Status of Unfinished Business for PST:EE?
SoulReaver
Member Posts: 33
in PST:EE Mods
I've bought PST:EE, but before I play it I really want to see the content from Qwinn's Unfinished Business mod (as well as some tweaks, like the Save Nordom tweak) available for it.
Does anyone know what the status is on converting those mods to PST:EE? Is Qwinn even interested in working on such a thing, or is it up to other modders to take up the cause? Would love to know where it's at.
Does anyone know what the status is on converting those mods to PST:EE? Is Qwinn even interested in working on such a thing, or is it up to other modders to take up the cause? Would love to know where it's at.
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Is it possible for someone to reverse-engineer the old mods and recreate them for EE? Or is it going to have to be done from scratch if it doesn't get done by Qwinn?
It doesn't look like the demand for it is super high. I personally would be content in trying the mod on the original since I own it. However, I'm still hoping. I already finished the game in EE and am waiting to see if Unfinished Business comes out for EE for my second playthrough.
(I'm the steam user that messaged him)
My question to the more experienced modders still stands: is it possible to reverse engineer Qwinn's old mod to make it compatible? Or would require a modder to recreate what it did from scratch?
https://forums.nexusmods.com/index.php?/topic/4981245-qwinn´s-unofficial-fix-pack-20/page-56
I've done some modding before but never touched the Infinity Engine so I'm not sure I'd be able to do a good job recreating such a complex mod. Anyone up for the challenge?
you forgot that also the file format for creatures, items and spells are different between PST and PST:EE, which means all of the included cres, itm and spls have to be reworked and also the patching of the existing ones have to be checked...
The VAR.VAR changes aren't needed I think, cause PST:EE handles the variables like every other ToB based game.
I started working on converting PST-UB some time ago (two weeks or something), for my own, cause I didn't know how to contact Qwinn and uploaded my results on github yesterday, maybe we could join forces...
https://github.com/badungu/PST-UB (this is currently only for modders, nothing is tested ingame... )
Also it's easier for Qwinn to look at the changes made to the mod, when then changes are documented on github..:)
What's problem with CRE? I think is standard CRE V1 from BG2.
https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.2.htm
I suggest to create standalone "Fixpack-UB" mod that will incorporate all changes that left.
Would be good if the modders could work together on this to prevent double-up work?
@BROJ,
I had made a readme file, what's left to do coding whise: https://github.com/badungu/PST-UB/blob/master/readme.md
Nothing is currently tested, so I can't give any percentages...
If you want to contribute, there is a good documentation of weidu here: http://www.weidu.org/~thebigg/README-WeiDU.html
Also the iesdp should be helpful: https://gibberlings3.github.io/iesdp/index.htm
Also looking on other mods source files could help you to understand how to code, if you need help with github I could write a little tutorial.
@SoulReaver,
that's why I hosted my work on github, so people could contribute.
Also I've done the Save Nordom Tweak, this one should work fine for PST:EE (I tested it today... )
You could find it here: https://github.com/badungu/PST-SaveNordomTweak
Direct download: https://github.com/badungu/PST-SaveNordomTweak/archive/master.zip