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#1 Sha'la

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Posted 03 April 2004 - 03:15 PM

am I the only person who's ever been seriously annoyed by the 6 Party member limit? how many other people think that the limit should be changed somehow with a mod or hack to BG2 that changes it from 6 to 20 or 30 thus allowing all NPCs to be in the party at one time and all banters to be accessable by the player. if serious drop in EXP .

#2 jester

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Posted 03 April 2004 - 03:25 PM

PC and all the NPCs stand outside a mysterious entrance

PC: Everybody attack!
NPC GROUP < fill in twenty answers of NPCs here>
PC: but CHAAAA..
NPC GROUP < fill in twenty answers of NPCs here, voting for a vote on this>
PC: ..rge!!! Peeps Cmon..
NPC GROUP <starts several different lovetalks and ends several others>

some members leave the group, others decide to have either a picknick where they are or to have nothing to say to you

PC: I am soloing next time :(
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#3 -icelus-

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Posted 03 April 2004 - 03:42 PM

I'm afraid that the 6-member party is hard-coded and cannot be easily changed. It would require either a massive hacking of the .exe file, or Bioware releasing the source code, neither of which are very likely to occur. :(

#4 Deathsangel

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Posted 04 April 2004 - 12:27 AM

I'm having a D&D game at home with 7 players (this was by accident and couldn't bare to send 1 away) and me being the DM. But let me tell you that it is really hard to let them all think one way, better to say they never do. Like jester said it would be to much problems.

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#5 -Theluen-

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Posted 05 April 2004 - 02:45 AM

I think the 'ethereal' point of any DnD Campaign etc. is to explore how the many different minds will act; To roleplay your character as well as you can mentally, without being swayed by the mindsets of the other characters or players. Thus it is generally accepted for campaigns to be played with characters who have MANY different opinions. Everyone has different reasons for adventuring; Everyone has different wants and needs, and everyone has different backgrounds. This makes for a really wild-crazy background when you have 8 or 9 characters in an RP.

This would be true, too, for BGII, though I think only 7 characters are neccessary at any one time; 6 isn't enough, and every character is just too many.

It is important, also, to note that in just about every campaign, the adventuring party will be made up of similar allignments. This is because although everyone has different... everything, they also share many similar beliefs, standards, and morals. You know, doing it for the common man, or doing it in the exploitation of some deity... You get the picture.

However, I implore you to attempt an RP campaign in which every character has absolutely different everything. Try to get one to be a drow, and another a sun elf. Try to get one to worship Helm or Lathander, and the other Cyric, or... one of those other evil deities. :) It makes for an interesting adventure, and you'll see clear definitions in how people are sitting at the table itself within a few sessions.

#6 NiGHTMARE

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Posted 05 April 2004 - 02:52 AM

I believe the GemRB team have plans to eventually increase the party member limit, though of course it'll be a while before that's fully playable.

#7 kingkiller

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Posted 18 April 2004 - 12:18 PM

Well the only problem I have with the 6 party system is that there are times, especially when Imoen rejoins your party you have to say "no" because there isn't room in your party and if you let Imoen join you have to kick someone else out who you might have been raising for a long time and you don't want that NPC to miss out on all those EXP in the Underdark.

I think it would neat, but probably not doable on Baldur's Gate II, to have an active and non-active party system. You see your active party would be the six characters that you already can have. You would also have a non-active party, people who are not actually "present in the game" but show up for important dialogues. However you would need a limit to non-active members too. What this could let you do is have a character you need for a certain quest, in example you need Valygar or at least his body to get in the sphere, you could put them in your in-active party and take them on the quest while not actually having to use them for battle. With this system you could also include characters you don't fight in your party that would have super low stats that are only useful in the storyline.

Also, what you could have is that whenever you go to shop or anything like that you could switch members of your active party with non-active and you could have non-active members carry items you're not using.

Whew, that was lot,

Signing off,

Kingkiller

#8 jester

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Posted 18 April 2004 - 12:25 PM

This Imoen argument would also hold true with any number above 6. It is five damnit, tell the rest to suck up to another godspawn.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of RadAway, it's midnight, and I'm wearing a 50-year old Vault 13 Jumpsuit. Let's hit it!" -The Chosen One

Free your mind

#9 Mongoose87

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Posted 19 April 2004 - 01:38 PM

*leaves jester's party and begins following Imoen*

#10 kingkiller

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Posted 20 April 2004 - 02:58 PM

Well you could just make it easier to leave people and not have the characters go hysterical when you have drop them so you can have Imoen in your party.

#11 -Ashara-

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Posted 20 April 2004 - 07:36 PM

Just do not take Imoen. She perfectly makes it back to Copper Coronet or whatever by herself, where you can pick her back up after you kill Bodhi to get those XP for restoring her :)

#12 Chevar

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Posted 27 August 2004 - 10:25 AM

I've actually experimented with it.. adding more characters to the party. I have Bioware's permission to modify the EXE to my little heart's delight.. The problem is you actually need to change the size of the executable for that, and somewhere in there it does a CRC check.. if you change the size of the file it assumes it's infected with something, and will crap out evert time. I'm a hacker at heart, but lack the skill to do anything about it. I can/have changed the names of the playable races, and primary class names (on the select screen, etc) added some new animation slots, but with it running that check on itself, there's nothing that can be done - unless there's someone out there that knows how to remove said file-size/crc check.

PS; I know this is an old thread, but I'm hoping we have someone in out midst that can crack that part of the code.

Edited by Chevar, 27 August 2004 - 10:26 AM.

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#13 SimDing0

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Posted 27 August 2004 - 10:27 AM

If you consider it worth trying, altering race/class/alignment restrictions is something that might not require changing the EXE size.
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#14 Chevar

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Posted 27 August 2004 - 10:29 AM

If you consider it worth trying, altering race/class/alignment restrictions is something that might not require changing the EXE size.

It doesn't I've already done that..

adding another party member or two would.
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#15 SimDing0

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Posted 27 August 2004 - 10:42 AM

It doesn't I've already done that..

If you could share how, I know a lot of people would be very appreciative.
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#16 Chevar

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Posted 27 August 2004 - 10:56 AM

It doesn't I've already done that..

If you could share how, I know a lot of people would be very appreciative.

The adding new animations is my secret - haven't fully tested it.
I've tested adding a character animation for halfogres, which isn't simply reusing one of the other ones, and that worked fine.. but I'd have to remind myself how.. I don't have my notes on it anymore, just the exe :>


as for changing the race names.. that's easy. just do a searchin bgmain for say.. halfling.. you're restricted to to using the same # of characters, otherwise it'll get pissed at you. but halfling is the perfect size to replace with say.. tiefling. you don't have to change all instances. it's eithyer the first or second, I think the first actually..
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#17 SimDing0

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Posted 27 August 2004 - 11:09 AM

The adding new animations is my secret

Avenger and Max have already figured out how to add an unlimited number of animations without needing to edit the EXE, if that'll encourage you to reconsider here.

as for changing the race names.. that's easy. just do a searchin bgmain  for say.. halfling.. you're restricted to to using the same # of characters, otherwise it'll get pissed at you. but halfling is the perfect size to replace with say.. tiefling. you don't have to change all instances. it's eithyer the first or second, I think the first actually..

But I thought the race name strings were stored in the TLK rather than the EXE... :)

And it's really the alignment and class restrictions that interest me. I'd be very intrigued to be able to create a chaotic evil dwarven paladin.
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#18 hlidskialf

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Posted 27 August 2004 - 11:19 AM

But I thought the race name strings were stored in the TLK rather than the EXE... :)

And changing them in the .tlk file ensures no such limitation on the length of the new names, etc...
I'm with Sim on the alignment/race limitation changes in the .exe. Do share dude.

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#19 Chevar

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Posted 27 August 2004 - 04:56 PM

But I thought the race name strings were stored in the TLK rather than the EXE... :)

And changing them in the .tlk file ensures no such limitation on the length of the new names, etc...
I'm with Sim on the alignment/race limitation changes in the .exe. Do share dude.

I'll get back to you on that after I'm done experimenting with the exe - I lost my old notes.. along with most of my mod crap in the crash I had a couple years back.

If I remember correctly the entries in the EXE needed to be changed to display it properly in the character select screen.

Edited by Chevar, 27 August 2004 - 04:57 PM.

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#20 minotaur_in_maze

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Posted 28 August 2004 - 02:44 PM

Tell me about it...

I suggested here, QUITE awhile ago, a Mod for a sort of Drizzit type NPC party that will work with (but independently of) the PC and group. There could, at times, be dialog between them.

Just a thought. :o

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