Comments on BGEE & BG2EE News
#821
Posted 29 November 2012 - 12:22 AM
But I'm a bit at a loss as to whether or not I actually want to play it I cant fathom replaying BG1 without some critical core mods like "BG1 NPC project" that make the story so much better.
Even though I'm not an expert about BG mods beyond using many on a few different installs, I was hoping it might be relatively easy to somehow install weidu mods on top of this, but looking at the very different file structure in the BGEE directory, I'm worried it may be more difficult than I had anticipated. There's not even an override directory anymore...
#822
Posted 29 November 2012 - 03:11 AM
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#823
Posted 29 November 2012 - 03:17 AM
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#824
Posted 29 November 2012 - 03:36 AM
#825
Posted 29 November 2012 - 03:48 AM
#826
Posted 29 November 2012 - 03:55 AM
What is apparent however is how much mods improve the game! I cringed at a few things vanilla throws your way...
#827
Posted 29 November 2012 - 04:15 AM
It lacks polish, this is really annoying since it lacks polish after its been delayed to be polished more. On the other hand most of my issues are general engine issues, things that they'll have to take with them when they are doing BG2, so I'm holding out hope that these will be resolved.
Overall I'm still happy with it and I'm going to continue this playthrough before waiting for the eventual mod ports, reacquaint myself with the unmodded game. Its so damn easy now though after being used to the various difficulty enhancers and bullshit Tactics encounters. Also getting used to the BG1 spells instead of the BG2 ones. Bless lasts a very short time, Sleep is massively more powerful, etc.
Edited by Tzarnal, 29 November 2012 - 04:19 AM.
#828
Posted 29 November 2012 - 07:09 AM
My favorite part thus far is that their new non-hardcoded interface, arguably the best idea they had code-wise, is all manner of jacked up right now. The interface itself seems fine, but they basically have made every possible strings/index error across the interface. In a decently large number of cases the interfaces reports on THAC0, AC, Damage, whatever are totally unreliable because it's sourcing the wrong numbers to calculate them. The correct values are being used IN-GAME for actual combat but the interface is just lying to you. One example: 19 Str characters have their THAC0 calculated incorrectly: it reports a +7 to-hit and +7 damage bonus from strength, the damage value is correct but it should only be +3 to-hit: sooo the new age interface sources the erroneous 7 value and reports THAC0 4 better than actuality in every possible area.
Similarly hilarious: rather than expecting us to use our head knowledge of AD&D common sense, they've taken to every item description containing a 100% EXHAUSTIVE, NO STONE UNTURNED list of EVERY possible thing you can be that can't use that item. It even lists redundant kits and multi-class combinations(or both, in the case of all the Gnome Illusionist/X combos, which get their own listing!). For generic items about 50-80% of the description length is the list of stuff that can't use it. Here's the kicker though: they botched the strings somehow with the aforementioned Illusionist stuff, every Illusionist or Gnome Illusionist multi-class is instead listed as Transmuter. So this longsword can't be used by Cleric/Transmuters, Fighter/Transmuters, Thief/Transmuters, Transmuters, Mages, Fighter/Mages, etc.etc. YOU CAN'T POSSIBLY MULTICLASS AS A TRANSMUTER ONLY A HUMAN COULD DUAL CLASS THAT AND IT'D BE BRAINDEAD TO DO SO.
Every item I've found so far has that error in it's description, so there's a table of string values screwed up somewhere, and apparently nobody and Beamdog reads those giant list of can't-uses they put on EVERY ITEM.
- Yahtzee
#829
Posted 29 November 2012 - 09:19 AM
#830
Posted 29 November 2012 - 10:24 AM
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#831
Posted 29 November 2012 - 09:21 PM
Edited by Valamyr, 29 November 2012 - 09:21 PM.
#833
Posted 29 November 2012 - 10:29 PM
I'm arguing with friends here about whether one of us should get this, but an old question is still cropping up: what -- if any -- engine fixes are exclusive to BGEE?
#834
Posted 29 November 2012 - 10:59 PM
Real men don't uninstall, they throw the thing to Recycle bin.By Xmas, if all goes well, I might be able to uninstall my modded BGTutu for good
Real men are welcome to their broken registry entries. I'd rather spend my time frolicking in Gullykin with Imoen than reinstalling Windows
#835
Posted 29 November 2012 - 11:07 PM
Well, Ascension64 has the scematics on how the new *BGMain.exe* is build... as do a few other modders, that can improve the modability of the EE as a game. Assuming just the fact that they volunteered.I'm arguing with friends here about whether one of us should get this, but an old question is still cropping up: what -- if any -- engine fixes are exclusive to BGEE?
PS: are you people certain the "mage kit" is a result of the actual files or just old habbits using out of date modding tools ?
Say, you use the DLTCEP and look at the items, see that the mage only items are set to be usable by transmuter ... that's the image I got from the above... but the fact might be that the kit.2da list has been changed and to get the above tool to work, you need the .dat(data file) from the original BGII_ToB game, not the BGEE... making it having the possibly of being wrong !
The added kit for example could be set to replace the 0x00004000 in the usability flags...
Hi hih ih. Yeah, you might notice that the reference to the "real men" ...Real men are welcome to their broken registry entries. I'd rather ...
But I can fix my windows registery, thanks to the old BGII ToB breaking it a few times.
Edited by Jarno Mikkola, 29 November 2012 - 11:17 PM.
Deactivated account. The user today is known as The Imp.
#836
Posted 30 November 2012 - 09:22 PM
Edited by Western Paladin, 01 December 2012 - 12:39 PM.
"Peace will come, but whether born of harmony or entropy I cannot say."
-- Oracle en-Vec
#837
Posted 01 December 2012 - 05:22 AM
What Oster and his team did:
- Port to iPAD. Irrelevant for the PC gamer.
- Port BG1 to the BG2 engine, already done by BGT in a more customizable way.
- Enable higher resolutions, already done by the widescreen mod.
- Upscale graphics to fit the resolution. This failed pretty bad, as BG:EE looks very noticably blurry compared to the original.
- Changed the UI. The added functions do not work, and the functionality of the new GUI is debatable.
- Implemented the mod community's fixes, like BG2 Fixpack.
- Added an Arena-area, which, although it looks like the best of the changes, is at best, mediocre.
- Three new NPCs. The game has 15 underdeveloped ones, and mods add so many even I, who play Baldur's Gate something like once each year, hasn't played all of them. The NPCs are a bit over mod quality, but that's sort of it.
- Changed cinematics. The intro is the best example, where a menacing and terrible Sarevok has become a bad flash cartoon.
- Now, there is the subject of the supposed engine-changes that should make modders able to do stuff that was hard-coded before. I just don't see it. It doesn't look like the engine has had any sort of radical change. TobEx seems advanced compared to this. However, it's the only point where I can't draw strong conclusions, so this might actually be BG:EE's only redeeming feature.
Now, you might disagree with me that the new intro movies are bad, but I gotta ask: Was any of the above necessary? Can any of the above be said to enhance the original to a point where it's worth 20$? They didn't have the time, talent or money to actually change the game in meaningful ways, so they ended up changing some cinematics and the UI. Stuff that was always fine, stuff this very forum has praised as some of the best in the industry. This project is, at best, superfluous.
Now, on to what they didn't do:
- Fix the pathfinding
- Balance the kits inherited from BG2. It's incredibly unprofessional how this has that rough "mod"-feeling. Kensei and Monk are still useless on lower levels, while other kits are too good and obviously not intented for BG1.
- Fleshed out NPCs already there. They could have at least done something with BG1NPC, I mean, they haven't felt above just using the work of modders before.
- Add content to some of the more empty wilderness areas.
- Improve the sprites.
- Change or update anything of real significance, apart from the possible engine or .exe changes.
All in all I simply cannot fathom how the dedicated fans of this site can praise Oster for this work. The only argument I have some amount of sympathy with is that BG:EE might cause a resurgence of interest in this type of game (as if Project Eternity hadn't already), or that modders might start working on some new projects that will revitalize the scene. These arguments are problematic for two reasons: Firstly, Project Eternity has already and will probably give this type of game more of a kick than an iPAD version of BG ever could. Secondly, the pay-off of a modder revitalization - if such a thing will indeed occur - won't pay off until many years down the line, and it damned sure isn't a reason to actually purchase BG:EE currently.
All in all, this community should be critical of BG:EE. It was a fantastic chance to do something with the IP that passed us by.
Edited by Grunker, 01 December 2012 - 05:46 AM.
- Yahtzee
#838
Posted 01 December 2012 - 05:28 AM
See it's funnhy because even if he did port it to iPad, all those bugs have caused the port to fail Apple's quality control and it's stuck in the waiting room again. Meanwhile, Oster doesn't talk about it at all and the site still promises a release in November.- Port to iPAD. Irrelevant for the PC gamer.
Actual stuff: Almateria's Restoration Project | Icewind Dale 2 Fixpack + Restorations
Skips: Hell Recollection | Fake Import Mod
Assorted tweaks from when I was 14: Alma Tweaks (macOS)
#839
Posted 01 December 2012 - 05:48 AM
See it's funnhy because even if he did port it to iPad, all those bugs have caused the port to fail Apple's quality control and it's stuck in the waiting room again. Meanwhile, Oster doesn't talk about it at all and the site still promises a release in November.- Port to iPAD. Irrelevant for the PC gamer.
I actually didn't know this was the hold-up, since I really don't give a toss about the port. Interesting and tragically hilarious.
Edited by Grunker, 01 December 2012 - 05:51 AM.
- Yahtzee
#840 -devIceMan-
Posted 01 December 2012 - 06:14 AM