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EE Keeper, Updated to v1.0.4

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  • TressetTresset Member, Moderator Posts: 8,268
    @Troodon80 I noticed that you still have @Aosaw in your credits instead of @Dee. Perhaps you should update this.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Tresset, done.
  • wolpakwolpak Member Posts: 390
    edited February 2014
    resolved.
    Post edited by wolpak on
  • abiabi Member Posts: 1
    I want to dual Hexxat and make her Fighter(9)/Thief(active).
    Here is my plan:
    1. Make her 1 Fighter, set correct HP, proficiencies, thieving skills, saving throws, set 250 000 XP
    2. Make her 9 Fighter ingame
    3. Dual.

    Am I right? As dual classed vampireis incorrect combination, shall I encounter problems in future? (Break the game, her quest,...) ?
  • WitchfinderWitchfinder Member Posts: 26
    I cannot get EE keeper to work. Most options, like the open save game, are greyed out. And after I choose the install directory it says I have to "reload the game resources". I don't know what that means.

    I have the Beamdog version. I only have BGII:EE, not the first game.

    I have no "chitin.key" file on my computer, at least not searchable.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @abi, it is difficult to tell exactly what affect dual classing a vampire will have, but it should not break the game or her quest. You may find that certain innate abilities are not available to you, or that you will continue to get the abilities as though she were still a thief.

    @Witchfinder, the 'reload game resources' means that you have to press either the
    BG
    1EE
    button or the
    BG
    2EE
    button on the toolbar.
  • PacketPacket Member Posts: 3
    Say is anyone else having issues exporting portraits from eekeeper? I pulled my folder from my ipad, configured eekeeper with the correct folder and language opened up my save file (multi-player if that matters) and opened up the portrait and clicked export and it gives me an error "Bitmap could not be extracted" and when doing the small "Bitmap was not be extracted". Do we know where it is trying to save these files? Anybody else have this issue?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Packet, on Windows:

    Documents/Baldur's Gate (II) - Enhanced Edition/portraits/
  • PacketPacket Member Posts: 3
    edited February 2014
    Hey fantastic thank you so much! So for anyone who is doing the whole iPad import thing to fix the portraits issue going from BG1 to BG2 (or for whatever reason) you need to create directories in your windows documents folder as Troodon80 mentioned above:

    Documents/Baldur's Gate - Enhanced Edition/portraits/
    Documents/Baldur's Gate II - Enhanced Edition/portraits/

    Then extract works like a charm.
  • Draith012Draith012 Member Posts: 174
    Is there any way to chance the backstab multiplier in EEKeeper?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Draith012‌ - Yes, if you're comfortable doing a little poking in EE Keeper.

    First, go to the Settings→Lists→Affects option. Click Add, then add a readable name (such as "Backstab Modifier"), enter the value (0x107), and click OK.

    Next, go to the Affects tab for your PC in EE Keeper. Add a new effect with the following settings:
    Type: Backstab Modifier (or whatever you called it)
    Target: Self
    Value: 2
    Modifier Type: 1
    Flags: Instant, Permanent
    Probability: 100

    That should give you a x2 backstab modifier. Change the "Value" to whatever you want the backstab modifier to be.
  • Draith012Draith012 Member Posts: 174
    Sweet, that works! I've been trying forever to figure out the swashbuckler's x1 multiplier but could never find it. I've been toying with the idea of a swashbuckler/mage since in pen n' paper version, all kits are multi/dual class-able (exception of mage specialist in case of multi classing).

    But whenever I make a character a mage/thief then switch them to a swashbuckler/mage, the x2 multiplier reappears. It still happens when I start off with a swashbuckler then convert it to a swashbuckler/mage. The odd thing is it treats the swashbuckler/mage as a specialist mage and gives me the allotted spells per level... at least this is easily amendable in EEKeeper.

    Anyways, thanks for the assist... wonder if I'll have to redo this every time the multiplier is suppose to increase with thief levels.
  • RewolfRewolf Member Posts: 102
    edited March 2014
    I just started using EE Keeper because I want to create a Kensai/Cleric multiclass. However, I can't seem to understand it or get it right at least. How can I make such a multiclass wit the abilities of both classes?
    Edit: I seem to have figured it out already. Just create the character with the Kensai kit, then edit the class to Fighter/Cleric in EEKeeper with Cleric on level 0. Then when you load the game you level up for the multiclass and automaticly gain the right abilities. Just had to reset the HP score.
    Post edited by Rewolf on
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    A further note on adding Kit Effects: when using the remove feature to remove the effects of a designated kit, it removes all effects for that kit. So if one adds the Assassin kit effects twice (increased backstab, etc.) and selects to remove it afterwards, all Assassin related effects will be removed (note that this has no bearing on high level abilities, this only removes effects specifically related to levelling up particular kits). If you don't want to remove all effects for a designated kit, just use the Remove button instead.

    Another fix, a small cosmetic issue — the spell icons not being displayed in the Innate tab (all part of the new and improved spell and items code). Here's a before and after:



    I've made this change across all three spell tabs; Innate, Wizard, and Priest, as well as in the Spell Browser.

    As mentioned above, I have also added more detail to the Creature Browser:



    (Don't ask why Coran's kit says Invoker - it just does)

    I'm looking for feedback on just how much detail is too much, so comments about that would be appreciated. Is it too cluttered, would it be preferable to have an option to disable the extra details?

    Exporting those details works as specified here. Results can be views as plain text or CSV (and can be made into a comma-delimited spreadsheet or SQL database for easy viewing, sorting, and searching). There is currently no search feature for the additional details in the Creature Browser.

    Some other minor tweaks are making their way in as well.
  • SjerrieSjerrie Member Posts: 1,237
    Nice going @Troodon80 on the new improvements, although I am wondering if it's not going to become too much information in one screen. Just my opinion. :) Is it maybe feasable to make a menu to select the displayed columns?

    The main reason I'm here though is that I've noticed something 'odd' about at least one of the innates. I rolled an Avenger, expecting the usual chromatic orb as an innate from the start. It wasn't there, so I thought it might be a conflict with an installed mod and used EEKeeper's kit-button to add it. Looking through the rest of the character however I discovered that I *did* have the chromatic orb, just in the priest-spell list. A quick look at the spell itself (spdr101) told me that it is actually classified as a priest spell, and not an innate. Since the spell wasn't in my Override folder, therefore making a mod-conflict less likely, is it possible that the button to add the kit in EEKeeper incorrectly adds the priest spell to the innate list?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Sjerrie, you appear to be correct. Thank you for pointing that out, I'll have to take a look at that when I have time. :-)
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @Troodon80‌: a little question, I want to know if this was inside the changes you made to the spell tables, or in the minor tweaks.
    CrevsDaak said:

    I've got a request, to let me choose which Innate Ability I want to put first, I always go for Cure Light Wounds x2, Horror x2 and Draw Upon Holy Might x2 in BG1, and BG2:EE sets my abilities according my alignment, so when ever I restore them they don't look to be in order, it puts Horror after Draw Upon Holy Might.

    Now some feedback: CRE to CHR is the one I'm most interested in, it saves up some time that you could be wasting with the CLUAConsole and NearInfinity to do that, even if I only used it once.
    The creature list is amazing, very detailed and very helpful because of that, the only thing that might be considered to add to that list is the Creature's XP and the XP/kill of the creature, besides that it's completely flawless (unless you have a small monitor and you can't see it well).
    Maybe the stats are too much, anything else is good with me, and an option to disable it will be nice, maybe some people don't like it so detailed.
    And, another thing worth asking for: an option to search item and spells by their codes names (I can't spell Andagurvarnadal but I recall SW1H61).
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @CrevsDaak, the CRE to CHR is still in development right now. There are a couple minor issues with it. For example, if you export a character it still retains its scripts. In the case of exporting a character like Coran, immediately after the opening cutscene you get what should be his dialogue. Exporting should remove most of the creature scripts and dialogue.

    Innate abilities in that regard will probably not be included this time around.

    Spell, item, and creature searching by resource should make it in this update (I've found a couple problems that I need to resolve, so I'll be including that, hopefully, after all).
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Troodon80‌ @Sjerrie‌ - SPDR101 is not an innate; it is a Priest spell (see the screencaps below from Near Infinity). So, EE Keeper is working as it should.

    image

    image
  • SjerrieSjerrie Member Posts: 1,237
    @AstroBryGuy, I know, but the 'add kit' button adds it to the innate spell list anyway, that was my point. :)
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @AstroBryGuy, @Sjerrie is correct. When an item under the Innate tab is saved it is saved as an Innate ability. That means it also doesn't show up in the scroll /spell book. So while the spell is a priest spell it is being added as an Innate ability.
    image

    This should be easily enough fixed, though.
  • SjerrieSjerrie Member Posts: 1,237
    @Troodon80 I thought maybe it's a leftover 'link' from a previous patch or the original BG. I don't have one of those at hand to check that though.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Sjerrie‌ @Troodon80‌ - Sorry, misinterpreted the report from @Sjerrie. I thought it was being reported that SPDR101 is NOT being added to innates.
  • MonoCanallaMonoCanalla Member Posts: 291
    @Troodon80, would this allow in some way to create a customized kit?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @MonoCanalla, that would depend on what you mean by custom. You can essentially add the Assassin kit bonuses as well as the Swashbuckler abilities, for example. It will not be a legitimate kit in its own right, however, and so I suspect the answer to your question is 'no.' :-)
  • MonoCanallaMonoCanalla Member Posts: 291
    Troodon80 said:

    @MonoCanalla, that would depend on what you mean by custom. You can essentially add the Assassin kit bonuses as well as the Swashbuckler abilities, for example. It will not be a legitimate kit in its own right, however, and so I suspect the answer to your question is 'no.' :-)

    So I can not take this and that and save it as a preset with a funny name?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @MonoCanalla, no, sorry. No funny named classes or kits (yet). :-)
  • MonoCanallaMonoCanalla Member Posts: 291
    Troodon80 said:

    @MonoCanalla, no, sorry. No funny named classes or kits (yet). :-)

    one day :)

    I was so going to do Psionic and Ninja. And then multiclass.
  • SjerrieSjerrie Member Posts: 1,237
    My Tiefling Charnames now have permanent infravision as they should, thanks to the affects tab! Thanks for that @Troodon80! :D
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