Author Topic: The Waste Quest and the Nim Furlwing Encounter  (Read 14122 times)

Offline AstroBryGuy

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The Waste Quest and the Nim Furlwing Encounter
« on: February 16, 2015, 09:39:55 AM »
I had been thinking about trying to restore the "someone's dumping waste in the Wood of Sharp Teeth" quest mentioned in FARM5.DLG. Since BG1UB already restores the FARM5.CRE, it seems like a natural thing to also restore the quest. I've been searching the DIALOG.TLK, but I haven't found any other references to it. So, it sounds like the quest itself would need to be written nearly from scratch (except that it involves someone dumping waste in the lakes of the Wood of Sharp Teeth, i.e., Peldvale).

I would keep the action of the quest to the southern end of the map, to avoid Viconia and Raiken in the north.

Here were the notes I'd made so far:
* Remove the gold from the barrels at Peldvale, fill with MISC56, MISC57, MISC58, MISC59 (broken weapons, shields, armors, misc.).
* Add slimes/oozes around each barrel location, respawn them once/day (if killed) until the quest is complete.
* South of the central lake, an encounter with a Dryad and 2 Dire Wolves. She accuses CHARNAME of spoiling the wood. Dialog ends agreeing to help the Dryad, declining to help her, or fighting her (ends quest). Note: Special reactions to fighting or declining to help the Dryad from the druids.
* If agree to help, cutscene to advance time to midnight. Merchant group and mercenaries appear, start dumping waste into  southwestern lake (splash sounds? barrel .bam?). Dryad with party in tow, confronts the merchants. They are dumping unsellable, tainted iron items.
* Three possible exits from dialog:
  * Convince merchants to clean up the dump site (fade to black, remove any broken items from Peldvale barrels, DestroySelf on slimes/oozes, advance to day, fade back).
  * Kill the merchants. Dryad - "Now that the defilers of nature are dead, the wood shall be restored." (fade to black, remove any broken items from Peldvale barrels, DestroySelf on slimes/oozes, advance to day, fade back).
  * Turn on the dryad (offer of reward from merchants?) - quest ends, Peldvale remains tainted.  Special reactions from the druids here!


While I researching this, I stumbled on another cut encounter - Nim Furlwing. It looks much smaller and more complete.

NIMFUR.DLG:

Quote
BEGIN ~NIMFUR~ 14897 // non-zero flags may indicate non-pausing dialogue

IF ~false()~ THEN BEGIN 0 // from:
  SAY ~Fine lot of help you were. My best purebred hunting hounds lay dead and bleeding. Honestly, you adventuring types always seem to fight better as bandits than as bodyguards.~ /* #14897 */
  IF ~~ THEN DO ~~ JOURNAL ~I feel more a fool than a hearty adventurer, today. It appears I arrived too late and did too little to rescue the fine hunting hounds of a certain Nim Furlwing in the Wood of Sharp Teeth. ~ /* #15715 */ EXIT
END

IF ~false()~ THEN BEGIN 1 // from:
  SAY ~Hmph. You were in my way more than anything. Now just look at this mess... They were purebreeds, I'll have you know.~ /* #14899 */
  IF ~~ THEN DO ~~ JOURNAL ~I feel more a fool than a hearty adventurer, today. It appears I arrived too late and did too little to rescue the fine hunting hounds of a certain Nim Furlwing in the Wood of Sharp Teeth. ~ /* #15718 */ EXIT
END

IF ~false()~ THEN BEGIN 2 // from:
  SAY ~Thank you for your timely assistance. They're a fine breed of hunting dog, aren't they? Purebreds. Here, take this scroll of animal summoning as a token of my appreciation.~ /* #14900 */
  IF ~~ THEN DO ~~ JOURNAL ~The Wood of Sharp Teeth, indeed! Today, I rescued the purebred hounds of Nim Furlwing from dire wolves and am, admittedly, still a little sore from the attempt.~ /* #15717 */ EXIT
END

IF ~false()~ THEN BEGIN 3 // from:
  SAY ~I don't recommend coming between an elven hunter and her hounds, friend.~ /* #14901 */
  IF ~~ THEN DO ~~ EXIT
END

IF ~false()~ THEN BEGIN 4 // from:
  SAY ~I spend too much of my time hunting to care about the world of politics.~ /* #14902 */
  IF ~~ THEN DO ~~ EXIT
END

I was thinking to add her on the east side of Larswood, near the "Wood of Sharp Teeth" signpost.

Offline Salk

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #1 on: February 18, 2015, 07:42:51 AM »
Sounds good to me. :)

Offline White Agnus

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #2 on: February 18, 2015, 11:18:59 AM »
Hmm, the "someone's dumping waste in the Wood of Sharp Teeth" sounds good. :)

For the Nim Furlwing quest, you should do a check for NTotSC and Jarl's BGT Adventure Pack, both restores this component also... ;)

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #3 on: February 18, 2015, 12:12:12 PM »
Regarding Nim Furlwing, both NTotSC and Jarl's Adventure Pack are BGT only.  Also, NTotSC requires DSotSC and Jarl's Adventure Pack is only available in German. Jarl had mentioned developing a BGEE version and an English translation, but that was over two years ago.

I could restrict the component to BG1/Tutu/BGEE, if it's an issue of treading on other's toes.

Offline White Agnus

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #4 on: February 18, 2015, 12:20:01 PM »
Hmm, you could do a check for JA#NIMFU.CRE and NTNIMFUR.CRE... ;)

(I don't wanted to say, you couldn't implement this in BG1UB, but if any of these mods are installed, it would be nice, if the new component recognizes these two mods ;))

In the Big World Textpack there is an english translation for Jarls Adventure Pack, I don't know about the quality...  :P

Shilo Shen also checks for NTotSC, but erebusant deleted the script to create Shilo, this should be changed I think... ;)
« Last Edit: February 18, 2015, 12:28:30 PM by White Agnus »

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #5 on: February 18, 2015, 12:54:15 PM »
That would be simple to do. Thanks for the file names to check! :-)

Offline jastey

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #6 on: February 18, 2015, 01:13:17 PM »
I am confused. I replied to this the day before yesterday, but no reply from me here to see, so.. ??

In short: I like the ideas very much, but I would not advance the game time as it might shorten quest or mod added romance timers. If the confrontation is supposed to happen at night, I'd prefer the PC would have to return at night to see it.

I asked Jarl about his Questpack and making it an official English release, but had no reply yet.

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #7 on: February 18, 2015, 01:52:41 PM »
You're right, Jastey. I hadn't thought about the impact on game timers.

The night setting was mostly for ambience. If someone's illegally dumping trash, I assumed they would do it at night. Although if they are deep in the woods, I guess it doesn't really matter. No problem to drop that part.

So the first cutscene happens immediately after agreeing to help the dryad.

At the conclusion, another cutscene to fade to black, remove the trash and slimes, fade back in, have the merchants leave (if they are alive).

Offline CrevsDaak

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #8 on: February 18, 2015, 02:54:50 PM »
What about using DayNight(MIDNIGHT)? I think it doesn't advance timers (I'm not sure though, and the IESDP doesn't mention that).

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #9 on: February 18, 2015, 05:05:55 PM »
I think it does. Or at least, I've seen it used to advance time. Domi's Coran BG Friendship mod has a cutscene that advances time by a week.  It does via 7 DayNight(NOON) commands, with SmallWait(1) in between.

Code: [Select]
        StartCutSceneMode()
        CutSceneId("Coran")
        SetInterrupt(FALSE)
   FadeToColor([0.0],0)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SetGlobal("P#CoranHunt","GLOBAL",1)
        SetInterrupt(TRUE)
        StartDialogueNoSet(Player1)
        EndCutSceneMode()

Offline Almateria

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #10 on: February 19, 2015, 01:53:51 AM »
Okay, I know our mod philosophies disagree, but please answer this:
If there Is no indication a quest would ever take place there, or in fact at all, why do you think it should be "restored"?

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #11 on: February 19, 2015, 12:40:52 PM »
The first indication for the quest would be the FARM5 dialog which BG1UB already restores.

"Never met adventurers before. Well if you're a bunch of heroes, maybe you could find out who's been dumping all their waste in the lakes round here. You could find out who's at fault, and maybe put a stop to it, permanent-like."

"Journal entry:
A farmer who we met in the Wood of Sharp Teeth has told us that someone has been dumping waste in the forest."

This certainly suggests that a quest was planned for Peldvale (lakes in the Wood of Sharp Teeth). I would also propose that this undeveloped quest is why Peldvale has barrels strewn around the lakes - they contained the waste being dumped into the lakes. I assume that the quest was shelved early in development, before any dialog more than FARM5 was written, but not before the Peldvale map was created by the artists. When the quest was shelved, the barrels in Peldvale were filled with random gold drops instead and FARM5 ended up on the cutting room floor.

I think the above is a fairly logical inference. I'll concede that perhaps "restore" is the wrong word, given how little of the quest actually exists.  It's also entirely possible that I've got the intent of FARM5's dialog and the barrels in Peldvale all wrong.

Offline jastey

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #12 on: February 19, 2015, 02:53:33 PM »
It wouldn't be the first component of bg1ub that adds new content to restore an original idea (e.g. the component The Mysterious Vial does it, too, to name one.)

I think it would be a great addition.

(EDIT: This time I am sure my post was posted!)
« Last Edit: February 19, 2015, 02:54:10 PM by jastey »

Offline Salk

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #13 on: August 14, 2015, 08:54:21 AM »
I liked very much the idea of restoring the Waste Quest and I have indeed been wondering about it while playing my game these days.

It does fit as restoration more than other components that are simple FedEx missions (already too many).

Offline AstroBryGuy

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #14 on: August 14, 2015, 09:10:46 AM »
I'm still working on it. I got distracted by working on restoring Mal-Kalen to Ulcaster. I wasted some time trying to do something interesting with the scripting that ultimately didn't pan out. ;)

I'll get back to it soon! Promise!  ;D

Offline Sergio1992

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #15 on: August 15, 2015, 05:21:56 AM »
there should be also a forth option. Kill first the dryad after having joined her/then the merchants

Offline Salk

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #16 on: December 02, 2017, 02:06:39 AM »
Dear AstroBryGuy,

do you still intend to rebuild this nice quest? On the contrary of many other FEDEX quests that there are in the original game and even in some restorations, this one does have poignancy.


Offline Marauder

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #17 on: May 18, 2019, 09:23:03 AM »
I thought that the waste comment from the farmer was to indicate where someone (Bandits) would have a secret camp - they'd need to get rid of their waste too.
(http://i16.tinypic.com/2a6lgg9.gif)

Offline Salk

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Re: The Waste Quest and the Nim Furlwing Encounter
« Reply #18 on: November 21, 2019, 08:52:35 AM »
I fear that this restoration won't see the light of the day and it's a shame because it was promising.

 

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