Couple of questions about NPCs
Couple of questions about NPCs
First, is there any way to change the colour of Imoen's armour? Thieves are supposed to be stealthy and remain out of sight, and she looks like a walking fairy-floss in that bright pink.
Also, I see that you can choose an AI script for each party member. Is there any advantage to changing these from the default, and if so does anyone have any recommendations. I'm playing a neutral/good fighter/cleric and will not have any evil party members.
Finally, why does Jaheira sometimes refer to my character as "omnipresent" - she sounds really annoyed when she says it, and I have no idea why. I'm early in the game and just have Imoen, Jaheira and Khalid with me.
Any help much appreciated.
Also, I see that you can choose an AI script for each party member. Is there any advantage to changing these from the default, and if so does anyone have any recommendations. I'm playing a neutral/good fighter/cleric and will not have any evil party members.
Finally, why does Jaheira sometimes refer to my character as "omnipresent" - she sounds really annoyed when she says it, and I have no idea why. I'm early in the game and just have Imoen, Jaheira and Khalid with me.
Any help much appreciated.
You can change the two colors of npc's clothing in your inventory. There are two boxes right under the npc's paper doll. But it will only change the color of the clothes - not armor. In Imoen's case (she can only wear leather) the armor will stay brown. You could use a game editor for that.
I've never used any of the scripts to any great extent. In my experience they interfere a little with gameplay. Imoen continuing to search for traps, Minsc following enemies when you want him to defend your injured mage, etc.
Jaheira's omnipresent remark is just a poor joke, I think. You're the party's leader and she's being sarcastic by calling you omnipresent. I like Jaheira but in BG1 her soundset is terrible.
I've never used any of the scripts to any great extent. In my experience they interfere a little with gameplay. Imoen continuing to search for traps, Minsc following enemies when you want him to defend your injured mage, etc.
Jaheira's omnipresent remark is just a poor joke, I think. You're the party's leader and she's being sarcastic by calling you omnipresent. I like Jaheira but in BG1 her soundset is terrible.
She says: Lou, it's the Beginning of a Great Adventure
Thanks for the help; trust me to overlook the obvious with regard to the colours. From what you said about the AI I guess I just have to get used to controlling a group. I'm used to RPGs where you only control the main character, like in NWN - this is the first party-based game I've played. Jaheira's attitude doesn't really bug me too much; I just wanted to be sure that it was just the way she's written, not some action by my character.
Give the scripts a try and you might like them. For the majority of time they save you some of the micro-management but you will still need to keep an eye on them. If you come into an area where you do not wants the scripts to run just turn the AI off (the lantern in the lower-right corner).
Great spirits have always found violent opposition from mediocre minds. The latter cannot understand it when a person does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses their intelligence.
Thanks DaemonJ - that's about what I figured. But what confuses is that there are so many different scripts to choose from, and I was wondering which of them are best for Imoen.
@Klorox - Yes, I suppose being a neutral, "balance is everything" druid, she's bound to get annoyed if we're too goody two shoes.
@Klorox - Yes, I suppose being a neutral, "balance is everything" druid, she's bound to get annoyed if we're too goody two shoes.
Same here.Coot wrote:What I've used for Imoen is... I forget what it's called, but it's the one that makes an npc used ranged weapons and melee weapons only when cornered.
I usually have Imoen go in and backstab the enemy that is nearest the party or a spell caster if one is present. Then she runs to the party and begins attacking via ranged weapons.
Great spirits have always found violent opposition from mediocre minds. The latter cannot understand it when a person does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses their intelligence.
Please feel free to share your experiences and questions.Amergin wrote:Thanks very much for the advice, and for being so patient with a complete n00b.
I am a n00b to BG2 as well but everyone here has been more than patient with my questions and they actually seem to enjoy seeing the game from a n00b's perspective again. I know that I don't feel uncomfortable asking a question so long as I search first.
Great spirits have always found violent opposition from mediocre minds. The latter cannot understand it when a person does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses their intelligence.
inappropriate scripts
check out the scripts meant for different classes to the actual one of the NPC - sometimes one of the other scripts gets the character behaving as you'd want them to.
a bad combination can cause frustration - if you have a thief who always hides and is good at it - when they do get injured and the cleric has a heal party member script - the cleric chases round after the thief but can't do any healing because the thief is invisible. I have had the thief die from a tolerable wound, just because they stay invisible and don't get healed before another injury occurs.
particularly look at the close/ranged choices and the run after/away aspects.
an injured and over-enthusiastic NPC can ruin a 'won' battle by running off and getting ambushed. chase after should be used with care.
I change the scripts depending on what I am expecting. with my main PC being a *** bowman with bracers of archery and a +3 bow, "shoot on sight" can deliver a 2-3 attack head-start. combine that with having most of the party with missiles and scripts to use them first and gangs of monsters are often so badly affected by 'shock and awe' as soon as we spot them that they have morale failure and run away.
a few days back, gangs of kobold commandoes in Gullykin were running away in droves when the first one to appear was met with instant porcupining.
good scripting that matches the weapons/abilities can save effort.
watch out for the over-reaction of mages though - if a mage is primed to cast offensive on sight - the archers will have taken out the first critter spotted before e.g. the MM hits thin air. I have had mages waste great spells on thin air or very low level enemies that they should have just whizzed a sling bullet at. however, if you are in a tough-monster section, then having the mage fire off at the same time as the archers can stop an enemy spellcaster casting their 'killer' spell. I've had a lich have 'spell failure' on time stop before now as a result of distraction - archers with more than one attack can disrupt casting more often than might be expected.
as I say - check out all the scripts and adjust them to the environment.
check out the scripts meant for different classes to the actual one of the NPC - sometimes one of the other scripts gets the character behaving as you'd want them to.
a bad combination can cause frustration - if you have a thief who always hides and is good at it - when they do get injured and the cleric has a heal party member script - the cleric chases round after the thief but can't do any healing because the thief is invisible. I have had the thief die from a tolerable wound, just because they stay invisible and don't get healed before another injury occurs.
particularly look at the close/ranged choices and the run after/away aspects.
an injured and over-enthusiastic NPC can ruin a 'won' battle by running off and getting ambushed. chase after should be used with care.
I change the scripts depending on what I am expecting. with my main PC being a *** bowman with bracers of archery and a +3 bow, "shoot on sight" can deliver a 2-3 attack head-start. combine that with having most of the party with missiles and scripts to use them first and gangs of monsters are often so badly affected by 'shock and awe' as soon as we spot them that they have morale failure and run away.
a few days back, gangs of kobold commandoes in Gullykin were running away in droves when the first one to appear was met with instant porcupining.
good scripting that matches the weapons/abilities can save effort.
watch out for the over-reaction of mages though - if a mage is primed to cast offensive on sight - the archers will have taken out the first critter spotted before e.g. the MM hits thin air. I have had mages waste great spells on thin air or very low level enemies that they should have just whizzed a sling bullet at. however, if you are in a tough-monster section, then having the mage fire off at the same time as the archers can stop an enemy spellcaster casting their 'killer' spell. I've had a lich have 'spell failure' on time stop before now as a result of distraction - archers with more than one attack can disrupt casting more often than might be expected.
as I say - check out all the scripts and adjust them to the environment.
"All the world's a stage and all the men and women merely players"