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Level1NPCs Alpha Testing


cmorgan

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I did another quick test run with the latest build. Looking pretty good, just some minor things. You have NPC groups displayed in order as ToB, BG1 and SoA. Maybe BG1, SoA, ToB would make more sense. It would be great if the WeiDU log could track the class/kit you assigned to each NPC but I dunno if that's possible.

 

I made Ajantis a fighter/mage/cleric with a barbarian kit. Not sure how I feel about being able to do this as it breaks all sorts of rules (only demihumans can be multiclassed for starters). I suppose it'd be a pain to code in all the rules necessary to enforce anything, and the lack of restriction may have its advantages, as long as you don't do stupid stuff like this (and it's in the readme, so... yeah). But anyway... I noticed all the Ajantis CREs, even the ones supposed to be 4th and 6th level are level 1 (maybe this is intentional - hence the Level 1 NPCs) with 4 HP. Also he seems to be getting the mage saving throws, when some of them should be the cleric values. The 2e PHB says a multiclass character uses the best saving throws from his various classes, so you can mix and match (I looked at Quayle's unmodded file to confirm this). His items seem to be ok.

 

One thing I noticed is you can't assign fighters more than 2 proficiency slots. They should be able to assign up to 5, at least pure fighter types. Multis are restricted to 2 but there's a Tweaks component for this (Multi-Class Grand Mastery), so maybe check to see if it's installed (dunno how it works if this mod goes in first). Or you could just include that option within the mod.

 

I made Alora a fighter/thief and gave her a katana proficiency. She has an inventory item of _SW1H43 which is invalid - BG1 didn't have katanas so you have to use the BG2 value (SW1H43). Cam would probably jump in here and say no one should start off with a katana because they're rare on the Sword Coast (but if you're proficient with it, you must've had one, so... whatever ;)). She also has _LEAT01 in her inventory rather than wearing it.

 

Made Kagain a barbarian. His saving throws look a bit wack to me (9 11 15 17 12). Dunno if they're different for barbarians or dwarves or what. I thought they used the fighter saves (which he has by default - 14 16 15 17 17). He has battle axes and throwing axes in both his weapon and inventory slots (2 of each).

 

Speaking of barbarians:

For the next version (Beta1 ?), added some junk to skip the legion of duplicate kits added by Refinements. Still need to figure out why Refinements is trying to set Barbarians to 0x401f in kit.ids with a patch that won't work on modded installs, and what I need to do about that.
Did you find out anything about this? EasyTutuNPCKits uses the same value 0x401f for barbarian.

 

Also I tried the fj_cre_check again and got the same errors, but it might be the same build - don't know if you uploaded a new one.

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Thanks for the lookover. I'm taking a modding break for a few days while I sleep off some overwork and illness, but I want to have beta 1 ready to go when the Bigg releases WeiDU 199, so I'll whisk through the code again today :D

 

I did another quick test run with the latest build. Looking pretty good, just some minor things. You have NPC groups displayed in order as ToB, BG1 and SoA. Maybe BG1, SoA, ToB would make more sense. It would be great if the WeiDU log could track the class/kit you assigned to each NPC but I dunno if that's possible.

Different display order, no problem. WeiDU log - no, not possible without a subcomponent for every class/kit combination. I could rewrite it, but it'd be much longer and it's already huger than I'd like. It'll show up in the debug log - about the best I can do without huge bloat.

 

 

I made Ajantis a fighter/mage/cleric with a barbarian kit. Not sure how I feel about being able to do this as it breaks all sorts of rules (only demihumans can be multiclassed for starters). I suppose it'd be a pain to code in all the rules necessary to enforce anything, and the lack of restriction may have its advantages, as long as you don't do stupid stuff like this (and it's in the readme, so... yeah).

It's not difficult to code at all and would just require commenting out about 24 lines and adding a race check. I still would rather not ;) The ironic bit is that the game handles kits for multiclasses more correctly and stablely than it does for dual-classes, yet it's the multis that are illegal unless you're a gnome ;) Allowing Aerie to be a Cleric of Baervan/Mage or a Cleric/Illusionist just makes too much sense for me to want to remove that functionality.

 

But anyway... I noticed all the Ajantis CREs, even the ones supposed to be 4th and 6th level are level 1 (maybe this is intentional - hence the Level 1 NPCs) with 4 HP. Also he seems to be getting the mage saving throws, when some of them should be the cleric values.

Level one, absolutely. Experience doesn't change, so you can level them in game as you like and not be stuck with Minsc the Scissorhappy throwing points into blunt weapons for no reason. Should be six base hitpoints for F/M/C multiclasses, I'll take a look. Code's already in place to use the best the saving throw value for multis - let me check to make sure I've not done something dumb like read the wrong class for F/M/Cs: they should have cleric's save versus death.

 

One thing I noticed is you can't assign fighters more than 2 proficiency slots. They should be able to assign up to 5, at least pure fighter types. Multis are restricted to 2 but there's a Tweaks component for this (Multi-Class Grand Mastery), so maybe check to see if it's installed (dunno how it works if this mod goes in first). Or you could just include that option within the mod.

That's bad. What kind of pure fighter did you create that couldn't put five stars in an allowable weapon. I know I checked all of the fighter variants last run-through and they worked, so something is elusively broken now ;)

 

Weapon proficiency assignment is handled by reading from the relavent .2da files - there's nothing additional to do there and it ought to be reflecting any mod that's already installed (and until the Bigg implements PROGNOSTICATE_USER_CHOICES, there's nothing to be done about stuff going to be installed afterwards). I did however recently write a silly psuedomod that messes with weapon proficiency assignment - I guess I could just include that as an optional first component.

 

 

I made Alora a fighter/thief and gave her a katana proficiency. She has an inventory item of _SW1H43 which is invalid - BG1 didn't have katanas so you have to use the BG2 value (SW1H43).

 

No breakable katanas in Tutu, didn't know, will fix, thanks :D

 

 

Cam would probably jump in here and say no one should start off with a katana because they're rare on the Sword Coast (but if you're proficient with it, you must've had one, so... whatever :love:).

 

I'm not going to forbid less-often used proficiency types. Maybe I'll just make up a _sw1h43 that's a bokken with penalties, and breakable, and after it breaks you don't get another and are sad. Or not ;)

 

 

She also has _LEAT01 in her inventory rather than wearing it.

 

Fighter//\(Thief\|Mage\|Mage//Thief\|Mage//Cleric\) leave the armor they get unequipped so as not to mess with their special abilites. It's how Bioware did it (mostly) so I probably won't change this.

 

 

Made Kagain a barbarian. His saving throws look a bit wack to me (9 11 15 17 12). Dunno if they're different for barbarians or dwarves or what. I thought they used the fighter saves (which he has by default - 14 16 15 17 17). He has battle axes and throwing axes in both his weapon and inventory slots (2 of each).

 

Dwarves get a constitution based improvement to their saving thows, and Kagain has all of the constitutions. His .cre file is incorrect if it doesn't reflect this (in tutu at least, though I thought there was a savecndh.2da in BG1 also.) Look for a huge saving throw improvement in vanilla tutu the first time he levels up ;)

 

Should have been only one stack of throwing axes though. I might've forgotten to fix that in the uploaded version, will check.

 

 

Did you find out anything about this? EasyTutuNPCKits uses the same value 0x401f for barbarian.

 

A <CHARNAME> created as a barbarian will only ever have 0x00004000 in the kit field, which scripting triggers will read as 0 after skipping the lower word. This is hardcoded, 0x401f just does not work. The author of that particular bit of Refinements is retired, so there's not much for Bigg to do there. In any case, don't use this, only use 0x0000 or 0 or something - otherwise you're replacing one scripting-invalid value with another ;)

 

 

Also I tried the fj_cre_check again and got the same errors, but it might be the same build - don't know if you uploaded a new one.

 

If it stopped with an error, yeah it's an old build (erm, I hope? Maybe?).

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Hi Nythrun,

 

I downloaded and tried your mod out of curiosity and came across a couple of things

 

When trying to assign Kivan the Archer kit, I was only able to assign him proficienices as if he were a beastmaster.

 

I'm not sure whether the alpha is currently supposed to be compatible with other mods, but I'll mention this anyway. I'd forgetten to uninstall Song and Silence, and it really didn't like whatever it had done to bards. I couldn't do anything with either Garrick or Eldoth and it wouldn't let me change Safana into a unkitted bard either.

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Thanks ;)

 

It's designed to be compatible with anything up to a total conversion - if you're not getting the option to change some of the NPCs it means I guessed the wrong filenames for them.

 

Guess I'll order BG1 today - I was going to hold off on that since I've no time to play it, but for once it's actually true that someone needs to buy a game for research.

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Or you could just ask me.. though you may want to get it, just so you can try Tutu ;)

 

BG1 NPC List of .cres follows:

AJANTD.CRE //no clue here
AJANTI.CRE
AJANTI4.CRE
AJANTI6.CRE
ALORA.CRE
ALORA6.CRE
CORAN.CRE
CORAN5.CRE
DYNAHE.CRE
DYNAHE2.CRE
DYNAHE4.CRE
DYNAHE6.CRE
EDWIN.CRE
EDWIN2.CRE
EDWIN4.CRE
EDWIN6.CRE
ELDOTD.CRE //no clue here
ELDOTH.CRE
ELDOTH5.CRE
FALDOR.CRE
FALDOR5.CRE
GARRIC.CRE
GARRIC2.CRE
GARRIC4.CRE
GARRIC6.CRE
IMOEN.CRE //candlekeep cutscene, I believe
IMOEN1.CRE
IMOEN2.CRE
IMOEN4.CRE
IMOEN6.CRE
JAHEIR.CRE
JAHEIR2.CRE
JAHEIR4.CRE
JAHEIR6.CRE
KAGAIN.CRE
KAGAIN2.CRE
KAGAIN4.CRE
KAGAIN6.CRE
KHALID.CRE
KHALID2.CRE
KHALID4.CRE
KHALID6.CRE
KIVAN.CRE
KIVAN4.CRE
KIVAN6.CRE
MINSC.CRE
MINSC2.CRE
MINSC4.CRE
MINSC6.CRE
MONTAR.CRE
MONTAR2.CRE
MONTAR4.CRE
MONTAR6.CRE
QUAYLE.CRE
QUAYLE4.CRE
QUAYLE6.CRE
SAFANA.CRE
SAFANA4.CRE
SAFANA6.CRE
SHARTD.CRE //no clue here
SHARTE.CRE
SHARTE4.CRE
SHARTE6.CRE
SKIE.CRE
SKIE6.CRE
TIAXD.CRE //no clue here
TIAX.CRE
TIAX4.CRE
TIAX6.CRE
VICONI.CRE
VICONI4.CRE
VICONI6.CRE
XAN.CRE
XAN4.CRE
XAN6.CRE
XZAR.CRE
XZAR2.CRE
XZAR4.CRE
XZAR6.CRE
YESLID.CRE //no clue here
YESLIC.CRE
YESLIC.CRE

 

wait a minute...

The ironic bit is that the game handles kits for multiclasses more correctly and stablely than it does for dual-classes, yet it's the multis that are illegal unless you're a gnome
does this mean that I can SK my darned Half-Elven Fighter/Mage into a Fighter/Invoker and it will work? (Y'know, somehow I can explain what steps to do in order to get a class change or level-up from 0, etc. with SK, but never did figure out what was legal/workable by the game engine - go figure :D )
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Sure - my last PC was a human Fighter/Wildmage/Thief. If anything it was less powerful than the kitless version, but it's funny to the easily-amused :D

 

You can have one kit active at a time, if you change kits via AddSuperKit() in game the old kit abilites will not be removed but will not level up anymore. Dual classes who have a kit in their second class will lose the abilities but not the restrictions one fine level-up. Dual classes who have a kit in their first class will sometimes gain abilities from their first class's kit while leveling the second. It's a big dumb mess ;)

 

Already ordered BG1, but thank you ;) (that's coffee in them there mugs) - I'll need to scope out the Tutu and BGT changes to the resrefs and script names, as this mod isn't for plain BG1 :D It's kind of odd that I could have picked up four copies of Kotor II for the same price as BG1 - maybe I'll actually sit down and play a game one of these days.

 

I should also like to apologize for generally poor grammar and spelling of the preceeding posts. I am so medicated.

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Nythrun: Eek! Gimme! In this city, kotor 2 for pc is nowhere to be found even at specialist and used-game stores... while the xbox version is everpresent. Grr.

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aaaahh.. so I can do it, but I can't keep the levelling correct without constant adjustment, right? Hmmm... have to think about that. I like immersion, so I guess I had better just stick to vanilla ;)

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Forgive my bleary haze please, but if your half-elven fighter/mage is a multiclass, you can just change the kit and go - you'll even get the extra memorizable spell per level automatically after leveling up once. If you want a Fighter dual classed to Invoker then things get trickier (really, you need to change kits midstream and have a dummy fighter kit with the invoker unusability flag).

 

$12.99 on Amazon, why not? I don't like Star Wars, but Kotor I was okay. You can probably have the discs once it's installed, I doubt I'll ever start the game and would be more likely to stick my grubby mitts into modding it if it even leaves the packaging ;)

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does this mean that I can SK my darned Half-Elven Fighter/Mage into a Fighter/Invoker and it will work?
Yeah, you can have one kit regardless. That's not all that strange really - as Nythrun says, it's how it works for gnome cleric/illusionists and whatnot. I actually don't mind having that option... for demihumans. It's allowing it for humans that makes me edgy - they should get only dual class options (or single class in this case, since they're level 1 NPCs).
One thing I noticed is you can't assign fighters more than 2 proficiency slots. They should be able to assign up to 5, at least pure fighter types...
That's bad. What kind of pure fighter did you create that couldn't put five stars in an allowable weapon. I know I checked all of the fighter variants last run-through and they worked, so something is elusively broken now :D
I just tried it again by making Khalid a regular fighter. Which he is by default I think, but anyway... it only gives me 2 slots for everything except Two Weapon Style has 3. And when I try to go over that, I fail at life. ;)
I'm not going to forbid less-often used proficiency types. Maybe I'll just make up a _sw1h43 that's a bokken with penalties, and breakable, and after it breaks you don't get another and are sad. Or not ;)
Might make sense for a starting weapon. I'm kind of doing that for a reduced-cheese remake of Lost Items. Only it's not breakable and I'm calling it a Dao or something (a Burmese sword very similar to though not as impressive or damaging as the uber-Katana).
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Another test run focusing on mages as opposed to fighters. Noticed a typo on sorceror (should be sorcerer - I always get that one wrong too). Might want to autoskip the 'select a kit - 0' for non-kittable classes if that can be done easily.

 

Perhaps you could disallow weapons for which the NPC would not have sufficient STR to wield the vanilla versions. It bugs me how Quayle has a useless mace proficiency in Tutu - he should really have quarterstaff or something. He has a flail in normal BG1, which isn't any better (except BG1 ignores STR requirements).

 

So I made Quayle a cleric/necromancer and gave him quarterstaff. Saving throws are 10 8 13 15 9. He only has an above-average INT and DEX, so I'm showing the saves should be 10 11 13 15 12. Staff is in his inventory, not wielded. He has no spells memorised and the number of memorisable spells seems low (1 each). Maybe we are waiting for WeiDU 199 for this? How are you determining animation for multis? He gets cleric by default, and this gives him the mage animation.

 

Shouldn't Khalid have his mage-generalist kit set to 0x0 if he's not a mage, or should this also be set for trueclass non-mages? Same goes for Kivan as sorcerer. On most, maybe all NPCs, there looks like a hosed effect on him that gives an AC modifier against all weapons of -9? And some garbage values in the resource names. Is this normal? Kivan also has a dither effect (114) with a garbage resource. I got to pick 1 spell for him - don't sorcerers (and specialty mages) get 2 at 1st level?

 

Edit: Oh, I also think Khalid had a healing potion in his inventory which is gone now. Also, Khalid as wizardslayer gets to assign up to 5 proficiency points, so I guess some fighter kits work and some not.

Also I tried the fj_cre_check again and got the same errors, but it might be the same build - don't know if you uploaded a new one.
If it stopped with an error, yeah it's an old build (erm, I hope? Maybe?).
Mind pointing me toward the latest version so I can rip that apart too? ;) Cheers.
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Another test run focusing on mages as opposed to fighters. Noticed a typo on sorceror (should be sorcerer - I always get that one wrong too). Might want to autoskip the 'select a kit - 0' for non-kittable classes if that can be done easily.

 

Typo noted, thanks. There are no unkittable classes (except for wildmages and barbarians, which are already kits :D ) I should probably disable barbarians from being multiclasses (thought I'd done that already, actually) but you can make sorcerer and fighter/thief kits just fine, you're just not allowed to select them for a PC during chargen.

 

 

Perhaps you could disallow weapons for which the NPC would not have sufficient STR to wield the vanilla versions. It bugs me how Quayle has a useless mace proficiency in Tutu - he should really have quarterstaff or something. He has a flail in normal BG1, which isn't any better (except BG1 ignores STR requirements).

 

Quayle's not the only one with this problem, yes. I can add this (it'll take some doing, and some more work to double check that Ashes of Embers or something that alters the stat requirements isn't in place) if you'd really like it.

 

 

So I made Quayle a cleric/necromancer and gave him quarterstaff. Saving throws are 10 8 13 15 9. He only has an above-average INT and DEX, so I'm showing the saves should be 10 11 13 15 12. Staff is in his inventory, not wielded. He has no spells memorised and the number of memorisable spells seems low (1 each). Maybe we are waiting for WeiDU 199 for this? How are you determining animation for multis? He gets cleric by default, and this gives him the mage animation.

 

Intelligence and dexterity don't matter, constitution does - gnomes start getting a a bonus to Wands and Spells at a con of six. Bribery for playing the unpopular races - halflings get this also ;) Staff (and all two handed weapons) go into inventory to prevent crashes ala the Anomen wields a crossbow component of AoE. Again, it's something that can be changed, but not easily.

 

 

Shouldn't Khalid have his mage-generalist kit set to 0x0 if he's not a mage, or should this also be set for trueclass non-mages? Same goes for Kivan as sorcerer.

 

Doesn't matter, really. I've used 0x40000000 so that scripting will work, but almost none of the .cres you find in game use this value (instead using 0 for no kit/trueclass).

 

 

On most, maybe all NPCs, there looks like a hosed effect on him that gives an AC modifier against all weapons of -9? And some garbage values in the resource names. Is this normal? Kivan also has a dither effect (114) with a garbage resource.

 

Sounds pretty hosed, and I'll probably have to see the tutu NPCs to figure this one out - it doesn't happen with the BG2 NPCs.

 

 

 

I got to pick 1 spell for him - don't sorcerers (and specialty mages) get 2 at 1st level?

 

Three per day, one known for sorcerers (unless I'm misremembering) The spell selection bit for regular mages is a relic of when I was going to let you pick everything in the spellbook by menu, which is already removed :D

 

 

Edit: Oh, I also think Khalid had a healing potion in his inventory which is gone now.

 

Is there some in game reason why he ought to have this? It's no trouble to add it back (similar things are done for Imoen) and I will, but I'm curious ;)

 

 

Also, Khalid as wizardslayer gets to assign up to 5 proficiency points, so I guess some fighter kits work and some not.

 

Sounds like an alpha 1 bug where the weapon proficiency variable was getting the wrong row read - got this one locally, but thanks ;)

 

 

Mind pointing me toward the latest version so I can rip that apart too? ;) Cheers.

 

Let me reupload the one I have on my harddrive then ;)

 

Okies, did that - I think I don't have a version with the routines as a separate macro anymore - but this one worked okay as regexp (I did check, first ;) )

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There are no unkittable classes (except for wildmages and barbarians, which are already kits ;) )
Really? So if I gave a sorcerer character an illusionist kit, what would happen - nothing? Are monks kittable?
I should probably disable barbarians from being multiclasses (thought I'd done that already, actually) but you can make sorcerer and fighter/thief kits just fine, you're just not allowed to select them for a PC during chargen.
Yeah... speaking of that... you're not going to like this cheesy idea, but... let's say I roll up Miloch as a barbarian but decide I really want him to be a barbarian/thief. Could I theoretically export him as a CHR (which I think is essentially a CRE file), get this to run on him, then import him as the savage, thieving git he really is?
Quayle's not the only one with this problem, yes. I can add this (it'll take some doing, and some more work to double check that Ashes of Embers or something that alters the stat requirements isn't in place) if you'd really like it.
It'd be nice if it's not too much of a hassle. Here's some AoE-detecting code I pinched from bigg or someone:

ACTION_IF ((FILE_EXISTS_IN_GAME ~j#swsoa.txt~)		   // SoA version of AoE (for BGT)
 OR (FILE_EXISTS_IN_GAME ~J#ToBAoE.txt~)				// Tutu version of AoE
 OR (FILE_EXISTS_IN_GAME ~j#sensibleweaponsmods.txt ~)) // mod-only version of AoE
THEN BEGIN

Though I dunno if there's a smarter way to detect just the conflicting components (so if I just installed the pit fighter kit, no conflict).

Intelligence and dexterity don't matter, constitution does - gnomes start getting a a bonus to Wands and Spells at a con of six.
Six? Do you know where this is documented? I'm not saying I don't believe you, I just couldn't find it anywhere.
Staff (and all two handed weapons) go into inventory to prevent crashes ala the Anomen wields a crossbow component of AoE. Again, it's something that can be changed, but not easily.
Not a big deal I guess, unless you give someone like Shar-Teel a two-handed sword and she's expected to defend herself with her bare hands before she joins the party.
Sounds pretty hosed, and I'll probably have to see the tutu NPCs to figure this one out - it doesn't happen with the BG2 NPCs.
It goes away when this mod is uninstalled.
Three per day, one known for sorcerers (unless I'm misremembering)
Oh, well... I don't know what the documented rule is or anything, but I created a sorcerer character and he got to pick two on startup (maybe INT is a factor, I dunno).
Is there some in game reason why he ought to have this? It's no trouble to add it back (similar things are done for Imoen) and I will, but I'm curious :D
Not that I know of offhand, but it seems likely enough he'd have one. Imoen having a wand (half the time I think - the other half she gets a shortbow or something) is on account of her light fingers (though I think this is implied rather than stated).
Let me reupload the one I have on my harddrive then ;) Okies, did that - I think I don't have a version with the routines as a separate macro anymore - but this one worked okay as regexp (I did check, first :D )
Ok, so mind pointing me toward the link? I got lost in the shuffle as to wherever it was originally.
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Really? So if I gave a sorcerer character an illusionist kit, what would happen - nothing? Are monks kittable?
Nothing, but if you make an illusionist kit that has sorcerer (0x13) as its parent class rather than mage (0x2) and you assign it, it'll work. Extra spell slots are hardedcoded into the mage class, so you'd have to add them via clab.

 

 

Yeah... speaking of that... you're not going to like this cheesy idea, but... let's say I roll up Miloch as a barbarian but decide I really want him to be a barbarian/thief. Could I theoretically export him as a CHR (which I think is essentially a CRE file), get this to run on him, then import him as the savage, thieving git he really is?
It's not that it's too cheesy, it's that the hitpoints will be wrong - and it's not really fixable. This won't work on .chr files at the moment (it matches only files with the .cre extention, and .chr files have an extra header at the beginning that lists the .chr's name).

 

 

It'd be nice if it's not too much of a hassle. Though I dunno if there's a smarter way to detect just the conflicting components (so if I just installed the pit fighter kit, no conflict).
I'd actually have to read the stat requirements out of a basic .itm and compare them to the creature stats and revise the proficiency menu based on any additional restrictions. AoE also adds dexterity requirements...the danger here is that npcs with poor physical stats may not qualify for enough weapons to spend all of their proficiency slots (Beastmasters in particular) so there has to be some kind of solution where the points can be spent on weapons you can't use anyway, but only when you run out. Let me think about it a bit :D

 

 

Six? Do you know where this is documented? I'm not saying I don't believe you, I just couldn't find it anywhere
I don't think this is documented anywhere ;) Check savecndh.2da for halflings and dwarves and savecng for gnomes for the values the engine uses in BG2.

 

 

Not a big deal I guess, unless you give someone like Shar-Teel a two-handed sword and she's expected to defend herself with her bare hands before she joins the party.
Point taken. I'll rewrite this.

 

 

It goes away when this mod is uninstalled.
I ordered next day air, so I should be able to get my hands on the .cre in question shortly.

 

 

Oh, well... I don't know what the documented rule is or anything, but I created a sorcerer character and he got to pick two on startup (maybe INT is a factor, I dunno).
No stats influence sorcerer spellcasting. Two spells at level one it is then!

 

 

Not that I know of offhand, but it seems likely enough he'd have one. Imoen having a wand (half the time I think - the other half she gets a shortbow or something) is on account of her light fingers (though I think this is implied rather than stated).
May I rephrase ;)? Do you think that BG1 fighters should get a healing potion no matter who they are, or that Kivan should get a healing potion no matter what he is? Either way is fine.

 

First post here.

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May I rephrase ;)? Do you think that BG1 fighters should get a healing potion no matter who they are, or that Kivan should get a healing potion no matter what he is? Either way is fine.
It probably wouldn't be that unbalancing, but then we'd get into things like Yeslick having a potion when he should have nothing as a prisoner. So I'd leave whatever non-weapon/armour items they had originally. For potions, that'd be heals on Xzar, Montaron and Khalid and invisibility on Jaheira (according to Dudley anyway). And oil of speed on Montaron and Imoen. I guess the reason here is you can get all those NPCs early. The PC can buy whatever anyone else needs, with all that fat cash ill-gained from thieving Beregost dry, etc.
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