[MOD] Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE
Convenient Enhanced Edition NPCs
A mod for BG:EE, BG:SOD, BG2:EE and EET that allows you to tweak all Beamdog NPCs.Download: Convenient Enhanced Edition NPCs
Readme
Overview
The new NPCs introduced in the Enhanced Editions differ somewhat from the original cast and might not be everyone's taste. This mod provides a number of options to adapt them to your comfort level. You can make their first appearance more passive, giving you more control over whether or when to make the first contact. A small number of events will be slightly altered to make this possible.
Alternatively it is also possible to simply remove one or more NPCs from the game. In that case you have the choice to make their personal or quest-related items available to everyone in stores or as loot.
Additional components allow you to improve their portraits or customize their classes and/or kits to whatever you desire.
A detailed list of all available components and their descriptions can be found in the readme linked above.
Comments
I think, I'll never use it, but what about Wilson?
Sure, why not? The best part about it is that I don't have to add any code for these games to remove Dorn, Neera and company
On a serious note, I don't plan to disable any of the vanilla NPCs. They are much more tightly integrated into the games and disabling them will surely break compatibility with many NPC-related mods.
This sounds like a huge task, as I'd have to rewrite major portions of the quests. It'll most likely cause incompatibilities with other mods as well. I'll look into the quest-related code, but chances are rather slim that I'll do something like this.
Major props to you for coming up with something like this!
I absolutely loathe both Dorn and Hexxat, and how they force themselves on the player.
On the flip side, Neera is passable, Rasaad is actually interesting, and I absolutely love Baeloth.
This is all my subjective opinion, of course, but your work will positively impact my games from now on.
Just one questions: what are the chances your mod will mess something up, and break the game? :P
Got it.
Thanks again, sweet mod!
Instead of jumping out at you and forcing you to pay attention to them, they just stand around until you talk to them.
I did see Neera or whatever accost you in beregost and the one girl in the bar in BG2. I assumed they mostly were like that where they force you to start dialogue. I've never seen Baeloth's appearance so I don't know how it goes. If he's got some cutscene maybe just leave it or just spawn him there standing around instead of that.
@bob_veng I'd rather not do something like this. It would create all kinds of problems if you decided to reactive that particular NPC later on. A feature like this is probably more suited for a tweak pack or a NPC expansion mod.
Just put the guy or girl there and add a blurb of dialogue instead. "Hi want me to introduce myself?" or something and if you say yes it plays the cutscene? Again, I'm not real familiar with the scenes so I don't know how involved they are. Alternatively, you could just have them say "hi I'm Gnoober and I'm running from two guards" or whatever instead of playing the cutscene with two guards.
the thing is that by removing the npcs, you also remove all of the new quest content associated with them, and the thing that people mind the most is the intrusiveness of the npcs and their dubious dialogue and storylines - but the new areas and the new encounters (and some new items...), i think, for most people, are enjoyable. so from my perspective it can be seen as something relevant to your mod.
it would be *awesome* to have some of this content be made detached from the npcs. a lot can be reused to create "normal" quests. if this was to be a component of your mod, you could just inform people not to reactivate ee npcs.
but i get that you might not be interested; it would still require a lot of work.
Hi my name's so and so want to hear my story?
- Yes
"Ok well.. Wait who is that guy and how did he find me here?" (yeah I don't know what happens in the cutscenes.)
And then just have the NPC show up at the right time, like Imoen in BG 2 like, to say whatever they need to say, using the same dialog(?)
I mean, people in the game often just walk up to you and offer a quest anyway, right?
For Rasaad's introduction I could cut a good portion of his intro cutscene and remove the cutscene effect to make it as unintrusive as possible. Afterwards he could wait near the Waukeen Temple.
[spoiler]
// Neera @1000 = ~Hey there! Don't I know you from somewhere?~ @1001 = ~Huh? What's this?~ // Rasaad @1100 = ~Please excuse me. I'm in a hurry.~ // lines for setup (don't use special characters if possible) @1 = ~Disable all NPCs~ @2 = ~Disable NPCs individually~ @3 = ~Make all NPCs passive~ @4 = ~Make individual NPCs passive~ @10 = ~Modify Enhanced Edition NPCs~ @101 = ~Disable Baeloth~ @102 = ~Disable Dorn~ @103 = ~Disable Hexxat~ @104 = ~Disable Neera~ @105 = ~Disable Rasaad~ @106 = ~Make Baeloth passive~ @107 = ~Make Hexxat passive~ @108 = ~Make Neera passive~ @109 = ~Make Rasaad passive~ @200 = ~This component requires either BG:EE, BG2:EE or EET to be installed.~ @201 = ~This component requires either BG:EE or EET to be installed.~ @202 = ~This component requires either BG2:EE or EET to be installed.~ @203 = ~Component "Disable NPCs individually" not selected.~ @204 = ~Component "Make individual NPCs passive" not selected.~
[/spoiler]