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2nd part.... sounds good to me.
Some conversations force everyone into them if they're in range of when it starts, others require party members to manually click to view the conversation iirc, I don't know how this will account for one of your party members running around halfway across the map for some reason.
https://steamcommunity.com/sharedfiles/filedetails/?id=1499447796&searchtext=
The problem arises with semantics because there is more than just a persuasion check like in DoS 2 & there are different checks after you succeed some other check. Like... a conversation could require you to roll a Persuasion, then an insight, then a slight of hand & all other kinds in-between that were overlooked because we chose to make those checks. There's also unique dialogue from each origin/custom race & gender character that will be missed if everything is directed to the MC. Would it be a matter of prioritization of the MC, or opening the options to explore the choices with every character?
There's also the underlying issue of not getting approval when a companion makes a decision/choice; is that supposed to be opened up & we get approval no matter who makes the decision?
Definitely +1 on the changing on characters for "assisting" in the dialogue with voice lines, via the character select feature; but I'd also appreciate it if the option to join a dialogue with a character that was out of range for the conversation initiation so that he/she can take part it in. Of course this can make a plethora of problems in Multiplayer that I won't even get into.
I would be satisfied if the functionality of that mod was integrated into the base BG3.
Well, I'll have to admit I'm a bit confused here. What part of this do you think goes unaddressed by my suggestion (the second part of it)?
I mean, for how the system would work, no matter how many different consecutive skill checks the game could throw at you, as far as someone in your party could handle it they would be picked to do it.
I'm not sure what you are referring to, here.
IF you are playing as an Origin character, that character would also be the "MC".
If he's just a companion in your party crossing some part of the story where he has a "vignette" where he says something, it would work exactly as it does now: the dialogue would start with whoever is there (once again, ideally the MC) and then the companion would have his story-driven vignette.
Hard to say what's even the intent on Larian's part here, but once again that's something that applies to the game "as it is" and not strictly related to any change that is being suggested here.
I was referring to the mod & how it redirects to highest persuasion character or the MC in DoS 2. What you proposed, addresses these things, but with what I say next, about the start of the conversation, could change how some events work & make them make less sense... Which will open a boatload of new dialogue or erase some.
Three instances came to mind when writing this, and how events would play out under them.
1. When your MC is anything other than a Drow & try to walk trough the goblin ambush, but you have a Drow in your party... Your conversation got redirected to the MC (a non-drow) & you change your character to respond with the Drow, what would the conversation tree look like? The goblin was clearly addressing the non-drow in the cutscene. Does it warrant new voice dialogue or would the Drow respond with the lines of whatever race your MC is?
2. The same dialogue dilemma at Waukeen's rest with the Flaming fist; but now you have a human with you (let's say he's Wyll), and your MC is a drow. When you change the dialogue character to him, does Wyll get a new dialogue tree to calm down the Flaming fist. How would the dialogue trees look like?
3. In the event of engaging with your MC(custom character) during an Origin character(let's say Wyll) cutscene & you switch to the Origin character to respond to the scene; would the cutscene continue playing as if the Origin character is alone, or would it play as if both parties are there & Wyll is the MC... and how would the dialogue tree look like?
I suppose you've partially answered the last one, but I think the dialogue tree is more convoluted with variables than just who says what.
I don't have the best answers for these scenarios, but limiting the dialogue tree of companion responses to what the MC can say, seems immersion breaking. I would rather my MC do all the talking & all dialogue be directed to him/her.
I don't like it, but I think it's relevant because of the suggestion of companions responding & how the game handles the responses for the MC. If the suggested changes are made, then I think the MC should gain approval from companion responses. Otherwise there's a cut in incentive to use the proposed feature.
Last time I went through this gate in Patch 8 I started the dialogue with my MC (human barbarian) and the game automatically had a scene about Shadowheart (that was disguised as a drow in this case) stepped forward and got us free passage.
I... don't understand the question because I never experienced this part as a Drow and I'm not sure how that sequence goes.
But generally speaking if your MC was a drow I'll stress that you would STILL have the option to FORCE-START the dialogue with someone else.
And if the scene is an auto-trigger and some companion is supposed to intercede in your favor and save your ass there... That can still happen in the same way, I guess? At worst it would require some minor tweak to address it.
My idea, the one I already described but maybe I didn't make clear enough, is that the dialogue would hardly ever move away from being managed from your perspective, and Origin companions would just have their occasional chance to intervene and say their lines/do their skill checks.
Like it already goes currently when you, for instance, approach one of the goblin tortures with Wyll at your side.
What's important to stress to me, in any case, is that I don't make this strictly a matter of maximizing results.
Maybe I'm weird but it doesn't really matter to me to get the best result every time. I don't want to pick the Face as matter of min-maxing. I just want my character to be the "protagonist" even when there are better diplomats in my party.
Last thing I want is having to handle every dialogue with a bard, paladin or warlock companion only because I'm playing a Barbarian, for instance.
I'll deal with the consequences and occasional shortcomings of being a barbarian if I have to. Thank you.
But then again if they can help when it makes sense for story-related reasons or because they have the adequate skillset, all the better.
And there's of course the other side of the coin: when having a certain companion could turn in a mandatory fight a scenario that otherwise could have solved with diplomacy.
I'm perfectly fine with dealing with the consequences of that, too.
+1 for the direction of the ideas.
Now it's up to Larian to keep us in the dark on how they look at this system and if they plan on any improvements for it... lmao
I'm a min-maxer most of the time, but I can sacrifice a few lost stats, feats or items if it means a better story experience
Its good you don't see everything the first play through. Makes you more curious for another play through
Every decision you wouldn't make, every companion you wouldn't bring with you, every place you don't visit or quest you don't complete (or complete in a way rather than another) remains part of that WHOLE LOT you wouldn't see in the first playthrough,
Hell, I played this EA 7 or 8 times already from start to finish and I keep crossing Youtube clips about scenes I've never seen,
Which makes your concern... Odd, to put it mildly?
Not to mention that even speaking more in general I don't find the "You should be gated out of stuff to encourage more playthroughs" a particularly compelling argument.
On the one hand, I've had strange glitches where I've moved the talking character forward and another character triggered the dialogue. Somehow the NPC saw them first but it comes across as an immersion-breaking glitch.
Otoh, these origin characters have got strong personalities and I'd imagine they would respond immediately - without asking permission from MC, if interacted with by common NPCs.
There is the obvious counter-argument that MC is the key personality binding the group, so with big decisions they'd wait for you to step up and have your say. In D&D every group does have a face character - and a leader.
I'm kind of okay with things as is, except for strange LoS triggers. I've got no problem with Astarion getting caught and having to talk his way out (with a -1 Cha ring). Unexpected but fair failures add to the replay-ability.
In that case it would be only be weird to have your MC instantly teleported in the area to deal with a sudden dialogue.