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The Gorgon's Eye (Thieves Guild in Beregost Mod)


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Yeah I think the inns/taverns can be justified because it is a pretty major travel hub with lots of traders/travelers going through. The single map does make it seem small though so I get it. The City Watch I added is just a handful of Beregost Citizens who want to help police the town since the thieves have been more active. Looking at the wiki though, it says the town is actually protected by about 200 guards from the Temple, as well as the Flaming Fist. A lot more than I would have thought. Pretty neat actually. 

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I've updated this mod to version 4.0 adding some new quests and features.
 

Spoiler

The City Watch

In response to the escalating threat posed by the Gorgon’s Eye thieves guild, the residents of Beregost have established the City Watch. A new force, supported by the Flaming Fist, who patrol the streets to counter the guild's activities. Players who join the guild but find their activities not to their liking can now assist the City Watch in a raid against the guild's hideout.

New Quests

Ariosh: A substantial new storyline focusing on the darker aspects of street life in Beregost, coupled with the guild’s struggles against the City Watch. There is no possibility for a "good-alignment" redemption in its second half and therefore the latter is not mandatory to complete.

Rigaldo: Includes 2 new quests. The first is related to the guild's expansion in Nashkel, and the second involves a stolen tome from Candlekeep. Additionally, all of Rigaldo's earlier quests have been reworked for improvements.

Liedel: Three new bounties set in Baldur's Gate. 

New Areas

The Fighting Pits: A strategic expansion to the Gorgon's Eye hideout, the Fighting Pits serve as a small 1v1 arena where players can challenge themselves to ascend the ranks and ultimately claim the title of champion. This addition serves as an auxiliary enterprise for the guild, supplementing the existing casino and brothel operations, and further diversifying its revenue streams.

The Gorgon’s Den: An extended area of Meredia’s brothel within the Gorgon’s Eye hideout. It offers explicit adult content due to a result of me getting carried away with the writing, and trying to make the guild’s operations more interactive. I honestly wouldn't recommend using this feature. It's best viewed as a background element that enhances the atmosphere and allure within the clandestine underworld of a thieves’ guild.

The Black Markets: Accessible from the Baldur's Gate thieves guild, this hidden marketplace is exclusive to only those skilled in the art of thievery. It offers rare and exotic items, such as useable traps and stat rings. It’s also a hub of information where secrets are traded. The Thief Compendium books are now located here and sold by Naga, a priestess of Mask.

NPC Interjections

Over 100 interjections from various NPCs have been incorporated, adding over 500 lines of new dialog. Some include banter with other NPC's in the party.

Number of Interjections / Lines per NPC:

Imoen: 31 / 127
Garrick: 15 / 66
Jaheira: 10 / 54
Edwin: 8 / 68
Neera: 8 / 46
Shar-Teel: 8 / 29
Viconia: 6 / 19
Alora: 5 / 27
Skie: 4 / 23
Safana: 4 / 16
Kagain: 4 / 11
Ajantis: 3 / 7
Minsc: 2 / 10
Xzar: 2 / 9
Khalid: 2 / 3
Montaron: 2 / 2
Rasaad: 1 / 6
Dorn: 1 / 3
Xan: 1 / 1
Eldoth: 0 / 5

Enhanced Gameplay and Features

New portraits for all added NPCs.
New items.
Enhanced and extended dialogues.
Enhanced and extended item descriptions and journal entries.

Balancing and Fixes

Adjustments to the Shadow Thieves attack on Beregost.
Icon and item corrections.
Modifications to all Kerykeion weapons, now only +2 with fewer abilities.
Increased guild profit rewards based on risk levels.
Large monetary reward for siding with the Shadow Thieves.

In Progress (I need a break)

Two joinable NPC's, Liedel and Danika. Liedel is a bounty hunter with a special ability to create a unique trap once per day that's added into her inventory. Danika is going to be a new kit of either a thief or a thief/cleric involving the deity Mask in some fashion.
A third set of riddles from Zeda.
New exotic katana/wakizashi/ninjato weapons.
Voice work for some of the characters.

 

Edited by TotalMilk90
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17 hours ago, Trouveur80 said:

Thank you for this awesome mod !

Glad you like it, thank you!
 

14 hours ago, Isewein said:

That's an impressive amount of interjections! Can't wait to try it out.

Thanks! I really had a blast writing these, especially banter between Edwin/Alora and Imoen/Neera. It's actually made me want to create a banter pack for specific groups. At first I wanted to use more of the less common NPC's, but between never using them myself, and having no idea how to write for them, I just had no motivation.

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4 hours ago, paladin84 said:

Is this mod traified? I see some tra files, but there are many d files that have English lines.

The dialog was un-traified for this update since pretty much everything was rewritten from the ground up. It's easier for me to work this way so I plan on waiting until this mod is fully complete with fixes, revisions and planned additions before finalizing new traification.

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1 minute ago, TotalMilk90 said:

The dialog was un-traified for this update since pretty much everything was rewritten from the ground up. It's easier for me to work this way so I plan on waiting until this mod is fully complete with fixes, revisions and planned additions before finalizing new traification.

Ok, I will be waiting for the mod to be complete before starting translating it. Thank you for the great mod.

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6 minutes ago, paladin84 said:

Ok, I will be waiting for the mod to be complete before starting translating it. Thank you for the great mod.

Awesome, thank you! I appreciate your interest in translating. 

I released this update because I was losing motivation and needed a break, but for some reason releasing it actually motivated me to keep going. That being said, the next update will be a long ways off as I'm delving into larger things that I haven't experienced doing yet.

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Tried a new install updating from 4.0 to 4.1 and 4.1 appears to cause a failure with the following:

//ERROR: [PDIALOG.2da] -> [override/PDIALOG.2da] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_41_6%"))
//Stopping installation because of error.
//ERROR: [CAMPAIGN.2DA] -> [.../CAMPAIGN.2DA] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_41_6%"))
//Stopping installation because of error.
//ERROR Installing [EET end (last mod in install order) -> Standard installation], rolling back to previous state
//Will uninstall   1 files for [EET_end\EET_end.tp2] component 0.
//Uninstalled      1 files for [EET_end\EET_end.tp2] component 0.
//ERROR: Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_41_6%")
//PLEASE email the file Setup-EET_end.debug to K4thos (swit)
//Automatically Skipping [EET end (last mod in install order) -> Standard installation] because of error.
//Using Language [English]
//WARNING: unpausing installation will continue from next component.
//
//WARNING: EET_end:0 has encounter errors durring installation, exited with ExitCode = 2
//NOT INSTALLED DUE TO ERRORS EET end (last mod in install order) -> Standard installation

The identical install but using The Gorgon's Eye 4.0 rather than 4.1 finishes without error.

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Ah, I wasn’t aware that was an issue and would remove eet compatibility. Thanks for letting me know, I’ll fix it real quick and release another update as soon as I can.

It does add an instance of only 2 columns for h_liedec so I guess that’s the problem. It’s strange that you installed it fine with 4.0 though because it exists there too and wasn’t altered in 4.1.

In the meantime, Doc seems to have a good workaround where you can delete the line from the .2da. Alternatively, before installation you could delete or comment out the line in the mods tp2 file. It serves no purpose right now anyway and was just test/preparation for  later. 

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