Version 6.6
Author: Yacomo, King Diamond, Erebusant and Weigo
Attention:
BP-BGT_Worldmap v6.6 is not compatible with
Baldurdash!!!!!!
The world map is one part of your Baldur's Gate 2 save game. If you intend to
use this mod you have to start a new game, otherwise your map icons might
appear at the 'wrong' location! It will however be possible to install new
versions of this mod over already existing installations. When installing over
a previous version, save games will work, but the locations of icons on the map
will not be updated and area link fixes or new locations that were added to the
map will not be applied unless you start a new game.
|
Large Worldmap (4900x3500) |
Huge Worldmap (8000x4600) |
·
a clothmap style
worldmap covering a large part of Faerun - derived from the wonderful Check the
Bodies map by CBisson and Valiant, but four times the size and all missing
medium and large cities as well as several area labels added
·
a full set of coloured
Baldur's Gate map icons including all required variations
·
support for a growing
amount of mods, including BP-BGT and TuTu
·
a clothmap style
Throne of Bhaal map to spice it up, alternatively you may play Throne of Bhaal
using the Shadows of Amn map
Please allow me a few words about my motivation in
doing this...
I always loved maps, guess since I first got my hands on the middle earth
atlas. I always liked the infinity engine games as well, but those two things
had nothing to do with each other...
Well, nothing to do until I started playing the BP-BGT-NeJ-CtB-DSotSC-BH-NTotSC
monster in early 2005. I became a fan of the Check the Bodies worldmap
immediately and I fell in love with the spirit of the modding community shortly
thereafter. I had to give it back something...
What I never liked about the BP-BGT map was the mix of coloured and black and
white icons. So I was already tinkering with the idea of creating coloured
versions of all the Baldur's Gate map icons when Horred the Plague posted this thread on the former forgottenwars forums...
That was the starter I was waiting for! So I picked up the task, made myself
comfortable with GIMP (who needs Photoshop - bah :-) and this is the result -
hope ya like it!
This mod was designed for use with the Big Picture -
Baldur's Gate Trilogy compatibility mod (BP-BGT) and was primarily tested in
this environment. It should however work with plain Baldur's Gate 2, Throne of
Bhaal, TuTu as well as with any combination of mods that are part of BP-BGT,
i.e. with The Darkest Day (TDD), Shadows over Soubar (SOS), Tortured Souls
(TS), Neverending Journey (NeJ), Check the Bodies (CtB), Secret of Bonehill
(BH), Dark Side of the Sword Coast for BP-BGT (DSotSC), Northern Tales of the
SwordCoast for BP-BGT (NtotSC),Reign of Terror (ROT) etc. as long as you
install them before you install
this mod.
TDD
SOS
TS
NeJ2
CtB
DsotSC
NTotSC
SOB
ROT
BP
Tutu
If you experience any problems with this map and any of these mods, please let
me know!
This mod will not be compatible
with any other mods that replace any of the worldmap files like the G3 Tweak
Pack. Several of the mods mentioned above also replace the worldmap file, but
all their alterations are already included. This is the reason why this mod
must be installed after the
large mods.
Megamodifikation
Please install this mod near the end of you
installation (after BP, BGT, NeJ, CtB, DSotSC, BH, NTotSC and all small mods
etc.). Best place at
the end of your installation, but before Setup-GUI.exe
·
The areas and links
from all other WM v6 supported mods installs during their installation, so
their areas and links are ready when you install the World Map.
·
The BP-BGT map is
packaged and installed with WeiDU and is distributed as a WinRAR archive. To prepare installation, extract the archive contents into
your Baldur's Gate 2 folder. In a typical installation your Baldur's Gate 2
folder will be 'C:\Progam Files\Black
Isle\BGII - SoA'.
·
If properly extracted,
you should have a 'BP-BGT_Worldmap'
folder, 'Setup BP-BGT Worldmap.tp2'
and 'Setup BP-BGT Worldmap.exe'
in your Baldur's Gate 2 folder.
·
To install, simply
double-click 'Setup BP-BGT Worldmap.exe'
and follow the instructions on screen.
· After the installer itself is finished, the map graphics will be uncompressed automatically. This last step may take a while depending on your machine. Please do not interrupt it.
BG1Tutu
Please install this
mod after the BG1Tutu installation and after SoBH.
Please run 'Setup
BP-BGT Worldmap.exe' in your Baldur's Gate 2 folder again to
reinstall, uninstall or otherwise change components.
·
The BP-BGT map is
packaged and installed with WeiDU and is distributed as a WinRAR archive. To prepare installation, extract the archive contents into
your Baldur's Gate 2 folder. In a typical installation your Baldur's Gate 2
folder will be 'C:\Progam Files\Black
Isle\BGII - SoA'.
·
If properly extracted,
you should have a 'BP-BGT_Worldmap'
folder, 'Setup BP-BGT Worldmap.tp2'
and 'Setup BP-BGT Worldmap.exe'
in your Baldur's Gate 2 folder.
·
To install, simply
double-click 'Setup BP-BGT Worldmap.exe'
and follow the instructions on screen.
· After the installer itself is finished, the map graphics will be uncompressed automatically. This last step may take a while depending on your machine. Please do not interrupt it.
·
Component 1:
1) Revised worldmap for the Baldur's Gate -
Big Picture compatibility mod including coloured Baldur's Gate map icons
·
2) Revised worldmap for Tutu
This is the main part of this mod and
must be installed.
·
Component 2:
1) Original Area Visibility and Travel Times for BG1 & SoA/TOB+BP Family
Mods
· 2) Revised Area Visibility and Travel Times for BG1 & SoA/TOB+BP Family Mods
·
(See "Worldmap Changes.doc" and changelog document in the worldmap
folder)
·
Component 3:
1) Large worldmap
· 2) Huge worldmap
·
Component 4:
1) Use new worldmap for Throne of Bhaal as
well
Install this component if you want to play Throne of Bhaal using
the new Shadows of Amn worldmap.
·
2) Clothmap style map for Throne of Bhaal
Install a new clothmap style version of the original Throne
of Bhaal map and play Throne of Bhaal using that map. Do not install this
component if you installed component 3 above.
·
Component 5:
Convert old savegames
This component converts all your savegames for the new
worldmap. All the new area infos are copied to your savegame files. So you
don't have to start a new game.
If you want to make a backup of your savegames, you have to
do it manually.
·
·
·
the worldmap.mos will
not load back into the current version of DLTCEP (6.5e) - this is caused by a limitation
within DLTCEP which Avenger will kindly change in the next version
·
for the same reason
the worldmap.mos cannot be installed with a normal WeiDU copy command, but I
found a simple enough workaround, so no need to trouble Weimer with this
·
same problem applies
to NearInfinity - it needs more memory available in orhugesdf process the
larger map
the folder 'BP-BGT_Worldmap/NearInfinity
Patch' contains modified start schuge for both regular and beta
versions of NearInfinity thhugelve this problem
Please visit the The Big Picture - Baldur's Gate
Trilogy forum for support or feedback.
Visit the spellholdstudios modding community
for information on this and lots of other fine mods in the works.
·
thanks to Valiant for
creating the original map and for granting me permission to continue his work
·
thanks to CBisson for
creating Check the Bodies, which was the first mod to use this map
·
thanks to Sir Billybob
for integrating this map into BP-BGT, for all the improvements he has done, for
granting me permission to work on it and for the initial version of the
installer
·
thanks to Horred the
Plague for allowing me to work on this and for being the high-lord of
mod-integration
·
thanks to HardenCoonor
for creating the original BP-BGT map
·
thanks to NiGHTMARE
for his encyclopaedic information on missing cities and area labels
·
thanks to hlidskialf,
King Diamond, Seanas, Sir BillyBob and Ascension64 who have worked hard to make
BP-BGT as smooth as possible
·
thanks to Per Olofsson
(MagerValp@cling.gu.se) for publishing the source code for tispack without
which mospack would not have been possible
·
thanks to TheWizard
and the Blackwyrm team for mirroring this mod
·
thanks to the spellholdstudios modding community
in special and the modding community in general for still being here after so
many years
·
thanks to Bioware,
Black Isle and Interplay for creating some of the greatest games in history
· GIMP by The GIMP Team
·
Near Infinity by Jon Olav Hauglid
·
WeiDU by Wes Weimer and The Bigg
· BAM Workshop by Glenn Flansburg
· DLTCEP by Avenger
· mospack by yours truly
The BP-BGT map is not developed, supported, or
endorsed by BioWare or Interplay/Black Isle in any way.
The Big Picture - Baldur's Gate
Trilogy compatibility mod was created by
Horred the Plague, Baldur's Gate Trilogy was created by Bardez, The Darkest Day
was created by Potencius (Max) and Minto - Tweaked by folks at TeamBG, Shadows over Soubar and Check the Bodies were created
by CBisson, Tortured
Souls and Neverending
Journey were created by Vlad, Secret of Bonehill was created by Sir Billybob, Dark Side of the Sword Coast was created by TeamBG and ported to BP-BGT by Sir Billybob, Northern Tales of the Sword Coast was created by Aurelinus and ported to BP-BGT by Sir Billybob. Large
parts of this readme were inspired by the ones made by the gibberlings3 team for their
mods.
If there are any copyright issues or this statement needs revision then please
contact me and advise me what to do about it.
This mod was created to be freely enjoyed by all Baldur's Gate 2 players.
However, it should not be sold, published, compiled or redistributed in any
form without the consent of the author.
Version 6 'code age'
·
extend map to the east
and to the south, so that both large lakes are completely covered
·
new WeiDU code, no
more hex patching. The complete installation code was transformed into a user
friendly WeiDU format. Now you can change travel times, exit names, encounter
areas, coordinates of the icons and much more (everything depending on the .wmp
format) easy in the .tp2 code.
·
you can add new links
and areas on an easy way directly in the Setup BP-BGT Worldmap.tp2 file.
·
fixed the wrong travel
times in BGT
· added some new missing links
·
installs only the
areas and links from SOA, ToB all other mods install their areas and links
during their installation
· removed some Areastrings, because the name is still on the painted map
· Italian translation by Ilot
· Polish translation by Hesus
Version 5 'thanks to mz friends' - 2005.12.04
·
added compatibilty
patches for upcoming BGT-WeiDU beta 5; these patches were kindly written for me
by Ascension64
·
fixed a crash when
moving from AR9500 to AR9600 on all versions of BGT-WeiDU. The offset 0x25BB4
had a reference to AR5700, which was still the classic BG name of that area. It
was be changed to AR4800. Thanks to Ascension64 for pointing this out.
Version 4 'escape from the wipping' - 2005.11.04
· german translation added by Weigo
·
deprecated option to
choose between making all map icons visible and making only the default icons
visible since it caused more harm than good
· upgraded installer to WeiDU 185
·
removed all named
entry points for DSotSC area links between areas DSC001 and DSC002 and replaced
them with proper entry location flags, this will hopefully make the map compatible
with all DSotSC versions currently around
·
watcher's keep is now
always visible on map
·
added 'can be visited'
flag to TDD areas Eshpurta (DD2300), Purskal (DD1900) and Trollford (DD9000)
·
moved AR0602 (starting
area of BG2) onto the water so that it no longer overlaps with AR0700
(Waukeen's Promenade), also changed the map icon
·
added compatibility
patch that replaces some random encounter areas (AR3525 and AR3526) that were
added to BG2 areas by CtB with stock BG2 random encounter areas if CtB is not
installed; otherwise the game could crash if CtB was not present
·
fixed a typo in a
random encounter area reference from AR043 to AR0043
·
updated readme to
properly reflect the translation from forgottenwars to spellholdstudios
Version 3b 'sense of the future' - 2005.06.25
·
added compatibility
for upcoming BGT-WeiDU 0.99
· upgraded installer to WeiDU 184
·
fixed entry point when
travelling from AR7500 (Zomkbie Quest) to AR7900 (BG Bridge), party entered to
the south while it should enter to the south, thanks to KingDiamon for pointing
this out
·
fixed the link between
Garrotten and
Version 3 'shrinkage' - 2005.04.09
·
recreated the worldmap
using smaller city icons and labels, they were really too large
·
incorporated the nice
new miniature graphics of Baldur's Gate and Athkatla that SirKill kindly
donated
·
moved Ulgoth's Beard
to it's own island as it should be
·
moved Berdusk and
Iriaebor farther to the east
·
moved Murann a bit to
the south
·
minor adjustments to
some icon locations to suit the modified worldmap graphics
·
added an addtional
option that allows playing Throne of Bhaal with the large map, of course you
cannot use the clothmap style Throne of Bhaal map then
·
added missing map link
that made it impossible to reach Eshpurta in the TDD part of the game
·
added compatibility to
'old' BGT without the CtB compatibility fix from Sir BillyBob; two BGT areas
(AR3500 and AR3600) were renamed starting with DSotSC since they were also used
in CtB
·
fixed a serious bug
introduced in v2 concerning the visibility flag for Irenicus Dungeon (AR0602);
that bug that made it effectively impossible to enter Waukeen's Promenade
(AR0700) via the map, you had to clua there :(
· updated to mosunpack 0.92
·
updated installer so
that it is not possible to install optional mod components without installing
the main worldmap first
Version 2 'ballet' - 2005.03.19
·
wrote a mos compression
tool (mospack) in order to significantly reduce download size
·
the mod now detects if
it is installed within a TuTu environment and patches the map appropriately
·
added clothmap style
Throne of Bhaal worldmap as an additional optional component
·
added modified start
scripts for NearInfinity so that you can use it to edit save games using the
new map
·
there is a flag in
area links that describes on which side of the target area the entry ends if no
explicit entry point is defined; this flag was set to the same value (north)
for all Baldur's Gate areas - it is now set properly for all those areas
·
fixed area links for
AR3300 (where you rescue the cow from the Xvarts), at least one of them could
cause a crash to desktop; thanks to Sir BillyBob for pointing this out
·
fixed bug where
Watcher's Keep would appear twice if Check the Bodies was not installed, thanks
to King Diamond for pointing this out
·
moved Trollford to the
west of Umar Hills, thanks to Chevalier for pointing this out
·
moved Suldanessalar to
the immediate south of
·
reorganized installer,
so that a normal player can just say 'install all' and get what he expects
instead of some strange debug install
Version 1 'genesis' - 2005.03.10
·
doubled map in size,
except for the exploded maps (Baldur's Gate, Athkatla and Lendore) - from
2388x1800 to 4776x3600 pixels
·
applied minor and
major graphical adjustments to several parts of the map (guess it has seen at
least one jpg-compression too much :-)
·
fixed label of
exploded Baldur's Gate map from 'Baldur's G.' to 'Baldur's Gate'
·
added all? missing
medium and large cities as well as some smaller ones and a few missing area
labels
· added scale indicator to map
·
added cloth-map style
effect to map
·
coloured all 52
Baldur's Gate map icons, including their different animation variants
(totalling 676 frames)
·
added / fixed missing
animation variants for sequence 102 (
·
changed
·
completely rebuilt
bpbgtmap.bam, eliminating any unused or duplicated frames, the amount of frames
was reduced from 3007 to 1144 this way - the file is now usable again in
BAMWorkshop II ;-)
·
compressed
bpbgtmap.bam using DLTCEP, this together with the rebuild reduced file size
from 9022kb to 1679kb - partly compensates for the giant worldmap.mos that I
introduced
·
updated the
worldmap.wmp file from Bonehill 1.8 for the new map size
·
created a debug
variant of worldmap.wmp with all map icons visible
· created a small WeiDU installer
· wrote this fine readme
Absolutely!!! With the release of this version I am by
no means finished with this project. I would especially love to see this map
becoming some kind of 'standard' to which new mods add their locations. So if
you are a modder and would like your mod supported, please feel free to contact
me! I am also more than willing to create new custom map icons for your mod!
Apart from this I already have several things planned listed below. Since I
believe in the release-early-release-often paradigm, the amount of changes per
release will be rather small, but development cycles will also not span ages
;-).
These are my plans for the next releases:
Planned for v7:
·
add the following new
icon types for use in Lands of Intrigue and other mods:
o 1x abbey
· 1x monastery
·
3x mountains (two for
the Cloudpeaks, one for the range east of Saradush)
·
1x pair of dormant
volcanos (in the Smallteeth range)
· 2x Amnian villages
· 1x Amnian city (Murann)
·
1x tower of an evil
sorcerer
·
1x district of
Athkatla (the trades district)
· 1x ancient, ruined city
· 2x forest
·
1x Tethyrian village (
·
1x fortified Tethyrian
town (Kzelter)
·
new city icons for
Selgaunt similar to those used for Baldur's Gate - for usage in Sir BillyBob's
Classic Adventures
·
fix some instances of
non-black icon-borders, i.g. the grey variant of the NW part of Baldur's Gate
·
fix the icons for the
Baldur's Gate city districts, their border is one pixel too wide at the moment
·
make the Baldur's Gate
icons more Baldur's Gate 2 style, they should really be much more 'greyish'
·
change the
highlighting animation of the Baldur's Gate 2 and Throne of Bhaal icons to the
slightly modified highlighting now used for Baldur's Gate
·
attempt to apply the
clothmap style effect to the map icons as well in order to 'blend' them better
with the background
Planned for v8:
·
fix the geographical
errors on the map, i.e. dragonhead currently really isn't a head at all; in
more detail:
o fix location of cities
· fix coastline and lakes
·
add / fix rivers and
main roads
·
add missing hills and
mountains / fix existing ones
·
diversify plains
according to their region - Which are real plains, which deserts, swamps,
wastelands etc?
·
put the right plants
into the right regions - unlikely that all trees in Faerun look alike
·
change style of city
icons to match the local architecture
·
most likely I will
create a whole new worldmap graphic based on the original Forgotten Realms
Campaign Setting instead of further fiddling with the current map graphic
Planned for v9:
·
write a bampack
utility to shrink the size of the included bams
·
add a small tool that
allows to extract the worldmap graphics as jpg
·
add the missing rivers
to the BG1 areas
·
add some 'props' to
the map to make it more interesting to look at
·
make all unreachable
locations invisible when using TuTu
·
as an optional component
offer to add additional location names / tooltips for those areas that do not
have them yet, especially the Baldur's Gate areas
Planned for v10:
·
research if it is
possible to show a larger part of the map in the worldmap GUI
·
try to convert all the
worldmap entries for the various mods to xnewarea.2da entries and create proper
xl3000.2da style files for area links - if successful this should significantly
ease future map modifications
Planned for later releases:
·
add more and more locations
for additional mods...
·
incorporate worldmap
fixes from other mods as long as I get permission to do so (G3 Tweak Pack comes
to mind), especially traveling times need revision
·
create additional map
icon types and update at least some usages of duplicates to new unique ones
·
add more props to the
map, streets, special locations, you get it...
·
expand the map to
cover more of Faerun, especially the northern (IWD) areas
·
in the very far
future: create loading screens for special locations
·
in another very far
future: add additional random encounters