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Problems at the Silvershield Estate


Guest PetrusOctavianus

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Guest PetrusOctavianus

I originally posted the below message at the UB forum over at the Pocketplane, but I think some of the issues may be BG1 NPC Project related, especially the part about warning Skie's parents about Eldoth's plans.

 

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I recruited Kagain and did the caravan quest without problems and got the finula from the body of Entar Silvershield's body.

 

Later Kagain gets killed, by Gibberlings. Two of them rolled 18 and 19 before I could say Healing Potion. A sad end for Kagain...

 

In Cloakwood we met Eldoth who told us about his plans for Skie and someone (Ajantis, I think) says we should warn Entar about it. This is probably from BG1 NPC Project, but I thought I'd mention it in case there may be a conflict.

 

So finally arrive at the Silvershield Estate at Baldur's Gate and now the problems start:

1. The door is locked, so my Lawful Good party has to resort to lockpicking. I'm roleplaying that we are actually knocking on the door, but it would be nice it the door was unlocked or the gardener could unlock it for us after stating we have urgent business with the Silvershield family.

 

2. We have to lie to the Servants. No option to tell why we're really there.

Talking to a guard works however and he send us to Brilla (she should have a last bame IMO) and we are able to complete the quest.

But why send to to the dead boy's step-mother when the father is in the house.

 

3. Talking to Entar Silvershield makes him summon the guards and then he leaves. No option to talk to him about either his dead son or his daughter who's in danger.

 

4. Talking to Skie has four options, but all of them results in the airhead calling for the guards. Again, no option to tell her about her brother.

 

5. May have nothing to do with UB, but there is a guy called Jessup in the kitchen, right next to Skie's room, who "has nothing to say".

 

Does Kagain's absence from the party matter?

 

Anyway, I'm glad I was *finally* able to return the fibula and get some closure of the whole Caravan quest.

 

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WeiduLog:

 

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~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v8 pre 9
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// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter
// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt
// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward
// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home
// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter
// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric
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// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant
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// Recently Uninstalled: ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations
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Guest PetrusOctavianus
Well there are some conflicting components between the two, but I think that's documented in the Tutu install order thread too. Are you following that?

 

Followed to the letter. ;-)

But I had to manually rebuild my WeiduLog when reinstalling the Sirines Call, and some components of UB were not re-installed (but I re-installed them later).

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Guest PetrusOctavianus
But I had to manually rebuild my WeiduLog
What does this mean? You edited it manually? That can't be good...

 

I used an older WeiduLog that I had posted in a message and then pasted in the mods I had added later. It worked fine, with no error messages, except I overlooked some UB components.

 

Let's say you want to install a quest mod, like Sirines Call, to an existing game. Isn't it better to paste the "~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v8 pre 9" line into the appropriate place (according to the Tutu Mod Compatibility and Order of Install guide) in the WeiduLog, instead of installing it last?

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Let's say you want to install a quest mod, like Sirines Call, to an existing game. Isn't it better to paste the "~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v8 pre 9" line into the appropriate place (according to the Tutu Mod Compatibility and Order of Install guide) in the WeiduLog, instead of installing it last?
Eh... not that I know of. It's never a good idea to manually mess with the log, since it's something WeiDU generates automatically. If you want to install a new quest mod into an existing game, you're better off installing it last, and hoping you didn't miss anything if you're using a saved game that's already hit any areas where that mod adds stuff.

 

The builds that jastey's working on should be compatible enough that it doesn't matter too much if you install it last (I'm pretty sure anyway that she's not overwriting files or anything like that).

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Later Kagain gets killed, by Gibberlings. Two of them rolled 18 and 19 before I could say Healing Potion. A sad end for Kagain...
Yep - no problems, the party can finish the quest without him.

 

In Cloakwood we met Eldoth who told us about his plans for Skie and someone (Ajantis, I think) says we should warn Entar about it. This is probably from BG1 NPC Project, but I thought I'd mention it in case there may be a conflict.

Yep - Ajantis is a goody-two-shoes Tin Can, and doesn't know Entar is a bad dude, so his natural distrust of slippery-bard-thief types means he tries to comment to do the right thing (hey - he is a game character. He doesn't know that you don't get to tell Entar in the vanilla game - or even see him 'til close to the end of the whole game :) )

 

 

So finally arrive at the Silvershield Estate at Baldur's Gate and now the problems start:

1. The door is locked, so my Lawful Good party has to resort to lockpicking. I'm roleplaying that we are actually knocking on the door, but it would be nice it the door was unlocked or the gardener could unlock it for us after stating we have urgent business with the Silvershield family.

Hmm - I don't remember this, but I will check.

 

2. We have to lie to the Servants. No option to tell why we're really there.

Talking to a guard works however and he send us to Brilla (she should have a last bame IMO) and we are able to complete the quest.

But why send to to the dead boy's step-mother when the father is in the house.

yep - vanilla game behavior. Our sole deal is to get the initial guard to come over and say "ok, this is a special situation - go see brilla".

 

3. Talking to Entar Silvershield makes him summon the guards and then he leaves. No option to talk to him about either his dead son or his daughter who's in danger.

Entar being there is all UB - we don't do anything - but actually, it is consistent with the plot. He doesn't give a hoot about such things, and has plot reasons for being very wary of <CHARNAME>... just roleplay that you are the equivalent of the movie hero who is held back by security as a bad guy when you are really the good guy (I play this way with Entar added back from UB.)

 

4. Talking to Skie has four options, but all of them results in the airhead calling for the guards. Again, no option to tell her about her brother.
Hmmm. Well, that one I leave up to others. I can't remember - can you recruit Skie without Eldoth? for calling guards instead of brother, well, dude - a heavily armed party of misfits has ignored the guard's directions and is walking about the mansion, invading young woman's bedrooms. Dunno, but I think Skie has the right idea here - yell help, and run like hades while the guards distract you. Heck, if the girl was smart, she'd toss a pre-made defensive Web on you, and run straight for the City Watch!!!

 

5. May have nothing to do with UB, but there is a guy called Jessup in the kitchen, right next to Skie's room, who "has nothing to say".

We add him, but you only get to talk to him if Skie is in the party.

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