Why did Beamdog refrain from creating banters between joinable NPCs in BG/2EE?
AKrugBier
Member Posts: 110
It just feels weird that they revised the whole game but completely forgot about the silent NPCs.
Is there any official reason why they thought it was not necessary to update the NPCs in BGEE?
Is there any official reason why they thought it was not necessary to update the NPCs in BGEE?
Post edited by AKrugBier on
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They couldn't add anything new to old characters unless it revolved around new content.
http://www.gibberlings3.net/bg1npc/
It would have been cool to get Jim Cummings and Jason Marsden back to voice Minsc and Ajantis for their lines in relation to the new content in the game, such as in the tutorial Beamdog added or with the different interactions they have with the new NPCs. Minsc I've had interact with Neera a few times while I talked to her, and Ajantis doesn't get along with Dorn (as well as Shar-Teel from what I've heard).
Very sad.
Which is why the npc mod is just an essential component for me. I just could not play the game without it anymore. Would be awesome to have something like that to become an official content.
As a matter of fact, the EEs already have some mods in them, like (part of) BG2 Fixpack, (part of) 1PP, (part of) TobEX, IWD-in-BG2, Unfinished Business for Icewind Dale, etc.
However, that doesn't mean that incorporating mods is a good idea.
Quite the opposite, it is a terrible idea IMO, because it takes away choices from the players and make the games less customisable.
For example, when installing mods like BG1 NPC Project, the player can choose among several optional components and customise settings like the frequency of the banters, etc. This kind of flexibility is simply not possible if a mod is incorporated with default choices, like they did for 1PP.
Some things are better left to mods, so different players can make different choices, or the same player can make different choices in different playthroughs keeping the game fresh and interesting for a longer time.
And Kivan straight up leaves out of disgust if he is in the party while Dorn tells the final chapter of his gory story.
I mean it is downright criminal to have a right to use one of the most iconic rpg lisences and then not use it to it's full potential. The developer however paid the ultimate price as N-Space is now closing it's doors which is quite sad for the people working there. I don't have enough information about Wizzards role in this whole mess, but maybe this kind of disaster could have been avoided if Wotsc had pushed the devs to be more faithfull to d&d. Then again at the end of day it was N-space who made all those decisions to streamline rulesset and ignore what fans actually desired.
The whole mess is quite a bummer, because Sword coast legends had much potential.
The campaign was fun, as well. Sad to hear about n-Space, although hopefully this means Wizards will look for new CRPG partners for 5e (Beamdog, cough cough).
Looks like my party is going crazy initiating some delirious dialogues, speaking about Dragonspear castle all of a sudden or even leaving the party because of some crusades that I have no idea about yet. Could it be connected with the new expansion?
The mod worked very well until today and I actually reinstalled all of its components after I installed SoD.
Any ideas? Thank you.
P.S. I cannot imagine playing BG:EE without this mod
You need to start with a clean install of BGEEv2, then add SoD, then install mods on that.
If you do that, it works so far. I've found a problem with Coran's wyvern quest and BG1NPC. Shouldn't be too hard to fix.
@AstroBryGuy, thank you. Just deleted everything and reinstalled in suggested order but it didn't help. I'm travelling with a party of lunatics again speaking to invisible NPCs about things that do not make sense to me. Well, it's fun sometimes.
Maybe I should uninstall SoD for a while
1. I initiated this with Kagain
2. I initiated this with Imoen
3. Kagain started this dialogue himself
Such fun)) I guess, this is it for the mod. This is rather sad, I should say...
Steam downloads all the SoD files into a zip file in a dlc folder. It doesn't replace the original dialog.tlk file in the lang folder. WeiDU sees the original dialog.tlk file and patches that. Then your game uses the SoD dialog.tlk file in the zip file from the dlc folder. Hilarity ensues.
https://forums.beamdog.com/discussion/49877/bgee-sod-directory-structure#latest
BG1NPC should work ok (minor bug with Coran's wyvern quest) with BGEEv2 without SoD. But, until there is a workaround for this dlc zip file stuff, it won't work on SoD.