The Future
#1
Posted 24 August 2012 - 05:34 AM
I was wondering...just curious...considering the release of Baldur's Gate Enhanced Edition (link http://baldursgate.com/index.en.html)
what will happen to the BWP, the megamods, and all the work that has been done in all the mods.
What will happen to the community?
My opinion is that the work on the old Baldur's Gate will stop. Everything will be left abandonned. And everyone will start modding the new game, as soon as it is released.
What do you think?
#2
Posted 24 August 2012 - 06:03 AM
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#3
-Casper-
Posted 24 August 2012 - 06:43 AM
I mean it fixes things that mods have already fixed since years. And yes I know it fixes things in the source code that modders can't fix, but honestly, with TobEx in my install, I don't really see much things that needs improving anymore. But maybe that's just me.
I mean after reading the announced features of BG:EE, the only thing that caught my attention was better resolution support combined with a zoom feature. But would I pay for that feature alone? No.
And to add to this - perhaps the mods already created for the regular Baldur's Gate won't function, what then? Then everyone here can choose to play the normal BG, which has been fixed up for what, 10 years or so, and add BGT and gazillion of mods to it, and shape it to their hearts content. Or they can buy and play BG:EE with some extra fixes that won't hardly even be noticable, with no mods whatsoever. And to be fair, many of the highly convenient tweaks introduced from some mods would be too controversial in an official release, and thus will not be available.
And of course there will be somebody making mods for only BG:EE too. But can they really rival already existing mods? Some took many years to get where they are. And the community *is* old with the most prolific modders retired, so I don't expect much of that either. My opinion would have been different if BG:EE turned out much more refreshing. Something that would breath fresh air into the community. But it really just seem to be a way to get a very good and old game onto the ever so paying tablet market.
So to voice my opinion regarding the thread - No, I don't think any community will die because of this. I know it's a "cool thing" that it gets re-released and receive exposure again, but from a perspective of the communities and mod users, I don't see why this is even worth caring about to be honest.
Would be best if someone could just extract the 3 new joinable NPCs and make them installable into good ole Baldur's Gate/BGT
#4
Posted 24 August 2012 - 08:37 AM
... my thoughts go a bit further ... the BGT is not the only mod that's uses the old IE... there's still Classic Adventures, Icewind Dale in BG2 and few other lesser projects that rely on the BGII:ToB engine... and others... I bet that the EE team will make some sort of effort to utilize all the WeiDU.exe relying mods toward the new engine ... BGT included. Actually the games not being changed too hugely to say that the old mods wouldn't work with a few updates to the WeiDU.exe ... So the BWP will live on... even if I need to drag it from my home back to your realm.I don't think so. Not until at least BG2:EE and a stable version of BGT compatible with EEs are released
Actually the EE recode could make the whole game easier to modify, as they have the new and old source code.
Deactivated account. The user today is known as The Imp.
#5
Posted 25 August 2012 - 04:41 AM
There will be a lot of conversions. Not all the mods will be converted, but there will be kelsey for BG and Kelsey for BGEE. There will be rogue rebalancing for BG and rogue rebalancing for BGEE. etc etc
Prediction 2
The production for the old Baldur's Gate will stop!
The community will shift to the new BGEE.
The old mods will still be here, at disposal, But all the modders will focus on the new Baldur's Gate.
Prediction 3
It will be a revival of the community. A lot of moders will come back to convert their old mods and to create new ones.
#6
Posted 25 August 2012 - 05:30 AM
Erhm, not to put pipes in your tires... but you do realize that good mod makers today actually make their mods multi compatible ... the same BGT(-WeiDu) works on Mac(OSX) as well as on PC today. The same version of BG1NPCs works on both EasyTutu as well as BGT... and when the BG:EE actually comes out, there will be efforts to make all the mods compatible, there already is evidence of this... there maybe need to release new version of the mod, but the BiG World Project personnel have done this for ages... and the BGT has one through more than 15 versions after the original modder retired.Prediction 1
There will be a lot of conversions. Not all the mods will be converted, but there will be kelsey for BG and Kelsey for BGEE. There will be rogue rebalancing for BG and rogue rebalancing for BGEE. etc etc
Deactivated account. The user today is known as The Imp.
#7
Posted 25 August 2012 - 05:41 AM
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#8
Posted 25 August 2012 - 10:37 AM
And the file structure, I think, will be a lot different. New directories. New file types.
a lot of work in perspective for the modders, for the next years.
And a lot of new mods for the player, a true revival I tell you
#9
Posted 25 August 2012 - 11:03 AM
And bar a select few mods that directly patch the exe (most of which are superseded by ToBEx - which might be included within the EEs), nothing actually checks/uses the BGMain.exe so that won't be a problem
There exist perfectly viable combo solutions in the current BG modding community btw
And finally, I wouldn't worry about the BWP and the EEs until atleast BG2:EE is out AND BGT:EE (or an equivalent) gets made
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