How EEs structure fare when compared to vanilla?
Meaningless
Member Posts: 51
Hi all!!
I've my own modded version of BGT (Bg1+2+ToB), which I like to play and adjust as a "hobby" every now and then, I've constructed it adding and changing bits and pieces over the last years, between all the .exe hacks and mods added, its immensely massive.
I was thinking about acquiring EEs and rebuild my modded version on top of it, for my own hobby purpose, but for that I must ask first:
1- how does EEs file structure fares with the originals? Is it the exact same engine or are there one too many caveats?
2- Does DLTCEP and NI work as good on EEs?
3- How stable and malleable are EEs? I don't mind having to go over, say, the baldur.bcs or many BAM sequences and fix or adapt it to my own tastes, however I would hate to face limitations or bugs that do not exist, or are long fixed, in the original games.
I would thank if these questions can be answered with no wishful thinking, have been meaning to ask those for some time now.
Also, I believe these would be the questions that modders need to know about EEs, I tried searching for a topic about it but could not find, if there is one, please point me to, if there is not, please make one and stick.
I've my own modded version of BGT (Bg1+2+ToB), which I like to play and adjust as a "hobby" every now and then, I've constructed it adding and changing bits and pieces over the last years, between all the .exe hacks and mods added, its immensely massive.
I was thinking about acquiring EEs and rebuild my modded version on top of it, for my own hobby purpose, but for that I must ask first:
1- how does EEs file structure fares with the originals? Is it the exact same engine or are there one too many caveats?
2- Does DLTCEP and NI work as good on EEs?
3- How stable and malleable are EEs? I don't mind having to go over, say, the baldur.bcs or many BAM sequences and fix or adapt it to my own tastes, however I would hate to face limitations or bugs that do not exist, or are long fixed, in the original games.
I would thank if these questions can be answered with no wishful thinking, have been meaning to ask those for some time now.
Also, I believe these would be the questions that modders need to know about EEs, I tried searching for a topic about it but could not find, if there is one, please point me to, if there is not, please make one and stick.
Post edited by Meaningless on
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Comments
Do you perhaps have information about which tobex features are not implemented, or is there somewhere where this information can be found?
Can you forward a feature request in the http://forum.baldursgate.com/categories/feature-requests
I'll endorse yours and add mine as well.
By contacting a dev thats how we must proceed anyway, and I'm not about to let it go without some trial ^_^
Yup there is a an option for that but solely in BG2EE baldur.ini (btw whats the deal with making these new .ini files so contrived?? It seems some devs are chaotic aligned).
Hoping devs include that for BG1 as well and soon, I don't want to have to wait years until someone has to create from scrath a full mod that export BG1EE to be played into BG2EE engine and somebody else to go and fix the EEs .exe to include features which should be there from the start. Please devs get to work on whats important and coherent (theres a reason why everyone plays BGT and why tobex is in every install).
Sorry if it looks like I'm bitching but this kind of nonsense makes me mad
Me, you, subtledoctor, CrevsDaak, all grandmas and all grandsons, want to play an UP TO DATE engine. Enhanced something has to mean moving it forwards, not backwards...
Sorry for the context of the post this subject does make me mad
Please no more nonsense to topic xD.
Seems like I've learnt a new definition of naive today, thank you.
Now is there anything else you want to add to the subject, or came in solely for deprive?
Thank you for your time.
Theres always problems with people that can't grab the full scope of things, be sure to grab the bits and pieces on the way out, you oughta figure it out sometime.
I don't want to start it and down the road realise it was much faster/better to simply wait a full BG1 port to BG2 engine.
Since I currently have no idea about the differences from one to the other.. I better just lurk around until I feel informed enough to make a decision, and yeah the waiting is quite a bother.
Didn't meant to be rude at Sion, perhaps he/she thought I meant most people play BGT nowadays, when I was actually talking in retrospect and thinking it would be obvious to all who read (meaning vanilla games turned into BGT, and the same is gonna happen here in due time, its more or less proven).
I made another topic in BG2 section but dunno if someone actually can or even has what to say about it:
http://forum.baldursgate.com/discussion/39456/bg2ee-bg1ee-engine-functions-please-enlight-me
Guess I'll have to sit a bit, let experience, trial and error be the guide, as it was before \o/
(sigh.. and I'm so much better at being grumpy than being patient.. oh the wasted potential!)
In the meantime, you can use a little mod @Dee made for attack animations: http://forum.baldursgate.com/discussion/comment/531469/#Comment_531469
The ini files are written in SQL, a standard database query language. It's actually kinda cool, the ini file is read and processed directly into an in-game database of options. I guess a more "hip" solution would have been XML.
Well... so long as both engines do strive to keep matched, have no other choice but to open shop in BG1!
Was probably gonna do that anyway, I really suck at waiting
2 - DLTCEP/WeIDU/NI are used in development, they are updated as the engine is improved. EE Keeper is also maintained by a staff member.
3 - if malleable means, moddable. Then the EE has many of the originally hardcoded features externalized. You don't have to hack the exe to get these. Obviously, mods will need to alter 2da's or other files to get the same result as the .exe hack did for the old engine. Bugs, are always present. We still fix old engine bugs that people insist we put in the EE Of course, there are new bugs as well, caused by adding the features. But, patches come frequently compared to the vanilla engine. After all, when did you get the latest patch for vanilla BG2? Even if ToBEx counts.
Someone else mentioned ToBEx features. Well, we mostly implement them as we need them. I'm pretty sure, by now, we got 80% of them. I don't know which ones we still miss, but i know which ones are in. I would advice maintaining a list of ToBex features, mark which ones are working, which ones are different but available, and which ones are still missing, but actively used by some mod.
About the concentration check: yeah, it is a good feature.