Thoughts on NPC Project mod?
SharGuidesMyHand
Member Posts: 2,584
I never tried any mods back when I played the original BG1, but I recently decided to give the "experimental" version of the NPC Project for BG:EE a try. Although I only tested it out relatively briefly and experienced only a fraction of its content, I was curious to see other people's feedback on it, and perhaps get some advice on how to better my experience with it.
For anyone who needs a refresher, here's a list of the mod's components, nearly all of which are optional (except for the one that explicitly says "required modifications"):
http://www.gibberlings3.net/readmes/readme-bg1npc.html#compon
An issue that I had expected to have even before I installed the mod, is that I appreciate the "less is more" approach of the BG1 NPCs' personalities, which allows you to form your own interpretations of the characters. However, the Project projects someone else's interpretation of the NPCs into the game, which may not necessarily be the same as my own.
On one hand, I do like what I've seen from Imoen. The little snippets of dialogue that we see from her in the original game suggest that she's upbeat, outgoing, nosy, intrusive, and somewhat childlike - but this portrayal was greatly undermined by the fact that she was a late addition to the game and lacked properly developed dialogue. With the Project now installed, Imoen's behavior is much more consistent with her "nosy little sister" personna IMO - pestering me with questions, interjecting herself into nearly every conversation with characters that we meet, etc.
By contrast, I'm much less enthusiastic about how Kivan was handled. To me, Kivan had always presented as a quiet, gruff, occasionally offensive character (hence his low charisma), but the Project depicts him as talkative, reflective, even somewhat polite. I imagine Kivan as someone who would tell Imoen to "Shutup!" or "Leave me alone!" rather than engage in extended conversations with her. Even in the few conflicts/arguments with other NPCs that I've seen, his responses were far too polite IMO. I also don't like that he talks about his background, which I would prefer to be shrouded in mystery.
After having Kivan share a party with Xzar and Montaron very briefly, a conflict developed between Kivan and Monty over the fact that Monty apparently has "torture tools" in his possession, which ended with me having to decide whether to keep one or the other in the party. I didn't like this altercation because,
1. It seemed to happen far too quickly after having added those NPCs to my party,
2. Kivan's responses still seemed uncharacteristic to me - they were still somewhat polite even in defiance, and I'm not sure that he is the kind of character that would object to the possession of "torture tools," even if he had been tortured himself. I imagine him as the kind of character that would want to give his enemies "a taste of their own medicine."
In general, I felt that the intra-party banters happened far too often - sometimes with barely a minute in between. Likely not coincidentally, I did install the component that accelerates the frequency of banters - perhaps I shouldn't have done this?
Alternatively, I'm toying with the possibility of not installing the "banters, quests, interjections" component of the mod (which is considered the primary feature of the mod), and instead just installing some of the smaller features like the accelerated banters or the added portraits for non-joinable NPCs - has anyone here ever tried that?
I'm also a bit curious about some of the romance options that are available for my (female) character - but what should I expect from a romance that's described as "adult" rather than "teen"?
Thanks for any feedback.
PS, is anyone else running into a problem where any time a mod is installed, it causes a problem with scrolling to the left? I know others have complained about this, but it seems to happen to me only when I have a mod installed.
For anyone who needs a refresher, here's a list of the mod's components, nearly all of which are optional (except for the one that explicitly says "required modifications"):
http://www.gibberlings3.net/readmes/readme-bg1npc.html#compon
An issue that I had expected to have even before I installed the mod, is that I appreciate the "less is more" approach of the BG1 NPCs' personalities, which allows you to form your own interpretations of the characters. However, the Project projects someone else's interpretation of the NPCs into the game, which may not necessarily be the same as my own.
On one hand, I do like what I've seen from Imoen. The little snippets of dialogue that we see from her in the original game suggest that she's upbeat, outgoing, nosy, intrusive, and somewhat childlike - but this portrayal was greatly undermined by the fact that she was a late addition to the game and lacked properly developed dialogue. With the Project now installed, Imoen's behavior is much more consistent with her "nosy little sister" personna IMO - pestering me with questions, interjecting herself into nearly every conversation with characters that we meet, etc.
By contrast, I'm much less enthusiastic about how Kivan was handled. To me, Kivan had always presented as a quiet, gruff, occasionally offensive character (hence his low charisma), but the Project depicts him as talkative, reflective, even somewhat polite. I imagine Kivan as someone who would tell Imoen to "Shutup!" or "Leave me alone!" rather than engage in extended conversations with her. Even in the few conflicts/arguments with other NPCs that I've seen, his responses were far too polite IMO. I also don't like that he talks about his background, which I would prefer to be shrouded in mystery.
After having Kivan share a party with Xzar and Montaron very briefly, a conflict developed between Kivan and Monty over the fact that Monty apparently has "torture tools" in his possession, which ended with me having to decide whether to keep one or the other in the party. I didn't like this altercation because,
1. It seemed to happen far too quickly after having added those NPCs to my party,
2. Kivan's responses still seemed uncharacteristic to me - they were still somewhat polite even in defiance, and I'm not sure that he is the kind of character that would object to the possession of "torture tools," even if he had been tortured himself. I imagine him as the kind of character that would want to give his enemies "a taste of their own medicine."
In general, I felt that the intra-party banters happened far too often - sometimes with barely a minute in between. Likely not coincidentally, I did install the component that accelerates the frequency of banters - perhaps I shouldn't have done this?
Alternatively, I'm toying with the possibility of not installing the "banters, quests, interjections" component of the mod (which is considered the primary feature of the mod), and instead just installing some of the smaller features like the accelerated banters or the added portraits for non-joinable NPCs - has anyone here ever tried that?
I'm also a bit curious about some of the romance options that are available for my (female) character - but what should I expect from a romance that's described as "adult" rather than "teen"?
Thanks for any feedback.
PS, is anyone else running into a problem where any time a mod is installed, it causes a problem with scrolling to the left? I know others have complained about this, but it seems to happen to me only when I have a mod installed.
6
Comments
I'd have thought there'd be a price on my head the way I loathe Kivan's mod... I can safely walk outside?
But in all honesty, @SharGuidesMyHand is spot on towards my core problem with Mod Kivan's interpretation.
And on torture specifically, people who have been tortured in real life often become the strongest proponents against it. John McCain, for example, is famous for being hawkish on war and has little respect for America's real and perceived enemies, but even he could not support waterboarding and other "enhanced interrogation" methods after suffering even worse at the hands of the North Vietnamese during the Vietnam War. That banter makes perfect sense within the context of the mod, the timing was just unfortunate.
I have never had a moment with BG1NPC's that broke my immersion in the game - if anything, I've struggled to find the seams between it and the core game. It is a masterful fleshing out of not only the characters but the worlds they live in within the wider world of Toril.
And his whole revivable dead wife thing in his BG2 romance mod (which is very much a sequel to the NPC Project appearance) just begs the question why we can't revive someone whose been dead far shorter.
Maybe that's unfair of me but it colored my view on the whole a bit poorly.
As for reviving Deheriana after like a year, apparently Kivan's bond with her is the reason why she can come back, and if you don't have Cernd, Aerie, or if you aren't a Cleric, she can apparently die again. However, I really don't like Deheriana. Once, Deheriana comes back into the picture, Kivan never ever talks. I mean I know we barely know Deheriana, but that doesn't mean that Kivan needs to stop speaking entirely.
As to why you can't revive someone whose been dead in a shorter amount of time...Well, Jaheira explains why she doesn't want to bring Khalid back, and the party never finds Dynaheir's body, and the only account that you have on the fact that she's dead is Minsc.
I also think people are reading too much into his soundset. Jaheira references 1970s Battlestar Galactica in a rare quote; does this mean she is canonically a secret Cylon transplanted to Faerun on some mission, or that Xzar is actually Hannibal Lecter in disguise? The soundsets serve to underline traits the characters possess, not to define the character. So you're judging a mod for one game based on a mod for another game? I am failing to understand the logic here. Installing one doesn't mandate installing the other. I'm sorry this BG2 mod disappointed you but its merits or shortcomings are immaterial to the BG1NPC mod as a whole, which is what this thread is about.
Heck, even in game, only Viconia uses her tongue, and that's because she's got an underdark excuse of separation. Aerie is seperated but never uses Elvish (or Avariel tongue if its different.)
My question is, why are elves always treated so special? It gets really offputting.
I don't think you should judge the game base on the little you saw, I think it a great mod that add a lot to the game and the intra party banters that happen far too often for you is for my thinking because you don't use to it, for me it really isn't enough and I wish someone would have add more to the mod or make another mod to add, but adding isn't possible because the mod is finished, so I wish other would have mad more banters mods to to the first game, because the second game have more then one even with the intra banters already inside the vanilla game.
As for Dwarvish characters in BG2, well one, there aren't that many (is Korgan the only one?). As for Dwarven characters enhanced by BG1NPC, I can't say. I've only had Kagain for any length of time, and his dialogue is predictably focused on money and plotting. Yeslick I can't say either way as I've never recruited him with BG1NPC, but it definitely seems like his character would be the most ripe for exploring dwarven culture and religion, seeing as he is a fighter-cleric with ties to the originally dwarvish mine in Cloakwood, and failing to do that with him arguably would be an oversight. That sounds like a good project for myself, going forward.
I am a fan of the mod, yet I can’t say I agreed with the direction that was taken for every NPC. I had my own personal perceptions already in place before I played the mod, just like everyone else. In the end it didn’t matter. I felt that overall, they did an excellent job of maintaining the general intended character of the NPCs while greatly expanding my ability to interact with them. The unavoidable fact that my own perception had to bend a bit when confronted with some personality points that I previously had a different take on, didn’t matter all that much.
It was well worth it to me to let go of a few of my own preconceptions to be able to experience more fleshed out and interactive characters in my game.
As for Kivan, I always had the impression that he was a moody, but sensitive person. He's curt and standoffish, but I could easily see his softer side coming out when getting to know someone. He strikes me as a hard on the outside, gooey on the inside type of character.
Meanwhile there's also guy from some other, less prominent country that the less than average American has never even heard of has a fairly accurate accent, but only speaks English. It may be broken, but he never throws in his native tongue. We wouldn't want consistency.
It's a feeling like that.
Thanks for the feedback.
I'll probably give the mod a much more earnest try, although I haven't decided yet which of its components I'll install.
-"Alright, give us the gold, and we'll give you the hostage."
"Ragnar, goonie goo-goo."
-"What?"
"Goonie goo-goo! Ragnar, goonie goo-goo!"
-"They're giving each other orders! Draw steel!"
Roll for Initiative.
I did it I pick him up at the beginning before Nashkel Mines and still was able to do lot of exploring, 20 days is a lot of time.