Technical definition of an IE "Mod"
drakir
Member Posts: 61
Hello
Lately I've been trying to learn more about the workings of the Infinite Engine.
(I realize I'm a decade or two late to the party, but better late than never, right?)
I am wondering what a mod is. Obviously, I know it's a modification of the game to a greater or lesser extent, but technically speaking, what is it, or what can it be?
The answer is probably one or multiple files, but I want to know which ones it can be.
(I suppose if they don't check diff against the original they might override each other by mistake?)
I have a feeling I have seen executable files(installers?) too, what do these actually do, behind the scenes?
Also, has there ever been any attempt to create a standardized mod format or a centralized location for them?
Lately I've been trying to learn more about the workings of the Infinite Engine.
(I realize I'm a decade or two late to the party, but better late than never, right?)
I am wondering what a mod is. Obviously, I know it's a modification of the game to a greater or lesser extent, but technically speaking, what is it, or what can it be?
The answer is probably one or multiple files, but I want to know which ones it can be.
(I suppose if they don't check diff against the original they might override each other by mistake?)
I have a feeling I have seen executable files(installers?) too, what do these actually do, behind the scenes?
Also, has there ever been any attempt to create a standardized mod format or a centralized location for them?
0
Comments
The BG content is mostly spread across several different, unique files. For example, areas are within .ARE files. Creatures are within .CRE files. Dialogues are within DLG files.
So say you want to do a mod that adds a new NPC in Candlekeep, with a few lines of dialogue. How do you "mod" BG to include that?
The idea is that you need, at the very least, to create a CRE file including the stats, portrait etc of your NPC; the DLG with the dialogue, that you then reference within the CRE; and finally the ARE file for Candlekeep: inside this binary file, encoded in a specific way, there all NPCs and items that you see when you start the game. So you'll have to add your new CRE there.
These three (or possibly a few more, if the NPC is joinable or has a specific script) files need to be put within the override folder. When you start a new game, the first area to be loaded is indead Candlekeep: but it will be "your" candlekeep, not the original one. Equal to the original apart from the new NPC, that will be visible and talkable-to.
It gets more complicated when you want to modify existing NPCs, for example, while also staying compatible with other mods. This is the "weidu" thing: it gives you a language with which you modify existing resources without having to know if a specific mod was installed or not. But that's a tale for another day.
90% of the game is moddable, so go enjoy.