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Northern Tales of the Sword Coast

Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.

This is a BGT, BG:EE, and EET version of the original mod. For versions 2.0 and higher, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:

-DSotSC for BGT/EET: EET compatibility and restructured by k4thos

-DSotSC for BG:EE: version by Red Carnelian.

To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE and EET, the worldmap mod is no longer needed but you still need to start a new game to see the mod areas on your worldmap. Thank you to AstroBryGuy for providing the worldmap tweak for BG:EE!

Note: For downloading the current version from GitHub, make sure you go to the releases page and download the latest release of this mod!

Read the Readme

Visit the mod's forum at Spellhold Studios

Download the mod from Spellhold Studios (same version as here)

Copyrights Information

NTotSC is not developed, supported, or endorsed by BioWare™ or Interplay/BlackIsle, Overhaul, Beamdog or the Wizards of the Coast in any way.

ntotsc's People

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alienquake avatar angelgryph avatar gitjas avatar realapxu avatar roberciiik avatar vanimmaus avatar

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ntotsc's Issues

General Ghotal too hardcore

General Ghotal is nearly impossible to hit even with a level 8-9 party and all the best weapons (my fighters all have THAC0 7) and has way too many HP, after several minutes of fighting there is barely a dent in him.

NTKROTAN has incorrect level/HD

This is a bug in Northern Tales of the Sword Coast, creature ntkrotan.cre has a nonsensical level/HD assignment (0/30/1). Since the creature is not multi-classed, the second- and third level do nothing and the creature is effectively a level 0 fighter. Most likely this messes up SCS's proficiency assignments.

Both SCS and MiH contain code that remove the nonsensical secondary level 30 many BG1 creatures have because otherwise they end up with way too much HP. Based on its stats alone, I'd say this creature should have at least 15 HD.

Based on Angel's comment here:
https://www.gibberlings3.net/forums/topic/37083-issues-with-and-questions-about-my-bgt-install/?do=findComment&comment=329753

Errors when installing tactical challanges on classic BGT

Hello @AngelGryph,

I know that tactical challenges could be still in "work in progress" state, however I would like to inform you that there are errors when installing Haeball component on classic BGT setup. Could you look at this? Here is a log:

Installing [Improved Haeball] [4.2.0]
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Compiling 1 script ...

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 93 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 106 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 119 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 132 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 145 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 158 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]

[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 171 column 1-49
Near Text: )
        [StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
Copying and patching 1 file ...
Compiling 1 script ...

Tiny itm Issues

There are few issues with items:

  • Umber Hulk Plate +1 (NTPLAT04) is missing the unusable by Avenger Flag
  • NTRING04.BAM is wrongly centered. The frame 0 should be: center X (-1); center Y (-1);
  • Girdle of Stromnos (NTBELT01) set stg to 19. it might be a little too much in comparison to other items. It could be something like 18/51
  • Mace +3: 'Defiler' (NTBLUN04) is a +2 mace (thac0 +2 and dmg +2) with an enchantment level of 3. To stay balanced, it seems that the name and enchantment level of 3 should be set to 2
  • Rusted Dagger (NTkeypb3) would benefit from using another inventory icon than classic dagger to avoid mistakes. perhaps recoloring the blade.

Northern Tales of the Sword Coast: Svlast NPC Inter-mod Conflict

Greetings, jastey!

According to the Big World Setup tool which I used to check inter-mod compatibility, the NPC Svlast from Northern Tales (component 6) conflicts with Svlast from BG1's Unfinished Business mod (component 22). Can these be reconciled and made compatible? If so, how should they?

Thankee!

Error Message:
image

Monk item permissions

Some items that should not be usable by monks are and vice versa. Most likely this is because this was originally a BG1 mod which did not have monks. This is most notable with the items found in the new Firewine dungeon, but I would suggest checking all the items.

Woman outside of Sorcerous Sundries

Apologies if this isn't the right place for this, but SHS is not accessible for me ATM.

From the README:

One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries.

This is my first run of NTotSC so I'm not sure who I should be expecting but I'm in Chapter 5 and there's no woman outside the shop either day or night. I've encountered other content from this mod so I know it's installed. EET with 2.6.6 and NTotSC 5.0.0.

weidu_log.zip

Sealed crypt battle too hardcore

The battle in the sealed crypt isn't winnable even with a fully buffed endgame party that can take on Sarevok or Aec'letec with no trouble; the knights are too hardcore. Also another unavoidable trap right at the entrance.

Ogre Magi in the Fields of the Dead

Is there any chance to remove Ogre Magi (Ogrema_d.cre / Ogrelead.dlg) from AR12PB.are. It is a copy of bounty hunter from Baldur's Gate Docks and refers to Son of Murder and a price for the Player's head. As with BGT or EndlessBG mods, this quest can be done after Sarevok death, I think this ogre magi does not belong to the Orkish army quest at all.

Issues with equipped slots for ntmariel.cre and ntogremu.cre

There is 2 bugs with references for creature's equipment slots :

  • ntmariel.cre - armor is not equipped, sword is placed in armor slot, etc... (references start at 1 instead of 0)

  • ntogremu.cre - is equipped with an unexistent weapon (1) instead of the STAF23.ITM (Serpent Shaft +3) (0)

Black Hand too harcore

Four archers with Arrows of Detonation will kill even an endgame party in seconds, and that trap right at the temple entrance is simply unfair, party will be on it right as they enter. Tone it down, please!

ar01pb, ar02pb and creatures

The field plat +2 (PLAT09) is added two times one in the area file and one from script:

ActionOverride("Kontener1",CreateItem("%PLAT09%",25,0,0))

Would say, area one should be removed

Knight from the Grave (NTBKNIGH) and Catacomb Warder (NTBPWATC) are set as "HUMANOID" instead "UNDEAD" and lacks undead's resistances (fear, mind control...) - could be set with RING95

in AR02PB, the creature are deactivated by own script (in are file).But this makes thing strange because they disappear after you enter, you see them disappear. It could be sensible to use the area script for deactivation/activation (or creation) to avoid that.

in AR01PB, the orc mages and priests are generic from IWD (ported and unused in BG2-TOB) but with SCS those creatures became a bit too powerfull. Even if it is an oversight from SCS, it could be sensible, for balance and compatibility, to add new orcs cre with more sensible level: Lv 10 for mages and lv 8 for priests
See: https://www.gibberlings3.net/forums/topic/38044-of-orcs-or-balancing-purpose-between-vanilla-orc03-orc04-and-scs-version/

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