cmorgan a écrit :That entirely depends... recoding using what?
If weidu is able to parse and work with BG[1,2]:EE, and it is a matter of a state or two being moved, there may not be any real hassle. If the dialog states are rebuilt and reordered from the ground up, or weidu is unable to be adapted to match a new format is to be used, there could be some serious difficulties with adapting. An entirely new adventure-tool would be awesome] For the more "technically minded" folks, this is a direct question to the developers/coders currently working on the project, as it does have an impact on the folks still developing mods for the older games (myself included). The challenge with a rebuild of dialog has two technical points: dialog state ordering and accessible dialog tools.
[Expansion]
Right now, modders have WeiDU to work with, and the dialog structure that BG/BG2/BG2:ToB .dlg files shipped with. If a number of mods that expect that dialog state 104 in file BMINSC.DLG to be about x, and suddenly it is state Y, then the teething pains adapting mods to BG[1,2] become strong. Not insurmountable, for anything but the big projects, like BG1NPC, but strong. Many mods create multiple interjections and leverage this dialog structure; string contents change, but the state orders do not.
{to make sure everyone is on the same page, I am not talking about strings:
string
#5050572 = ~Hi there. I am a text reference spoken by Minsc. Boo is busy right now.~ [SOUNDREF]
I am talking about states:
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IF WEIGHT [url=http://forum.baldursgate.com/search?Search=%237&Mode=like]#7[/URL] /* Triggers after states #: 6 7 13 20 21 22 23 even though they appear after this state */
~NumTimesTalkedTo(0)
ReactionGT(LastTalkedToBy,NEUTRAL_UPPER)
!Dead("Dynahe")
~ THEN BEGIN 0 // from:
SAY [url=http://forum.baldursgate.com/search?Search=%23476&Mode=like]#476[/URL]
IF ~~ THEN REPLY [url=http://forum.baldursgate.com/search?Search=%23489&Mode=like]#489[/URL] GOTO 3
IF ~~ THEN REPLY [url=http://forum.baldursgate.com/search?Search=%23490&Mode=like]#490[/URL] GOTO 4
IF ~~ THEN REPLY [url=http://forum.baldursgate.com/search?Search=%23491&Mode=like]#491[/URL] GOTO 2
END
In the string example, a rewriting of the string is no big deal - it most likely matches the original intent; mods that rely on that string to find the relevant state will just need to add the new content to be able to find that state and patch in the mod-added dialog. (Assuming weidu can still do the job. If we are in a new toolset, then we are back to rebuilding things by hand.)
In the Minsc state, it is the ordering of 0, 1, 2, etc. within the file. Current mods operate by referent to that state number, adding, changing, or manipulating the surrounding parameters and possible transitions. Repairing the malformed "Dynahe" is no big deal - changing the content of the strings to something similar is no big deal - even adding additional replies is no big deal. But changing the order of the replies is a big deal, or reordering the states directly instead of manipulation by weights, so that state 0 is now actually
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IF WEIGHT [url=http://forum.baldursgate.com/search?Search=%237&Mode=like]#7[/URL] /* Triggers after states #: 6 7 13 20 21 22 23 even though they appear after this state */
~NumTimesTalkedToGT(0)
~ THEN BEGIN 0 // from:
SAY [url=http://forum.baldursgate.com/search?Search=%232795&Mode=like]#2795[/URL]
IF ~~ THEN EXIT
END
it becomes less a question of porting a mod and more a question of building from scratch.
}
If dialog structure is pretty much retained, and new quest/NPC entries are added to BG:EE in similar ways to current usage, then the states that the current mod base utilize as a formal common skeleton will still be there, and as far as NPC and Quest mods (not the technical mods) go the process of adapting should be fine. If not, then we would need a roadmap of the new dialog states and create a way of remapping existing content; that is assuming that the dialog structure is retained in any similar way.
[Clarification]
The whole idea of a rebuilt BG game is exciting. This is not about clinging to old structures and resistance to new coding - this is about making a space for the 10+ years of modding that has added to the game. Specifically, it is about highlighting the primary challenges to an existing i.e. modder looking at moving content into the enhanced version. My hope is that the dialog structure has been retained, and that the developers have taken a look at the types of things that weimer and the bigg at PocketPlane have done to support inter-mod dialog cooperation (something that most new games do not do as well as they have).
/Edit: Sure thing on adding the technical folks,
@AndreaColombo, thank you for suggesting that:
@CameronTofer @ScottBrooks @KeithS