Skip to content

[MOD RELEASE] RANDOMIZER 0.1 Beta

EIEIEI1903EIEIEI1903 Member Posts: 12
edited September 27 in BG:EE Mods
Mod-Randomizer
This is the official discussion page for my mod: Randomizer


The Randomizer is a tool for randomizing playthroughs. At the start of each session, a roll of the dice determines which companions you'll encounter as the game progresses.


Download the Randomizer below




The Randomizer should always be installed at last (after you installed your mods). Technically it hast no installer, becauser the installer is the programm at the same time. It's a D6 dice that evaluates your worldstate.

The Randomizer is still in development. Therefore errors may still occur! In future times, the randomizer could become/grow in something like a world state tool. In every case it will get something for the Baldurs Gate 2 and 3 edition of it (one day).

Some mods are not included ( such as Aerie in Baldurs Gate 1 and Brage). This was Intentional! There is a Read me! You should read it.

Note:
This is my first mod, so please be patient with me. I played Baldur's Gate for the first time in my life two years ago, and I'm new to the modding scene. I hope you like it and that some of you will give it a try.Please don't confuse this mod with the “Item Randomizer” by FredrikLindgren, which has the same name! The mods are unrelated, but they might run together to a limited extent. I still thought the name was practical. Since there are already discussions about this on the Kerzenburg forum, I’ll consider changing the name if I receive appropriate feedback. However, this isn’t so easy with a software product on the Internet. So far, it hasn’t been a problem and hasn’t caused any compatibility issues.
Post edited by EIEIEI1903 on

Comments

  • megrimlockmegrimlock Member Posts: 125
    Very interesting idea. I was a little bemused by some of the NPCs in your list, though. Amros and Alarin I had to look up; Arakan, Desiree and Uzil do not show up anywhere.
  • EIEIEI1903EIEIEI1903 Member Posts: 12
    You don’t have to install all the ones on the list. Many mods are reportedly broken, or still in beta or alpha. I even had to fix a few during my testing phase (unfortunately, I can’t publish them because I don’t have permission).

    The ones you mentioned can be found on the Beamdog forum, buried in various posts. It’s possible that I didn’t list them all—or that I listed too many. While I was testing this, I realized that 100% random assignment would be counterproductive. Future releases will address this issue.

    There will also be a Baldur’s Gate 2 version. This isn’t very well thought out, because first, all the decisions the player makes in mods (items they collect, etc.) as well as in the main game need to be logged by the randomizer—much like in Dragon Age—and then carried over to BG II (just like in EET, but without EET). Maybe I’ll make another tool for that. I’ll also take suggestions from the community into account here. At the very end it should cover BG1-3.

    Over the past year, I’ve been working on massive Baldur’s Gate 2 projects, but they’re currently at a standstill. I’ll definitely keep working on the randomizer. But next, I’d like to start working on a German localisation of a BG3 mod—without which I wouldn’t be able to play BG3 (it would be unbearable). So small projects like the BG1 randomizer or translation projects are more realistic for me than the other things I’m working on.
  • EndarireEndarire Member Posts: 1,561
    In your TP2 file, I enjoyed your ASCII art, but was disappointed when EET wasn't supported. I understand such would be more complex.

    BGII is more complex in its companions. For example, Imoen is simply expected to join you through the game's start and into Athkatla for her scene. Valygar is needed to enter the Planar Sphere. Neera provides access to the Wild Forest. Aerie is an illusionary Ogre in the circus. Montaron and Xzar aren't normally joinable, but various mods make them joinable. I'm unsure how well BGII's more scripting-heavy situation would work this mod, but good job making and releasing something new!

    Alleluia!
  • shaigan22shaigan22 Member Posts: 64
    edited September 29
    Wow! This is the thing I wanted to do in my mod installer tool by just randomizing the mods in the install sequence, but your approach is SO MUCH better. With existing Item and Enemy Randomizers, it could give new, long life to the game.

    Can't wait for the EET support and adding remaining NPC mods. Here are some ideas after reading the readme:
    • randomizing romances and friendships
    • randomizing quests
    • possibility to determine the min-max number of the remaining NPCs after randomization
    • I know you mentioned you will work on it, but to my mind it's very important to NOT uninstall the unused mods. then it would be possible to just use your tool before every new playthrough without reinstalling everything or bringing back the backups
  • EndarireEndarire Member Posts: 1,561
    Careful about randomizing quests because of the potential to break scripts and introduce incompatibilities with other mods.

    Randomizing friendships and romances seems unpleasant in practice because these aren't mechanical challenges. Many are simple stat checks to see if CHARNAME qualifies, and if I make a specific CHARNAME for romance/friendship purposes, I want this part to be predictable. I also understand that a mod could remove the romance requirements to ensure at least 1 character is romanceable.

    Thankee!
  • EIEIEI1903EIEIEI1903 Member Posts: 12
    edited September 30
    @Shaigan22
    Hi, Shaigan!
    Thank you very much for all your great ideas. The idea of randomizing ALTERNATIVE quests and ALTERNATIVE romance storylines (if available) is fundamentally a good one. But the mod won’t be developed in that direction for the time being. It would be a massive undertaking anyway, and I have a real life to balance as well.

    Furthermore, the mod isn’t intended to stray drastically from the narrative framework of the base game.
    possibility to determine the min-max number of the remaining NPCs after randomization
    This idea sounds interesting an could become a feture of future versions of the randomizer.
    I know you mentioned you will work on it, but to my mind it's very important to NOT uninstall the unused mods. then it would be possible to just use your tool before every new playthrough without reinstalling everything or bringing back the backups

    Indeed, the long-term goal is to eliminate the need to uninstall mods altogether; instead, the implementation should be done directly within the existing code. However, this would require me to thoroughly examine every single mod, which isn’t currently possible for me due to spoilers. I still consider myself a player, not just a modder.

    Nevertheless, it’s an interesting question regarding what’s still to come for this specific mod. In any case, first there will be a small improvement patch; then I was planning to make the consequences of a run more “tangible” for players. I could also imagine, with the author’s permission, including FredrikLindgren’s ITEM Randomizer (as an optional selection).

    @Endarire
    Hi, Endarire!
    There will be an EET version someday. The dilemma here is that this would first require the Baldur’s Gate 2 sequel to include the Randomizer. EET does a lot of what the Randomizer is actually meant to do—just for the EET version—and it would then be easy to port over.EET is getting ahead of quite a few things that are planned to eventually be included in the Randomizer as minor features. For example, the end goal is to make it possible to carry over items and decisions made by the player (similar to Dragon Age, The Witcher, and Mass Effect) into the subsequent games.

    It’s also possible that the Randomizer will eventually be integrated into another tool called the “WorldStater.” The only difference compared to EET would be that EET is essentially one large game, while the EE versions with the Randomizer/WorldStater would remain separate games, but with the option to carry things over into the sequels.

    However, all of this is still very much a long-term goal and would involve a huge amount of work. Especially since the tool would then have to cover games 1–3, rather than just 1–2.

    @all

    I’m always happy to receive feedback, suggestions, and ideas — they’re always welcome! Of course, not every idea will be implemented, but I’ll do my best to take your wishes and suggestions into consideration in some form or another. I need a short break from the randomizer for now. Right now I'm playing RDR2 (please, no mod requests for it—it's way too much work)
Sign In or Register to comment.