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Revised Trials for BG2:EE *BG2 spoilers*

Towards the end of Baldur's Gate 2 (the very last thing before the final boss, even), you face a number of trials in hell, that determine whether you are truly good or evil. But these trials never really made much sense: a single evil choice is enough to drop you from good to evil forever with no middleground, and you cannot redeem yourself and become good even if you choose all good options. Neutral alignments are likewise entirely ignored.

There are a number of mods I like to play in BG2, but most of them I could easily go without if I had to. The only one that I can think of that I always install, and never could play the game without it anymore, is Revised Hell Trials, currently available as a part of the Quest Pack, that fixes the above issue. http://mods.pocketplane.net/d0questpack_v2readme.htm

It adds a third option, a neutral one, to all the questions, allowing you to pick the sensitive middle road when it's appropriate to your character (or when the reward is better than with good or evil, you silly metagamer), and the final alignment depends on both your original one and how you answered the questions, and could end up anywhere on the scale - though it's obviously much easier to have a good guy turn evil than the opposite. It's also more tolerant to rangers in regard to how easily they fall, allowing a couple neutral or even evil acts, and clerics don't lose their specialty kit if their new alignment is somewhere their god would allow. Paladins still fall after even a single non-good act, though (as it should be).

This is the one mod essential for my Baldur's Gate 2 enjoyment, fixing something that I always considered to be profoundly stupid in how it had been originally executed, and I am willing to go to reasonable lengths to get it included in the Enhanced Edition.

Comments

  • EudaemoniumEudaemonium Member Posts: 3,199
    I've never used this mod, but to be honest it sounds pretty great and presents a much-needed fix. I'm sadly not sure if Overhaul could ever include it, but would love it if they could.
  • [Deleted User][Deleted User] Posts: 3,675
    edited February 2013
    The user and all related content has been deleted.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Anything that adds to the incredibly bland and binary alignment system is a welcome change that should seriously be considered!
  • WilburWilbur Member Posts: 1,173
    That mod sound like something I certainly want to try. Hopefully it will work with BG2:EE.
  • ChowChow Member Posts: 1,192

    Anything that adds to the incredibly bland and binary alignment system is a welcome change that should seriously be considered!

    Well, the alignments aren't all that binary on tabletop as you might think, but yeah. In computer games, they can get seriously bland indeed at their lowest points, such as the one in this thread.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited February 2013
    I'm obviously talking about the way they are implemented in the BG games, not the way they have been designed or are being used elsewhere.
  • ChowChow Member Posts: 1,192
    Well, yes. Just being sure.
  • deltagodeltago Member Posts: 7,811
    Even if "contract obligations" prevents them from changing the game to what was described in the OP, fixing the "bug" where the alignment drop isn't as severe would suffice. Fail (choose evil) once, it just knocks LG characters down a peg (to NG). Fail twice it drops all good down to neutral. Fail four of them and your character is evil.
    I would be suffice with that.
  • ToffeeToffee Member Posts: 55
    I honestly think that the binary nature of the hell trials alignment change is as intended. I saw the trials not as an example to roleplay your alignment, but as your heritage forcing you to choose whether you would embrace it... or not.
  • the_spyderthe_spyder Member Posts: 5,018
    deltago said:

    Even if "contract obligations" prevents them from changing the game to what was described in the OP, fixing the "bug" where the alignment drop isn't as severe would suffice. Fail (choose evil) once, it just knocks LG characters down a peg (to NG). Fail twice it drops all good down to neutral. Fail four of them and your character is evil.
    I would be suffice with that.

    Always assuming that it is a 'Bug'. I am not saying it is the way I would do it. BUT.... It is most probably the way they intended.
  • ChowChow Member Posts: 1,192

    Always assuming that it is a 'Bug'. I am not saying it is the way I would do it. BUT.... It is most probably the way they intended.

    I think what deltago meant is that they would behave as if it were a bug and act accordingly.
  • MathmickMathmick Member Posts: 326
    I don't have a problem with knocking the Good characters down a notch for not performing all good acts, however knocking Neutral characters down is a slap in the face in my opinion. Neutral options for this would be cool.
    I don't like the idea of moving around alignments too much though. Keep it simple: Only knock them up or down if they lean too far into one area.
  • the_spyderthe_spyder Member Posts: 5,018
    @Chow, That is a very slippery slope to tread. There are loads of things that they could "Assume was a bug and act accordingly." And if they did, I think they might find themselves in breach of contract.

    Again, not saying I don't think it could use a change or tweak. Just saying I wouldn't hold my breath on it or anything. Still, I guess it doesn't hurt to express the desire for the change.
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