Importing TOB character

There is some satisfaction in playing the original BG with the character that did manage to become a god in TOB, although there are some technical issues related. How hard would it be to enable the option of importing a character with his TOB equipment? Is it possible? Is it easy? Maybe i'm an ignorant but wouldnt adding all TOB/BG2 equipment into BG1 resources just solve the issue of dissapearing TOB equipment after importing the character to BG1 ? I would love to fight Drizzt with my Black Razor and Celestial Fury.
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Or is that your "Oh, we'll be all right, but thanks for your concern." and your "You... I see what you are! There is power to be had from your death! Your blood will quiet the voice! BLOOD WILL QUIET!"
Just copying over the item resources is definitely not enough. There are several places where other resources are referenced, like these items' unique inventory icons. And there are the string references like item names, where those same numbers reference completely different strings in BG1; you'd have to update the item files with new string reference numbers in addition to adding those new strings in.
Best to just use a project that already systematically merges the games, such as "EET" (Enhanced Edition Trilogy). An ad-hoc merge of just the stuff you need for this character would probably be more work than that anyway.
Probably not much. I did a run through the BG1 campaign with an overleveled party once (Entar, Liia, Belt, Kelddath, and Imoen as the Bhaalspawn because Abdel died in the ambush), and the only way it could hold my interest was to roleplay heavily. Also, the dukes wanted to get things wrapped up quickly and get back to running the city, so they skipped most of the sidequests.
Now that would be worth doing some hacking for. BG2 does give the player an opportunity for an actual fair fight against Drizzt, something which BG1 sadly does not, so porting your ToB character in to kick his ass is just what he deserves.
Tangent: On my last trip through BG1, I ran a Solo F/M/T, abusing the hell out of the "Dead Man's Party" & "Item Duplication via Familiar" exploits to wring out all the EXP I could. I got that guy up to levels 10/11/12, pretty much unstoppable, and right before beating the game I CLUA'd in Drizzt, to see how well I could go toe-to-toe against the famous Ranger. I turned on the To-Hit Rolls so I could see what was going on: Drizzt would hit me on a (main-hand) roll of 12 or higher. Meanwhile, I would roll a 19 (main-hand) and miss. Even with all my buffing spells & the best equipment, my über, maxed-out character never stood a chance. (To be fair, I'd have had better odds if I'd built the character to use Blunt weapons, & drunk some potions, but I was just too exasperated to try again.)
Now, even with mods, your character will never break the level 50 limit. But if you wanted to, you could fake some level-ups past that point. All it would take is a custom spell that grants certain bonuses (most notably an increase to the caster level), plus a small script to cast it automatically once the character hits a specific XP threshold.
Expanding the existing spell tables to keep scaling past 50 would be much more work. In theory, you could use the Spell50 mod as a starting point, but I suspect it would be buggy and ultimately more hassle than just building your own approach.
Honestly, picking a small handful of spells to tweak for your character is probably the saner path. That way you can also tailor the progression to fit their personality rather than just stacking on raw power.
To return to the thread's topic, there is one caveat to this idea: if you import that character into a new game, all variables will reset — so your “pseudo-levels” would be granted all over again.