Baldur's Gate EE and NPC interactions, closure.
DarkShinobi
Member Posts: 15
Hello fellows!
First post here, just finished the main campaign of BG 1 EE, played using only a few mods, did not wanted to change the game too much.
Mods I've used: NPC Project and Rogue Rebalancing (played as an Assassin).
My party was: Male Elven Assassin, Dorn, Kagain, Viconia, Shar-teel and Baeloth. (evil party, low reputation)
My character romanced Shar-teel with the addition by the mod and I have to say was a very nice touch to the game, I really liked the dialogues and interactions.
A few comments, and a question for better reasoning to start this topic:
Besides Dorn, I had the feeling in the middle to the end part of the game, that the npcs in my party got too silent, I had only a few banters, even the romance with Shar-teel using the mod did not have a feeling of closure. I really missed some dialogues towards the end like my character had with Dorn after you do his quest, and he turns into your "right hand frontline".
I don't know if there is a special reason for this, maybe my party was too mixed and with few personality conflicts between them? Maybe a bug using the mods or in the game itself that prevented some dialogues near the end?
First post here, just finished the main campaign of BG 1 EE, played using only a few mods, did not wanted to change the game too much.
Mods I've used: NPC Project and Rogue Rebalancing (played as an Assassin).
My party was: Male Elven Assassin, Dorn, Kagain, Viconia, Shar-teel and Baeloth. (evil party, low reputation)
My character romanced Shar-teel with the addition by the mod and I have to say was a very nice touch to the game, I really liked the dialogues and interactions.
A few comments, and a question for better reasoning to start this topic:
Besides Dorn, I had the feeling in the middle to the end part of the game, that the npcs in my party got too silent, I had only a few banters, even the romance with Shar-teel using the mod did not have a feeling of closure. I really missed some dialogues towards the end like my character had with Dorn after you do his quest, and he turns into your "right hand frontline".
I don't know if there is a special reason for this, maybe my party was too mixed and with few personality conflicts between them? Maybe a bug using the mods or in the game itself that prevented some dialogues near the end?
0
Comments
I think most are initiated on a timer?
But it's actually a story-telling method all its own - silent companions let you create your own stories as you go along based on intuition and general feeling - that's why the characters are so emotive, and often stereotypes, when you first meet them - so you can inform that operative opinion. It's partially why I've not actually fiddled too much with the NPC project because I prefer for the BG cast to remain as I've sort of built them up over the years and not be changed by a third party. It's not necessarily a better or worse story telling method than very verbose companions like more modern RPGs - it's just a different taste.
A great example of this approach is dogmeat from fallout 1. Dog meat never says anything to you beyond "grr" and "woof", but boy do I feel awful if he dies during a playthrough. Plus, the story continues in additional games