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help on how to modding for bg2 ee


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#1 quertas

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Posted 15 June 2014 - 08:24 AM

Hello all i was wonder.. what tools do i need to mod bg2 ee,  how do i mod..  is there a string already thta u can point me to.

thanks i appreciate it.



#2 The Imp

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Posted 15 June 2014 - 09:04 AM

ERhm, what do you mean by modding the BG2EE, do you mean modifying the games content or installing already made mods ?

If it's the first, then you generally need the Near Infinity or the DLTCEP. And use them to modify the games content, and/or then to build them into mods, you need to learn how to use the weidu.exe and make a .tp2 file... and looking around other mods. And ask people specific questions. Being specific will help you immensely !

If it's the later, you just need to download the mods and run the setup-*modname*.exe in them in the game directory(yes, I left the extraction out, but as there several models of mods, it's not always simple a-b-c).

 

Yes, I know you have asked this question in a few of the forums already, and the reason why it hasn't been answered is the uncertainty of it.

Yes, the above answer is very general and so forth, I can give you better advice ones you have specified your request a little bit more...

 

EDIT: There's also the case where you ask specifically help for the BG2 to BG2EE conversion, in which cause you need to use the last weidu.exe(v23600) and there's a bit help on among places, but I fail to find them just now. So you'll have to ask for them more specifically.

:devil: :devil: :devil: :devil: :devil:


Edited by The Imp, 15 June 2014 - 09:26 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 quertas

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Posted 15 June 2014 - 10:52 AM

its the first.. i guess for starters im looking to add in races and kits...



#4 The Imp

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Posted 15 June 2014 - 12:04 PM

Well, there's no actual way that I know to add races to the game, you can add an artificial way to add so called sub-races, and there's already one for the BG2(so non EE compatible version, well actually it might be, but it needs to be installed with the latest weidu.exe).

The kits are, depending on what you exactly wish to archive a little easier, you just need to know this guide by heart figuratively, and to make them Enhanced Edition compatible, you need to add this function(LAF fl#add_kit_ee) with the associated variables, so the kit actually becomes available in the character creation.


Edited by The Imp, 15 June 2014 - 12:06 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 quertas

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Posted 15 June 2014 - 12:17 PM

i was thinking of adding some creating some class from dragonlance...such as knights and some other cleric stuuf..what else can i tell u that would be benificial



#6 quertas

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Posted 15 June 2014 - 12:39 PM

just skimmed over what i needed... and it sounds complicated..



#7 The Imp

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Posted 15 June 2014 - 01:00 PM

i was thinking of adding some creating some class from dragonlance...such as knights and some other cleric stuuf..what else can i tell u that would be benificial
Well, in principle you kinda can't make a knight, unless you want him to be a paladin sub-class and there's actually a few of them already.
just skimmed over what i needed... and it sounds complicated..
Well yeah, and it's going to be hard even still, as you can't see the depths of it yet, but after a few goes at it, it can become a routine of what can and what can't be done.

Edited by The Imp, 15 June 2014 - 01:02 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#8 quertas

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Posted 17 June 2014 - 09:11 AM

ok i got some tools... trying to create a 2hnd flaming sword using dltcp and then loading it up into ee keeper into a char

it doesnt want to save and load the moddified weapon.  what i modded... such as the description and it doesnt read it in ee keeper,  i tried loading it into a char and then play the game  but still no efeect.

 

any suggestions would be helpful

and thanks



#9 The Imp

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Posted 17 June 2014 - 10:00 AM

One thing first, make sure not to have the game installed in the C drives Program Files folder, and if you have a foreign language OS that's Vista, 7 or 8, you also can't have the game in anything that resembles the "Program Files" -folder name on that language.

<item descriptions>

You want to do this properly, you download one of these archives, extract the weidu -tool(on PC, the weidu.exe from the Windows Binary, the file is weidu.exe) into the game folder, then you make a new text file, name is as setup-*modname*.tp2, and then rename the weidu.exe as setup-*modname*.exe and make a *modname* -folder there, and put the *item* inside the folder. Then you edit the .tp2 file with Notepad(or you can keep it as a .txt file and finally use the save_as -function to change the file extension).

Then you copy paste this code, where and switch the above *x* to not contain the **'s but real name of the thing: 

BACKUP ~*modname*/backup~
AUTHOR ~quertas~
VERSION ~aplha~

BEGIN ~*the components install name*~

COPY ~*modname*/*item*.ITM~ ~override~
SAY NAME1 ~*item's name in game*~ //the unidentified name
SAY NAME2 ~*item's name in game*~ //the identified name
SAY DESC ~*item's in game description*~ 

And then save the file, and run the setup-*modname*.exe to install the description.

And congratulate yourself, you just compiled your very first game mod(if you hadn't before), and learned the basics of this stuff.


Edited by The Imp, 17 June 2014 - 10:03 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#10 quertas

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Posted 17 June 2014 - 12:28 PM

ok got some of the naer infiinty to work.. saved the file.. loaded into ee keeper, loaded the game.. and got gold where the sword should be

any ideas?



#11 quertas

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Posted 17 June 2014 - 01:23 PM

was able to add the item into a store and sell it.. hmmm not bad



#12 quertas

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Posted 17 June 2014 - 03:06 PM

i dont know whati did roight on te previous  but i cant seem to duplicate it



#13 quertas

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Posted 17 June 2014 - 06:50 PM

ok now what i see is the real filename is being replaced with my item.. so a belt is now a magic belt regardless if i saved to a different file name.  the homemade filename allows one to load it in ee keeper.  im afraid i have messed up regular items in game... not that they werent being bought anyways.  Thast the scoop for now.