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[ Mod ] IWDEE in BG2EE


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 :)

ofbvczi66sep.png

Comments

  • KyrosKyros Member Posts: 2
    So, is this like Tipuns Icewind Dale in EET Mod where you can play IWD in BG2? Except that its the EE version of IWD? I would love that.
  • shevy123456shevy123456 Member Posts: 179
    edited January 16
    How well does it work in BG2EE?

    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.
  • shadowlichshadowlich Member Posts: 56
    edited January 20
    @Kyros:
    Yes I supposed... I looked quickly at the moment at IWD EET prologue script, fixed as I did :smile:
    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...


    f1rld6m5b6o1.jpg





    Post edited by shadowlich on
  • shadowlichshadowlich Member Posts: 56
    edited March 4
    Just finished Hall of Heroes .

    No bug (detected) so far, no problem with graphics, waves on water are beautiful, nice creature animations I had never seen...


  • shadowlichshadowlich Member Posts: 56
    IWD done (canon Pomad battle is bug as hell...)

    Go to Heart of Winter now

  • shadowlichshadowlich Member Posts: 56
    Icasaracht speed run done sucessfully .
    I dont test Trial of the Lure Master, should be fine and same as argent77 mod

    => my IWDEE in BG2EE mod is fine :wink:


    Time to integrate Neverwinter for Baldur's Gate in my install...








  • shadowlichshadowlich Member Posts: 56
    edited March 28
    So far, I checked/fixed these mods for my future install, notified their author for suspicious things when necessary.

    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:

    COPY_EXISTING "KOBWIT02.cre" Override
    	// FIX USELESS BYTES
    	// Move data
    	FOR ( USELESS_BYTES_SIZE = 0x0C src = 0x4D4 dst = 0x4D4 - USELESS_BYTES_SIZE ; src < SOURCE_SIZE ; ++src ++dst ) BEGIN
    		WRITE_BYTE dst (BYTE_AT src)
    	END
    	// Update meta data
    	WRITE_LONG 0x2BC ((LONG_AT 0x2BC) - USELESS_BYTES_SIZE) // Items count
    	WRITE_LONG 0x2B8 ((LONG_AT 0x2B8) - USELESS_BYTES_SIZE) // Item slot offset
    	// Adjust file size
    	DELETE_BYTES (SOURCE_SIZE - USELESS_BYTES_SIZE) USELESS_BYTES_SIZE
    	
    	// FIX CORRUPTED MEMORIZED SPELLS 
    	REMOVE_MEMORIZED_SPELL ~SPWI104~ ~SPWI105~ ~SPWI118~ ~SPWI205~ ~SPWI211~ ~SPWI212~ ~SPWI303~ ~SPWI308~ ~SPWI508~	
    	ADD_MEMORIZED_SPELL    ~SPWI118~ #0 ~wizard~ // Weidu add in reverse order...
    	ADD_MEMORIZED_SPELL    ~SPWI105~ #0 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI104~ #0 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI212~ #1 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI211~ #1 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI205~ #1 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI308~ #2 ~wizard~
    	ADD_MEMORIZED_SPELL    ~SPWI303~ #2 ~wizard~ (2)
    	ADD_MEMORIZED_SPELL    ~SPWI508~ #4 ~wizard~ (2)
    	
    COPY_EXISTING "KOBSHA02.cre" Override
    	// FIX USELESS BYTES
    	// Move data
    	FOR ( USELESS_BYTES_SIZE = 0x24 src = 0x45C dst = 0x45C - USELESS_BYTES_SIZE ; src < SOURCE_SIZE ; ++src ++dst ) BEGIN
    		WRITE_BYTE dst (BYTE_AT src)
    	END
    	// Update meta data
    	WRITE_LONG 0x2BC ((LONG_AT 0x2BC) - USELESS_BYTES_SIZE) // Items count
    	WRITE_LONG 0x2B8 ((LONG_AT 0x2B8) - USELESS_BYTES_SIZE) // Item slot offset
    	// Adjust file size
    	DELETE_BYTES (SOURCE_SIZE - USELESS_BYTES_SIZE) USELESS_BYTES_SIZE
    	
    	// FIX CORRUPTED MEMORIZED SPELLS 
    	REMOVE_MEMORIZED_SPELL ~SPPR103~ ~SPPR105~ ~SPPR208~
    	ADD_MEMORIZED_SPELL    ~SPPR105~ #0 ~priest~ // Weidu add in reverse order...
    	ADD_MEMORIZED_SPELL    ~SPPR103~ #0 ~priest~ (4)
    	ADD_MEMORIZED_SPELL    ~SPPR208~ #1 ~priest~ (2)
    
  • KyrosKyros Member Posts: 2
    Extremely glad you are still at it especially because Tipuns introduces some nasty gameplay bugs. Any ideas when you will release it?
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