in one package for whatever reason
Of course the BGT versions of these old mods have been gathering dust for a long time, but when taking existing mods and making them EE-compatible, there's usually some amount of fixes that can still benefit the old platforms. The classic editions aren't going away any time soon, and many players still want to experience content that hasn't been brought to EE yet, so it's definitely preferred to maintain backwards-compatibility when adding EE(T) compatibility.
If it was difficult to maintain backwards compatibility, it would be understandable to avoid the time and effort, but WeiDU makes it easy to maintain backwards compatibility through GAME_IS checks and INCLUDEs and techniques like SPRINT ~eedir~ ~/ee~ .. COPY ~mymod/items%eedir%/mace.itm~ ... so you can retain old-style resource files while also bringing in new ones that use EE-exclusive opcodes, etc.
Obviously this argument does not apply to new mods that are created with EE in mod, as there you would actually need to create additional resources compatible with the old platforms. But if the old-style resources already exist in a mod that is being updated, why throw them away?
Edit: To be clear, I am not including Sandrah in this "old" category. You've done a lot of completely new development for EE, so you would need to create an entire additional set of resources to provide BGT compatibility. Likewise, when any old mod converted to EE starts to have significant amounts of new content added to it, I would not expect that new content to be available on the old platform.
Yes and no.
Especially the old mega mods have been recently unearthed for EE (see TDDz), These mods include items, spells, enemies and tweaks for another generation of the game. Some of them are considered *overpowered* etc for the old game - but they are like this for a decade already and nobody ever did anything about it.
Converting them to EE/EET provides a chance to improve them especially by using new features (e.g. opcodes) that are not available in the old game. However asking to make these changes available for old game as well may a) be not possible or b) require the respective modder to double the effort and be familiar with both generations of the game. This may cause in the end the job not to be done. Having too many restrictions just keeps people away.
I see an exception in something like *Fishing for Trouble* where the original modmaker has explicitly made this a condition for upgrading his mod.
Otherwise my argument would be, do not touch the old stuff unless you are really dedicated to serve *both worlds*. If there is a fully playable version of the old mod in the old game, why bother? BGT players loose nothing, but you may prevent new players to ever experience some good old mods.
There comes a point (probably with IWD in EET - if not yet reached with SoD already) where we have to admit that the two Baldur's Gate series are significantly different.
Edited by Roxanne, 23 November 2016 - 08:56 AM.