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Idea - Changing item locations


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Firstly, is the above possible, or even in the scope of the bg2 tweak mod?

 

It would make the game more exciting and unpredictable if the locations for some of the more powerful, i.e. unique, items would change every playthrough.

 

Just wondering if anyone has any thoughts on this - I do think Improved Anvil states this as one of its major features, but i haven't tried that mod since I don't like the sound of much else in that mod tbh...still, this was very tempting!

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It's on my long-term to-do list for SCSII. It wouldn't actually take long to code - the difficult bit is deciding which items to swap around. (I think it would be easier to do at install time - the alternative involves a lot of script hackery.)

 

The first mod to do this is actually Weimer's IWD2-ease-of-use mod.

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It's on my long-term to-do list for SCSII. It wouldn't actually take long to code - the difficult bit is deciding which items to swap around. (I think it would be easier to do at install time - the alternative involves a lot of script hackery.)

 

The first mod to do this is actually Weimer's IWD2-ease-of-use mod.

 

Yes, I have no idea how this would be implemented and what are the restrictions that might be imposed due to coding limitations, but i guess a few different options of what level of randomness a player wants may be provided at install time? (e.g. the option choosing for smarter mages say, DavidW, where you choose out of 3 - or none).

 

Obviously some things, like locations flail of ages heads should not be changed, but i'm sure things such as this are obvious to all.

 

Maybe if a pool of items that are powerful along with powerful monsters was created and these would switch between them every game.

 

What would also be interesting is if items such as the horn of valhalla might be moved to either a merchant or carried by a monster; I always found it odd to go into that random, derelict and decrepit house next to a fishmonger...no roleplay reason whatsoever to do that...but anyways, items should not be moved to other random buildings since who can be bothered searching them all....

 

Anyways, just some fairly obvious ideas, i might check out Westley's mod then and see how its done.

 

I think Macrage also did something like for BG1 recently, along with his new tutu release?

 

Glad to see interest in this.

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Ah, but you could move the bits and pieces of the FoA around, but you'd have to do it inside the keep itself. And there are other items in the golem room that could be moved anywhere at all, like the Elven Court Bow.

 

I like the idea of this.

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Ah, but you could move the bits and pieces of the FoA around, but you'd have to do it inside the keep itself. And there are other items in the golem room that could be moved anywhere at all, like the Elven Court Bow.

 

I like the idea of this.

 

Exactly the kind of thing i had in mind; it would make each playthrough even more refreshing than just the plethora of mods people always add to enhance the experience.

 

Anyways, seems there is little to no activity in most mods on this site, so could be a while.

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Don't know what you mean about "little or no activity". Most of the modders here are working actively on projects, although some of them are for NWN2 :D . But Wheels of Prophecy and Full Plate and Packing Steel have been released quite recently, and Keeping Yoshimo, Aran Whitehand, and others are coming along nicely. All right, it isn't a new mod every week, but some of the projects are rather large.

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How about randomizing trap locations as well? After beating the game 20x one can easily remember the location of every single trap in the game.

 

Something like this has already been done for a flesh golem cave in BGT tweak pack and one can even choose whether to have traps randomized per game or per installation. Here's the description from readme:

 

Random activated traps in the pirate cave: Ever thought that tromping around in the cave guarded by Sil’s and her sirines was too easy? This component randomly activates existing inactive traps so that you will never know what to expect each time you re-install this component, unless your stupid thief disarms them all! Note that this component will have no effect if you load a save game where you had already visited the pirate cave before. There are two options for this component:

 

- Install-time randomisation: Different traps are set every time you re-install this component

 

- Game-time randomisation: Different traps are set every time you first enter the pirate cave in your game

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How about randomizing trap

It's in principle doable, but would be a rather horrible amount of work. You'd have to look at every relevant area map in the game, choose a half-dozen new possible trap areas on that map, record the vertices of each of them, then patch them all into the area file and write either install-time code or area script code to randomly activate some of them.

 

The patching and code-writing could be automated, and wouldn't be too horrible. The deciding on the traps' locations couldn't be, and would.

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