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,...) ?
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.
@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
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?
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:
@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.
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.
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.
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.
@Rewolf, I didn't reply before now since you said you figured it out. I thought I would reply now anyway, since I have an update (not yet ready to download) on this very point.
I've added a bunch of code to deal with items and spells, and part of that now allows for the ability to add kit effects directly to your character from their given spells.
So now it is as simple as going from here:
To the 'Affects' tab (I am going to rename that to Effects, because it is a list of Effects that Affect the player ), clicking a button to add the kit abilities (I'm reusing the same pop-up dialog from the Innate tab):
Select the kit and levels to-and-from, then press 'OK' to get them added to the list (as shown below, they're added even if the user friendly name is not in the ULD file):
(The button will be renamed to 'Add Kit Effects', so the text will be properly visible.)
I think there is really room for an intermediate savegame tool. Something that does not have all the tools of NI or DLTCEP but allows the player to quickly create a new magic item and add it to his group's inventory, creating the itm file and placing it in override in the background, without user intervention, for instance.
@mlnevese, I like that idea. Not sure if or when, but it is something I would like to do.
I'm still not sure how quickly the latter will get done, however. :-)
Also, by somewhat popular demand, albeit a bit late to the party, the next update will allow exporting as CHR—Character file format.
You can now export your favourite party members to multiplayer (or something, I don't know). You can click on either Convert to CRE or Convert to CHR, they both lead to the same place. For convienience sake, I made them separate. If you click on CRE, it opens up the installation directory override folder. If you click on CHR, it opens the characters folder in the Documents directory. If you change your mind about the conversion and decide to convert as the opposite to the one you picked, you can always select what you want from the 'Save as type' list.
There are a few other things being worked on as well. A more in-depth Creature Browser, so as to provide more details (such as abilities) at-a-glance.
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.
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?
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).
@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).
@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.
@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.
@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.' :-)
@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?
Comments
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,...) ?
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.
@Witchfinder, the 'reload game resources' means that you have to press either the
1EE
2EE
Documents/Baldur's Gate (II) - Enhanced Edition/portraits/
Documents/Baldur's Gate - Enhanced Edition/portraits/
Documents/Baldur's Gate II - Enhanced Edition/portraits/
Then extract works like a charm.
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.
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.
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.
I've added a bunch of code to deal with items and spells, and part of that now allows for the ability to add kit effects directly to your character from their given spells.
So now it is as simple as going from here:
To the 'Affects' tab (I am going to rename that to Effects, because it is a list of Effects that Affect the player ), clicking a button to add the kit abilities (I'm reusing the same pop-up dialog from the Innate tab):
Select the kit and levels to-and-from, then press 'OK' to get them added to the list (as shown below, they're added even if the user friendly name is not in the ULD file):
(The button will be renamed to 'Add Kit Effects', so the text will be properly visible.)
It also paves the way for something like this: I'm still not sure how quickly the latter will get done, however. :-)
Also, by somewhat popular demand, albeit a bit late to the party, the next update will allow exporting as CHR—Character file format.
You can now export your favourite party members to multiplayer (or something, I don't know). You can click on either Convert to CRE or Convert to CHR, they both lead to the same place. For convienience sake, I made them separate. If you click on CRE, it opens up the installation directory override folder. If you click on CHR, it opens the characters folder in the Documents directory. If you change your mind about the conversion and decide to convert as the opposite to the one you picked, you can always select what you want from the 'Save as type' list.
There are a few other things being worked on as well. A more in-depth Creature Browser, so as to provide more details (such as abilities) at-a-glance.
I may release this update next week.
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.
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?
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).
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).
This should be easily enough fixed, though.
I was so going to do Psionic and Ninja. And then multiclass.