Crashing your ship on an isolated island, you soon realize that a curse is laid upon it, trapping it in a pocket dimension not allowing any to leave. With the help of up to 6 factions, or go it alone, you need to end the curse to free the island and yourselves.
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Both quests can be done through the wildmen chieftain of the camp and fort bases, but only if one finishes the blind hag quest first.
Fixes:
- Removed all exit lore (this was causing a bug in multiplayer making exits not usable)
-Fixed virtual dialog that a new update screwed up (was spouting gibberish). This fixes endings and bulletin board.
- Added a missing Night hag warden npc if hags made as allies
- fixed a bug where more hags would spawn after saving marie westin
- fixed a wonky spawn in the vampire lord crypt
- fixed wonky spawns of nighthags and wildmen if you make them allies after wiping them out
- added merchants in the hags and wildmen bases if you ally with them
Version 0.985
NOTE: If updating existing save file, return to town first to activate certain triggers for some of the new quests to operate properly. All routes of these quests have not been fully tested, so please report any bugs.
- NEW QUEST: The Blind Hag (Find the blind hag in the north west section of the dead marshes on the way to the cemetery. Completing this quest will make the Wild men and Swamp hags non hostile)
- NEW QUEST: Missing Sibling (Find Bardock Westin by the rivers west of town to start this higher leveled quest. This quest can be done alternatively by doing the blind hag quest and the Break the Seal quest first to avoid combat)
- NEW QUEST: Swamp hag: Break the seal (This quest is achieved by Night Mother Merk in the swamp hag village, must have done Blind hag quest to make the hags non hostile)
- Fixed store prices with new update
- Added recruitable companions for each faction based on faction reputation (do more quests for the faction to recruit the companions)
Version 0.980
NEW QUEST:
New higher level (Level 10+) side Quest "The Great Hunt"
Speak to new NPC Renee Redstone near the Tower of Sorcery portal entrance in the jungle road
Changes/Fixes:
-Increase the "giants challenge" quest encounter
- buffed up bounty targets and their encounters
- Buffed up queen spider encounter
- added fast travel from Legion Outpost
- Buffed many custom enemies, including most notably the Vampire
- Buffed cult base dungeons and encounters
- made signs at "climbing spots" in backside mountains to tell about way around without spells
- opened up more maps, moved some spawns around, buffed many smaller spawns
- Added directions to old thieves guild in quest log for chieftain arog intel quest
- fixed wild man crown, and antique bow not leaving inventory when turning in quest
- Buffed up almost all boss fights
- Fixed some spawn line of sight and added more map details to encounter areas
Version 0.975
- Fixed a broken quest line if you did the haunted house first by killing the spirit before getting the quest from the monastery. Just speak to Priestess Beyrl and ask about the curse, it should move everything along.
- Buffed more spawns throughout the game
- reduced some quest experience rewards in some cases
Version 0.971
Campaign updated to version 0.971
-changed all teleporters to single character and made more of them, for easier transition for 5+ party members
- buffed up various spawns, most notably the cemetery and the boss.
- fixed a spawned young dragon near the orcs which should be spawned later after a certain event (this was brought in last patch)
- Changed ingredients for the chef quest to 1 troll heart instead of two, made some troll hearts guaranteed droppable on SOME trolls
- Made faction quests for the Tainted grove and haunted house for more clarity and reminder (the quests can be stumbled upon and completed without faction affiliation, so now the factions who end up sending out for this quest also get a quest so you remember who to return to)
- Cleared up some maps more, moved some spawns and changed line of sight for some spawns
Version 0.970
- Fixed a reset dialogue saying "Hello there" in the hostage situation
- The Innkeeper now mentions the Monastery giving free place to stay for those who need to sleep but can't fight the thugs.
- Added a legendary Maul weapon to giants end of quests (All other factions gave a legendary weapon except giants before)
- Fixed a mix up in Captain brightblade dialogue where he thought you let legion members die or saved them in the hostage situation
- Changed town mystic to generic npc (probably wont change for existing save files, but its just a visual thing anyway)
- put waypoints in legion hall, monastery, troll cave, dryad queen grove and marketplace in town
- removed glitchy wall in confluences, also changed glitchy walls at tower of sorcery mountain exit
- Fixed wonky fisherman dialogue during his quests that needed shuffling around
- fixed some uncrossable bridges in jungle biomes
- upped difficuly of many spawns across the map and in dungeons
- increased challenge of test of sorcery
- added arrows to more stores
- added more "navigating the island" descriptive maps to stores
- moved some spawns around to fix some line of sight issues where they saw you too soon
- cleaned up various maps of some clutter and opened some up a bit more
Version 0.965
- Fixed Heren's wife not wanting to talk to you during that portion of the quest
- fixed some typos (There's still many more I'm sure)
- buffed up various spawns throughout the game
- fixed some wonkiness to the goblin cave near the beginning
- Added a "Navigating the island" scroll to vendors, which are just written directions of how to get everywhere on the island overworld.
Version 0.963
-Fixed issue with Heren's optional quest for wedding ring, where enemies with the ring wouldnt spawn
- fixed issue with glitched volcano exit, wouldnt let people click on it. SHOULD work now. Unfortunately if you have a save in there, you may be stuck, because I believe you need to switch cells for the changes to take affect (I am very sorry if this is the case)
- Moved some more spawns around
Version 0.961
-fixed inaccessible bridges in the jungle confluences
- fixed two spawns in the backside mountains which shouldnt have been grouped together
-fixed mountain climbing spots, only accessible from above now, requires spider climb or levitate from below
- moved Ziera's pendant from the green hag in the sewers to virtual loot near the hag's lair (some people weren't getting this to drop on her)
- split some of the cemetery hill battle up, most notably for people who dont get help from at least 5 factions.
Version 0.960
-fixed line of sight issue in giant area of mountains, causing orcs to attack as soon as you enter from the orc side of mountain
- fixed ending dialogue about bishop vatnir
- fixed showdown dialogue with The Baron attributing bishop vatnir's dialogue (if he's present) to the baron
- put a camp in the cemetery
- fixed green dragon not spawning in final battle if you didnt kill it in the swamps
- buffed up final boss so he doesnt die so easily
-put waypoints in the cemetery
-fixed line of sight issue in cemetery causing guys to attack through trees
- fixed bounty ogre target from being lumped in the giants challenge encounter
-put stairs on scaffolding to cross rivers and swamps
- made waypoints in spider queen cave
- increased spider queen fight challenge
- increased giant cattle fight challenge
- decluttered wild men fort
- increased challenge in wild man encampment
- increased challenge in master bedroom of mountain base
- loaded more goblins into goblin cave for orc quest
-fixed Heren dialogue after he returns to the thieves guild, where he was talking about dragons and undead attacking town (which doesnt happen til later)
- increased damage of traps in final dungeon
Version 0.957
- Fixed Broken exit from jungle edge back to jungle road end (if in jungle edge, leave the area through another exit and come back)
- fixed some Town Legion quest triggers (if your "Town Legion" quest is not finishing or progressing, enter the legion barracks and it should, provided you have ranked up. This didnt affect anything other than cluttering your journal)
- fixed a retcon in bishop vatnir late dialogue near the end of his quest line, when what he rewards you didnt match what he told you he was rewarding you with
- Fixed a quest trigger where you needed to go to the swamp to progress the church quest, even when you already had the doctrine from the swamp (if you got it before getting this quest). It will update automatically if you have the swamp hag doctrine
- moved some more spawns around
Version 0.956
- Fixed loop where doing hostage situation before getting the quest from the legion didnt finish the "town legion" quest, and skipped over the dialogue to start the next quest (if you had already found the thieves guild). Both of these will be fixed if you talk to Brightblade again.
Version 0.955
-Fixed swamp witch huts on the scaffolding, moved them to a position to be lootable.
- Changed some spawn balancing, made some harder - notably bosses, while made some easier
- put waypoints on some maps missing them
- moved some spawn positions
- put warning on quests to assault (spoiler) base and main quest for same thing - faction quests cannot be completed after doing this quest, get as many factions as you want to help done before assaulting base
- fixed mountain peak climbing points to be a little easier (need teleporting spells or spider walk to get over them)
- added supply/storage chest to tower of sorcery dorm
- fixed moira's necklace not leaving inventory after quest (just drop or sell it if you still have it after the quest right now)
- remove grass on east exit of town to quit the janky road
Version 0.951
- Fixed old thieves guild hall investigation quest from not starting properly (talk to largo again about business if you are at this part)
Version 0.943
-Fixed Chief largo dialogue not continuing progress after jailbreak quest
Version 0.942
- Fix heren and thieves dialogue not showing up when they are in jail. Should be able to talk through the bars now (if your save is in the area, leave and come back)
Version 0.941
Campaign updated to version 0.941
- fix issue where priest doesnt start haunted manor quest (was still doable, and quest started when you got to manor, but this makes it flow better and feel less "broken")
- fixed town manor exits for thieves guild quest (were both broken - sorry, you can now leave the manor
- fixed hostage situation quest update/complete issues (variables still triggered so related factions saw you complete it in the right way, just didnt leave quest journal)
- fixed rabid minotaur quest, dire wolf was stuck in wall
- fixed crow on river in farmland, i guess flying creatures dont cross rivers without valid bridges or land lol.
- fixed minor tavern owner dialogue where it would end when talking about city instead of going back to choices.
Version 0.97
- Fixed a reset dialogue saying "Hello there" in the hostage situation
- The Innkeeper now mentions the Monastery giving free place to stay for those who need to sleep but can't fight the thugs.
- Added a legendary Maul weapon to giants end of quests (All other factions gave a legendary weapon except giants before)
- Fixed a mix up in Captain brightblade dialogue where he thought you let legion members die or saved them in the hostage situation
- Changed town mystic to generic npc (probably wont change for existing save files, but its just a visual thing anyway)
- put waypoints in legion hall, monastery, troll cave, dryad queen grove and marketplace in town
- removed glitchy wall in confluences, also changed glitchy walls at tower of sorcery mountain exit
- Fixed wonky fisherman dialogue during his quests that needed shuffling around
- fixed some uncrossable bridges in jungle biomes
- upped difficuly of many spawns across the map and in dungeons
- increased challenge of test of sorcery
- added arrows to more stores
- added more "navigating the island" descriptive maps to stores
- moved some spawns around to fix some line of sight issues where they saw you too soon
- cleaned up various maps of some clutter and opened some up a bit more
Version 0.93
Campaign updated to version 0.93
- Fixed the tavern owners quests not getting complete (go back to the tavern on existing save, should complete the quest for you)
- Fixed bounty quests not giving bonus exp when all complete
- made beginning areas slightly more challenging
- added scrolls of revivify and raise dead to certain npcs and places on maps
- added diamond stocks to thieves guild store, increased stocks at town mystic, tower of sorcery and monastery
- fixed unlikely scenario where one sides with thieves guild to end, then sides with legion to end, and thieves guild leader somehow appearing at big battle later (when he should be dead)
- made Perry marthmoor clone in the tavern disappear once he goes to the fisherman's shack
Version 0.92
Campaign updated to version 0.92 - Fixed broken exit from dangerous swamp back to intro area
- Added scrolls and crafting items to monastery and tower of sorcery vendors
- Added missing traps in dungeons
- Changed some loot drops in some areas of the game
- minor spawn tweaks
Introducing the Island of Domination custom campaign, a 3-16 (3-20 if you have unfinished business mod) adventure taking place on what is dubbed the "Island of Domination". (Changed to 3-16 and balancing out mod to make way for upcoming dlc which will increase level cap to 16 for even non dlc users)
Why you were on the ship or where your destination was is irrelevant, as the ship capsized and sunk during a heavy storm. The only survivors - you - wash up on shore of a mysterious island. You didn't notice much on your way in through the swampy shores, besides a small town and monastery at the base of the mountain range which dominates the island.
It turns out this wasn't a good time to wash up on this island, as it is currently under a mysterious curse which has trapped the island in its own pocket plane - any can enter, but none can leave. To top it off, the wild life has become violent, and even the once peaceful dryad groves are dangerous. There have also been some rumors of dragons...
It seems the only way off this island is to find the source of the curse with the help of one or more of 6 joinable factions - or figure it out yourself without their help - and end it.
Featuring: -Completely open world with interconnected maps. Freedom to explore wherever - if you're strong enough that is. Fast travel hubs from faction headquarters and hub town for quicker travel to places you've already been to. -6 joinable factions whom all have quest paths leading towards the main quest - and who can all be rallied to the big battle at the end, or who can be killed and alienated if you so desire. -Basic faction reputation system which can turn factions into allies or enemies. -Lots of dialogue, dialogue choices, and some use of backgrounds and personality for dialogue options and choices in quests. -More than a dozen non faction related side quests in and around town. -Generous availability of magic items and loot -Multiple ending results based on things done (and not done) previously in the campaign.
Current version: 0.990 (will make it version 1.x when I add the 7th joinable bbeg faction - otherwise it is a complete campaign)
REQUIRES: Lost Valley DLC shouldn't require inner strength, but some vendors I believe have inner strength items. Which shouldn't show up for non dlc players Does NOT require: Unfinished business mod (though highly recommended, as there is enough experience here to go past the level 12 base game cap which this mod can do - but there's enough experience in this to hit level 20).
Some notes about this campaign:
-All 6 factions can be joined at once and quests done in tandem, however two of the factions (thieves guild and Legion) are enemies and thus you can't get very far in either side before you must take a side. It is encouraged to do more than one, as each faction helped will make a big set piece later in the game easier (as of now I'm not sure the level required to do this part with no faction help, but it'll be high). -The campaign is murder hobo friendly. If you want to kill everyone and still do the main quest while ignoring dialogue and lore, you absolutely can. -Because of the open world design, you may run into places too *** for you at your current level, just turn around and do some quests elsewhere then come back later. -The assault on (spoiler) base quest is a soft point of no return. Any faction quests will be unable to be completed after this, so get those done before doing this quest. -The final quest (obvious when you do it) is a hard point of no return. When you enter that is it. -Speech skills (intimidation, charisma, deception) are used in many dialogues -NPC vendors with items like wand of identify, periapt of enchanting, etc. The 6 joinable factions are: Tower of sorcery Monastery of light The Legion Orc Clans giant tribes Thieves guild
*NOTE: There is a quest where you can join a cultist and help him out instead of the quest giver (First sorcery quest) - This is the intro to the 7th faction, which is not implemented yet. If you want to help him out and do his side of the quest, you can - there just isnt any further quests for his faction at the moment - so unless you want to murder the tower of sorcery anyway, this is not recommended.
Upcoming Features: - BBEG faction for strictly evil party play through (will be mutually exclusive to other 6 factions and require starting a new game) - 2 more planned factionless side quests - Recruitable NPCs from each faction based on reputation with faction (Completed) -At least one more side quest for each existing faction