pcamagna: Yes, if you're going to forego WeiDU, you're going to skip the modding scene altogether.
That's sad to hear. I have nothing against mod managers. However, WeiDU in particular is horrible.
pcamagna: As for an XP cap remover: yes, a bad one will modify one file. A good one will modify the same file, then extend about 10-50 (depending on the game) rules tables that base abilities on level.
I only needed it for Baldur's Gate 1, and the game seemed to do the right thing with the additional class levels I was able to reach. Since I had no other mods or special plans, I only got a few levels beyond what Baldur's Gate 1 would normally allow. Apparently, the Enhanced Editions define enough extra class level entries that everything worked fine. This is probably a happy side effect of how much logic is shared between BG1EE and BG2EE. If I had exceeded what Throne of Bhaal allowed, I might have gotten in trouble.
Indeed, after I had finished Baldur's Gate 1, I returned to an earlier save and used the debug console to push character experience up to see how high it would go. The BG1EE engine got a bit confused trying to offer me High Level Abilities, but managed not to crash. I abandoned that without saving.
disperso: as pcamagna says, good mods need to do something more because need to check if the user has already overridden something (manually, or through a previous mod).
I don't mind that the mods want some extra sanity checking. What I find frustrating is that something as simple as installing a few files is wrapped up inside the exceedingly ugly WeiDU command language, so even if I decide that the sanity checks are unnecessary, I can't readily get at the underlying data - or if I can, it's not at all clear that such is possible.
disperso: If you are on Windows, you just run WeiDU to interpret (execute) the code of the mod that you extracted. Just one step more than extracting.
I'm from the generation where downloading and running arbitrary code from the Internet was considered a bad thing, so I am very averse to custom installers just to put a few files in place. I understand that level of caution is not in fashion among the younger users, sadly.
disperso: WeiDU isn't great there, everyone knows that.
Actually, not everyone knows that. :) I wasn't aware that WeiDU was a pain to use after you get over the hurdle of needing a custom installer.
disperso: If you are on Linux, like the other poster on the other forum, you need to put WeiDU somewhere on your disk
Putting it somewhere supposes I got it to build at all. The build instructions are a bit bizarre, to say the least. An obscure language interpreter, of a specific version range, and "configured without forced safe strings." I don't even know how to check whether safe strings are enabled by my distribution or not. I've heard of OCaml in passing a few times, but never encountered something actually written in it.
It also wants something called "Elkhound", which I don't see packaged at all. Reading much farther down, I see it is apparently mirrored under the WeiDU organization in a separate repository.
Put all that together, and just getting to the point where I can run "weidu --version" seems like a huge hassle.
disperso: I'm quite grateful that some modders have put that much effort into making the game so fancy in some ways that I would not have put the effort to do it myself because I dislike how WeiDU works. But as a user, you are shielded from 90% of that pain, and you get a lot of benefits.
I appreciate that people tried to make this easy, but tying it up in WeiDU makes it harder, not easier. I get none of the benefits and plenty of extra pain. I'd be perfectly happy with a mod where the install instructions were:
- Unzip this archive in the override folder
- If you get a file collision, stop. You have a conflicting mod installed, and cannot use this mod with that one.
- If there are no collisions, start your game.
Yes, such a mod would be less friendly to people who want to compose several mods, but for the simple cases, it's much simpler.