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Redundant Tweaks?

shawneshawne Member Posts: 3,239
Just wondering whether these components are redundant for BG:EE specifically, now that the Tweak Pack has been updated (and with 1.2 coming) - @CamDawg? Insight would be appreciated...

* Weapon Animation Tweaks
* Force All Dialogue To Pause
* Reveal City Maps
* ToB-Style NPCs
* Sensible Entrance Points

Comments

  • CamDawgCamDawg Member, Developer Posts: 3,438
    shawne said:

    Just wondering whether these components are redundant for BG:EE specifically, now that the Tweak Pack has been updated (and with 1.2 coming) - @CamDawg? Insight would be appreciated...

    * Weapon Animation Tweaks
    * Force All Dialogue To Pause
    * Reveal City Maps
    * ToB-Style NPCs
    * Sensible Entrance Points

    Sensible Entrance Points are redundant, yes. Weapon Animation Tweaks and Force All Dialogue to Pause also go after mod content, so no. ToB-Style NPCs still applies, and works on the new EE NPCs. Reveal City Maps is also still applicable.
  • shawneshawne Member Posts: 3,239
    Thank you. :) Does that mean the Tweak Pack should be installed after, say, "Unfinished Business" and BG1NPC? And are there any other components that should be avoided for the EE?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Tweaks should be installed as late as possible in the stack--something like SCS should go after, but otherwise pretty much last.

    Tweaks should also automatically skip over anything not appropriate for your game--so if you install on BGEE you shouldn't see, say, the delay HLA component or the BG2/BGT specific stuff.
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