Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    A couple of weeks ago I stumbled upon the existence of the Baldur's Gate / Tales of the Sword Coast Enhanced Edition, Baldur's Gate II / Throne of Bhaal Enhanced Edition, Icewind Dale Enhanced Edition and the new Baldur's gate: Seige of Dragonspear. [In my defence I've had my head stuck in internet spaceship games for the majority of the last 10 years, so a lot of new developments have gotten past me.] Since I never played the original games back in the day I (perhaps too hastily) bought the lot on Steam.

    The idea behind such an action? a Total Conversion mod for (hopefully) the entire Infinity Engine collection to be rebuilt using The Temple of Elemental Evil's engine.

    [Stands back warily awaiting gasps, angry shouts and incoming projectiles]

    From my preliminary gaming experiences in BG, and what I have researched of the bestiary of the BG series, I foresee few obstacles on the 3d modelling side of things, (Gibberlings and Wyverns could be adapted from Warewolves and Ice Lizards respectively, I believe there is a Basilisk model in ToEE, but I could be mistaken) many of the monsters used in the games are already present in ToEE, there may be a few that I'm so far not aware of so please feel free to jump in and suggest models that are not present in ToEE so other model substitutions can be discussed, or new models entirely created.

    It has been possible to add new modules to the ToEE game for a long while, and aside from KoTB and multiple versions of the ToEE Co8 patches the feature has been greatly underused. the BG isometric maps are it must be said inferior to the ones we are use to in ToEE, but with a little scale increase to make the maps appear geometrically correct compared to ToEE's 3d models they would serve our purpose well assuming there are no legal ramifications from using them.

    Baldur's gate has a huge fan base still, and a project like this may help to increase traffic and interest in modding ToEE as a result of completing this project, and hopefully tempt more people into creating new modules for ToEE.

    This post is intended as a conversation starter to discuss, legal ramifications, interest in joining in with the project if it takes off, opposition to the proposal etc...

    EDIT: Renamed the thread to reflect on the recent focus change towards IWD from Baldur's Gate.
     
    Last edited: May 21, 2016
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  2. Sitra Achara

    Sitra Achara Senior Member

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    Dibs on Icewind Dale 2 :D

    ToEEWD2.jpg

    Well not really, mainly because I'm busy with Temple+ right now, but I'd like to do that in the future, say a year from now.

    I think it's the best candidate since it's 3rd ed itself, has a tactical focus, is of reasonable length, and at least the starting area has the same monsters as ToEE. Personally I find it's also a good motivator/focus for new Temple+ features, like UI functionality, ingame editing features, externalization of modifiers, Worldmap switching, etc.
     
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  3. XVicious

    XVicious Established Member

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    I would be interested in doing that Icewind dale would be cool too.

    I have that game I only played the first hour of icewind dale II.

    I remember that map depicted in the game being the entro to the

    gamr of IWDale Ii.

    anyway I could support you on the model side of things if you need help

    creating anything new.

    I could give you some rules advice if needed. I have copies of the monster manual.

    and dungeon master guide for the more specifics.


    A new or remake of one of those sounds great!!!
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I was actually going to just update the rules used from 2nd Ed in BG to 3.5 Ed too, so the rules side of it would basically remain unchanged from basic ToEE's perspective as well.

    The ToEE engine is great at what it does already so changing it to 2nd ed rules seems largely pointless imo.

    The main thing that makes ToEE great is the turn based engine, basically the same reason BG was never on my playlist, same for NWN, they aren't proper turn based games. I don't mind pressing the space bar to end my turn, but being forced into pressing it to decide what I want to do on my turn grates on me greatly.
     
    Last edited: May 7, 2016
  5. erkper

    erkper Bugbear Monk Supporter

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    In BG's defense, there are auto-pause options that let you choose to pause at the beginning of every turn, which more or less makes the game turn based. You should explore that option, BG/BG2 is way too fantastic to ignore because of that.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Huh, didn't know about that, time to start over again I guess :)
     
  7. XVicious

    XVicious Established Member

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    yea real time D&d can be a bit annoying in nwn.

    I think that D&d online mmo is the only game that did real time dnd any justice.

    ddo is the only real time d&d that is not annoying.

    theory has it the round is 6 seconds so realtime is supposed allow you 2 actions and infinit free actions

    given the alloted time of 6 seconds to complete them.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    The 6 second round doesn't phase me in real time D&D CRPG's and MMO's when you have only one character to control, it's when you have 6 characters to control in that same amount of time when things go awry. Too much going on simultaneously and no time to think about your actions.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    The main issues you'd face with an IE TC map-side are clipping (waking on top of buildings instead of behind them) and the z-axis of the display of the maps in IE games, which is more 'flat' that ToEE. That'll make the characters look a bit like they're leaning instead of standing straight up.
     
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  10. XVicious

    XVicious Established Member

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    hey Allyx I just finished testing a wyvern in toee

    a new model monster fits in too dragon category

    large size I think these could be made larger though.

    When I have finished fixin the texture map to appear a little better I will upload it and post you the

    link here. X
    http://www.co8.org/community/index....2/&temp_hash=0a02ecc9f4b0bbdc7a545042e67513f6

    wyvern.zip

    base stats

    Wyvern (3.5e Monster)

    [​IMG]
    Author: ThunderGod Cid (talk)
    Date Created: June 9, 2011
    Status: Post suggestions on talk page.
    Editing: Clarity edits only please
    [​IMG]
    Rate this article
    Discuss this article
    Size/Type: Large Magical Beast (Draconic)
    Hit Dice: 3d12+6 (18 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 80 ft. (average)
    Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed14
    Base Attack/Grapple: +3/+13
    Attack: Talon +7 melee (2d6+5) or bite +7 melee (2d8+5
    Full Attack: Bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: improved grab, shriek
    Special Qualities: Darkvision 60 ft., immunity to aging, sleep andparalysis, low-light vision, scent, trained steed
    Saves: Fort +6, Ref 4, Will +2
    Abilities: Str 20, Dex 12, Con 17, Int 6, Wis 12, Cha 9
    Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
    Feats: Alertness, Flyby Attack, MultiattackB
    Environment: Warm hills
    Organization: Solitary, pair, or flight (3–6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:



    -----
    @gaears comment:

    pfff lol inside because the viewport angles and perspectives are different?
    helza funny:)
     
    Last edited: May 9, 2016
  11. Gaear

    Gaear Bastard Maestro Administrator

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    Pardon me?
     
  12. XVicious

    XVicious Established Member

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    Attached Files:

    Last edited: May 8, 2016
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The last time we discussed this, for memory (however many years ago it was) the concern was the orientation of the maps. It's definitely not the same as ToEE. Gaear or Darkstorm or whoever can remind me of the exact numbers, but it's not 'true isometric', ToEE is done from a certain angle (ie a specific angle from the horizontal) and BG is done from a different angle. This will become problematic when you start to introduce models for doors etc: they will look very wrong (leaning rather than standing as Gaear said above). Can a rescaling fix that? I have my doubts...

    Otherwise I have always been a fan of this idea - the maps are there, the dlg files just need editing rather than writing from scratch - a huge task but certainly worth considering.
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I must confess I hadn't thought about the angle being wrong, re-scaling won't fix that, and making new maps while not impossible would be incredibly time consuming. Do we know the what specific "type" or angle that was used for the ToEE isometric maps? There must be some decent maps available from other games that could be re-purposed for making new ToEE modules, even if we have to write a new adventure from scratch.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Just had another thought about the Isometric problem, could it be possible to either stretch or squash the height of the BG map images to match the isometric angle In ToEE?

    I'm going to try and put together a BG map in ToEE and play around with it.
     
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