Oversight. Will fix.
thanks.
Works for me. Bear in mind 0-byte files do not exist.
I've used a 0-byte file for test, so this is indeed not a problem.
No. Depending on the context, you may have more success talking them into using GAME_INCLUDES.
Edit: Okay, I'll temper my reply a bit. I don't want to do it, but it is probably not a coincidence that BGT is the only one that isn't mutually exclusive with everything else.
I understand your reasoning. Exceptions for rules are usually not a good implementation.
Don't use your mod to alter the tp2/mod folder of other mods. Not unless you want to become the least popular person around.
Well, I hope that BG:EE mod authors won't mind if some of their mods will be able to be converted on the fly with the main game to work on BG2:EE engine - if confirmed to work correctly. I'm not touching their folders or tp2 files directly, just apply patches if needed during conversion of BG:EE resources. On the other hand some modders probably won't be happy that their work works on different platform, so I will probably start expanding compatibility list (that is used to limit mods that can be installed on BG:EE before installing EET on BG2:EE) after the release, only if mod author ask for it. If the response for auto conversion will be overall negative than there are still EET cmpvars libraries and PCU dictionaries that can be used by modders to add native EET support in the same vein as for BGT. We will see.
Would someone be so kind and explain what "EET" stands for. Searching for it gives a lot of threads with "greetings", "teeth" and "sweet" in it, and I can't find other info than e.g. "EET added to GAME_IS" in the weidu change log.
As Cahir and The Imp said it is Baldur's Gate: Enhanced Edition Trilogy - a mod for BG2:EE that merges both games into one. It is also meant to merge in Adventure Y when it get released. It's not a secret or anything. The mod is pretty much finished, but there is no public topic created yet because:
- I've been waiting for BG2:EE 1.3 patch to be released before I start testing it - Beamdog has released it few days ago (1.2 was barely playable for vanilla game, so there was no point in testing mods with it),
- It would be silly to ask for help with beta testing until I complete the whole saga with it and fix obvious problems,
- There is
this problem that I was hoping patch 1.3 will resolve, but it didn't happen. So the project is screwed if Beamdog won't add BG:EE areas compatibility or if there won't be a tool to convert PVRZ files back to TIS.
- I still need to write a proper readme and documentation. My English is bad, so I think it's better to finish the readme before trying to explain everything in a post. If you are interested in more details here is a very rough, unfinished readme file that for now mostly explains how this mod differs from BGT (this is not a port of BGT to EE although I may change naming convention to BGT one, if there will be demand for it):
https://www.sendspace.com/file/z3j9quSkip compatibility part - technically the mod is already compatible for example with BG1NPC project installed on BG:EE before installing EET on BG2:EE, but as mentioned earlier in this post I will probably release it with empty compatibility list and wait for mod authors to agree to add them.
edit:
PS, look at the three period("full stop") marker there, specifically the third one, it's nearly an invisible link to the original posters projects page in github. Did I say too much ? :the imp throws a wrench to anyone that even tries to open their mouth:
nah, it is not a secret. The mod is available on my GitHub page, but I don't recommend using it before I finish playing the whole saga with it and iron out obvious mistakes. Keep in mind that due to the bug mentioned in the first post BP BGT Worldmap will install incorrect tables even if you remove 'EET.flag' file from override directory (worldmap has a code block with bgee argument above bg2ee argument, and both of them returns true, so weidu installs wrong files).