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BG2 mods compatibility

AudacesAudaces Member Posts: 57
I've been looking through the old BG2 kit mods (http://www.pocketplane.net/modlist/index.php?ax=list&cat_id=27) and I was wondering if they would be compatible with IWDEE.

In theory those that only add kits and no extra gear/quests/locations should be fine, I guess. What I had in mind was the Conductor and the Morituri kits. And here's the question: if these mods add custom HLAs, would they be obtainable in IWDEE?

Comments

  • AudacesAudaces Member Posts: 57
    It's not good. The mods can be installed, but the new classes cannot be picked on character creation. Any idea how to make it work?
  • elminsterelminster Member, Developer Posts: 16,315
    edited November 2014
    Kit installs are different than the original BG2. I can't really get into too much being on my phone at the moment but @CrevsDaak‌ probably can explain what the differences are.

    Also if you want to make one of these kits yourself check out this.

    http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
  • AudacesAudaces Member Posts: 57
    I thought there might be, especially with those mods that require ToB. Isn't there perhaps an easy way to turn those mods IWDEE friendly?
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited November 2014
    Audaces said:

    I thought there might be, especially with those mods that require ToB. Isn't there perhaps an easy way to turn those mods IWDEE friendly?

    You would only have to add:
    INCLUDE "your/path/to/fl#add_kit_ee.tpa"
    LAF fl#add_kit_ee
    STR_VAR
    kit_name = ~KITNAME~
    END
    for it to work (if it's a Thief kit you might need some other parameters as well, check the guide and copy/paste them).
    Other stuff on my guide is left there for documentation purposes. Not all of it is needed for the kits to work in the game.
  • AudacesAudaces Member Posts: 57
    edited November 2014
    It would be excellent if it were that easy to modify this! However, I am completely ignorant when it comes to modding stuff - perhaps you could tell me - using rather simple vocabulary - where exactly I should add this? Should this be the .2da or .tp2 file? Also, I am on a mac here, so I am not sure I will be able to run NearInifnity or anything like that (plus, I've never used it, so it might be tricky).

    Adding simple lines in a file is something I should be able to handle (I mean, I was ok adding DebugMode=1 here and there).

    If it's more complex than editing a file with a notepad and adding extra lines, I think I'll give it a break.

    Alternatively, I could send you the mods I am after (they are just simple kit mods) and ask you to add the lines. A lot of "pretty, pretty please" would be naturally involved in that, but the compatible mods would benefit the community.
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