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Mod Compatibility List for EET


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4 hours ago, Caedwyr said:

I am working on building an EET install and I wanted to make sure I understood how EET compatibility works.  From what I understand, a mod needs to be modified slightly in order for EET to work.  If it isn't setup this way, then the mod needs to be installed prior to EET installation.  I understand how this works based on the explanation given for BG1:EE mods, but would it work the same way for BG2:EE mods (install those mods in the BG2 folder prior to installing EET)?

Well, today you just need to install the BG2EE mod before the EET_END... The BG1EE mods are installed in that game and before EET, so the EET will then be able to export them to the BG2EE game.. this is unless you are SCS, in which case you install EET_END and then SCS, cause you have to be special.

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@Jarno Mikkola

 the question was about mods with no declared EET compatibility and whether they can be installed on BGII prior to EET transition.

I guess @K4thos

is the only one who can give a clear statement whether the EET installer can handle BGII mods installed prior to the EET transition. I am pretty sure that NPC mods cannot be installed prior to the EET transition because the ToB script does not get called automatically for example.

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11 minutes ago, jastey said:

EET transition

What does this even mean ? What makes the EET any different than a BG2EE ? That is if you have not yet installed the EET_END... which will switch the chapter numbers etc during it's install.

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5 hours ago, Jarno Mikkola said:

the EET_END... which will switch the chapter numbers etc during it's install.

No, the change of the chapter numbering is done when EET is installed, not during EET_End execution. That is why EET compatibility of BGII mods include extra code to account for EET's different chapter numbering.

And with EET transition I meant the turning of your BGII:EE install into EET by running the setup-EET.exe.

 

40 minutes ago, Caedwyr said:

Is EET_END a mod in the EET package?

It's a separate exe inside the package. It has to be installed after all mods are installed (except for some exceptions I have no idea about). What the EET_End does is unifying the dialogue files for NPCs, for example, as they use the same one during the whole saga, not differently named one for each game part.

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So, if I understand correctly, I need to install the non-EET mods for BG1:EE prior to installing EETBG2:EE mods that don't support EET may or may not work, so long as I install them after EET, but before EET_End.  Generally, if I stay away from mods that interact with the chapter numbering, I should be relatively safe.

Does that sound correct?

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11 minutes ago, Caedwyr said:

Generally, if I stay away from mods that interact with the chapter numbering, I should be relatively safe.

NPC mods without native EET compatibility might break because they do not change to their ToB script in ToB automatically. For quest mods this should be valid. For kit/tweaks/revision mods I have no idea.

 

13 minutes ago, Caedwyr said:

I need to install the non-EET mods for BG1:EE prior to installing EET.

Yes, but I would go by the list in the EET linklist. I do not know whether mods not on that list are supported and how EET transfers them.

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FYI @Caedwyr there are 2 mods that I know of that must be installed pre-EET on BG2EE. These are sod2bg2_iu and S9Soundsets. These seem stable when installed in this way by both me and @Cahir, though neither of us would claim to have fully tested them, and they do not work if installed at any other point.

Generally, installing anything that isn't on the EET compatibility list with EET is a bad plan. Even just installing mods from the list, install order is important and some mods will be incompatible with one-another.

I am at install number 12 for EET in the last 10 days trying to get a stable install with a large mod list. My installs include SCS and often take over 8 hours to complete. Don't waste time that you don't have to by adding things that aren't expected to work.

If you produce a lsit of the mods (or ideally the specific components) that you are interested in trying, there are plenty here who will help you figure out an install order. I've been amazed by the willingness of this community to help.

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12 minutes ago, 4udr4n said:

If you produce a list of the mods (or ideally the specific components) that you are interested in trying, there are plenty here who will help you figure out an install order. I've been amazed by the willingness of this community to help.

This, imagine that for my EET adventure @subtledoctor made a small mod specially for me unusual needs (which I still need to test, but I have full confidence it will work as intended) and also got a new shiny portrait for ma blue dragon disciple sorcerer Charname. This is so awesome :)

I would probably be able to play this game already, but perfectionist in me still makes me tweak things here and there. But boy, this will be a hell of a playthrough.

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It is sounding like I may want to just go with separate installs and modlists for BG1 and BG2 and skip EET if I want to be able to install the maximum variety of mods (mostly NPC mods that aren't on the EET compatibility list).  What would people say is the major advantage to an EET game over separate BG1 and BG2 installs?  The intention is to provide a gameplay experience for my friends that offers a good variety of well-integrated content into the base game.  I don't need to have everything, just for the sake of having everything.

@4udr4n From my last go around with BG modding, I am aware that install order is important, but it's a good reminder.  Thanks!

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1 minute ago, Caedwyr said:

It is sounding like I may want to just go with separate installs and modlists for BG1 and BG2 and skip EET if I want to be able to install the maximum variety of mods (mostly NPC mods that aren't on the EET compatibility list).  What would people say is the major advantage to an EET game over separate BG1 and BG2 installs?  The intention is to provide a gameplay experience for my friends that offers a good variety of well-integrated content into the base game.  I don't need to have everything, just for the sake of having everything.

@4udr4n From my last go around with BG modding, I am aware that install order is important, but it's a good reminder.  Thanks!

Caedwyr, but most of the best NPC mods are ready on the compatibility list. Which mods do you specifically miss? 

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For BG1, I found Aura  by AionZ (https://artisans-corner.com/aura-npc/).  Lava's White NPC also doesn't appear on the list.

I haven't done a lot of digging so far for BG2, but I figure I'll run into a few (Redemption, Geomantic Sorcerer, PnP Celestials, .  As I dig, I may find more.

I have already filtered out a bunch that aren't on the list due to reported bugginess/incompleteness/quality.

It's a judgment call in the end that I'll have to make, but I'm mostly interested in why people recommend EET over separate installs.  What is the reason that makes adding another layer of complexity and possible failure point to a set of mod installs something that is worth doing?

 

Understand that back in the day BGT was somewhat popular, but frequently resulted in more buggy gameplay experiences than a properly curated list of mods and careful install order based on reading their documentation.  I'm all for EET if it is going to improve the experience overall, but I really want to avoid bugginess if at all possible since I'm showing this off to others and it isn't just me fooling around with my custom mod installs.

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Well, I'm pretty stoked that:

Isra in BG2 has retained the stat book increases I gave her in BG1, because EET makes them the same character. Same with Imoen, after I rescue her. Furthermore, the spells I taught her in BG1 remained in her spellbook for BG2. Not including proficiences, custom class/kit changes, etc.

Having just finished the D'Arnise keep, I'm ready to go up to High Hedge and have Thalantyr Upgrade some items for me that I lost in Chateau Irenicus. While I'm up there, I'll go ahead and drop by the Friendly Arm Inn to visit the merchant who took a Slow Boat from Kara Tur and purchase some monk gear for my charname.

Then I'll go back to Amn.  If I had known about the Cowled Menace at the time, I would have reason to go back and forth between Athkatla and Baldur's Gate city. Perhaps there, I could show that I had redeemed Skie's soul and gain clemency.

Eventually, I'll be going back and forth from Icewind Dale during my time all along the Sword Coast.

All these things require EET to turn the segmented games into one long saga.

Not to mention the glorious map that runs from the utter North all the way down to Calimshan...

I'm currently on an EET run that I've poured nearly 200 hours into. I'm early in the BG2 portion. I have a multi-megamod setup with a ton of quest mods. I have many NPCs, tweaks, item mods, and SCS. I admittedly am light on things like kits, alternate spell or feats, or other engine and system things.

I have had near zero bugs that were not obviously self-induced (i.e. a direct result of my tinkering), from Candlekeep, through BG city, through Dragonspear, to Athkatla. Install with Project Infinity was fairly straightforward, took about an hour per attempt, and took about 4-5 tries to get it perfect. I think I spent about an evening and a half. It doesn't always have to be a big ordeal.

Edited by Lightbringer
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If you’re going to play a mod kit, EET makes it a lot easier to play the same one throughout. 

1 hour ago, Caedwyr said:

I haven't done a lot of digging so far for BG2, but I figure I'll run into a few (Redemption, Geomantic Sorcerer, PnP Celestials, 

Is Aura not EET-compatible?

Does aTweaks and/or SCS not cover celestials?

I’m not sure Geomantic Sorcerer is compatible with any EEs, anyway. But if you’re playing on the EEs, there’s all sorts of good stuff available. I will finally plug one of my own mods and recommend Faiths & Powers. Fancy a bombastic elemental Druid? A Barbarian/Shaman? A Ranger/Druid with sorcerer-style casting? All possible, and more. 

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