Are there so few PST mods because modding it is harder?
BCaesar
Member Posts: 480
Hello all,
I noticed that PST:EE has way fewer mods and almost none that added content (characters, quests, whatever) compared to the Baldur's Gate games. Is it because it is significantly harder to mod PST (or at least was before the EE) or is it just that BG2 had a lot more fans and developed a much larger modding community?
I don't plan on getting distracted from the BG2 mod that Ratatoskr and myself are working on until it's finished, but PST is one of my favorite games, it would be cool to mod it.
Also has anyone tried porting PST characters into Baldur's Gate?
Thanks.
I noticed that PST:EE has way fewer mods and almost none that added content (characters, quests, whatever) compared to the Baldur's Gate games. Is it because it is significantly harder to mod PST (or at least was before the EE) or is it just that BG2 had a lot more fans and developed a much larger modding community?
I don't plan on getting distracted from the BG2 mod that Ratatoskr and myself are working on until it's finished, but PST is one of my favorite games, it would be cool to mod it.
Also has anyone tried porting PST characters into Baldur's Gate?
Thanks.
1
Comments
Or is it just that with BG2 there are examples, but if I wanted to add a new character or dialogue for PST I have no mods to copy as examples (which is how I learned most of what I know about modding Baldur's Gate)?
I wonder if it's possible to add PST dialogue the same way I add BG2 dialogue... (successfully resists lure to become distracted into a PST coding tangent until current mod is finished).
That being said.... sure, why not? Someone go import Minsc into PST:EE. I'd install it just for the hell of it.
Kits are, as far as i can tell, a no-go in PST, and adding new spells to the mage or priest spell list has proven remarkably difficult. The only classes that are supported for PC ability menus are the ones available on the companions (e.g. Fighter, Mage, Thief, Priest, Fighter/Thief, Fighter/Mage). No bards, paladins, or what have you. Sorcerers might work, but PSTEE lacks the requisite UI to handle sorcerer spell selection, so that'd have to be developed and even then I'm not sure it would work properly.
Animations in PST have a different quantity of frames and are differently structured than their BG/IWD counterparts, so adding new monsters would be quite difficult if you were not well-versed in sprite-based animations.
The "easiest" content to add would probably be quest content, because the dialog/script system in PST is quite similar in behavior to the other games (although there is a different dialog/script triggers and actions for which you'd have to adjust). Items are also pretty well-behaved in comparison to other content, but once again, you do have to be mindful of the differences between engines while designing items.
So a lot of time was spent modding PST just to make it work right. BG1 was modded to give it all the useful things that BG2 had implemented, and then BG2 was a fully complete game in so many ways so there was a community of people going nuts making all kinds of content mods. Some were well made mods with good writing, some were well-made mods with awful writing, some were both glitch-filled and poorly written so anyone who wants to make a mod can say, "Hey it's still better than some of the stuff out there." I know that was my justification/motivation.
But with PST you'd basically be the first. Who wants to introduce the first new character or the first new quest/dialogues to PST, put in a whole bunch of hours, and then have a whole bunch of people angry and spend their time publicly hating you (probably without even playing the mod) because you dared to modify PST?
I mean I would, but I don't have the time right at this moment.
There is so much I think could be done with PSTEE, but it's more of a cult classic than BG2 (thus less interest) and it's engine is an absolute nightmare to mod (thus more effort for lower impact). I honestly think that the best thing that could be done is to port the entire thing into the BG2 engine (a la EET, IWDinBG2EE, etc) and work from there. I actually had a project years ago that did that with the original PST before I was informed that my work might be redundant, but the code should still work if I can find it.
Unfortunately, I think a lot of PST's engine's... character would be lost in the conversion to a more stable version of the Infinity Engine. The animated NPC portraits and the over-the-top spell animations are both delightful (albeit nightmares to actually implement), and losing those would definitely take out some of the janky charm of the original.
The spell animations are awesome. I remember just staying as a wizard just so I could get as high a level as possible and see all of them. I wasn't disappointed.