Posted by: TFoN
« on: April 09, 2008, 05:22:01 PM »Hello.
I'm very new to BGII modding, and even newer to the community.
Although in the past week or so I've read as much as all the readme material of the major mods, and a great lot of the material on lesser mods, I'm sure I've missed as much as I remember. That said, some of the things I write may have already been written, here or elsewhere, or even already implemented. It is also late night where I am, adding to potential mistakes. So, please forgive me if I post much on irrelevancies
The first major issue I want to address is something which is true as of ToB with the 26498 patch installed (no mods).
As far as I can tell, donating will always increase reputation. This includes donating to the temple of Talos in the temple district! It would seem to me that donating to whatever cause this temple supports would be less than innocent. At most I would say positive effects may result from an attempt to subvert the ire of the Stormlord - but that means depriving the evil of the right to support him honestly.
An aside effect of making this increase a decrease, would be an in-game way to off-set mistakes (whether bugs or subjective writer judgment) when giving reputation increases.
And what of anonymous donations? These are meant to increase virtue, without influencing reputation.
Another donation-related problem is the willingness of good intentioned temples to profit off the same crimes that make them necessary. I noticed this after I went from my thieves guild directly to a temple of Ilmater. Sure, I objected to slavery, but I'm sure a few children and old ladies suffered, directly or indirectly, from my cutpurse activities. My character was also good intentioned - but I noted that it really didn't matter. What of a sadistic bastard who enjoys investing a portion of his "earnings" in the churches he despises, just to watch them feed from his open palm? Would the church of Lathander simply stand by and let that happen, even when the grim picture becomes quite clear after a while?
Secondly, I read most of TormentedDragon's post and agreed with it. My suggestion to rectify this problem is adding motive hints to dialog, much like Edwin makes comments meant mostly for himself. For example, if you were to help Valygar while thinking on the lines of greed and manipulation, it would be considered a negative act. However, killing Valygar while thinking [this deception won't work on me!] would make for a potentially good, if misguided, act.
This is, however, what I presume to be very, very difficult to implement, as it would require re-writing most dialog in the game. Not impossible, but a hell of a long job. Certainly, more text has been written while composing all the banter, flirt and original NPC mods.
And of course, I'd be glad to help in any way I can
Thirdly, I would like to stress the importance of keeping neutral characters neutral, and chaotic characters chaotic. Chaotic characters (and I'm not talking about the insane version of chaotic neutral) are constantly forced to thrash violently between good and evil. True, they're chaotic - some thrashing's appropriate. But having a character commit murder (and turn everyone hostile) just to negate a few mildly kind errands and (often payed) quests is frustrating. This differs from neutrals when trying to roleplay some of said thrashing (instead of abstaining from reputation-effecting actions too often, which is too linear for chaos). This usually results in being forced to take part in said over-thrashing just to reset a spontaneous donation. Very unpleasant.
Now, I know this is just the kind of thing Virtue strives to correct, but from the lists it still doesn't seem to me comfortable enough. There has to be a good, simple and *safe* way to reduce reputation and virtue by small amounts, be it by bad-intentioned donations or making children cry.
And last but not least, a very specific comment: doing the Trademeet quests should culminate in either no virtue changes, or an increase or decrease based solely on character intention. It pays a hell of a lot, and even though such pay isn't implied much before going off on your tour of the Grove, I'm sure any evil character with some wit about him could guess the perks of aiding a town centered around trade and commerce. Avoiding the pay in order to avoid the virtue increase is even worse as that should imply total selflessness
Thank you for all the hard work on making a great game surprisingly greater - and goodnight
I'm very new to BGII modding, and even newer to the community.
Although in the past week or so I've read as much as all the readme material of the major mods, and a great lot of the material on lesser mods, I'm sure I've missed as much as I remember. That said, some of the things I write may have already been written, here or elsewhere, or even already implemented. It is also late night where I am, adding to potential mistakes. So, please forgive me if I post much on irrelevancies
The first major issue I want to address is something which is true as of ToB with the 26498 patch installed (no mods).
As far as I can tell, donating will always increase reputation. This includes donating to the temple of Talos in the temple district! It would seem to me that donating to whatever cause this temple supports would be less than innocent. At most I would say positive effects may result from an attempt to subvert the ire of the Stormlord - but that means depriving the evil of the right to support him honestly.
An aside effect of making this increase a decrease, would be an in-game way to off-set mistakes (whether bugs or subjective writer judgment) when giving reputation increases.
And what of anonymous donations? These are meant to increase virtue, without influencing reputation.
Another donation-related problem is the willingness of good intentioned temples to profit off the same crimes that make them necessary. I noticed this after I went from my thieves guild directly to a temple of Ilmater. Sure, I objected to slavery, but I'm sure a few children and old ladies suffered, directly or indirectly, from my cutpurse activities. My character was also good intentioned - but I noted that it really didn't matter. What of a sadistic bastard who enjoys investing a portion of his "earnings" in the churches he despises, just to watch them feed from his open palm? Would the church of Lathander simply stand by and let that happen, even when the grim picture becomes quite clear after a while?
Secondly, I read most of TormentedDragon's post and agreed with it. My suggestion to rectify this problem is adding motive hints to dialog, much like Edwin makes comments meant mostly for himself. For example, if you were to help Valygar while thinking on the lines of greed and manipulation, it would be considered a negative act. However, killing Valygar while thinking [this deception won't work on me!] would make for a potentially good, if misguided, act.
This is, however, what I presume to be very, very difficult to implement, as it would require re-writing most dialog in the game. Not impossible, but a hell of a long job. Certainly, more text has been written while composing all the banter, flirt and original NPC mods.
And of course, I'd be glad to help in any way I can
Thirdly, I would like to stress the importance of keeping neutral characters neutral, and chaotic characters chaotic. Chaotic characters (and I'm not talking about the insane version of chaotic neutral) are constantly forced to thrash violently between good and evil. True, they're chaotic - some thrashing's appropriate. But having a character commit murder (and turn everyone hostile) just to negate a few mildly kind errands and (often payed) quests is frustrating. This differs from neutrals when trying to roleplay some of said thrashing (instead of abstaining from reputation-effecting actions too often, which is too linear for chaos). This usually results in being forced to take part in said over-thrashing just to reset a spontaneous donation. Very unpleasant.
Now, I know this is just the kind of thing Virtue strives to correct, but from the lists it still doesn't seem to me comfortable enough. There has to be a good, simple and *safe* way to reduce reputation and virtue by small amounts, be it by bad-intentioned donations or making children cry.
And last but not least, a very specific comment: doing the Trademeet quests should culminate in either no virtue changes, or an increase or decrease based solely on character intention. It pays a hell of a lot, and even though such pay isn't implied much before going off on your tour of the Grove, I'm sure any evil character with some wit about him could guess the perks of aiding a town centered around trade and commerce. Avoiding the pay in order to avoid the virtue increase is even worse as that should imply total selflessness
Thank you for all the hard work on making a great game surprisingly greater - and goodnight