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G3 Welcomes The Calling, a New Quest Mod for BGEE, BGT, EET, and Tutu


CamDawg

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The celebration marches on, this time with a public beta of The Calling, a new quest mod for BGEE, BGT, EET, and Tutu. Designed originally to be a series of class-related quests, it's now being released as quests get developed and completed. At present one quest is available, along with an item pack and a peaceful resolution to some TotSC content.

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The Calling
Currently only available in English

 

This component is planned as a series of class-specfic quests for the game, though only one--the mage quest--is currently implemented, though at present the class restrictions are not implemented so it's open to all players. The PC will be offered one set based on his or her class (a 'calling') and can choose to accept or decline. Players can only have one calling per game, though at present the class restrictions are not implemented. The new quests are generally triggered by the completion of an existing quest; sometimes the calling will involve several small quests or one large one.

  • Mage: Thalantyr will initiate the mage calling after Melicamp is saved.
  • Other: Other callings are still under development.

Peaceful Werewolf Isle Resolution (DavidW)
Requires Tales of the Sword Coast, also available in SCS

 

This idea was originally developed by DavidW for Sword Coast Stratagems and donated to The Calling. This component allows for the possibility of not having to fight Kaishas at the final escape from the island, though it depends on your actions around the island and other factors.

 

Exotic Items Pack
Also available in Tweaks Anthology

 

This component adds a handful of weapons and items available in Baldur's Gate II and scatters them throughout stores, creatures, and containers in the Baldur's Gate portion of the game. Items include katanas, wakizashis, scimitars, ninja-tos, bags/quivers of plenty, ioun stones, and a handful of spell scrolls. However, please note that the items have been placed with an eye towards balance and likelihood that they would be on the Sword Coast at all. The exceptions are scimitars, which are definitely less exotic than the other items and hence more plentiful.

This component also fixes a known bug in the game, in that the merchant at Gullykin and the Helm temple in Nashkel shared the same store file.

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The ... a new quest mod for BGEE, BGT, EET, and Tutu.

The modsname is not BGT, it's BGT-weidu, and EasyTutu. Somebody needs to fix that ... or there be bunnies tortured for this. By other bunnies, we aren't heartless, just perverts. And it's people in bunny suits, not actual animals..
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Sounds cool! Although my question is, what does the completion of a calling do for players? Are there tangible rewards like with strongholds in BG2?

 

I'd just like to interject for a moment. What you're referring to as BGT, is in fact, BGT-weidu, or as I've recently taken to calling it, weidu plus BGT. BGT is not an operating system unto itself, but rather another free component of a fully functioning weidu system made useful by the weidu corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.

Many computer users run a modified version of the weidu system every day, without realizing it. Through a peculiar turn of events, the version of weidu which is widely used today is often called "BGT", and many of its users are not aware that it is basically the weidu system, developed by the weidu Project.

There really is a BGT, and these people are using it, but it is just a part of the system they use. BGT is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. BGT is normally used in combination with the weidu operating system: the whole system is basically weidu with BGT added, or BGT-weidu. All the so-called "BGT" distributions are really distributions of BGT-weid

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Sounds cool! Although my question is, what does the completion of a calling do for players? Are there tangible rewards like with strongholds in BG2?

No, they're just quests. A lot of the inspiration came from Narlen Darkwalk and the thieves guild quests in the city of BG--it's really the one place where your class actually mattered in BG, though, admittedly, you could send a party member to do the quests instead. It's really more that I'm trying to tailor similar sequences for the other classes, and more specifically to a role-playing aspect of each class.

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It's really more that I'm trying to tailor similar sequences for the other classes, and more specifically to a role-playing aspect of each class.

 

Soooo, does this quest work / make sense for none mage classes or is the missing class restriction just for testing purposes and essentially immersion breaking if you play it on something like a fighter?

 

Edit: Also, is there a more detailed feature list? I remember reading about a peaceful solution for ww island years ago but don't remember any details.

Edited by Ulb
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Trying to start this quest in an ongoing game with Melicamp already transformed, Thalantyr isn't offering it. Is the initiation dialogue "We must endeavor to find those bracers, etc" tied to what he usually says right after performing the antichickenator? If so, I'd suggest putting the initiation speech in as a regular dialogue option when talking to Thalantyr instead, e.g. asking him about the bracers. This would seem to allow for the quest to be started at will at any time after Melicamp is turned back into human form. In my current state, SetGlobal("CDBracerQuest","GLOBAL",1) and SetGlobal("CDPlayerHasCalling","GLOBAL",1) seems to get it started, minus the initial dialogue.

 

Compatibility wise, while the quest is ongoing at least, Thalantyr's dialogue options are limited - so you can access his stock, but not other mod-added options like from Thalantyr Item Upgrade.

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Maybe all of this is due to me installing the mod on a game in progress and force-booting it to begin with, but still:

 

There seem to be some issues with the Nashkel mines part as well. If you've already cleared out the mines, the guards will block the way back in and you have to charm or otherwise move one of them to gain access. Inside the mine many of the miners (all but Bob) will fail to spawn. When console spawning Marvin, talking to him doesn't seem to set the proper global, Global("CDJames","MYAREA",1), so even after getting the information from him you can't advance the quest. Setting the global through the console moves things along again.

 

On top of this being back inside the mines feels a bit out of place as the guards and miners act like nothing has changed, even with Mulahey long dead. Maybe the quest just isn't meant for a party that already cleared the mines -- but then, unless the mod changes the way you meet Melicamp, I'd think many players go to Nashkel ahead of running into him.

 

 

Edit: Also, when you are to transform miss Cotton back, the script in the ar3202.baf contains:

IF
    Global("CDBracerQuest","GLOBAL",20)
    Global("CDIncantationRight","FW3202",0)
THEN
    RESPONSE #100
        StartCutSceneMode()
        CutSceneId(Player1)
        ClearAllActions()
        ActionOverride("cdiris",Polymorph(THIEF_FEMALE_HALFLING))
        PlaySound("%tutuvar%halff5")
        ActionOverride("thalantyr",ForceSpell("cdiris",CUTSCENE_DAMAGE_1))  // Iris Cotton
        PlaySound("EFF_M20")
        PlaySound("%tutuvar%halff6")
        Wait(4)
        SetGlobal("CDBracerQuest","GLOBAL",21)
        EndCutSceneMode()
        ActionOverride("thalantyr",StartDialogueNoSet(Player1))
END

IF
    Global("CDBracerQuest","GLOBAL",20)
    GlobalGT("CDIncantationRight","FW3202",0)
THEN
    RESPONSE #100
        StartCutSceneMode()
        CutSceneId(Player1)
        ClearAllActions()
        ActionOverride("cdiris",Polymorph(THIEF_FEMALE_HALFLING))
        PlaySound("%tutuvar%halff5")
        CreateVisualEffectObject("ICRMPARI","cdiris")  // Iris Cotton
        PlaySound("EFF_M20")
        Wait(4)
        SetGlobal("CDBracerQuest","GLOBAL",21)
        EndCutSceneMode()
        ActionOverride("thalantyr",StartDialogueNoSet(Player1))
END

Here "FW3202" should probably be "MYAREA", at least in my install it won't produce the cutscene as the area names don't start with FW.

 

 

Edit 2: I'll just assume my installation was off from the beginning. There are too many strange bugs.

Edited by Shin
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It's really more that I'm trying to tailor similar sequences for the other classes, and more specifically to a role-playing aspect of each class.

Soooo, does this quest work / make sense for none mage classes or is the missing class restriction just for testing purposes and essentially immersion breaking if you play it on something like a fighter?

 

Edit: Also, is there a more detailed feature list? I remember reading about a peaceful solution for ww island years ago but don't remember any details.

 

At one point you help Thalantyr with an incantation. Otherwise, I don't think it's too out of line for non-magic users. WW island, in a nutshell, is that if you've done a lot of the sidequests you can convince Kaishas to let you go without having to fight her.

 

Trying to start this quest in an ongoing game with Melicamp already transformed, Thalantyr isn't offering it. Is the initiation dialogue "We must endeavor to find those bracers, etc" tied to what he usually says right after performing the antichickenator? If so, I'd suggest putting the initiation speech in as a regular dialogue option when talking to Thalantyr instead, e.g. asking him about the bracers. This would seem to allow for the quest to be started at will at any time after Melicamp is turned back into human form. In my current state, SetGlobal("CDBracerQuest","GLOBAL",1) and SetGlobal("CDPlayerHasCalling","GLOBAL",1) seems to get it started, minus the initial dialogue.

 

Compatibility wise, while the quest is ongoing at least, Thalantyr's dialogue options are limited - so you can access his stock, but not other mod-added options like from Thalantyr Item Upgrade.

Yeah, the quest variables are initialized during Melicamp's antichickenation. I'll see what I can do for Thalantyr's dialogue.

 

Maybe all of this is due to me installing the mod on a game in progress and force-booting it to begin with, but still:

 

There seem to be some issues with the Nashkel mines part as well. If you've already cleared out the mines, the guards will block the way back in and you have to charm or otherwise move one of them to gain access. Inside the mine many of the miners (all but Bob) will fail to spawn. When console spawning Marvin, talking to him doesn't seem to set the proper global, Global("CDJames","MYAREA",1), so even after getting the information from him you can't advance the quest. Setting the global through the console moves things along again.

The miner issue is due to a game-in-progress install. They naturally EscapeArea() in their dialogues, so you probably spoke to them during your normal run through the mines and they left. Calling adjusts these so that they stick around, but it's too late for a game in progress. Speaking to Cory, not Marvin, is the key to advancing here.

 

On top of this being back inside the mines feels a bit out of place as the guards and miners act like nothing has changed, even with Mulahey long dead. Maybe the quest just isn't meant for a party that already cleared the mines -- but then, unless the mod changes the way you meet Melicamp, I'd think many players go to Nashkel ahead of running into him.

This is a good point. Perhaps moving the miners outsiude if you've already cleared the mines would be more appropriate.

 

Edit: Also, when you are to transform miss Cotton back, the script in the ar3202.baf contains:

IF
    Global("CDBracerQuest","GLOBAL",20)
    Global("CDIncantationRight","FW3202",0)
THEN
    RESPONSE #100
        StartCutSceneMode()
        CutSceneId(Player1)
        ClearAllActions()
        ActionOverride("cdiris",Polymorph(THIEF_FEMALE_HALFLING))
        PlaySound("%tutuvar%halff5")
        ActionOverride("thalantyr",ForceSpell("cdiris",CUTSCENE_DAMAGE_1))  // Iris Cotton
        PlaySound("EFF_M20")
        PlaySound("%tutuvar%halff6")
        Wait(4)
        SetGlobal("CDBracerQuest","GLOBAL",21)
        EndCutSceneMode()
        ActionOverride("thalantyr",StartDialogueNoSet(Player1))
END

IF
    Global("CDBracerQuest","GLOBAL",20)
    GlobalGT("CDIncantationRight","FW3202",0)
THEN
    RESPONSE #100
        StartCutSceneMode()
        CutSceneId(Player1)
        ClearAllActions()
        ActionOverride("cdiris",Polymorph(THIEF_FEMALE_HALFLING))
        PlaySound("%tutuvar%halff5")
        CreateVisualEffectObject("ICRMPARI","cdiris")  // Iris Cotton
        PlaySound("EFF_M20")
        Wait(4)
        SetGlobal("CDBracerQuest","GLOBAL",21)
        EndCutSceneMode()
        ActionOverride("thalantyr",StartDialogueNoSet(Player1))
END
Here "FW3202" should probably be "MYAREA", at least in my install it won't produce the cutscene as the area names don't start with FW.

 

Definitely a bug, and fixed.

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On 10/14/2018 at 4:38 AM, CamDawg said:
On 10/4/2018 at 10:47 AM, Shin said:

On top of this being back inside the mines feels a bit out of place as the guards and miners act like nothing has changed, even with Mulahey long dead. Maybe the quest just isn't meant for a party that already cleared the mines -- but then, unless the mod changes the way you meet Melicamp, I'd think many players go to Nashkel ahead of running into him.

This is a good point. Perhaps moving the miners outsiude if you've already cleared the mines would be more appropriate.

After looking at this some more, it's more of a problem that the miners don't always have appropriate dialogue for return visits. Rather than moving them outside, I've adjusted the changes to the miner dialogues so that they'll be a little more sensible when re-visiting.

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