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2) If you have one evil party member then you can kick them out (raising reputation to 20), collect the quest reward (still 20) and ask them to rejoin (lowering reputation back to 18).
As such, I have no problems fudging it when needed. Killing a random person in a home is just part of making the system work for you.
The other option is to use a mod that removes the Evil NPC's scrip to leave when you get too high of a Rep. They can still complain, but will still stick around.
In vanilla there's no good way to decrease it, I'd just have the evil companion kill an NPC in their home and roleplay it as them satisfying their murder urge.
That's terrible.
Was thinking something along the lines of spending money in an evil temple, or maybe and getting caught stealing, paying a fine and get a free relationship hit. Minor misdeeds but in general fighting the good fight.... :)
I might check out the tweaks mod for the bards. Or the thing with the evil NPCs don't leave due to rep - what would be the name of that mod / how would i do that?
Step 2: Get attacked in a tavern/city street or whatever
Step 3: Yeet the AoE spell at the enemy in such a way that it "accidentally" causes a bit of collateral damage to commoners and/or their children.
Immediate and substantial reputation loss will ensue
Its easy to loose rep being evil. I'm not looking for an good=easy way, but for a good="morally good or at least ok" way...
What I mean is you as the player purposefully target the spell to cause collateral damage, then roleplay that it was an accident.
There are none, a better question is why is your Bhaalspawn associating with evil characters in the first place?
Well, redemption of course. Also, i'm not playing a paladin or fanatic & never bought into "killing is ok because they are evil" - as long as they commit no crimes and DO evil, and actually help my character to do good, why not? Even if they don't change, better i keep them along than them going off on their own following their darker nature.
Ok the same mod had a "happy party" option (setting NPCs complain but don't leave), which solved my problem. Thanks everyone!
Then you would lose the rep, and can be lawful in return by killing that npc for justice, or forcing him/her to leave the party because theyre lacking in discipline.
You realize the only reason they aren't committing evil is because thier free will has been crushed by you, right?
Redemption isnt something that can be forced on a vassal with no will of their own, and the moment they are free to do as they will, they revert back to thier mormal personalities as we see in BG(2).
Er, you take that far too serious, they are fictional written characters and of course they never had free will nor could they make any decision. I like to RP a bit, but this being a computer game with very limited companion interaction, you have to imagine most of it.
Nah, fauxpas is correct. You are literally struggling to force evil toons to stay with you every step of the way if you're too good. Forcing them to hold back but not change.
If you stick to the vanilla story it is revealed.