Party Mechanics
mattsa_01
Member Posts: 2
I am playing Baldur's Gate EE on Xbox. I am having hard time finding platform dependent documentation. Just wondering about the reforming party options. I have started the game with a full party. If I choose to remove party members, can I get them back at a later time? Since I cannot backup the game on Xbox, and I am uncertain of the effects of this type of action on previous saves (if I reload to a point before removing the character, will the character still be there), I'd rather not take any chances. For instance, if I removed two characters while staying at the inn in Nashkel, could I have Minsc join for quest to Gnoll Stronghold, then return to Nashkel, remove Minsc and his consort, then go to inn and get my two removed party members back? I have heard of exporting characters but do not see how this would help for my current problem.
Thanks!
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Which has nothing to do with the question actually asked in this thread. It's not about the companions you recruit along the way. It's about companions you create at the beginning of the game with the "Create Party" button; those will always come back to the party if you ask them to.
He won't leave the party out of the blue if your rep is 16, but if you dismiss him while your rep is 16, then he may say this party sucks anyway, and just walk off permanently instead of waiting for you where dismissed. As I said, this happened to me when I dismissed him to take in Rasaad temporarily for his quest, and people report the same with Viconia and Edwin too (maybe all evil companions?). It's a bit unclear what the exact threshold of good rep is that causes evil party members to leave permanently when dismissed. Some people say Edwin may leave permanently if dismissed when rep is 13+, others say 17+, and yet others say it depends on how long your rep has been good (how long has that specific companion been complaining about too high a rep). Personally I never dismiss an evil companion temporarily if my rep is above 15.
The exceptions aren't cases of being more restrictive - they're cases of being less restrictive. For example, Korgan in ToB won't leave no matter how high your reputation gets.
I'm almost certain you're wrong. That is to say you're correct that 19 Rep is the breaking point for Evil companions to leave of their own accord. You're incorrect to say it works in the same way for Evil companions when the PC chooses to dismiss them; I believe they leave permanently in these circumstances at 16 Rep in BG:EE. Look at HAPPY.2DA, HAPPY.IDS, and the dialog files, which tend to use triggers referencing "Happiness(Myself,UNHAPPY_ANGRY_BOUNDARY)". I can't be bothered to look at all of them, but no doubt most, if not all, reference the IDS file rather than directly checking Reputation.
Correct. The default threshold for Evil companions to leave permanently when the PC dismisses them in BG:EE is 16. It has nothing to do with timers; people may be confusing this with leaving because quest timers have expired, particularly if the companion was already complaining due to high Reputation.
Oh. That's very weird. HAPPY.2DA is different between BGEE and BG2EE, in a way that actually matters. UNHAPPY_ANGRY_BOUNDARY is exactly -160 in both games. The numerical happiness value for evil companions at 16 rep is exactly -160 in both games. But at 17, it's -161 in BGEE and -160 in BG2EE. At 18, it's -162 in BGEE and -160 in BG2EE. At reputation 19, that value goes to -300 in both games. The standard condition in the BGEE dialogue is "HappinessLT(Myself,UNHAPPY_ANGRY_BOUNDARY"; that LT means strict inequality. So, for evil companions, it would be satisfied at rep 17 in BGEE or rep 19 in BG2EE. 16 is safe, though, that trigger evaluates -160 < -160 as FALSE.
That is, if BG2EE even used the same condition on the triggers; instead, it uses "HappinessLT(Myself, -290)". Silly me, assuming that a game mechanic like this would be consistent.
Incidentally, the EE companions use the BG2 thresholds, even in the BG1 campaign. In SoD, companions use the BG2 thresholds but head to the camp instead of leaving forever; that is, if they leave due to reputation at all.
There's another value in the IDS, UNHAPPY_BREAKING_BOUNDARY at -300. That's what it takes for companions to spontaneously leave, if they leave at all. And that, at least, is consistent between games.