First of all, the mod should be absolutely modular. Right now it is not worth installing.
I will break every component down:
---> The "Vestibule quest".
First of all, the quest happens in a area that in a vanilla game is totally unused (the little building near the beregost temple). This is a really bad spot, because you are not going to enter this building unless you know a mod added content for it.
(Just for reference --> https://baldursgate..../wiki/Vestibule)
That happens because you don’t even get any informations by Keldath, that could at least point you to the vestibule, by telling you that there are two people inside the vestibule that may need your help or from which you could get some good services (the last suggestion seems to be the strongest suggestion, given that they offer to upgrade a weapon as soon as you finish the quest for them).
Compare this with the quest in Beregost Temple Area that added by Northern side of the sword coast... you are going to meet a guy telling you there is something weird in a cave further the road, and as such, you are pointed here and you may or may not investigate. It’s up to the player, but at least, the content is not forgotten or simply avoided because it is to the player ‘unknown’.
So... let’s continue: the execution of the quest is really weird, because you have to talk with the two guys inside the vestibula more than once, while they don’t provide any valuable informations – that means that, as a player, you absolutely have to know that something will be happening. Otherwise you’ll talk with them once then forget about them.
Then you go to the spider area and face the red wizards (Warning! It seems that if you killed them before starting this quest, you are not going to finish the quest itself; found this info inside Vault official topic) and then face the the demon.
Your prize will be 5k gold an upgrade on a weapon, provided that you find it – I probably have sold it and I’m not going to search where I sold it. It would be better if the weapon was provided differently.
---> Gullykin Revisited.
I would not visit Gullykin again, if I didn’t know something was happening. In fact, you are not alerted by anyone that the village is being besieged by ogres, and as such, you go there only by reading the readme of the vault. Well, I went there, and I faced a tons of ogres and a boss.
The gullykin major asks for your help but when you kill the enemy chief he doesn’t even acknowledge it.
In the end, it was just fighting after fighting after fighting until you face the enemy chief and you kill it. Worth it? You decide. For me it wasn’t.
---> THE VAULT. Now the final and most important quest. The vault!
I will be honest, this was the quest that I liked the most, that has the most potential, but that is hindered, sadly, by the quality of its execution.
-STORY-
The quest starts as soon as you get the book by Duke Eltan. You are greeted by a thief that actually, no matter what you answer, steals the book. You can’t stop him and you are railroaded to face him three times (right when you meet him, left-center of Friendly Arm inn, Nashkel) before going further the questline.
You get a note and you discover that the thief was supposed to meet with someone in Nashkel Carnival. You meet the guy near the eastern edge of the map in the vicinity of a tent (x/y coordinates: 4945.1855)
You kill him, but he doesn’t drop any relevant informations. You discover where to go next from the journal, not your quest log. Next stop is Nashkel mines. You go into the nashkel mines to face a tons of spiders, drows, traps. You find the book (it’s located in Nashkel Mines Level 3), and then you go to Ulcaster ruins and give it to the ghost there.
Then after you get the vampire sword:
> you first bring it to Taerom the Smith,
> then to the gond Priests inside the hall of wonders in baldur’s gate,
> then to the diviner in the center of baldur’s gate,
> then you go to bear river (https://baldursgate....wiki/Bear_River) and in the little island in the center there is the sentry ward, the guardian of the vault.
You enter the vault and you face everyone, then get your money (honestly I was a bit disappointed by the money I got; after all, by the way the vault is described and the actual measures the vampire took to preserve it, I would have expected way more from him).
Now onward to the flaws I found:
> When you reach the nashkel mines, you start to face spiders. The thing is: no soldier tells you at all that there is something weird going on. They hit the spiders, but they don’t have any relevant banters where they ask charname what’s going on and why he appeared right after these spiders started to roam the area.
> The Nashkel mines are really really crowded with spiders, drows and traps. Someone may like it (yeeeeee precious xp!!), but having to kill generic npcs for the nth time, without even the minimal banter from them is not immersive; it’s grinding.
There is no dialogue from any drow, no insults, not even the minimal banter where you can offer (hopefully with success) money to the drows to leave the area. They don’t even spill insults to you. They are all generic npc(s) looking for your head.
> Nashkel mines are full of hostiles ... but ... the irony is that you find beggars amongst the drow and not only that, the “room” in Nashkel Mines level 2 (http://forgottenwars.../bg1/ar5402.htm) with Kylee and the racks was left preserved! This actually ruins the immersion, because drows are leaving people alive around.
> The usage of Nashkel Mines is not innovative. What I mean is, that there are other mods that use this area. Bad? Good? You decide. But... at least find a way to persuade the player to go in or, why not, avoid completely the area (while hopefully getting anyway the xp you would be getting if you cleaned it personally).
I’ve got over 100k gold coins, why can’t I ask the temple to help me in my quest? Or why can’t I actually hire the temple to do my bidding and actually even get the xp and the loot there?
Maybe you could even choose different options like:
> 15k to get the artifact
> 30k to get the artifact + the loot
Etc Etc. So one can skip the area.
> When you find the Vault, you actually need to have a key (the vampire sword). This key is used with the sentry ward. But... even if the sentry ward realises you are the master, because you have the key, every time you ask him something he will always cast sunfire harming you and your party.
After you kill the vampire (well, you almost kill the vampire given that he flees in mist form), you can now use the sentry wards as a servant. The servant can identify stuff for you, give some cleric services and even teleport you around provided that you pay him with jewels or money. The idea is good but the potential is not unlocked. I hope the cost of the services he offers is just an error given the amount of mods that I installed. The sentry ward offer these services:
> Identification (1500 gp per item)
> Remove curse (5000 gp)
> Cure disease (200 gp)
The services are way too limited for a servant of a powerful vampire. And too costly.
The servant can also teleport you around (provided that you pay 5k), but before teleporting you he will be casting sunfire on himself harming you and your party.
I even thought he did that as a failsafe given that I was not equipping the vampire sword, but the test I did right after proved that my thought didn’t match reality. Even with the sword equipped, the ward would harm me.
So in the end...
> add the possibility to kill the thief at once, instead of having to do the three forced ambushes.
> Provide clues from misterious apparition, no need to be forced to read the player's journal.
> Find a way to avoid the player to enter the nashkel mines, given that in the current iteration it is neither fun, nor realistic
> Remove the sunfire casting from the sentry ward, if you own the key to talk to him
> Actually move all the spawned riches right after you kill the vampire into the shrine he owns.
> Add the possibility to call the servant everywhere and to make him provide a plethora of different services, instead of two scarce services.
Edit made 18/05/2019: I was thinking about another detail. After you kill the vampire he turns into gas and flees from his abode. But....
1) Given that this is his "home", shouldn't a coffin be inside this protected sanctuary?
2) Wouldn't a powerful vampire hunt you after "regenerating" ? After all you got his treasure.
3) Why isn't the player given the chance to terminate the vampire and be done with it? Where is he going in gaseous form? As <charname> I would follow him because surely he will come back to get me unless I completely destroy him.
---> Last component that should be absolutely splitted is Taerom (smith in beregost) upgrading items
Taerom can upgrade items, but they are no match for Thalantyr item’s upgrade and these two mods clash conceptually. If I had to choose one or the other, I would always choose Thalantyr.