More Imported Flags (BGEE to BGIIEE)
GarrusN7
Member, Mobile Tester Posts: 155
Basically after a long playthrough of BGEE AND BGIIEE, i have just noticed that even though i did my romance in BGEE there was no mention of it later. Based on what i read here in the forums it seems that no romance flags are imported. It kinda kills the whole romance plot in BGEE since it isnt even imported and the way the romanced characters talk to you is... normal.
Will there be an update any soon where the romance flag from BGEE will be imported into BGIIEE? I mean, really it is quite sad Neera slept with someone else other than me, lol. I am guessing the dialogue for Neera and other romanced characters will have to be changed severely.
I dont mind the fact that we start with preset characters in BGIIEE because i actually think the preset characters should stay, those that played original BGII will know why. Some things should never be changed (this is the one).
Will there be an update any soon where the romance flag from BGEE will be imported into BGIIEE? I mean, really it is quite sad Neera slept with someone else other than me, lol. I am guessing the dialogue for Neera and other romanced characters will have to be changed severely.
I dont mind the fact that we start with preset characters in BGIIEE because i actually think the preset characters should stay, those that played original BGII will know why. Some things should never be changed (this is the one).
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Comments
Does her conversation with imported romance change?
And please tell me that the starter characters havent changed...
And no, the starting roster in BGII:EE doesn't change.
However,, this new functionality does open the possibility for modders to carry characters forward, assuming they're willing to do the leg-work to make it happen.
2. Thank god. Please dont change this. Those preset characters are what made BG2 tge way it was meant to be
Generally speaking, you can set specific global variables to be detected by BGII:EE through VARIMPRT.2da, and then use those variables to set different behavior based on what the imported save brings with them.
For example, let's say I want to make a mod NPC that the player can meet in BG:EE, adventure with, and then recruit right at the start of Shadows of Amn if the player had them in their party. I would add "DeeNPCJoin" to BGII:EE's VARIMPRT.2da, and then in BG:EE I would set that variable based on that NPC's presence in the party (along with any other variables I wanted to bring over--romance, banter, quest status, choices I made in dialogue, etc.). Then, in BGII:EE, I would set a check in the script of the starting area for that variable: if that variable is set to 1 (or greater than 1, or greater than 0, depending on what I want to do with it), then I place that NPC in the area. If not, then I don't.
It's a change that, if modders choose to take advantage of it, will open up a lot of possibilities that weren't there before. For the base game, the feature has limited scope; but in the broader scheme of things, the potential is huge.
now since we began talking about mods and all that sort.
Do you have any idea if there are any plans to restore the original Badass half-orc inventory screen (or whatever its called)