Alright, since it's graspable (and since I asked a friend of mine if she would perhaps be able to help me when push comes to shove), I'm going to start poking deeper and actually writing dialogues when a muse strikes. It will be a nice change of scenery from writing my novels (the amount of brainwork ._.).
^0^
I got a few starter questions before I bork something/do something pointlessly and then discover it won't work:
1. is it possible to trigger 1-line commentary appearing above the NPCs head upon entering a location or something alike? And by that I mean in a way that would NOT cause some crazy variable constant checking. I've seen that kind of thing at work and it brought THE STUTTER. So not worth it.
2. is it possible/healthy (as above) to add interjections to the NPC concerning modded content? What I mean is for example some quests from the Unfinished Business just call for a comment from this or that NPC.
3. is it possible/healthy that such an NPC would comment on events such as:
a) after a Bioware NPC joins the party for the first time
b) after a modded NPC joins the party for the first time
c) comment randomly on a given party member to the PC? This seems reasonable because the inter-party banters should use same counters/variables, no? Maybe I'm wrong. I'm green, after all
4. I've played this game 10k times (well okay... maybe 20 times, still), but I can't answer a simple question: what's so magical about Adalon's blood that it can be used in correlation to that armor? Lore-wise, what could this blood be used for other than that/some dark ritual? Anything? I know it's an odd question, but it'd be nice to get an answer
5. In the face of upcoming BG2 Enhanced Edition, does anyone know if all the mods will work with it?
6. Can an NPC or CHARNAME bring up a topic of a completed quest in a conversation? Are there such possibilities or is it too complex?
7. How many new custom variables are healthy to use in a mod? Is there a limit or won't it matter? I mean ones such as, in some normal lovetalk CHARNAME says that they always wanted a pink elephant. It sets a variable idk, elephant=1 or they say they prefer jellyfishes a lot more which sets elephant to 2 etc. Then it only being 'summoned' back in another lovetalk where PC either gets an elephant or a jellyfish.
7a. That would also go for rising some love/friendship variable. I've never dug into the mod builds too much, but from what I've usually seen they operated on 3 numbers seemingly. For romance active, romance dead and romance consummated. Could someone explain to me more about this? I can hardly picture it working on just such instances as many times it would be nice to just subtract a point or two for PC being a jerk instead of killing a romance (bad mood, an argument etc) and then, say, at some point make a breaking lovetalk that would judge if romance remains active and follows or if it ends (20+ points follows, anything less ends). I think that's how it opeated in NWN HotU. Can it be done in BG?
Thank you very much and sorry for a question swamp, I hope someone patient comes around and answers at least a question or two at a time