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a wealth of possibilites for item crafting in Tutu


Lemernis

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First I want to apologize in advance for my penchant for grand, sweeping mod ideas that I, personally, have no ability to implement. But I still wanted to share my thoughts should it inspire anyone.

 

I developed these ideas from a combination of 1) my experience as former Head Dungeon Master of a NWN persistent world server (for the BG1 server region, incidentally) where we did a lot of RPed item crafting/quests, and 2) now currently playing with the BG1 NPC Banter Pack which gives Xzar two items to craft, and the Herbs and Potions Add-ins. Both those Tutu mods add a fun new crafting element to the game.

 

So here's my brainstorming for expanding the general principle of item crafting in BG1Tutu. I recognize this would be an extraordinary amount of work, and as a non-coder I could only contribute in non-coder ways. But if it is within the realm of doable, and perhaps not as difficult as it might first appear, it figures to open up a tremendous amount of new content using many already implemented quests within the game.

 

Guidelines for crafting of magical items

 

* a wide variety of component items may be used to complete any particular crafting recipe--almost any item in the game

* only 'excellent' quality weapons, or objects made of mithril or otherwise rare materials (eg, adamentine) are suitable for enchantment

* some items require multiple enchantment rituals to complete, i.e., stage 1, stage 2, etc. Moreso for higher level items. For example, an item may require enchantment by a priest of a particular deity, as a prerequisite for a mage's enchantment

* in some cases, minor crafted items may be components for other more powerful crafted items

* a percent chance that the enchantment ritual will fail!

* a one time only percent chance that the item may after a variable number of days or uses may become cursed (maybe requiring a mini-quest to remove--and this could include one that is already in the game)

 

Additional features

 

* create valid reasons to go into many of the homes throughout the gameworld by placing component items in those homes (in some cases in the NPCs inventory), or as rewards for existing quests from their residents

* add conversations to existing NPCs found throughout the game's taverns, inns, stores, and other suitable locations (Hall of Wonders, Sorcerous Sundries, Thief Guild, etc.) that provide clues as to where various crafting components might be found.

* adds new NPCs

 

Some of the more mundane components, especially if they are custom made, such as herbs, can simply be salted in places that typically go overlooked throughout the game. Add some of them to the containers found in dungeons, i.e., Ulcaster, Firewine, Candlekeep Catacombs). Other components can be placed in heavily trapped and enchanted (opening it may summon an ettin or something) containers in the homes of wizards, or prominent city officials and citizens.

 

But also, place many of the component items directly on characters. They can be pickpocketable of course, but in many cases such a thing will be highly dangerous (often lethal) to attempt.

 

In some private homes, replace residents with mage NPCs (edit them into mages). But again, component items can include a wide variety of things. So in other homes add prominent NPC members of the community who might have some exotic import item from another land that is of value to a crafter. Eg., members of the Mechant League, Seven Suns, Iron Throne, etc. Perhaps include other organizations mentioned in the canon sources. Make some of these NPCs among the ones detailed in Volo's Guide to the Sword Coast. (Eg, add Felogyr's Fireworks, and so on).

 

On the streets where folks are sitting around in circles on crates, make these BG city's fabled 'cobble parties' where information on component items and locations of their owners can be gained.

 

Add a town crier who can give you the skinny on all these new NPCs.

 

Some of the component items can be quest items that currently have no monetary value and typically are discarded. Things like Andris' Journal and Dradeel's cook book could be used.

 

Imho here is the best part:

 

In order for the party to obtain the desired component item, these new NPCs will direct the party to complete minor sidequests that are already in the game!

 

Eg, Lonthalin Mintar, a canon "minor mage" found in "the Wide" (the tents in the center of town), agrees to craft an item for you. But the recipe requires that you obtain a component item from Nadine, a commoner resident of the BG city's SE district. Nadine, in turn, requires you to complete her quest. As a secondary reward Nadine gives you the desired component item, which you take back to Lonthalin.

 

This creates a valid reason for entering private homes. Accordingly, unlock the doors of those homes--for the most part, anyway. Some should remain locked, obviously, such as the ogre mage house in the docks district. But otherwise, if someone is home and a relatively responsible citizen, don't make the party break in to visit them.

 

In some cases the NPC may not demand completion of a quest. He may simply offer to sell the component for an exorbitant price. Or...

 

...he may barter to give it up in in exchange for an extremely valuable item already in the game.

 

Component items can include things like the Claw of Kazgaroth, the Nymph cloak, the Golden Pantaloons. Even Rufie's chew toy. There can be multiple uses for existing quest items such as the lock of nymph's hair, the Bowl of Water Elemental Control, Ancient Armor, Bassilus' Holy Symbol, the Halruaan skyship artifacts, and Shandalar's cloak. Recipes for evil items can include the game's cursed (or otherwise self-injurious) items such as the Girdle of Sex Change, Gauntlets of Fumbling, Brage's sword, the Vampiric Sword, Kiel's Morningstar, etc. Melicamp (as chicken) could be a component.

 

Perhaps in some cases the NPC will not even deal with the NPC unless the party member interacting has 18 or higher Cha, and reputation is at least heroic. Or in the case of creation of an evil item, the reverse will be true (except possibly high rep may still be required).

 

Convert one building in BG city into a mage guild. In addition to seeking out the town crier, there the party can also learn who might have component items from the denizens of the guild. But you will often be pointed toward the same character that the town crier mentions.

 

Some of the mages at the guild will sell you simple items. Some may test your knowledge of the Weave, and if you pass perhaps they'll just give it to you.

 

Perhaps when the crafter is a mage he or she will require a high level spell scroll, Ring of Invisibility, or something like a Robe of the Archmagi.

 

When the PC is mage, perhaps at least one NPC mage at the guild demands an apprenticeship in exchange for a component. The apprenticeship is fulfilled by gathering a number of enchanted items for him. As a graduation gift, depending on what dialogue options the PC chooses in the relationship, he may receive his choice of one of the items gathered.

 

As to game balance, I would suggest making the items' enchantments decidely quirky and offbeat, so that the item creation mainly fulfills a roleplaying function. Nothing uber. Maybe a rare +3 item here or there, but only stuff that is rather unusual in some way. Some items might just be everyday things rather than weapons, armor, or jewelry (quickslot-able, or help in offhand), and do things like improve saving throws for certain types of magic or elemental damage.

 

Maybe a crafted item provides an unusual, obscure property that seems practically worthless nevertheless becomes essential to a quest required for crafting another item. Or some seemingly inconsequential crafted items are actually required as components of more powerful crafted items.

 

So in summary, the benefits:

 

* uses existing sidequests (something that would really take off in BG city) in a very creative way

* force roleplaying/strategic decisions about the use of many valuable items, at high risk:reward

* creates valid reasons to enter private homes, and for evil and self-centered types to do 'good' quests

* use quest items that upon the quest's completion otherwise have no value

* adds tremendous depth and texture to the world of magic

* adds lots of new NPCs, many of whom may be canon--brings more of the canon lore of the region to life

 

While it is tempting to want to go to town with all the dialogues for such a mod, strictly in the interest of completing it, it could also probably be kept very streamlined and simple. Get the bare bones done first, and then over time enhance future iterations with additional conversation options.

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@* a percent chance that the enchantment ritual will fail!

Although I understand the idea behind this, I must say that if anyone is anything like myself when it comes to crafting very expensive stuff and failing, they would just reload like me. The better option which is still reloadterritory, but not as likely as NPC-frozen-chunked-death or level-8-spell-scribing-failure.

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Love the 'silently cursed' item idea. That is, that there is a percent chance that the item behaves unpredictably. There's a 5% chance let's say, that the item works most of the time, fails occasionally, and on rare occasions may even result in a curse. Something like that could be attributable to a wild surge during the crafting process.

 

Or perhaps the chance is greatest when a relatively low level wizard attempts item crafting. The higher level the wizard, the less chance there is of such a thing occuring. A 9th level wizard, let's say, has only a 1% chance of such a thing occuring during the crafting process. A 4th level wizard may face a 15% chance. Something like that.

 

This is better than a chance than the enchantment fails entirely, as you both point out. Because, sure enough, only the most hardcore RPer will go to all that trouble and not reload till he gets the desired result.

 

Another fun feature of adding high level wizards for crafting purposes is that if the player attacks them, or fails at pickpocketing them, or perhaps otherwise crosses them some way during the quest... in retribution these powerful mages will summon some of the most badass creatures from the BG2 palette. Monsters that virtually no BG1 parties should ever have a prayer of defeating. It'd be neat to see such creatures featured in the BG1 that way--i.e., even if they only appear to kill your party. Although I suppose you could always run like hell and avoid the offended wizard from then on.

 

The really high level mages will behave as they do in BG2 and cast Time Stop, Imprisonment, and so forth. Certain death for BG1. Especially if they use the excellent SCS scripting.

 

Anyway, I'm especially curious what you all think about the notion of simply modifying many of the game's sidequests to offer the crafting component items that would be required. The existing sidequests can all remain intact just as they are--they just add an additional crafting component item as a reward for completion of the quest. Perhaps the initial dialogue adds an additional branch that cues the player in that such-and-such and item is obtainable from them. Hopefully this can be done in a way that isn't too cumbersome.

 

And many of the houses currently occupied by NPCs who curently have little to say get converted to crafting wizards or other types of folks related to crafting. But those folks can be the ones performing the enchantment rituals and sub-rituals, or folks in possession of rare items that they will either sell or barter for other items of value. Eg, Lord Binky is found in BG city and wants the Butterknife of Balduran in exchange for some rare (custom) artifact.

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