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Will most mods become invalid soon when Baldur's Gate EE comes out


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#1 Kaliesto

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Posted 16 August 2012 - 06:44 PM

I've become somewhat concerned what will become of this modding community when it comes out, I assume most fixes are to become invalid which is a good thing, but what about all the custom quests and such? Will the modding engine need to be remade from the ground up again?
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#2 Tempest

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Posted 16 August 2012 - 06:52 PM

The developers say no, but we have no actual evidence one way or the other yet.

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#3 Eleima

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Posted 16 August 2012 - 08:51 PM

Like Tempest says, it's way too early to tell. One thing that we do know, however, is that the original versions of BG1 & BG2 aren't going to disappear overnight, and that there may very well still be people playing those versions, especially if BGEE isn't "moddable". In any case, I wouldn't count on people vanishing from the forums or mods being taken down.
But at this point, really, your guess is as good as ours.

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#4 cmorgan

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Posted 17 August 2012 - 06:03 AM

Many modders are on the beta testing team for BG:EE, and the developers are actively working forward with an eye towards compatibility. It is highly likely that current mods will need some updating in order to work, but their eventual compatability is a goal of the devs.

#5 Eric P.

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Posted 17 August 2012 - 06:31 AM

There will still be plenty of people (like me) who continue to play the game the traditional way, on a desktop computer system, or even on a laptop. I predict that BG:EE will not install or run on older systems like mine anyway, and I don't own any other electronic devices besides my desktop computers, so I may never even get to play the new version. So, from my POV, modding for the existing game to play under Mac OS X is still extremely attractive and welcome!

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#6 Cal Jones

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Posted 17 August 2012 - 02:12 PM

I use a desktop PC and I doubt I will replace my BG with the new one. At least for now.

#7 Tempest

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Posted 17 August 2012 - 03:11 PM

In all likelihood, at this point it seems that the most probable case will be that some BG1 mods, such as NPC mods, will need to be altered slightly or recoded for BGEE, given that they're currently set up for the environment of Baldur's Gate Trilogy or Tutu. Hosting BGT/Tutu and BGEE versions probably won't be a problem. Other mods, such as fixpacks and perhaps the BG1 NPC Project, will be obsoleted by BGEE but still available for download for those with the older game. Depending on how great the differences are, it may or may not be easy to simultaneously create BGT/Tutu and BGEE versions of mods.

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#8 -guest-

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Posted 18 August 2012 - 05:12 PM

BG1 NPC will not be obsoleted - they cannot make changes to original character dialogues/story etc (apart from adding a few lines to interact with their own new npcs), just the fixpacks may well be (and perhaps not completely even those, as there's always new fixes to be made and the devs will not continuously update bg:ee for new fixes, say 5-10 years down the line, probably - such support can/has only come from modders who have that flexibility of dropping in and out over the years, no slight on the bg:ee devs, just that it would not be realisitic to expect such support over an extended period).