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Sergio - ex SHS member

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Posts posted by Sergio - ex SHS member

  1. Mod is not dead, but production is, well, halted. I was given a couple of tips by AWizarddidit (I sent him the draft of the first part), but I'm currently stuck unable to both play and write due to RL.

    If I will have some time back, any time soon, I would rather spend it playing the new released mods - then focusing on the draft I still have in my pc. 

    It will be a long while before it happens... Hopefully one day.. 

     

    Just for reference, these are more or less complete: : 

    - You should be able to evacuate whole Saradush city by proposing the cleric in the temple; the evacuation would not be for free. You will tell the cleric that they have to pay, and pay a lot. That is If you are feeling kind. If you aren't kind, there will be a darker option available, and it will involve the entity itself. 

    - before the mod was gated behind you being evil. Now the entity will react to your alignment:   

    - A series of evil artifacts gifted by the entity (right now it gives you his blessing). --> still thinking if it's right to remove the blessings; as for the artifacts I got them in mind already.  --> - There will be a newer fate for Draconis. He won't enjoy what you are planning to do with him.

  2. On 3/7/2024 at 7:03 PM, AWizardDidIt said:

    Hey I just wanna say I got linked this directly after having sorta thrown myself into self exile from modding and it really made my day.

    I really poured my heart into this mod over the course of a few months, but after release I had this sort of extreme imposter syndrome kind of feeling like it was bad, my coding was amateurish, I was overwhelmed by my inability to do certain things, and I got so caught in my own head about not being able to update everything or wanting to go back and trash and redo so much of it that I sort of ran away from modding. 

    But yeah, these comments really help. Uh, so if you see this, thank you?

    Maybe I'll try and go back and find the bugs people reported and fix it. And probably just add an extra option for the mirror quest, that one's a bit narrow as implemented for the 'good' option. I unfortunately just don't have a ton of time for modding lately. But we'll see.

    ❤️
     

    Don't miss the second part of the review though 😛

    I've saved the archive I had published with indications of the bugs. You can find it here: https://easyupload.io/37gufx

    Welcome back by the way!!

    @SkyeI'm just looking forward to seeing more for Ayden. One day, maybe, he will have a bg2 appearance, and I will be here to try it.

  3. It is lore-friendly. 

    But...

    There is a but... you may not agree with which entity I've added, due to his story and direct connection with Bhaal. I simply provide my own "point of view" on what could have happened to him after Bhaal's death.

    Some players could easily say that the mod is not lore-friendly, because with Bhaal's death, the entity is a goner. I don't agree - and that's why I wrote the mod.

     

     

  4. Mod diary #2.

    Sent the draft to the coder. The mod will be in a 0.1 version soon.

    This is what the mod currently offers:
    + Find a new powerful entity waiting in a plane
    + See if you can get his help.
    + Do what he asks, or not. If you do, you will get blessings.
    + The ending of Throne of Bhaal will change, because the entity will be with you, if you actually allied with it. 

     

     

    //////////////////
     

    There would be so much that I wish to add - I will state some examples for the evil paths I'm thinking about adding:

    - You should be able to evacuate whole Saradush city by proposing the cleric in the temple; the evacuation would not be for free. You will tell the cleric that they have to pay, and pay a lot. That is If you are feeling kind.

    If you aren't kind, there will be a darker option available, and it will involve the entity itself. 

    - The vampires in Saradush should be evacuated as well. I dislike the fact that you can't ally with them. You will be able to make a proposal to them, and that proposal involves their help against the enemy that is beyond the walls.
     
    - The entity's butler will ask you to go drain a druid grove with a gem he will be giving you. There will be a few surprises there. You can decide to eat the gem for yourself (gaining a few perks) or letting the entity eat it. I would advise you to be greedy.

    - The areas I've got now are generic areas; I will have to think about these.

    - A special dialogue if you left Balthazar alive and he meets the entity in person. He won't be pleased, I assure you.

    - A series of evil artifacts gifted by the entity (right now it gives you his blessing).

    - The oasis fight will simply end in you transforming into the slayer and beheading the General. It won't be a good sight for the army. In fact, you will first announce it, then do it. The army will flee, but some will be left in awe because they have just sighted a miracle happening. And you will get your first followers.

    - Thinking about adding a good path to the mod? There is a hook already available in reality, but I'm not sure it's strong enough.

    - There will be a newer fate for Draconis. He won't enjoy what you are planning to do with him.

    These are only few of the ideas. Of course, they are all aimed for Evil charnames. 0.1 has to get out, otherwise it will take years to get released.

     

  5. Mod Diary #1

    First week of work done on the mod. I’m currently writing the first “npc” you encounter while playing the mod. I noticed it’s hard to write dialogues! For this reason, I’ve started to appreciate more all the effort put into the quests mods around.

    I’m starting to think that the new “areas” should be accessed by Charname alone, because writing for each party member their reaction takes very long AND I’m not even sure my written reactions are on point for each character.

    As for the story, a lot of help is being offered in other boards for general coherence.

  6. Gorgon’s eye --> This review refers to the old Gorgon Eye, before TotalMilk90 remade it. I post it simply and only for historical purpose. 

    The mod adds a thief guild in Beregost.

    The writing is not bad; there are a lot of quests available:
    - pickpocketing stuff
    - delivering illegal goods
    - blackmail;
    - investigating.

    On top of that, there is also a bounty hunter npc, giving you bounties that you can claim. For each one, you can decide to do the right thing or claim the bounty, no matter how evil the request is.

    The dialogue with man with blue hairs is quirky and well done. I liked it.

     

     

    My only regret is that you cannot claim the artifact in its entirety

     Thanks for the mod.

  7. I am writing a quest mod intended for evil Charnames in ToB.

    When I talk about being evil, I’m referring about unleashing a true evil entity in the realm, and that playing good in this mod will probably punish you. Good charnames will probably earn an exercise in frustration during this mod. And if you are not frustrated, you will find another enemy near Amelyssan ready to spill your guts. While being evil will make the same enemy appear as ally near Amelyssan.

    The issue is that I lack the skills to make it happen. While I like trying to write and come up with meaningful dialogues and reasons, I think I lack the skills to do the many jobs at once that are required to make the mod happen. These are:

    - new areas
    - coding
    - adding triggers when you click stuff
    - adding meaningful enemies (I’m referring about making worthwhile encounters) and good items.

    The mod will have a few quests.


    There will also be a new dialogue each time you are finishing a Bhaalspawn. Luckily for me, what I will have to do mostly is simply “deep” dialogues for <charname> and the entity, and some other dialogues for the many npcs you will find during the whole ordeal.

    Anyone interested enough in lending a hand?

  8. On 10/7/2023 at 4:51 PM, Skye said:

    1) Yeah, warlocks actually get spear and mace proficiency by default. We figured if warlocks get to use them, all thieves might as well. They fall in the simple weapon category in 3E anyway. They don't get to use wands by default but, as mentioned, we consider that to be part of the standard rogue package, so that's why the component exists. But yeah, they're both optional. I don't really find myself using the wands much with thief characters but YMMV, obviously.

    8 ) I'll admit, we did hide that more than we probably should have. When selecting where you want to shadow walk, you have to ask Ayden to take you "somewhere special". After that, he'll transport you to the Refuge. It should at least be hinted at how to get there in the readme. The reasoning was that everyone would be curious enough to see where that option leads. Then again, the refuge used to be a very small island with a chest on it and now it's a full-blown stronghold area. He should probably take you there on his own if you don't ask him for a while. I'll open an issue for that.

    10) It's an interesting idea. I'll pass that along.

    @SkyeI've been playing your mod another bit. Some more thoughts (note that these are my thoughts and as such they are subjective):

    I've found the scroll in Ragefast's house. I didn't have Ayden, but as soon as I reached the area where Ayden lies, Ayden talked about being able to use the scroll even if he wasn't in my party and was out of my vision. The bug is similar to the one I already reported about dialogues being "fired" out of context.



    The imp addition is cool, but it's not interesting. For the player, there is no real reason on giving money to the imp himself; why would charname choose to do so? You are basically risking giving your money to an extraplanar entity in a realm you can't reach if Ayden is not with you/Ayden doesn't want to help you/Ayden died permanently. Too much risk. I will add that the imp should probably offer better services and actually ask Ayden to find something he values around.

    The Refuge starting from 0 and being expanded is really cool.

    I hope you won't give up on this



    Thanks for the mod.
  9. The dreadful tales – try it. I won’t reinstall it. (19/11/2023)

    This is the mod I like the most by Lava.

    On my eyes, it shows the growth of him as a mod author: areas are cool and interlinked without feeling “overabundant”, the dialogue is not bad, the story is not bad either.

    But even with these good qualities, the mod shows what I think it’s the limit in every Lava’s mod – talking, moving around, is just a way to experience the content without having an impact. If you are going to play the mod 2 times, the content will always be the same, because the mod is pretty linear and the choices available for you do not have any meaningful impact.

    Every mod I’ve played ends always on you killing the bad guy that is too desperate to be reasoned with or too keen in his evil way – I wouldn’t mind, if there were some real options available for the player.

    In this case, there is a way to end the affliction of the land, but what if I didn’t want to end it and actually make it worse? What if I wanted to study what the girl did or have my Charname acquire something more useful than the simple thought of having done a good action?  

    Also, the re-use of some ideas feel redundant (for example, the kids following you and getting a useless power reminds me of the dream npc in another mod that can’t be enslaved) or the blacksmith not remembering his past and you having to talk with him).

    I mean, I enjoyed the mod, but it’s not like I would say “reinstall it”. It’s Lava’s best mod, but it’s still not something I would reinstall in my every playthrough, because it simply shows the limit I always find hard to bear when I wish to replay something.

    Thanks for the mod.

  10. On 10/7/2023 at 4:51 PM, Skye said:

    cut

    Thanks for your answer. Hope to see more from you.

    Extra expanded enhanced encounters -> not a bad mod. Try it. Doubt I will reinstall.

    You can find the mod here: https://forums.beamdog.com/discussion/73749/extra-expanded-enhanced-encounters-module-download/p1

    This mod add new encounters. Some are well written, but of course, it’s all subjective.

    I will just write about what I didn’t enjoy.

    - The gnoll fortress component is cool, but after facing so many gnolls, it is sad not to find a stash or something valuable. Sadly enough, I doubt that gnoll would stash gold coins or jewels inside their own fortress. So I doubt this can be “fixed”.

    - The Undercity Magma Bulwark Encounter kinda took me out of the game, because they are skeletons and they all have “human” names. That way, they feel more of an ester-egg added by a mod.

  11. On 9/15/2023 at 3:51 PM, Skye said:

    Hey, Sergio. Thank you so much for trying out the Ayden Project. We've put a lot of work into it over the years and it's always nice to get some feedback. ☺️

    One of the members relayed your review to Ken and he wrote up a reply for you. In the future, if it's not too much trouble, please tag me in the message or post things in the mod thread, so that we get a notification. We would have completely missed this otherwise.

      Hide contents

    I'll address your points here and, if you want, we can talk about it some more.

    1) I've spent a lot of time considering which class to base my Warlock kit on in the beginning. Bard and thief were the prime candidates and they both had their pros and cons. I eventually settled on thief because I felt it made more sense and required less effort at the time. That said, I have been considering making another version of it with the bard class as a base instead.

    As far as the two features are concerned, I felt that all thieves should be able to use wands, so I added that as an option. This stems more from my love of 3E than anything else, where rogues more commonly use wands and scrolls with skills. I also wanted this to be optional for anyone who felt that this would make thief classes too strong.

    As for the spears, I just think it's a very underused weapon group and, as the simplest of weapons, thieves shouldn't have any issues using them. I figured I would try to steer more people to using them by providing this option for all thieves. I added maces because I also added light mace weapons that are useable by thieves.

    I didn't add either of these options to Ayden specifically, because I don't think he needs the ability to use either. He's plenty strong as it is.

    Neither of these components are necessary for the mod to function and are completely skippable. They simply exist because I thought they were cool.

    2) I can add a CHA-based option to threaten the halfling. That sounds pretty good.

    3) Originally, he just ran away, so you could never find him again to extort your money back. Since the end result of the quest is a pretty good reward (either Ayden or just the bag of holding), I didn't expect anyone to care. It's something I can consider adding though.

    4) Ayden can discern Charname's divine nature, hence he will allude to it in conversations, even prior to the the PC finding out what they are. It might be a good idea to make these more subtle though. I will go through the dialogue and see if I can't make the references less overt.

    5) I think that piece of dialogue is in response to you freeing the petrified woman in the basilisk garden. I'll look into that. The triggers might be wrong for that.

    6) Ayden's stats get pretty crazy if you let him consume all the cursed items, but they don't really affect much overall. They enable him to be a front-line character in late game, if you really wanted him to, but they only have very minor effect on him otherwise. It's all the other abilities he gets from curse eating that make him a powerhouse. :D

    7) I've used it everywhere and haven't encountered any issues. That's not to say there's no potential for issues by teleporting around the game, but I've yet to receive a single report of it breaking anything. Make of that what you will.

    8 ) Did you ever initiate dialogue with him directly? It's not something he shares with you on his own. You have to actually talk to him by yourself.

    9) I agree. Standard companions are mostly quiet in BG1, but that would be boring. I'll note in the README that he's chatty and that one should talk to him directly from time to time to get the most out of him.

    10) That sounds like a lot of fun. Feel free to share your ideas with me. I didn't give much thought to using Ayden if the player decides not to recruit him.

    We've already opened up several issues in our project tracker and the changes are due to be included in v2.7. Some of the bigger changes (like having Ayden stick around if you reject him at the beginning) probably won't make it into that one though.

    First of all, thanks for the extensive reply.

    1) I didn't realize you are able to skip these components. But I have to add that the reference on these components to the warlock class seems to imply they are supposed to be installed to have the optimal warlock experience (This component will change the configuration so that all thieves and thief kits can gain (at least) 1 point in spear or mace proficiency, like warlock; This simple component will enable the use of wands for all thief kits (including warlocks) if they meet the ability requirements).

    2-3-4-5) Nice, thank you. 

    6) I guess.

    8 ) Yes, I did explore all dialogue options. I'm wondering, what's the specific dialogue option I should be receiving?

    10) I had my notes somewhere (can't find them right now), but basically:
    - if Ayden doesn't join you, he could become an item dealer (you choose when he will make his offer, it could even be when you first meet him)
    - the items he deals are the one you've already made a recipe for, but the recipes are not unlocked when he makes you the proposal; he is still too weak.
    - By providing him cursed items he unlocks more recipes.
    - No searching around for the "common items" you've put in the shops; I don't know if they are respawnable (doubt it), but I would rather pay more and let Ayden find these "items" himself, if these items are added by the mod just for the recipes. 
    - Ayden could become an alternative to Thalantyr Item upgrades; some recipes there make sense, while others don't. 
     

     

  12. Planning to use this mod because it sounds really cool. Question - do the things highlighted by Graion happen when you are in a megamod setting, or I can be reasonably sure that if I got a slim mod order I can dodge these issues?
     

    Graion's comment on reddit about this mod (see here:

    😞It's implementation isn't foulproof though, breaks scenarios where the monsters are counted, and can conflict not just with other mods but any scripts involving the characters you're changing because of your creature switches. Which you decided to blame on other mods and then ad hominem when I found that inappropriate as a response.

  13. Argent77 mods. --> I will review them all together

    I have to make a statement before expressing my ideas about Argent77’s mods. Most of them are amazing and always in my install. Thanks Argent77!!

     

    Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE --> will install always. This is a great mod. I use the no-equipment-from EE.

    /////////////////////////////////

    Hidden gameplay options -->
     This is a cool mod that I always install, but I dislike the order of the components proposed when you install it. I install only the following three components, that I think can be used by any player (and they are thus the more popular), while the others are more “technical”:
    Enable debug mode
    Limit ranger/cleric spells
    Improved cheat menu
    If these three components were to be put first, the mod would be perfect.

    ///////////////////////////////

    Golem construction for spellcasters  --> this is a cool mod, but I don’t like the way it’s executed. As such, I’m undecided if I will be reinstalling it again. These are my impressions on BG:EE:

    1) It would be cooler if it was the player agency that activates the mod, rather than the mod being activated from minute 0. What I mean is that you wouldn’t be finding bones or body parts, until you do a certain thing (wouldn’t finding the manual be a good moment?). Having bodies cluttered with different items is not as elegant as it should be, especially when I’m playing with a CG ranger. Why is my charname so fixated on these?

    2) I would add that rather than finding all these items, especially when they are so “common”, an item that just siphons these parts without player input would be way cooler than having the player loot so much stuff and having to click so many buttons.

    3) Not only that: knowing that I installed the mod, having all these body parts available and not taking them (I leave these items on the ground) makes regret starts sinking in, because I have never played the mod before, and as such, I don’t know how many of these items I need (and I would like to avoid taking a look at the spoiler manual).

     

    ////////////////////////

     

    Magic store of vergadain --> cool mod, try it. I will always toss a coin if I have to reinstall it.

     This is a cool mod, but:

    - I dislike the limited amount of times you can use it daily (3). You should be able to tweak that.

    - it can unbalance the game really fast, because you have temples’ services in the wilderness.
    Rather than considering it a limit of the mod (
    https://www.gibberlings3.net/forums/topic/32357-magic-store-of-vergadain-visit-any-store-anywhere-and-anytime/page/2/#comment-323645) I think a good idea would be an optional component that makes building of the artifact and the single parts way more expensive. I would gladly pay 15k to build the “whole” artifact, due to the services that it offers.

  14. Ayden’s project (finished 27/06/2023)

    Hello, I’ve played Ayden Project. I will share my thoughts in bullet points.

    1) I’m taking a look at two components:

    Wands for Thieves: Enable the use of wands for all thief kits (including warlock). (Any)

    Thief Proficiencies: Enable mace and spear proficiency for all thief kits. (Any)

    Why haven’t you put the warlock class under the bard kit for Ayden, so Ayden can use wand?

    And for the thief proficiency, wouldn’t it be easier if you just put these two points from the start on Ayden, rather than touching the kits? Or alternatively, add a weapon that can morph into a mace or a spear that can be used just by Ayden and that becomes stronger with him.

    Having a npc mod actually changing the way a class works leaves me a bit conflicted. I could install them safely because I don’t use mods that touch classes or kits (for now).

     

    Spoilers incoming, so I would avoid reading them if you wish to try the npc.

     

    2) It would be cool to have a dialogue option for <charname> that allows you to threaten the gnome to give the gem.

    3) The gnome is a fraud, selling fraud items and you cannot tell him to give you back the money or part of the money after you find him in Gullykin?

    4) If you don’t let Ayden join, he goes away calling you “Godchild”. I don’t think this is appropriate, considering that you are probably freeing him at the beginning of the game. He should just ask your name and pronounce your name.

    5) If you let Ayden join, a banter will pop up out of the blue, that I don’t think it’s supposed to be here.

    Ayden.thumb.jpg.ce373334eab089260923b0b6623cff46.jpg

    6) Ayden starts with the following stats:
    13/16/8/13/12/17 (79 total, not exceptional at all).
    I fed him some cursed items and he was able to get the following stats:
    15/19/10/17/16/21 (98 total, a very bad results)

    I think these stats are insane, if you consider that I didn’t feed him all the cursed items. I’ve missed many, such as the Big-Fisted Belt (If I fed this to ayden, he would have gained +3 STR). By giving these items to Ayden he becomes a powerhouse out of the blue; I realize he is a warlock and mental stats are not that important (apart from charisma because your Warlock is based on charisma), but hey, food for thoughts.

    7) The shadow walking is a cool feature, but I feel it’s risky in Baldur’s gate. I wouldn’t reinstall it.

    😎 After feeding Ayden a lot of cursed items, he proposed me to buy a forge for him. I never accessed the “refuge” (he never even spoke about it) and as such, I was never able to use the forge.

    9) Ayden speaks a lot compared to other BG1 npc. He seems to be equivalent to bg2 npc; I think this should be made clearer in the readme. I particularly noticed that, given that this time I have played without BG1npc project and really, the npcs without it are mostly silent - I would go as far as saying they don’t speak at all.

     10) Ayden has really a lot of work put into it. If you expanded Ayden, you could make it a stable inside every baldur’s gate 1 install. I will be more specific on how.

     I’ve taken a look at the features offered by Ayden and the crafting part left me really surprised.

    When you speak to Ayden for the first time, you can choose to let him join or not.
    Some people may choose to not let him join and that could open a second path with Ayden.
    After leaving Ulcaster, he could talk with charname out of the blue when charname leaves Thunderhammer smithy. And he could propose charname a deal: work for him, by bringing him cursed items.

    Then he would propose to get the forge/get the forge himself, and then started selling the items proposed by the crafting. This should be reworked and rebalanced too (and I could say you how if you are interested – but if you aren’t, writing would be probably useless). You could even step in and make Ayden available as an Item upgrade mod, hopefully a balanced one compared to Thalantyr item upgrade.

     



    Thanks for the mod!!

  15. Thalantyr item upgrade --> really undecided about this mod.

    First of all, even if the mod is named “item upgrade”, the mod adds all the containers of BG2 to Thalantyr.

    Second, the mod adds a dialogue with a double space, the following: Can you  make magic items or alter them? (The _ points to the unnecessary double space)

    Third, the mod adds, as you can imagine, the possibility to upgrade items you find during your journey. This is a concept that I like really much, but personally, I find the execution very lacking, because improving these items most of the time feels unearned, due to the recipe being extremely easy to satisfy while getting unmatched power from these items.

    I will offer some examples. Obviously, there will be spoilers.

     

    The mod gives you the possibility to improve the dagger of Venom. The dagger of venom is probably one of the best, if not the best ORIGINAL weapon.
    I say original because I always install the mod that removes EE content, so I don’t know if EE introduces new weapons worth using. For sure, I haven’t gone back since seeing the weapon “stupifier” providing a 25% chance of stunning the target for 1d4 rounds with no save (read now on the wiki that it was nerfed).

    The "improved" dagger of venom has the following stats:
    Becomes a +3 weapon
    Has a +1 additional attack per round
    Has a new effect: Each hit slows down a victim for 15 seconds (saving throw vs death)

    This is insane. I don’t even disagree conceptually with the effects, what I disagree with is the fact that there is no real tradeoff to get such a weapon. You don’t sacrifice anything of value to get it. In fact the recipe is the following:
    Dagger of Venom
    Dagger +2
    Oil of Speed(white)
    strange Antidote
    4000 gold

    Do you think such a recipe is so hard to make? Why aren’t the enemies using these weapons then? For what you will be getting, the recipe is not expensive at all.

    I will post another example: you can ask Thalantyr to make a belt named Girdle of Bravery. These are the stats:

    Girdle of Bravery
    Strength: +1 bonus
    Wearer regenerates 1 hit point every 6 seconds.
    Armor Class: +3 bonus

    Requires:
    Golden Girdle
    Girdle of Bluntness
    Girdle of Piercing
    Potion of Frost Giant Strength
    Potion of Cloud Giant Strength
    Potion of Regeneration

    5000 gold

    I think that the recipe makes absolutely no sense for what you are going to get - the perk of the new belt are being justified by the presence of three ee not expensive and not rare potions that are giving you respectively a +1 STR and regeneration.

    I will make a comparison; for ToB there is a mod named “Item upgrade mod”, author Weimer. You can find the readme here: https://weidu.org/c2/README-ItemUpgrades.txt . Luckily, it offers a recipe using the three girdles. That’s the recipe:

    Golden Girdle
    Girdle of Bluntness
    Girdle of Piercing
    3 Bloodstones (rings, amulets, or gems, but no mix-and-match)
    10,000 Gold

    You get: Girdle of Glory +3 AC


    Now I have to ask you: which one of these would you be using in ToB, the one made by Thalantyr or the one made by Cespenar? I know which one I would use. The fact is, I don’t dislike items being this powerful. I dislike when you get a recipe that is so easy to satisfy that it feels unearned. I would use the dagger of venom, if it was hard to get (hard as, you have to sacrifice this or that good dagger; you have to spend a lot of money; you have to find the X item). I would still be a bit wary of using the Girdle too, but if the recipe was hard to obtain, why not?

    On the other hand, there is also a recipe for the balduran’s cloak. By using it, you sacrifice a +2 cloak to gain a meager +1 saving throw. The cloak of Balduran is already the best cloak for <charname>, but if you want to make it better, you have to pay the price of sacrificing a cloak +2 (and to this day, I’ve found only one in Catacombs under candlekeep). This is one of the few recipes I find interesting.

    I will add that I would have liked some other items too, like the possibility to merge the Helm of Glory and 
    Helm of defense, but they aren’t available in the items.


     

    So, after all of this, why am I undecided? Because I feel that the only recipe I would be using is probably the one for the Balduran's cloak. All the rest have an impact on the balance that takes me out of the game.

     

  16. There is something odd going on with the post I've linked above.

    When I edited it, the new text belonging to the edit I've made seems to have lodged inside the above part of the post, while it was supposed to be outside, so my edit is not out of the spoiler, like I would like it to be.

    I would bet there are some oddities going on with the spoiler commands.

    Edit: Fixed it, by removing the following word:
    <charname>

    You can close this topic.

     

  17. Sequel of the review above, given that there are some issues with spoilers that make half of my review not appear.

     

    Some questions, as a player:

     6) You can decide to give two different books to Illasera.
    For the first one (The necromancer’s book), you can give her the book, but get in exchange the secrets it holds (some spells).
    There is also a second book, the coded diary of the harpist. You can decide not to give it to her. What happens if you don’t?

     7) You find some “unholy symbol of Bhaal”, but they are void of power and use.
    When you kill the final boss, even if she is a deathstalker, she has no evil artifact on her. Given that it’s an endgame area, consider adding an evil (and strong) artifact on her for evil Charnames.


    Well, after finishing this, I went to play the ToB section. It’s a good send-off. But still…
    I hope you will find the time and will to expand Illasera and bring her to the later expansions.
    For ToB I would really enjoy seeing a possibility to spare her during the confrontation inside the grove. Right before the final hit, she should fall off, unconscious. You should get a dialogue asking if you wish to kill her permanently, and if you don’t, you bring her (unconscious) with you to the pocket plane.
    Given that Amelyssan would probably check where she is, I think that in the pocket plane, Illasera should tell Charname that she needs an amulet to avoid divination. Charname could probably ask Cespenar how to make one.


    In the end it would be cool to surprise Amelyssan if she thought she was dead, but hey, she is still alive.

     



    Said this, thanks really a lot for this mod. I loved it.
  18. Black hearts (finished 26/06/2023) --> according to me, this is currently the best quest mod available for BG1. Install and play it. I even think that it could be a stable additions in my install all the times I will be playing BG.
     

    You can find informations about the mod here: https://forums.beamdog.com/discussion/82484/released-black-hearts-bg1/p1

    Given that the post above highlights what the mod adds, I will simply write my thoughts.

     - If you told me this mod was a mini-dlc, I would have fallen for it. In my eyes, the mod matches a mini-dlc in quality and it is masterfully executed.

     - Illasera is a captivating character and you enjoy talking with her; so much that I kinda loathed when the mod ended. I wanted more.

    - The dialogues added by the mod are meaningful, provide enough choices for any character, and when the party members chime in to banter, their banters are on point. Well done on Imoen, especially.


    - The quests given by Illasera are funny and provide RP choices. The RP choices do not punish you for going evil. That’s a fresh breath of air for me, considering that I play only evil <charnames>.

     - The new sceneries are well done. Did you make them @AWizardDidIt?

     - I liked the surprise you left with the

     

    Yagashura emissary

    . The dialogue there was good too.

     - You won’t believe it, but I liked that you respected the player’s agency. I will give you an example. Other mods (such as Assassination) do not respect player agency by forcing the player to read everything the modders themselves have written. In this one, in the end fight, you can simply click the first dialogue option, and the “bad” guy won’t speak or tell your motives. You go straight to business. That’s a bold choice. I enjoyed it a lot.

    Some things to report (I played this mod in BG:EE)

    1) I had some difficulties in the quest concerning the mirror. I didn’t expect that the “solution” was supposed to be provided with dialogue. I used Tiax and he has nothing to say for what is happening. I know it’s probably hard to write for him. Anyway, either get Branwen or Ajantis to proceed.
    Also, a cleric <charname> should be able to do the exorcism himself.

    2) It’s not easy to find the “northern gorge”; you’ve decided to make the way out only in the middle of Farmlands, and by doing so, I had some difficulties finding it. I was able to by using CTRL+4 after clicking “explore” in the map.

     

    3) I met a bug inside the new sewer area. When you meet the girl mage and his second in command, she flees because she tells you that another area is currently under attack.
    The issue is that when you enter the area (see 00:02 in the video I will be publishing a bit below), there is only 1 Cherise and Malachi, but they get duplicated instantly. And after finishing the first talk with Cherise, you get a second talk, that you are supposed to see only when you’ve finished the quest mod (in the Sanctum area).

    Video here: https://streamable.com/68l8w6
    Savegame here (the archive also contains the video): https://easyupload.io/bp35vb 

    4) Second thing to report is inside the Sanctum area: the sanctum portal has an issue with a graphical line (the archive above has everything)

    5) Read the following images.

     

     texterrormaybe.thumb.jpg.dd4d3312194fdcd6c5bf960a3417032b.jpg



    The statement I’m focusing on is: “leaving one of us dead or stranded behind”.

    Are you sure it Is it correct that Illasera uses “one” and not “each”….
    “leaving each of us dead or stranded behind…”

     

    Also, sanctum text error here:
    Baldur2023-06-2615-03-43-71.thumb.jpg.e1d8038802c8304cbf44b2d6e53bcc1d.jpg


     

     

  19. Heavy spoilers concerning Dark Tidings, so don't read if you haven't played the mod. 

     

    I've talked with DnD players because I had never heard about the God you've chosen to be called forth by the "evil followers". Suffice to say, none of them even hinted remotely at the possibility of an alliance. When Tharizdun is the God you've chosen, they all said the same thing: either you avoid summoning him forth, or you are doomed. Tharizdun is mad, an entity of pure destruction. 

     


    These are the scenarios I was hinted at, if you are curious:

    1) No reward, you are now a thrall, having lost your free will.
    2) No reward, your memories are now rearranged and you are now a new cultist whose life purpose is freeing Tharizdun.
    3) You are dead.
    4) You are now possessed by Tharizdun.
    5) You are driven mad by Tharizdun, a "blessing" in his mind, given that he is a mad God.

    I'm not even sure that a part of him is so weak to be defeated by the Bhaalspawn, but that's the story you've chosen.

     

     


    As for the gem

    What I meant with my statement is that it's hard to believe that a gem that can be used to summon an avatar of a Dead God is being used as a light source for the lighthouse

     

     

  20. Been a while since I was in these shores. I've played a bit Baldur's gate during SHS down, but it seems that SHS after all these months is probably gone, even if I hope otherwise. I've got a few reviews, and before they become too old, I thought it was time to release them. Consider that I will be copying them into my topic in SHS, if SHS ever comes back.

    First mod I will review: Dark Tidings (you can find it here: 

    Dark Tidings. Version played: 1.0.  - Play this mod. I didn’t regret playing it; see if you enjoy it.
     

    [Story – obviously, spoilers]

     

    You are asked to check why the light of a lighthouse has now worn off; you go in the Island only to find that the gem that once was used to light the way for the ships is being used as a beacon to summon an avatar of a malevolent god.



    So, the good:
    - The sceneries and landscapes are pretty good. Acifer is really talented. Whenever I see stuff from him or Gorion I have to take a look.
    - The dialogues are not bad; there is choices when you answer to people. The English used is understandable and I didn’t notice any incomprehensible statement.
    - The story is crystal clear; you know what to do from beginning to the end.

    My gripes with the mod:

     

     

    1) The story offers, sadly, no real RP option. It’s true, in the dialogues you can choose to not act as a smartass/jerk, but once you’ve exhausted the options, it always ends in a bloodbath. I guess that the creatures being used do not exactly offer many alternatives; sea trolls are not exactly rational and sirenes are usually really territorial.

    2) There is a moment in the story where you suggest the player that he has to make a choice: either he could save the world by risking to destroy the gem to cleanse the evil in the island, or just flee from the island by using the gem to make the light needed for ships to dock and leave the evil in the island.
    I will be genuinely sincere with you: I knew from moment one that there were no real stake and the gem wouldn’t be destroyed; as a player, you pretty much know that the “threat” of this happening is simply not real. After all, there wouldn’t be a game to play if that happened. This doesn’t mean that there couldn’t be consequences of any kind – the gem could be really destroyed; the npcs with you would ponder the stake of what you’ve done, even by getting, let’s say “aggressive” (but not hostile).

    Really, what I would do is just make it so that the gem gets destroyed and the undead knight would notice that; to the point where he would even say that by dieing in the island, you did such an act that you earned your good afterlife. Obviously <charname> would tell him that a good afterlife is not what he had in mind. The ghost would take note of it; then he would disappear.
    After a couple of weeks someone would come get you, with a scroll saying that *the undead knight* had appreciated your help and he had asked some higher powers to actually save you. And that he met some resistance due to your special heritage, wishing for you to always behave like that, choosing good over your own sake. And with a bag of 1k, or why not, a crystal to light the lighthouse so you can get the 1k from the quest-giver.


    3) I don’t understand why a gem that can be used as a beacon to bring Gods that are imprisoned in far-away realms is being used as a light in the lighthouse. I think such an artifact would be way too strong to be there.

    4) There is no evil path available for an Evil player. It’s not like there is bound to be another choice, because the God being summoned is not the right kind of God to make deals. If only it was another… if only it was a rational evil god..

    Do you wonder, as an evil player, what I would have liked to see if the god that was being summoned was rational? When I play mods I always hope that you can get some boons you wouldn’t be getting by doing the right choice. Other mod authors would have simply made it so that you could ally with him and he would simply give you his cloak; but I find that only a pretentious way to say “hey, I’ve got an evil path covered”, only to see that it’s a path where you get half the goods and half the boons you would be getting by being good.

    Not only that; the God should also:
    - ask you to kill the Undead knight that was trying to sabotage his summoning and helping you, the reward being what he drops if you face the God itself.
    - ask you to use the gem to bring “new” followers to the island; how? You simply put the gem in the spot it should be; whoever comes saving you should actually ask you what happened, and you should suggest them to go into the portal by tempting them with riches and wonders beyond every imagination, only for them to be charmed by the God;
    - the new charmed followers should bring you back home, but the God could actually ask you to take the gem with you, so more boats would appear at the island for him to get new charmed npcs and why not, followers;
    - finally, the God would give you a choice: he would tell you that he could give you another boon if you bring the gem to one of his followers, that is waiting somewhere in athkatla; so you could choose between (hopefully):
    > more than 1k gold by selling the gem to someone that may be interested in it (I think someone in the thieves guild would: especially considering that the gem is such a strong artifact), or
    > giving it to one of the dark follower to the god to help the second part of the avatar appear (and getting another boon in exchange).

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