
Baldur's Gate Trilogy-WeiDU
13 Feb 2005 saw the first dodgy release of BGT-WeiDU, dodgy because it had so many problems with it and still depended on ostensibly copyright-infringed repacks of Baldur's Gate and Tales of the Sword Coast tilesets. I shall acknowledge the heated debates and am grateful that we have moved on, even though I feel that some people have extrapolated personal impressions of my character and all my other mods. But I'm not here talk about that, and I hope you abstain from projecting any negative feeling clawing their way to the ends of your fingertips and into a post, because this is just my history.
So, two-and-a-half years later, we are at a point where BGT-WeiDU has come a very long way; after painstaking manual resource checking, StrRef checking, even manual tp2 coding. Not forgetting to mention my RL commitments, which have been extraordinarily busy all the way through. We are at a point where BGT-WeiDU has fit well in parallel with the updating of the other mega-modification mods; this includes Vlad's interest in extra content and integration with his ongoing Tortured Souls and Never Ending Journey development. The person with very big hands I must thank is King Diamond, who really made the whole track possible due to the creation of the BG1->BG2 tileset converter tis2bg2. Cookie for you!

As development progressed, the idea of a Tutu-BGT merger came to fiery controversy as well. And yet, even after I tried to get things running at the end of 2006, there were difficulties getting the interested parties together due to RL and other matters. Unfortunately, having been thinking about it on-and-off ever since that time, the more I moved towards simply adding transition support to EasyTutu. We are in a situation where two platforms continue to be development, and without blaming anybody for ignorance, both BGT-WeiDU and EasyTutu appear to re-inventing things each other has already realised. Also given slightly different ethos for both modifications, meshing them together is no longer making much sense. Combining these factors of RL and other business and the divergent ways of the two platforms of BG1->BG2 conversion, merger of any larger scale than 'Transition for Tutu' is probably going to be extremely unlikely.
What is happening with BGT-WeiDU now? To cut the whole story short, BGT-WeiDU is going back into beta - hence, the next version will be BGT-WeiDU v1.05b. Currently, I am implementing something that I should have done back in the 0.9 days. That is, items in BGT-WeiDU currently use the BG2 versions, and in a few exceptions of bugs use BG1 versions. BGT-WeiDU v1.05b will use BG1 versions of items where there is a difference. Since I completely overlooked this issue for more than 8 versions of BGT-WeiDU, I will not be prefixing every BGT-WeiDU item with anything. That would throw compatibility with all current BGT-WeiDU-compatible BG1 addon mods into the rubbish truck. Instead, BGT-WeiDU will be default patch BG2 items used in BG1 to their respective BG1 versions, and will provide a separate restoration component that will need to be used before transition to BG2 (there will likely be a reminder in-game). The BGT Tweak component, "Restore experience of locks, traps, and scrolls", will likely move into this restoration segment as well. As this is really considered an 'item overhaul', the beta tag is required to allow thorough testing of new and changed code. Additionally, I will be checking spell behaviour after I complete the item changes, and implementing changes as necessary in a similar manner to the items.
What else is new/has changed? Well, you should know by now when to look for that.
When can you expect BGT-WeiDU v1.05b? Before the end of the year is all I can say for certain. I can also say with some certainty that RL issues will not permit me to finish this version before the start of August. Who knows though, you might be surprised.
And what is the future for BGT-WeiDU? This is pretty much it. Bug support, bug fixing, and new translation incorporation will still be provided, but otherwise, the end of BGT-WeiDU is nigh.
Will BGT-WeiDU cater for BG1 Fixpack? This is probably a question that some people are still wondering about. At the installation level, no. BGT-WeiDU will not support the installation of BG1 Fixpack before or after it, due to an already incorporated fixpack (Please remember this when you come to this forum in X years Y months Z days time and start reporting spurious errors when your WeiDU.log has both BG1 Fixpack and BGT-WeiDU). BGT-WeiDU might 'nick' the text corrections from BG1 Fixpack at some stage when the corrections are completed, but that is about all. Note that a number of BGT-WeiDU fixes are those that will be, or are already included in, the BG1 Fixpack. Also note that a number of BGT-WeiDU fixes might not appear in BG1 Fixpack, and vice versa. Generally, while the most complete batch of fixes would certainly generate the impression of a 'clean' game, not all fixes are necessary for a smooth, consistent game. This is a general load of rubbish, I know, but it stands as is.
Will BGT-WeiDU feature any further compatibility support? Again, most likely no. Not even for some imaginary new Fixpack that pops up, or a new component of some existing fixpack (like BG2 Fixpack), or new updates of mega-modification mods or GUI component. I am saying this will apply after the 'end' of BGT-WeiDU, whatever and whenever that is. In its current state, people who want to make me change compatibility are going to have a provide extremely convincing reasons for the change, and 'It's only a really small change' is not one of them.
Overall, I am saying all this in light of wrapping up development of BGT-WeiDU. But as you'll see at the bottom of this humungus post, I'll spoil now that I am intending of wrapping up tweak/fix mod development and moving over to new content instead.
Modifications converted to BGT-WeiDU compatibility
Ever since BGT-WeiDU neared v1.00, people have asked for conversions of both BG1- and Tutu-only modifications to be made BGT-compatible. It first took much PMing, begging, and grovelling to get permission for these conversions, but as you can see today, BGT-WeiDU has a whole bunch of these mods available, including, in the order that they came up in my mind, Indira NPC, Lure of the Sirine's Call, Mulgore and Xavia NPCs, Mur'Neth NPC, BG1NPC Project, Jonathan NPC, The Grey Clan Episode I, Sword Coast Stratagems, Dark Side of the Sword Coast, Northern Tales of the Sword Coast, and BG1 Unfinished Business. Even reading through that long list astonishes me -- that's a lot of mods made compatible with BGT-WeiDU. It is a testament to the support and popularity that BGT-WeiDU has received since the time even before I entered the scene.
Not all of these mods are managed by me, but instrumental to the conversion of a number of these was Platform Conversion Utility (PCU), this mysterious WeiDU program that even sparked a few people's ire over at G3. Let me say that it has certainly simplified the tedious effort of manually eyeballing and changing resource references. These days, we see the dawn of dynamic variables replacing filenames so that one .tp2 allows cross-platform compatibility. It certainly is an intriguing concept that will probably overtake the existing meta-programming in WeiDU where cross-platform compatibility is required. Regardless, PCU can still can still convert hard-coded resources such as ITM and ARE files.
Again cutting long stories short, PCU will be released in the near future to facilitate these smaller-scale conversion processes. I am, however, releasing it with the proviso that I will not be held responsible for the conversion and public release of mods where the authors have declined permission to convert. For example, I specifically implore that Finch NPC never be converted and released as a BGT-compatible mod, unless Bons has changed her mind about the matter. No doubt the concept of providing the means as condoning the ends is going to incite some new anger in a few people. If you are one of these people, please PM me so that we may communicate individually.
What is the future for the modifications made BGT-compatible that I own? Again, nominal support and translations where required. As you might see later, updates to the corresponding Tutu- and BG1-compatible versions of the mods will likely not filter into the BGT-compatible version. I'm saying this in a completely present state of course, so take it with a grain of salt.
BG1UB is a completely different story of course, as it is still nascent. Apart from bug-fixing, you might see a merged cross-platform version in the future, but I am rather apathetic about that at the moment.
BGT Tweak
BGT Tweak was a spinoff of BGT-WeiDU, as some 'fixes' in BGT-WeiDU appeared not to fit in the 'fix' category all that well. There are quite a few components in the current version. There will be a few new components in the next version, but I'm afraid that will also be it in terms of a new stuff for BGT Tweak. I am desperately trying to find some time to even incorporate all the requests that I have. Hence, if I end up being overwhelmed by requests, I will have to start heavily scrutinizing the applicability, usability, and popularity of particular requests and substantiate only the ones that will have more widespread use than others.
What's new/changed in BGT Tweak v7? So far:
-Summons/NPCs set off traps (if possible)
-Restoration of lock, trap, and scroll XP gain to standard BG2 versions
-Choice of which individual NPCs will import into BG2, regardless of being in party or not
-Changes to the way protagonist's biography is handled
-Deprecation of components featuring in BG1UB
-Some more compatibility checks
Well yeah, if you want to see something else new/changed, I am still open to things.
Me
No, Me is not a mod. It refers to what I am doing in general. It appears very likely that RL will consume me very soon. I'm that tasty. Currently a University student in my Honours year of medical sciences, things are extremely hectic and last-minute. Furthermore (some of you may not even believe this, but it is true), a First Class Honours is required for me to graduate from my current degree. Scared yet? Following this, I am hopefully entering postgraduate Medicine next year, which would salivate even more -- possibly to the point that prevents me from modding altogether. Besides that, I am a classical pianist, have a rather old and frail grandmother to take care of, and parents to assist here-and-there. So (think grains of salt again, things might change for strange others), I may end up completely incapacitated of my modding ability as of next year.
If we assume that hasn't happened, we can talk about my modding interests as things have gone. It isn't difficult to work out that pretty much all mods I have worked on are other people's projects. Some things have been coded de novo. Another common feature is that many are tweak/fix mods. BGT-WeiDU is really a tweak that makes the BG1 story work in BG2. BGT Tweak, um...duh! BG1UB, Restored Textscreen Music, and so on. However, what the feature that completely overrides all of these are that none of them were conceptualised by me that delivers original content. Frankly, I am starting to move on from this 'flavour' of modding, and am more inspired by completely original content. That is one of the main reasons why I suddenly got interested in wrapping things up (this post) --- the taste is getting bland.
What is the future then? Provided I don't completely lose my modding license to RL, the Mequel project will most likely be the mod I will be working. However, since that is a rather large project (I'll ask for help later), I may do some other small things in the meantime. No, I'm not going to tell you what they are (no, there won't be a Me mod...cough cough...confused you yet?).

Summary
I probably contradicted myself more times than one, since this has taken ages to write, and I end up rather tentative sometimes. But, if you are rushed and don't want to read my incessant babbling, the following summary is probably more correct than what I have written above...
- BGT-WeiDU: Will re-enter BETA with v1.05b due to item overhaul and possible spell overhaul. No massive ITM or SPL re-renaming will occur. Obviously, there are some other changes/bugfixes, and so on. You know where to look for them. Won't be ready anytime soon, but probably near end of the year. Most likely no further compatibility support (definitely not BG1 Fixpack)
- Merger: Probably none, but if so would be limited to a 'Transition for EasyTutu'
- Other mods by me: Nominal bug support and translations. Most likely won't be updated even if corresponding BG1- and/or Tutu-only versions are updated with new content.
- Platform Conversion Utility: Likely to be released. Please don't convert and release a BGT-compatible Finch unless Bons has changed her mind. PM me if you have any issues with this.
- BGT Tweak: Also wrapping up. New components in next version, but won't really be taking any more afterwards.
- Me: Me is not a mod. Possibly overcome by RL starting next year, preventing me from modding at all (but possibly not as well). Starting to move from doing stuff with other people's mods to completely new content, like Mequel, and maybe some other smaller stuff
So that is that State of the Mod.


P.S. There is this really weird feeling; a buzz, that predicts that this topic is going to get flamed, just like the original BGT one and the PCU one. Fingers crossed XX| |XX