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The One True Nobody

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About The One True Nobody

  • Birthday 07/09/1988

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  • Gender
    Male
  • Location
    New Jersey
  • Interests
    Gaming, writing, reading.

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  1. There are a few situations in BG1 (that guy in Feldepost's Inn, that paladin who tries to murder you if you walk into a certain tavern with an evil-aligned party member) where the logical good-aligned option is to knock the character out with non-lethal damage, which is an option if you just unequip your weapons and go ham with your fists as anything other than a monk character. It's always bothered me that neither of these characters *react at all* to being knocked out and left at your mercy but not *killed.* I feel as if these characters should have dialogue after-the-fact that includes some variation of them leaving the map permanently and/or promising not to attack again, as opposed to instantly becoming aggressive *the instant* they wake up, effectively forcing you to never step into that building again unless you want to keep knocking them out or just kill them. In my situation Neera was a bit slow at leaving the inn with the paladin and he ended up following us out into the street, forcing my good-aligned protagonist to reduce him to meat chunks IN THE STREET, IN BROAD DAYLIGHT, to save Neera's life and make walking through that district of Baldur's Gate not a constant annoyance. I know that the guy in Feldepost's Inn can be talked down before he becomes aggressive so that's not such a big deal but I just like the idea of being able to defend yourself without stepping over the murder line, you know? At least in certain places. I know that if you're clever about it you can lure them to out-of-the-way places, knock them out, and never cross their paths again because they'll just *sit* there (you can do this with Charm magic as well), but these methods are incredibly gamified and fiddly, so I tend not to think of them in the heat of the moment. >_>;;
  2. I just installed the tweaks mod with a bunch of the purely cosmetic stuff in BG:EE, and it seems that the helmet-hiding mod isn't working for Viconia specifically; this may be an interaction with the "turn Viconia's skin blue" mod, since I have that installed as well. It's not the specific helmet she was wearing, as I dropped that onto Shar-Teel to test it and it hides it perfectly well for her.
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