But... but... but the first lethal encounter out of the blue right after leaving Candlekeep! The shock, the sweat, the first understanding of the roughness of the world the PC was thrown into! You want to change *that*?
On a serious note: it's great to see people working on their mod ideas. Modding BG is great fun, and highly addictive. You've been warned.
I completely appreciate that it's the first 'real' encounter in BG and for new players, it's an essential part of setting the atmosphere. However a couple of problems I have are that Tarnesh isn't stupid - there are guards everywhere and he's literally standing in the entrance to the only Inn in miles. What does he expect after he's killed you if the guards are already willing to attack him? I have some alternate outcomes planned, as I've mentioned. I like the creative writing challenge and my main focus will be keeping the tone consistent in emulating the dialogue style. I went a bit overboard and was thinking 'If Tarnesh knows you're smarter than him, you can fail a check if you have high intelligence and he'll risk taking you out now as he knows if you have time to plan then he might be at risk'. Silly stuff but I'll see how it plays out, if I can write it well enough.
And haha, yeah I was reformatting my PC recently and going through my notepad+, had a dozen or so .d files still open in it...worked in a call centre back then and had the WeiDu readme opened in my browser for months. It's really interesting stuff.
What exactly do you mean with dialogue options. If you mean the so-called player initiated dialogue (PID) then making it compatible with other mods that add one of those is either complicated or not likely (e.g. BG1NPC adds PIDs for all BioWare NPCs in BG1). This doesn't mean you couldn't make your own version, of course. The player would have the choice.Okay, so to clarify PID is the dialogue tree you get when talking to an NPC, both joinable and non-joinable? Would it be a good idea to 'build' on BG1NPC project and then remove the underlying layers for the sake of compatibility? I'm mainly interested in non-joinable NPC dialogue, if there is a difference.
If you mean additional dialogues the NPC starts, then compatibility would more be in terms of content-wise, but for scripting it would be easier. If you mean interjections into existing game character dialogues, making it compatible technical wise is easy but the question is always on the content side if other mods add interjections for existing NPCs, too.
I've got no interest in interjections at the moment, I'm not confident enough to effect the flavour of enduring characters, just individual encounters. Though I suppose for immersion and consistency I'd have to amend or add some interjections if I change anything big.
<blockquote class="ipsBlockquote">2)If you mean checking whether an NPC has an item in the inventory or even equipped, it is possible to do that.
EDIT~I think it chopped off the last part of my post for some reason?
I was expressing lots of gratitude, just about to hit bed but will update later. Cheers pal!