No, she definitely will not be found in Firkraag's lair!
She will indeed be found early on, and in a place that I don't believe any other Non-Bioware NPC is found. (Don't you just love these vague hints? lol)
Let me guess; a new area?
In creating my own BAMs, I have come to a fork in the road, and so have decided to ask everyone's opinion once again.
Is it a magic fork? *ducks*
How important is it to you to be able to change the gear of an NPC? Does it matter at all (as long as her gear is good enough to support her throughout the game) or does it really irritate you when you try to change gear and get the message "This item cannot be removed"?
I think more than one or two non-removable items will bug a lot of players. I know that would bug me. And no matter how many non-removable items there, are, there should be a good reason for their nonremovability: Minsc and Edwin's protectiveness of Boo and the amulet, respectively, or the bloodline-binding magic on Nalia's and Arkalian's rings. Needless to say, the item should be capable of competing with some of the other offerings that might otherwise be selected to take its place.
PS: I fixed your mismatched quote tags, since the post wouldn't even let me quote them to show you what's wrong. I assume this is all right?
I'm posting this since it might be needed for context on the edit; I'll finish this reply in a moment.
[EDIT]
It's kind of funny how these NPCs take on a life of their own, become your little babies, and you get so tempted to want to give them everything you can before sending them out into the big scary world! lol! (Heh, geuss I am quilty of being an overprotective modder!)
I don't know; maybe a bit early on. *shrugs*
Actually, you know what? this is a very good point.
How does a modder know when to draw the line in as far as banters and interjections go?
For me, I am currently planning 3 banters (5 with one character in particular) with each of Bioware-16, plus interjections, plus conversations with PC, plus PC initiated conversations. When I break it down like this, it sure seems to be one heck of a lot of conversations my NPC is involved in. Would you say this is the norm as far as number of conversations or am I overboard here as well?
You want at least a banter or two per Bioware NPC, and then a reasonable number beyond that where the characters' personalities are such that they would expect to interact frequently, whether positively or negatively.
I would think one interjection per quest would be a desirable minimum, unless the quest is a ridiculously short fed-ex quest. Or unless the quest really has nothing to do with the NPC. And there are some places where interjections are expected, like the Tree of Life, or, for a romanced female, for the Phaere seduction. You're probably going to want somewhere between 50 and 300 interjections.
I'm not sure it's necessarily desirable to have an intersection every quest. The most obvious thing is to look at every interjection you're thinking about writing (other than the "always" ones like the TOL and Phaere thing) and ask "how does this add to the mod?" If you don't have a substantive answer it's probably one to, at best, reevaluate later.
As for NPC/PC dialogue, again, there is nothing carved in stone. For a friendship, I'd want 8-20 talks. For a romance, 15-30.
The "how does it add to the mod" thing is even more important here, I think.
For NPC/NPC banters, mod NPCs typically have 2-5 for SoA and 1-3 for ToB. Having more is never a bad thing , because it adds to replayability and accomodates those (like me) that play with a finger poised over CTRL-I.
Embarrassingly that command isn't ringing a bell...
Edited by Azkyroth, 12 March 2007 - 04:57 PM.