In fact, it has been tried--but not extensively reported or tested.
There are two mods that explicitly test for end-of-
BG1:
BG1NPC and
BGTFrom their development histories, you can read & learn that the developers both discovered and
theorized some quirks, anomalies, etc. if allowing the
BG1 content to extending to
BG2.
Because of this, they put in ENDOFBG1 and other checks to avoid such issues.
The trouble is, no one--not even the mod creators--has fully documented what these oddities are or would be.
So instead, what we get is groupthink comments saying 'don't try, it'll screw up your game.'
This isn't necessarily wrong, but we're just mouthing what others have written--not what we
know is correct.
So, here's what I do
know to answer the ORIGINAL questions...
--
To get back to the BG1 area...
- I only know CLUA as the clearcut way of getting there.
- The mod NeJ2 does have a portion of the story that transports your party to an
actual BG1 area (sorry, I don't remember the specific area). In fact (at least in a previous version of NeJ2), when you enter that area while playing the
BG1 portion, you'll see a character there who doesn't have anything to say if you talk to him--he won't, until you reach the NeJ2 mod content in
BG2.
What I do
not remember is, once you reach that area thru the NeJ2 content, can you forestall continuing the NeJ2 portion and go back into
BG1 and play to your heart's content.
I
think it does--for example, when your party is transported by NeJ2 to that area, either don't talk to that guy yet, or after talking with him, go off into
BG1 instead-- but it's been too long since I played that section, I don't have the true details.
-- W
ill going back to BG1 areas screw up your BG2 game?- Probably not.
Because at least the two mods above put in checks to disable
BG1 content, (almost) nothing you do when going back to
BG1 should forward-affect
BG2.
Now,
My disclosure...
My last megainstall run, I did a 'Dr Jonas Salk' and went into
BG1NPC and
BGT and disabled ENDOFBG1 variable when installing the mods.
From what I remember,
BG1NPC has just one place in the install scripts to assign the variable, making it sooo easy to disable it. I don't remember where
BGT assigns it, but it's probably also in one place.
Now, my experience is not a good example because:
-- I had already played some (maybe even ALL) of the
BG1 portion, and then did a re-install before transitioning to the
BG2 portion, this is where I disabled ENDOFBG1.
In others words, a better test would be to disable the variable at the very beginning of a megainstall, then play thru to and into
BG2, and document which if any
BG1 content affects
BG2.
Even so, the only phenomenon that I could clearly point to directly related to this change, was that
BG1 Npcs that I had in my party in the
BG2 portion would still continue their dialogue about
BG1 scenarios. (Sorry, I don't have specifics examples.)
_________________________________________________________________________________
So what's really needed is for some players to agree to testing a megainstall with end-of-
BG1 checks
removed, and then fully document any oddities, if any, of
BG1 content in
BG2.
I plan to do this in my very next megainstall, but that could be many months from now, and a megainstall by it's nature can take years to finish (yes--years). So to any players reading this, please consider running the test in your install.