So, I’ve been thinking for awhile about what it would take to make Project Q compatible with the latest builds of the EE. But my musings have left me with a few questions and concerns about doing so.
Firstly, would such a project, knowing it probably wouldn’t be backwards compatible with previous versions of Q even be a worthwhile endeavor?
The compatibility issue simply stems from the fact that, given the content added to NWN EE, there is now a LOT of duplicated content in Q that I’d be inclined to strip out.
Secondly, what should a new version of Q look like?
I’ve gone back through a lot of notes from Q’s inception and, others may correct me if I’m wrong, but the original purpose of Q was to provide high quality content that was unique in nature and to also upgrade vanilla assets.
That said, I’m of the inclination that any new iteration of Project Q should follow that mandate - no rips from other games, no absorption of other projects other people have already done, etc.
Lastly, should this new iteration of Project Q be CEP compatible?
Simply put, CEP is simply too big and too widely used to ignore, and it was a gross error on the part of the original Project Q team to forego compatibility with CEP. Therefore, I’m inclined to view any new iteration of Project Q as having to be CEP compatible.
I have reserved space in various 2da files beneath space reserved by Beamdog/Ossian and CEP. This will, if CEP is at some point revived and updated (unlikely given current views), ensure that the content in Dark Ages does not conflict with Beamdog or CEP.