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Blash2

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Posts posted by Blash2

  1. Hello everybody,

    as someone might have guessed, I'm planning to do a complete EET run with the same party. I'm not very sure, thought, about which charaters stay the same through the whole run. I mean you start with BGEE and develop them until the end of BG2EE without discontinuity.

    Could we make a list of such characters? I'm referring to "stock" ones and ones provided by mods that grant them continuity.

     

    I'll start with the ones I know for sure:

     

    - Charname

    - Imoen

    - Sandrah

     

    These ones not:

     

    - Khalid

    - Dynaheir

     

    There are many BG2EE NPC mods that bring back BGEE characters, like Yeslick, Kivan, etc., but I'm not sure whether they create a new character in BG2 or use the one you bring over from BGEE.

     

    I'll update these lists as your answers come ;)

  2.  

     

    Out of curiosity, why doesn't IWDEE 1.4 work for IWD-in-EET? The 2.x patch, generally speaking, only affects the engine and UI. Since we'll be running in the 2.x engine anyway, those will already be up-to-date. The game resources - the .ARE, .BCS, .CRE, .ITM, .SPL etc. files should work just fine when dumped into the 2.x game engine.

     

    Is there a technical reason I'm not aware of? Or is it just, "we know a change is coming, so why put in the effort now and then have to change it later" ?

    patch 1.4 still uses BGEE.SQL. Code for parsing new format that replaced it is ready, so I don't see a point in wasting time adjusting the old code when current EET code will work as it is when IWD:EE will be updated to patch 2.x. Some other things will likely have to be changed too (see differences in files that caused SCS to not be installable on patch 2.x games or even EET_Tweaks which in current state is partially broken due to changes since patch 1.3) and will need to be tested. Overall whole IWD-in-EET code has to be updated with the current improved EET codebase (tp2 files are similar) so we're waiting for latest patch before doing it.

     

    I would maybe consider revising this. From what I'm hearing from Beamdog (admittedly, one post) IWDEE will not be updated with the 2.4 patch when BGEE and BG2EE are, and the process for updating IWDEE is not even at the planning stages. Given that a lot of the good stuff from patch 2.x is already in IWDEE v1.4, and they're probably not making any money from it, I think there's a real possibility that IWDEE doesn't *ever* get updated. Even if it does, it may not happen until 2018.

     

    If it has to wait for 2.4, there's a real possibility IWD-in-EET ends up being vaporware. Which would be a real shame, considering how close it already is to working.

     

     

    I completely agree.

  3. You never could in any version of the game before, you could not visit ANY BG1 area at all. Why would you want to?

     

    http://gibberlings3.net/forums/index.php?showtopic=27996&do=findComment&comment=243849

    http://gibberlings3.net/forums/index.php?showtopic=28549&hl=

     

    Just to know I can if I wish :)

    No problem, it's enough to know it before, so I can finish any business there before the point of non return.

    Is there any other area that gets closed forever after SoD?

  4.  

    This may already be fixed in the new version - anyway

    Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

    dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).

     

    What? You can't access Baldur's Gate city during BG2?

  5.  

    So, no way to actually import the items anyhow right now?

     

    You can transfer them via debug console if you need the items badly:

    C:Eval('MoveContainerContents("AR0602*K#ImportContainer","AR0602*Picture1")')
    

    This command will place all items into the container behind the picture in the room with starting equipment in Chateau Irenicus.

     

    Because of a bug in the current version of the game you probably won't find items that are supposed to be transferred if you imported a character from BG1 (such as the Golden Pantaloons). The bug has to be fixed by Beamdog first.

     

     

    What? So everything will be lost in the transition from SoD to SoA? And we have to wait for a Beamdog patch that will probably come in a year or two? I got it right?

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