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:
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.