You mean the second level of the Ice Dungeon, right? IIRC, they found the area file, populated it with a bunch of Winter Wolves and restored it to the game.
As i said, Beamdog can just avoid the intelectual modder content, use the already coded areas and quests that where never implemented in the game and finish by making their own version of the uncompleted half-coded quests, maps, monsters and etc...
You mean the second level of the Ice Dungeon, right? IIRC, they found the area file, populated it with a bunch of Winter Wolves and restored it to the game.
You mean the second level of the Ice Dungeon, right? IIRC, they found the area file, populated it with a bunch of Winter Wolves and restored it to the game.
Exactly. Nobody knows what was going to be there.
Would be nice, but i'm afraid this is not going to happen for BGEE. I guess at the end BGEE will be very much lacking in the same areas as vanilla game (e.g. unfinished quests/content)...
One Pixel Production (1PP) is the only fan-made mod that has officially been announced to have been integrated into BG:EE. There was never any talk of including other fan-made mods in the way 1PP has been included.
Albeit not integrated as-is into BG:EE, the following mods will not be necessary as BG:EE's enhancements make them redundant:
- ToBEx - BG1 Fixpack - BG2 Fixpack - Baldurdash - Dudleyville - Tutu/EasyTutu - TutuFix - Bugfixes that come with BGT - Widescreen mod
The following mods have already been announced by their authors as being made compatible with BG:EE as soon as technically possible:
- BG2 Tweakpack ( @CamDawg said it's already compatible and only requires a new version of WeiDU) - BG1 NPCs ( @cmorgan has manifested his intention to make it compatible asap after BG:EE's release) - SCS ( @DavidW plans to have a BG:EE-compatible version out as soon as reasonably possible)
- BG1 NPCs ( @cmorgan has manifested his intention to make it compatible asap after BG:EE's release)
This may be somewhat of an exaggeration (and I'm not sure cmorgan actually said that per se). Of all the mods, BG1 NPC Project might prove the most difficult to make compatible, due to the fact that BGEE has changed so much dialogue. Also, right off the bat, any mods that add items (including BG1 NPC Project) will be incompatible, since you have changed the very way that item descriptions are listed, causing redundant "usable by" sections and many other incongruities between mod-added items and game items. This will be quite troublesome for modders, actually, and it's quite possible that a lot of larger mods will never be compatible, since a lot of the mod authors aren't even around anymore.
I'd be happy with one of three, preferably cmorgan's sanity . Not saying a quick and stable BG1 NPCs for BGEE wouldn't be great - I just don't think it's possible even if we were able to throw a crack team of WeiFU ninjas on it. Might want to check at least your map markers component with the recent builds, @CamDawg.
Edit: also Exotic Items, at least their descriptions in the new builds.
I like the mod to be stable and cmorgan to be sane. And apparently I myself should be less cynical. Though I feel bad for MacReady to have his team's work Tutu called 'made obsolete'. Didn't think that to be respectful. I do like BGEE a lot though. It's not like I'd want to discourage it in anyway. But apparently sometimes saving the cabbage is hurtful to the goat. Or the other way around.
@Miloch - The "(Not) usable by" header was killed by Dave before I even started to proofread the game's text, because it was always the devs' plan to add the information via GUI code. Avoiding redundancy is as easy as to provide an alternative description for mod-added items that only installs if BG:EE is detected*, and which doesn't contain that header.
* this will be made possible as confirmed by @ScottBrooks last summer.
I don't think that obsolete would be the right term. But once both BG 1 and 2 get Enhanced, and the modders get caught up, there won't be much call for Tutu anymore. It will have been important forerunner but there won't be much call to keep it updated anymore. They can do other things.
It won't be obsolete the way Horse and Buggies are, but it will be replaced with an integrated feature. Like, some homemade modification for car safety being replaced by integrated seatbelts.
Nah, it is all good. As long as folks remember that "quick" in modder terms =/= "a month or three after BGEE is released".
There will be some challenges, like adjusting the journal system, the re-referencing of strings, items, portrait sizing and changes, and a host of other small improvements that make it successively more awkward to convert, and I have no way of testing on (or figuring out how to deal with) the tablet/iOS crowd (but hey, since Windows 8 is headed for lockdown we all need to start being Linux users anyways). Then again, we have already been down this road with BGT, and it was great for BG1NPC storytelling, as it opened up all the folks wanting to use it on that platform. Here, there is no having to deal with floating states, and a good bit of the code is in place to simply swap in game-dependent variables. Where there is a will, a willing cooperative development team, and some modding folks willing to work, there is a way.
I did not mean to be disrespectful to TuTu when saying it to be obsolete.
I did really appreciate the modders behind TuTu and BGT for making an aged game into something much more enjoyable until BGEE was announced. In fact, I'd say that Tutu and BGT helped inspired BGEE amongst other modders that kept this game fresh for so long.
All I'm saying is that I just don't see TuTu having as much use as it once was after the release of BGEE due to the main feature of TuTu is being implemented by professionals.
but hey, since Windows 8 is headed for lockdown we all need to start being Linux users anyways
Hear, hear. We should all be using Linux... it's a shame not all software runs on it. But as I've always said, it's the most secure OS, and it's free.
Where there is a will, a willing cooperative development team, and some modding folks willing to work, there is a way.
I find your lack of faith disturbing. Oh, wait... I find *my* lack of faith disturbing. It's the plural "folks" that I wonder about. I am willing to do what I can but I'm not sure if we can get anyone else. Most of the modders who worked on this are hardly full-time anymore, and a lot are just simply gone or not interested.
@Miloch - The "(Not) usable by" header was killed by Dave before I even started to proofread the game's text, because it was always the devs' plan to add the information via GUI code. Avoiding redundancy is as easy as to provide an alternative description for mod-added items that only installs if BG:EE is detected*, and which doesn't contain that header.
* this will be made possible as confirmed by @ScottBrooks last summer.
@AndreaColombo - Detecting BGEE is not a problem. But you underestimate the "ease" in providing alternative descriptions for mod-added items. Not only do modders have to write a load of semi-redundant descriptions for all items, but what's worse, so do all translators, and for a lot of popular mods, this multiplies a non-trivial effort by a factor of 5 or 6 or more.
Calling something obsolete doesn't imply any disrespect. The Spitfire fighter is obsolete; so is the tea clipper. Both were masterpieces of design in their day.
Comments
Exactly. Nobody knows what was going to be there.
Albeit not integrated as-is into BG:EE, the following mods will not be necessary as BG:EE's enhancements make them redundant:
- ToBEx
- BG1 Fixpack
- BG2 Fixpack
- Baldurdash
- Dudleyville
- Tutu/EasyTutu
- TutuFix
- Bugfixes that come with BGT
- Widescreen mod
The following mods have already been announced by their authors as being made compatible with BG:EE as soon as technically possible:
- BG2 Tweakpack ( @CamDawg said it's already compatible and only requires a new version of WeiDU)
- BG1 NPCs ( @cmorgan has manifested his intention to make it compatible asap after BG:EE's release)
- SCS ( @DavidW plans to have a BG:EE-compatible version out as soon as reasonably possible)
- A quick release
- A stable release
- @cmorgan's sanity
I'm feeling pretty good about BG2 Tweaks w.r.t. BGEE, though.That said, I can't really imagine playing BG1 without the NPC pack...
Edit: also Exotic Items, at least their descriptions in the new builds.
* this will be made possible as confirmed by @ScottBrooks last summer.
It won't be obsolete the way Horse and Buggies are, but it will be replaced with an integrated feature. Like, some homemade modification for car safety being replaced by integrated seatbelts.
There will be some challenges, like adjusting the journal system, the re-referencing of strings, items, portrait sizing and changes, and a host of other small improvements that make it successively more awkward to convert, and I have no way of testing on (or figuring out how to deal with) the tablet/iOS crowd (but hey, since Windows 8 is headed for lockdown we all need to start being Linux users anyways). Then again, we have already been down this road with BGT, and it was great for BG1NPC storytelling, as it opened up all the folks wanting to use it on that platform. Here, there is no having to deal with floating states, and a good bit of the code is in place to simply swap in game-dependent variables. Where there is a will, a willing cooperative development team, and some modding folks willing to work, there is a way.
Tutu (and for that matter, BGT) have been around a looooot longer than most folks realize.
I did really appreciate the modders behind TuTu and BGT for making an aged game into something much more enjoyable until BGEE was announced. In fact, I'd say that Tutu and BGT helped inspired BGEE amongst other modders that kept this game fresh for so long.
All I'm saying is that I just don't see TuTu having as much use as it once was after the release of BGEE due to the main feature of TuTu is being implemented by professionals.