Not positive this is the right forum of the three, but I think what I am discussing counts as a tweak more than anything else.
One of the things that frustrates me about this game from a story perspective is that the arbitrary party size of six prevents getting all the fun story bits on one playthrough. In particular, I am thinking of Ravel's comments on the torments that plague each party member and the Fortress. Obviously, even if the engine could be modified to support a party of eight, this would destroy all game balance, so I would not consider that a solution. I do wonder if we could have a tweak, however, that would let us experience all this content on a single run.
First, Ravel's maze. The scenario I envision goes something like this: if a PC has been in your party in the past, Ravel will comment on that PC's torment even if he or she is not there. Ditto for her comments asking what you think of your companions. Now, some of these exchanges trigger responses from the party, so I suppose it would also be necessary to have the game take into account who is currently with you and only trigger the responses for PCs that are present.
As for the fortress, I was thinking maybe all the death cut scenes could play no matter your party makeup and that everyone could likewise be rezed at the end. I would not envision changing the whole Vhailor/Ignus thing at all, just whether you see the rest of the party die and being able to rez them later.
Not a programmer so I do not know if the above would be possible or worth the effort, but to me at least, it would make the story more satisfying. Curious to hear your thoughts.
Indrian
Member Since 03 Jan 2009Offline Last Active Jul 08 2009 02:28 PM
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Musings on Party Size Limit
29 June 2009 - 08:44 AM
Thoughts on the mod
03 January 2009 - 08:11 PM
I am a long time Torment fan that just discovered these mods the other day and am amazed at the work that has gone into them to make a great game even better. Just wanted to offer my thanks to the authors and post a couple of suggestions/things I have noticed so far in my playthrough.
First, I was pleased to see that the expanded Morte introduction was included and that most of the inconsistencies from the restoration pack such as the different language for the tattoo were resolved. I personally take issue with the journal entry the intro adds, however. It leaves the player with essentially two introductory entries that have the same basic idea of, I lost my journal and am starting a new one, which comes across as awkward. Furthermore, this entry is added before the dialogue between TNO and Morte in which Morte actually suggests starting a journal. I used nearinfinity to take out the added journal entry from the restored intro and think this would be a good thing to do in UB, but this does come down to personal preference rather than being an actual fix per se.
Second, I was also glad to see the candlestick quest was implemented without the funky neon characters. One flaw with this quest, however, is that if you die in the tomb, you respawn in the tomb, which can lead to a quite painful endless loop of dying if one is unprepared. A new respawn point would seem in order.
Third, I personally find it odd that Emoric's quests do not give journal entries. I realize that giving these quests jorunal entries would be creation of new marterial rather than restorations and that this is not a big deal in the grand scheme of things at all, but I just thought I would point it out.
Finally, I was just curious if you had given any thought to creating new material for underused characters like Old Coppereyes or adding new subquests to Curst that have no bearing on the plot or lore but make the area feel less rushed. I realize this is beyond both your stated goals and the current scope of the project, but notice you are already beginning to go that direction a little bit with the expanded truth content and potentional Amulet of Yemeth expansion.
Once again, your mods are amazing, and I thank you for enriching an already wonderful game.
First, I was pleased to see that the expanded Morte introduction was included and that most of the inconsistencies from the restoration pack such as the different language for the tattoo were resolved. I personally take issue with the journal entry the intro adds, however. It leaves the player with essentially two introductory entries that have the same basic idea of, I lost my journal and am starting a new one, which comes across as awkward. Furthermore, this entry is added before the dialogue between TNO and Morte in which Morte actually suggests starting a journal. I used nearinfinity to take out the added journal entry from the restored intro and think this would be a good thing to do in UB, but this does come down to personal preference rather than being an actual fix per se.
Second, I was also glad to see the candlestick quest was implemented without the funky neon characters. One flaw with this quest, however, is that if you die in the tomb, you respawn in the tomb, which can lead to a quite painful endless loop of dying if one is unprepared. A new respawn point would seem in order.
Third, I personally find it odd that Emoric's quests do not give journal entries. I realize that giving these quests jorunal entries would be creation of new marterial rather than restorations and that this is not a big deal in the grand scheme of things at all, but I just thought I would point it out.
Finally, I was just curious if you had given any thought to creating new material for underused characters like Old Coppereyes or adding new subquests to Curst that have no bearing on the plot or lore but make the area feel less rushed. I realize this is beyond both your stated goals and the current scope of the project, but notice you are already beginning to go that direction a little bit with the expanded truth content and potentional Amulet of Yemeth expansion.
Once again, your mods are amazing, and I thank you for enriching an already wonderful game.
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