increased banters in BGEE?
Lemernis
Member, Moderator Posts: 4,318
in BG:EE Mods
This is a mod idea for BGEE that I would like to float to the community.
Through the CLUA console we can force banters to fire with Ctrl+I. It would be wonderful if a simple (?) mod automatically increased the occurrence of NPC banters. Enough so that they fire pretty frequently--say, for any two NPCs that have interaction, it would be on the order of about every half hour or so...
To extend the concept, if it would be possible to use the same type of code to expand the banters between various NPCs (including fights) to more NPC relationships, then that would rock as well.
Some time back @Mordeus compiled the banters which may be viewed here. A lot of the dialog lines that the NPCs have could be used to define new relationships, above and beyond the original game.
Does a mod such as this sound feasible?
Through the CLUA console we can force banters to fire with Ctrl+I. It would be wonderful if a simple (?) mod automatically increased the occurrence of NPC banters. Enough so that they fire pretty frequently--say, for any two NPCs that have interaction, it would be on the order of about every half hour or so...
To extend the concept, if it would be possible to use the same type of code to expand the banters between various NPCs (including fights) to more NPC relationships, then that would rock as well.
Some time back @Mordeus compiled the banters which may be viewed here. A lot of the dialog lines that the NPCs have could be used to define new relationships, above and beyond the original game.
Does a mod such as this sound feasible?
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Below is a compilation of all the sounds for the NPCs. Just randomly click throughout it's playback bar to hear some of the rarely expressed banters that were voiced for the NPCs. If these banters were set to fire between various NPCs with fairly high frequency... and many more relationships were defined (some potentially ending in fights perhaps at a, let's say, 20% chance of occurrence... That would breathe a whole new life into this game in a way that doesn't impose anyone's idiosyncratic vision of the character. There would be some choices made by the modding team about which NPCs don't like each other, beyond the ones that already exist. And it would be impossible to please every fan in that regard. But just as there are some fun surprises in the vanilla game (Edwin and Alora are friends, which to me is charming), there could be in this mod as well.
https://www.youtube.com/watch?v=OZlQCRwkeB8
...So, I use BG1NPC.
EDIT: Oh, wait, you're talking about the compliments/insults, too. Those are hard to track: they can't seem to be triggered by CTRL+I, so they are rare. I'm not sure how to make them trigger more often; in my experience, increasing the banter amount/speed doesn't make them trigger any more often. I think there has to be some other trick to getting them going.
In addition to making the banters that already exist fire more frequently, the more I examine this idea the clearer it seems that it should be a mod so that banters can be created between many more characters. It would be fun to see all the voiced lines used creatively to establish many new relationships.
So, I think some testing of exactly what BANTTIMG.2da does is in order. :-)
I've heard that Control/I can break the game, at least in BG2, so I'm hesitant to use that and it's not as much fun forcing it as having them come up randomly anyhow. I'll be sure to play around with the BANTTIMG.2da and I'll post anything that I learn here. Thanks for the information so far.
Edit: I figured that having all of the banters fire in a game would be a simple editing of one 2da file, but it looks more complicated than I imagined. This is beyond my very limited experience and I'd probably end up breaking games on my own. Well, I'll continue to read this thread with interest, but I don't want to hijack it further. Thanks again.
http://iesdp.gibberlings3.net/files/2da/2da_tots/interact.htm
As far as banters go, you also have to be selective. As @Twani said, Coran in an all-male party won't give you his banters, and the same for Garrick without Skie and Eldoth, Jaheira without Khalid and Xzar, etc..
But in addition to increasing the frequency of banters as such (both existing and newly created), that would be it for this mod.
BG1 NPC writes extensive text dialogue between NPCs. This mod would add no text dialogue at all. Just exchanges of voiced lines.
@AstroBryGuy: I realize that if I'm missing key NPCs certain banters won't fire, but as it is all that I remember hearing are the select and happy comments. I didn't want to spoil too much, so I just quickly skimmed through Mordeus' compiled list, but it looked like some NPCs might be missing forest, city, dungeon, and other banters that fire extremely rarely in the EE versions. Maybe it's just a case of there not being near as many banters as I had hoped.
@Lemernis: Thank you for further clearing that up. I was a bit confused from the comments here and the thread in General Discussion. I was wondering how you meant further adding new content, but without adding any new dialogue. We're basically hoping for much of the same, but I'd be satisfied with more frequent vanilla banters. Just having the normal ones fire regular is well beyond me. I'm sure adding new banters with existing voiced lines would be even more involved, but it would probably more fun for a modder or group to work on, as it involves a more personal touch.
NPC Project allows you to pick and choose which of its components to install (except for the initial "required components" part), so if you don't want to install the new banters/quests, you don't have to - and the accelerated banter component should work on the banters that already exist in the game.