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BGT and the Enhanced Edition releases


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#41 K4thos

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Posted 25 October 2015 - 09:44 AM

Is the current version considered released 'enough' to be playable or is it just a test version? How useful would some testing be to you? I do not mind trying a playthrough with it installed.

At this point testing is not that needed (although always welcomed) as not long ago the whole game has been play tested by Fouinto twice, from start to finish, with all (most?) quests, and since than there weren't any major changes in the package. The mod itself doesn't have version numbers assigned yet but you can follow the GitHub commits history. If you're unlucky it's possible that some code changes that are being implemented often may cause a regression in functionality (yep, sometimes I mistype something etc.), but if you report it to me via PM there is good chance that I will be able to write a hotfix and implement it on the fly to your saves, so playing with the current "ever changing" version should be rather enjoyable (or if there is some hidden regression - a little annoying). So yeah, feel free to install and play it (or wait a day or two as I'm going to implement different way of patching files soon, which should reduce the time that installation process takes)

On the other hand the current version is not really a good representation of what the mod will end up being upon release, due to upcoming major changes related to content implementation, more freedom in travelling to old areas, and new chapters / journal system. These things will need to be tested.

Sai, well the version is:
VERSION ~beta 0.9~

I'm always adding 0.9 to unreleased mods :P


Edited by K4thos, 13 March 2016 - 11:56 AM.


#42 Sai

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Posted 25 October 2015 - 04:17 PM

Installation is indeed a bit lengthy, but that's hardly an important issue as it can been done in the background.

 

Did a very small installation with BG2EET + BG2_TWEAKS. Should be enjoyable, yet test-worthy.

 

1. I started the game with two books, clearly (after using one), they're meant for starting the game in another area. It'd be lovely if that was in their description :) They are nameless, too. The lighter colored book starts some kind of tutorial with Belt? :P Darker book landed me in Irenicus' dungeon, but Irenicus wasn't there to give his usual speech about untapped potential and such.

 

2. Clipping issues inside high-hedge (left side), when zooming in up close they disappear, when zooming out a bit again, they reappear.

 

No oddities detected (so far) in:

- Candlekeep (leaving Candlekeep also intact)

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EET/EET.TP2~ #0 #0 // Baldur's Gate: Enhanced Edition Trilogy (EET): beta 0.9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items)  at Character Level: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // Teleport spell: beta 0.1
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // Disable hostile reaction after charm: beta 0.1

Edited by Sai, 26 October 2015 - 06:37 AM.


#43 K4thos

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Posted 25 October 2015 - 04:57 PM

Consider uninstalling BG2 Tweaks and extracting this patch on top of the v16 BG2 Tweaks package before installing it again: https://www.sendspace.com/file/40d8rm
These files will be part of the official v17 version once it's finally released. This patch fixes some BG2 Tweaks bugs (mentioned in changelog) and changes the code to make all components fully compatible with EET, so you won't see "skipped" messages with it.

If you notice something wrong during playthrough use PM to contact me directly.

btw. no BG1 NPC Project (installed on BG:EE previous to installing EET on BG2:EE - see readme for details) and Almateria's Restoration Project (installed after EET on BG2:EE)? Not really needed to test them but they are like the best stuff that the modding community has to offer, imo. Without the former BG1 NPCs are so silent :( And latter has awesome trailer :P


Edited by K4thos, 25 October 2015 - 05:18 PM.


#44 Sai

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Posted 25 October 2015 - 05:18 PM

I'll alert you via PM if any horrible oddities come to light, I intent to edit into my previous post everything worthwhile though.

 

I specifically went light on the modding so any issues can be tied to BG2EET more easily.

 

I actually deleted my modded Baldur's Gate EE and redownloaded it so I could do this :)


Edited by Sai, 25 October 2015 - 05:20 PM.


#45 Saigon1983

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Posted 25 October 2015 - 11:16 PM

When I started to test EET about month ago, there was one problem: areas from Candlekeep (didn't walk any further) were cropped from the upper left side. It's not critical, but VERY annoying. Is this problem fixed now? Or, will it be fixed?



#46 Gel87

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Posted 26 October 2015 - 01:38 AM

I love this :) but how Will the difficulty end up? Since if doing bg1, then forexample iwd1 and iwd2 before bg2 u Will be pretty high level or? But i love the idea, im working on a mindflayer kit, got a werewolf kit and want to make a sirine kit and it would be awsome to have those Kits starting at bg1 ending at bg2 expansion, prefebarly beeing able to chose all 3 and play with a 3 party team from start to end^^

#47 The Imp

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Posted 26 October 2015 - 01:59 AM

I love this :) but how Will the difficulty end up?

Do we really need to care ?

You can install the SCS in a super cheat mode, and make it you mission to walk through the whole areas without saves or rests. The first few might be easy, but having liches and super vampires as encounters will make even the toughest player squeal of the pain of pleasure. Ouh, and no items of note(just regular +3 weapons without any other properties). XP table with a *5 and other arbitrarily rules. You get to be a real man ! :devil:


Edited by The Imp, 26 October 2015 - 01:59 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#48 Roxanne

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Posted 26 October 2015 - 02:13 AM

I love this :) but how Will the difficulty end up?

Do we really need to care ?

You can install the SCS in a super cheat mode, and make it you mission to walk through the whole areas without saves or rests. The first few might be easy, but having liches and super vampires as encounters will make even the toughest player squeal of the pain of pleasure. Ouh, and no items of note(just regular +3 weapons without any other properties). XP table with a *5 and other arbitrarily rules. You get to be a real man ! :devil:

Why care about any contents or story anymore, just tweak the game because it is technically possible. But probably this is just the view of a real woman?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#49 The Imp

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Posted 26 October 2015 - 02:35 AM

But probably this is just the view of a real woman?

You probably didn't get the point of the italics around the "real man", and the reason to use of the term. :devil: :ROFL: *
K4thos shouldn't worry about the game difficulty at this point ... as long as the whole thing works, others can care for the lack of or the curves and spikes in the difficulty scale armor. If they access that it's necessary.
Besides a single player games have never been only about the challenge ... that's why there's cheat codes etc. after all, among other things. Cause if the fun stops at a point, there's really no reason to play.

 

*If it's not clear, I'll try to explain. If you play with custom rules, it's good for you... good, as in, if you get something out of it, that's good. If you try to do it for anything else than the enjoyment gotten out of it, or the knowledge gained from the fact, then it doesn't matter to anyone else, not matter what obstacles you over come, it most assuredly doesn't not make you any better at the game than anyone else. You are no better person from the experience if you can't use that to get something out of it( fun,ideas that benefit others or whatever). Especially if you hate every minute of the game play.


Edited by The Imp, 26 October 2015 - 05:36 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#50 K4thos

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Posted 26 October 2015 - 05:27 AM

When I started to test EET about month ago, there was one problem: areas from Candlekeep (didn't walk any further) were cropped from the upper left side. It's not critical, but VERY annoying. Is this problem fixed now? Or, will it be fixed?
engine bug. Even some vanilla BG2:EE areas have this problem. According to Blaze (Beamdog dev) they "had a clipping bug", so if he is talking about it in the past tense it's probably already fixed for the next patch.
 
I love this :) but how Will the difficulty end up? Since if doing bg1, then forexample iwd1 and iwd2 before bg2 u Will be pretty high level or? But i love the idea, im working on a mindflayer kit, got a werewolf kit and want to make a sirine kit and it would be awsome to have those Kits starting at bg1 ending at bg2 expansion, prefebarly beeing able to chose all 3 and play with a 3 party team from start to end^^
First of all quest rewards in IWD:EE content have been cut to 25% of the original values to make them more in line with BG rewards (original values were more in line with ToB rather than BG1). Second thing is removing infinity spawn points, so player won't be able to farm XP infinitely. And the last change is cutting XP for those creatures in IWD content that gave you far more XP than you would expect from similarly hard enemies in BG content. Sure, your party could still accumulate quite a lot of extra XP compared to vanilla game, but you can install optional tweaks to alter XP rewards globally (see EET Tweaks or Ding0 Experience Fixer) in whole game to adopt XP rewards to amount of mods that you're playing with. btw. Heart of Winter and ToLM from IWD:EE content are more suited for higher level parties, so most players will probably leave that portion of IWD for later, rather than playing everything during BG1.

Edited by K4thos, 26 October 2015 - 05:33 AM.


#51 Gel87

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Posted 26 October 2015 - 07:49 AM

<blockquote class='ipsBlockquote'data-author="K4thos" data-cid="581861" data-time="1445866076"><p>
<blockquote class='ipsBlockquote'><p>When I started to test EET about month ago, there was one problem: areas from Candlekeep (didn't walk any further) were cropped from the upper left side. It's not critical, but VERY annoying. Is this problem fixed now? Or, will it be fixed?</p></blockquote>engine bug. Even some vanilla BG2:EE areas have this problem. <a href='http://gibberlings3....showtopic=27399'>According to Blaze</a> (Beamdog dev) they "had a clipping bug", so if he is talking about it in the past tense it's probably already fixed for the next patch.<br />
 <blockquote class='ipsBlockquote'><p>I love this :) but how Will the difficulty end up? Since if doing bg1, then forexample iwd1 and iwd2 before bg2 u Will be pretty high level or? But i love the idea, im working on a mindflayer kit, got a werewolf kit and want to make a sirine kit and it would be awsome to have those Kits starting at bg1 ending at bg2 expansion, prefebarly beeing able to chose all 3 and play with a 3 party team from start to end^^</p></blockquote>First of all quest rewards in IWD:EE content have been cut to 25% of the original values to make them more in line with BG rewards (original values were more in line with ToB rather than BG1). Second thing is removing infinity spawn points, so player won't be able to farm XP infinitely. And the last change is cutting XP for those creatures in IWD content that gave you far more XP than you would expect from similarly hard enemies in BG content. Sure, your party could still accumulate quite a lot of extra XP compared to vanilla game, but you can install optional tweaks to alter XP rewards globally (see EET Tweaks or Ding0 Experience Fixer) in whole game to adopt XP rewards to amount of mods that you're playing with. btw. Heart of Winter and ToLM from IWD:EE content are more suited for higher level parties, so most players will probably leave that portion of IWD for later, rather than playing everything during BG1.</p></blockquote>

Sounds nice :) to be honest i have Only played a couple of hours with iwd :P this Will be Nice :)

Will you be able to create more than 1 char at beginning like iwd? Would be awsome ^^ If not, is that a mod that can be made?

#52 The Imp

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Posted 26 October 2015 - 08:01 AM

Will you be able to create more than 1 char at beginning like iwd? Would be awsome..

No need to mod the game.

Just start a single player controlled multiplayer game and you'll have the option to create multiple(up to 6 player created) characters, in the old TCP/IP multiplayer configuration, create the game and probably exit the window(Alt+Tab) to set the Windows to allow the new connection that actually goes to on, no where, go back in, create the characters and set them to the active player1's control and start the "multiplayer" game, and remember to save. In the normal BG1 and BG2, or the EE games. Then after you save the game, you just exit the game menues go to the game folder(in the regular games, the EE's save the games to your profile files ... :wall: ), move the saves from the "mpsave" folder to the "save" folder and then you can play them in single player mode all you want without the hassle of multiplayer, net or other things, anymore.


Edited by The Imp, 27 October 2015 - 05:36 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#53 Gel87

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Posted 27 October 2015 - 09:46 AM

Will you be able to create more than 1 char at beginning like iwd? Would be awsome..

No need to mod the game.

Just start a single player controlled multiplayer game and you'll have the option to create multiple(up to 6 player created) characters, in the old TCP/IP multiplayer configuration, create the game and probably exit the window(Alt+Tab) to set the Windows to allow the new connection that actually goes to on, no where, go back in, create the characters and set them to the active player1's control and start the "multiplayer" game, and remember to save. In the normal BG1 and BG2, or the EE games. Then after you save the game, you just exit the game menues go to the game folder(in the regular games, the EE's save the games to your profile files ... :wall: ), move the saves from the "mpsave" folder to the "save" folder and then you can play them in single player mode all you want without the hassle of multiplayer, net or other things, anymore.

 

I will do this :P Thanks a lot :D



#54 Ser Elryk

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Posted 01 November 2015 - 11:17 PM




did I understand correctly? It will be possible to integrate IWDEE in the EET installation? That means that I will be able to travel back and forth to BGEE, BG2EE and IWDEE as if they were one game?

yes. Glad you like it. IWD2 content (Targos, other areas from the first worldmap and the quest to solve the monsters problem) will be also available like this.
 
 
Currently I'm also considering fully integrating Black Pits I and II into BG storyline (normal versions would be still available from the main menu as it is now) via optional component, although no decision has been made about it yet.
 
 
Whoa, whoa, whoa, whoa... whoa... hold up...
 
Just to make sure that *I* am understanding this correctly: Does this mean I'd be able to start a new game in BG1EE, and then not only play through Siege of Dragonspear and BG2EE but ALSO through IWDEE as the same character in one continuous game??!!! If that is the case, then my brain has officially exploded!
 
Out of curiosity: How would playing through IWDEE make sense with the Bhaalspawn & Company? Time travel? Altering the in-game dates?
 
And although I've not yet played the Black Pits, I would definitely vote in favor of having them implemented into the EET. Because, why not?! More content = good! :Tasty:
 
I also really, really hope that the authors/creators of the BG1 NPC Project mod, and at least some of the other NPC mod authors will return to add new content for Siege of Dragonspear, and even for IWDEE so that the party isn't just silent all the way through the IWDEE content.
 
I am beyond excited for the future of this mod and cannot thank enough all of the talented people involved in its creation and implementation.


EDIT: Also I just came back recently and checked out the BWS after several months, and I noticed there was no longer an option to restore the original BG1 cinematics that were remastered into BG1EE. What was the reason for their removal? Because personally I kind of preferred them to the Beamdog BG1EE cinematics.

Edited by Ser Elryk, 02 November 2015 - 01:16 AM.


#55 Ser Elryk

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Posted 02 November 2015 - 12:41 AM

To ALIEN, Quiet, K4thos, dabus, Leonardo Watson, and anyone else involved with the BWS and/or EET mod in any way...
 
I'm in love with you. :hug:


Edited by Ser Elryk, 02 November 2015 - 01:17 AM.


#56 Blash2

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Posted 02 November 2015 - 03:52 AM




did I understand correctly? It will be possible to integrate IWDEE in the EET installation? That means that I will be able to travel back and forth to BGEE, BG2EE and IWDEE as if they were one game?

yes. Glad you like it. IWD2 content (Targos, other areas from the first worldmap and the quest to solve the monsters problem) will be also available like this.
 
 
Currently I'm also considering fully integrating Black Pits I and II into BG storyline (normal versions would be still available from the main menu as it is now) via optional component, although no decision has been made about it yet.
 
 

Out of curiosity: How would playing through IWDEE make sense with the Bhaalspawn & Company? Time travel? Altering the in-game dates?
 
 

I'm curious too :)



#57 The Imp

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Posted 02 November 2015 - 04:39 AM

Well, the explanation involves an Imp and well... let's just say that the same adventure happens a new, with different participants, but the over all arch is the same. Why, does it really matter ? There's monsters to kill ! :devil:

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#58 K4thos

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Posted 02 November 2015 - 12:14 PM

Out of curiosity: How would playing through IWDEE make sense with the Bhaalspawn & Company? Time travel? Altering the in-game dates?
IWD areas will be available on the northern part of the worldmap.  If you, as a player, decide for whatever reason to travel far north than you can do just that. No silly time travel explanations or far-fetched excuses to get there. The implementation is inspired by open world games. Treat it as yet another optional destination area on your worldmap that you can travel to and from anytime.

To be more precise:
- unlike Bhaalspawn crisis, as far as I know Icewind questline is not considered canon. I'm yet to find any mention about IWD1 story or any of its characters in Forgotten Realms lore. So it doesn't really matter when exactly it takes place.
- currently you can travel there on foot. Area link with Eastheaven opens up if you take norther exit from Upper Chiontar area (north of Baldur's Gate City, in vanilla game this area is available even in chapter 1, if you keep travelling north).
- how long the travel on foot will take hasn't been decided yet (for now it takes 1 week)
- Targos (IWD2 content, designed for higher level parties) will be available via ship travelling (just the first time - once you get there you can move back and forth via worldmap). As has been mentioned in IWD2 intro Targos needs help dealing with goblinoids problem and notices have been posted through the cities promising wealth and fame for adventures that would help with this task. So, the only thing added here is additional expeditions from Baldur's Gate (intro mentions Neverwinter and Luskan).

Edited by K4thos, 02 November 2015 - 02:14 PM.


#59 The Imp

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Posted 02 November 2015 - 12:47 PM

Can you tell us how the areas etc are planned to be added to the BG2EE game in EET ? I am asking the currently designed scheme for v1 ... cause I am sure there are people that have BG1EE and BG2EE, but not IWDEE or the IWD2, or this and not that etc.

Aka is some/all of the content copied from the other games, like the BGT does from the BG1 game, do you have options to take this or that and not that ? Yeah, and IwD-in-BG2 takes the IwD data, TuTu takes BG1 data etc etc etc.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#60 K4thos

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Posted 02 November 2015 - 01:58 PM

Can you tell us how the areas etc are planned to be added to the BG2EE game in EET ? I am asking the currently designed scheme for v1 ... cause I am sure there are people that have BG1EE and BG2EE, but not IWDEE or the IWD2, or this and not that etc.

Aka is some/all of the content copied from the other games, like the BGT does from the BG1 game, do you have options to take this or that and not that ? Yeah, and IwD-in-BG2 takes the IwD data, TuTu takes BG1 data etc etc etc.
- EET (the version that will be released officially, not the beta from GitHub) requires BG2:EE + BG:EE + SoD expansion with latest patches installed on your computer (only for installation process - after installing it you can delete BG:EE folder if you wish). The reason for Siege of Dragonspear requirement is explained in the readme - without SoD you would jump from chapter 7 to chapter 15 which would be silly.

- IWD-in-EET is a separate, optional installer that needs EET + IWD:EE. IWD2 is not required - the mod will come with IWD2 assets for the portion of the game that's going to be playable within this mod (for the start content from the first IWD2 worldmap, also all animations). Again after installation IWD:EE is no longer needed.

Both mods converts all files from both games "on the fly" during installation. That's why they offer limited compatibility with mods installed on BG:EE and IWD:EE - these mods are than treated just like vanilla files during installation (with applied patches if needed)

Edited by K4thos, 02 November 2015 - 02:43 PM.