Author Topic: Baldurs Gate Enhanced Edition  (Read 15203 times)

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #25 on: September 13, 2013, 03:03:14 AM »
While I don't have problems with the game's price(cough), I think that a few/some/many people may choose GoG version because they love their BG/BG2 without new content/NPCs and especially 1pp avatars or majordomo's alignment. kidding. Then again, there are probably various development reasons this stuff can't and won't be made optional. I am going to check out BG2EE eventually, because I have to as a modder, but I'm not sure I'll not revert to the good old four-disc SoA version + ToB CD.

Offline Echon

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Re: Baldurs Gate Enhanced Edition
« Reply #26 on: September 13, 2013, 03:35:28 AM »
While I don't have problems with the game's price(cough), I think that a few/some/many people may choose GoG version because they love their BG/BG2 without new content/NPCs [...]

Why are we still making mods for these games more than 10 years after their release if people do not like new content? Besides, the new EE content is not mandatory. Personally I am not going to play the original BG, Tutu or BGT anymore. Support for wide-screen combined with the ability to zoom is one reason why.

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #27 on: September 13, 2013, 03:43:21 AM »
Because it's like a game that comes with mods preinstalled, and I'm not sure I like that. (And there's terrible GUI/movies, for one thing. If I ever play BGEE again, I'll go out of my way to find a mod that adds classic ones back).

Offline Echon

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Re: Baldurs Gate Enhanced Edition
« Reply #28 on: September 13, 2013, 04:17:54 AM »
Then I will say it again: the new NPCs and quests may be preinstalled but they are still optional. You do not have to play this content so it makes no real difference. Honestly, I am surprised a modder is so opposed to new content. I also prefer the old movies but I understand why they made new ones.

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #29 on: September 13, 2013, 04:24:35 AM »
You can't escape 1PP changes, I understand - it's force-included into BG2EE. And, yes, I'm opposed to any new content forced in my game, obviously - I prefer to choose my mods myself, that's the beauty of mods/DLCs packs.

Offline Cahir

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Re: Baldurs Gate Enhanced Edition
« Reply #30 on: September 13, 2013, 09:02:12 AM »
Kulyok but You do adjust Your Sellswords, Back to Brynnlaw, Assasinations and Xan for BG2EE?:) Cause I for example would REALLY love that:) I have to say I enjoyed BGEE, new content maybe not so much (I didn't play wit Dorn yet) but I like new GUI and the zoom option...and lack of loading screens. What I really missed when I played it right after release was lack of essential mods updated to upgraded engine. So I'm thinking of EE as a better version of vanilla which like vanilla will spread it's wings with mods. I'm kinda worried when modders distrust EE because it might suggest that they are not eager to update their mods to EE editions (which in case of Your mods Kulyok will sadden me alot). So I'll say wait for upcoming patch and give it a try:)
« Last Edit: September 13, 2013, 09:06:30 AM by Cahir »

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #31 on: September 13, 2013, 10:07:47 AM »
Naturally, you'll be able to play our mods on BG2EE: from what I know, most BG2 mods will be playable from day one just as they are now, and we'll do our best to adjust portraits/journal entry code/item descriptions to make BG2EE experience more comfortable(for my mods, certainly, for other, non-maintained ones, we may request help). I'm not sure how to do it, yet, but once BG2EE is out, things will probably be clearer, especially with the examples of converted code. And, yeah, I've played BGEE already.

Offline Cahir

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Re: Baldurs Gate Enhanced Edition
« Reply #32 on: September 13, 2013, 01:54:25 PM »
It's great to hear that modding community probably won't ignore EE:) As I said I think it's really good edition and it's a matter of variety of mods we could choose to install.

So I'll play all Your mods on BG2EE :)

And I know You've played BGEE, I meant that you should give it another chance after new patch is out. Who knows, maybe You'll change your mind about it, or maybe BG2EE will be more attractive to You.

Anyway, I would like to wish You enjoyable vacation time!:) You totally deserved it!

Offline Lu

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Re: Baldurs Gate Enhanced Edition
« Reply #33 on: September 13, 2013, 04:51:45 PM »
[...] I meant that you should give it another chance after new patch is out [...]
Sorry, Cahir, but something makes me doubt that BGEE can be just patched. I.e, unless this 'patch' completely replaces the original
Say, all other issues aside, -- very serious issues though, -- there are tons of bugs in every script and dialog; no exceptions here. You definitely have to fire those who did the coding and find instead more competent people. Those who are at least familiar with the basics of IE scripting language, -- like, say, know the difference beteween actions and tiggers, that kind of thing
Sorry if I sound too harsh, but this is the truth. I've played it throughout, and in every piece of code that EE adds to the original BG, it's kinda ten lines, twelve bugs

Offline Kaeloree

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Re: Baldurs Gate Enhanced Edition
« Reply #34 on: September 13, 2013, 05:08:58 PM »
How long has it been since you checked out BGEE, Lu? It's been patched a whole bunch, and the vast majority of issues have been ironed out. The next patch deals with a whole bunch more. If after that you're still seeing tons of bugs, shoot me a message with some examples, I'd like to know so I can pass it on to the team to fix!

Offline Lu

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Re: Baldurs Gate Enhanced Edition
« Reply #35 on: September 13, 2013, 07:11:58 PM »
How long? By my first post in this thread (05/06/2013) it's been 4+ months since I finished EE, -- and around that time, IIRC, deleted it from my comp. So it's unlikely that I'll be able to see any bugs again, for obvious reasons
I still remember some general issues, though. Just off the top of my head, if you wish:
(1) Using !ActuallyInCombat() instead of CombatCounter(0) all the time
(2) Having blocks in the middle of a script that essentially look like
IF
  True()
THEN
 RESPONSE #100
 ActionOverride("AAA",DestroySelf())
END
(3) Code statements that (essentially) look like "if 'a'=0 then set 'a' to 0"
(4) "Corrected" .BS's (AI scripts) Why in the nine hells? I am pretty sure the original AI scripts had no bugs
Let alone triggers that are completely redundant; triggers other than True() in cutscenes; etc
Just off the top of my head, as I said
Honestly, if I were you I'd just code myself all the scripts and dialogs that were added by EE instead of passing it on to the team to fix (unless, as I have said above, you have hired new coders since)
« Last Edit: September 13, 2013, 07:30:12 PM by Lu »

Offline Kaeloree

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Re: Baldurs Gate Enhanced Edition
« Reply #36 on: September 13, 2013, 07:49:08 PM »
Thanks! I'll pass on, though our next patch is fairly extensive and I'm fairly sure most such things will have been caught by now.

The team has been greatly expanded and now includes a large amount of community modders. We've been implementing the new content in BG2EE and focusing on patching BGEE. :)

Offline Cybersquirt

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Re: Baldurs Gate Enhanced Edition
« Reply #37 on: September 13, 2013, 10:57:32 PM »
"EE is definitely not Tutu"

Apparently you're going to have to back that up.

And what "hard coded" items were resolved?
Stupid is as stupid does.

Offline CamDawg

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Re: Baldurs Gate Enhanced Edition
« Reply #38 on: September 14, 2013, 07:41:51 AM »
And what "hard coded" items were resolved?
Cleric-rangers now get HLAs at correct levels; blades now get their pickpocket penalty applied without hacks; monks and sorcerers can now be kitted; monk abilities are now fully softcoded; just about everything about kits is softcoded (want a thief that can't pickpocket? want a mage that gets APR bonuses from weapon specialization?); creature animations are now softcoded for easier import of animations; the banter timing engine is now fully exposed; racial restrictions on classes are softcoded; familiar assignments are softcoded; HP tables are softcoded; NPC-specific items (Boo, Edwin's amulet) are softcoded; number of weapon slots are softcoded...

That's off the top of my head. I'm sure I could find more, if you're interested. Or if you're looking for a list of fixed/new opcodes and scripting trigger/action/objects, we could cover that too.
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Offline CamDawg

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Re: Baldurs Gate Enhanced Edition
« Reply #39 on: September 14, 2013, 07:45:30 AM »
Since it ate the other half of my post, here we go:

(1) Using !ActuallyInCombat() instead of CombatCounter(0) all the time
These are different triggers, yes.
(4) "Corrected" .BS's (AI scripts) Why in the nine hells? I am pretty sure the original AI scripts had no bugs
I can't decide if my favorite player AI script in BG2 was the cleric one that cast Chaotic Commands on your enemies, the mage one that cast Ray of Enfeeblement on yourself, or the cleric ones that healed the wrong people.
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Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #40 on: September 14, 2013, 08:21:11 AM »
By the way, if you create a familiar in BG1, get extra hitpoints, then export that character to BG2(or create a BG2 character, get a familiar, export and use her again in BG2) - do you still get the wrong extra familiar hitpoints or has that issue been corrected? It's always been a pain for me with Tutu/BG2, I had to go without a familiar.

Offline CamDawg

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Re: Baldurs Gate Enhanced Edition
« Reply #41 on: September 14, 2013, 08:28:37 AM »
By the way, if you create a familiar in BG1, get extra hitpoints, then export that character to BG2(or create a BG2 character, get a familiar, export and use her again in BG2) - do you still get the wrong extra familiar hitpoints or has that issue been corrected? It's always been a pain for me with Tutu/BG2, I had to go without a familiar.
It's in our bug tracker as fixed/verirfied, which means it should be in the next BGEE patch and in BG2EE at release.

Should.
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Offline Lu

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Re: Baldurs Gate Enhanced Edition
« Reply #42 on: September 14, 2013, 11:06:55 AM »
(4) "Corrected" .BS's (AI scripts) Why in the nine hells? I am pretty sure the original AI scripts had no bugs
I can't decide if my favorite player AI script in BG2 was the cleric one that cast Chaotic Commands on your enemies, the mage one that cast Ray of Enfeeblement on yourself, or the cleric ones that healed the wrong people.
Of course I meant AI scripts in BG1

Offline Salk

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Re: Baldurs Gate Enhanced Edition
« Reply #43 on: September 22, 2013, 03:19:46 AM »
Because it's like a game that comes with mods preinstalled, and I'm not sure I like that. (And there's terrible GUI/movies, for one thing. If I ever play BGEE again, I'll go out of my way to find a mod that adds classic ones back).

Since I share the same feelings about the movies, here's a link to a mod that reinstates the old ones: http://www.shsforums.net/topic/55573-mod-bg-ee-classic-movies/

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #44 on: September 22, 2013, 10:28:27 AM »
Thanks! I added that one to the modlist and clear forgot about it immediately at the time. :) Great mod.

Offline Cybersquirt

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Re: Baldurs Gate Enhanced Edition
« Reply #45 on: September 27, 2013, 08:01:29 AM »
So, correct me if I'm wrong, but EE enforces rule limits/changes? ie 1ed, vs 2ed, vs 3.5 ed?
Stupid is as stupid does.

Offline Jarin

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Re: Baldurs Gate Enhanced Edition
« Reply #46 on: November 05, 2013, 08:51:24 AM »
So, correct me if I'm wrong, but EE enforces rule limits/changes? ie 1ed, vs 2ed, vs 3.5 ed?

Not sure what you mean by that, but I am pretty sure the answer is "No". As in, BGEE does not change the BG1 ruleset (well, aside from adding stuff to it in the form of new kits).

However, BGEE does make it a lot easier for modders to change the rulesets - there's more stuff that can be played with now.

Offline Kulyok

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Re: Baldurs Gate Enhanced Edition
« Reply #47 on: November 05, 2013, 09:33:08 AM »
That's not how this modder sees it, I'm afraid - for one, all modders are now forbidden from using their #-prefixes in kits, which is a huge compatibility headache.

Offline Mike1072

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Re: Baldurs Gate Enhanced Edition
« Reply #48 on: November 05, 2013, 03:18:05 PM »
That's not how this modder sees it, I'm afraid - for one, all modders are now forbidden from using their #-prefixes in kits, which is a huge compatibility headache.
To be fair, that is a separate issue and quite likely a bug.

Offline Kaeloree

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Re: Baldurs Gate Enhanced Edition
« Reply #49 on: November 05, 2013, 03:48:11 PM »
As stated on G3, it is definitely a bug. Seriously, and I say this as a modder, BGII:EE is actually pretty awesome. I know I'm biased, but jeez. I will never mod for vanilla again after modding BGII:EE.