[mod] Orra NPC for IWD EE
LavaDelVortel
Member Posts: 2,859
There's something new for you, adventurers from the Icewind Dale.
The mod adds a brand new companion to Icewind Dale: Enhanced Edition - Orra, a fighter/mage/cleric. She's a woman of honest heart, who came from a distant land of Kozakura. She values tranquility, truth, and companionship. Listen to her stories, talk to her, and perhaps you'll become friends.
The mod does not include a romantic path, which is explained in talks with the new companion. She may join you early in the game, in Easthaven. You'll find her standing on the wooden platform, not far from Elisia.
Download
Forum
This is version 0.9, so some changes / fixed may still be applied! The crossmod banters for that mod are included in IWD Crossmod Banter Pack.
Enjoy!
The mod adds a brand new companion to Icewind Dale: Enhanced Edition - Orra, a fighter/mage/cleric. She's a woman of honest heart, who came from a distant land of Kozakura. She values tranquility, truth, and companionship. Listen to her stories, talk to her, and perhaps you'll become friends.
The mod does not include a romantic path, which is explained in talks with the new companion. She may join you early in the game, in Easthaven. You'll find her standing on the wooden platform, not far from Elisia.
Download
Forum
This is version 0.9, so some changes / fixed may still be applied! The crossmod banters for that mod are included in IWD Crossmod Banter Pack.
Enjoy!
Post edited by LavaDelVortel on
19
Comments
thanks for confirming. Yes I installed everyone (15!) even though i will take five of them only, tend to make it like they are vanilla npcs in all my iwd playthrough
Hi Lava, I experienced a crossmod banter bug between Holvir and Orra. The game will crash after this banter started few lines. Initially I thought it was a random crash (triggered it early game and crashed), however, this problem happened again when the banter triggered again.
Is there anyway to set the global to skip this banter? As it may make my game not playable some day when this is the only crossmod banter left (or I have to kick one of them out of the party, which I would like to avoid)
I found this global with EE keeper, and the value is 1 at the moment:
L#ORRAHOLVIRBANTER1
C:SetGlobal("L#OrraHolvirBanter1","GLOBAL",2)
Cheers!
However, I do have a little issue, which actually applies to her, Dusky, Karihi, Minerva, and Kulyok's NPCs. Namely, they all float around in Easthaven, which becomes inaccessible following the Prologue, which provides little space to check out the various characters and means that a fair few of them will be inaccessible along with the town for the rest of the game should they not be in the PC's party when they set off with the expedition.
Now, I'm not certain exactly how the above problem would best be handled and I know that it can be more optimal to just stick with a fixed party, and I know that losing a party member or two in the opening caves can sometimes come down to bad rolls (though needing four spares is excessive), but it is unfortunate that, if I don't know if I want to stick with Orra within the first couple of hours of the game, that call still must be made right from the jump, at the expense of other possible companions.
Again, great work on the mod (indeed, I wouldn't feel so conflicted on what to do with party options if I didn't think that the characters provided were at least a little interesting) and I hope to report back with more complete knowledge further down the line.
Remember NPCs written by Kulyok fill every possible slot - you get a full team. Now, imagine you are playing a neutral character, or an evil one - it won't work really well with Kulyok's team. So, you get a few other NPCs that are a bit more... neutral. So they would work a bit better with different PCs. You need to give such a choice to players. A chance to gather companions that are at least a tiny bit closer to your PCs beliefs and goals so it all felt a bit more real.
I, for sure, wouldn't like to be forced to play with Kulyok's NPCs and then kick out half of that team to join other NPCs. Don't get me wrong, her NPCs are great, but it would feel weird to first join a group of friends and then, once you finally get to another NPC kick one of those friends and then leave him/her in the middle of nowhere.
Plus, I think the conflict you're experiencing is a good thing! And all of that leaves you at least some motivation to compose a different party next time. It's also a matter of replayability.
So... sorry, but I don't think it's possible to have everything at once. The game and it's prologue is designed that way and we're not changing that Hopefully, you will get even one or two new NPCs, maybe an evil one... it would make sense to have an evil NPC in the very beginning of that game.
Though I expect that Khalid and Jaheira have some experience of this
- Added 6 new scenery talks
- Added 1 new story-related PID option
- Added a voice/name/biography fix via PID
- Added some text improvements
- Updated portrait
- Traification
I noticed that in Orra.tp2, it has,
LABEL L#-OAKMAW-IWD
which seems to be the same label as Oak-Maw, and is what seemed to be causing the issue. I changed it to,
LABEL L#-ORRA-IWD
which resolved the issue.
It doesn't seem to me that usually this poses an issue in game. But it causes trouble when a proficiency overhaul is installed later. Skills & Abilities simply ignores it, so Orra doesn't benefit of the new system. And Talents of Faerun simply crashes.
That aside, Orra's a cozy character. Nothing extraordinary about her, just a stranger in a strange land trying to learn and make sense of what she's seeing and vibing along with the party. She's neat.