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TotalMilk90

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  1. Download from GitHub Introduction Within the shadow-veiled alleys of Beregost, a new undercurrent of danger has begun to rise. Once a member of the elusive Shadow Thieves, Baldwin "The Butcher" Glendale found himself ensnared in a web of betrayal, leading to his banishment from the brotherhood he had long served. In a cold and calculated response, he exacted his revenge, mercilessly eliminating those who had turned against him. With the blood of his former comrades still fresh on his hands, he vanished into the night, seeking refuge in the town of Beregost, where he would lay plans for his new reign of terror: the Gorgon's Eye. Under his ruthless command, he swiftly united the local pickpockets and cutthroats, building a vast network of contacts and spies, their influence creeping through the streets like a poison. As his enveloping shadow spread over Beregost, the city's heart beat with fear and defiance. The citizens, tired of cowering in the darkness cast by this new threat, rose to action. The City Watch, a militia birthed from the courage and desperation of the townsfolk, emerged as a beacon of resistance. Funded and sanctioned by the formidable Flaming Fist, they stand ready to clash with the growing might of the Gorgon's Eye. Above the immediate fray, a more ominous threat still looms. The Shadow Thieves, lurking just beyond sight, are biding their time, and waiting to unleash their own sinister retribution. As Baldwin and the City Watch vie for control, this specter of the past threatens to plunge Beregost into an even deeper abyss of chaos and darkness. A confrontation is inevitable, and the streets will bear witness to a clash of hidden blades and dark ambitions. In the midst of this brewing storm, Baldwin eyes a singular path to ascendancy. The Kerykeion, a fabled artifact shrouded in ancient power, emerges as his beacon of salvation. With a secured path to power now within his sights, Baldwin is openly recruiting for his cause, seeking adventures and those with ambitious desires to join the ranks of his guild. As they rally to his banner for the promise of power and wealth, will they prove strong enough to grasp the elusive might of the Kerykeion, or will they merely become pawns in Baldwin's dark designs? In this game of shadows and intrigue, only the most cunning will prevail. Mod Overview The Gorgon's Eye is a content mod for BG:EE and EET that adds an underground thieves den into the town of Beregost. It contains new quests, characters, stores and items. The area can be accessed immediately after leaving Candlekeep and is open to all players, excluding those with a lawful-good alignment. After enlisting in the Gorgon's Eye, you'll find yourself undertaking tasks that align with the operations of a typical thieves guild. You'll be expected to engage in activities such as theft, extortion, smuggling, bounty hunting, and assassination. However, it's worth noting that there are some satisfying options for good and neutral-aligned players. If at any point you find the guild's ways aren't to your liking, you have the option to switch allegiances and aid the City Watch in a raid against the Gorgon's Eye. The component "Add more pickpocketable items" will distribute random treasure to generic npcs. (Commoners, nobles, etc.)
  2. I found a pretty janky workaround to my problem and surprisingly it works great. First I decided to scrap the idea of using an area from SoD and just ended up using one from BG:EE to avoid the hassle of copying files over. Then I just started going to different areas and looking for entrance points that were relatively in the same position where I had wanted to create one. I copied over that trigger into the area I want it in and then changed the names to link them with my new area. Everything works perfect and I didn't have to mess with bounding boxes or anything else. My question now is in the tp2 file how do I patch an area to add my new Trigger and Entrance? I'm only familiar with adding creatures into areas by using CreateCreature in the area script, not by actually patching actors into the file, if that makes sense.
  3. I am trying to figure out how to create entrance/exit points in an area file (Beregost) for a BG:EE mod. I've been going in pretty blind and just kind of guessing at how to do things that I can't find references for. This is what I have done so far: I exported an ARE and its WED file from Siege of Dragonspear. This area has two transition/entrance points that I have renamed. In the Beregost area file, I pasted those two transition triggers and two entrance points and edited the Name, Destination area and Entrance name so they would correspond with the new area. I changed the vertices to make a rectangle shape in the spots where you would enter-some of these points were out of bounds, is that ok to do? From just doing these things, it didn't work. There was no marker or anything where I made the vertices. I also can't console to the new area. The Bounding box, Launch points and Activation points are all the same from when I just copied the SoD area. I don't really know what they are or what I am supposed to change them to. Thanks, and sorry if this is a bit too much.
  4. I agree with this. I think when playing Black Pits 1 as a standalone game it makes sense to start with no gear, but not really needed in this instance of it. Thinking more about it, how would Baeloth benefit from taking your gear, except to sell it? If money is his motivation for doing this, then why does he give you such a large reward after each fight? Also, if he wants you to fight with no armor or weak starter weapons, then why would he make those shops available with powerful items? I think it makes the standalone game more fun by slowly upgrading your gear after each fight and to keep the fights balanced. But I think going there during BG1 kind of makes it an entirely different game. Either way I really like this idea so thanks for what you are doing. I'll be looking forward to going through it on my next playthrough.
  5. I thought about adding a door leading to a new room inside the guildhall after a certain quest that involves expanding, but I’m not ready to look into that any time soon. Right now the only part I’m sure about is adding an entryway like a staircase in beregost area that leads to its own area but one that’s already an existing layout.
  6. Thanks for the support jastey! My plan is to have a passageway somewhere outside in Beregost. Maybe near the row of white trees behind Feldposts or next to the spider house. There’s a few other spots that look cool too. I haven’t got to this yet though because I’m working on all the other stuff and I don’t know how to do that yet. I’ve been at it for a few weeks now working on it everyday so it’s moving along pretty nicely. It’s writing the dialog that is taking up like 90% of my time. It has given me so much more respect for other modders dialog, it is not easy at all. I would like to consider adding a more good path but the way I have it setup is you can’t progress the main story line(which isn’t really evil) until you work your way through some of the petty thieving/extortion quests.
  7. Hi everyone, I’ve just made post in the Beamdog forums detailing a bit of a new mod I’m working on. I wanted to make a post here as well since you guys have been really helpful in the discord (I’m Bagel) with getting me past some modding roadblocks. The mod is pretty small mostly because there’s so much I haven’t figured out how to do yet. It’s going to add a thieves guild into Beregost that will offer thief related quests. At the end of the main quest line I’d like to have the player take over the guild if they a thief similar to the bg2 thief stronghold. I’m trying to just take it one step at a time though and work on things that I know how to do and then move onto new things. So far I can do things like appending dialog, creating creatures/items and adding simple scripts for attacking and spawning in neutral creatures. Things I still need to learn are editing areas to add new transitions that lead into new areas. And I’m sure there will be more stuff as I get further along. Thanks for all the help so far and I hope you guys like my mod idea!
  8. Aww man that’s sad to hear. Would have been such a cool thing to have.
  9. Is there any mod out there that adds this mechanic, or is there a way it could be done using Near Infinity? Is it even possible to implement? I thought maybe adding a PICK_POCKETS line to the XPBONUS.2DA would work but that was just wishful thinking. Thanks!
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