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IWD II


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#1 bpfan

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Posted 28 January 2005 - 05:21 PM

Just as BGT adds BG1 content to BGII, and NeJ is (gradually) adding IWD-HoW-TotL content to BGII...I've been toying with figuring out how to import IWDII into BP.

As a modding virgin, I'm sure this is far more complicated than I even dream, at this point.  I'm sure there's a relatively easy way to add IWD2's dialog.tlk file to the main one, after all, every other mod does it.  And I suppose that, if one already has IWD2 installed on their computer, as one has to have BG1 for BGT, one doesn't need to have a huge install program, just something that will import and rename from the other directory.  I'm sure that the area and creature and item scripts will have to be thoroughly checked, because of the differences in the IE versions and 2E vs 3E issues.

And I'm sure that there will have to be some serious "beefing-up" of at least the early stages of the IWD2 content, geared as it is for low-level characters, and I expect anyone who does all the BG1-SoBH-DSotSC-NTotSC-NeJ1 content will leave Chateau Irenicus with about a million XP.

So, I suppose I'll just ask if there's any interest in this, and if people who do have a clue about modding would be inclined to answer stupid questions if I do undertake this task....

#2 AnnabelleRose

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Posted 28 January 2005 - 06:05 PM

So, I suppose I'll just ask if there's any interest in this, and if people who do have a clue about modding would be inclined to answer stupid questions if I do undertake this task....


I can't help mod or anything, but I would be interested in playing this.

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#3 horred the plague

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Posted 28 January 2005 - 06:54 PM

I'm sure that the area and creature and item scripts will have to be thoroughly checked, because of the differences in the IE versions and 2E vs 3E issues.

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You'll find more than a little bit of scripting changes will need to be made, and not all of them good--a lot of commands (and scripting ideology and method) were added in IWD2's language. I tried using some of this language and theory in BG2, and had to spend a month refixing my scripts (anyone remember the fiascoes of BPv161a?)

This is an interesting proposal, but a great deal of work will be involved. Imaginative methods will be required just to add new Cre animations into the mix. I will have to use some of these methods when making NeJ2 compatible with BP! (See Drangonlance forums for more info; this was an old idea of Max).

I suggest trying just a small slice of the plot first (smaller than even a single part of NeJ)--a few areas; some w/ encounters--and see how this goes. Then you'll know just how much work will be involved, and how possible (or impossible) this will be to do.

I truly don't think you will be able to do much with the existing areas, besides salvage the map images---I managed to open some in IETME, but looking at the wallgroups etc. caused a crash every time.
If even just the .tis and wav's (and perhaps the bam's, renamed in the copying process) can be taken from IWD2 installation, your package will be much smaller and the copyright hounds satisfied (if they even sniff at these old games any more).

Not trying to hex you before you start, bud--just warning of some of the bumps I've seen on this road. :unsure:

P.S: You should know by now--if I see your question(s), I'll do my best to answer them. Mod on! :thumb:

#4 igi

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Posted 29 January 2005 - 03:18 AM

Rather than aim for a straight mass conversion, I'd recommend a file-type approach. Convert 1 of each file-type, and see how easy it was. If it appears feasible after that, bash your head against the scripting commands.
The rest is just a matter of time and effort really.

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#5 Dennis

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Posted 29 January 2005 - 09:09 AM

If you are really interested you might want to contact what is left of the IceWind Gate II project and see if they have any advice. Admittedly they were looking at converting BG2 over to IWG2, rather than the other way around, but they should have figured out what most of the differences and incompatibilities between the two games are (if anyone is left who will share information with you).

The IceWind Gate II homepage is IWG2 Homepage. That page has a link to their bug-forum. I'm not sure anyone is actually actively working on the project, but their should be some useful expertise there if you can only get at it.

Edited by Dennis, 29 January 2005 - 09:10 AM.


#6 Wrath_Phoenix

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Posted 29 January 2005 - 09:12 PM

If you are really interested you might want to contact what is left of the IceWind Gate II project and see if they have any advice.  Admittedly they were looking at converting BG2 over to IWG2, rather than the other way around, but they should have figured out what most of the differences and incompatibilities between the two games are (if anyone is left who will share information with you).

The IceWind Gate II homepage is IWG2 Homepage.  That page has a link to their bug-forum.  I'm not sure anyone is actually actively working on the project, but their should be some useful expertise there if you can only get at it.

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Now imagine if we put BP into BG2 then convert it to IWG and =p

#7 bpfan

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Posted 30 January 2005 - 04:33 PM

Thanks for the replies.

Right now, I'm going to finish up my run through NeJ2. Then, I'm going to set up two identical versions of the BP-BGT+everything else; one to play in, one to mod on. I'll start at the beginning, and try one area/section at a time.

I've no idea how long it will take Vlad to finish the IWD/HoW/TotL content of his NeJ, nor how he expects to integrate them into the existing BG plot. So I'll want to minimize exposition to the players as to exactly how current events relate to their recent, and possible future, experiences in Kuldahar. I'm planning to leave the events of IWD2 in the present day, whereas I think the official timeline is more like 20 or 30 years. Not a big deal for Isair & Madae, or Oswald Fiddlebender; I expect that I'll either be making Sheemish, Nate, et al elves or half-elves, or changing their names and eliminating references to childhood experiences.

So at this point--and naturally, this is subject to change, depending on practicality and suggestions--I'm thinking of having an NPC at Ribald's whisk them off, a la Hjollder or Pelltar. As goblins aren't much of a threat to characters between 12th and 15th level, I'll probably be upgrading the grunts. Perhaps, instead of Guthma and his fort, it'll be the Steading of the Hill Giant Chief, Nrosnra....(and maybe Grugnir the Frost Giant Jarl took some priestesses of Auril under his wing, but I'll be damned if I can think of a plausible way to work King Snurre Iron Belly in).

No new kits, no new items, no new music, no new NPC's, no attempts to make 3E features like feats work, no worldmap changes. At some point, probably new dialogue to reflect on Jaheira et al's reactions to their circumstances, but that's way outside the scope of my current expectations.

And I've already hit my first roadblock. I haven't been able to get NI to work properly on my new PC. I get the frame, I get the list of files, I can get separate windows for playing music or displaying the area graphics; what I can't do is get dialogue files, creature files, item files, are files, etc., to open. and when I copy an ARE file and save it with a new name, it tells me there's an error, but it doesn't tell me what the error is, or was.

So I probably need to figure out how to use other tools.

#8 Ascension64

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Posted 30 January 2005 - 04:43 PM

And I've already hit my first roadblock.  I haven't been able to get NI to work properly on my new PC.  I get the frame, I get the list of files, I can get separate windows for playing music or displaying the area graphics; what I can't do is get dialogue files, creature files, item files, are files, etc., to open.  and when I copy an ARE file and save it with a new name, it tells me there's an error, but it doesn't tell me what the error is, or was.

The newest version of the Java Runtime Environment seems to work only with the latest beta version of NI (I think it is version 1.33 beta 18). See if that works for you.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#9 horred the plague

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Posted 30 January 2005 - 05:05 PM

And I've already hit my first roadblock.  I haven't been able to get NI to work properly on my new PC.  I get the frame, I get the list of files, I can get separate windows for playing music or displaying the area graphics; what I can't do is get dialogue files, creature files, item files, are files, etc., to open.  and when I copy an ARE file and save it with a new name, it tells me there's an error, but it doesn't tell me what the error is, or was.

So I probably need to figure out how to use other tools.

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I believe that DLTCEP offers support for IWD2. It's actually easier to use than NI, in most cases. ;)