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Transferring from modded BGEE to modded BG2EE


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If I install the very same mods & components on both games, would it be wise to import a character? Or would I be better/safer off recreating the same character and then editing the effects of Tomes for example via Near Infinity? Are there any other things that actually transfer? I know some items can be found again, but I don't think any of them matter in the grand scheme of BG2, right?

 

Thanks in advance!

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The basic spell list is different between SoD and BG2EE, which can lead to an imported character endng up with stuck spellslots (if you don't use any other spell mods, but IWD spells, the Sunscorch slots tend to end up stuck). Unmemorizing all (mod-added) spells before the export should prevent this issue.

Another issue is that there are BG2 mods which introduce additiional kits and the exported character stores kit info via their ID, so that also needs to end up consistent.

You can try, but overall, it probably is easier to just recreate.

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For the kits, there are at least some dummy kits added in current BGEE so that new kits will start from the same place in both games - Wilson has his own kit in BG2EE, and that slot becomes "FAKIE" in BGEE. If you install the same kits in the same order to both games, those kits will line up. Player-usable kits should be installed before one-game NPC mods that include new kits for this reason.

Spells don't get the same courtesy; SoD has a number of new spells added to SPELL.IDS and the corresponding SPCL/SPIN/SPPR/SPWI namespace, which aren't there in either non-SoD BGEE or BG2EE. This is particularly an issue for the priest and mage spells, as any new spells that are meant to be learned through the normal processes (character creation, automatic priest knowledge, sorcerer level-ups, etc.) need to be part of that SPPR or SPWI namespace. WeiDU provides the ADD_SPELL action, which inserts such spells in the first available slot ... and if that's not the same number in both games, you have trouble.

The SoD spells in the SPPR or SPWI namespace:

- CLERIC_FAERIE_FIRE, SPPR116.

- WIZARD_DANCING_LIGHTS, SPWI126.

- WIZARD_DARKNESS_15_FOOT, SPWI228.

Because of these, any mods that add spells to priest level 1, wizard level 1, or wizard level 2 will end up off by 1 when transitioning from SoD to BG2EE. Characters with one or more such spells will end up with bad entries in their spellbooks, which require save-editing to fix.

Huh. Seems like good material for an early tweak, padding the IDS so that any new spells line up ... and it's already included in the EE Fixpack. Now, if only that project could get around to an actual release.

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