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BG2 Storyline Improvements!


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#1 Kaeloree

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Posted 10 May 2006 - 01:33 AM

Basically I, at some point, want to alter some quests in the original game. Why, you may ask, and to be honest I'd have to say 'because they kind of sucked.'

I have yet to find someone who actually thinks all of the original quests in BG2 rocked. If you do, PLEASE post so I can be proved wrong!

More to the point... my dear, wonderful writers, readers, betas, and everyone else; have you ever had a quest which you particularly disliked doing because it was badly implemented/badly written/a bad idea in the first place, and thought of a way to improve it muchly or change it altogether, and written it into fanfic, or just kept it in your head for future reference? Well, post it here! I'm looking for ideas for a few quests I could change, and you guys always have the bestest ideas evar... smile.gif

NOTE: This does not include the entire storyline of BG2. :P It does suck, yes, but thats not what I want to do. I'm looking for small to medium sized quests that could be changed or a storyline arc added or whatever, that wouldn't be horribly hard to implement. New items & classes are fine; just no new areas.

K, love you all!

P.S. If someone comes up with a story idea or alteration and post it, I will of course ask explicit permission before I do it. And its not at all guaranteed that I will do any of the ideas - this is also just somewhere to post cool ideas! Whether or not they're implemented, I personally find it *highly* interesting to read assorted quest ideas.

Whether people will be interested? I don't know. But if you are- post! ^^

#2 Thauron

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Posted 10 May 2006 - 11:23 AM

Well, maybe I missed it but I never found any plot behind the presence of the Illithids in the sewers. What the hell are they doing there? Why is the key to their hideout found in Firkraag's dungeon? Right now it is just the opportunity for some more killing and nothing more.

Maybe it could be cool to let the players find some clues about their presence and their evil goals in the illithids-cave in the underdark - are they trying to take control of a surface city by making powerful humans into brainless puppets? And how far has the corruption already spread? Could be a nice opportunity for several little quests, trying to find the puppets - who might try to use their political/religious power against the PC.

Just a thought. ;)

EDIT: Shoot, just noticed LoI actually plans to do something with this. So if that mod is still alive it's probably better to leave it as it is.

Edited by Thauron, 10 May 2006 - 01:02 PM.


#3 IronOx

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Posted 12 May 2006 - 07:44 PM

An opportunity for improvement, interesting.

One of the quest I found lame was Wellyn and the Teddy Bear Littleman. I mean, what the hell? Kill the thief and bring back the bear. So much for fetch-and-gain quests. The thief killed the little kid and stole the teddy. Have the thief hide the teddy bear and say he'll reveal the location of the teddy bear if you help him get out of the city; Inspector Brega could want his head for murder? You escort him to the northern exit of the Slums and halfway there you, obviously, encounter a party of above-average Amnish guards which you can dispatch or trick into believing that the little halfling isn't the murder. So either kill the guards or trick them and complete the escort mission. Then the halfling reveals the location of the teddy bear which can be just about anywhere you desire. If you kill the guards, reputation loss obviously. To make things interesting, you could frame the halfling and turn him in to the guards...or bully him into telling where Teddy is then kill him and bring his head to Inspector Brega.

The original teddy bear quest lacks depth or significance. My version pushes it to the extreme; the halfling did kill the kid after all. Many possibilities even...even for a little Teddy bear. My two cents :blink:
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#4 kingkiller

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Posted 14 July 2006 - 03:54 PM

I know this isn't quite what you're talking about, but what if you modified the main storyline of either BG or BGII (or ideally with both with BGT) to make it more complicated. That is to say to make more choices available in how the main storyline continues. Or even how what happens in the main storyline.

#5 -Konstantine Kastel-

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Posted 02 October 2006 - 10:03 AM

Alright, once again i'll post a mod idea...
Only for those that are of elven heritage ( and if PC is not elf or half-elf then must have an elf in party ) But a small elven outpost in the woods is being mauraded every night. And they cant do any thing to stop the attacks. Help them out, destroy the drow and durgar dwarves that are attacking the elves. Just like i have put on all of my ideas... Just an idea...
also i have put mod's down towards the top of the list as of 10/2/06 (an add on to the bonehill mod) & (a BGII change. Where you go to Myth drannor and Sigil looking for the sword to kill Bhaal again) Interested? Check them out!

#6 WizWom

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Posted 06 October 2006 - 06:22 AM

I'd like to be able to flee the "kill the knights" part of the Firkragg quest; it always bugged me that the Knights of the Order of the Radiant Heart are rabid in that "instant encounter". The don't go away if you flee and return, etc., etc. I know the "plot" requires it, but honestly, just once I'd like to not see Garren windspear get hosed.

#7 jastey

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Posted 13 October 2006 - 01:08 PM

I'd like to be able to flee the "kill the knights" part of the Firkragg quest; it always bugged me that the Knights of the Order of the Radiant Heart are rabid in that "instant encounter". The don't go away if you flee and return, etc., etc. I know the "plot" requires it, but honestly, just once I'd like to not see Garren windspear get hosed.

My to-be-released (in a year or so, not to rise any expectations) Ajantis BGII mod will deal with this, somehow.

#8 AnnabelleRose

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Posted 14 October 2006 - 04:52 AM

Alot of brilliant ideas on this thread.

I'd love to see a mod that incorperates all of them.

Hell, might even be able to help in a couple of months.

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#9 Blade7

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Posted 27 October 2006 - 05:59 AM

I have a few quests that I think should have been changed and added some content too, however I haven't played the game for a while and some I don't remember that well...

1) The Dryad's quest in Irenicus' dungeon is pretty lame. I mean I expected to some beautiful fearie/Dryad quest line and city, and all I found was a lame pool with 1 lame queen...
I think it should be enhanced and added content somehow... maybe the acorns are damaged and we need to find some special herbs in other regions like the Umar Hills, and the Druid Grove, or maybe even the Underdark.
Plus there should be more dryads where the queen is (that could give us maybe additional quests) and they all stay there after their tree is grown and don't disappear like they do at the moment.

2) Another quest which a bit disappointed me was the circus because it was too small, but unfortunately I can't see it getting bigger without adding a new area...

3) The Jaheira curse quest should be added some content also, since it ends too fast.

4) The Save De'Arnise Keep quest is nice, but it has a loose end: who sent those trolls to attack the De'Arnise Keep (as very thickly implied by the troll leader that somebody more powerful sent them). Now the answer is of course that the Roenall family paid them... and I think there should be a plot continues to be able to prove it, which will be even more interesting if Nalia is with us, or if you are a fighter and the keep is our stronghold.

5) In the slums' sewers there's that quest to get the funny talking sword, which I love the idea! but unfortunately, there is no continue to the quest, a one that may enable us to find out who is this Vala and how did this all began.

6) a) In the bridge district there's this special house that you can enter only with a rouge stone. But what I couldn't find was to what is this house and the strange cult inside are connected too. According to some sources it is connected to Rejik the murderer from the Bridge (Rejik's contact in the Umar Hills warns us about crossing "the Rune" organization if we threaten to kill him...) anyhow... there should be a plot line about this all.

B) Also... if on that subject, the murder quests end also very lamely, what is this undead dancers of the night at Trademeet, are you kidding me? I don't know how, but it should have ended differently. Maybe Rejik already got to his contact and is on the quest to kill Adalon at the underdark, and the contact at Umar Hills is only playing along with us, leading us to a trap of some sort, maybe directing us to a different location or a different material etc. and somehow we will find out about it, and confront Rejik in the underdark.

c) Yes there's more. The skin armor at the end of this quest line is very NOT rewarding, I mean if we can kill silver dragons (which the blood is needed for the armor) or other dragons as implied from this, then why the hell do we need the stupid skin armor? if this armor can be changed into a better one, it could really make the quest more appealing (I mean seriously, did anybody really did this quest for the armor?)

7) The genie quest in Trademeet also needs some extra content, I think that there should be a longer way to find about the rajhaka (or however it is called) witch living in the Druid Grove... as I remember there is this shadow thief girl who tells us about her identity for something in the north of Trademeet, the plotline should of course involve her and will reveal the shadow thieves' operations and goals in Trademeet.

8) The Limited Wish Quest "adventure like none you've seen" - I like this idea, but I think it should have been longer, covered all the possible areas of the world, and have a comic ending (all the long journey for something silly that was already under the nose of everybody at the beginning).

Sorry I can't add more specific ideas, I just don't remember the entire plotlines that well?

P.S
Why are you trashing like that? :P The Baldur's Gate major quest line was good! (adleast I liked it :P)

I like also the teddy bear and especialy the Illithids' idea.

Edited by Blade7, 27 October 2006 - 06:17 AM.


#10 Tate

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Posted 17 December 2006 - 09:22 AM

2) Another quest which a bit disappointed me was the circus because it was too small, but unfortunately I can't see it getting bigger without adding a new area...


I'd just like to add that the circus quest is added to a bit in the Unfinished Business mod. Although I thought that what the mod added to the circus quest really wasn't a great effort.

#11 Kaeloree

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Posted 17 December 2006 - 03:46 PM

I believe there is another mod in development by A Wounded Lion which adds a bigger quest to the tent, allowing you to have it as a stronghold for an evil character. :)

#12 ronin

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Posted 18 December 2006 - 02:50 AM

I believe there is another mod in development by A Wounded Lion which adds a bigger quest to the tent, allowing you to have it as a stronghold for an evil character. :)


Its called Morrow Gate and is located here: http://forums.rpgdun...board,49.0.html

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#13 SimDing0

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Posted 18 December 2006 - 04:43 AM

Although I thought that what the mod added to the circus quest really wasn't a great effort.

What didn't you like about it?
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#14 Andyr

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Posted 18 December 2006 - 08:23 AM

^I was about to ask that, too. :)
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#15 Bookwyrme

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Posted 18 December 2006 - 12:04 PM

I still want the choice I thought I was going to be given when I was about midway through SOA--the choice to ally with Irenicus. He gives such a lovely reason, one that would tempt even a good NPC to (eventually) fall: "Think of all the innocents that will be hurt if you *don't* embrace your power." (I am paraphrasing).

I think it would be possible--Jon wants the power to gain godhood; he doesn't really care whether or not he kills the PC.

So--the PC could ally with him to destroy the tree & gain godhood for one or both of them.

If he really wants a Bhaalspawn soul--there are *plenty* of those around. Depending on the PC, there's the possibility of dragging someone else in, or of ditching Bhodi & Imoen & having him keep Immy's soul for himself. By the time the PC has reached Spellhold, s/he is really a better ally than Bhodi & he doesn't strike me as the sort who would stick by his sister if offered a better chance.

I prefer playing a goody-two-shoes player myself, but it'd be nice to *choose* whether or not I wanted to save that Elven city, or Imoen, or anyone else.

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#16 GeN1e

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Posted 18 December 2006 - 10:48 PM

If he really wants a Bhaalspawn soul--there are *plenty* of those around. Depending on the PC, there's the possibility of dragging someone else in, or of ditching Bhodi & Imoen & having him keep Immy's soul for himself. By the time the PC has reached Spellhold, s/he is really a better ally than Bhodi & he doesn't strike me as the sort who would stick by his sister if offered a better chance.

+1

Even for me as goody-to-shoes it was... *tries to recall not too harsh word*... unpleasant to be unable to say smth bad to Elhan (and Melissan as well; kill Bioware slowly for that).

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#17 Gort

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Posted 19 December 2006 - 02:32 AM

I still want the choice I thought I was going to be given when I was about midway through SOA--the choice to ally with Irenicus. He gives such a lovely reason, one that would tempt even a good NPC to (eventually) fall: "Think of all the innocents that will be hurt if you *don't* embrace your power." (I am paraphrasing).

I think it would be possible--Jon wants the power to gain godhood; he doesn't really care whether or not he kills the PC.

So--the PC could ally with him to destroy the tree & gain godhood for one or both of them.

If he really wants a Bhaalspawn soul--there are *plenty* of those around. Depending on the PC, there's the possibility of dragging someone else in, or of ditching Bhodi & Imoen & having him keep Immy's soul for himself. By the time the PC has reached Spellhold, s/he is really a better ally than Bhodi & he doesn't strike me as the sort who would stick by his sister if offered a better chance.

I prefer playing a goody-two-shoes player myself, but it'd be nice to *choose* whether or not I wanted to save that Elven city, or Imoen, or anyone else.

it is a serious alteration, and I don't like it very much. I think Jon needs powerful soul, that's why he chooses main char

#18 Bookwyrme

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Posted 19 December 2006 - 10:14 AM

Of course it is a serious alteration--it'd alter things well into TOB. However, I think that under certain circumstances, Jon could be persuaded that a live ally is better than a second-hand soul.


I think power is one reason he picks the PC, but another is simple convenience--he knows where this Bhaalspawn is.

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#19 Pain Elemental

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Posted 19 December 2006 - 11:48 AM

The one quest that springs into my mind is the The Mournful Paladin and the Little Girl quest in the Graveyard. You actually have to walk a few steps and the quest in solved, but it could have more potential.
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#20 Blade7

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Posted 05 January 2007 - 06:40 AM

well the circus quest was small and I think it has more potential if it had more zones inside the tent and more info about the crazy gnome and what was promised to him...

The alteration idea is big mod and doesn't fit K'aeloree's description, plus I think it would fit much better if Irenicus betrays the player in the end and we are still forced to fight him.