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Best way to get Alora early

I am doing a full campaign run BG1 + SoD + BG2 and I want Alora along for the ride. Officially we get her late and by that time any other temporary thief might be much better.

I've read that there are at least 2 ways to bring here in earlier:
  1. First move her via console command: C:CreateCreature("alora")
  2. Second via a mod that places her in Gullykin, although I don't know which mod or if it's easy to install it after the campaign has started.

Thank you for any leads on this.

Comments

  • TrouveurTrouveur Member Posts: 804
    It's a component from the Tweaks Anthology mod, placing her in Gullykin.
  • M0tanM0tan Member Posts: 65
    Trouveur wrote: »
    It's a component from the Tweaks Anthology mod, placing her in Gullykin.

    Thank you. I'll investigate this mod tonight, on whenever I have time to play next :)
  • atcDaveatcDave Member Posts: 2,514
    Since adding that particular Tweak a couple years ago I’ve discovered I really like Alora!
  • M0tanM0tan Member Posts: 65
    atcDave wrote: »
    Since adding that particular Tweak a couple years ago I’ve discovered I really like Alora!

    Yes, I bet.
    I am right now exploring all the tweaks it add and install the most interesting ones. Of course I'll have to start my campaign again now :)
  • atcDaveatcDave Member Posts: 2,514
    Mods will do that!

    After a few years off I picked this back up about three years ago, now I haven't played anything else for a while. Every time I find another mod it means another play.
  • MathsorcererMathsorcerer Member Posts: 3,049
    I edited the script for the guards at the drawbridge for Baldur's Gate city so that if they become charmed they will open the gate for you. Getting past ankhegs if the party is too low-level for them can be tricky, but ankhegs are vulnerable to Sleep and Command (which is good for at least one round of inactivity). Anyway, that's how I get to Alora when I am looking to add her.
  • YigorYigor Member Posts: 841
    I edited the script for the guards at the drawbridge for Baldur's Gate city so that if they become charmed they will open the gate for you.

    That's smart! 👍

  • megrimlockmegrimlock Member Posts: 79

    I edited the script for the guards at the drawbridge for Baldur's Gate city so that if they become charmed they will open the gate for you.

    Care to share? I recently got attracted to the idea of opening BG city up from the beginning of the game so that only Scar and the Iron Throne ambush party are absent until after the Cloakwood Mines (I presume these have chapter checks?) but lack the technical wherewithal.

  • M0tanM0tan Member Posts: 65
    I've actually restarted the campaign because I've installed a bunch of mods from The Tweaks Anthology, among other the one that moves late available party members to different locations. So now I've already recruited Alora from Gullykin which is nice.

    Thank you all for the ideas, they are all great, especially the one about charming the guards at the drawbridge.
  • MathsorcererMathsorcerer Member Posts: 3,049
    edited April 30
    megrimlock wrote: »
    I edited the script for the guards at the drawbridge for Baldur's Gate city so that if they become charmed they will open the gate for you.

    Care to share? I recently got attracted to the idea of opening BG city up from the beginning of the game so that only Scar and the Iron Throne ambush party are absent until after the Cloakwood Mines (I presume these have chapter checks?) but lack the technical wherewithal.

    I'll copy over the script I use this evening after I get back to the house.

    edit/add:

    I added this to the AR0900.bcs script

    IF
    Exists("FLAMBRID") // Flaming Fist Mercenary
    StateCheck("FLAMBRID",STATE_CHARMED) // Flaming Fist Mercenary
    THEN
    RESPONSE #100
    SetGlobal("Drawbridge","GLOBAL",1)
    CloseDoor("DoorDraw")
    END

    So as soon as the gate guard is charmed, the drawbridge will open. Before chapter 5 there is only Flaming Fist here, so just charm that one. Many "charm person" spells are "aggressive" so save first--if they succeed the saving throw they turn hostile because you "attacked" them.
    Post edited by Mathsorcerer on
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