With so much mentioned about installing all of BP's tweaks, I haven't found anything on uninstalling this. How convoluted is the process?
BTW, I do have backups of my Chitin key, dialoge.tlk and overide folder
MC
MythicalChicken
Member Since 11 Jan 2004Offline Last Active Oct 17 2004 08:21 AM
Community Stats
- Group Member
- Active Posts 16
- Profile Views 5275
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Topics I've Started
Uninstalling BP
28 September 2004 - 11:48 AM
Journal Entries for PSM?
14 September 2004 - 12:25 PM
The topic says it all: can we ever get journal entries for the various quests in the Planar Sphere? I tend to forget what it is I need to do if I take a break.
Best,
MC
Best,
MC
Possible Quests
31 August 2004 - 09:47 PM
Been thinking about a quest to help beef up the storytelling value of this mod. I have no idea if BobTokyo even wants to tackle anything like this for this mod, but I was pondering ideas (please bear in mind I have little AD&D background when you read this):
Some Ideas:
-- The Cowled Wizards are holding one of Mystra's high priests for breaking their laws: I can't imagine Mystra would be widely accepted in Amn. The predominant clerics in Amn (Lathander/Helm/Talos) have a mixed reaction: in one sense, there's some satisfaction in knowing that Mystra cannot gain a solid foothold in the area, but on the other hand they're concerned that the Cowled Wizards might begin to view clerical spellcasting in the same harsh light. Druids could also be concerned for Cowled Wizard influence ... aside from worries of persecution a la Trademeet, some would have some disdain for magic in general, others might view magic as part of the Nature's balance.
Also, as I said in the feedback board a minimum Wisdom score wouldn't be uncalled for.
Given all that, here's my speculation of how it could break down. I don't know how to code much, but after being around here a while I know how complicated this could be. I'm just brainstorming here:
Either the PC could approach the Witness of Mystra, or if meeting a Wisdom check another Witness of Mystra could spawn and speak directly to you in the next area you enter after you first leave the slums in Chapter 2. Basically, either one would note your potential for being one of Mystra's followers and ask for your help.
Either Witness would explain one of their high priests has been captured by the Cowled Wizards and they're detaining him for questioning for 2 days before incarcerating him (in Spellhold, but the PC wouldn't know that). Within 2 days you must set him free or else he goes to Spellhold.
Here's where it could branch out further: the PC could be diplomatic and convince the other clerical sects in Amn that the Cowled Wizards could prove a threat to their livelihood, at which point the PC and representatives of various churches demand his release. Fearing an inconvenient political and costly clash, the Cowled Wizards agree to let him go.
Of you could go by yourself to the Cowled Wizard folks in the Gov't District and they agree to release him if you knock off some politically inconveninet opponent. Either way, the high priest in question would be released and then relocate somewhere outside the city. Opening meeting him, he would instruct you in Mystra's teachings and give you some nifty item.
The PC could capture and interograte a Cowled Wizard (perhaps the golem building dude in Umar Hills could tell you after you find him mimic blood, or a random Cowled Wizard could spawn somewhere doing somehting he shouldn't be doing, and the PC can blackmail him into the information), discover where the CW are detaining him prior to TPing him to Spellhold (maybe one of the little used areas near the Underdark exit), go there, and kick some Cowled Wizard ass.
If 2 days pass, the priest is taken to Spellhold, and if you elect to fake mental illness to get inside, you can talk to him and be taught by him there, which is later on in the game obviously.
Other ideas that cross my mind are less complex -- helping the Witness find a bulding in the city to serve as a makeshift temple, kicking someone's ass somewhere for some reason (perhaps the Witness' symbol of Mystra was stolen from him), convincing a reluctant Cowled Wizard to "open his heart" to Mystra.
Anyway, some ideas. Not sure whether they're worth a damn or not, or even possible. Let me know what y'all think.
Best,
MythicalChicken
Some Ideas:
-- The Cowled Wizards are holding one of Mystra's high priests for breaking their laws: I can't imagine Mystra would be widely accepted in Amn. The predominant clerics in Amn (Lathander/Helm/Talos) have a mixed reaction: in one sense, there's some satisfaction in knowing that Mystra cannot gain a solid foothold in the area, but on the other hand they're concerned that the Cowled Wizards might begin to view clerical spellcasting in the same harsh light. Druids could also be concerned for Cowled Wizard influence ... aside from worries of persecution a la Trademeet, some would have some disdain for magic in general, others might view magic as part of the Nature's balance.
Also, as I said in the feedback board a minimum Wisdom score wouldn't be uncalled for.
Given all that, here's my speculation of how it could break down. I don't know how to code much, but after being around here a while I know how complicated this could be. I'm just brainstorming here:
Either the PC could approach the Witness of Mystra, or if meeting a Wisdom check another Witness of Mystra could spawn and speak directly to you in the next area you enter after you first leave the slums in Chapter 2. Basically, either one would note your potential for being one of Mystra's followers and ask for your help.
Either Witness would explain one of their high priests has been captured by the Cowled Wizards and they're detaining him for questioning for 2 days before incarcerating him (in Spellhold, but the PC wouldn't know that). Within 2 days you must set him free or else he goes to Spellhold.
Here's where it could branch out further: the PC could be diplomatic and convince the other clerical sects in Amn that the Cowled Wizards could prove a threat to their livelihood, at which point the PC and representatives of various churches demand his release. Fearing an inconvenient political and costly clash, the Cowled Wizards agree to let him go.
Of you could go by yourself to the Cowled Wizard folks in the Gov't District and they agree to release him if you knock off some politically inconveninet opponent. Either way, the high priest in question would be released and then relocate somewhere outside the city. Opening meeting him, he would instruct you in Mystra's teachings and give you some nifty item.
The PC could capture and interograte a Cowled Wizard (perhaps the golem building dude in Umar Hills could tell you after you find him mimic blood, or a random Cowled Wizard could spawn somewhere doing somehting he shouldn't be doing, and the PC can blackmail him into the information), discover where the CW are detaining him prior to TPing him to Spellhold (maybe one of the little used areas near the Underdark exit), go there, and kick some Cowled Wizard ass.
If 2 days pass, the priest is taken to Spellhold, and if you elect to fake mental illness to get inside, you can talk to him and be taught by him there, which is later on in the game obviously.
Other ideas that cross my mind are less complex -- helping the Witness find a bulding in the city to serve as a makeshift temple, kicking someone's ass somewhere for some reason (perhaps the Witness' symbol of Mystra was stolen from him), convincing a reluctant Cowled Wizard to "open his heart" to Mystra.
Anyway, some ideas. Not sure whether they're worth a damn or not, or even possible. Let me know what y'all think.
Best,
MythicalChicken
- Spellhold Studios
- → Viewing Profile: Topics: MythicalChicken
- Guidelines