The new portrait is pretty good that it's not easily pigeonholed into a particular class- really could be a monk or warlock with the light clothing, but with the hint of shoulder armor could be a warrior type as well. Plus the stick on his back could be a mage's staff, archer's bow, monk's jo stick, or the handle of a long melee weapon perhaps. Looks quite innerestin though he competes with baldy, tattooed Minsc. I'm just disappointed that it doesn't look anything like Trent. I want my money back!
Andrea's point about consistency is good, but I really don't want Nat reworking everything to his style. I thought the goal was to work his style into the native BG style. If the original stone GUI doesn't look right anymore, this sounds like something was done wrong. That said, though I prefer the BG1 GUI exclusively over BG2's, the BG1 GUI is a bit on the bright side, so actually a darkening to make it kinder on the eyes might be better regardless...
I definitely support the paperdoll rework though. The BG2 look is already an oddity in the game, so it's hard to see how anything new would be worse, and if Nat remakes them so that they actually represent the races properly (including a beardless girl dwarf/ gnome since the beards did always seem to me to be a bug), this would at least be compensatory given that the animations aren't getting "fixed." It's arguable that the paperdoll system is broken.
Tanthalas...
I'm still hopeful that when BGEE2 is out too that Overhaul is going to let us do a mega-install that combines both games (similar to what BGT does). One big map showing BG1 and BG2 areas would be great.
I have the feeling that this is going to be one of the most often repeated requests that the dev team is going to hear when it's BG2EE time. They'll definitely have to address it openly at some point.
AstralWanderer...
Bhryaen's suggestion about Overhaul creating equivalents of existing mods (as long as they were not copies, since that would breach copyright) should work better... I can't see any mod author agreeing to... surrendering all rights to their creation and likely not being able to update it without WotC's permission. It could even require them to withdraw their existing work for BG1/2.
I'm getting concerned now actually that they're not going to do what I was suggesting and just work it in themselves, but rather attempt to get the modders (as uninvolved as so many are at this point) to just stuff their mods into BGEE wholesale. There are plenty of mods I only like for a single component- Item Revisions, for example, that adds new descriptions to items, changes all sorts of rules, etc., but to me is only good for the component that allows spell casting in armor with a failure chance depending on armor type. If the entire Item Rev mod goes in, that's a lot of extras even I don't want, encumbering the game unnecessaily (not to mention the conflicts). I'm assuming that logistical considerations alone will turn away from that possibility, but then I'm not sure where that leaves the process since writing the equivalent mod material into the game may take too much time, as Aosaw seems to be suggesting, but dumping mods in unselectively is also not feasible. This is also one reason why I'm looking forward to the BGEE Forum and modder invite- seems to be where these details can be worked out.
arcite...
I don't quite get this obsession with including BG Mods.... IMO most mods for BG aren't very good. Sure there are some nice tweaks, such as the paperdoll mod (switching the horrible BGII paperdolls with BGI paperdolls), and there are some useful tweaking mods, however the large quest mods are on average, BAD.
It's as much an obsession as others have with other initiatives that have been introduced and discussed for implementation in BGEE. I agree about most mods though since most are either redundant given a better version out there of the equivalent tweak or are quest and NPC mods which, although nice projects, are not really a consideration. The ones I'm interested in are the tweak mods, particularly the AI enhancements but also a lot of the ones that are standard fare for mod-users, the ones most players would use if they were already available in-game. And although I may be just one voice among a group predominantly mod-savvy already, I can guarantee that a new wave of players will be wanting access to them and be finding them as difficult as I have to sort out among the sea of mods available, to extract properly, to put in proper order, to install, and, alas, to troubleshoot. Better to preempt that frustration with a quality, properly functioning, intuitively coded, in-built Advanced Options system available on vanilla game installation at the character creation screen (or wherever it's most practicable), albeit only being able to do so much in the development time remaining...