In The Beginning...BG Modding
CuChoinneach
Member Posts: 105
Just FYI...
The Beginning: 1998-1999
TEAMBG Members and tools they created.
1 Ken Baker - Programmer, Data Discovery and Webmaster
Character Editor
Creature Overrides Editor
Store Overrides Editor
Website
Ken started TeamBG, ran the site and made the 'Character Control' (for Character and Creature editing), 'Godlike', 'BG Rules Editor', and 'TeamBG AI Scriptor' programs, discovered many of the unofficial cheat codes listed in the Cheat Codes document here, discovered many other of the early findings including the -1 xpcap to disable the xpcap.
2 Corak - Programmer and Data Discovery
Biffstripper Lite
Biffstripper Pro
ItemTextEditor
ItemTextEditor
Item Overrides Editor
3 Mikal - Data Discovery and Testing
Spell Overrides Data Discovery
Custom Spell and Creature Item Overrides Creation
4 Arcana (Robbie Powell) - GUI Enhancements and Help Files
Help File for Character Editor
5 CuChoinneach
DSotSC - Dark Side of the Sword Coast (1st Mod/Add-On)
This is the first unofficial expansion for BG/TotSC. It is aimed at a 9-12th level party. Includes 5 major quests, more powerful monsters, over 30 new areas, 100 new spells, over 70 new critters, 80 new weapons, armor and other items, 9 New NPCs to join your group, enhanced Original BG Quests and Encounters, experience cap raised to 20 million, and Level 40 rules pack is included (instead of the level 20 rules that come with BG/TotSC).
CuChoinneach was the guy who pulled together the first team to create the first Mod for BG, Dark Side of the Sword Coast. He recruited several people to help out, including Grog who had the original concept for the project, Banelord and many others. He designed all the quests and NPCs (except Jetlaya created by Grog) and items as well. Story was developed by CuChoinneach and Roach. DSotSC was originally released in 1999. DSotSC was created with the tools available at the time and hex editing!
Original Credits here: http://www.dsotsc.net/credits.html
The Beginning: 1998-1999
TEAMBG Members and tools they created.
1 Ken Baker - Programmer, Data Discovery and Webmaster
Character Editor
Creature Overrides Editor
Store Overrides Editor
Website
Ken started TeamBG, ran the site and made the 'Character Control' (for Character and Creature editing), 'Godlike', 'BG Rules Editor', and 'TeamBG AI Scriptor' programs, discovered many of the unofficial cheat codes listed in the Cheat Codes document here, discovered many other of the early findings including the -1 xpcap to disable the xpcap.
2 Corak - Programmer and Data Discovery
Biffstripper Lite
Biffstripper Pro
ItemTextEditor
ItemTextEditor
Item Overrides Editor
3 Mikal - Data Discovery and Testing
Spell Overrides Data Discovery
Custom Spell and Creature Item Overrides Creation
4 Arcana (Robbie Powell) - GUI Enhancements and Help Files
Help File for Character Editor
5 CuChoinneach
DSotSC - Dark Side of the Sword Coast (1st Mod/Add-On)
This is the first unofficial expansion for BG/TotSC. It is aimed at a 9-12th level party. Includes 5 major quests, more powerful monsters, over 30 new areas, 100 new spells, over 70 new critters, 80 new weapons, armor and other items, 9 New NPCs to join your group, enhanced Original BG Quests and Encounters, experience cap raised to 20 million, and Level 40 rules pack is included (instead of the level 20 rules that come with BG/TotSC).
CuChoinneach was the guy who pulled together the first team to create the first Mod for BG, Dark Side of the Sword Coast. He recruited several people to help out, including Grog who had the original concept for the project, Banelord and many others. He designed all the quests and NPCs (except Jetlaya created by Grog) and items as well. Story was developed by CuChoinneach and Roach. DSotSC was originally released in 1999. DSotSC was created with the tools available at the time and hex editing!
Original Credits here: http://www.dsotsc.net/credits.html
7
Comments
I didn't even have to go to school hahha.
Thanks for that.
But BG1 is rather colorless in comparison with BG2. BG2 was an epic RPG, because of the very good written character interactions. The great story was rounded with such character depths that have never seen before in a PC game. BG2 is like a good book, where you can make your own choices.
I must say, that i have never played your expansion. I will do this, once it is released for BGEE. But the only thing i really miss, are character banters. I think that's something your mod can't offer to me. In my opinion that's what makes a game epic, feeling with the characters in a RPG. Neither Dragon Age nor other RPG games of newer time gave me this feeling, like BG2 did with the colorful chars and beautiful NPC modding work.
I am sure, that without Baldurs Gate 2, the first game won't be that popular. But modding should make a game more "rounded" and deep, like many mods have done. So not modding teams are the reason why BG is that much popular. It's because of BG2. It's just my opinion, don't take this the wrong way. Can't miss some mods in BG2, because they make the game so much more complete.
Rather than just having him as Bub or Bardo it has the full name: NPCS DONT DO THAT!
Also, their stats tend to be either rediculously good and powergamey or entirely underwhelming. Either way, they just don't feel like they mesh well.
Also, characters with the same name as the author... I don't know, DSotSC felt odd and not quite in the good sense of the term.
... kay!
Some things I dislike of course, as mlnevese pointed out the fact that you HAVE to take Jet'Laya in the party to even start the adventure sucks. The massive reuse of the same maps over and over in the last dungeon is a pain too but I realize how hard it is to make new areas that fit well and how it probably was unfeasible aback then.
Never really tried the other NPCs, they all seem a bit out of place or plain overpowered. Pretty sure the BGT version has some interparty banters.
Yes, unfortunately, we did not have the means to create new areas, so we had to reuse existing ones. The drow quest was long because it was the last, we didn't want you to run into drow too soon, and we wanted to give the idea that you were going down, down, down deep. Sadly, what I really wanted was to be able to have you go into the underdark, but underground mines were all we had.
Some NPCs had some special abilities (like fighting undead) to help out with certain quests... and yes, it is extremely difficult to make it all balance out. We were adding new NPCs, new spells, new items, new quests, and increasing the difficulty of existing quests, so yes, balancing became tricky.
But, hey, remember... DSotSC was the very first one. Nobody else had done it yet and we were breaking ground. So yes, I admit it could be better... and maybe we may see some improvements come in the days to come... who knows?
I ran a mod team for a mod for C&C (command and conquer) back in the day. 4 out of the 6 of us ended up in the gaming industry (oddly as the team lead - I did not, instead I became and Army Officer, and now an Operations Director in the private sector).
But just curious if you guys had the same "catalyst effect" for jobs in the gaming industry as we did. Also even though I make more money and have more responsibility than I did then - I have to empathize with the sentiment "I really miss those (modding) days."
But, I hear ya... I do miss those (modding) days.