[Removed] Sandrah NPC
#661
Posted 17 October 2015 - 04:49 AM
#662
Posted 17 October 2015 - 04:58 AM
Sorry to still go on the tangent, but... Abbreviation quoting a bit.
Mage, (Thief), Thief/Mage ...
I have considered the three options.
If the choice is not made already by the installation (Problem with BWS/BWP automation) it should be done very early in the game by the PC. Two options exist
a) before leaving Candlekeep in the conversation with Imoen there.
b) when finding Tarnesh spellbook and Sandrah is with you.
You are limiting the options, that's not a good. You don't need to give a dime about what the BWP/BWS does, you can add install options to the mod as much as your heart desires, the BW's will catch on when it wants to. And these things are easy to code, aka I can do it too. With the above mentioned code... you just have to quote out the lines 7333 to 7335 according to at least this, and then add this kind of structure to the very end of the .tp2 file, line 10778:
BEGIN ~Imoen as a Mage~ DESIGNATED 11 SUBCOMPONENT ~Imoens class~ COPY_EXISTING ~Imoen1.CRE~ ~override/Imoen1.CRE~ ~Imoen2.CRE~ ~override/Imoen2.CRE~ ~Imoen4.CRE~ ~override/Imoen4.CRE~ ~Imoen6.CRE~ ~override/Imoen6.CRE~ ~Imoen15.CRE~ ~override/Imoen15.CRE~ ~Imoen61.CRE~ ~override/Imoen61.CRE~ ~Imoen10.CRE~ ~override/Imoen10.CRE~ ~Imoen211.CRE~ ~override/Imoen211.CRE~ ~Imoen213.CRE~ ~override/Imoen213.CRE~ ~Imoendrm.cre~ ~override/Imoendrm.CRE~ WRITE_SHORT 0x10 0 //this will remove the flag 6, aka original class thief marker WRITE_LONG 0x244 0 //Kit WRITE_BYTE 0x273 1 //Class Mage WRITE_BYTE 0x238 17 // 17 STR BEGIN ~Imoen as a Mage/Thief multi class~ DESIGNATED 12 SUBCOMPONENT ~Imoens class~ COPY_EXISTING ~Imoen1.CRE~ ~override/Imoen1.CRE~ ~Imoen2.CRE~ ~override/Imoen2.CRE~ ~Imoen4.CRE~ ~override/Imoen4.CRE~ ~Imoen6.CRE~ ~override/Imoen6.CRE~ ~Imoen15.CRE~ ~override/Imoen15.CRE~ ~Imoen61.CRE~ ~override/Imoen61.CRE~ ~Imoen10.CRE~ ~override/Imoen10.CRE~ ~Imoen211.CRE~ ~override/Imoen211.CRE~ ~Imoen213.CRE~ ~override/Imoen213.CRE~ ~Imoendrm.cre~ ~override/Imoendrm.CRE~ WRITE_SHORT 0x10 0 //this will remove the flag 6, aka original class thief marker and so make the char a multi class by default in this case WRITE_LONG 0x244 0 //Kit WRITE_BYTE 0x273 13 //Class Mage/Thief //WRITE_BYTE 0x238 17 // 17 STR
You of course have to transfer the 3-4 lines of text to the .tra file, but that should be obvious. You do not have to actually do anything else.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#663
Posted 17 October 2015 - 05:03 AM
Hi cant seem to find the lair in cloud peak mountains in the shard quest i have found the lake but the scroll says there no portal .
#664
Posted 17 October 2015 - 05:10 AM
Hi cant seem to find the lair in cloud peak mountains in the shard quest i have found the lake but the scroll says there no portal .Spoiler
#665
Posted 17 October 2015 - 05:17 AM
Okay, so I re-tried the Henning rescue. There's still a wee bit of a problem, but it apparently wasn't a quest-breaker. I hope. (I won't know for sure for 10 game days, though.)Before entering Knawlod's level, I transferred all of the containers and healing scrolls that Sandrah was carrying to other non-<charname> party members. We then entered the level and killed all of the bad guys outside of Knawlod's chamber, then the orogs within that chamber. During the latter battle with the orogs, Knawlod remained blue-circled and standing idle, as did Henning.After the last orog was killed, Henning immediately went hostile, but Knawlod did not - he remained blue-circled. My party (Pelligram, in particular) immediately charged to attack Henning. I did have Sandrah - who was closest to him - speak to Knawlod right away, attempting to prevent any damage from being done to Henning...but after the dialogue with Knawlod, Pelligram actually chunked Henning (heh!), "killing" him in just one hit (31 damage).However, once Knawlod was slain Sandrah's dialogue about having to save Henning by taking him to Waterdeep still fired, as if he wasn't dead (and it seems he may actually NOT be dead after all.) She left the party as designed, presumably with a still-living Henning.We collected the loot from this level and proceeded back up to the Cloakwood mines level 2, and while on the way back to the entry chamber Sandrah (and Pelligram) met us in the jail hallway, automatically rejoining the group this time around. All of her items are present and accounted for as well.All in all, once the Cure Serious Wounds scroll issue was handled by transferring them to someone other than Sandrah or <charname>, everything works fine except for Henning being hostile for some reason (and my group seemingly killing him as a result.)I would, however, recommend that you make the Knawlod battle much, much harder. (I'm playing on "insane" difficulty now, by the way.) Knawlod is the "boss" of this particular part of Imoen's quest, and the big bad guy who took her beloved Henning. He should not only be tough, but well-supported. The fact that he stands idle while his four orog guards (and one cleric) in the room run forward to die first should be changed such that Knawlod is fighting, too. I further recommend that he be of high(er) level, with some significant "punch".On top of that, I recommend that Knawlod have some spellcaster support, say 2 orc mages and 1-2 more orc clerics helping out. The clerics should be scripted to not only fight the party, but to heal Knawlod and the other enemies in the room as they get hurt. All of this might make the room cluttered, but as an orc chieftan I think it's certainly warranted that Knawlod has "Advisors" close at hand for support. It would also make the player really feel like he'd accomplished something by not only saving Henning, but taking out a good, powerful enemy in the process.
This is good to hear - I can now take care of that container/scrollbag problem. The really save way for it is to eliminate Sandrah's *hunger* for healing spells and rely on the PC to give her enough to keep up her healing task, The initial talk about those scrolls is maybe sufficient to make that clear - Your opinion on that would be welcome.
The Henning hostile thing is fixed already, the injured man does not need any of the scripts assigned that can make him hostile if another mod tweaks those scripts.
With respect to Knawlod and making him harder - he is a coward (just like the man who hired him as you may find out later - you have found his purse on Knawlod, right?). The battle is really in the ante-room with his mages and traps and so on. Knawlod is not the big bad boss here, he is just a hireling not acting on his own. Find the man in the background.
#666
Posted 17 October 2015 - 05:19 AM
Hi cant seem to find the lair in cloud peak mountains in the shard quest i have found the lake but the scroll says there no portal .SpoilerSpoiler
Map names may differ, that is why you cannot use them at all times, yes, this name is given to it by some mod.
#667
Posted 17 October 2015 - 05:23 AM
Okay, so I re-tried the Henning rescue. There's still a wee bit of a problem, but it apparently wasn't a quest-breaker. I hope. (I won't know for sure for 10 game days, though.)Before entering Knawlod's level, I transferred all of the containers and healing scrolls that Sandrah was carrying to other non-<charname> party members. We then entered the level and killed all of the bad guys outside of Knawlod's chamber, then the orogs within that chamber. During the latter battle with the orogs, Knawlod remained blue-circled and standing idle, as did Henning.After the last orog was killed, Henning immediately went hostile, but Knawlod did not - he remained blue-circled. My party (Pelligram, in particular) immediately charged to attack Henning. I did have Sandrah - who was closest to him - speak to Knawlod right away, attempting to prevent any damage from being done to Henning...but after the dialogue with Knawlod, Pelligram actually chunked Henning (heh!), "killing" him in just one hit (31 damage).However, once Knawlod was slain Sandrah's dialogue about having to save Henning by taking him to Waterdeep still fired, as if he wasn't dead (and it seems he may actually NOT be dead after all.) She left the party as designed, presumably with a still-living Henning.We collected the loot from this level and proceeded back up to the Cloakwood mines level 2, and while on the way back to the entry chamber Sandrah (and Pelligram) met us in the jail hallway, automatically rejoining the group this time around. All of her items are present and accounted for as well.All in all, once the Cure Serious Wounds scroll issue was handled by transferring them to someone other than Sandrah or <charname>, everything works fine except for Henning being hostile for some reason (and my group seemingly killing him as a result.)I would, however, recommend that you make the Knawlod battle much, much harder. (I'm playing on "insane" difficulty now, by the way.) Knawlod is the "boss" of this particular part of Imoen's quest, and the big bad guy who took her beloved Henning. He should not only be tough, but well-supported. The fact that he stands idle while his four orog guards (and one cleric) in the room run forward to die first should be changed such that Knawlod is fighting, too. I further recommend that he be of high(er) level, with some significant "punch".On top of that, I recommend that Knawlod have some spellcaster support, say 2 orc mages and 1-2 more orc clerics helping out. The clerics should be scripted to not only fight the party, but to heal Knawlod and the other enemies in the room as they get hurt. All of this might make the room cluttered, but as an orc chieftan I think it's certainly warranted that Knawlod has "Advisors" close at hand for support. It would also make the player really feel like he'd accomplished something by not only saving Henning, but taking out a good, powerful enemy in the process.This is good to hear - I can now take care of that container/scrollbag problem. The really save way for it is to eliminate Sandrah's *hunger* for healing spells and rely on the PC to give her enough to keep up her healing task, The initial talk about those scrolls is maybe sufficient to make that clear - Your opinion on that would be welcome.
The Henning hostile thing is fixed already, the injured man does not need any of the scripts assigned that can make him hostile if another mod tweaks those scripts.
With respect to Knawlod and making him harder - he is a coward (just like the man who hired him as you may find out later - you have found his purse on Knawlod, right?). The battle is really in the ante-room with his mages and traps and so on. Knawlod is not the big bad boss here, he is just a hireling not acting on his own. Find the man in the background.
#668
Posted 17 October 2015 - 05:44 AM
This is my interim conclusion on the Imoen Mage/Thief/Mage-Thief issue, considering all the contributions here on the forum and considering the original game and the Sandrah add-ons:
1. The mod will not change Imoen to mage in the installation.
2. When you meet Imoen first time in Candlekeep and you have the talk about your going on a journey she will expand her original text with the wish to accompany you. At that point she will express her wish to concentrate on her studies of the scrolls she has STOLEN all the time (what else was there to steal at Candlekeep?). You will be given the three options then to
a, Yes, a good idea, someone to throw fireballs would be great >>>Mage
b. We would really need a thief out there, stick to what you really can do best >>>Thief
c. You learned one thing already, why not do the other alongside >>> Mage/Thief
3.Imoen after Candlekeep will appear according to the above choice.
No need to disable Sandrah as a whole.
Options a. and c. will allow to fully access to all the new Sandrah/Imoen contents.
Option b. will reduce Sandrah/Imoen to a handful of standard banters between NPCs.
4.Option b. will leave the story of how Imoen comes to be what she is in Return to Faerun in the dark (or maybe some lines added to her ToB endscreen)
#669
Posted 17 October 2015 - 05:55 AM
Okay, so I re-tried the Henning rescue. There's still a wee bit of a problem, but it apparently wasn't a quest-breaker. I hope. (I won't know for sure for 10 game days, though.)Before entering Knawlod's level, I transferred all of the containers and healing scrolls that Sandrah was carrying to other non-<charname> party members. We then entered the level and killed all of the bad guys outside of Knawlod's chamber, then the orogs within that chamber. During the latter battle with the orogs, Knawlod remained blue-circled and standing idle, as did Henning.After the last orog was killed, Henning immediately went hostile, but Knawlod did not - he remained blue-circled. My party (Pelligram, in particular) immediately charged to attack Henning. I did have Sandrah - who was closest to him - speak to Knawlod right away, attempting to prevent any damage from being done to Henning...but after the dialogue with Knawlod, Pelligram actually chunked Henning (heh!), "killing" him in just one hit (31 damage).However, once Knawlod was slain Sandrah's dialogue about having to save Henning by taking him to Waterdeep still fired, as if he wasn't dead (and it seems he may actually NOT be dead after all.) She left the party as designed, presumably with a still-living Henning.We collected the loot from this level and proceeded back up to the Cloakwood mines level 2, and while on the way back to the entry chamber Sandrah (and Pelligram) met us in the jail hallway, automatically rejoining the group this time around. All of her items are present and accounted for as well.All in all, once the Cure Serious Wounds scroll issue was handled by transferring them to someone other than Sandrah or <charname>, everything works fine except for Henning being hostile for some reason (and my group seemingly killing him as a result.)I would, however, recommend that you make the Knawlod battle much, much harder. (I'm playing on "insane" difficulty now, by the way.) Knawlod is the "boss" of this particular part of Imoen's quest, and the big bad guy who took her beloved Henning. He should not only be tough, but well-supported. The fact that he stands idle while his four orog guards (and one cleric) in the room run forward to die first should be changed such that Knawlod is fighting, too. I further recommend that he be of high(er) level, with some significant "punch".On top of that, I recommend that Knawlod have some spellcaster support, say 2 orc mages and 1-2 more orc clerics helping out. The clerics should be scripted to not only fight the party, but to heal Knawlod and the other enemies in the room as they get hurt. All of this might make the room cluttered, but as an orc chieftan I think it's certainly warranted that Knawlod has "Advisors" close at hand for support. It would also make the player really feel like he'd accomplished something by not only saving Henning, but taking out a good, powerful enemy in the process.This is good to hear - I can now take care of that container/scrollbag problem. The really save way for it is to eliminate Sandrah's *hunger* for healing spells and rely on the PC to give her enough to keep up her healing task, The initial talk about those scrolls is maybe sufficient to make that clear - Your opinion on that would be welcome.
The Henning hostile thing is fixed already, the injured man does not need any of the scripts assigned that can make him hostile if another mod tweaks those scripts.
With respect to Knawlod and making him harder - he is a coward (just like the man who hired him as you may find out later - you have found his purse on Knawlod, right?). The battle is really in the ante-room with his mages and traps and so on. Knawlod is not the big bad boss here, he is just a hireling not acting on his own. Find the man in the background.
Initial talk about the healing scrolls: My opinion is that this is sufficient; players should be smart enough to realize that Sandrah will work to keep the party healed assuming she has enough resources on hand to do so. In fact, I never even knew that Sandrah was supposed to take healing scrolls from <charname> as part of this process until you told me about it, since I never had <charname> pick up any of them to begin with. He is a mage and I've always been using Sandrah to pick up loot anyhow, and for scripting usage I think it's unwise to assume that any particular party member would handle or carry any specific item at any time. Everyone plays their party differently, after all.
Knawlod: fair enough. Fighting him does come off as rather anti-climactic, though. The battle out in the larger room was indeed rather difficult (insane difficulty, remember.) I would, however, recommend adding a few orc mages to that group. And yes, I found the purse.
Is it safe for me to assume, based on the dialogues, that Henning is indeed alive and well back in Waterdeep despite our accidentally chunking him here?
#670
Posted 17 October 2015 - 06:11 AM
This is my interim conclusion on the Imoen Mage/Thief/Mage-Thief issue, considering all the contributions here on the forum and considering the original game and the Sandrah add-ons:
1. The mod will not change Imoen to mage in the installation.
2. When you meet Imoen first time in Candlekeep and you have the talk about your going on a journey she will expand her original text with the wish to accompany you. At that point she will express her wish to concentrate on her studies of the scrolls she has STOLEN all the time (what else was there to steal at Candlekeep?). You will be given the three options then to
a, Yes, a good idea, someone to throw fireballs would be great >>>Mage
b. We would really need a thief out there, stick to what you really can do best >>>Thief
c. You learned one thing already, why not do the other alongside >>> Mage/Thief
3.Imoen after Candlekeep will appear according to the above choice.
No need to disable Sandrah as a whole.
Options a. and c. will allow to fully access to all the new Sandrah/Imoen contents.
Option b. will reduce Sandrah/Imoen to a handful of standard banters between NPCs.
4.Option b. will leave the story of how Imoen comes to be what she is in Return to Faerun in the dark (or maybe some lines added to her ToB endscreen)
I think this is a good plan, although I still have to ask again about option B).
Why wouldn't it be a valid option to have Imoen "concentrate" on being a thief initially, then be able to dual-class to mage at level 7-10 (as is common and canon with her), yet still preserve the later (RtF?) Sandrah mod's Imoen-is-a-mage content that is apparently based on this choice? BG2 is months later and RtF is literally years later, and it's hard to imagine that Imoen deciding to - initially - "concentrate" on being a thief for a relatively short time before later becoming a mage would hardly be relevant in the big picture.
You could on the other hand install some sort of check *later* in the game, say at the beginning of BG2 (or at whatever point before it becomes a factor for Sandrah-added content, anyhow), that checks to see if Imoen is a mage by that time. Once this "point of no return" is reached, if she's still a plain ol' thief, then the player gets what he asks for and the extra Sandrah content doesn't show up. (As I mentioned, I'm at the Henning rescue now - the end of chapter 4 - and Imoen currently has 237,000 or so experience points. For me, she's a level 8/8 thief-mage multiclass, but had I chosen to dual-class her at level 7 thief, she'd be a level 7 thief [40,000 xp]/level 8 mage [197,000 xp] dual class right now.) Keep in mind that this is the Big World setup, which means characters are going to gain a LOT more experience than in vanilla BG1, even with all the xp-reducing features active (which I do have.)
#671
Posted 17 October 2015 - 06:13 AM
Okay, so I re-tried the Henning rescue. There's still a wee bit of a problem, but it apparently wasn't a quest-breaker. I hope. (I won't know for sure for 10 game days, though.)Before entering Knawlod's level, I transferred all of the containers and healing scrolls that Sandrah was carrying to other non-<charname> party members. We then entered the level and killed all of the bad guys outside of Knawlod's chamber, then the orogs within that chamber. During the latter battle with the orogs, Knawlod remained blue-circled and standing idle, as did Henning.After the last orog was killed, Henning immediately went hostile, but Knawlod did not - he remained blue-circled. My party (Pelligram, in particular) immediately charged to attack Henning. I did have Sandrah - who was closest to him - speak to Knawlod right away, attempting to prevent any damage from being done to Henning...but after the dialogue with Knawlod, Pelligram actually chunked Henning (heh!), "killing" him in just one hit (31 damage).However, once Knawlod was slain Sandrah's dialogue about having to save Henning by taking him to Waterdeep still fired, as if he wasn't dead (and it seems he may actually NOT be dead after all.) She left the party as designed, presumably with a still-living Henning.We collected the loot from this level and proceeded back up to the Cloakwood mines level 2, and while on the way back to the entry chamber Sandrah (and Pelligram) met us in the jail hallway, automatically rejoining the group this time around. All of her items are present and accounted for as well.All in all, once the Cure Serious Wounds scroll issue was handled by transferring them to someone other than Sandrah or <charname>, everything works fine except for Henning being hostile for some reason (and my group seemingly killing him as a result.)I would, however, recommend that you make the Knawlod battle much, much harder. (I'm playing on "insane" difficulty now, by the way.) Knawlod is the "boss" of this particular part of Imoen's quest, and the big bad guy who took her beloved Henning. He should not only be tough, but well-supported. The fact that he stands idle while his four orog guards (and one cleric) in the room run forward to die first should be changed such that Knawlod is fighting, too. I further recommend that he be of high(er) level, with some significant "punch".On top of that, I recommend that Knawlod have some spellcaster support, say 2 orc mages and 1-2 more orc clerics helping out. The clerics should be scripted to not only fight the party, but to heal Knawlod and the other enemies in the room as they get hurt. All of this might make the room cluttered, but as an orc chieftan I think it's certainly warranted that Knawlod has "Advisors" close at hand for support. It would also make the player really feel like he'd accomplished something by not only saving Henning, but taking out a good, powerful enemy in the process.This is good to hear - I can now take care of that container/scrollbag problem. The really save way for it is to eliminate Sandrah's *hunger* for healing spells and rely on the PC to give her enough to keep up her healing task, The initial talk about those scrolls is maybe sufficient to make that clear - Your opinion on that would be welcome.
The Henning hostile thing is fixed already, the injured man does not need any of the scripts assigned that can make him hostile if another mod tweaks those scripts.
With respect to Knawlod and making him harder - he is a coward (just like the man who hired him as you may find out later - you have found his purse on Knawlod, right?). The battle is really in the ante-room with his mages and traps and so on. Knawlod is not the big bad boss here, he is just a hireling not acting on his own. Find the man in the background.
Initial talk about the healing scrolls: My opinion is that this is sufficient; players should be smart enough to realize that Sandrah will work to keep the party healed assuming she has enough resources on hand to do so. In fact, I never even knew that Sandrah was supposed to take healing scrolls from <charname> as part of this process until you told me about it, since I never had <charname> pick up any of them to begin with. He is a mage and I've always been using Sandrah to pick up loot anyhow, and for scripting usage I think it's unwise to assume that any particular party member would handle or carry any specific item at any time. Everyone plays their party differently, after all.
Thanks. That was the final push I needed to take that function out. It will also solve possible issues for Sandrah's inventory to overflow.
Knawlod: fair enough. Fighting him does come off as rather anti-climactic, though. The battle out in the larger room was indeed rather difficult (insane difficulty, remember.) I would, however, recommend adding a few orc mages to that group. And yes, I found the purse.
Too many priests, no mage >>> I will change that
Is it safe for me to assume, based on the dialogues, that Henning is indeed alive and well back in Waterdeep despite our accidentally chunking him here?
Yes
#672
Posted 17 October 2015 - 06:16 AM
Incidentally, I've never seen Sandrah actually heal someone using a Cure Serious Wounds or similar scroll, despite having them not only in her inventory but also equipped in a quick-slot. She does heal people automatically, but it's apparently always with either spells or innate abilities.
If she DOES heal with scrolls, they're not being "used" in the process, and I'm not seeing any sort of "uses a scroll" dialogue. Not that you'd typically see this from a party member.
[Edit: I'll arrange to deliberately test this at some point, to find out for sure. I'll ensure that she has no spells memorized, burn her innate healing abilities, and then get a party member damaged enough to trigger the healing script...and we'll see what happens.]
Edited by geh4th, 17 October 2015 - 06:19 AM.
#673
Posted 17 October 2015 - 06:26 AM
Incidentally, I've never seen Sandrah actually heal someone using a Cure Serious Wounds or similar scroll, despite having them not only in her inventory but also equipped in a quick-slot. She does heal people automatically, but it's apparently always with either spells or innate abilities.
If she DOES heal with scrolls, they're not being "used" in the process, and I'm not seeing any sort of "uses a scroll" dialogue. Not that you'd typically see this from a party member.
[Edit: I'll arrange to deliberately test this at some point, to find out for sure. I'll ensure that she has no spells memorized, burn her innate healing abilities, and then get a party member damaged enough to trigger the healing script...and we'll see what happens.]
I just checked - you found a bug here. The script block to use scroll is missing in the current version and in v1.08 as well. I must have erroneously deleted in some recent update. This has to be put back in!!
#674
Posted 17 October 2015 - 07:23 AM
This is my interim conclusion on the Imoen Mage/Thief/Mage-Thief issue, considering all the contributions here on the forum and considering the original game and the Sandrah add-ons:
1. The mod will not change Imoen to mage in the installation.
2. When you meet Imoen first time in Candlekeep and you have the talk about your going on a journey she will expand her original text with the wish to accompany you. At that point she will express her wish to concentrate on her studies of the scrolls she has STOLEN all the time (what else was there to steal at Candlekeep?). You will be given the three options then to
a, Yes, a good idea, someone to throw fireballs would be great >>>Mage
b. We would really need a thief out there, stick to what you really can do best >>>Thief
c. You learned one thing already, why not do the other alongside >>> Mage/Thief
3.Imoen after Candlekeep will appear according to the above choice.
No need to disable Sandrah as a whole.
Options a. and c. will allow to fully access to all the new Sandrah/Imoen contents.
Option b. will reduce Sandrah/Imoen to a handful of standard banters between NPCs.
4.Option b. will leave the story of how Imoen comes to be what she is in Return to Faerun in the dark (or maybe some lines added to her ToB endscreen)
I think this is a good plan, although I still have to ask again about option B).
Why wouldn't it be a valid option to have Imoen "concentrate" on being a thief initially, then be able to dual-class to mage at level 7-10 (as is common and canon with her), yet still preserve the later (RtF?) Sandrah mod's Imoen-is-a-mage content that is apparently based on this choice? BG2 is months later and RtF is literally years later, and it's hard to imagine that Imoen deciding to - initially - "concentrate" on being a thief for a relatively short time before later becoming a mage would hardly be relevant in the big picture.
You could on the other hand install some sort of check *later* in the game, say at the beginning of BG2 (or at whatever point before it becomes a factor for Sandrah-added content, anyhow), that checks to see if Imoen is a mage by that time. Once this "point of no return" is reached, if she's still a plain ol' thief, then the player gets what he asks for and the extra Sandrah content doesn't show up. (As I mentioned, I'm at the Henning rescue now - the end of chapter 4 - and Imoen currently has 237,000 or so experience points. For me, she's a level 8/8 thief-mage multiclass, but had I chosen to dual-class her at level 7 thief, she'd be a level 7 thief [40,000 xp]/level 8 mage [197,000 xp] dual class right now.) Keep in mind that this is the Big World setup, which means characters are going to gain a LOT more experience than in vanilla BG1, even with all the xp-reducing features active (which I do have.)
I just came to think that option b) in the overall context of Big Picture would just work the same as if you do not take Imoen along in BG1 (some players may just choose that). The whole trilogy including Sandrah should be independent of this. Conclusion for me is - offer the choice for the player to
- try a different Imoen = get some extra stuff and contents from Sandrah
or
- leave the status quo = you cannot loose what you never had
Like you said in another post - it should come as an offer not as a *must*.
As for tyranny - the whole Sandrah mod already does that, requiring you to install a lot of mods you may never choose yourself and letting you do a truckload of extra quests just to keep her happy...
#675
Posted 17 October 2015 - 10:48 AM
"Men cry not for themselves, but for their comrades."
#676
Posted 17 October 2015 - 10:57 AM
I have the second scroll from the waterfall from redsheaf forest now were do i go next
#677
Posted 17 October 2015 - 12:16 PM
"Men cry not for themselves, but for their comrades."
#678
Posted 17 October 2015 - 01:10 PM
Sandrah setup has been revised
The mod does no longer automatically change Imoen to mage.
Instead, when talking to Imoen at Candlekeep you get a choice to select her as Mage, Mage/Thief or unchanged.
The two Mage options offer you large additional contents and quests for the Sandrah/Imoen team in your party. Unchanged leaves Imoen to whatever you have tweaked her to be or per default thief. There is no extra content for this option (i,e, the Henning, Longer Road to Bandit Camp and Orphanage quests are skipped, the Sandrah/Imoen frienship is minimized)
Of course this change can only be applied to new games.
Edited by Roxanne, 17 October 2015 - 01:11 PM.
#679
Posted 17 October 2015 - 01:39 PM
Sandrah setup has been revisedThe mod does no longer automatically change Imoen to mage.
Instead, when talking to Imoen at Candlekeep you get a choice to select her as Mage, Mage/Thief or unchanged.
The two Mage options offer you large additional contents and quests for the Sandrah/Imoen team in your party. Unchanged leaves Imoen to whatever you have tweaked her to be or per default thief. There is no extra content for this option (i,e, the Henning, Longer Road to Bandit Camp and Orphanage quests are skipped, the Sandrah/Imoen frienship is minimized)
Of course this change can only be applied to new games.
And you can't enable those back by, say checking if Imoen's mage class is say level 5 ? What happens if the mage Imoen duals to be a thief at level 2 ? Or say make her take the dual at level 12, and make her an Eldritch Phantom at the same time. ...
It could actually add content to the dualed Imoen, as in, yet to re-gain the thief abilities back Mage Imoen. Just the same Imoen that the mage starting Imoen is. ... principally. Even if the story is a bit different in your mind.
Edited by The Imp, 17 October 2015 - 01:53 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#680
Posted 17 October 2015 - 01:51 PM
Sandrah setup has been revisedThe mod does no longer automatically change Imoen to mage.
Instead, when talking to Imoen at Candlekeep you get a choice to select her as Mage, Mage/Thief or unchanged.
The two Mage options offer you large additional contents and quests for the Sandrah/Imoen team in your party. Unchanged leaves Imoen to whatever you have tweaked her to be or per default thief. There is no extra content for this option (i,e, the Henning, Longer Road to Bandit Camp and Orphanage quests are skipped, the Sandrah/Imoen frienship is minimized)
Of course this change can only be applied to new games.
And you can't enable those back by, say checking if Imoen's mage class is say level 5 ? What happens if the mage Imoen duals to be a thief at level 2 ?
It could actually add content to the dualed Imoen, as in, yet to re-gain the thief abilities back Mage Imoen. Just the same Imoen that the mage starting Imoen is. ... principally. Even if the story is a bit different in your mind.
There are a vast number of ways to play through the game - you can leave Imoen out of the party at all or pick her up sometime in the game etc, etc,
My mod has continuous quests that run for a long time over the game - Imoen starts when you visit the shop at Nashkel and runs all through Bandit Camp, Cloakwood, access to Baldur Town and Return to Candlekeep. She may leave and rejoin you somehere in between or she may dual class or whatever.
The story between her and Sandrah starts with Tarnesh even.
I do not think this situation is so unique - there are quite a number of quests or NPCs that have such a window of opportunity and if you miss that point you missed the quest. Life goes on afterwards. The game is full of options and you can never do them all in one playthrough.
You can always decide to try something new the next time you start a new game.