This thread is aimed at other kissers around here, because I have an idea that involves the kind of modding I've never done. Maybe we can spitball ideas and share code/resources, make this a collaborative project. Importantly, I think it would be a small project - I'm not asking for much of anyone's time.
The basic idea, so far, involves 2 or 3 parts:
1) Imoen dies in Spellhold. Your entire rescue mission is for naught. This would be emotionally frustrating, which I think is appropriate given it is the low point of the game (in terms of both plot, and altitude).
There are anumber of ways that could be done, but it seems the best would be to simply add a player response to the dialogue where she can normally re-join the party. Something like:
"Imoen, you seem like you're fading away before my eyes!"
"Charname I... feel so cold... [urk!]"
This way, the player has control in each playthrough, and can avoid the risk of going through the Underdark with only 5 party members.
What would need to be done:
- Identify that dialogue
- Add a new player response and new dialogue beach, and a scripted death of her .cre.
I don't know how to do anything like that.
Thoughts? Ideas? Want to help?
2) Charname needs a reason to spend so long in chapters 2/3. I had the thought that the plot pacing problem could be solved if the mid-level player needed a McGuffin before going after the immortal archmage Irenicus. Basically like the Rift Device: something like a single-use scroll or wand of "Magical Feedback:" when used against a high-level wizard, the device strips them of all spell protections and combat protections, and slows the wizard for 5 rounds, and encases the wizard in an anti-magic shell for 5 rounds. Even a mid-level player could say, "hey, five rounds for Minsc to whale on a defenseless archmage, that should do the trick."
Each major quest completion could advance a global variable; and each quest boss's dialogue would be scripted to check that variable. When it is 5 or so (choosable upon mod installation, perhaps) the McGuffin will be created in that boss's inventory. And upon finding it the player will get a journal entry indicating that this would allow them to beat Irenicus and maybe now is a good time to go try.
Actual use of the item would not be a problem; as we all know, when you actually reach Spellhold you get betrayed, captured, and soul-stolen, and then we can have the item simply disappear. (Because why would Irenicus leave such a thing lying around?) losing the super awesome McGuffin would make this chapter even more frustrating, in a good way I think.
What would need to be done:
- Seed the player with the idea of finding such a device... either insert rumors or dialogue about this specific device (rumor has it a powerful anti-mage weapon was smuggled out of the Cowled Wizards' vaults, but then lost to some Big Bad Boss) or just a suggestion that the player spend some time searching for any kind of tool that would let a noob take on an invincible archmage. This couldn't be voiced, so I don't know the best place to add it.
- Update the quest endings to advance the global variable.
- Create the item and update the quest bosses' dialogues to drop the item.
- Script the item to disappear when you are captured.
Thoughts? Ideas? Want to help?
3) Charname needs a reason to complete more quests in chapter 6. This is an alternative to #2 above - maybe they could be alternative subcomponents.
In this option, the player goes right along with the game's urgency and can go quickly to Spellhold. Maybe even create the McGuffin above and add it to their inventory as soon as chapter 2 ends. This will give them a false sense of hope.
This would be interesting because most players probably don't go to Spellhold quickly - I don't think I've ever gone before level 15 or so. And it would be a good and frightening challenge to have to get through the Underdark at low level.
Then, when you emerge and you need to find the Rhynn Lanthorn, seal Bodhi's lair and require a different McGuffin to open it. And have this McGuffin work exactly as described above, requiring the player to finish 5 or so side-quests to advance the main quest.
Anyway those are the broad ideas. I think 2) is a better idea than 3) and would happily toss 3) to the curb. I feel like doing 1) and 2) would not be a ton of work... but I also don't have the skills to do it. So, anyone interested in working together? Anyone have better ideas? Etc.
The basic idea, so far, involves 2 or 3 parts:
1) Imoen dies in Spellhold. Your entire rescue mission is for naught. This would be emotionally frustrating, which I think is appropriate given it is the low point of the game (in terms of both plot, and altitude).
There are anumber of ways that could be done, but it seems the best would be to simply add a player response to the dialogue where she can normally re-join the party. Something like:
"Imoen, you seem like you're fading away before my eyes!"
"Charname I... feel so cold... [urk!]"
This way, the player has control in each playthrough, and can avoid the risk of going through the Underdark with only 5 party members.
What would need to be done:
- Identify that dialogue
- Add a new player response and new dialogue beach, and a scripted death of her .cre.
I don't know how to do anything like that.
Thoughts? Ideas? Want to help?
2) Charname needs a reason to spend so long in chapters 2/3. I had the thought that the plot pacing problem could be solved if the mid-level player needed a McGuffin before going after the immortal archmage Irenicus. Basically like the Rift Device: something like a single-use scroll or wand of "Magical Feedback:" when used against a high-level wizard, the device strips them of all spell protections and combat protections, and slows the wizard for 5 rounds, and encases the wizard in an anti-magic shell for 5 rounds. Even a mid-level player could say, "hey, five rounds for Minsc to whale on a defenseless archmage, that should do the trick."
Each major quest completion could advance a global variable; and each quest boss's dialogue would be scripted to check that variable. When it is 5 or so (choosable upon mod installation, perhaps) the McGuffin will be created in that boss's inventory. And upon finding it the player will get a journal entry indicating that this would allow them to beat Irenicus and maybe now is a good time to go try.
Actual use of the item would not be a problem; as we all know, when you actually reach Spellhold you get betrayed, captured, and soul-stolen, and then we can have the item simply disappear. (Because why would Irenicus leave such a thing lying around?) losing the super awesome McGuffin would make this chapter even more frustrating, in a good way I think.
What would need to be done:
- Seed the player with the idea of finding such a device... either insert rumors or dialogue about this specific device (rumor has it a powerful anti-mage weapon was smuggled out of the Cowled Wizards' vaults, but then lost to some Big Bad Boss) or just a suggestion that the player spend some time searching for any kind of tool that would let a noob take on an invincible archmage. This couldn't be voiced, so I don't know the best place to add it.
- Update the quest endings to advance the global variable.
- Create the item and update the quest bosses' dialogues to drop the item.
- Script the item to disappear when you are captured.
Thoughts? Ideas? Want to help?
3) Charname needs a reason to complete more quests in chapter 6. This is an alternative to #2 above - maybe they could be alternative subcomponents.
In this option, the player goes right along with the game's urgency and can go quickly to Spellhold. Maybe even create the McGuffin above and add it to their inventory as soon as chapter 2 ends. This will give them a false sense of hope.
This would be interesting because most players probably don't go to Spellhold quickly - I don't think I've ever gone before level 15 or so. And it would be a good and frightening challenge to have to get through the Underdark at low level. Then, when you emerge and you need to find the Rhynn Lanthorn, seal Bodhi's lair and require a different McGuffin to open it. And have this McGuffin work exactly as described above, requiring the player to finish 5 or so side-quests to advance the main quest.
Anyway those are the broad ideas. I think 2) is a better idea than 3) and would happily toss 3) to the curb. I feel like doing 1) and 2) would not be a ton of work... but I also don't have the skills to do it. So, anyone interested in working together? Anyone have better ideas? Etc.



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