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Which tools to mod BG2EE?

kotekokoteko Member Posts: 179
Looking around I can't seem to find infos about BG2EE modding. Is there anything different from the original game? (ie, can I use the same tutorials?)

To give you an idea of what I'm looking for, my plan is, among other things, to add a "third way" to reaching Spellhold, thus avoiding both Aral and Bodhi's quests. Not really a small change. Is a tool like "NearInfinity" enough to achieve this, with the proper tutorials?

Any advice and/or links would be much appreciated. Thanks.

Comments

  • CoM_SolaufeinCoM_Solaufein Member Posts: 2,606
    Sound and some images file formats (TIS, MOS, BAM) have been changed. Most old tools won't work with those. DLTCEP and Near Infinity are being maintained to the current standards and should work mostly.
  • prophet1prophet1 Member Posts: 172
    Check this thread for links: http://forum.baldursgate.com/discussion/15380/bg-ee-mods-and-modding-tutorials-quick-links

    (scroll down till you see "Tools").

    Personally, I recommend latest version of DLTCEP - NearInfinity is not working so well for me (it's completely possible I'm doing something wrong).
  • kotekokoteko Member Posts: 179
    Thanks, I'll get into it with DLTCEP for now, then :)
  • prophet1prophet1 Member Posts: 172
    edited November 2013
    You may also want to read up on weidu (http://weidu.org/main.html#weidu) - most mods today use it, coming in weidu .tp2 format so they patch existing files instead of overwrite them. The latest version 235 is compatible with EE engine.

    Also, check this out: http://www.gibberlings3.net/alternatives/
    Just to be sure you're not redoing something which already exists, since your idea sounds similar.
  • kotekokoteko Member Posts: 179
    edited November 2013
    When searching for the other tools, I did actually end up reading on weidu, and weidu-related tutorials. Seems like the most common tool around. I guess it should be enough for the beginning, when I "only" have to override certain dialogues, add NPCs and quests, etc. Areas come much later.

    Edit: checking out Alternatives, thanks.
  • AlmateriaAlmateria Member Posts: 257
    Seriously though, don't override any dialogues, that's just crude.
  • kotekokoteko Member Posts: 179
    Errm.. can you elaborate a bit? :)
  • AlmateriaAlmateria Member Posts: 257
    Overriding means you throw the original file out of the window, which also means zero compatibility with other mods and also original content if you don't include it in the new file. For example, you could replace Irenicus's dialog file with piss_poop_butt.txt, but that just breaks everything. It would be much more sensible to add crude profanity as one of the possible outcomes.
    Other example:
    I had a mod once which made so that all rings and amulets were pulsing with gold color. Overriding method would mean I'd make like 20 new files, each of the original rings, each with the added effect. It's doable, but in result any other change to those rings would be destroyed by my mod. To ensure compatibility, I had to add the effect to the rings using an easy macro, whi wouldn't break anything.
  • kotekokoteko Member Posts: 179
    I understand. Thanks for the clarification.
  • SaradasSaradas Member Posts: 148
    I don't know your skill level about modding, but if you are a beginner weidu is pretty intimidating at first. DLTCEP and Infinity Explorer are the way to go. Weidu is mandatory to distribute your creations, though.
  • kotekokoteko Member Posts: 179
    I'm a beginner but I have no problems with scripting and command line utilies. I just wish the syntax wasn't that ugly though :P
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