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#1 Sir BillyBob

Sir BillyBob
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Posted 27 March 2006 - 05:34 PM

Dark Side of the Sword Coast
a WeiDU mod For Baldur's Gate II, BGT-WeiDU
A Sir BillyBob Production (now maintained by Turambar)

1. Introduction
2. History
3. Installation
4. Walkthrough
5. Credits
6. FAQ
7. Changes


This is a WeiDU-based version of the original TeamBG mod. This is only compatible with BGT-WeiDU (with or without BP-WeiDU, NeJ, SoBH or BG1NPC). If you're interested in a TUTU version of this mod, have a look at Chosen of Mystra website.
It can be installed anytime after you completely install the BGT-WeiDU game. See FAQ below for installation order suggestions. It is recommended that you choose NOT to BIFF the game resources while installing BGT. Consider using the DSotSC biffing utility instead (see description below).

Contact Turambar at the Spellhold Studios forum if you have issues/problems. Neither Sir BillyBob nor erebusant maintain this mod any longer.


The mod starts after you complete the Cloakwood Mines. Return to the Friendly Arms Inn to meet with Jet'laya. As in the original DSotSC mod, other areas are also modified, so some parts to this mod you may see before Chapter 5.


In order to install the DSotSC main component, you'll need to install BGT first. It is recommended that you choose NOT to BIFF the game resources while installing BGT.

The mod is in WeiDU format. To install, unzip the zip file to your game folder.

If you're on Windows: double-click on Setup-DSotSC.exe. To uninstall, double-click on Setup-DSotSC.exe again and select the Uninstall option.

On Linux or MacOSX (Mac version is still experimental; please contact me if you're installing DSotSC for mac, and tell me the results): you should download a weidu executable for the appropriate OS first (Resources and documentation at www.weidu.org); open a terminal and cd to your game folder.
If you're on Linux and have not already done it, run tolower first (tolower is in the same archive as weidu). This mod is already lowercased, so you won't need to run tolower if dsotsc is the only mod you extracted since the last time you ran it.
Then, you can install this mod in two ways, always from a terminal cd_ed to the game folder: either use WeInstall (see WeiDU website for details), or create a file called setup-dsotsc (for Linux) or setup-dsotsc.command (for Mac) inside the game folder, consisting in a copy of (or symlink to) the weidu executable file, and execute that.
You can force the installer to look for the needed binaries (ie, oggdec and tisunpack) inside the system path by adding the following option to the command: --args system-path
The use of binaries from the system path will be required in case for any reason any file inside the dsotsc folder can't be made executable (eg, the dsotsc folder resides on a FAT or NTFS partition).
On linux, you will need some shared libraries in order for DSotSC to install properly, IE libjpeg62 and libvorbisfile3 (for the appropriate architecture: if you're using 32-bit weidu on 64 bit linux, you might need to install the appropriate libraries using multiarch, or the 32 bit compatibility package, depending on your distribution).

The install is fully automated.

New: This version includes a Biff utility.
The heaviest files (such as tilesets and soundsets) will be automatically biffed at the end of the installation.

An optional component allows to biff the rest of your override folder (recommended unless you are installing many mods).


1. DS Interparty Banter (BG1, BGT and Tutu)

The original DSotSC NPCs had a lot of banter written and even voiced, but normally a player will never hear it because it was never enabled. The banter consists of various compliments, insults, responses to either of those, NPC death reactions and "special" sound clips. This component does not add new content as such. It simply adds entries to the correct tables (interact.2da and death.2da) so you will have a chance to hear the clips (or see them if you have subtitles turned on).

The banter will occur both amongst the the Dark Side NPCs and between them and the standard BioWare NPCs, just as it does amongst the BioWare NPCs in BG1. Experiment with different combinations of NPCs in your party for the best effect - not all NPCs will have the same reaction to others (for detailed documentation, refer to interact.xls and death.xls).

2. Extended NPC Soundsets (BGT and Tutu)

This component primarily affects NPCs who appear in both Baldur's Gate and Baldur's Gate II (Edwin, Viconia, Imoen, Jaheira and Minsc). It allows them to use sounds from BG1 in BG2 and vice versa.

Example: Jaheira has only one battle cry in BG1: "For the fallen!" Bg2 jahera has 3 battle cries: "For The fallen!", "Fall creature! And feed the earth!" and "Nature take the life she gave!" This component adds the two BG2 battle cries to the BG1 Jaheira. If the BG1 and BG2 versions of the NPC have different sounds in the same slots, it's a collision, so the 3 subcomponents are:

a) Additions only: only empty strings are filled (soundsets will be slightly different between BG1 and BG2)
b) BG1 soundsets dominate: in both BG1 and BG2, sounds from BG1 prevail (consistent NPC soundsets for BGT).
c) BG2 soundsets dominate: in both BG1 and BG2, sounds from BG2 prevail (consistent NPC soundsets for BGT).

In BG1, interparty interaction was based not on banters, but rather on occasional chit-chat between party members - compliments and insults. They just happen from time to time and have no consequences. In addition, this component expands such interaction in BG1 and reintroduces compliments and insults in BG2.

Jaheira: "You are amusing, in a 'what the hell is wrong with you' kind of way."
Edwin: "Watch your words when addressing me, lest they be fed to you on the end of my boot!"

If this is too confusing, just choose "Additions only" :). If you have DSotSC installed, this will enable a few of the new banters between existing NPCs and DSotSC NPCs.

3. Alternate NPC Portraits

These components allow you to install alternate portraits for the DSotSC NPCs. For samples, see this link.

4. Biff the override folder

If you don't know, biffing means placing the games resources in BIF files in the \DATA directory, and increases the performance of the game.

It is RECOMMENDED that you biff your override UNLESS you are performing a MEGA-MOD installation.
In that case, it's suggested that you only install the "Generalized biffing" mod after having installed all other mods. You can find Generalized biffing here.


Jet'Laya's Quest:

Go to the Friendly Arm Inn map. Jet'laya will seek you out if you head to the southern portion of the map. Take up her quest to find her sister and have her join your party. As soon as you do, the Forest of the Forgotten Souls maps should highlight on your world map, and the Dark Side intro program will run. This is similar to your dream programs in between chapters.
To access the LS maps you need to go through Peldvale. People have trouble finding the access, so the co-ordinates are x=5020, y=638, map 2400. Co-ordinate access is achieved by pressing the "L" key on your keyboard, and it pinpoints the location of your mouse pointer. There are 3 LS maps. The first is inconsequential. On the second map, you must observe the phantoms doing battle for a while. Just stand and watch. Nothing happens, but it is a prerequisite for what will come. Be very careful on these maps, as undead exist that can and will suck your experience and levels. Quick save after each little battle, AFTER you have checked that you haven't been sucked for XP. If you have, resume from the previous quick save. This will save you a world of grief.
Enter the last LS map at night. As close to midnight is best. You also need to clear out the undead nasties that are located in a cavern in the north central portion of this map. Now you have to search for Jet's sister. She is pretty close to the cavern that you cleaned out. You know you are close when you hear wailing and moaning.
When you find her, Jet will engage in conversation and ask if you still want to help. You better say "yes" else you are screwed. On her sister's body is a necklace of importance. Right click on it for a very helpful game hint.

The Dark One:

After you polish off the sister, the Dark One quest is normally next up. The Dark One quest does not find you (as all of the other quests do). When you finish Jet's quest, walk back to the map where the phantoms and cabin are located. Sometimes the phantom will talk to you, and sometimes you have to talk to the phantom. The Dark One is located very close by, so it takes very little time to complete; however the battle is of epic proportion. You will find that you have to kill the Dark One (be careful as he teleports away, and this does not count as a kill), and then the phantom will ask what's taking so long. He then informs you that you need the Dark One's life essence that is located within the cabin (this is the trigger for the cabin access). Get the stuff from the cabin (which the Dark One may be guarding from the outside), kill the Dark One again, and pick up the 6 potions that are on his body. Take the 6 potions to the phantom and everyone is happy (except the Dark One, as he's dead). Be careful not to kill the phantom in all of the battling. He is vulnerable to attacks after the first time he talks to you. He is also affected by turning undead, so be careful if you use this power.
Upon finishing this battle (and finding some very cool treasure), make sure you return Jet's sister's necklace (the tear necklace) to her family member located in the Jovial Juggler Inn (Beregost). He will give you a letter that allows you to have a special mace made. Take the letter to the Thunder Hammer smithy weapon shop. Otho will commence the construction of the mace, which will take 5 days.

The Dragon Quest:

A worker from the Temple of Lathander should approach you and tell you to go to the Burning Wizard Inn. You will meet the MorningLord priest of Lathander. He says that he has recently lost a religious relic, and you are to return it to him. Accept the quest, then go to the Nashkell Inn. You will meet Jeremy (mayor's assistant), who asks if you will vanquish the dragon. Also at the Nashkell Inn is Strongblade. He asks to join your party to help slay the dragon. You might have to wait a few minutes in the Inn, as Strongblade enters from the rear room area AFTER you have decided to take on the dragon quest. Now you're off to the races.
On the way to the dragon map (just south and east of Nashkell), you will meet a halfling thief. He is a decent thief, and you can ditch Imoen if you want. He also carries 6 or 7 arrows of green dragon slaying.
Upon approaching the dragon (east central area of the map), you will encounter numerous gnolls that do nothing but piss you off as you get ready to do serious battle. Try and kill them off without initiating the dialogue with the dragon.
As for battle tactics against the overgrown lizard, I will leave that up to you.
After you kill the dragon, you need to find his hoard. The access is located a little to the west, on a mountain facing (still within view of where the dragon was sitting). You need to find the hoard, as that is where the religious relic is located, along with more cool treasure. If anyone in your party is proficient with battle axe, you will love the weapon in the hoard.
Now you return to Nashkell to return the religious relic to the cleric , as well to get your rep. points from Jeremy (the mayor's assistant). On the way a little girl will approach you. You have to be nice to her *evil character grimaces* and then the game goes on autopilot as everyone gets taken to the mayor's house. You now regain control of your game, enter the mayor's house, and talk to the mayor's wife about her missing child. Ask who had access to the child.

The Citadel Quest:

You resume heading back to Beregost to return the relic and get your rep. points. Outside of the Nashkell Inn is a lady that tells you about a lost necklace just to the north. Help her out. On the way you meet CúChoinneach and his dog. He fills you in on the child/vampire issues, and the Citadel should now appear on your map.
In the interim is the special mace. You should have had this put into production (as it is made by Otho at the weapon smith's shop). You go to pick it up, and when you exit the shop, Elminster talks to you and empowers the mace. He then says you should have it blessed by a cleric.
You remember that after you returned the religious relic to the priest of Morningwhatever, he said if you ever need anything, you can find him at the temple, located just east of the Friendly Arm Inn. You go there, have him bless the mace, and now you can go to the Citadel. You find the access on the east boundary of the map that you fought the dragon.
If you thought there were a lot of undead on Jet's quest, you haven't seen anything yet! It is highly recommended that you keep Jet for this quest (but not essential). Jet and CúChoinneach make a dynamite front line against the undead.
After numerous levels of the Citadel (don't forget the upper levels, as there is a +3 vorpal weapon hidden in the top level chimney stack) you will encounter the baby sitter. Demand the return of the baby, and prepare yourself for battle. There is some dialogue with CúChoinneach and the vampire, and after a few spells, the head vampire buggers off.
After more undead battling, you should find him (and another vampire) waiting for you not too far away (end of a long corridor). He will run away and you have a bit of search ahead of you.
You will find the map that is the template for the basement of the Candlekeep map. There are several corridors that are seriously trapped, but contain great treasure. There is one corridor that appears to be a dead end - BUT it is not. You will find stairs going down. Take them after you have cleared the remaining areas.
This lower level is maze like and contains more, you guessed it, undead. You have to meander around to the north, west, south and then back east to get where you want to go. The head nasty (and maybe the babysitter) are located in the small area furthest to the east. After you finally kill them, there is an access on the east side of this small area that leads to nice treasure - but don't forget to bring the baby back. Pick up the two stakes in the treasure pile. Go back up one level and head north out the main corridor. Go through the maze of caverns heading east. A small room here contains two coffins. Stake the vampires and get your XP. Don't forget the trapped chest.
If you have killed any of these nasties previously, it is possible to get numerous babies, but don't worry, it doesn't affect the quest. Bring the baby back to his mother and get the rep. points.

Otho's Nephew:

The next (and last) quest begins with you being summoned to the Hammer smithy shop again. Otho (who made your mace) is looking for his nephew. He went missing somewhere between Beregost and Nashkell. Obviously, take up the quest.
You are looking for a campfire that is located on one of the maps indicated. It is just to the left of the main road. There is an access somewhat concealed (not hidden) on the mountain rock face just to the left of the campfire.
What will follow is a whole host of maps until you find a map that looks like the main floor of the Flaming Fist headquarters (in BG). SAVE THE GAME IMMEDIATELY. As you enter the room you will find Trollslayer doing battle with about 50 Duragar (underground dwarves). He will ask if you want to help him. Duh, say yes. When the fight is over talk to Trollslayer (awesome Dwarven fighter) and have him join your group. He will tell you that "the bastards killed the nephew," but will want to investigate the unnatural recent goings-on.
You will go through seemingly endless mazes, and will encounter the Drow leader. This battles are great, and I'll let you figure out how to deal with them on your own. It is stressed that on all of the maps that you venture through, that you look for ALL accesses. There are a few that wouldn't expect to find. Search for them all, as there is a pile of treasure just waiting to be had.
You now have to venture back (very long walk unless you found the Bandit Camp access) and tell Otho about his nephew. He takes the war hammer that Trollslayer has and guess what? You have now finished the Dark Side quests. As a word of advise, read all of the books that you find in the Drow leaders quarters, one of them has some interesting facts about the game.

Side Quests and changes:

Several area maps have new monsters to fight. Some areas will respawn new monsters after each chapter.
Temples, inns, and stores have new items. Take a look and bring your gold.
Additional changes can be seen if you install NTotSC (Northern Tales of the Sword Coast).


TeamBG for starting all of this.

Hlid, Horred, Seanas, and the others who always help me out. I need it!

King Diamond for recommending that I rebuild this mod to save you some disk space.

Whoever wrote the walkthrough on the Sorceror's Net site that I stole from. You don't think I wrote all this did you?

Weigo for the German translation. Leonard Watson for German updates.

Miloch for coding the interparty banters and all his assistance with updating the NPC soundsets.

10th Lich, Lollorian and all the others who have collected and reported bugs, and all those who have proposed fixes for them.


1. Do I need BGT-Weidu or other mods?
Yes, you must have BGT-WeiDU installed. No other mods are required.

2. Can I use BP-BGT instead?
No, This will not work with a BGT-BP game; use the WeiDU versions.

3. How can I update the mod? Can I use [R]e-install?
If you have DSotSC v 215 or below installed, you can't. You must first uninstall the whole mod, then remove the DSotSC folder, and only then install a newer version. Saved games will still be compatible.
If you have DSotSC 216 b1 or later, you can simply extract the new archive over the older one (only, be sure the dsotsc/backup folder remains untouched) and use [R]e-install.

4. There is no Worldmap with this mod. Please download the Worldmap mod for BGT-BP.

5. Installation order (more info at http://www.shsforums...031-englishpdf/ ):

  • BGT needs to be ALREADY installed; see installaton order suggestions for that mod, too.

  • Optional mods to be installed BEFORE DSotSC: Dark Horizons

  • Other mods which should be installed afterwards include BP-WeiDU, the Worldmap mod; Generalized Biffing, Infinity Animations, BG1 NPC project, NTotSC, SoBH and most tweak, NPC, Quest,... mods.


2.17 Some bugfixes
2.16 Installation process has been revised to work on all WeiDU-supported OSs.
Some bugfixes. For a complete list, see changes.txt
2.15 Several bugfixes and updated installer to WeiDU v209.
re-translation included. Updated installer to WeiDU v208.
2.05 Enabled Thorfinn, an NPC from the original mod. Added English soundclips
for Bardo, Bub and Thorfinn. Added optional components for interparty
banter and alternate portraits. Fixes the stupid error disabling travel to the
Wood of Sharp Teeth that v2.00 introduced.
2.00 This version includes Castilian language, support for BGT v1.05 and WeiDU 207.
It also fixes a bug that didn't allow the OGGs to load for Italian language, and
the bug where you are unable to leave the Forest of Forgotten Souls via the Worldmap.
1.95 This version, includes Italian language, support for BGT 1.04, and WeiDU 1.99.
1.90 Languages now include English, German, Polish, and Russian.
1.85 Includes major fixes from King Diamond. This version compresses the WAV files to OGG
which makes the whole download smaller. KD also included compatibility with his Baldurdash
fixes. Weigo included German sounds to some of the NPCs. They even have their dialogs
displayed on screen - cool!
1.81 Includes fixes from the NTotSC 1.41 patch. Also added Russian and Polish language
translations to the package.
1.80 Fixed spawn problem in DSC001 and DSC002. Fix music for several DSC areas.
Changed area updates to use WeiDU instead of copies. Should be more compatible with
other mods now.
1.72 Fixed dagger problems, tested with BG1NPC for compatibility. Added Weigo's
German translations (Danke schon!).
1.71 Fixed several areas that 1.7 was overwriting.
1.7 Rebuilt mod to work with BGT-WeiDU. Changed NPC's kits to match generic kits
of BG2. This version does not work with BGT-BP.
1.6 Removed the worldmap, use Yacomo's map. Downgraded some items to closely match
CoM's version of the mod. Rebuilt TP2 file to modify some CRE files without
having to host them in the mod package (should make for better compatability
with other mods).
1.5 Removed redundant TIS files, corrected some BAM files.
New biff utility included.
1.3 Included CtB compatibility. Added compatibility with new NTotSC mod.
Fixed all items, add WraithForm spell.
1.2 Made compatible with CtB by changing a spell and item. Doesn't install
Worldmap if CtB is already installed.
1.1 Fixed some area scripts.
1.0 First attempt at full package. Lets see what bugs are still in the mod!
0.3 Minor fix for DSC016 cutscene.
0.2 Small fixes including area scripts and updated items. Spells added.
0.1 First version, bugs and all.

Edited by Turambar, 04 January 2013 - 01:28 AM.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website