[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]
WarChiefZeke
Member Posts: 2,667
Ishlilka Full Version can be found here:
https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates
Enjoy
And here is a download link for the BG:EE only version
https://sorcerers.net/community/resources/ishlilka-for-bg1-sod-1-3.97/updates
Enjoy
And here is a download link for the BG:EE only version
Post edited by WarChiefZeke on
23
Comments
I hope the alpha testing goes well - I'll be keeping an eye on this.
I notice a few things that might be oversights. I haven't playtested through this yet, so I apologize if I misinterpret how this works.
There's a romance bad end that sets the Global Romance Active to 3, but most of the checks against the variable only look for not 0.
I notice a few non-love talk conversations that can jump the Romance Active to 2. This is my my humble opinion, but I think it would also make sense to do so at the end of LT 3 or 4. (Especially 4.)
In one of the Dorn Banters, there is line:
DO ~SetGlobal("IshyDornR","GLOBAL",1)~
Should that be IshyDornRho to prevent loop?
And finally, I think you did not add the CD_NoT_Valid Checks to the LT timer, (though I see it is there for the other talks.
The name problem - there is a missing line in tp2. You can find there only:
SAY NAME1 ~Ishlilka~
But there should be also:
SAY NAME2 ~Ishlilka~
I think that some proofreading may help, too. When I was skimming some talks, I saw some things like "i'm" instead of "I'm" etc.
I would expand some talks here and there, because some are really short and some people may have expected to know a bit more about the character or her and charname's relationship growth.
Another thing: Her portrait does not match original portrait cropping. It should be more or less like in the attached version:
No, you're right, they should have been checking for 2 specifically, not just not zero. That was a testing holdover that should have been changed.
@Zaghoul that's...weird. Do you have any other mods installed?
I'm also in the process of expanding several talks and banters as well as adding new ones in the SOD department. Expect more of this.
Also, the third friendship talk has been expanded. I will apply these changes shortly to the BGEE-only version.
Uninstalled again.
Quite a few mods but never had a problem before.
Would like to see this work as she seems an interesting NPC. Kinda partial to half-orcs, so please keep tying.
Ill keep a save open to keep trying this prior to meeting her. Just let me know when to give it another shot.
if anyone else gets this bug, please report
in the meanwhile i'll see if i can discover the issue
Must have had something to do with a late in game return to the FAI for some reason. I had the NPCs White and Mur'Neth with me and a druid animal companion but do not see why they would have conflicted.
It also worked when I took the my character from the first 'prologue start' save the game made and I went straight to the FAI. Worked fine, with her equipment.
I'll just restart my character again cause she looks interesting and Im only partial to half orcs and half elves(and the occasional little Urdlen worshipping gnome) . Will see what she thinks of my Half elven druid oozemaster.
Glad you added a javelin. I had just started using artificial sunlights javelin mod and love it.
Will let you know if anything else develops.
Anyway, glad to know that it works! Let me know if/when you complete the quest.
I wonder though, with the earlier save that worked, where CHARNAME and Immy had entered the inn (Ish is outside the inn), they were inside the inn when I added Ish to the game.
Really liking the javelin throw animations.
That being said, I set the timers a bit high. I have considered lowering them and probably will. If you want to cheat ahead, i'll give you the console code.
Very good and accurate use of orcish mythology, especially as I have played many a half orc cleric using those gods as a background and guidance to roleplating the character.
I liked that it was not immediately obvious where you had to look and whom you had to talk too. A little legwork is appropriate for quests, I think. My party was level 4 when I found the fugitive, and I think the battle was just about the perfect challenge level. Maybe a bit too easy. (I say that since I was able to survive the battle without reload on the first try. But it was an exciting surprise that took some thought on my part to make it through.)
I think there's something still off with the Romance LT's. I'm sorry if this is working as you intended, but I think it would flow better if the LT's started *after* the frinendhsip track.. (Ie, the LT's only start once you use on of the flirtatious comments that bumps Ramance Active to 2). As it is, both tracks play simultaneously, and are over far too quickly. Also, since the timers end up the same, a few times you get two conversations back to back.
So it looks like everything is at least basically functional in BG! All that's left is SOD. This is going smoother than i'd hoped.
What I want to do in the near future:
- add more random interjections because i feel like they add flavor and replayability
- add some more banters or expand on them where I feel appropriate
- add any cross-mod banter that fellow modders would be willing to do.
It's funny, I was worried that the quest might be a bit too difficult, but i'm glad to know it's about the right balance. I'm tempted to beef up SOD's enemy now back to how he originally was.