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Tutu or Trilogy


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I am currently playing Trilogy with lots and lots of mods. And despite how much I love it, I feel like there is lots of crashes and bugs that have something to do with Trilogy itself. Tutu has been out longer than trilogy, and has more mods(?) or so I've heard. So my question is, which one is better? Should I for my next playthrough play Tutu with all the mods, and play and install mods for BG II separately? Will that save some anger issues regarding crashes in the second part? Seeing that Tutu doesn't give all the transition and you're not automatically transported to the second part, is it possible to, for example, have a NPC Mod character transported to the second game if he was in my party?

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Tutu doesn't have more mods. It's more the other way around: I dropped Tutu support for my mods, but all are BGT compatible.

1 hour ago, HotaruPL said:

Seeing that Tutu doesn't give all the transition and you're not automatically transported to the second part, is it possible to, for example, have a NPC Mod character transported to the second game if he was in my party?

No.

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31 minutes ago, jastey said:

No.

You should also tell them that this would be practically impossible to do due to how the Tutu utilizes the BG2 game to make itself. Yes, one can compile it to external folder, but then it's a separate game, and not doing this will result with the need to uninstall the whole of BG1Tutu to revert back to the BG2 game, all the while uninstalling every mod installed ... and undoing possibble and probable biffing. A scennario you don't want to walk into. 
And besides, it's not automatic in BGT-weidu either. You will have to either install a mod, or do other stuff than just kill Sarevok for this to trigger.

1 hour ago, HotaruPL said:

Never liked EE for some reason :D 

Define some ? You will want to reconsider that desition ... it's time to do this.

Edited by Jarno Mikkola
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24 minutes ago, Jarno Mikkola said:

You should also tell them that this would be practically impossible to do due to how the Tutu utilizes the BG2 game to make itself. Yes, one can compile it to external folder, but then it's a separate game, and not doing this will result with the need to uninstall the whole of BG1Tutu to revert back to the BG2 game, all the while uninstalling every mod installed ... and undoing possibble and probable biffing. A scennario you don't want to walk into. 
And besides, it's not automatic in BGT-weidu either. You will have to either install a mod, or do other stuff than just kill Sarevok for this to trigger.

Define some ? You will want to reconsider that desition ... it's time to do this.

In terms of defining why I dislike it:

1) Some major mods that I want to have included such as: Grey Clan, Dark Horizons and a few others are not EE compatible. 

2) Small detail, but I hate that every character has a different coloured vignette underneath their feet. I preferred when it was green only

3) As far as I've heard somewhere (correct if I am wrong) installing mods is more difficult(?). You need some additional programs, or make some weird changes in .ini or somewhere else?

4) I remember reading something about problems with mods. Can't quite remember but it wouldn't display properly or something, i think. 

5) I guess I'm also more used to old-fashioned version of it :D

Although, I never ever played with EE so present me your points and I'll see if I give it a chance. 

And could you tell me if there is less crashes and 'assertion failed' errors in EE, especially in mods?

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The latest versions of Grey Clan and Dark Horizons have EE(T) compatibility.

The differently colored foot circles can be changed in the graphics options.

There's no pragmatic difference between installing mods to the EEs and to classic. The two practical issues are that the Steam/GoG SoD releases need DLCMerger before any other mod to ensure WeiDU can read that expansion and that a few of the BGEE content mods need to be installed to BGEE before EET's import (unlike BGT which doesn't allow pre-modded directories at all). Dark Horizons is such an example.

Most of the scene primarily tests on the EEs these days, and some mods doesn't even support classic. You can't play mods like Khalid BG2 or Shades of the Sword Coast on the classic. There are definitely less crashes as well IMO, because the engine also received cleanups.

Edited by Graion Dilach
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10 minutes ago, HotaruPL said:

Grey Clan

Grey Clan newest version, EE compatible: https://github.com/K4thos/TGC1e

12 minutes ago, HotaruPL said:

I remember reading something about problems with mods. Can't quite remember but it wouldn't display properly or something, i think. 

I guess it's that you need to install DLc Merger first on an BG:SoD game from Steam or GOG. That, or that the EEs use different text format. Anyway, that is long solved.

13 minutes ago, HotaruPL said:

3) As far as I've heard somewhere (correct if I am wrong) installing mods is more difficult(?). You need some additional programs, or make some weird changes in .ini or somewhere else?

Not that i know of. Only thing is that as I mentioned a BG:SoD game from Steam or Gog needs to be prepared by an aditional mod (DLC Merger).

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15 minutes ago, HotaruPL said:

I guess I'm also more used to old-fashioned version of it

That's totally ok. I will not drop BGT compatibility of my mods because I know there is people who still prefer the old BGII engine. But I am playing BG:EE myself currently and enjoy it very much. I love the quick loot bar. 🙂

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10 minutes ago, Graion Dilach said:

The latest versions of Grey Clan and Dark Horizons have EE(T) compatibility.

The differently colored foot circles can be changed in the graphics options.

There's no pragmatic difference between installing mods to the EEs and to classic. The two practical issues are that the Steam/GoG SoD releases need DLCMerger before any other mod to ensure WeiDU can read that expansion and that a few of the BGEE content mods need to be installed to BGEE before EET's import (unlike BGT which doesn't allow pre-modded directories at all). Dark Horizons is such an example.

Most of the scene primarily tests on the EEs these days, and some mods doesn't even support classic. You can't play mods like Khalid BG2 or Shades of the Sword Coast on the classic. There are definitely less crashes as well IMO, because the engine also received cleanups.

 

 

9 minutes ago, jastey said:

Grey Clan newest version, EE compatible: https://github.com/K4thos/TGC1e

I guess it's that you need to install DLc Merger first on an BG:SoD game from Steam or GOG. That, or that the EEs use different text format. Anyway, that is long solved.

Not that i know of. Only thing is that as I mentioned a BG:SoD game from Steam or Gog needs to be prepared by an aditional mod (DLC Merger).

Actually you CAN play Khalid BG2 because I played with him :D. Unless you're using a different Khalid mod. Yeah, thanks for all your points guys. Regarding 'additional programs' I mentioned I think people were talking about DLC Merger. I honestly have no slightest clue what it is, never was interested in EE before but... judging by what you said, I might give it a chance. Anything, to remove or reduce crashes in some dumb locations which prevents me from continuing. Can you also tell me if there is something like EE trilogy? 

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12 minutes ago, jastey said:

That's totally ok. I will not drop BGT compatibility of my mods because I know there is people who still prefer the old BGII engine. But I am playing BG:EE myself currently and enjoy it very much. I love the quick loot bar. 🙂

Actually if you have any link toward compatibility for EE mods, I'd like to take a look. I know Cowled Menace, Eve of War, Shades of Sword Coast are not available on vanilla version, only on EE. I don't want to mess up anything during installation process. 

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This is the Khalid mod I can think of. https://downloads.weaselmods.net/download/khalid-bg2/

I wouldn't suggest Eve of War. That mod is a massive unfinished alpha.

DLCMerger can be installed like any other WeiDU mod, because it is such. https://github.com/Argent77/A7-DlcMerger

Also, here's a bunch of lists

https://k4thos.github.io/EET-Compatibility-List/EET-Compatibility-List.html

http://baldur.cob-bg.pl/bg1ee-mody
http://baldur.cob-bg.pl/bg2ee-mody

https://lacouronnedecuivre.github.io/lcc-docs/

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20 minutes ago, Graion Dilach said:

This is the Khalid mod I can think of. https://downloads.weaselmods.net/download/khalid-bg2/

I wouldn't suggest Eve of War. That mod is a massive unfinished alpha.

DLCMerger can be installed like any other WeiDU mod, because it is such. https://github.com/Argent77/A7-DlcMerger

Also, here's a bunch of lists

https://k4thos.github.io/EET-Compatibility-List/EET-Compatibility-List.html

http://baldur.cob-bg.pl/bg1ee-mody
http://baldur.cob-bg.pl/bg2ee-mody

https://lacouronnedecuivre.github.io/lcc-docs/

It is unfinished and abandoned project but I've heard it has some really good quests throughout. Even if the story isn't really finished, I'd like to try

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Not that my mods are a significant reason to pick one or the other, but I focus on EET because while the originals (I still have my 5 cds from bg1) are amazing, only the EEs support GNU/Linux with native binaries, and I don't keep a reliable Windows install around anymore.

As others have mentioned, most the distinct reasons are solvable with minor effort/built in toggles. 

Initially I didn't like some of the EE things (like the sprite outline) - now I always use it (although still with mono-green, not the plethora of colors).

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