Mods available at launch
Smeuuh
Member Posts: 34
Hi,
Will any mods be available at launch? Or will we have to wait a few days/weeks/months/years so the old mods can be ported to BGEE? I ask because I'll preorder BGEE and play it at launch, and that's probably gonna be my only playthrough (I don't want to spend too much time on it ...), so It'd be nice if I could use a few mods.
Will any mods be available at launch? Or will we have to wait a few days/weeks/months/years so the old mods can be ported to BGEE? I ask because I'll preorder BGEE and play it at launch, and that's probably gonna be my only playthrough (I don't want to spend too much time on it ...), so It'd be nice if I could use a few mods.
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Comments
Speaking of plural: are you sure you don't want to replay the game? Every BG fan I know has played the games more than once, even dozens of times. There's no game I know that has such a good replayability value.
If you plan to play it once only with mods, then I believe you will set yourself up for disappointment, because: i) you won't play a stable modded game for at least a year; ii) when you do play a stable modded game, you will probably be interested in something else by then (or BG2EE).
@Ascension64 did a platform conversion utility a while back that (in theory) made Tutu/BG1 mods compatible with BGT. Theoretical mostly because a lot of work had to be done behind the scenes to make it work in reality. But it seems to me that sort of thing could work for enabling BG1/Tutu/BGT mods for BG:EE, because (and I know this from painful modding experience) it is always easier to make things upward compatible than downward compatible (trying to adapt BG2 scripting to BG1 is no joy, whereas the reverse is hardly an issue at all).
NI as a Java application, so aside from "write once, test everywhere" it will run anywhere, including OSX.
As for changing the extension of a file, I imagine the mv shell command will work.