[ Mod ] IWDEE in BG2EE
shadowlich
Member Posts: 60
With the release of Neverwinter for Baldur's Gate (and the coming of Skyfire),
I'm preparing my new run. Hence I never played IWD (only NEJ) I make a Weidu mod importing IWDEE in BG2EE, and here I'm in Eastheaven...
After these last days of coding, it's time to test play
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What I have noticed, or seem to have noticed, is that the graphics are
slightly different between the different games. It's not a real issue, but
it made me wonder, since some graphics appear to be of higher quality
than others.
Another minor thing I have noticed - also not totally related to any
such individual mod per se - is that the walkthroughs are not always
very applicable (or at the least some are somewhat confusing, since
they were written specifically with one version in mind). I have had
good success here with the walkthrough for Trials of the Luremaster,
for instance, but not as much success with Neverwinter Nights (at
the least on my first run; some of the walkthroughs had content
that was not quite applicable, for instance, or at the least not in the
way I could understand it). May be nice to gather useful snippets in
the individual forum posts.
Yes I supposed... I looked quickly at the moment at IWD EET prologue script, fixed as I did
But I dont use EET, too many mods to play, I stay focus on BG2EE, so I code my own mod
@shevy123456:
I am only in Easthaven so far and every maps are fine.
Dialogs and scripts too, no surprised because I sort of unit test them massively. Quest and journal are also ok, and since I play BG2 for 20 years I replaced the useless journal menu by my radar menu, then I have no easy way to check the quests entries. Have to code another one now to be able to follow walkthroughs as you do.
I imported every resources including Trial of the Lure Master and Heart of Winter, gonna need more walkthroughs .
Yesterday I imported IWDEE Chapter GUI, because it's cooler than using the BG2EE ones; text is not aligned, seems to ignore data (but not images). Whatever, dont want to lose my time for a x, y, width and height that may be changed by the Infinity Engine, Config, zoom, internal lua, EEEx, screen resolution, my ahk or their mystical synergy...
No bug (detected) so far, no problem with graphics, waves on water are beautiful, nice creature animations I had never seen...
Go to Heart of Winter now
I dont test Trial of the Lure Master, should be fine and same as argent77 mod
=> my IWDEE in BG2EE mod is fine
Time to integrate Neverwinter for Baldur's Gate in my install...
NWNForBG
WhiteQueen
DjinniCompanion
Tidings
SellSwords
TangledIsle
DC
ToD
I recoded the bad Setup-TDDz.tp2 (yea, I am its bad coder). There are 2 corrupted cre files from canon TDD. Here is the Weidu fix:
Ok, TDDz done again (for the 4th time) with easier coding...
The issue is, I dont want to use Github or any thing like this (dont want to install any thing in my computer),
Anyone has a serious BG2 website where I can just upload a .zip ?
It's not mandatory to install anything on your computer for github, but it's possible that files are to large or too many to do it directly by browser.
About TDDz why don't you submit it here, since it's the repo actually used by the communauty ?
First thanks for your work on TDDz
If you don't mind I would have two questions :
- It is possible to have a separate component that allow players to install original spells/items actually replaced by identification scrolls ?
- For fun I have set up this little mod that reintroduce the Hall of Knowledge (a very little quest and a mini npc), it need to be installed after TDDz and pull ressources from TDD folder.
So I was wondering if this would still be compatible with your new version ?
When I got the time to polish it, I will probably add it to The Gate Project, if it's ok for you...
PS : TDDz already add the House of Knowledge to the worldmap but nothing else was implemented.
This time, I import every ressources from TDD as they are, because there are so many spell/item mods nowadays that it makes no difference. So you'll have all TDD spells, items, scrolls and Hall of Knowledge.
All resources keep their TDD names but these areas (with name length equal 8, years ago, that was weird/buggy for me when I look at compiled scripts using them) and their scripts.
AR1106CT => ARCT11
DD0300CT => DDCT03
DD0508C1 => DDC105
DD1005CT => DDCT10
DD1002C1 => DDC110
DD1002X1 => DDX110
DD1607C1 => DDC160
DD3300C1 => DDC133
DD3300CT => DDCT33
DD3319C1 => DDC119
DD3319CT => DDCT19
DD8002CT => DDCT80
DD9X00C1 => DDC19X
DD1002CT => DDCT12
I cannot read your mod readme... nevertheless be my guest and add as many contents as you want.
I can send you my uptodate TDDz.zip and you upload it, as I said I dont want to manage any Github like versionning/interface/whatever (that's why I scarcely publish anything)
Yes sorry, I didn't write the readme yet. It's still too early for release.
With pleasure, in this case after you'll send me your uptodate TDDz.zip, I will try to reach the InfinityMods team to see with them the best github organisation to host your new version.