Heres my idea for Re-uniteing with Xzar and Montaron. Adapt the Xzar/Harper Plot from the Quest Pack from Pocket Plane Site
Like you can warn Xzar of the Harpers intentions. Near the end of the Quest Pack mission, instead of Xzar trying to revive Montaron as ghoal.
A Zentarium Cleric Agent will be near by resurrect Montaron. He could be the guy who Montaron and Xzar are currently working under.
Maybe this Zhent Cleric can ask you to go on a mission, and request that you take Xzar and Montaron with you.
Unfortunatly I must decline. First, because SimDing0 does not want me to use any material of quest pack. Second, making the 6th NPC will require huge works. Is in my eyes unneccessary seeing Kirinhale is there for magic power (sorcerer) and Kido fills the role of mad-man (and more (whom is also in the top 10 of about 50 NPC's in the Ironworks guide to NPC's)). Third, Montaron will start as said in the cage as that would be your companion that has travelled along from BG1. As such the Harper quest is strange and will be deleted, in its current form, for evil players. Don't worry the new form will feat the Mod for the Wicekd much better.For Sarevok, weither it be in SOA or TOB, there should be an option were the player can restore Sarevok to his original form.
And if need be, i have the full render of the avatar than i'm currently using! to be the portrait for that form.
Tob Sarevok can drop all of his current items before mophing into his original form.
He has his old sword back as well as personal items and armor.
Sarevok's sword should be none removeable. The idea is not to allow equiping
Armor and helmet should be none removeable, since he should already be around AC -5
Nice, but perhaps a bit risky... I don't think players like to have him in total original form. You can get him below AC -5 and give him better weapons than he used to have. As such an option will cost a lot of coding and little use, I am not quite in favor of it. The Avatar is also used in BG2 I believe for the 'evil counterpart' of oneself in the Pocket Plane, but I did intend on making Sarevok recognize his own sword. Unfortunatly Weimer is gone and I can't ask permission to use the same one as him (for compatibility reasons), but maybe I can ask him later, as I am not yet in that stage. On another note though you say you have the avatar, but do you also have the .bams for his equipment (?), cause that would be neat to use... Perhaps just give option to regain his old armor...
[edit] On another note; I really love the creativity that comes in. Keeps me motivated and certainly more points of view are better. So keep it coming, though I stick to my guns... Xzar ain't returning a recruitable NPC. Do I already heard a notion of making him playable, in conjunction with this mod, which I don't mind one bit. Heck I would probably help with getting it all implemented and with coding questsions etc. *I* am not just going to do it all by myself and will not start the project and not before finishing this one.
Second, making the 6th NPC will require huge works. Is in my eyes unneccessary seeing Kirinhale is there for magic power (sorcerer) and Kido fills the role of mad-man (and more (whom is also in the top 10 of about 50 NPC's in the Ironworks guide to NPC's)).
About you're npc's, i'm sure they kick@$$, But you should look at, from my point of view. I was disapoint on how the dark day catered Xzar's character, aside the bugs.
All i ask is that you leave the "Xzar in Party" option part open, even if you don't mod it in yourself!
Note: The conjuration Xzar has already been done by Turnabout mod.
If you heard of the "Turnabout" mod at Pocket Plane web site, i recommend Hendryk, who wrote Xzar's dialog for the Turnabout mod.
http://forums.pocket...on=profile;u=17
I'd message him about it, but i'm not sure if you 100% behind the idea! I'm not even sure who leading the project.
Anyway let me know whats up!
Edited by Vasculio, 11 April 2006 - 01:37 AM.