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Super Awesome Mega Mod install for BG2:ee --- I'm aiming for over 100 mods lets get it going!

animecrisisanimecrisis Member Posts: 12
Ok ya'll, I recently figured out (OK more like a year ago) how to force WeiDu to update on behalf of any mod you want to install. The most recent version I have been using is 23800, I have succeeded in adding most mods to BG2:EE.

My next project will be to add 79 mods in total to BG2:EE, I believe I'm at 40-50 right now. If you want to try and muck with it yourself the WeiDu V 23800 is in the "Yvette Romance v3.0" mod and it will update any mods you install on "behalf" of it. I will be posting my results when I do this, of course I need to finish my current play-through before I do a complete re-install.

Keep ya'll posted.
Post edited by animecrisis on

Comments

  • animecrisisanimecrisis Member Posts: 12
    As an update I am attempting to install 122 mods for BG2ee, most are installing well. I will include a detailed list tomorrow.
  • animecrisisanimecrisis Member Posts: 12
    OK I'll TRY to update this by tomorrow, my entire goal is to encompass as many mods to BG2:EE as possible!
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  • comebackhomecomebackhome Member Posts: 254
    I approve of this and any other mega-mod thread.
  • megamike15megamike15 Member Posts: 2,666
    the one thing i really like about the EE is they made it so i can have like 20 npc mods installed and the games not gonna lag at all unlike the originals due to a bloated overide folder. .
  • animecrisisanimecrisis Member Posts: 12
    Subtledoctor- I called it a forced update because it updates WeiDu on behalf of older versions which are packed with some of the mods (they havn't been updated). Funny enough the WeiDu sites version is 28700 while the newest version packed with one of the mods is 28900. Go fig. I gotta definitely say that this is the most mods I've attempted to install to date. I'll list the successful ones soon.
  • animecrisisanimecrisis Member Posts: 12
    Here is my first update.
    OK after going through all the downloaded mods I found some that where either BGee or doubles. Deleting/moving those left me with a total of 115 mods attempting to install. Of those 91 successfully installed, others had various errors (which will be listed later). I have also found out that the INTRO dungeon (Irenicus's) doesn't load right when you try to load from a save. The good news is that after you reach the surface it does. I'm using the newest version of BG2ee so it could be a mod conflict, could be something with the new BG2ee update (I'm yet to check that on a Vanilla install). This error most likely poses little problems for those of us who use Dungeon be Gone (which is installed). Give me some time so I can make the list of working mods and erroneous mods. I'll post links for the DL sites too for each one and start working on the issue most mods had (couldn't find the TOB expansion). Most likely its just a directory update to where Beamdog moved the data files so it should be an easy fix. Keep yeah updated and eventually I'll be attempting to repack all of the files to one mega-mod! :D
  • lunarlunar Member Posts: 3,460
    edited August 2016
    Whoa, you should zip your override folder and dialog.tlk so anyone can emulate your installation by simply placing those files. I can't imagine how long it had to take you to do those mod installations. Ofcourse, the resulting game wouldn't be most anyone's cup of tea, and there are bound to be bugs galore, but still, a most interesting project. A blind run through that game should be quite the thrill.
    I love it!
  • FemShepFemShep Member Posts: 22
    Is there gonna to be any possibility to choose which mods do we want to install?
    Anyway, awesome idea, because I am preparing myself for my 1st BG2:EE run ever!
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  • lunarlunar Member Posts: 3,460
    edited August 2016
    You are right ofcourse, but it is my dream to have the PERFECT mod installation which has tons of mods, and that can be easily copied to anyone's game with those two files, under five minutes. İnstalling tons of mods from scratch is a real hassle. It takes too much time and effort and you gotta be extra careful with mod install orders and such.

    Distributing ready-to-play modded game files should not cause much frown to modders, as long as they are given credit in a readme or so, with links to the mod's actual sites and all. I don't think any modder has fun thinking about the minutes the players spend manually downloading/ installing their mods, and for an inexperienced mod player this is an actual hassle. It's the actual play time that matters, modders (generally) want their mods to be played and experienced and enjoyed by many. It's why they share their mods with the community in the first place IMHO. And such distribution just makes it super easy for people to do so.

    Ofcourse, with this mode of installation, mod sites will be hit less and mod download numbers will be lower too, so you may be right this should not ever be...
  • [Deleted User][Deleted User] Posts: 0
    edited August 2016
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  • [Deleted User][Deleted User] Posts: 0
    edited August 2016
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  • lunarlunar Member Posts: 3,460
    Okay, you know what, I can not offer any counter-arguement to that. You are right. Sorry for the idea. I would just keep it to myself when I need a quick re-install of the mods, I will have the necessary modded files stored for my own personal use.

    In the past I even had shared my scs mod installation for Ipad, all an Ipad user needed was to copy my override folder with ifunbox. I was just bored with all the threads saying Ipad modding was no go or it was too difficult while in fact it wasn't. (As long as ifunbox used to work with ios, anyway.) I was wrong. Well, the road to hell is paved with good intentions, as they say. It won't happen again.

    And thanks for the dedicated and hard work to not only you, but to all modders. You are the guys that keep this franchise alive.
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  • AewyrvenAewyrven Member Posts: 228
    Whenever I did mods to a game (specifically nwn back in the day) I was building them for my world. When someone asked to use the mods that was awesome and always a yes. When someone took the mod to their own version (if it was my mod) I was a tad miffed but went "hey, must did something cool for others to want it"

    If someone tried to create their own version of the mod I had -THAT- mad me grouchy. I was always willing to incorporate ideas into my mods but a blatant copy/paste mod a bit of the code and pass it off as your own, that's where the issue lies.

    We do it for the fun, we like credit where credits due (readme.txt or even yeah this guy made this) and dont generally care if someone is using it since we created it -to be used-

    We... or.. -I- get pissy if someone modifies my mod and calls it their own.

    Ex: I made a cool paper airplane nobody has ever done. Some jerk copies it, changes the color of the paper and says he made it himself.... THAT is what makes people grouchy. If he had said he used my design but liked the colored paper better... cool dude. Have fun.

    What you are doing shouldn't have any issues with what the mod devs have done since you are literally doing a "community expansion pack"

    You arnt changing anything except making it easier to use the content already created.

    Download traffic? Pfft. The games ancient. Half the old mods are probably on archive servers where the dev has forgotten about it even being there.

    Great work. Keep it up.
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