I have a question, rather a rhetorical one.
There’s a huge amount of NPC mods out there. Well, I’ve played only few of them. Just in case I’m not talking about good or bad mods, but there’s a thing that bothers me a lot. Lets take the first BG game. I’m currently working on a mod. Though the original idea was to add new areas - 4 or 5 new dungeons to the game, new mobs, new items etc, but later I’ve decided to add an NPC to my small add-on (actually I’ve added 3 NPCs)… Nevermind… All of them have standart party voicesets (action, battlecry, selecting, reputation change, day\night and etc.), but banter lines are not voiced at all, unlike Dorn’s or Neera’s, though all 3 EE NPCs have no reputation change lines or day\night, dungeon\city lines, but they have a lot of banters and interactions compared to the original ones. And IMO they are breaking the athmosphere a bit with that, standing out from the original NPCs (they look like more BG2 NPCs in the BG1 world, but lacking some important party lines lol). The question that bothers me is what people really expect from a mod? No matter voiced or not – the more banters the better or the NPC should so to say merge with the crowd and get into the original athmosphere? I mean 1 not so complicated personal quest, voiced party lines, 1 or 2 banters and interactions (like Branwen for example), maybe 1 or 2 personal items (ehm.. Rasaad gets 3
Or maybe I don’t understand the whole concept – NPC mods are all about banters, not about that cosmetic stuff like voicesets and portraits? Does it bothers you if new NPCs do have 1 or 2 banters with everyone in the game while others don’t and keep talking even during a battle
or if the new NPC is more laconic like Ajantis or Branwen?
And one more question for the DnD fans. Goblins usually have dogs or wolf pets. What kind of dogs are they or may be in the BG setting? Maybe Worgs or War Dogs?