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BG2:EE Compatibility?

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#1 enigmatic fluff

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Posted 21 December 2013 - 08:51 AM

I am sorry if this has already been posted!
After some googling I found others were curious as well.

I absolutely love the kits included in this, would love to see full compatibility with BG2:EE particularly to repair their awful translation of a Shadowdancer.

After installing however, all the kits are blacked out for me, so I presume I am either really a dumby or it's not compatible yet.

Pulease purdy pulease gibberling doodz, halp meh. :C


Edited by enigmatic fluff, 21 December 2013 - 09:00 AM.

#2 enigmatic fluff

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Posted 27 December 2013 - 01:48 AM

Alas, this is me bumping the topic again.

I'd be willing to make a donation if Song and Silence as well as Sword and Fist could be looked at for compatibility with the new enhanced editions.
You know you want them dollars, authors.

In the mean time, is there any way to convert these kits to be compatible with the enhanced editions?
I did see some very vague tutorials that required a knowledge of complex physics and contacting multidimensional beings.


#3 Jarno Mikkola

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Posted 27 December 2013 - 02:13 AM

I did see some very vague tutorials that required ... and contacting multidimensional beings.

One of these critters says "Hiiiaaaih, hey, erhm you summoned me ?" The Imp first of all hugs you and also point to there, "You meat this ? Did you ? That with the knowledge that you can edit the .tp2 files with the Notepad, you should be on your way." Now, with the Legendary Catastrophe behind him. The Imps is away.

Edited by Jarno Mikkola, 27 December 2013 - 02:33 AM.

Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#4 enigmatic fluff

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Posted 28 December 2013 - 06:09 PM

You are some kind of mind wizard, friend.

I will attempt to do this, likely to catastrophic events. :C

#5 enigmatic fluff

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Posted 02 January 2014 - 03:35 PM

Unfortunately despite the thorough strain of my brain meats I could not produce anything out of the above material.
Largely because it is not easy for me to understand (derp) and secondly because it is not easy for me to understand (herp, see previous.)


#6 enigmatic fluff

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Posted 10 January 2014 - 06:25 PM

Alrighty, so I've taken to just extracting and creating my own separate abilities for shadowdancers.

Shadow Jump: Basically Dimension Door, but innate.
Shadow Blade: Re-hashed Phantom Blade into 3.5e-ish Shadow Blade.
Shadow Replication: Not exactly PnP 100%, but instead of creating a single mirror image after moving through shadows you can create one as an innate ability.
Shadow Servant: Re-hashed Invisible Stalker. Cannot attack, tad like Wizard's Eye.

There are some others I wanted do to, such as Shadow Forth (which would be a heavily edited Wraith Form.)
Perhaps some unique Shadowdancer HLAs when I can figure those out, or if I can figure them out.
After that it is somehow making them into a kit that can modular install.

I'm learning, but if anyone is interested in helping or poking around at files, I am not opposed to uploading them.
Currently I'm using DLTCEP and EEKeeper.

Edited by enigmatic fluff, 10 January 2014 - 06:27 PM.

#7 Darkersun

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Posted 23 January 2014 - 03:53 AM

Oh that sounds exiting. I would love to have a Shadow Dancer without "hide in plain sight", but instead some nice illusion/Shadow abilitys. More like a combination of a Thief/Illusionist.

I like your ability ideas. Good luck and please share when finished :)

#8 Darkersun

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Posted 29 October 2014 - 03:47 AM

So now that it is compatible, one small request:

I would like to use this Shadow Dancer over the one in BG2:EE. Any chance?

#9 subtledoctor

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Posted 29 October 2014 - 10:18 AM

My sense, having very briefly installed v6 on EE and non-EE games (I haven't looked at the .tp2), is that they simply disabled the Shadowdancer kit component for EE installs. You could probably just open the S&S .tp2 in a text editor and change the line that disables it. You'd end up with 2 Shadowdancer kits but it would be easy to tell them apart.

Replacing the EE kit is certainly possible. All I think would be necessary is for some SET_2DA_ENTRY commands to zero out the kit in CLSRCREQ.2da. Then it would be disabled - but still visible - in the selection screens, like the Dwarven Defender when you're making a human fighter. To clarify things the vanilla kit title could be changed via STRING_SET to "Shadowdancer (old & busted)" or something like that.

But it would still take up one of the precious, precious kit slots. The only way to remove it completely would be to alter the various K_T_x files, which is actually a pain.

Alternatively the vanilla Shadowdancer's various files and values could simply be overwritten by values for the S&S kit... but that would be more destructive, and would not play nice if the user has applied other mods that alter the base game kits.

So yes it could be done, but not without certain compromises.

Edited by subtledoctor, 29 October 2014 - 10:21 AM.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE

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