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NTOTSC Help


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#1 The Elder Brain

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Posted 09 November 2017 - 10:00 PM

Hello all. I am new to this mod and am having a extreally hard time finding access to the northern coast map and finding the fields of the dead . I got the quest..from avery and the husband and wife in BG, did everything correct to get it but it stays grey. I tried talking to the fishermen at the docks but he says nothing............is there some liitle spot i am mising ? or a lay out of maps and lead from the wood of the dead somwhere ? I have roamed for hours banging my head on the keys trying to finger this out......if anyone can throw me a hint it would be great.....BTW It was Avery that updated my map....

 

 

UPDATE: Nevermind.....I missed something and feel stupid now.....like standing near the item in the store and asking where it is ....


Edited by The Elder Brain, 09 November 2017 - 10:46 PM.


#2 The Imp

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Posted 09 November 2017 - 11:03 PM

If you can't enter a grayed map, then you just need to find out where the "entrance" to that map is, depending what mods you have installed, the entrance can very well be in a place it looks not to be. But there's also the one mod that teleports the party to the new area, where the quests have to be done in a set order...

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#3 jastey

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Posted 09 November 2017 - 11:56 PM

For version 2.0, the Northern Coast is accessible from Ulgoth's Beard. For BGT and BG:EE, the BP-BGT-Worldmap mod needs to be installed and a new game started. (For BG:EE, the need for the Worldmap mod will be removed soon thanks to AstroBryGuy's work.)



#4 Roxanne

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Posted 10 November 2017 - 01:50 AM

Prior to v2.0, the Northern Coast was revealed on the map by the respective quest. However, it was only accessible (for the first journey) from the east, i.e. from Field of Death or Wood of Death?

 

Does v2.0 change that? (i.e. does it change sequence of events by this as well?).


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#5 jastey

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Posted 10 November 2017 - 04:12 AM

In v2.0, Northern Coast will be revealed and accessible by leaving Ulgoth's Beard without receiving a quest first.



#6 Roxanne

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Posted 10 November 2017 - 04:44 AM

In v2.0, Northern Coast will be revealed and accessible by leaving Ulgoth's Beard without receiving a quest first.

That is an unexpected turn of events...

 

My problem - not yours. (at least compatibility is down the drain...) I only hope nobody makes Cloakwood mines accessible from FAI right away.


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#7 jastey

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Posted 10 November 2017 - 07:21 AM

I guess you are referring to compatibility between Sandrah and NTotSC. From mod events, all the PC can do in the early game is help the fishers with their monster problem and Olivia. Nadalin won't be back until the PC met him in Baldur's Gate, and he won't be availbale for boat transfer until after the PC heard from Avery in the Northern Citadel about the altar key, which will be only after he was sent there by Duke Eltan when summoned there according to original game events.

 

In the BGT version, the area was meant to be accessible by Ulgoth's Beard, but the exit was linked to the Northern face where Ulgoth's Beard doesn't have a link to the worldmap. My motivation was to make this connection work, also because I see the area to be near the village thus the PC could travel there by going north. Making the Northern Coast only accessible via the Fields of the Dead is a great detour which lacks in a logical reason imho. Let me know what compatibility problem there is and we'll try and find a solution that makes sense in terms of internal logic of NTotSC, too.



#8 Roxanne

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Posted 10 November 2017 - 08:47 AM

I guess you are referring to compatibility between Sandrah and NTotSC. From mod events, all the PC can do in the early game is help the fishers with their monster problem and Olivia. Nadalin won't be back until the PC met him in Baldur's Gate, and he won't be availbale for boat transfer until after the PC heard from Avery in the Northern Citadel about the altar key, which will be only after he was sent there by Duke Eltan when summoned there according to original game events.

 

In the BGT version, the area was meant to be accessible by Ulgoth's Beard, but the exit was linked to the Northern face where Ulgoth's Beard doesn't have a link to the worldmap. My motivation was to make this connection work, also because I see the area to be near the village thus the PC could travel there by going north. Making the Northern Coast only accessible via the Fields of the Dead is a great detour which lacks in a logical reason imho. Let me know what compatibility problem there is and we'll try and find a solution that makes sense in terms of internal logic of NTotSC, too.

Only one final question - how is Fields of the Dead revealed in v2.0? (Receiving Yness lost husband quest in Ulgoth's Beard? And/or Wenric in Upper Chiontar, he used to reveal Wood of Dead? From neighbouring areas?)


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#9 jastey

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Posted 10 November 2017 - 12:15 PM

Fields of the Death will be revealed either:

-by accepting Yness' quest for her husband in Ulgoth's Beard

-by travelling to Wood of the Dead (accessible from Farmlands or Northern Citadel) and talking to the ranger Koldar there)

-from Meandar the Ice Salamander

 

Wenric reveals the Wood of the Dead via dialogue but it's also accessible by just exiting the Farmlands North.



#10 Roxanne

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Posted 10 November 2017 - 12:30 PM

Fields of the Death will be revealed either:

-by accepting Yness' quest for her husband in Ulgoth's Beard

-by travelling to Wood of the Dead (accessible from Farmlands or Northern Citadel) and talking to the ranger Koldar there)

-from Meandar the Ice Salamander

 

Wenric reveals the Wood of the Dead via dialogue but it's also accessible by just exiting the Farmlands North.

Thank you for the detailed information. And I agree that from the mod's internal progress it all makes sense. The detour to Northern Coast via Field of Death looked strange. (My problem just was that by travelling this way you opened the way back as well, i.e. in v2.0 you do not see Field of Death if you leave Northern Coast to the east unless you had one of the other triggers already).

All I need to do is to re-locate an event I add to Field of Death to happen at Northern Coast instead and modify some dialogue from *in this area* to *some area east of here*. Maybe a bit more, since the pastoral coast area lacks the gloomy atmosphere of AR10PB...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*