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jastey

Endless BG1 - A Mod for BG:EE, BG:SoD, BGT, and EET!

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@subtledoctor Oh, that *is* a good explanation why he would be interested in the sword, indeed. Now I'm a bit less upset why SoD introduced a story that kind of contradicts what the Djinni in ID tells about how the sword came to be there.

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9 minutes ago, subtledoctor said:

FWIW I think the fluff in BG2 - that the sword was bound to Sarevok personally, and lost much of its power when he died - is actually pretty good.  It explains why stupid munchkiny BG2 doesn't drops stupid munchkiny gear on you at the literal beginning of the game; and it explains why...

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...Irenicus buys the sword from Korlasz after BG1 - of course Irenicus wants to study something that was bound to the soul of a Bhaalspawn!

Dropping a greatsword +5 in Chateau Irenicus would undermine both gameplay and the game's story, IMHO

The problem is that the fluff you are referring to is actually fluff from another mod, not from the main game. 😛

But I sadly agree about what you wrote later. 

 

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6 hours ago, jastey said:

If you mean the Chaos Sword from BGII, BGTTweaks inserst it into BG1 as Sarevok's loot (that's why I made the sword an own optional component). Also, @Lauriel's mod will make Sarevok drop it as far as I know.

I drop the BG2 version because he's already dead so it's lost a lot of it's power.  It's nothing overly special...+2 I think and drains HPs IIRC.  And it gets confiscated immediately anyway, so it really doesn't matter which version I put in the loot.  I could put in the most over-powered godly sword evah and you'd just watch it walk away.  That would be painful!  LOL

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Hi! Just finished BG1 inside an EET run, I'm experimenting this mod (v2.0) right now and I have to say, it works like a charm. Got all the components, and they all do their job. Love it. There was a small hiccup when the game crashed right after the transition to Sod, at the end of the intro video, but it happened the first time only. I tried again twice, and it worked smoothly. Now I can freely go finish a few things (got NtotSc to tackle and Durlag's tower) without the chapter 7 pressure and flaming fist tools chasing my ass. Thank you @jastey for your splendid work. (and not just for this mod, that goes without saying).

There are a few small things I would like to point out.

1) A few typos:

Liia.dlg, state 18: "dept" should be "debt". Also, I think "is" should be "was".

Spoiler

Who would have thought that he is such an evil conspirator! And we nearly made him Duke... You saved us all, and we are in your dept, <CHARNAME>, Hero of Baldur's Gate! You deserve the title.

 

C#stsrv1.dlg: "verything" should be "everything"

Spoiler

Welcome, Hero of Baldur's Gate! This room will serve as your residence as long as you will stay in the city. I prepared everything and hope you will find it to your pleasing! The Dukes want me to tell you that the chest on the far left of the room will be your personal one, and everything you will put inside shall stay there as long as you take residence here. We cleared out the chests and moved verything downstairs, but if we left things in feel free to stock up your supplies with them. Have a good stay and thank you for saving the city!

 

C#strfg1.dlg: two typos about the same word, and one suggestion.

"save" should be "safe",

Spoiler

We travelled all the way here from High Moor because they burnt down our farms. Who they are we do not know, only that they are still out there, and their number is growing. Will Baldur's Gate help us? We never came this far into the south, but we do not feel save outside a big city.

Spoiler

So many angry men, and they destroy everything in their wake. I really hope we are save here in the south.

I feel that a word is missing here: My suggestions are "what" or "all the".

Spoiler

They asked us to join them, and then they started rampaging and killing... We fled with (.......) little property we could carry.

 

2) In my game after killing Sarevok there is a noblewoman (nobw5.cre) in the ducal palace 1st floor who's clearly a 'leftover' from the coronation ceremony, and still goes on happily about how cute Sarevok is, and how peasant I am. Should be removed, or maybe the dialog replaced with one of the 'ohmygod can't believe that charming Sarevok fellow was so eeeevil'

3) Maybe it's not related to this mod: I rested in the palace third floor, then as soon as I came down Liia Jannath cast teleport field. Kinda weird.

*nitpick mode on*

I feel the 'hero of Baldur's gate' ceremony cutscene taken from Sod is a little out of place. Not only it feels weird to speak with the dukes, having the ceremony, then resuming the conversation like nothing happened, but you also have Elminster walking up to Charname and literally saying 'they want to keep things quiet' a few moments before the ceremony starts.

*nitpick mode off*

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@Blash2 Thanks!

@Gwaihir Your post somehow slipped my attention! Thank you for the kind words and the feedback!

Thanks for the corrections, noted.

Hm, with the SoD ceremony - EBG1 (for SoD) is inspired of how the PC's situation in BG city is presented at the beginning of SoD, and I get the "Hero of Baldur's Gate" vibe that SoD pushes tremendously (so the PC can "fall" even deeper at the end I suppose). That would be my excuse for inserting the "Hero of BG" ceremony for SoD/EET. I made it really, really short because I didn't want it to become something annoying (cutscenes tend to annoy me after having played them several times, EE be blessed for making them skipable.) The reason that the dialogue just proceeds afterwards with the Dukes is because for BG:EE+BGT the ceremony is not included. So it *is* right in the middle of the dialogue.

And Elminster - well, he can't know *everything* now, can he? :p But yeah I agree that the ceremony doesn't fit with the original game Elminster's speech. (Which, if I would be nitpicky, would be SoD to blame for, though.)

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Attract the modder's attention to the unnoticed bug report with a casual comment: done 🤣

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@jastey Thank you so much! This mod is just perfect, it adds what I always wanted and then tops it off with stuff I didn't even know I wanted!

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On 4/18/2020 at 11:03 AM, Blash2 said:

Attract the modder's attention to the unnoticed bug report with a casual comment: done

🤣 Thank you bro

 

On 4/17/2020 at 11:08 AM, jastey said:

Hm, with the SoD ceremony - EBG1 (for SoD) is inspired of how the PC's situation in BG city is presented at the beginning of SoD, and I get the "Hero of Baldur's Gate" vibe that SoD pushes tremendously (so the PC can "fall" even deeper at the end I suppose). That would be my excuse for inserting the "Hero of BG" ceremony for SoD/EET. I made it really, really short because I didn't want it to become something annoying (cutscenes tend to annoy me after having played them several times, EE be blessed for making them skipable.) The reason that the dialogue just proceeds afterwards with the Dukes is because for BG:EE+BGT the ceremony is not included. So it *is* right in the middle of the dialogue.

Makes sense. What would be ideal imho, is making the ceremony optional: After the dukes congratulate with the hero (totaly fine in sying 'hero' between them), have someone (a servant or a guard) coming in and saying something like "the people is gathering in the streets, after all the mess with the iron throne, dopplegangers and sarevok they demand an explanation". At that point, the player should have the choice of going out and explaining everything, either humbly("we are the group that stopped Sarevok") or taking all the glory for him/herself ("I am a hero, bask in my awsomeness!"); or, just select a dialogue like this: "I agree with the dukes, this should be kept quiet, Mr. Belt can explain everything to the crowd" and that dialogue should not trigger the ceremony cutscene.

I don't know anything about dialogues though, so don't know if this would be too difficult to implement. It's just a thought, the mod does what it says and it is awesome. 🤟

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Thanks for the feedback! It wouldn't be too difficult to implement, but it would contradict the "hooray hero!" start of SoD and it would also mean I'd have to disable the "PC's a hero" dialogues from the people in the city (they do hear about the PC saving the Dukes though). So I'm not sure I'll change it but I'll keep it in mind. Maybe I could make the hero cutscene another optional component. I'm not sure though. Thanks for the kind words!

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EBG1 updates to v3!

Thank you @Lauriel for proof reading!

Version 3 comes with a proof read English version, a new component "Skip Thieves Maze once after Sarevok's Death", a splitted component "Short Public Hero Tribute" (formerly content of "More Flavor to Hero of Baldur's Gate"), more improvements for several components, and full compatibility with bg1re's Duke Eltan + Scar's Return quest!

Changes:

-English version proof read by Lauriel
-new component: "Skip Thieves Maze once after Sarevok's Death"
-new component "Short Public Hero Tribute" splitted from "More Flavor to Hero of Baldur's Gate"
-"Main component": upon transition to SoD, Duke Belt will not only tell the PC to follow him but also mention that the PC will seek out the last of Sarevok's followers; all nobles from coronation ceremony should be gone after Sarevok's death (added DestroySelf() to sarrun.bcs); quicker Fade To Black upon transition to SoD.
-"Sarevok's Sword": Sword will be removed from PC's chest and inventory upon transition to SoD to simulate the theft; journal entries get properly applied to journal (EE); additional journal entries when PC hears about the stolen sword (SoD/EET) and when it is found in Irenicus Dungeon (BGT/EET).
-"Duke Eltan is in the Palace": added full compatibility with bg1re's bonus quest "Scar's Return" (bg1re v3.0 or higher).
-corrected component descriptions for BGT (1st & 2nd component).
-added DESIGNATED and LABEL taggs.

 

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Welcome!  Hope I did a good enough job.

I'll go through your code changes to see how it affects Transitions when I have a little time.  But thank you in advance for the DESIGNATED tags.  It was impossible for me to include/exclude certain components since I couldn't tell which number of Endless component to check, so I was just going to skip them entirely, like the treasurer.  Now I can scoop him into Transitions if Endless isn't already loaded.  Thank you!  Much appreciated. :)

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Let me know if you want me to point out some things.

And yeah, I get crazy with my own mods with lots of components without DESIGNATED tags.

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Hello jastey!

I'm interested in this modification of yours and I plan to use it whenever I'm going to play my BGT game again (2020...2021...2022... Who knows? 😅) and I have a couple of suggestions:

1) SCS's improved End-of-BG1 Final Battle SCS's component (which I personally use) removes the traps from the Undercity Temple so I was wondering if you could account for that in your "Flaming Fist Healer come into Undercity Temple" so that there won't be a scout offering to remove traps.

This is the relevant .tp2 code from SCS:

Quote

 

///////////////////////////////////////////////////////////////////////////////
///  Improved C7 end-battle
///////////////////////////////////////////////////////////////////////////////

BEGIN @20047 DESIGNATED 7250 GROUP @16056
REQUIRE_PREDICATE !GAME_IS iwdee @50009
REQUIRE_COMPONENT "setup-stratagems.tp2" 5900 @16025
REQUIRE_PREDICATE GAME_IS ~bgt tutu tutu_totsc bgee eet~ @16001

LAF run STR_VAR file=sarevok location=sarevok END

 

2) About "Sarevok's Sword": there is a similar component for BGT in BGT Tweaks called "Put Sword of Chaos +2 in Sarevok's inventory" (component 27) which I used to install. Would it be possible to account for that component so that the sword you find using "Sarevok's Sword" will be that one? I like the idea that it will later on be stolen but I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok (especially considering "Sarevok's Unique Items" go completely the other way by allowing you to use both his armor and helmet)

Thanks!

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