jastey Posted October 4, 2017 Share Posted October 4, 2017 Is there a reason to have different .are files (I am not talking about TIS or MOS) for EET in comparison to BGT? Other than to place game-specific items inside etc. I know there is a "BG1 area" flag for EET which can be set via tp2. Anything else? Quote Link to comment
Roxanne Posted October 4, 2017 Share Posted October 4, 2017 Is there a difference? The only one I know of is the more logical and easier naming convention in EET, where the BG1 areas are changed to BGxxxx instead of Arxxxx to solve duplicate names, SoD areas already use BDxxxx prefix. Other stuff was introduced by EE but not by EET. For mod-added areas there are no changes, they work the same in both installs (except for the Tis+PVRZ). In EET you can connect BG1 and BG2/ToB areas with travel links and you can connect mod added areas with BG1 and BG2/ToB areas. Those links however work in game only if the involved areas have been revealed before that in the regular course of the game. Quote Link to comment
lynx Posted October 4, 2017 Share Posted October 4, 2017 search for "EE": https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm some extra flag bits, another spawning method. Quote Link to comment
jastey Posted October 5, 2017 Author Share Posted October 5, 2017 Thank you both. Quote Link to comment
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