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BP-BGT-NEJ Mod Compatibility


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#1 Warlock

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Posted 29 September 2004 - 03:37 PM

All of Hlidskialf's recent mod resurrections: Planar Sphere,

PlanarSphereMod_v2[1].0.rar

Is icompatible with BP ?
Is compatible with BP+BGT ?
Is compatible with BP+BGT+NEJ ?

Edited by Warlock, 29 September 2004 - 04:13 PM.


#2 seanas

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Posted 29 September 2004 - 03:46 PM

i'll save you some time warlock: all of hlid's mods, including all of his mod resurrections, will be compatible with BP, BP-NEJ, BP-BGT and BP-BGT-NEJ.

[EDIT] merged threads...

Edited by seanas, 29 September 2004 - 03:47 PM.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#3 Warlock

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Posted 29 September 2004 - 03:49 PM

All of Hlidskialf's recent mod resurrections: Munchmod are compatible.

Munchmod v2[1].6 Weidu.rar

Is compatible with BP ?
Is compatible with BP+BGT ?
Is compatible with BP+BGT+NEJ ?

Edited by Warlock, 29 September 2004 - 04:12 PM.


#4 Warlock

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Posted 29 September 2004 - 03:58 PM

Thank's im just tryng to get up a list.
To help every one with the hear pullng
ps can you move my last post over here ? :P

Edited by Warlock, 29 September 2004 - 04:14 PM.


#5 seanas

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Posted 29 September 2004 - 04:17 PM

ok, the better way to answer these questions is by asking:

Q: What mods on the BP compatibility list aren't compatible with BP-BGT, BP-NEJ or BP-BGT-NEJ?

A: the only one i know for sure is Longer Road: everything else that is BP compatible is compatible with all BP flavours (BP, BP-NEJ, BP-BGT and BP-BGT-NEJ).

not every mod adds content to each part: BoneHill happens only in BGT, so there's no point adding it to a BP install, and Virtue only affects the BGII part, so there's not much point installing it before you get to the BGII part, but everything on the BP compatibility list is compatible with all BP flavours, to the best of my knowledge.

Edited by seanas, 29 September 2004 - 04:19 PM.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#6 -Eon Blue Apocalypse-

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Posted 30 September 2004 - 07:15 AM

ok, the better way to answer these questions is by asking:

Q: What mods on the BP compatibility list aren't compatible with BP-BGT, BP-NEJ or BP-BGT-NEJ?

A: the only one i know for sure is Longer Road: everything else that is BP compatible is compatible with all BP flavours (BP, BP-NEJ, BP-BGT and BP-BGT-NEJ).

not every mod adds content to each part: BoneHill happens only in BGT, so there's no point adding it to a BP install, and Virtue only affects the BGII part, so there's not much point installing it before you get to the BGII part, but everything on the BP compatibility list is compatible with all BP flavours, to the best of my knowledge.

What about IDS file conflicts?

#7 seanas

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Posted 30 September 2004 - 07:38 AM

IDS conflicts are actually pretty rare. and easily avoidable too: keep a back-up of yr IDS files in another directory, and copy them back into the override folder whenever you install something that installs its own IDS files. and finding out what installs its own IDS files is simply a matter of looking in the installation folder: they'll either be in a folder marked 'IDS' or they'll be present in the main installation folder.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#8 -Eon Blue Apocalypse-

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Posted 30 September 2004 - 10:23 AM

But changing back to your backuped (BP) IDS files potentially means the mod that changed them not working entirely as intended, or am I mistaken here? :huh:

#9 Sir BillyBob

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Posted 30 September 2004 - 11:12 AM

But changing back to your backuped (BP) IDS files potentially means the mod that changed them not working entirely as intended, or am I mistaken here? :huh:

It depends.

Most of the smaller mods just copy over a version of the IDS that may have one or two items on it that was customized by that modder. Some don't have any changes (which makes you wonder why add it to the install?). So yes, it is possible that copying back your BP version of the IDS file may break the other mod. That is part of the problem with compatibility between mods.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#10 seanas

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Posted 30 September 2004 - 02:22 PM

But changing back to your backuped (BP) IDS files potentially means the mod that changed them not working entirely as intended, or am I mistaken here? :huh:

and given a choice between - for example - the revenge spiders in the Sola mod not working properly, and every creature in BP not working properly, it's not much of a choice, is it?

and it's possible to make the mod scripts compatible, if you care enough: open them up in DLTCEP when you've got BP installed, click on 'check script', fix the errors it spews out, click 'save and compile', and voila: compatible script.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#11 Eon Blue Apocalypse

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Posted 04 October 2004 - 10:20 AM

and given a choice between - for example - the revenge spiders in the Sola mod not working properly, and every creature in BP not working properly, it's not much of a choice, is it?


No, but this all means that some of the mods that are 'compatible' are not so for 100%. I'm not saying that's catastrophic, or that someone should fix it, but it does matter, to me at least it does.

(I looked in the BP with mod x compatibility list thread and you actually mentioned it there, but I had forgotten it.)

and it's possible to make the mod scripts compatible, if you care enough: open them up in DLTCEP when you've got BP installed, click on 'check script', fix the errors it spews out, click 'save and compile', and voila: compatible script.


Thank you for this information, I will look into it when the time comes.

Edited by Eon Blue Apocalypse, 04 October 2004 - 11:50 AM.