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Any way or mod to remove/prevent the "fallen" mechanic?

I am having some trouble playing a ranger in a party of mixed alignments. I picked up dorn and Viconia fairly early and my rep certainly suffered for it (landed at 8). Then in a fight one of them got rigid thinking cast on them and attacked and killed a civilian. Rep down to 4 and my ranger is fallen. First of all is there a fix for this in BG1? I know of EEkeeper and even tried it but removing the fallen status doesn't seem to actually remove its effects, just the text on the character sheet. I suspect there are many more variables to change in EEkeeper that I don't know about.

So my main question then would be this: Is there a mod that removes the whole "fallen" concept from the game? It is very annoying having to constantly be on the precipice like this. T_T

Comments

  • lolienlolien Member, Moderator, Translator (NDA) Posts: 2,193
  • Troodon80Troodon80 Member, Developer Posts: 4,109
    edited July 2016
    With the somewhat new ability to launch scripting actions in-game using the console, you could, for example, use this line instead of being required to compile a custom script:

    C:Eval('RegainPaladinHood()')
    Rahal said:

    So my main question then would be this: Is there a mod that removes the whole "fallen" concept from the game? It is very annoying having to constantly be on the precipice like this. T_T

    So far as removing the concept: no, it's hardcoded. :-)

    However, the 2DA files used to assign Fallen abilities are CLABPA05 and CLABRN05 for Paladin and Ranger respectively. If you know you only play as a base class paladin or ranger, you can replace both of those 2DA tables with their respective tables, but if you ever decide to play a different kit you'll have to switch around the tables again. You could also edit the StrRef for the 'Fallen' status in the CLASTEXT.2DA file for "FALLEN_PALADIN" and "FALLEN_RANGER".

    lolien
  • argent77argent77 Member Posts: 2,028
    Apparently you can prevent a class or kit from falling if you add it to the file "FALLEN.2DA". It's already been used for Blackguards. Adding the following lines should prevent rangers from falling:
    RANGER 0 FERALAN 0 STALKER 0 BEASTMASTER 0
    And the lines for paladins:
    PALADIN 0 CAVALIER 0 INQUISITOR 0 UNDEADHUNTER 0

    lolienRaduziel
  • subtledoctorsubtledoctor Member Posts: 7,988
    Just a little self-promotion: recent builds of the upcoming* Faiths and Powers mod have added about 15 new ranger kits, and several of them allow for evil rangers who do not fall. It's gonna be awesome.

    *
    Yes, it is still upcoming. I know I've been saying that for a while but it's still true - this is not vaporware. It currently has:
    - a completed sphere system,
    - a dynamic system to choose your kit/deity by dialogue, which can scale to encompass kits added by other mods
    - a bunch of new cleric kits
    - a bunch of new druid kits
    - a bunch of new ranger kits
    - a bunch of divine multiclass kits
    - revised weapon usability for divine classes

    The 2.0/SoD update was a bump in the road that added more work for us, because we have converted our simulated multiclass kits into real multiclass kits, and we are now adding a boatload of shaman kits. We're also adding the IWDEE druid spells and a bunch of new paladin kits, and then we release! Seriously - we are close.

    FinneousPJlolienelminster
  • EggHuevoEggHuevo Member Posts: 62
    argent77 said:

    Apparently you can prevent a class or kit from falling if you add it to the file "FALLEN.2DA". It's already been used for Blackguards. Adding the following lines should prevent rangers from falling:
    RANGER 0 FERALAN 0 STALKER 0 BEASTMASTER 0
    And the lines for paladins:
    PALADIN 0 CAVALIER 0 INQUISITOR 0 UNDEADHUNTER 0

    I can't find this .2da anywhere. Any tips? I'd really like to play an evil cavalier.

  • ShikaoShikao Member Posts: 375
    Well, you can create it yourself =P All there is in the file originally is:

    2DA V1.0 1 FALLEN BLACKGUARD 0

    Then add lines for kits you want and save as fallen.2da in Override =D

  • EggHuevoEggHuevo Member Posts: 62
    I found a workaround :smiley:
    Using EEKeeper, I changed my level 1 Cavalier into a Blackguard. Retained all my abilities (lay on hands, resistances, etc) which I don't lose when my reputation drops, even to 1. I also don't get any of the BG abilities, except poison weapon when I reach the required level. I just don't use it, and it's like having an evil cavalier. I suppose I could even remove that ability with EEKeeper, too.

    Shikao
  • ThacoBellThacoBell Member Posts: 3,793
    Its hilarious how many players are surprised that there are consequences to their actions in these games. I don't mean that in a derogatory way either, modern games just don't do that.

    tbone1Dev6MortiannaProont
  • tbone1tbone1 Member Posts: 1,332
    ThacoBell said:

    Its hilarious how many players are surprised that there are consequences to their actions in these games. I don't mean that in a derogatory way either, modern games just don't do that.

    Facing consequences for my actions? That's not fair! - my teenage sons' friend's reason for not liking BG. (Can't tell he grew up in this suburb, nope, not at all. Pure coincidence. Don't know why I even brought him up.)

    ThacoBellMortiannaProont
  • Luke93Luke93 Member Posts: 521
    edited October 22
    So, is there a way to remove the fallen status with the in-game console?
    I fear I bumped into a bug: Entillis Fulsom (Baldur's Gate Docks) attacked me, (despite having heroic reputation; moreover, Jaheira and Khalid were in my party, so he wasn't supposed to attack me!) my reputation dropped and I gained the "Fallen Ranger" status...

  • RedrakeRedrake Member Posts: 423
    Use EEkeeper or NearInfinity to remove the fallen status.

  • Luke93Luke93 Member Posts: 521
    edited October 24
    Redrake said:

    Use EEkeeper or NearInfinity to remove the fallen status.

    @Troodon80 What can you tell me about this?
    C: EVAL('RegainRangerHood()')

  • subtledoctorsubtledoctor Member Posts: 7,988
    edited October 25
    EDIT - repeated myself, duh. Sorry. Didn't realize this was a necro thread.

    Post edited by subtledoctor on
    ThacoBell
  • Luke93Luke93 Member Posts: 521
    edited October 25
    @subtledoctor I am just interested in removing the "fallen" status, so: will the previous command perform the trick? Or am I forced to use EEkeeper or NearInfinity?

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