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About ckoe

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  1. For what it might be worth: I did a BWP project install with 32.6 recently and at least did not see an outright error. I got warnings in the clerics component about the "Righteous Wrath of the Faithful" cleric spell (used iwdification) during install. Possibly some warning in the mage component, too, but I did not really investigate.
  2. Cool ! Thank you and everyone involved !
  3. Sorry to say that, but we are not (perhaps) to them it appears. At least I am not a likely future customer any more, damage done. According to repeated comments from the BeamDog spokesperson BeamDog is moving beyond D&D. So (I assume) they sold most people here anything D&D related they had already (IE and NWN). OK, perhaps you are interested in Axis of Evil online (their next big hit after AAO). But I am not, I stopped caring about that company after engaging in their forum once waiting for 2.6. It's dead, Jim ! I might buy PF Kingmaker (or future titles) though, looks like very good customer care there.
  4. Some more musings :-) Jarno Mikkola made an important point. Basically a NG Imoen should always kill an evil PC and an evil PC almost ever could kill Imoen (if she is taken along). How to handle that ? And why should the PC take Imoen along in the first place in BG2 ? Also, a good aligned PC (or NPC for the matter) might be tempted to become the God of Murder for a good and noble cause (i.e. "stupid good" instead of "stupid evil" play style), for example to prevent a greater evil. Based on the random thoughts above some additional remarks. Probably someone will have to correct wrong assumptions I make and my limited knowledge, though. 1. As far as I know (and I hope I got that right) original idea was to have Imoen killed by Irenicus in Spellhold. This is in some sense very smart. The PC could still learn that Imoen was a bhaalspawn but there would be never a situation which would force Imoen or the PC to act against each other. The PC would never have to look behind their back. All conflicts one could come up with are resolved (by a murder on top). First she is not there (abducted) and then she is dead. A good aligned PC would of course in any case try to rescue her, and maybe actually succeed with that based on whatever factors ? The writers did not explore this further. 2. Ascension actually gives Imoen bhaalspawn powers and one could consider it canonical. One could conclude from this that David Gaider was very aware of what situation the plot decision of Imoen surviving Spellhold created. But he chose a basically "good" solution to resolve it, no sinister conflict as one could have constructed the story of either the main game, ToB or the Ascension mod. 3. The Imoen Romance mod in its limited way gives also reasons why the PC should keep Imoen (alive). In some sense it is an alternative approach compared to Ascension to resolve conflict. However, as I wrote, it is limited to be foremost a "romance" mod centered on the PC and in some sense superficial in my opinion: It is not about the deeper question how the full recognition of Imoen as a bhaalspawn and candidate to become the new Goddess of Murder could logically influence and change the story, especially if Imoen is in the party the whole time. No romance option is compulsory for finding answers to the question: "would and/or could Imoen become the new Goddess of Murder and how does she relate to the PC on that level" which I find far more interesting. 4. There is a Imoen Friendship mod, but I never looked into it. I should. 5. No one wrote an elaborate additional NPC quest to further characterize and develop Imoen yet. With Imoen the PC and the main quest are the NPC specific quest. So what remains is a large pink plot hole in my opinion, compared to which the Soultaker SoD plot hole is tiny.
  5. True. She could (should) just remain NG and then the PC is only in trouble if they make the "wrong" choice in the end, possibly based on a hidden variable which changes though al the game or the actual alignment of the PC. Perfectly possible. On the other hand it might be fair if the player had some feedback via a changig alignment of Imoen where the whole story was going. May be the PC should kill Imoen first before she kills the PC if that makes sense in the scope of the modification we are speculating about ? If it is written this way people might become a bit paranoid, at least if they already know the main story. And you are right, then PC alignment should probably also change in a sensible way during the story. I do not know about the "best" mechanics. This depends on the writing and the scope of the speculative modification and the technical possibilities of the engine, and I am no expert in any of these things.
  6. OK, then maybe I will spin the idea a bit further The original BG1 NPCs basically did not have any personality apart from their introduction dialogue. The BG1NPC project is what gives them personality. But with the beginning of BG2 (ignoring SoD) there is a quite marked change of tone brought about by Imoens dialogue compared to BG1 (with or without the BG1NPC) which is canonical. Starting from that observation: There is no compelling reason to change anything in BG1/BG1NPC although one could change or add a bit of foreshadowing (perhaps Lord Foreshadow has an accident ? :-). Of ourse the original Imoen is NG, but a CG character could act quite unpredictable. The beginning of BG2 could then be coupled with a suitable alignment change on top of the canonical dual classing. And from the dialog it is quite clear that Imoen is very distressed, so that is believable. The original game then spirits her away to Spellhold, I read the original design was to have her killed there. So, for large parts of BG2 there is not anything about Imoen apart from the dream scenes. That is the premise where both the Imoen4ever and Imoen Romance start from. I do not know the intentions of Jastey with regards to what the Imoen4ever mod should become once it is finished. And it is not really important because this idle idea of mine is not about Jasteys mod. Same with Imoen Romance (I would like to stay away from any controversies and history regarding it, please). Both are just a demonstration pieces for me. In principle the Imoen4ever demonstrates that a writer has an immense empty canvas for Imoen in the first part of the story with only a relatively minor modification. I do not know if it would be technically possible, but one could have Imoens alignment and reactions change throughout the whole game (Planescape style) based on PC decisions and dialogue choices. The abduction/ Spellhold part ? It just fits in the way the writer wants, and it would be also possible to start with any alignment changes with Spellhold and thoughout the late game and ToB. These aligment changes could be open or hidden on the character sheet. And Imoen Romance demonstrates that there are two Bhaalspawn characters in the original design and that the interaction between them can be a different one than the original writers chose. So what interactions can you have ? Imoen Romance is one rather limited alternative exposition of that theme. But a good writer (which I am decidedly not) could do so much more I assume while staying in theme and character, depending on how sinister and murderous the writer likes the interaction. There could be open or hidden conflict between Imoen and the PC. Also Imoen specific new NPC quests similar to the Assassinations mod ? Or thieves guild connected ? In the final confrontation at the end of ToB Imoen could side with or against the PC. That idea is not new. But in principle you could have the complete standard ending without any modification, and then Imoen stabs the PC in the back to become the new Godess of Murder (or not, based on the complete BG2 and eventually even BG1 if played as BGT or EET). Just to show some obvious outcomes. I'll stop doing a psycological evaluation of the interactions of purely fictional characters now. But there is obviously so much untapped power EDIT: Looking at SoD Imoen does not have such a great time either. First she is nearly murdered and apparently the writers of SoD decided that she did not really like studying on top. Why ? Because the PC is her childhood friend ? Or is there a more sinister reason ... ? BTW, I really like the BG1NPC component regarding Tarneshs spellbook ! It is a very well written hint that there is more to her than BG1 makes the PC believe, and you could show some darker side in a similar way ?
  7. Hello everyone ! I did not expect this idea to gather so much interest. If I had known I would have started a new thread, sorry about that. Certainly this idea has some character of a total conversion. One would also have to throw quite some well established canon and fan content overboard I think. And yes, the Imoen Romance mod was part of the origins of that stray idea, therefore I could not resist bringing it up. But it is and will remain just that, a stray idea. I am not sure even the original writers would have been able to do a plot twist like that convincingly. On the other hand Imoen as a late addition has so much wasted potential considering. Enough now
  8. Yes, I know of course I meant new perspectives on the story of Imoen in general, and with this mod the story is changed in some sense. Of course there is no new content except for the necessary dialogue adjustements. Still, while playing through the chapters where Imoen would be not present with the original story it will be interesting to speculate about what could have been. "And I shall not be dark, but beautiful and terrible as the Morning and the Night! " If you read the alternative story in the Unfinished Tales I again wonder what might have been.
  9. Thank you, too bad. I was just asking because the (more or less obvious) answer was missing from the BGII compatibility section. Well, I will probably make a variant modded installation then. I really like the idea of this mod ! A loosely related remark: In my opinion it would have been an interesting turn if the original story in the end would have been about Imoen eventually becoming the God of Murder based on earlier player choices during the game. So, I am always interested in new perspectives.
  10. Hello ! Someone has to ask it :-) Would this mod be technically or conceptually compatible with Imoen Romance ? Or could it be made compatible ? Thank you !
  11. Hello, just to finish this. I just read the "SoD Map Icons missing" thread on the forum. After seeing the pictures in the thread I have to say that you are right, it is wrong icons. Beamdog is blameless then, my apologies to them. Cheers Christof
  12. Hello, thank you ! Then I will try to report it on the forum of the mod. I assume the sub-optimal icon placement of the SOD areas (Dead Man's Pass shadowing Dragonspear Caste Exterior if you click on the icon) is a Beamdog introduced issue then. Cheers Christof
  13. Hello everybody, I am not sure this is really an EET issue, but eventually this would be of interest nevertheless. And perhaps it is easy to fix ? From the attached screenshot you can see that two areas are basically on top of each other. One is the wild magic area from Neeras quest, the other one appears to be Innershade. This is a bit hard to spot. It is probably not a functionality issue, clicking on the area text still seems to makes it possible to select the right area. Maybe it would be possible to move one of the areas a little bit so that they do not overlap any more ? I had a similar issue in SOD where it took me some time to figure out how to actually select the Dragonspear Castle exterior area. Clicking on the icon (not the text !) alsways selected Dead Man's Pass for me. Again, moving one of the areas so that they do not overlap any more would be great and probably would avoid confusion for new players. This is a "standard" EETbeta7 install, if a Weidu.log is needed I should be able to find it. Best Regards Christof
  14. Hello, Well, apparently ... The more interesting question to me is what the behaviour in BG2EE (in EET) will be. I should arrive there in a few weeks to check :-) Cheers Christof
  15. Hello, I also thought I had a problem with recruiting Viconia. It was very similar to what you described. I talked to her and nothing happened for minutes. I ran around on the map ( and I think I actually moved to another map briefly) for quite some time until I finally stumbled upon that Flaming Fist guy way farther to the south (on the same map) than Viconia was standing. So I assumed it was not really a bug but a timer issue. I have exactly that SCS (SCS v30) component installed. Perhaps you should look around again. If you still have a save eventually someone will be able to look into this. I do not have a save any more. As for "NPC don't go to Inn's", I can confirm that they simply stay where you left them. I read somewhere that you have to talk to them again to get a dialog option to send them to an inn. I did not test it because Monti and Xzar are parked already at an inn where I threw them out :-) Cheers Christof
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