![]() Kulyok's NPCs are a full team and they offer a very specific playing style. Now, I'm not certain exactly how the above problem would best be handled and I know that it can be more optimal to just stick with a fixed party, and I know that losing a party member or two in the opening caves can sometimes come down to bad rolls (though needing four spares is excessive), but it is unfortunate that, if I don't know if I want to stick with Orra within the first couple of hours of the game, that call still must be made right from the jump, at the expense of other possible companions.Īgain, great work on the mod (indeed, I wouldn't feel so conflicted on what to do with party options if I didn't think that the characters provided were at least a little interesting) and I hope to report back with more complete knowledge further down the line. ![]() Namely, they all float around in Easthaven, which becomes inaccessible following the Prologue, which provides little space to check out the various characters and means that a fair few of them will be inaccessible along with the town for the rest of the game should they not be in the PC's party when they set off with the expedition. However, I do have a little issue, which actually applies to her, Dusky, Karihi, Minerva, and Kulyok's NPCs. It's a neat little detail that helps build a neat dynamic for the player, in my ![]() I encountered no significant problems, and I enjoyed the interactions I got which went over her homeland and which gave some nice opportunities to RP about the PC's homeland and their attitude towards their own home. While testing out for a modded playthrough, I did some travelling with Orra, alongside a few NPC mods. ![]()
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