While it's not exactly a mod, i feel like you should post links and info on Shadowkeeper on the OP. It's a really popular tool for tweaking the game ( a lot of threads already speak of it), and it's not really working - for now - without a few manual modifications. Number one link should be, imho, this one : http://forum.baldursgate.com/discussion/7205/getting-shadowkeeper-to-work-with-bgee/p1
The sphere system was one of my cleverer bits of coding, if I do say myself. The broad outlines:
Alter the usability of every divine spell so that they're unusable by everyone. If they're flagged as usable by druids, for example, they automatically get added to the druid spellbook at level-up, which we needed to prevent.
Next, build bits-of-CLAB based on spheres. So, we'd build a text file for, say, the major plant sphere full of stuff like GA_SPPR105 to grans Entangle to druids/clerics with the right access. (This was also done so that this system could be extended to non-DR kits--i.e. someone else could built a new cleric kit, detect that Divine Remix was installed, and run the same step as below to set up the proper spellbook.)
Then we look at a kit's sphere access and start appending these bits-of-CLAB together into a CLAB file that contains the regular kit abilities plus a whole bunch of lines that rebuild the priest's spellbook through these GA_SPPR105 bits. In the regular BG2 engine, using this mechanism would force a spell into a priest's spellbook even though it was technically (per the file) not allowed to them.
So does that make DR very difficult to update for BG:EE ? or is it just me that's so retarded about modding that I can't figure out stuff like that ? =p
Anyone else noticed that the Gibberlings Three modding site is suspended? What is this about? This was my go-to modding site! http://www.gibberlings3.net/
@CamDawg Do you perchance know if the Paladins of Faerun Kitpack would still work on a updated Divine Remix version for BG:EE, or be outright incompatible? It would be a shame to lose such fine kits, especially since the probability of seeing an BG:EE version of the Kitpack is very much nonexistent at the moment.
@CamDawg Do you perchance know if the Paladins of Faerun Kitpack would still work on a updated Divine Remix version for BG:EE, or be outright incompatible? It would be a shame to lose such fine kits, especially since the probability of seeing an BG:EE version of the Kitpack is very much nonexistent at the moment.
I didn't know about this kit pack and just looked at it... they were compatible to divine remix so if DR is updated for BG:EE, those kits should be pretty easy to update so no worries here (you'll just have to find someone with the skills to do it ^^)
Vedran's Lost Items - Installs without errors, all components seemingly work except for the monk bonuses (also several of the side components are made obsolete by BG2 Tweaks).
@CamDawg I'm having trouble finding the posts, but I understand you are updating BG1 NPC Project. I am very interested and have a request. In the spirit of the new romances in BG:EE, can you remove the racial restrictions on Dynaheir and Branwen? Also, the updated BG2 Tweaks, does that allow concurrent romances with the added mod romances and Neera? Thanks!
Besides, I believe at present Infinity Animations is not compatible with BG:EE
I believe most mods are incompatible with BG:EE and it is not realistic to expect compatibility anytime soon for the larger mods. In fact the only one I've heard of being compatible is BG2 Tweaks but I haven't kept up to date (though I guess there are a handful of others in the OP but fairly obscure ones). I would in fact be very surprised if BG Mini-Quests and Encounters worked as it was intended due to all the dialogue changes.
@Shin Oh, Thanks. I thought I saw CamDawg responding.
@cmorgan I understand you are updating BG1 NPC Project. I am very interested and have a request. In the spirit of the new romances in BG:EE, can you remove the racial restrictions on Dynaheir and Branwen? Also, the updated BG2 Tweaks, does that allow concurrent romances with the added mod romances and Neera? Thanks!
You'll never forgive me for altering the game text, right?
Rofl, probably not. :P (For the record, some of it had to be altered, some didn't.) But this doesn't really have to do with altering specific strings, but actual altering of dialog.dlg files which can cause structural incompatibilities with the way modded dialogue is implemented. BG1 NPC Project will have a lot of hurdles to overcome in that regard as well.
@faceless1963 Unfinished Business for BG1 seems fairly compatible as of v13. It doesn't update the journal properly and all features have yet to be tested, but it installs properly and so far several features are confirmed as working.
Base 1pp features are already included in BG:EE. For features not included, I very much doubt 1ppv4 can be installed on top of the EE, and don't know of any workarounds for this.
@Shin@faceless1963 - To my knowledge, most (if not all) 1PPv4 resources are actually found within the game's files. Some of them, such as extended color palette, BG1 shields, flaming swords, paperdolls, new helmets, softer spell effects, etc. are also implemented; the others are merely there as unused resources for modders to meddle with if they like. Hence, it is possible to restore them; I just have no idea how to do that (then again, I'm no modder).
@faceless1963 Unfinished Business for BG1 seems fairly compatible as of v13. It doesn't update the journal properly and all features have yet to be tested, but it installs properly and so far several features are confirmed as working.
Base 1pp features are already included in BG:EE. For features not included, I very much doubt 1ppv4 can be installed on top of the EE, and don't know of any workarounds for this.
A bit confused here. Are we waiting on v14, or should we dig in with v13? All previous post +OP point to wait, but this post has me juiced.
Thanks for all the work and the updates in this post. I would be lost without this thread and your work.
@faceless1963 Unfinished Business for BG1 seems fairly compatible as of v13. It doesn't update the journal properly and all features have yet to be tested, but it installs properly and so far several features are confirmed as working.
Base 1pp features are already included in BG:EE. For features not included, I very much doubt 1ppv4 can be installed on top of the EE, and don't know of any workarounds for this.
A bit confused here. Are we waiting on v14, or should we dig in with v13? All previous post +OP point to wait, but this post has me juiced.
Thanks for all the work and the updates in this post. I would be lost without this thread and your work.
It depends on your sense of adventure and perfectionism I'd say. Go ahead if you're happy with the main features, i.e. most of the events working as they are supposed to, but also ready to accept a risk of unforseen errors and related journal entries not updating accordingly.
If you want everything to be more polished and more thoroughly tested before you're ready to install it, then wait for v14.
Comments
Number one link should be, imho, this one :
http://forum.baldursgate.com/discussion/7205/getting-shadowkeeper-to-work-with-bgee/p1
So does that make DR very difficult to update for BG:EE ? or is it just me that's so retarded about modding that I can't figure out stuff like that ? =p
http://www.gibberlings3.net/
Do you perchance know if the Paladins of Faerun Kitpack would still work on a updated Divine Remix version for BG:EE, or be outright incompatible? It would be a shame to lose such fine kits, especially since the probability of seeing an BG:EE version of the Kitpack is very much nonexistent at the moment.
Vedran's Lost Items - Installs without errors, all components seemingly work except for the monk bonuses (also several of the side components are made obsolete by BG2 Tweaks).
Thalantyr Item Upgrade - Installs without errors, appears to be working.
I'm having trouble finding the posts, but I understand you are updating BG1 NPC Project. I am very interested and have a request. In the spirit of the new romances in BG:EE, can you remove the racial restrictions on Dynaheir and Branwen? Also, the updated BG2 Tweaks, does that allow concurrent romances with the added mod romances and Neera? Thanks!
Oh, Thanks. I thought I saw CamDawg responding.
@cmorgan
I understand you are updating BG1 NPC Project. I am very interested and have a request. In the spirit of the new romances in BG:EE, can you remove the racial restrictions on Dynaheir and Branwen? Also, the updated BG2 Tweaks, does that allow concurrent romances with the added mod romances and Neera? Thanks!
unfinished business + 1ppv4. thank you
Base 1pp features are already included in BG:EE. For features not included, I very much doubt 1ppv4 can be installed on top of the EE, and don't know of any workarounds for this.
He has this question to ask: "Has Beamdog published any specs in terms of how their edition differs from BG1 from a modding perspective?" (http://forums.pocketplane.net/index.php?topic=28242)
Anyone care to answer here? I'll keep him (and you all) informed.
Ouch! There it goes again! >_>
Oh well.
The word "Nostalgia" has one of the most beautiful etymologies I know. It literally means "the pain of homecoming" in Greek.
Nostos = return (or homecoming)
Algos = pain
It's basically the pain from the unsatisfied wish of homecoming.
(Greek here).
But Infinity Animations mod always reminds me of the ability to use the BG1 sprites in BG2 or BGT, when i wasn't playing vanilla BG1.
An ability that unfortunetely does not exist with BG:EE.
And no, i'm not yet tired of whining about it -.-
Indeed, Nostalgia is the perfect word for it.
Thanks for all the work and the updates in this post. I would be lost without this thread and your work.
If you want everything to be more polished and more thoroughly tested before you're ready to install it, then wait for v14.
Sword Coast Stratagems II (SCSII (scsII-v21.exe)
Sword Coast Stratagems (SCS (scs-v21.exe)
Item Randomiser: (randomiser-v68.exe)