opportunity to see the inner workings of a church and it also allows them to get a better idea of what the "Time Of Troubles" was like for mortals and gods alike. Many gamers find the Abyss interesting but we only got a small pocket plane in TOB. Beamdog's SOD provided a small section of hellscape for a boss battle but COTLG finally brings a "slice of life" to the Abyss by adding the city of Samora. The mod does a good job of making the player feel elite and taking on a wild and dangerous adventure that winds through many portals and planes while still being relevant to the world as a whole.

    9p3Y636.jpeg

    Story- 4.5/5 Very Good (Interesting and well integrated)

    Art- 5/5 Great (Fantastic custom backdrops and character sprites that match Bioware's original work).

    Quest Design-4/5 Good ( Good interactions and integration of quest content. (Could benefit from more approach options when dealing with the various characters and quests within the mod but COTLG does provide some roleplaying in this area already). This mod could benefit from more branching dialogue options that allow you to get info in a more natural way instead of info dumps with walls of text.

    Gameplay 4.5/5 Very Good( New custom gameplay with new enemies. Good solid challenge that doesn't pull too far away from the base game in either direction.

    Item Balance 4/5 Good ( A surprising number of custom items that are interesting and don't break game balance).

    XP Balance 3.5/5 Above average for a large mod ( It needs to provide something substantial but doesn't feel like too much XP and can be balanced with XP adjustment mods if you are using COTLG with other large mods).

    Economic Balance 2.5/5 below average ( This quest is epic and the reward is fitting but it's undeniable that this will give the player a bunch of money that will break the economy of the base game. If this mod was designed and balanced to be played at higher level in the TOB section of the game then this wouldn't be a problem but this breaks all economic challenge in early SOA. Using SCS to increase the Shadow Thief help to 120,000 gold can help offset this problem).

    Music - No custom music but appropriate use of existing sound and music for environments.

    Bugs- I didn't experience any broken quests or crashes. I noticed some odd English from time to time.

    As of the time of writing this in 2026 I feel like this is probably the most developed mod I have ever played for Baldur's Gate. Black Hearts is my top pick for BG1EE and COTLG would be my top pick for BG2EE.

    Thanks for sharing it with the community, I will be installing it regularly when I play the game from now on.


    suczT5j.jpeg

    Overall I would give this mod an "A" rating. It's not perfect but it's at the top of the pile of available mods as of the time of writing this. It's a very large mod and doesn't slip up despite it's size. The quest is epic and the gameplay is challenging and fun. The content is very professional and kept me busy after work each day for a week. For reference, I played the game on Insane difficulty with SCS, double damage and all enemies have tripled hit points. My party was level 11-12. I played with a 40% XP reduction and only one of my characters went up a level during this quest. I started the mod with 6,000GP and ended it with 140,000 GP. I think the mod was balanced well in regards to gold rewards until you reach the war torn areas like the one pictured above. This is where the equipment could be hoarded and stored in Hexat's bag of holding and then sold for massive profits. Thanks to the SCS options for increased gold requirements, the gold wasn't a total killer but I would highly recommend these SCS options to users of this mod to keep the economy balanced as long as possible. Otherwise it's a great mod, one of the best that I have played.
    Post edited by Sour on
  • UlkeshUlkesh Member Posts: 367
    hello, Does the mod provide an evil (and worthwhile) ending?
  • ken13ken13 Member Posts: 12
    Sour wrote: »
    XP Balance 3.5/5 Above average for a large mod ( It needs to provide something substantial but doesn't feel like too much XP and can be balanced with XP adjustment mods if you are using COTLG with other large mods).

    Your review reminds me of a question I always want to ask. If playing all Acifer's BG2 quest mods, Dark Tidings, COTLG, TOTMG, Poisoned Pathways, what's the rough estimate for the total XP each person will gain in a 6-character party? I will use the XP reduction mod to control the character levels, so the late game in SOA doesn't become too easy.
  • SourSour Member Posts: 186
    I would say that Acifer's mods add about 500K experience to each character in a six person party. If you import after SOD then you will have another 350K extra so count on an extra 875K. Probably a reduction of 30% to 35% would work in a setup like that.

    I can't answer questions about an evil playthrough for COTLG because I used a good party but I did see options to be rude and encourage evil behavior. As a good character there were options to backstab various groups of demons because they are all out for themselves and backstabbing everyone anyway.
  • Nymrod85Nymrod85 Member Posts: 46
    It's a bit hard to play it evil in the Abyss.
  • atcDaveatcDave Member Posts: 2,971
    I think it is an issue with any adventure mod, they will add treasure and *experience* beyond what is otherwise in the game. That means there WILL be some issue with overpowering your character for other parts of the game. To some extent this is unavoidable.
    BUT, there are other tweaks one can make to deal with this. Like mods that lessen experience earned or increase the difficulty of the game.
    A thing to remember though, even the base game with no mods at all, if you play “completionist” style, you WILL be overpowered by the end. This simply means, on multiple playthroughs, you can vary difficulty by changing the order you do things. Those adventures you do early will be tougher than the ones you do later. I actually find this an enjoyable part of the game. You grow in power dramatically. Right out of Candlekeep a single wolf can destroy your party. By the end, you can mock dragons and demons.
    Much of that is just how AD&D works. I think Acifer does an outstanding job of not adding huge gobs of experience and treasure beyond what any number of the many side-quests would add anyway.

    As for an “evil” path, I don’t play evil I don’t know. But I would mention much of this adventure is set in the Abyss. My team is usually built around very good characters including paladin(s) and good clerics. The main setting *feels* dark and oppressive. I can *feel* how my team does not belong there. I would think it would feel very different if you are playing an evil crew to begin with. That may just come down to how you role play it. Although I think you can likely find a lot of trouble to get into that I would not!
  • UlkeshUlkesh Member Posts: 367
    edited August 15
    Acifer wrote: »
    James_M wrote: »
    Absolutely stunning mod! Everything is incredibly well done!
    Thank you very much! I'm glad you enjoyed mod!

    Regarding the two side quests mentioned - two spoilers below:
    Regarding Belthazaar, you should paint your blood on the wall (there is a trigger on the wall)
    The Tanar'ri-hunter is the Bebilith. If you have spared him, you can let him chase Margrog. If you killed the Bebilith you will not be able to complete this quest.

    Questions:

    1) I can't find the succubus that should be on the opposite side of Marella to free the guy from the soul selling.
    2) Is there any way you can make Mephisto join you?
    3) is there anywhere a lists of quest available?
    4) I couldn't find the insignia of that guy inside the tavern. Where is it ?
    5) What happens if you reveal that you are the saviour in the endgame? Do you get ambushed?
    6) What are the opportunities to betray the city? The abishai and the spider-hunter? Is there any other opportunity?
  • SourSour Member Posts: 186
    edited August 16
    SPOILERS BELOW
    1. I'm not sure what you are talking about on this one.
    2. Not that I am aware of
    3. Not that I am aware of
    4. If you leave the city via the south exit and go to next map. There is a combat encounter on the bottom right hand side of the map where his insignia is dropped.
    5. I don't know this one.
    6. You can save a paladin in the area south of the city and she will attack the city exit to the infinite stairs.
    Post edited by Sour on
  • AciferAcifer Member Posts: 425
    Ulkesh wrote: »
    1) I can't find the succubus that should be on the opposite side of Marella to free the guy from the soul selling.
    She's in the southern part of Samora. There's a map note: "Zhaevielle's House"


  • zelurkerzelurker Member Posts: 185
    Very good mod so far, but I have a problem with the gluttony demon, Gulda the boundless, I don't even understand what to do with him! He attacks with acid, and mirrors most attacks targeting him, I even succeeded to kill him once (because of poison) but the cave stays closed. I need a hint here...
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