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Player how-to: Getting mods to work on BGEE



  • agb1agb1 Member Posts: 249
    edited December 2016
    @PentiumD - I think the mod's maintainer (Smiling Imp - not to be confused with Jarno / The Imp) has not been seen for a couple of years. Is there a particular feature of the mod that interests you? There are many other mods that make particular NPCs from BG1 available in BG2, while adding new content for them. There is also the Enhanced Edition Trilogy that enables NPC continuity between BG1:EE and BG2:EE (continuity here means that if an NPC exists in both BG1:EE and BG2:EE, either originally or due to a compatible mod, then EET keeps the same NPC version across the transition, meaning all stats/skills you chose for that NPC in BG1:EE remain the same at the start of BG2:EE, if you ever had that NPC in your party -- continuity does NOT mean that a BG1:EE/SoD-exclusive NPC will be available in BG2:EE: that requires other mods in addition to EET).
  • PentiumDPentiumD Member Posts: 62
    @agb1 - Faldorn's trademeet mod is the only one that really interest me from that mod i mentioned.
  • Maxion87Maxion87 Member Posts: 1
    edited December 2016
    i dont understand, should it end up like this? mklink /H dialog.tlk .\lang\lang\dialog.tlk, cmd says it can't find the specified path. I could make the hardlink only if i left it as it is, en_US, in my case
    Post edited by Maxion87 on
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