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A mage trio


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#1 Triaxx2

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Posted 17 November 2006 - 07:37 PM

During the Mage Stronghold, one of the tasks is to teach three apprenti. Why not turn them into NPC's? Shadowkeeper lists them as True Neutral, but they could easily be turned into something else.

Morul is the only clearly neutral member in my opinion. Larz is Chaotic, and Nara is Lawful. Whether one or the other is good or evil is debatable, but that's not the question.

The other options for mages is sadly lacking without mod support. Jan is a multi-class, and doesn't get all the power he should because of it. Aerie is very powerful, but isn't exactly a purpose built character.

I like the simple backgrounds given, and they could be expanded upon. This would give the player three seperate NPC's to choose from, and whether Larz and Nara are Good or Evil could be a choice when installing the mod.

#2 AnnabelleRose

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Posted 19 November 2006 - 08:58 PM

It could work, and might be fun.

As long as you did not have to take all three at once.

My only critisim is you would not get them till after the planar shpere quest. They would be low level, as fitting with the story, and they would need alot of protection.

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#3 Bookwyrme

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Posted 19 November 2006 - 09:24 PM

Could be fun, though. And, yes, MTS is right, you'd want the option of taking one or all 3.

What better way to train, though, than to go on a long quest against an unknown mage?

Could make for some interesting interractions with the Cowled Wizards, too.

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#4 AnnabelleRose

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Posted 19 November 2006 - 09:43 PM

A very good idea!

This is why Bookwyrme (not me) is in charge of Hublepot.

P.S. - Welcome to SHS, Triaxx2! :)

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#5 Pixel Kaiser

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Posted 19 November 2006 - 11:56 PM

A great idea, as long as there would be a way of recruiting these NPCs without having to be a Mage yourself. Sure there's a shortage of spellcaster NPCs, but if CHARNAME is already a Mage or Sorceror then I don't see him needing three more spellcaster buddies...

#6 Bookwyrme

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Posted 20 November 2006 - 01:00 AM

A great idea, as long as there would be a way of recruiting these NPCs without having to be a Mage yourself. Sure there's a shortage of spellcaster NPCs, but if CHARNAME is already a Mage or Sorceror then I don't see him needing three more spellcaster buddies...


It could be kind've fun going through the game with an all-mage party. Challenging, yes, but not impossible.

However, I think it wouldn't be hard to arrange for a non-mage PC to be able to recruit them. Any PC can go through the Sphere & will meet Tolgeris & co. This combination is likely to impress the Cowled Wizards (assuming that the writer makes them slightly brighter than the game does). After all, wouldn't someone who can defeat Tolgeris's picked people plus handle a demented, plane-hopping, magical device make a useful ally? And if that same person is willing to take charge of 1 (or 3) apprentice mages, all the better!

Possibly, also, the CW's might be glad to have someone willing to investigate Spellhold now that it's gone strangely silent--that would depend on how much rewriting of basic story this hypothetical mod would involve. Still, if I were in charge of a supposedly all-powerful, invulnerable agency in charge of policing magic & my main prison had suddenly gone silent, I'd be worried. And if a strange adventurer seemed willing to risk going there, I just might try to change this person into an ally rather than stubbornly keeping him/her an enemy. I might go so far as to tell this person where his/her kid sister is, admit (nervously) that I couldn't get said kid sister back, but offer transport and/or aid (Probably on the ever-helpful Saemon's ship; he can serve many masters at once).

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#7 GeN1e

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Posted 20 November 2006 - 05:22 AM

I fully agree with Bookwyrme. It was always very amusing to me how stupid CWs could be.
The only matter is who will do this.

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#8 Sticz

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Posted 20 November 2006 - 08:14 AM

A word on this: You could boost their experience if you chose all of the hard items for them to make. You would, naturally, lose some of them during the process. I think if you rmage was evil aligned, you would almost have to lose two of the prodegys in order to fit with your alignment.

I think this would be a good quest to throw into the mix. But I agree that if <CHARNAME> is a mage, it is less likely that <PRO_HESHE> will want some low-level mages using up the hard to find spells and items that would be better suited for the main character.


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#9 Gort

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Posted 20 November 2006 - 08:58 AM

I like the idea, i think it would be cool also if apprentices would make some items when they levelups

#10 Triaxx2

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Posted 20 November 2006 - 10:26 AM

Thanks for the welcome. I love the Tashia mod, but considering the other choices of Mages are rather lackluster, except Aerie, I came up with this.

To answer the questions, why not have the Cowled Wizards take over the sphere as a mage school? After you defeat Lavok as a non-mage, Teos takes it over, to train new recruits. Like the Sphere, his first mission is to have you deal with the Solmanic Knights. If you wanted to expand the mod further you could give them the option of joining as well. Either way, once rid of them, Teos starts teaching and selling a few magical items. "Powerful artifacts forged for you."

The other thing he does, is send trainee mages out with experienced adventurers. He'll introduce them, and offer to send them with you.

If you're the mage who has the sphere, you get four additional options:

"I want Nara to adventure with me." Repeat for the others, and the option to have them all join. Can you set a specific level for something to happen? Say have them graduate to full mage at level 15? Make a gift out of a 'Cowled Wizard Robe' granting extra spells, or a save vs. spell bonus?

Or if you want to put them into the Planar Sphere before hand, have them standing outside, studying, so if you show up with Valygar, they suddenly open the door and go through. That means you don't have to go all the way into the sphere to get them.

Making items on level up is a cool idea. Perhaps a random selection: Nothing, Wand of Magic Missiles, a random scroll, perhaps from a list like Scribe Scrolls, but lower level.

I never wanted to take on all three at once, because I don't need that many mages. (Besides, Jaheira and my Sorceror are enough whining for anyone.) On the other hand, a single Sorceror is capable of beating the game, so six magic-users wouldn't be hard. (Firkraag vs. 18 Horrid Wiltings)

#11 Blade7

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Posted 20 November 2006 - 11:59 PM

Nice idea, though I think making all 3 of them available is a bit to much, so think it should be better if we choose only 1.
And also I agree with Tameon the Dragoon... but I think I know how to solve this: with Kish's NPC Strongholds mod. They will be the apprentices of the owner of the planer sphere, and about CHARNAME being a mage already this could be solved by making the apprentice sorcerer, and if CHARNAME is a sorcerer then the apprentice will be a mage (so there will be some diversity in the party).

#12 Bookwyrme

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Posted 21 November 2006 - 01:29 PM

I think making one mod dependent upon another adds needless complications, though the mod (if made) will have to acknowledge the Multiple Strongholds Mod when it is finished. The CW's really have quite enough motivation to make the PC into an ally rather than an enemy as is & it'd be simple enough to write their reasoning out.

I think the possibility of all 3 mages being available is part of the appeal. I love the idea of an all-mage, or mostly-mage party & the conversations between them plus the possibility of specialty items that can only be made if all 3 or perhaps by some combination of the 3 would add to replayability.

I do think the player should be able to choose whether or not to have all 3, and which to take, and, perhaps, even which of the 3 survives the training. Possibly there could be different advantages to all three vs. just one--all 3 can make some neat, higher-level items that just one couldn't, perhpas, but if only one joins s/he starts at a higher level (because of learning from his/her companions errors or deaths, perhaps).

Of course, the real question here is who will make the mod! Coders don't lie thick on the ground, after all.

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#13 Kaeloree

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Posted 21 November 2006 - 01:37 PM

Well, I've found the best way is to code as I write - so you write banters in this format:

== YourChar ~Something~
== Jaheira ~Something else~
== YourChar ~Something
EXIT

and for dialogues, I write:

IF ~~ BEGIN DialogueName
SAY ~Something!~

++ ~PC response one~+ DialogueName_1
++ ~PC response two~+ DialogueName_2
++ ~PC response three~+ DialogueName_3
END

I'm all for such a project - I think it is a fantastic idea! To start with, I'd suggest at least 2 banters with each Bioware NPC for each (that's 32 banters each!) and 5 PC dialogues. You can then add more NPC banter and PC dialogue, but those figures above are my minimums when I'm writing an NPC.

If you need any help - just ask! There are plenty around here who can give you a hand, and we're only happy to help. :D

#14 Bookwyrme

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Posted 21 November 2006 - 01:42 PM

Ah, see, some of us can't code :P

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#15 Kaeloree

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Posted 21 November 2006 - 01:58 PM

It isn't quite *that* hard - I picked it up, and I'm usually terrible at coding! For me the hardest bit was actually learning it, and wading through hunks of tutorials and posts trying to figure out what you do. :)

The way of coding I posted is actually fairly simple - as far as I know, its the very simplest way of coding PC dialogue there is. In the end, if you're coding as you go along, you save so much time it isn't funny. I've tried writing and then coding a few times, and really, it isn't worth the effort - and its so hard to find a coder these days that in the long run its better to at least learn the rudiments yourself.

If you would like a workroom, I could set one up in a jiffy. :)

#16 Triaxx2

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Posted 21 November 2006 - 06:16 PM

The infinity engine truly dispises me, so I'm not much good at making it do my bidding. I like the idea of the two dialogues with each Bioware NPC. Perhaps a short fling with one (or more, or between) of them? Not something at the start, but for later on.

Or if you want to be very, very ambitious, have it out between Nara and Aerie, over who gets to be Minsc's new witch.

#17 Bookwyrme

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Posted 21 November 2006 - 06:46 PM

LOL! I like the Aerie v. Nala idea.

However, K'aeloree has uncovered the weak spot in this--It's an interesting idea & I'd be happy to write it, but I'm not willing to learn coding. I can write at odd moments in a busy day, I can't learn to code that way. So--this is probably going to go down as one of those neat ideas that never was.

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#18 Triaxx2

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Posted 22 November 2006 - 06:01 AM

Too true. I could probably write down the banters myself, but I can't code at all, so it wouldn't be much help.

#19 Gort

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Posted 22 November 2006 - 05:54 PM

well, I might be the one who is willing to code=). I know almost nothing, but I'm sure it's not too complicated. I can't write banters (my english is truly terrible, I believe), and all I can do is code. However, I promise nothing right now. Also, a few ideas about apprentices and their relationship are already in my head (a couple of miniquests, maybe). So, who is really want to make a try with me?)

#20 Bookwyrme

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Posted 22 November 2006 - 08:43 PM

well, I might be the one who is willing to code=). I know almost nothing, but I'm sure it's not too complicated. I can't write banters (my english is truly terrible, I believe), and all I can do is code. However, I promise nothing right now. Also, a few ideas about apprentices and their relationship are already in my head (a couple of miniquests, maybe). So, who is really want to make a try with me?)


If you are really willing to code, I'm really willing to write.

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