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Separating Quest from the NPCs


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#1 Zyraen

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Posted 07 April 2007 - 07:30 PM

A lot of people seem to be looking for interesting quest mods but not many seem to want two NPCs in the party, neither of whom are romanceable.

I was thinking would there be a point to making the BTL Quest separate from Kova & Kiyone? So that
a) you can complete their Quest without them in the party
B) you can play with them in your party without their Quest running in the background (and consuming your mental concentration)

Would appreciate feedback :) would this be a good idea? And what reasons?

kiyos.jpg____btlbn2.gif____kovaS.jpg
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#2 Federico

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Posted 09 April 2007 - 07:57 AM

I said in my posting where I voted for this mod that I really enjoyed it and that means I loved their quests too so I don't think it's a good idea to complete their quest without them in the party.One thing I really liked was their banters and I would not miss them.

#3 berelinde

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Posted 09 April 2007 - 08:09 AM

I, on the other hand, like flexibility, and would like the option of doing the quest without recruiting the NPCs. It's rare for me to include two NPCs from the same mod.

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#4 Kaeloree

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Posted 09 April 2007 - 01:47 PM

I'm with berelinde/BGhead - as much as I do love K&K, I would prefer being able to do the quest without them in the party. :)

#5 Tassadar88

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Posted 01 May 2007 - 03:50 AM

I think that having K&K in the party and NOT doing the quest would be a real shame. The quest is simply great (so far, I am just on my way from Underdark). On the other hand, allowing the quest without them present would allow for more party flexibility and although I would not probably let them go, I imagine that others would.
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#6 Zyraen

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Posted 01 May 2007 - 03:52 AM

I think that having K&K in the party and NOT doing the quest would be a real shame

Heh actually its almost impossible to keep them without doing at least part of the Quest

- Kiyone will leave you the moment you join the Shadow Thieves or Bodhi, assuming Kova is not in your party.
- When you have Kova, unless you uncover the first 3 clues sooner or later you'll be set upon by groups of knights. There is a chance each time you defeat one party that your Reputation will drop. If it drops enough, Kiyone and Kova will leave.
- If you proceed to Suldanessellar without completing the Trial, they will leave you to attend the Trial. They will rejoin you back at the Tree of Life.

I've already plans underway for doing a version of BTL that allows you to do the Quest without K&K. Ideally, this release would include

a) Banters & Interjections for K&K in ToB
B) BTL Quest without K&K
c) Installation options - with reduced Pursuit, & without Pursuit

Comments would be welcome.

Edited by Zyraen, 01 May 2007 - 04:18 AM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#7 Demivrgvs

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Posted 02 May 2007 - 02:13 PM

I think it would be great....but mostly because of the TOB banters and interjections! :D
I don't know if doing an NPCs' quest without actually having them it's something i would do but surely someone will!

#8 Kulyok

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Posted 02 May 2007 - 10:11 PM

I'd install the quest without the characters, so, yeah. However, since Beyond The Law is pretty much established as an NPC mod, it might be difficult to shift this paradigm in the 'quest mod' direction.

Edited by Kulyok, 02 May 2007 - 10:12 PM.


#9 Tassadar88

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Posted 03 May 2007 - 01:14 AM

You can play with them in your party without their Quest running in the background (and consuming your mental concentration

I think that having K&K in the party and NOT doing the quest would be a real shame

Oh, sorry if I misunderstood- I thought from the first post that you were going to allow them to stay in the party without
their quest being active. That is what I was talking about.

c) Installation options - with reduced Pursuit, & without Pursuit
On the other hand, I would probably install the reduced pursuit option, as it was a little frustrating that always with the same notice, one of the three generic groups would come. Would it be possible to make more of these encounters unique in some way? That either a bloodthirsty relative would come on a quest for revenge, or someone related to either of the NPCs would come, or even to have an encounter one could /try to/ talk himself out of, so that it would give a more RP feel?
The Mind is its own place and in itself - can make a Heaven of Hell, a Hell of Heaven. -John Milton, Paradise lost

#10 Ymarsakar

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Posted 25 June 2007 - 10:35 PM

I like the mod as it is so I'm not sure what you might do to improve it. Sure, the two NPCs change the Tactical layout of my party to a great extent, forcing decisions on other party members down to a smaller field (sometimes requiring shadowkeeper class changes), but I was able to handle it when I was trying it out for the first time any and all the other SoA NPC mods. So, party management is something that isn't critical, just time consuming.

I would like for NPC mods to be more... well tolerant of certain things. Such as switching them in and out. Optimally, I want to do some things in SoA, and then come back to grab the characters and do their quests, without worrying over whether I've missed something. For BTL it is not that big of an issue because I already know the trigger points more or less, but I actually missed a SpellHold encounter due to the factt that I overlooked something concerning BTL. I had to look in the mod files to figure out that there was a character that I was supposed to meet in Spellhold, and the forum topics somewhere on this same subject also helped. I found out at Bylanna, trial didn't do well. Then I just teleported my party to Spellhold via debug command, got the encounter after modifying a variable, and continued BTL.

Essentially, Zyraen, if you can keep the mod's plot the way it is, but add some very clear warnings from Kiyone concerning critical plot points which should not be missed, then people like me can more easily plan their Party layout. That would make having two required NPCs in my party, less of a problem. I can still handle it, but it would require some additional work. BTL is wonderful with Bioware NPCs, but I'm limited in the Bioware NPCs I can have due to a plethora of Amber, Fade, and other romance mods I haven't completed yet. And because I like hard battles, there is also a certain limitation on party dynamics. I think I will try a Solo game with 5 other members, maybe even your script, my next upcoming run through (after I download the new BP compatible Mega mods from Spell)

I think it would be weird to do the quests without Kiyone or Kova. Kova's background dialogues actually sets the mood quite well for BTL's quests, and so does Kiyone's interjections (which is probably one of my favorite parts with the mod).

There are plenty of quest mods, but BTL is one of the few that I've seen that combines personal interaction and character development, with game plot events and villains.

I tend to see it as more of a semi Conversion mod almost. Maybe you could make it so that the quest triggers would still trigger without Kova and Kiyone, Zyraen. That seems a simple change to make. Don't know how you can actually do the quest without Kiyone though, since the best parts are where Kiyone speaks up and takes charge.

Edited by Ymarsakar, 25 June 2007 - 10:40 PM.


#11 -ryba-

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Posted 29 July 2007 - 02:28 AM

Im almost certain that I would try such quest mod, I play bg2 once a year and 2 npcs from one mod are too much for me since I always have other npcs not tried yet.