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Having an issue with Ormyrrs Peak quest.
Found all the pieces but it wont take the amulet of protection+1 I have. I tried EEkeeper for other ones and they dont work.
Where is the amulet of protection the Ormyrr requires?
Edit - Figures I find it after I post. For anyone else looking its the Amulet: The Protector + 1.
Questions:
Kobolds Dream too: Meet the Kobold and promised to help him. I checked all over Baldurs Gate, Bereghost and Nashkel. What area should I look?
Apex Predator: Given quest and cleared cloakwood mines area and pretty sure I killed the creature(double checked, everything dead) but the quest did not update. Is there another area it is in or somewhere to find the quest giver to turn in?
Circle Quest: Not sure it was mentioned but the portals only show up if the ring is on main character not companion. I was going nuts until I tried that. Also does the ending always turn out the same?
Love the mod and how most of the quests blend seamlessly into BG
Quote:Kobolds Dream too: Meet the Kobold and promised to help him. I checked all over Baldurs Gate, Bereghost and Nashkel. What area should I look?
Ask in Friendly Arm Inn.
Quote:Apex Predator: Given quest and cleared cloakwood mines area and pretty sure I killed the creature(double checked, everything dead) but the quest did not update. Is there another area it is in or somewhere to find the quest giver to turn in?
There is panther or something like that on that area, not a normal creature. And it's on the exterior area, not inside the mine, I thought I would make that clear. There is no variable stuff here just a check: Dead("L#APEAP") -- if the game doesn't fee that creature as dead, it's probably... well... not dead.
Quote:Circle Quest: Not sure it was mentioned but the portals only show up if the ring is on main character not companion. I was going nuts until I tried that. Also does the ending always turn out the same?
Yes, it is even said in the dialogue that it is YOUR character that is linked to the iteam and it works when your character is wearing it. And yes, the end it always the same.
Quote:Love the mod and how most of the quests blend seamlessly into BG
Thank you!
Quote:There is panther or something like that on that area, not a normal creature. And it's on the exterior area, not inside the mine, I thought I would make that clear. There is no variable stuff here just a check: Dead("L#APEAP") -- if the game doesn't fee that creature as dead, it's probably... well... not dead.
Checked a third time and no creature so likely a conflict with another mod.
Firewine. I found 3 rusted swords, I found the tower which had 3 broken swords. I placed the rusted swords in the same container, nothing happened. What should I do with them?
Thanks again for this lovely mod btw. It has made my BG1 playthroughs so much more fun and interesting.
EDIT: Ah! There's a second tower that can be accessed, with a chest in it. That solves it.
Glad you found it! And I'm glad you're enjoying the mod!
Ghost Ship: Gotten to the part looking for sons. Tried looking all along the coast as well as the forest areas around the bandit camp. No dice.
Where should I be looking?
Quote:Ghost Ship: Gotten to the part looking for sons. Tried looking all along the coast as well as the forest areas around the bandit camp. No dice.
But you know you're looking for bones, not living characters, right?
Like those in a cave near the Mountain Cemetry or in the caves below the Ulgoth's Beard lighthouse.
Yeah tracking they would be bones.
Soooo I tossed the mountain cemetery bones after the Ormyrr quest. Do you have an item code or item description so I can find it myself?
Onwards and upwards to Ulgoth's Beard to liberate some bones!
I think they were L#HAUSS1, L#HAUSS2 and L#HAUSS3. But I'm not sure and I have to go now.
Hi Lava. I practically live in Baldur's Gate these days, and am playing a few hours a day almost every day of the week. I take it slow but still end up finishing the series once every few weeks. Then I just start a new playthrough and do it all over again. Baldur's Gate is my happy place. I really love Shades of the Sword Coast for how much fun and beauty and love it has added to these playthroughs. I love al the characters and stories it adds, there's so much heart in all of it. I can tell you love this game as much as I do.
I have a few ideas or suggestions for things that I believe can still be improved on this brilliant game, and I was wondering if you might want to hear them. Maybe they can find their way into the next version of Shades of the Sword Coast? I would make these mods myself, if I understood anything about Weidu.
'Small' Mod ideas:
Don’t Jump (suicide is not a joke)
Provides better dialog options for your encounter with Chase, the suicidal noble near Coast Way Crossing. Allows you to empathize with him, understand the cause of his suicidal thoughts (feeling like a useless failure) and suggest a resolution for them. If this path is taken, you will meet him again in Baldur’s Gate, where he has found a job and is much happier.
Noober is a Pretty Cool Guy
Noober is no longer a ‘village idiot’ but is actually a pretty cool guy. If you put up with the questions he pesters you with, he reveals that he was simply testing your patience. He believes that patience is an important tool on the journey to enlightenment, and that it should be rewarded. He rewards you with an amulet of protection.
Don’t be mean to Halflings
Fixes the strange dialog with Perdue that forces you to insult him for being small (which makes especially little sense from a gnome or halfling PC).
Don’t be a Misogynist
Provides alternative dialog options to calling women ‘wench’ or ‘harlot’, where necessary.
Murder is not the Way
Provides alternative solutions to several encounters that, for no real reason other than lack of dialog options, invariably end with violence.
There is already a follow up quest about Noober in the Baldur's Gate Quests and Encounters mod.
Quote:Provides better dialog options for your encounter with Chase
Oh my, don't say "your encounter"
That's not mine
All these ideas are expansions of the original quests and SotSC focuses on new stories rather than expanding existing missions and talks
But it doesn't mean that someone won't release something like that. But SotSC is a finished mod and it won't get any new content, it's already quite big and translated into several languages.
Thank you for your kind words, though!
(06-06-2023, 06:45 PM)Lava Wrote: [ -> ]Quote:Provides better dialog options for your encounter with Chase
Oh my, don't say "your encounter" That's not mine
All these ideas are expansions of the original quests and SotSC focuses on new stories rather than expanding existing missions and talks
But it doesn't mean that someone won't release something like that. But SotSC is a finished mod and it won't get any new content, it's already quite big and translated into several languages.
Thank you for your kind words, though!
Sorry sorry! I did not in any way mean to imply that you wrote that piece of garbage
I meant it more like a description of what this component could do.
But I totally understand your point that Shades of the Sword Coast is already a very big and very complete mod, and it doesn't need more parts. I agree! We are truly blessed with all the work you put into it, and for it to exist in its current form. For something so big and with so many parts to it, it is remarkably well integrated, bug-free and beautifully immersive. It's a work of art, this mod.
Regarding Noober: I didn't know about the follow-up quest that resolves his storyline in a more satisfying way. I found out how to do it now, and it feels really right. Thank you for pointing it out to me!
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