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BGQE: Mod Description


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Baldur's Gate Mini Quests and Encounters Modification (BGQE) is a quest mod compatible with all BG1 games, i.e. original BG1 with or without TotSC, all BGTutu games, BGT, BG:EE, and EET. It adds several small quests and encounters to the game.

 

The duration of the game time added by this mod is approximately 30 to 60 minutes, depending on playing style.

Since Version 9, the Bjornin Extention is moved to the RE BG1 mod (Romantic Encouters for BG1). That is where it belonged all along.

Install this mod before bg1npc project. Otherwise, some reply options are gone. (The quests are still solvable, though.)

 

 

 

DESCRIPTION

1. Slime Quest
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This quest is located in Beregost. If you pass one of the houses in the northwest, a woman dressed in red should approach you. There are some strange things going on in the house of her neighbor, and she wants your help.

This release revises the quest to meet known compatibility issues and adds a (more) evil quest solution.


2. Family Treasure Quest
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This quest is also located in Beregost. If you go into another house in the northwest, you will meet a strange couple. They obviously have a serious problem, but haven't talked to each other for some time now. Although it seems that they aren't interested in talking to you either, it might just be that you can solve the riddle and ease their worries... or betray them and ruin the family completely.


3. Babysitting in Nashkel, including Carnival Encounter
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This quest occurs in Nashkel. Did you meet the desperate mother of two little children? She has something important to do, and is in great need of a trustworthy person who will watch over her children while she is away. So, fearless monster fighter, will you be ready for this challenge?

The babysitting is only available for paladin PCs or for non-evil aligned PC's with reputation higher than 12. Evil PCs can bully the mother away, which will lead to a follow-up.

At the Nashkel carnival, you can find Tina. The young woman is another tragic soul in need of some money... or so she says.


4. Monster in Nashkel
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Near the Manor House in Nashkel you can save little Arnim from a monster that's chasing him. He is staying with his parents in the Nashkel Inn. For such a heroic deed, the thankfulness of his parents should be all yours... shouldn't it?

The delivery man who mixed up the egg deliveries will be met later in the game. One of his customers is very, very unhappy about what he got and both will be delighted to see you.


5. Fallen Paladin in Baldur's Gate
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In the northern part of the city, in the temple of Helm, an evil fallen paladin is hiding. He slaughtered a little girl without hesitation... at least that's what the angry people in front of the temple are saying.


6. Undying Love in the Fishing Village
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The frightened woman in the left house tells you she is threatened by a monster hiding behind her house. Maybe you should go and take a look?


7. Lovesick Half-Orc
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On the road north of Nashkel, you meet Uguth. He is on his way to Baldur's Gate, to his beloved. Due to his appearance, being clearly descended from orcs, he has to overcome a special hindrance before he can take her into his arms.


8. Unexpected Help
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In the Candlekeep infirmary, glum Sir Trun seeks healing from his wounds. He was injured badly in a fight, but that doesn't seem to be his actual problem, as Linda, his fiancee who is staying in Candlekeep Inn, can tell you...
This quest is accessible both during the Prologue or after the return to Candlekeep. Note: Since most players finish this quest in the prologue, there are no NPC reactions for this quest.

Note: The "Extension of Bjornin Encounter" is moved to "bg1re: Romantic Encounters for BG1" where it belongs.


9. Many little paws
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Formerly meant as an Easter Egg quest I figured it makes sense to tell players it's actually there. Make sure you have Minsc in your party when talking to the vendor at the Nashkell Carnival. Everything else will develop from there - promise!

Spoiler:
The pet vendor will reappear after three ingame days at the 3rd level of the Friendly Arm Inn.


10. Drunk near Beregost Temple
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Inform the priests in Beregost Temple about the drunken wannabe Lich outside so they can keep an eye on his safety!


11. A Warm Place for Noober
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Approximately three days after the first Noober contact in Nashkel, your PC will witness an oxymoron: a Noober who cannot talk! Show mercy and find a kind soul ready to take him in and help him to cure his sickness - and also a place where, finally, Noober can put his talkativeness into good use, as well.


12. Brage's Sword (not for original BG1)
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This component gives the player the possibility to prove that Brage fell victim to an intrigue and save him from a death by the gallows - if the PC wants to. There is an evil quest option, of course.
Brage has to be brought to Nashkell alive. The mod also adds the possibility to bring him to Oublek (i.e. the Nashkell authorities) instead of to the temple. This was unfinished original game content. (For this possibility, please note the install order as mentioned above).

The quest about Brage's sword starts when talking to Oublek after bringing Brage to Nashkell alive.

***** Spoiler *****
-The merchant Borda (original game content) plays a role in this quest. Originally, he can be met in the area with the Xvart village. Depending on quest status the Pc can confront him here. If he was already met, there will be a second meeting.
-Brage's sword plays a role, as well. It has to be presented to Nalin at some point. After that, it is no longer needed for this mod (and can e.g. be used for Thalantyr's Item Upgrade Mod).
-The quest can be solved completely before clearing the Nashkell mines (or later). For the case that Laryssa, Brage's cousin, was killed upon the first confrontation, the last needed quest clue will be found no sooner than Tazok's tent.


13. Legal Seachart Sources (not for original BG1)
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This component adds two more possibilities to receive the sea charts for Mendas' trip to Balduran's island. Both ways will be installed.
2.A by Lumorus: If the PC helped Aldeth Sachenstar in the Cloakwood as well inside the Merchants' League, Aldeth will be very interested in the research and Balduran's artefacts. He will enable access to the sea charts without the need to steal them or intoxicate the captain.
2.B CALABALD (= Calahan + Balduran's Island) by Shuv-Oohl: The sailor Calahan in Ulgoth's Beard wouldn't be a real sailor if he wouldn't have sea charts of his own. He won't part with them without an appropriate compensation, though... PCs with enough gold have now the possibility to go to Balduran's island before entering Baldur's Gate.


14. Additions to the House of the Lady and the Bitch Queen's Temple
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This component extends the original game quest about priest Tremains dead son and the scoll of dispel from the temple of Umberlee.
3.A Prevent Jalanthe from Making a Mistake, by Lumorus: The High Priest of the Water Queen requests a Book of Wisdom for the scroll of dispel. But would it really be a wise idea for her to rely on another god's help? The PC now can ask explicitely whether the priestess is sure that Umberlee would be pleased if the ceremony was done with the wisdom received by Tymora...
3.B Tremain's Sellout: in the original game, Tremain asks the PC to retrieve his dead son from the temple of Umberlee, so he can revive him. The PC now has the possibility to bring the son to the temple, instead.


15. A worried farmer (not for original BG1)
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In Beregost/Nashkel there are some rumors by a few farmers, so far one of them is addressed in this component: talk to a farmer in Beregost until he tells the PC about a creature making noises behind his house at night. He will then ask the PC to help him to get rid of it.


16. Bodies for a good cause
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This mod plays in Baldur's Gate. Bring the corpses you find in the sewers to Sylar, a necromancer with a special research. This component is also good for PCs that care about the environment! :D


For more information, please have a look at the mod's Project Page.

Edited by jastey
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Until G3 download section is updated, v12 including Italian translation can be downloaded at Kerzenburgforum.

Thank you ilot for the Italian version.

Changes are:

Version 12:

  • Italian version completed by ilot
  • "Fallen Paladin": NPCs will not comment on the nanny if the PC did not talk to the fallen paladin yet

Version 11:

  • "Family Quest": After solving the quest, Mrs. Dudley no longer has a necklace that can be pickpocketed
  • The wyvern head of the Nashkel monster now gets actually installed!
  • Fixed several instances (hopefully all), where party members would perform quest character's actions (like Take Gold, Escape Area etc.)
  • Family Quest: "Annie drops necklace" bug fixed
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Quote

2.B CALABALD (= Calahan + Balduran's Island) by Shuv-Oohl: The sailor Calahan in Ulgoth's Beard wouldn't be a real sailor if he wouldn't have sea charts of his own. He won't part with them without an appropriate compensation, though... PCs with enough gold have now the possibility to go to Balduran's island before entering Baldur's Gate.

 

Calahan seems like an idiot, and he hangs out right in front of Mendas' house (who can't manage to get the charts without help).  I think this plot element is either too convenient or very unconvincing.  I understand why this is needed but the way this is currently implemented doesn't really make much sense from a role-playing POV.

Edited by Axatax
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This is gonna be a weird question, but which components in this mod (BG1 Mini Quests and Encounters) are based/expands on NPC or plotlines that are already in the original game vs. components that are not based/expand on anything in the game?

Mod components that are NOT based on NPC or anything that is already existing in the game:
• Family Treasure Quest
• Babysitting in Nashkel
• Monster in Nashkel
• Fallen Paladin in Baldur's Gate
• Undying Love in the Fishing Village
• Lovesick Half-Orc
• Unexpected Help
• Many little paws
• Bodies for a good cause

(Unless one of the above components took some random NPC was already in the game but had no plot, story or any significance attached to it, and just gave them a new plot; in which case, it should belong in the list below.)

Mod components that are based on or expands on something is already in the game, (e.g., existing NPC, quests, rumors, side plots, etc.):
• Drunk near Beregost Temple
• A Warm Place for Noober
• Brage's Sword
• Legal Seachart Sources
• Additions to the House of the Lady and the Bitch Queen's Temple
• A worried farmer
• Finish Cordyr's Quest without killing Sil

Are those listings correct?

Edited by ktchong
Previously missed the "Finish Cordyr's Quest without killing Sil" component
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1 hour ago, jastey said:

This quest only triggers for and with Minsc in Party - not sure that qualifies for the second list.

Otherwise, yes.

The vendor that initiates the "Many Little Paws" story with Minsc in the party: does the vendor already exist in the game and the mod just adds contents to the vendor, or is it a  new vendor (a new NPC) that is added into the game by the mod?

Thanks.

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