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Member Since 14 Jul 2004
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Posts I've Made

In Topic: New Mini-Mod/Portrait Pack: Continuous NPC Portraits

12 October 2018 - 10:16 AM

Hm, you are right, the only case I am referring to would be EET where I would have to make a choice for the whole saga. I guess expecting this option for EET (and me) only is a bit much to ask. (Need to do my own tweak pack...)

EDIT: although for BGT it would make sense, too, if the SoD portrait is provided.

In Topic: New Mini-Mod/Portrait Pack: Continuous NPC Portraits

12 October 2018 - 09:39 AM

Very nice! Thank you. It's good to have them all in one place and with the SoD versions, too.


I'd have a feature request: I would so much like to have BG1 portrait for Imoen in BG1, and the SoD one for SoD and BGII... (puppy dog eyes).

In Topic: Solaufein's Rescue - jastey's Solaufein NPC mod for BGII (Kerzenburgf...

10 October 2018 - 11:24 AM

If I were to install over an English installation of BG 2 EE, would the MOD still work and just give me some parts in German?

Yes. The intro quest (drider chambers) is fully in English, but when he joins he will eventually make that soon start to talk German.

In Topic: Mod Compatibility List for EET

09 October 2018 - 12:31 AM

I'm sorry if I've been rude, didn't mean to.

No, not rude, no need to apologize. Player feedback and bugreports is a goldmine I just can't leave untouched. :D
Thanks for the notes I notified weigo so he can have a look at the rised issues.

I see that these weigo's mods have different ARE, WED, ITM files for old and for new engine. Is it really necessary?

It depends on the files and forward / backward compatibility. For areas, using the same graphic files (.tis) is not good and leads to these grids on the area graphics in the EEs, unfortunately. Strictly speaking it's the easiest way to make sure the files for the original game are not being altered, so for a mod that formerly was for classic engine, it's a way to leave the original mod files untouched which should minimize the kind of problems you encountered. NTotSC also works with different .are files for the three games (BGT, BG:EE, and EET) and two sets of area graphics (one for classic and one for the EE).

In Topic: Mod Compatibility List for EET

08 October 2018 - 03:31 PM


CtB does not erase SHOUTIDS.ids, it appends to it.

I tried 3-4 installs and it erased it everytime. Can try few more to make sure...


Hm, I was looking at the code, but did not install it. If you are sure it's CtB I'll tell weigo.

Main reason I said it here, is that these conversion, with or without approval of original modder (don't know) should stay true to original mod.
You participated in conversion of NTotSC, is it necessary to remove compatibility with old BG to make it compatible with EEs?

I agree it should stay true to original mod, but I am not sure what you mean by it. I hope NTotSC v2 and up stayed true to the original mod, and yet we changed quite a bit internally and also added quite a bit of content with respect to playability (journal system, no dead ends etc.).

To your question: removal of compatibility with classic BG is not necessary to make a mod EE-compatible, but then the mod has to offer two solutions to some instances to cover the changes (different formatted texts etc.).

In case you really mean NTotSC and are missing compatibility with classic BG1:TotSC, the version I was reworking was never compatible with BG1:TotSC, and making a mod compatible with that is a PITA^3.