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Trouveur80

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Posts posted by Trouveur80

  1. 21 minutes ago, Acifer said:

    Oh, that's a very good idea! I would leave it as it is for the next update, simply because I don't want to ask the dedicated translators, who have been waiting for months for their translation to be published, to change something right now again. But I'll be happy to change this for a following update.
    V 2.0 will be released tomorrow at the latest.
    Call of the Lost Goddess has a very useful scimitar, too. 🙂

    Nice thank you. 🙂

    I just finished Blooded stings of Barovia from Lava, next quests mod to try will be Call of the Lost Goddess. 😃 

    I suppose it will be fixed in the next version, but somehow the water elemental from the bowl can't be controled in version 1.5.

  2. On 4/30/2024 at 9:43 PM, Acifer said:

    Thank you for your review! I'm very happy that you liked the mod. 

    I plan to officially release Call of the Lost Goddess V 1.0 next week. This next version V 1.0 will include an official English version and lots of improvements. The currently available version V 0.9 (as well as the outdated V 0.7) was only intended for the German language, sorry.

    So hang on for one more week! 😀

    I will try then. 😊

  3. I just finished this quest with version 1.15.

    It's one of the best BG2EE quests mods I played so far, and can easily be mistaken for original content. It could even be a stronghold (maybe for Black Guard and another evil route to the main quest) and fit like the other ones. 

    New areas are gorgeous, story is not overly complicated but with nice touchs like the books and notes, puzzles were logical. 

    Fights were balanced for my party (700,000 XP), and the new foes were interesting. 

    Final fight felt epic, and reminded me of Abbalon from Guild Wars MMORPG. 

    Items are interesting and balanced, now I just need to find an aquamarine... ^^

    I put death ward before trying one particular nasty item. 

    Thank you for your amazing work. 

    When I downloaded this one from Kenzenburg forum, I also could download beta 0.7 of Lost Goddess, I'm eager to try it out too. 😀

  4. 13 minutes ago, DavidW said:

    Defensible. Will consider. It's not immediately obvious how to implement, and I didn't bother working it out since in any case I thought there wasn't much logic to it. 

    Also, do you get apprentices immediately, and are they guaranteed to survive? (I don't recall the mage stronghold quest well.)

    You get them immediately, but yes they can die, depending of player's choice of items to craft and some luck.

  5. 28 minutes ago, Lillo said:

    Hi,

    I'm playing BGEE as a male mage, with  20 rep points, but i can't seem to trigger the romance.

    I have tried resting, forwarding real time but it doesn't trigger.

    Is there anything i can do?

    You need to be a woman. 

  6. 8 hours ago, DrAzTiK said:

    this mod looks interesting (especially the one adding some challenges and monsters) but we really need a readme to understand what is going to happens (and it can helps preventing incompatibilities with others mods)

    There is a complete readme in the doc subfolder.

  7. 1 hour ago, JediMindTrix said:

    The other thing I will note is that I think it's extremely odd that you don't replenish your provisions when you rest in your strongholds -- some of them do make more sense like the Planar Sphere, but the de'arnisse keep as a cook and kitchen, the bard stronghold is beneath an inn, the rogue's guild is/was set up to be an inn... you're telling me the temples don't have foodstocks their prized priest can restock from? The Radiant Order of the Noble Heart doesn't give their paladins travel provisions when they set off to do Paladin things? etc etc

    Already discussed here :

     

  8. Hi, it would be nice to have a tweak allowing to have in BG the dream sequences with special abilities gained automatically at the first chapter eligible rest.

    I often don't rest in chapter 6 and not often in chapter 7, and I can finish the game before getting the two last abilities.

  9. I always saw this as Sarevok wanting to neutralize all groups able to challenge his future iron fist rule on the city (Rededge says adventurers and all competent sword and magic wielders are also targeted).

    It's one stone two birds : strengthen his grip on the city, and also make it more focused on the war against Amn, with no outlaws weakening the war efforts. 

  10. 24 minutes ago, subtledoctor said:

    I think it’s fine. What I have set up in step 5 leaves some thieves in the Guild, but not as many, and the ones named in those dialogues (Alatos, Narlen, Rededge, etc.) are no longer there. Just Denkod, Lily, and a skeleton crew of nameless thieves. It fits the narrative while allowing the Thieves’ Guild location  to remain, you know, the Thieves’ Guild. 

    I have to get this thing done, at least a playable beta. It is taking up time I should be putting toward other projects. I am writing up the dialogue in step 7, and I have looked at how EndlessBG1 handles the transition to SoD. I should be able to use the same technique, and make it compatible, without much trouble. I will even support optional EndlessBG1 components like the hero tribute cut scene - though, that will be a bit more nuanced with this mod. 

    All good then. 🙂

  11. 1 hour ago, mickabouille said:

    I read that more as the Flaming Fist putting pressure on the guild and having some success, with some killed and jailed members and many others going dark and waiting for things to calm down (so... standard operation, kind of)

    Not really the same thing as the guild disbanding or being destroyed.

    "The guild is all but lost to the Flaming Fist." line seems to imply more than some success.

  12. On 4/5/2024 at 10:47 PM, subtledoctor said:

    Cool, that would be helpful. I see in the area script that most of the occupants of the guild are set to disappear in chapter 7. But neither Black Lily nor Denkod has anything to say about it, and in my recent playthrough I did not meet anyone who gave more information about it. It is a nice enough plot point, but if the game does not actually pr

    esent it to players, then what is the use of it?

    I don't really like the idea that the guild has been completely eliminated. (And after all Denkod, Black Lily, and Voleta Stiletto are still there.) So I might reintroduce some nameless thieves to the area, just to have bodies there. I am going to write out a small conversation with Denkod, and if the player gets needlessly murderous and attacks him, I want others around to help him.

    Here we go :

    Chapter-7-thieves-guild-1.jpg

    Chapter-7-thieves-guild-2.jpg

    Chapter-7-thieves-guild-3.jpg

    Chapter-7-thieves-guild-4.jpg

    Chapter-7-thieves-guild-5.jpg

  13. 18 hours ago, subtledoctor said:

    This makes a ton of sense. The Flaming Fist consists of fighters, but they are largely low-level soldiers. (And I’ll probably add a line about the most experienced members gearing up to leave the city and confront the Crusade.) Thieves’ Guild members, by contrast, are probably higher-level thieves. They are probably more than a match for low-level fighters one-on-one… then add in the fact that the fight would be on their home turf, they have traps, they have poison, they have magic… it would be a bloodbath. 

    When returning in BG city in chapter 7, Alatos is dead, most thieves are either imprisoned, killed, or have flee the city because of Flaming Fist brutality under Angelo's rule. 

    So you will probably also need to edit some vanilla dialogs for consistency. 

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