Skip to content

Potential Issues with Altering Mod Dialogues?

During my most recent run of BG2EE, I ran into an issue regarding an NPC mod that I had installed. The fix for the issue involved using Near Infinity to remove a line of text that affected the trigger circumstances surrounding a particular piece of dialogue. While doing this, I also noticed that Near Infinity could edit other things as well, including what is said during dialogues. Now that I am considering a second run of the game (and being the grammar stickler that I am), I've considered using Near Infinity to make a few minor edits to some of the conversations included in the mod.

These changes would be very slight. The grammar errors and typos in question are few and far between, most of which can be fixed by simply switching the positions of a word or two. However, I've seen some discussions that caution modders to be wary when doing things like this, as it can potentially break something if you're not careful. Granted, much of this advice seemed to be directed toward more involved projects (adding entirely new dialogue chains, overwriting existing dialogues, etc.), but being a modding neophyte, I figure it's better to be safe than sorry.

So are there any potential issues I should be aware of while trying to make these edits? If so, are there any precautions I can take to avoid them?
Sign In or Register to comment.