The_Rock Posted July 31, 2019 Share Posted July 31, 2019 (edited) Greetings, fellow BG aficionados! Seeing that this mod will, at some point down the road, include nearly every Infinity Engine game out there, I've been wondering how feasible it would be to enmesh Planescape:Torment into the Bhaalspawn saga? What would be the biggest hurdles? How much of the story would have to be rewritten in order for the protagonists of both games to coexist in the same timeline? Are there any technical limitations that are as of yet insurmountable? If this fusion were to be achieved, the community would be able to play all the Infinity Engine games with the same party from start to finish without any continuity issues. Do you think it's a vision worth pursuing? Looking forward to feedback. Would it be possible to turn the Nameless One into an NPC for the duration of the campaign while you do quests for him? I bought PST:EE recently but have yet to play it. I've heard great things about it though. Edited July 31, 2019 by The_Rock Quote Link to comment
Istfemer Posted July 31, 2019 Share Posted July 31, 2019 I *knew* this question would come up eventually. Even thought about asking it myself. I wonder... Were EET to include PST:EE, would it necessitate a change of name on part of the former? From EE Trilogy to EE Tetralogy... or possibly even beyond. EE Cycle? Quote Link to comment
The_Rock Posted July 31, 2019 Author Share Posted July 31, 2019 (edited) 4 minutes ago, Istfemer said: I *knew* this question would come up eventually. Even thought about asking it myself. I wonder... Were EET to include PST:EE, would it necessitate a change of name on part of the former? From EE Trilogy to EE Tetralogy... or possibly even beyond. EE Cycle? Oh yes, great minds think alike, don't they? Rofl, just kidding. I don't think that highly of myself. I thought this might be the final frontier for this mod, that's all. Popular opinion has it that PST has some of the best writing in video game history but I have yet to play it. It's bound to be a treat for a newcomer such as myself, right? Edited July 31, 2019 by The_Rock Quote Link to comment
Istfemer Posted July 31, 2019 Share Posted July 31, 2019 Are there any technical limitations that are as of yet insurmountable? As far as I know, PST's IE variant is very different from all other IE variants. The arrival of EEs probably made PST not as starkly different from BG2 as its non-EE predecessor used to be, but I bet PST:EE still differs from BG2:EE significantly. Also I'm not sure EEex in its present state can handle PST:EE content in BG2:EE properly. How much of the story would have to be rewritten in order for the protagonists of both games to coexist in the same timeline? Vanilla BG2(:EE) does offer a plausible hook that could allow CHARNAME to visit Sigil. Thus, assuming that Sigil can wait until BG2, BG2's story probably wouldn't require many major alterations. PST's story? A great deal of it would have to be changed and some of it would have to be discarded altogether, I'm afraid. Do you think it's a vision worth pursuing? I'm going to say: Yes! How anyone can resist a quest of such awesomeness? Seriously though, PST content would probably make a fine addition to ToB. ToB needs more extraplanar adventures! CHARNAME's first visit to Sigil needs to occur in SoA though, otherwise we'd be hard pressed to justify introducing the city itself so late in the Bhaalspawn Saga. Quote Link to comment
Leeux Posted July 31, 2019 Share Posted July 31, 2019 I'm not so sure about the same protagonist to experience all the sagas, but for sure having access to all existing areas in a single installation would allow for other mods to take advantage of that and maybe make use of the areas in the future. Nameless One is too iconic for me to be able accept that my charname in Bhaal saga can overlap with him Quote Link to comment
Renzokuken Posted August 1, 2019 Share Posted August 1, 2019 PST is far, far more story focused than any of the other IE games, and trying to incorporate its story elements into BG is a nightmare waiting to happen. That said, I agree as to including its creatures and areas, at the very least for new things to explore and fight. Having a Djiin or something be able to transport the party to Sigil would be kind of neat, even if it's a mostly storyless, contextless romp where you can pick a few fights and buy from whatever shops there are. Quote Link to comment
The_Rock Posted August 1, 2019 Author Share Posted August 1, 2019 9 hours ago, Istfemer said: Are there any technical limitations that are as of yet insurmountable? As far as I know, PST's IE variant is very different from all other IE variants. The arrival of EEs probably made PST not as starkly different from BG2 as its non-EE predecessor used to be, but I bet PST:EE still differs from BG2:EE significantly. Also I'm not sure EEex in its present state can handle PST:EE content in BG2:EE properly. How much of the story would have to be rewritten in order for the protagonists of both games to coexist in the same timeline? Vanilla BG2EE) does offer a plausible hook that could allow CHARNAME to visit Sigil. Thus, assuming that Sigil can wait until BG2, BG2's story probably wouldn't require many major alterations. PST's story? A great deal of it would have to be changed and some of it would have to be discarded altogether, I'm afraid. Do you think it's a vision worth pursuing? I'm going to say: Yes! How anyone can resist a quest of such awesomeness? Seriously though, PST content would probably make a fine addition to ToB. ToB needs more extraplanar adventures! CHARNAME's first visit to Sigil needs to occur in SoA though, otherwise we'd be hard pressed to justify introducing the city itself so late in the Bhaalspawn Saga. Ah, you must mean the Planar Sphere! The original developers had extraordinary foresight or perhaps it's just a lucky coincidence (a team mate's nod to a video game being developed concurrently in the same studio I presume). I am in favor of a minimum interference approach as regards PST's story. Do you reckon the Bhaalspawn could be modded into the setting as someone who does the fighting and dungeon-crawling for the Nameless One? Maybe that would entail the least amount of additional writing and/or rewriting. No idea if the engine would support such a thing. Quote Link to comment
lynx Posted August 1, 2019 Share Posted August 1, 2019 There are so many engine differences it would make you cry. Quote Link to comment
Jarno Mikkola Posted August 1, 2019 Share Posted August 1, 2019 8 hours ago, lynx said: There are so many engine differences it would make you cry. Between PSTEE and BG2EE ? Quote Link to comment
subtledoctor Posted August 1, 2019 Share Posted August 1, 2019 30 minutes ago, Jarno Mikkola said: Between PSTEE and BG2EE ? Yes. 19 hours ago, Istfemer said: Are there any technical limitations that are as of yet insurmountable? As far as I know, PST's IE variant is very different from all other IE variants. The arrival of EEs probably made PST not as starkly different from BG2 as its non-EE predecessor used to be, Nope - the two engines are still very starkly different. Short story: once upon a time someone decided to set about making a PST-in-BG2EE mod, porting the PST content to the fancy new BG2EE engine. Said someone was waved off by Beamdog, who thereafter unveiled PSTEE to the world. While it is nice and all, it is not based on the BG2EE engine; the EE "3.0" engine is simply an updated version of the old PST engine. It is in many ways, IMHO, quite inferior to the BG2-based EE "2.x" engine. I would far, far rather play PST in the BG2EE engine than play PSTEE as it is. But, because the engines are so different, it would be a LOT of work. More than anyone around here could probably manage... Quote Link to comment
K4thos Posted August 1, 2019 Share Posted August 1, 2019 (edited) To answer this question I've analysed PST:EE resources. Let's see what's different. - missing actions: 19 JoinPartyEx(I:JoinGroup*Boolean) 29 RunAwayFromEx(O:Creature*,I:Time*AITime,I:NoAttacks*Boolean) 181 ReallyForceSpellLevel(O:Target*,I:Spell*Spell,I:CastLevel*) 181 ReallyForceSpellLevelAnywhere(O:Target*,I:Spell*Spell,I:CastLevel*,I:State*Boolean) 391 ChangeFaction(O:Object*,I:Value*Faction) 391 SetFaction(O:Object*,I:Value*Faction) 392 ChangeTeam(O:Object*,I:Value*Team) 392 SetTeam(O:Object*,I:Value*Team) 393 SetPortalCursor(O:Object*,I:Value*PORTAL,I:SetReset*BOOLEAN) 395 RunToPoint(P:Point*) 396 RunToObject(O:Target*) 397 RunToObjectFollow(O:Object*) 398 RunToPointNoRecticle(P:Point*) 399 RandomRun() 400 RunningAttack(O:Target*) 401 RunningAttackNoSound(O:Target*) 402 RandomRunContinuous() 403 RunToSavedLocation(S:GLOBAL*,S:Area*) 407 TeleportParty(S:Area*,P:Point*,I:Face*) 413 ForceAttack(O:Object*,O:Target*) 414 GenerateModronMaze() 415 RandomFace() 416 GeneratePartyMember(P:Location,I:Value*Specific) 417 SetNamelessDisguise(I:DisguiseNum*Disguise) 418 StickySinisterPoof(S:BamResRef*,O:Object*,I:Iterations*) 419 SetNamelessClass(I:Value*Class) 420 DisableFogDither() 421 EnableFogDither() 422 DisableSpriteDither() 423 EnableSpriteDither() 424 Damage(O:Target*,I:Delta*Delta,I:Modifier*Bones) 425 FloatMessage(O:Object*,I:StrRef*) 426 FloatMessageFixed(P:Location*,I:StrRef*) 427 FloatMessageRnd(O:Object*,S:Pool*) 428 FloatMessageFixedRnd(P:Location*,S:Pool*) 429 KillFloatMessage(O:Object*) 430 PermanentStatChange(O:Object*,I:StadID*Stats,I:Delta*Delta,I:Modifier*Bones) 431 DestroyPartyItem(S:Object*,I:All*Boolean) 432 TransformPartyItem(S:OldObject*,S:NewObject*,I:Charge1*,I:Charge2*,I:Charge3*) 433 ForceAIScript(S:ScriptFile*,O:Target*,I:Level*Scrlev) 434 QuitGame(I:Value*MovVal,I:Value*MovVal,I:Value*MovVal) 435 ExploreMapChunk(P:Center*,I:Radius*,I:Mode*) 436 PlaySequenceTimed(I:Anim*Seq,I:Seconds*) 437 FloatRebus(O:Target*) 438 ChangeDialog(O:Object*,S:ResRef*) 439 SetDoorLocked(O:Object*,I:Locked*Boolean) 440 ChangeColor(I:Range*ClownRge,I:Color*ClownClr) 441 IncrementProficiency(O:Target*,I:SlotNum*WProf,I:Modifier*) 442 IncrementExtraProficiency(O:Target*,I:Modifier*) 443 ForceFacing(O:Object*,I:Dir*) 444 SinisterPoof(S:BamResRef*,P:Location*,I:Itterations*) 445 CreateCreatureAtFeet(S:ResRef*) 447 TimedMoveToPoint(P:Point*,I:Time*) 448 SavePlace() 449 ReturnToSavedPlace() 450 FullHeal(O:Object*) 451 FullHealEx(O:Object*) 452 SetNoOneOnTrigger(O:Trigger*) 453 SetAnimState(O:Object*,I:Anim*Seq) 454 PlaySequence(I:Anim*Seq) 455 DestroyItemObject(S:Object*,O:Target*,I:All*Boolean) 456 FixEngineRoom() 458 DestroyPartyGold(I:Amount*) 459 StartCutScenePST(S:CutScene*,I:Value*) 460 RunToSavedPlace() 461 SetCorpseEnabled(S:Name*,I:State*) 462 GiveExperience(O:Object*,I:Amount*) 466 ForceSpellRESNoFeedback(S:RES*,O:Target) 467 SetRenderable(O:Target*,I:Renderable*Boolean) 468 ShowFirstTimeHelp() - missing triggers: 0x0101 WasInDialog() 0x0106 NamelessBitTheDust() 0x0108 FailedToOpen(O:Object*) 0x010D NullDialog(O:Object*) 0x0112 Vacant() 0x0113 HarmlessOpened(O:Object*) 0x0114 HarmlessClosed(O:Object*) 0x0115 HarmlessEntered(O:Object*) 0x40EE Faction(O:Object*,I:Faction*Faction) 0x40EF Team(O:Object*,I:Team*Team) 0x40F0 IsLocked(O:Object*) 0x40FC PartyScriptsActive() 0x4105 TimerActive(I:ID*) 0x4107 NearbyDialog(S:DialogFile*) 0x4109 StuffGlobalRandom(S:Name*,S:Scope*,I:Range*) 0x410D ExtraProficiency(O:Object*,I:Value*) 0x410E ExtraProficiencyGT(O:Object*,I:Value*) 0x410F ExtraProficiencyLT(O:Object*,I:Value*) 0x4110 LastPersonTalkedTo(O:Object*) 0x4111 NearSavedLocationPST(I:Range*) - missing opcodes: Play BAM file (single/dual) (369) Play BAM file (370) Play BAM file 2 (371) Play BAM file 3 (372) Play BAM file 4 (373) Special spell hit (374) Play BAM with effects (375) Detect evil (376) Prayer (378) Curse (379) Embalm (380) Induce hiccups (381) Fist of iron (382) Hit point transfer (383) - CRE format differences: Unspent proficiencies # item slots Murder increment by Thief XP Mage XP Good increment by Law increment by Lady increment by Murder increment by Faction Team Species Dialogue activation radius Collision radius Shield flags Field of vision Attributes - STO file format differences: Sale trigger in Item for sale structure (point to strref number with script trigger that must return true to make item show up in shop) - Hardcoded Levelling differences and unique inventory screens (just play the game and see how they differ). The PST:EE engine also have the neat effect during dialogues where characters are not paused, as well as better TAB highlighting system. On top of handling these differences such mod would have to rescale all TIS files to match BG games area art size (75%) and adjust WED and ARE files accordingly (with the exception of impeded blocks in ARE door structures the rest of this stuff can be automated thanks to Argent77's code developed for his Test Your Mettle mod). Also some creature BAM files would have to be scaled down also to 75% of their current size (can be done with BAM Resizer tool). ---------------------- Unless I missed something important, such mod is indeed feasibile in EE 2.x engine from technical point of view. The missing opcodes are easy to work around, most script actions and triggers could be replaced without much issue with existing ones, CRE file format differences are either meaningless for such mod or could be implemented differently (cast spell on condition => character dies), STO difference can be handled by updating the store via script, there are already tools and code to help with art conversion and other stuff is not really important in BG context. Existing EET weidu code could be used to port over the PST:EE into BG games the same way I'm porting BG:EE and IWD:EE currently, with some changes to adopt to the engine differences mentioned above. BUT That doesn't mean I'm currently interested in such project. I'm not going to spend time working on it unless someone with creative writing background and clear vision for such mod show up, ready to design its implementation, write story for it, adopt the existing dialogues to fit in BG context etc. I can't do any of these things to satisfactory level, since I'm not a writer and English is not even my first language. 16 hours ago, subtledoctor said: While it is nice and all, it is not based on the BG2EE engine; the EE "3.0" engine is simply an updated version of the old PST engine. It is in many ways, IMHO, quite inferior to the BG2-based EE "2.x" engine. I would far, far rather play PST in the BG2EE engine than play PSTEE as it is. To me PST:EE looks like it's based on EE 2.x version, not the old PST one. All EE features are there, they seem to just branched the engine to add some additional PST stuff on top of it. Not sure why you would rather play PST in the BG2EE engine when both engines feel almost exactly the same. On 7/31/2019 at 9:36 PM, The_Rock said: I bought PST:EE recently but have yet to play it. I've heard great things about it though. Edited August 2, 2019 by K4thos Quote Link to comment
subtledoctor Posted August 4, 2019 Share Posted August 4, 2019 (edited) On 8/1/2019 at 4:50 PM, K4thos said: To me PST:EE looks like it's based on EE 2.x version, not the old PST one. All EE features are there, they seem to just branched the engine to add some additional PST stuff on top of it. Not sure why you would rather play PST in the BG2EE engine when both engines feel almost exactly the same. Looks like? Not sure if you're basing that on looking at the engine, or just playing the games. I speak from 2nd-hand information, but that information amounts to something like: - Tried to mod some stuff in PSTEE, but it is nigh-impossible because of being hard-coded; - Modding the same stuff in the EE 2.x engine is easy, that stuff is not hard-coded; - Ergo, there are some major differences between the engines. Furthermore, "both engines feel almost exactly the same" is crazy. BG2EE has the best tactical combat of any game I've played. PSTEE has just about the worst combat, tobthe point that even though it's a great game, actually playing it was so unpleasant that I couldn't finish. tl;dr: Whether in regards to playing or modding, there is a wide gulf between PSTEE and a hypothetical "PST-in-BG2EE." I would much prefer the latter. Unfortunately it's a pipe dream... EDIT - here's a relevant quote: "Having messed around a lot with modding Planescape, it is definitely harder to mod in any significant way than the other Enhanced Edition games. A lot of the game's internal logic is hard-coded or otherwise made inaccessible, and even small things like items and spells behave differently (from a modding side) than they do in BGEE or IWDEE, which makes adding new content difficult. Kits are, as far as i can tell, a no-go in PST, and adding new spells to the mage or priest spell list has proven remarkably difficult. The only classes that are supported for PC ability menus are the ones available on the companions (e.g. Fighter, Mage, Thief, Priest, Fighter/Thief, Fighter/Mage). No bards, paladins, or what have you. Sorcerers might work, but PSTEE lacks the requisite UI to handle sorcerer spell selection, so that'd have to be developed and even then I'm not sure it would work properly." Edited August 4, 2019 by subtledoctor Quote Link to comment
K4thos Posted August 4, 2019 Share Posted August 4, 2019 (edited) 3 hours ago, subtledoctor said: Looks like? Not sure if you're basing that on looking at the engine, or just playing the games. I speak from 2nd-hand information, but that information amounts to something like: - Tried to mod some stuff in PSTEE, but it is nigh-impossible because of being hard-coded; - Modding the same stuff in the EE 2.x engine is easy, that stuff is not hard-coded; - Ergo, there are some major differences between the engines. I only finished classic PST and played PST:EE just a little to test some stuff, so I wasn't aware that many things are hardcoded compared to BG2:EE engine. Thanks for information. What I said in my previous post still stands - the mod like this is feasible in EE 2.x engine from technical point of view (without EEex). I'm just not motivated to work on it, if the only purpose of said work is to make the PST more moddable. As mentioned, if a talented writer with a vision for the mod implementation in BG saga context will be interested in collaboration I can handle the technical stuff. Edited August 4, 2019 by K4thos Quote Link to comment
Endarire Posted November 28, 2019 Share Posted November 28, 2019 What sort of writing would be desired/required? Quote Link to comment
Guest K4thos Posted November 28, 2019 Share Posted November 28, 2019 3 hours ago, Endarire said: What sort of writing would be desired/required? already answered: Quote I'm not going to spend time working on it unless someone with creative writing background and clear vision for such mod show up, ready to design its implementation, write story for it, adopt the existing dialogues to fit in BG context etc. Quote Link to comment
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