Grunker Posted April 5, 2018 Posted April 5, 2018 (edited) Hiya, if anyone involved in working on EET is reading this, then thanks for a truly great mod! So, since us Level One NPC megafans are still pining for full EET compatibility (SoD included), were stuck using EE Keeper for now. Got a (perhaps dumb?) question in that capacity: If I use Keeper to edit NPCs in BG1, do the edits transfer to SoD, SoA and ToB, or do I need to completely start fresh with a new edit each time I pick up a new incarnation of the NPC? Edited April 5, 2018 by Grunker Quote
Roxanne Posted April 5, 2018 Posted April 5, 2018 (edited) Hiya, if anyone involved in working on EET is reading this, then thanks for a truly great mod! So, since us Level One NPC megafans are still pining for full EET compatibility (SoD included), were stuck using EE Keeper for now. Got a (perhaps dumb?) question in that capacity: If I use Keeper to edit NPCs in BG1, do the edits transfer to SoD, SoA and ToB, or do I need to completely start fresh with a new edit each time I pick up a new incarnation of the NPC? No idea about EE Keeper - I always use Near Infinity - but I assume they are equivalent in this respect. EET has the feature of *Continuous NPCs*, that means that you normally only deal with a single incarnation of an NPC you take into the party. When you meet an NPC in a later part of the game, and you had the NPC in the party previously, the original NPC is moved to the new location, not the SoD/SoA/ToB substitute. The EET checks for the BeenInParty flag to decide which version of an NPC appears. In addition, it is checked if that NPC is still alive. No BG2 Viconia if she was killed already in BG1. (Imoen and Edwin make an exception as they are needed in the plot). If you tweak a joined NPC with some tool, this NPC will keep stats etc throughout. Note that some mod-added NPCs have not yet implemented this concept, EET does not change mods, this is up to the modders to do and to decide (Some mods use different script names for the BG1 and BG2 versions of their NPCs which makes it impossible for the game to treat them as one and the same creature). Edited April 5, 2018 by Roxanne Quote
Grunker Posted April 5, 2018 Author Posted April 5, 2018 Thank you! Good to hear and seems like the clear best way of handling things. Quick follow-up: what about mods that add onto or expand vanilla NPCs? Do they affect the continuous NPC aspect of EET? Quote
Roxanne Posted April 5, 2018 Posted April 5, 2018 Thank you! Good to hear and seems like the clear best way of handling things. Quick follow-up: what about mods that add onto or expand vanilla NPCs? Do they affect the continuous NPC aspect of EET? Most of those are *new NPCs*, just imposters (in a technical sense). The issue is that most modders want their NPCs to be usable in the different games not just EET and have therefore constructed their NPCs as different creatures for different games, It is a bit of work to change that in an existing NPC. There is also the issue of crossmod contents for some of them. More recent mods take EET into account already. You need to consider as well that many mods have been created before SoD was added, so for many of them there is still a gap in that campaign. Quote
Caserius Tendook Posted April 5, 2018 Posted April 5, 2018 I have a couple copies of BGEE 1 and 2 that I had originally installed through a steam client. I turned around and got the same games thru Beamdog and am running that with EET, all is good. One minor question, I have old copies sitting in folders before my successful EET install was done, is there any reason to keep those "old" copies laying around? And would it matter if I just delete the folders or should I instead use the Windows Uninstaller? I have tried using the Client uninstall but the files are still there. There isn't any reason to have them around that I know of, I play a vanilla version of BGEE in steam with very limited mods thru steam, and I have my EET Install running on a drive dedicated to BG, just don't want to uninstall a copy that might screw it up Quote
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