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What would you like to see in an NPC mod.

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  • RavenslightRavenslight Member Posts: 1,609

    An emo NPC. Whine and whine and whine about how hopeless it is and how dreary the world is. He won't cut you with his dagger, he'll cut himself.

    I’m not sure I understand this one. Do you mean like Xan?
  • Eadwyn_G8keeperEadwyn_G8keeper Member Posts: 541
    edited June 2014
    SionIV said:

    The thing that brings life to the BG1 NPC's in my opinion is that they have a life on their own. None of them 'need' to be around you, they have their own agenda and needs. If you left them somewhere they would continue their life and wouldn't care much about it.

    The NPC's weren't made for CHARNAME, they were made for the world. Kivan is a perfect example, he is using you as a way to get to Tazok, if you won't do it in time he'll leave you and do it himself, same with Minsc and Dynaheir. Coran will hunt down his own damn Wyvern and doesn't care if you come along or not.

    If we look at the NPC's in BG2 you start to notice how it goes all Planescape Torment over it where they all need to follow you. And if you throw someone in BG2 out of your party they will go and wait for you, if you do the same in BG1 most of them won't be there when you return later.

    Imoen/Jaheira/Minsc - Has to follow you, got nothing else to do.
    Yoshimo - Has a geas on him, can't leave you.
    Aerie - Emo kid need her knight in shining armor, i don't see her surviving long without you.
    Anomen - He practically forces you to accept him so he can join your party.
    Keldorn - He is one of the few NPC's in BG2 that actually does his own thing. He has his family and doesn't even want to stay with you.
    Viconia - She's got nothing else to do, you save her and she follows you, just like Ignus.
    Haer'Dalis - One of the few NPC's that has his own life.
    Valygar - He wouldn't survive very long without you, and he needs you to help him with the curse.
    Nalia - She needs you, wouldn't make it without you.
    Edwin - Kind of has his own life but still sticks around for you and wants to join you.
    Cernd - He has his own life, just needs a bit help with the grove, he will challenge Faldorn himself and win if need be.
    Mazzy - After you save her she lost her entire group, doesn't have much left except her family.
    Jan Jansen - He has his own motives but you do save him from prison, that way he joins you.
    Korgan - Needs your help, would probably have made it on his own but he still sticks with you.

    Most of the people you meet in BG2 are either people that NEED to be around you, or that you have saved and that way feels they need to repay you. There are only a few people who actually have their own life, Keldorn is a perfect example of this.

    If you look at the NPC's in BG1 they will join you for their own gains, and if that doesn't suit them, they will leave. It's like the world doesn't revolve around you like it does in BG2.

    Really interesting overview! This focus on NPCs as story elements rather than power-game, comradeship or entertainment elements suggests to me the following: An NPC who secretly represents, knowingly or unknowingly,some other Demi-God, perhaps Malar the BeastLord that was left out of the final contest between Baal, Bane and Myrkul for Jergal's power. An observer of some sort who is possibly reporting to an unknown correspondent. A character that has much to offer but might prove treacherous at some point or indeed might turn out to have secret information that is crucial that he/she may or may not divulge. ~A mystery figure!!

    I also agree with the general point that Imoen, granted that her Dual-Class stats put her in a class of her own among all BG1 Thief types, is significantly underdeveloped from a storyteller's POV. She is not just another NPC. She is Baalspawn and as such should have a much more developed set of dialogue scripts.

    After all, we know from the start of the game that she has no small degree of personal initiative and self-starting ability. Enough to prompt her to leave Candlekeep all by herself in what was really a rather foolhardy attempt to track down Gorion and Charname. For reasons never quite articulated.

    I have gathered from another forum post that Imoen was a late-stage addition to BG, almost an after-thought. Perhaps it would have been better if she were not Baalspawn but Winthrop's natural daughter. That in itself might have led to much more interesting RP choices, the Innkeeper's daughter holding her own in the Major Leagues....

    [Note: Imoen as a Thief/Mage Dual-Class is perhaps not truly a "class of her own" because Safana can also fill that role with Intelligence Tome]
  • RavenslightRavenslight Member Posts: 1,609
    elminster said:



    I think it is also interesting how so many people want different things, haha. Seems like a daunting task to make a good mod NPC with mass appeal.

    Especially since NPC's in BG1 are less fleshed out than in BG2. Unless someone was planning to do a whole pack of new NPC's that interact with eachother, or planning on having their mod work off of the NPC project, a mod NPC that has any kind of substantial dialogue in BGEE is going to stand out compared to the bioware ones.
    Which is why any NPC mod that I would enjoy, could not help but stand out in BGI, in this respect. Though I suspect that once the BG NPC Project mod is updated for BG:EE most people will have that installed as well. Making this less of a problem.
  • CoutelierCoutelier Member Posts: 1,282
    I don't know how much the BG2 NPC's really need the PC. I think only Imoen specifically needs you. Minsc is a bit without his witch, and he and Jaheira need saving at the beginning. But with that done, I'm sure they can both manage without you. Aerie obviously needs help to leave the circus and find her feet in the world, so to speak, but given time I think she'll manage it without you (there is the whole Kalah business of course, but another party might have come along, or even some of the commoners might have worked up the courage to band together and free her). Viconia... yeah, probably not many other people would have saved her... anyway, I suppose none of that really matters.

    I think I already said that I basically just like mods to fit the themes of the game, and be close to same level of content that exists for current NPC's. Not bothered about illegal class etcetera if it makes sense. So I'll just share some basic principles of writing a character:

    Background - obviously very important to work out the characters history. What experience, skills, level of education they have, relationships in their past that might affect how they relate to people now, what all the other influences on their behavior, morality, and all that good stuff.

    Consistancy - of course it's important being somewhat consistant in their behavior, as well as with their background. If your character was a blacksmith for ten years, they're not going to suddenly forget everything they knew about blacksmithing (unless there's some story reason for that. Or to use an example of one my fav characters, Aerie's basically been a laboror for some time, since she was released from her cage, doing all kinds of chores in a travelling circus - places not generally regarded for their high degrees of pristine cleanliness. So she's not really likely to be bothered much if her clothes get ripped or torn or have mud on them.

    Context - Okay, so, it turns out, real people aren't always consistant. Most people do go up and down a little over the course of even just a day, but any really drastic change in behavior should be accounted for by the circumstances in the story. Aerie again is a good example; she's normally nice, but when she's depressed and unhappy, or pushed a lot, she can get snappy and be very nasty to people, which is obviously normal. But we're not just talking about behavior here. There's historical context as well, or setting in this case. It's pretty self-explanatory - people who grew up on FR won't know much about modern technology or references, won't have been exposed to all the same societal norms and stereotypes. Or, police, actually, are quite a modern invention. I doubt how law is enforced in Amn, but it's probably not the same (before there were police, I think there were just basically Sheriffs who might hire some men, or local lords would use their own guards or hired mercenaries to keep the peace). So, anyway, there's all this stuff to think about.
  • RavenslightRavenslight Member Posts: 1,609
    What Coutelier said about context reminded me of something I really like in a NPC mod. I like them to have attitudes that would be natural for a person coming from the setting the game is made in. It always feels very jarring to me to hear an NPC say something that really belongs in a more modern setting.
  • CoutelierCoutelier Member Posts: 1,282
    I've certainly found when I'm writing mods (I'm technically on my second, but the first one was very small really, although probably could do with being trimmed and polished a bit), I've found more and more that I want PC responses to be as neutral as possible, in terms of the type of personality that comes across in them. Basically, I couldn't possibly write a response that would be appropriate for every single PC a player comes up with, but keeping the responses as few and as simple as possible hopefully most can imagine that although it might not have been exactly what their character would have said, it would have been something along those lines or with that sentiment.

    Personally, I've always preferred friendship to romance. I enjoy a good story that has characters who can be extremely close, but there's no sexual element attached. Besides, even with your 25 Charisma, the idea that every NPC is just going to throw themselves at you... well, it's not going to happen. It's why I never really like the idea of tacking on alignment changes to NPC's because of your influence - I like to feel that NPC's do have some mind of their own.

  • QuartzQuartz Member Posts: 3,853
    SionIV said:

    It's like the world doesn't revolve around you like it does in BG2.

    That right there sums up one of the key differences between BG1 and BGII. I really dig that about BG1.
  • CoutelierCoutelier Member Posts: 1,282


    Two that come to mind off the top of my head are the slaver storyline in the Copper Coronet and the Windspear Hills. Hendak was kind of cool, and a character (maybe a barbarian or skald) that was a slave you freed would be a worthy addition to the party. Having been a slave opens up a lot of interesting possibilities. They already have a reason to be indebted to charname and would also follow him to oppose Irenicus who, like Lehtinan, has a history with holding people against their will. This satisfies my #2 desire perfectly. Also it allows for some areas (like the guarded compound in the Temple district) to have more significance. The guarded compound seems to be almost easter-eggish due to its significance not being easily apparent. Having an NPC that wants to destroy the slaver ring gives you more of a reason to be there. Also would add some flavor to the random ecounters with slavers while traveling in-between areas.

    When I started doing a mod for Aerie I was thinking of tying her into some of the other slaver quests like the Coronet and Compound. As a former slave herself it makes sense that she'd want to get involved and crush those swine (I can be picture Aerie going all chaotic and Batman-esque - cleaning up the streets and slaver scum with extreme violence and prejudice). But I thought the compound had surely already been addressed by other mods, so right now although there's a bit in Copper Coronet, I've left the compound alone.

    But anyway, the point is, when I started I had a huge number of ideas, some of them really just completely over ambitious and would have made a whole game by themselves if I did them. Although to be honest, I would probably never finish if I tried to implement everything anyway, given the meagre amount of time and resources I have. It's never a good idea to aim too high; find out what works and what you can do. But don't overdo it, since the game obviously isn't just about one character. Much as I would like it to be.

  • CoutelierCoutelier Member Posts: 1,282

    What Coutelier said about context reminded me of something I really like in a NPC mod. I like them to have attitudes that would be natural for a person coming from the setting the game is made in. It always feels very jarring to me to hear an NPC say something that really belongs in a more modern setting.

    I think some pop-culture references can be gotten away with, if they're just a minor NPC encounter and obviously supposed to be humorous (just don't try turning the game into Family Guy... it's a very different sort of show).

    On the subject of humor/comedy though, like everything else that should stay in-character as well. Ideally it should just derive naturally from the characters and how they are and not feel too forced or trying too hard. You face some pretty grim things in the game, but if you look at doctors and soldiers who face grim things all the time in real life, you find they very often joke and make light of things because that's what gets them through the day. But anyway, Jan loves telling his stories, for example, Imoen is a bit childish and silly. Even Aerie can be funny, making dry observations, although most humor in her case would probably derive from her shyness and awkwardness in social settings, or just the fact that she's basically an alien and doesn't always get what's going on (not her suddenly acting like some weird emo-valley girl or anything really OOC like that).

    And that's obviously one thing I will look for in mods. Not just the mod NPC, but other NPC's being in character as well. I don't want Minsc suddenly starting to go around kicking the butts of good for no apparent reason.
  • RavenslightRavenslight Member Posts: 1,609
    So here is the big question for me. Knowing that you can’t please everyone. That there are many different players, with many different preferences. How do you decide what to include and what to leave out? Do you write an NPC that pleases you and the type of player that you are, or one that might appeal to more people. I’m curious how others would approach this problem.
  • killerrabbitkillerrabbit Member Posts: 402
    jackjack said:

    I definitely say write a person tailored to your preferences, while keeping an open mind. If you love the character, that will show in your writing.

    This.

  • SionIVSionIV Member Posts: 2,689
    Quartz said:

    1. Don't create a lesbian vampire
    2. ???
    3. PROFIT!!

    +100 Agree.
  • RavenslightRavenslight Member Posts: 1,609
    Quartz said:

    1. Don't create a lesbian vampire
    2. You're already doing a better job than Beamdog
    3. ???
    4. PROFIT!!

    ROFL
  • RavenslightRavenslight Member Posts: 1,609
    Though I must say, there were many people who liked that concept as well.
  • SionIVSionIV Member Posts: 2,689
    edited June 2014

    Though I must say, there were many people who liked that concept as well.

    We already had a character like that in the Valen mod. The mod wasn't that good to begin with, but it still managed to do it better than a certain other vampire.

    And Baldur's Gate 2 shouldn't have had an NPC that was a vampire. The vampire race is such a big part of the story, so unless that NPC had some amazing dialogue options with Bodhi and reason for joining the party to begin with, it will fail, like it did.
  • DreadKhanDreadKhan Member Posts: 3,857
    *cough cough* kobold! *cough*
  • RavenslightRavenslight Member Posts: 1,609
    Well we do have a bear now. :) I think that is a neat idea. Even though I personally prefer NPCs that have conversations, and would have liked for him to be able to talk. I think Beamdog did a good job of coming up with new NPCs that were unique for the game. NPC mods can’t be a consideration for them. A bear, vampire, monk, all something new. Whether or not one personally likes them comes down to personal preference again. Of course, being paying customers, we have the right to let them know if we liked them or not. But that is a whole different topic.
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