Inform me here, and everyone else. smile.gif How complex must an NPC need to be in IWD to warrant inclusion of BG2:ToB scripting commands? In other words, please give some examples, or a complete analysis, of commands which make BG2:ToB scripting far superior to the IWD:ToTL system that will be of dominant use in the making of NPCs.
The scripting commands aren't what's necessary for the NPCs, they are for general modding of the game which would be made easier, and thats one of the secondary reasons for making a conversion. The main reason is the NPC issue, which is the fact that the IWD engine cannot handle NPCs in the same way that BG2 can. It's something to do with adding them to the GAM file not happening automatically, which causes problems when you leave an area. It's a similar sort of issue to the fact that you can't add new NPCs to PST, only replace current ones.
Yeah, I meant Icewind Gate, but since that is in the other direction, it could be OK. Did you mean you were converting a non-NPC allowable version (BG2) to an NPC allowable version (IWD2) was difficult, instead of vice versa? If so, can you not just Kill(Players)?
No, I meant going from NPC allowable (BG2) to a non-NPC allowable (IWD2) version was an issue, because BG2 has NPCs. Thus if you put them in an engine that doesn't allow NPCs, stuff goes horribly wrong. I believe the current farce you had to go through in order to have NPCs in Icewind Gate was let the character join, Export them and then Import them. That's ridiculous and it's one of the main reasons the project died.
Edited by Grim Squeaker, 26 April 2006 - 05:19 AM.