Differences between modding BG:EE and BG2
mashedtaters
Member Posts: 2,266
I am interested in writing a mod for bg2. I've been doing a lot of research on dialogue coding, and I think I have the basic idea. I still have a lot to do concerning scripting and using weidu.
I would like to know if the research that I'm doing is going to go to waste...? In other words, how different is modding for BG2 and BG:EE? I would like my mod to be playable on BG2:EE, and I want to get into modding for BG:EE.
I understand that there were big differences in modding for BG1 and BG2, which is one excuse (of many) that I always used to never make a mod. I wanted to be able to write an NPC that could go from BG to BG2 seamlessly, without the use of major add-ons like TUTU and BGT.
This is, of course, safely assuming that modding between BG:EE and BG2:EE will be similar if not exactly the same (aside from the obvious points of different areas, adventures, and npc interactions).
I would like to know if the research that I'm doing is going to go to waste...? In other words, how different is modding for BG2 and BG:EE? I would like my mod to be playable on BG2:EE, and I want to get into modding for BG:EE.
I understand that there were big differences in modding for BG1 and BG2, which is one excuse (of many) that I always used to never make a mod. I wanted to be able to write an NPC that could go from BG to BG2 seamlessly, without the use of major add-ons like TUTU and BGT.
This is, of course, safely assuming that modding between BG:EE and BG2:EE will be similar if not exactly the same (aside from the obvious points of different areas, adventures, and npc interactions).
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Comments
I've been looking and asking for more info on this but they've been almost completely silent on the matter.
Edit: anyway, if the stated goal is true, they should, among other other things, not make bgee "conversions" too difficult
"lot of previously hardcoded features now exposed"
Could you add something, I am curious Maybe we can choose place for start game now, and I don't know it!
I remember only:
- animations slot
- GUI and fonts
New opcode:
319
320
Does triggers PickPocketFailed() work in BGEE?
A lot of kit stuff has been soft coded (e.g. thief skill scaling). Opcode 321 (essentially IWD's 254, removal of effects by their parent resource, e.g. an effect to specifically remove a particular spell) is going to be a huge bonus to spell mods--I've already used it extensively for smarter spell stacking in the next patch. A couple of other opcodes have had expansions--cast spell on condition was revamped for Dorn's Sword, and damage is getting a nifty new flag. There are a couple of new actions and triggers for scriptrs, too. The good news is that pretty much everything was done with an eye to keeping backwards compatibility so the net effect should be more options for modders with a minimum of revamped code.