Poll

How many custom(mod) NPCs do you usually have in your party?

One or none
8 (28.6%)
Two
8 (28.6%)
Three
9 (32.1%)
Four
2 (7.1%)
The whole party
1 (3.6%)

Total Members Voted: 28

Author Topic: Mod NPCs: how many?  (Read 8385 times)

Offline Kulyok

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Mod NPCs: how many?
« on: January 10, 2008, 06:59:23 AM »
With more and more custom characters about, the crossmod (or lack thereof) issue becomes more and more pressing, so I am trying to find out just how pressing it is.

So far, I've played extensively with Amber, Angelo, Kelsey, Keto and Kivan, and that's why these characters have crossmod content(with Xan, or Xan and Tiax). With Iylos and Hubelpot, it was mostly "Okay, Kulyok?" - "Okay." Now I'm trying to figure out if I should be up and about, bringing new crossmod into the unsuspecting world.

(The thing is, I'm not sure the world deserves that, since I can be pretty nasty on the whole. The players, however, do, so.)

Offline aVENGER

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Re: Mod NPCs: how many?
« Reply #1 on: January 10, 2008, 07:07:02 AM »
Usually just one.

However, I do plan on taking Xan along with JC's Nalia on my next run, would that count as two?

Offline Kulyok

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Re: Mod NPCs: how many?
« Reply #2 on: January 10, 2008, 07:17:33 AM »
Yay! JC's Nalia is... well, you'll see. I like her a great deal.

I think it counts as one here, because Nalia is still a Bioware NPC and still has banters with other Bioware characters(Keldorn, Edwin, Jan, etc) by default, and she will have banters with mod NPCs, because mod NPCs are usually built this way.

This is why I left "One or none" option, didn't split it: whether there's one custom NPC or none at all, all characters will still banter between themselves.

Offline Ashara

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Re: Mod NPCs: how many?
« Reply #3 on: January 10, 2008, 08:55:02 AM »
Well, I don't play BG2 any more, but the last run was with 3 modded NPCs. I would have done the whole party if I could stand BG2 for one more run, and Berelinde's fighter elf and Darian were available, ie Darian (as ranger-cleric), Bel's Elf, Xan, Kivan and Amber.
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Offline Kulyok

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Re: Mod NPCs: how many?
« Reply #4 on: January 10, 2008, 09:05:41 AM »
Yes, I'm looking forward to these two, as well.

And I hope Darian will get a voice, too.

Offline berelinde

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Re: Mod NPCs: how many?
« Reply #5 on: January 10, 2008, 09:38:07 AM »
It just isn't the same without Imoen, so she's usually in the party, no matter what.

After that, it's mod NPCs. So that would be four mod NPCs. I've played the game too many times with just the BioWare bunch, and most of the mod NPCs have been out a while, so I've seen how they react with BioWare already.

However, having said that, I almost never play with NPC pairs, because I like the flexibility of splitting them up for a while so I can go do a quest that requires a specific NPC.

Offline the bigg

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Re: Mod NPCs: how many?
« Reply #6 on: January 10, 2008, 09:45:29 AM »
Two-to-three.

My last game was GGW themed: Ennelia the Kensai, Sarah, Nalia, Auren, Imoen and Chloe, so that counts as three.
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Offline Senka

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Re: Mod NPCs: how many?
« Reply #7 on: January 10, 2008, 11:51:45 AM »
Don't like mod NPCs at all

Offline berelinde

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Re: Mod NPCs: how many?
« Reply #8 on: January 10, 2008, 11:59:53 AM »
Don't like mod NPCs at all

If Edwin and Nalia count as mod NPCs with the mod-added romance, so would Keldorn. In light of that, your statement comes as a bit of a surprise.

Offline Kulyok

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Re: Mod NPCs: how many?
« Reply #9 on: January 10, 2008, 12:08:39 PM »
Quote
If Edwin and Nalia count as mod NPCs with the mod-added romance, so would Keldorn. In light of that, your statement comes as a bit of a surprise.

I think perhaps not in this poll: Edwin and Nalia romances are certainly mods in their own right, but they are NPC-related. I mean full custom NPCs, with their DV and everything, like Gavin for BG2.

Offline Ankhesenpaaten

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Re: Mod NPCs: how many?
« Reply #10 on: January 10, 2008, 12:21:01 PM »
I chose 2 but that's only currently.  And that is not including Edwin Romance.  And as soon as Gavin comes out there will be three for me usually.  I take Kivan, currently Sarah, and now the Luxley's.  Oh I guess that's really 4!  I counted them as one for mod purposes though for now.  Oh, and sometimes Xan too of course! 
I do care about how much banter goes on but for now these mods are so new I HAVE to try them. 
I must say that I am surprised Kelsey was not on the list and jcompton said nothing about it!  I don't take Kelsey currently but he is still quite popular right?
And when Solaufein flirt pack comes out then my games will be further complicated.  And that's not mentioning Angelo.....damn!  I will need ANOTHER new install to clear up room on my pc again and wow...so many great mods coming out at once is wonderful but very complicating!   ;D ;D ;D

And Kitanna if you do finish Sir Neht I will definately take him for romance.  My sister-in-law and I have been waiting for about 3 years I think!  Good luck!

Oh goodness, I'm also waiting for the next Auren Aseph install.  I'm leaving now before my head implodes.   :)

Edit - I confused this thread with the one at G3 because I forgot I followed Kulyok's link.  Sorry!
« Last Edit: January 10, 2008, 08:36:53 PM by Ankhesenpaaten »

Offline berelinde

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Re: Mod NPCs: how many?
« Reply #11 on: January 10, 2008, 03:36:53 PM »
I think it counts as one here
This is the line that threw me. Poor reading comprehension when trying not to look like I'm checking forums at work...

Offline Western Paladin

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Re: Mod NPCs: how many?
« Reply #12 on: January 10, 2008, 06:08:03 PM »
I've found the number of mod NPCs I use gradually creeping upwards over the years. The game I just finished had four - Amber, Sarah, Keto, and Xan - and I wouldn't be surprised if I break that record at some point.
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Offline Dark Raven

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Re: Mod NPCs: how many?
« Reply #13 on: January 10, 2008, 07:43:50 PM »
I only use a few, which I won't name. I like to have my usual Bioware NPCs in the game that includes but not limited to, Aerie, Minsc, Viconia.
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Offline jcompton

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Re: Mod NPCs: how many?
« Reply #14 on: January 10, 2008, 09:37:22 PM »
I must say that I am surprised Kelsey was not on the list and jcompton said nothing about it!  I don't take Kelsey currently but he is still quite popular right?

He's still reasonably high on our monthly download list, yes.

Quote
Edit - I confused this thread with the one at G3 because I forgot I followed Kulyok's link.  Sorry!

You were referring to Kelsey not being on the Angelo list, then? Yeah, I noticed that there weren't any PPG NPCs on the list, which is why I helpfully suggested a suitable Japanese tie-in for Alassa. I don't think he bought it, though.

As for the "Is Bioware NPC plus mod romance considered a 'mod NPC'?" question--I think the real dividing line there is, does the add-on mod romance take away or substantively alter the character's content in other ways so that the character literally becomes unrecognizable? (Like, somebody does a Mazzy romance which changes all of her banters to talk about her love of motorcycles and her hate for hockey.) To my knowledge, those add-on romances don't really reshuffle core content that way, so I would say it hasn't ever happened.
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Offline Tameon the Dragoon

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Re: Mod NPCs: how many?
« Reply #15 on: January 10, 2008, 11:27:23 PM »
I usually only bring one or two at a time. Mod NPCs are neat, but they never seem like real NPCs to me; because of that, if I use too many it doesn't feel like Baldur's Gate.

I actually did use an entire party of mod NPCs (plus CHARNAME) at one point, and I felt bad about myself for some reason.

Offline Kulyok

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Re: Mod NPCs: how many?
« Reply #16 on: January 11, 2008, 01:45:37 AM »
Quote
I actually did use an entire party of mod NPCs (plus CHARNAME) at one point, and I felt bad about myself for some reason.

Yeah, I got the same feeling once. It was as if I was playing with a party of modders, not players.

(For some reason, I can't get Xan and Kivan together with Keto and Kelsey, or vice versa. So it's either Kelsey, or Kivan and Xan).

Offline jcompton

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Re: Mod NPCs: how many?
« Reply #17 on: January 11, 2008, 01:48:54 AM »
I usually only bring one or two at a time. Mod NPCs are neat, but they never seem like real NPCs to me; because of that, if I use too many it doesn't feel like Baldur's Gate.

I actually did use an entire party of mod NPCs (plus CHARNAME) at one point, and I felt bad about myself for some reason.

Yeah, I got the same feeling once. It was as if I was playing with a party of modders, not players.

(For some reason, I can't get Xan and Kivan together with Keto and Kelsey, or vice versa. So it's either Kelsey, or Kivan and Xan).

Call me a cynic, but did you two (who I know have generally advocated crossmod content) just make a clear and concise argument against bothering with it?
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Offline Kulyok

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Re: Mod NPCs: how many?
« Reply #18 on: January 11, 2008, 02:00:01 AM »
"These NPCs Just Don't Work Together", you mean?

The thing is, I know I am always right, but I am not sure other users would agree. I know some happily play with, say, Xan, Kelsey, Tsujatha and... (may I stop here, please?) - so while the argument may be compelling for you, for me and for Tameon, it may not be such for other players out there.

Offline jcompton

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Re: Mod NPCs: how many?
« Reply #19 on: January 11, 2008, 11:47:38 PM »
"These NPCs Just Don't Work Together", you mean?

Not quite. More like, "If even fervent fans of modding find it Weird and Wrong to play with more than one mod NPC, what's the point trying to accommodate more than that?"
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Offline the bigg

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Re: Mod NPCs: how many?
« Reply #20 on: January 12, 2008, 05:27:52 AM »
Well, some mods are written using exactly the same dictionary, phrase structure, manneurism... than their modders usually use for posting on fora. Two examples that spring to mind are Gavin and Solaufein: they both speak English exactly like their authors do, and it looks like you're plaing with the modder as your NPC. To some, the effect may be jarring.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
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Offline jcompton

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Re: Mod NPCs: how many?
« Reply #21 on: January 13, 2008, 10:28:52 PM »
they both speak English exactly like their authors do

That's an interesting observation. Almost immediately, the thought occurred to me that Isaac Asimov was guilty of that, and made a gazillion dollars doing it. (Although for what it's worth, I can't stand reading either his stories or his essays in anything other than very small doses.)
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Offline the bigg

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Re: Mod NPCs: how many?
« Reply #22 on: January 14, 2008, 02:19:31 AM »
That's an interesting observation. Almost immediately, the thought occurred to me that Isaac Asimov was guilty of that, and made a gazillion dollars doing it. (Although for what it's worth, I can't stand reading either his stories or his essays in anything other than very small doses.)
I wouldn't know, as I read only one of his book when I was eight (and in Italian, which was translated, so any language effect was lost by a minimum-wage, paid-by-project translator). Of course, unless one of his characters threw themselves in a chapter-long monologue, it's be hard to identify an "English style".
Also, Aasimov was an ESL (albeit one living in the US), whereas Berelinde and Weimer are EFL  :)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
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Offline berelinde

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Re: Mod NPCs: how many?
« Reply #23 on: January 14, 2008, 03:45:57 AM »
Also, Aasimov was an ESL (albeit one living in the US), whereas Berelinde and Weimer are EFL  :)
I can't speak for my own writing, because it's tough to gauge it in your own stuff, but I don't think Weimer's Sola sounds all that much like him. I don't recall that he was quite so lyrical in any of his forum posts. That might more obvious to an EFL, though. On the other hand, I have no idea what the man is really like, outside tech talk, so I can play Sola without thinking I've got the modder in my party.

(Ouch, by the way!) ;)

Offline the bigg

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Re: Mod NPCs: how many?
« Reply #24 on: January 14, 2008, 03:57:57 AM »
Although it's hard to describe how, the prose does sound like him, at times (the poetry is 'borrowed', as some dialogs are, as per readme). Of course, you have to dig deep into the forum archive to find a post by Weimer that is longer than "I'll add it if you code it."  :)

EDIT: besides, you can take README-WeiDU-Changes.txt, substitute synonims of JCompton with Llolth, change COMMAND_NAME according to context, and you can pretty much derive a Sola love talk from tech talk  :)
« Last Edit: January 14, 2008, 04:01:22 AM by the bigg »
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
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If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

 

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