Oh... so the game isn't planning on including more content for Dorn, Neera and Rasaad for the updated version of NPC project? Just curious... not rushing or judging or anything like that
I don't think there's an ETA yet; it's a big amount of work and an extensive amount of testing, so it could take many months before it's ready for public consumption.
I believe you can consider that this "update" will remain valid until further notice from the mod author, @cmorgan.
Im waiting for this and a fix to custom soundsets before I can start enjoying the EE.
Agreed, even though I really like the changes they have made for EE. I know they are working on it so I'm not trying to nudge or anything, but I had no idea how much I considered that and some of the other mods to be baseline until they were gone.
Im waiting for this and a fix to custom soundsets before I can start enjoying the EE.
I agree with TiaxRulesAll, with the BG2 fixpack working it is great, but BG1 hasn't been the same in a decade (tutu) without the NPC project! Just an absolutely necessary injection of pure fan love! The necessity of it hit me when Gorion had died and Imoen didn't even bother asking me how I was feelin'!
I miss it alot for the quests, as well as a few of the romances. I've been futsing around with BG:EE anyways, just having fun playing different classes (which I've done before anyways) and playing with different parties.
Once the NPC project comes out though... the real game BEGINS!!!
Yeah Iam being patient but I was wandering how long its been in the oven? Have you checked its not overcooked? Have I got time for a quick snack before its ready?
Call me an idiot, but how does this game support mods? Is it similar to the original version (i.e. it doesn't, you install them yourself) or does the game actually recognise which mods you have installed?
Call me an idiot, but how does this game support mods? Is it similar to the original version (i.e. it doesn't, you install them yourself) or does the game actually recognise which mods you have installed?
The former... you install them yourself, generally via one or more Weidu executables. Other than a change in install path (and dialog.tlk location), installing mods for BG:EE was pretty much exactly the same as doing it for the original game.
The game engine was opened up a bit, so some things that were previously hard coded are now moddable. It also provides better base for mods, you no longer has to rely on installing numerous different fix packs first. You just install the mods that provide extra content keeping the number lower and easier to manage. Also the engine was improved, meaning the complex scripting many mods have might run smoother (I'm not sure about this).
The game engine was opened up a bit, so some things that were previously hard coded are now moddable. It also provides better base for mods, you no longer has to rely on installing numerous different fix packs first. You just install the mods that provide extra content keeping the number lower and easier to manage. Also the engine was improved, meaning the complex scripting many mods have might run smoother (I'm not sure about this).
Yes, sorry... I was not trying to oversimplify things. As you point out, a lot of things changed from the perspective of the mod creator (which is why it's taking a while for some of the mods to be re-released for BG:EE). For Zaarin_2003's purposes though, very little has changed. He/She just needs to make sure the mod they want to install is BG:EE compatible, hardlink the dialog.tlk, and install the mod.
Hi, thanks for the responses. Sorry, I (he) don't know what you mean by 'hardlink the dialog.tlk' file. In my experience, which is installing Tutu, the fixpacks and NPC Project et al, I merely had to double click an executable - the installer did the rest.
I'm jumping ahead a bit I know - I'm sure the NPC Project, when its finished, will come with detailed instructions and my questions now will be answered in a readme. I was just curious as to whether the mod installation experience would be similar to the vanilla BG. So if so, that's fine. :-)
Hi Zaarin_2003, I'd suggest checking out the stickied thread in this forum "Player how-to: Getting mods to work on BGEE" (link: http://forum.baldursgate.com/discussion/6950/player-how-to-getting-mods-to-work-on-bgee/p1) which describes how to link the dialog.tlk and anything else you might need to know for installing mods. As I mentioned earlier, other than that issue, installing mods is the same for BG:EE as it is for vanilla BG.
I brought BGEE, tried playing it, and gave up before Nashkel because I couldnt fathom how incredibly boring the game was without this mod.
Spurred on by my desire to reconquer the sword coast, I spent hours painstakingly researching all the best BG1 and BG2 mods and creating an elaborate Baldurs Gate Trilogy install comprising nearly 30 mods, including the Sword Coast Strategems that make everything much harder, creating a more challenging and thrilling experience (of course including BG1NPC). I've been having a blast, and am now halfway through BG2 after finishing a full clear of the BG content.
And yet I'm still gleefully excited by all reports of progress on reviving this specific mod
I gotta admit, in retrospect, that this mod is alone the sole reason why I felt BGEE was effectively unplayable, and that if it was released in 7 minutes, I'd trash my carefully-modded Trilogy game and start BGEE anew without hesitation. This is how much a 'must have' this mod is to me. Without it, BG1 is as lifeless as if I played a 6-member MP party.
Comments
If you're interested in more content for Neera, at least, I did write an expansion for her with a number of extra talks plus some flirts for the romantically inclined: http://www.shsforums.net/files/file/1022-neera-expansion/
I agree with TiaxRulesAll, with the BG2 fixpack working it is great, but BG1 hasn't been the same in a decade (tutu) without the NPC project! Just an absolutely necessary injection of pure fan love!
The necessity of it hit me when Gorion had died and Imoen didn't even bother asking me how I was feelin'!
Once the NPC project comes out though... the real game BEGINS!!!
http://forum.baldursgate.com/discussion/15970/bg1npc-for-bgee-needs-testers#latest
I'm jumping ahead a bit I know - I'm sure the NPC Project, when its finished, will come with detailed instructions and my questions now will be answered in a readme. I was just curious as to whether the mod installation experience would be similar to the vanilla BG. So if so, that's fine. :-)
I brought BGEE, tried playing it, and gave up before Nashkel because I couldnt fathom how incredibly boring the game was without this mod.
Spurred on by my desire to reconquer the sword coast, I spent hours painstakingly researching all the best BG1 and BG2 mods and creating an elaborate Baldurs Gate Trilogy install comprising nearly 30 mods, including the Sword Coast Strategems that make everything much harder, creating a more challenging and thrilling experience (of course including BG1NPC). I've been having a blast, and am now halfway through BG2 after finishing a full clear of the BG content.
And yet I'm still gleefully excited by all reports of progress on reviving this specific mod
I gotta admit, in retrospect, that this mod is alone the sole reason why I felt BGEE was effectively unplayable, and that if it was released in 7 minutes, I'd trash my carefully-modded Trilogy game and start BGEE anew without hesitation. This is how much a 'must have' this mod is to me. Without it, BG1 is as lifeless as if I played a 6-member MP party.