@crimsonknight, no, sorry. Even if I completely rewrote the code to be compatible with Android, I would probably have to remove myself from the game developers' official forum (due to being a moderator). Google/Android's terms of use are quite draconian with regards to one application editing the files from another, and if it appears that Beamdog are condoning the use of this application in conjunction with their game then the game itself might end up dropped from the store.
I'm fiddling about with it in Qt in my spare time—but if I do eventually release it on Android, then I will not be talking about it here (better safe than sorry).
Hi, love this program, but I need some help. I can't believe you're still maintaining this thing, you're awesome! Decided to replay Baldur's Gate II recently, but I can't get the program to recognize my saved games location. It's worked fine in the past, and the only things I can think that are different are: 1. I'm running everything on Windows 8 2. I'm using the GoG version of Baldur's Gate II.
I'm almost certain I've got the correct save location (Not in My Documents this time), so I'm not sure what else could be the issue. I included a screenshot of what I'm doing, in case it's of any use.
@Sielys, where is the custom save game pointing to?
Edit: if the screenshot is accurate and not just an example, then it is not the actual saved game folder (i.e. 000000008-Sabriel - 1), but rather the \save\ folder.
Question I am trying to change kivan to a archer in my game how do you do that with this I have edited his creature file but it is not showing up in game
Question I am trying to change kivan to a archer in my game how do you do that with this I have edited his creature file but it is not showing up in game
If you already were in High Hedge he won't appear changed. You should recruite him, edit your saved game and make him level 0, remove all of his abilities/proficiencies and then level him up in the game. Don't touch his XP.
All right, a somewhat new development. Whilst still working on the MFC code/version of Keeper, I have decided to redouble my own efforts for the Qt cross-platform version. Spell Browser is almost finished, saving and loading works, and the Item Browser is well under way. It's only taken about two years. @mattinm was a huge help with getting it started and getting into a workable state (I don't know what's happened to him, though, but I'm going to pick it up where he left off).
It'll probably only take another two years to finish.
In other news, Keeper is getting a number of tweaks to the interface. Some minor, some major. We'll start in ascending order of appearance and notability. What you'll probably notice first-to-last, minor to major. Before I even start with that, however, of note is that the executable has been reduced in size by removing all the unnecessary MFC stylised ribbon theme gumpf that is added.
Right, onto the main event.
Americans will probably not see much of a difference here, but the rest of the world don't all use the same data/time display; e.g. 6-8-13 could be the 6th of August, or it could be the 8th of June. Very, very minor tweak, replacing the date and time setup with the current time as displayed by the system locale. There is a reason for this that I will explain at the end.
Next, the Appearance tab.
There is a setting that can be used in the INI file to make the colour icons appear similar to how they display in-game (instead of square, although setting the option to use this method to false reverts to the traditional behaviour).
More on the appearance tab while I'm at it. A new option to use larger colour icons for smaller high-resolution screens (mainly applies to Windows 8 based tablets):
Using a combination of the two new options, you can customise the appearance (of the appearance tab, forgive the unintentional pun) to any one of four variations to suit your viewing wants.
Note: this will also affect the items in the colour picker as well, not just the items on the tab page:
Inventory, changed a number of items to the spelling that appears in-game. 'Gauntlets' instead of 'Hands' for example. (Still needs some tweaking, but I'm working on that.)
That might not seem overly important, and it's not, but it's part of a new string loading method. More on that below.
Effects tab, fixed a bug when double-clicking on a char based item in the Edit Effects dialog window. Since no one spotted this before now, or at least reported it, I fixed it pre-emptively.
Saving throws and resistances have been merged.
Better original BG2 support for portrait display:
Similar to the BG/2:EE portrait support, Keeper can now use any 24-bit bitmap under 1024x1024:
I have also altered the string finder so that the list is sortable (both columns) and displays the string reference as decimal—hexadecimal is all well and good but it's not friendly for the ordinary user (also, it no longer filters out empty strings):
Now, on to the largest addition...
With the help of certain community members, there will now be localised support for Keeper. That date/time display doesn't seem quite so minor, now, does it? Translations, in other words, for Chinese, Italian, Korean, Polish, Portuguese, and Spanish; more if there are people willing. This is a slow process that is best not rushed. It will be done when it is done. Translations could make it into the next version (after 1.0.2.4). I said this before, back on page 3, that it was something I would like to do; and more recently I debated about whether it was even worth it. In addition, Keeper needed to be in a somewhat stable state before attempting it. Translations made now will also make it into a possible Qt version if I every get it finished.
Once I have an English version ready for release, I will upload/update it and await the other translations. That might sound strange since the whole thing is already in English, but I'm transferring hard-coded text strings from the program itself (error messages, table headers, etc.) into a resource file and loading them in as needed. An example of what happens when the item the program is supposed to load is not found is the 'Unused' item in the Inventory list shown above (if you cannot see it (it's between quiver and cloak), that's the reason ). These will be DLLs and can be simply placed near the Keeper program, they'll be completely modular and are not required for the program to run. When a translation is ready, it will be uploaded to SourceForge. Each item can be downloaded separately. After 1.0.2.4, every version thereafter will include the translations in the 'installation' SFX executable (but probably not the zip file (it's not compressed as well, so it's larger for me to try and upload)).
Currently, I am missing translators for Deutsch, Français, Pусский, Svenskt, Dansk, čeština, Türkçe, Українська, 日本語, Română, and Ελληνικά. If anyone from those communities has any interest in having a translated version and are willing to translate it in their spare time, contact me via PM, otherwise you simply will not have a translation. :-)
I've updated the image for the colour picker now that I have it finalised. It's a gimmicky addition, I know, but user choice and all that. :-)
The INI options are: Large Appearance Colour Icons = BOOL(true/false)
Round Appearance Colour Icons = BOOL(true/false)
The image above, left to right and top to bottom: Small square, almost original behaviour:Large Appearance Colour Icons = false
Round Appearance Colour Icons = falseLarge square:Large Appearance Colour Icons = true
Round Appearance Colour Icons = falseSmall and round, similar (but not identical (yet)) to that of the game:Large Appearance Colour Icons = false
Round Appearance Colour Icons = trueLarge and round:Large Appearance Colour Icons = true
Round Appearance Colour Icons = true
If you happen to like the large square blocks, you can pick them. If you prefer the small round icons so that it appears closer to that of the game, that's your choice.
I have also fixed an issue with the length of non-ASCII characters in the string finder, this is especially noticeable on Asian codepages (Chinese, Japanese, Korean, etc.). It seems that the dialog.tlk file is still a standard ASCII encoded file, characters are broken down into a byte or more (multibyte). The length that the TLK file states is the length of the ASCII string (bytes), not the Unicode string. When searching for a string, you would need to know the actual length, in bytes, of the string. I've put in a small fix for this. I have also included an option to skip empty strings rather than just allowing them (as I mentioned above). Skipping them slightly improves performance, so it's an option.
When trying to run the latest version under Wine on Linux, the program shows a dialog box stating "You must reload the game resources in order for them to take effect" after specifying the game directory.
I believe the reload button is on the toolbar? However, none of the toolbar buttons appear in the toolbar area, it is just blank. This is with the toolbar option checked.
@kilolima, are you using any MFC override libraries? What method of rendering are you using? Did you set up Wine (fonts, rendering, font smoothing, etc.) using Winetricks? If so, what settings did you apply?
@Fallout_death_ninja, I would need to know what you did before I could help. Is Keeper telling you that a ULD file is missing? If so, the easiest solution is to open up the archive you downloaded and extract the ULD files.
Have checked out with wine 1.7.16, works for me. Since it's a x86-64 system, it's probably a "multilib" problem. Try to figure out which libs are lacking or of wrong versions. And what is the console output of wine while your trying to start EE Keeper?
Ok, now a real dummy is on the forums. Hi forum, I intend to use EEKeeper on android to play about with an alt save. Now my first step is to go for the save folder on my android, I saw a couple of .ogg files so I copied them to my PC and extracted them. All I got was a bunch of files I didn't recognise when I was expecting the whole \data\saves\ path. How do I get to this? I don't need to create a false save folder, I have it on my PC too. Thanks!
Thanks for all your hard work. I have a question. When I run eekeeper it turns on fine. It adjusts stats perfectly fine, but it always says unknown item. When I save a game it deletes all the spells it cannot find in its list. My level 26 paladin lost all of his advanced skills like whirlwind and critical strike. I have absolutely no mods of any kind. I have the beamdog version of both enhanced editions. Is there some component I am missing? I originally just installed eekeeper to my desktop. After the errors I moved it to the beamdog directory thinking maybe I had to be installed in the game's directory. I have also re-downloaded twice. The most up to date version does not come with all three uld files, so I downloaded the very first one and upgraded each file one at a time, but still the same errors. Any help in the right direction would be awesome!
EDIT: I don't know the code for the special quest item that is inside OOHBAG (and it has this "stuck" property, kinda like Boo, or Edwin's necklace).
I actually have this same problem. EEKeeper actually deleted all of the advanced spells you get after level 20 off of my paladin because it did not recognize them. I have never used a mod and never will for this game. All I do is use the keeper to adjust the stats of characters I have already made before or if I give Imoen the intel book from bg1, I adjust her intel on bg 2. Now it's deleting items and spells off of my characters. High twenties is a lot of time spent to start over cause EEKeeper. Any way to fix this?
I have the beamdog version of both enhanced editions.
A silly guess, is an indexing profile changed from BG1EE to BG2EE before you import a save file from BG2EE to EE Keeper?
You're not really speaking my language friend, but I started this guy in bg1. Once I beat it I exported my character then used it in bg2. Would this cause the problem?
@Joshua - Did you push the BG2EE button on the toolbar before loading the BG2EE saved game? You have to manually switch EE Keeper from BG1EE mode to BG2EE mode. The items it cannot find are not present in BG1EE. So, it sounds like you're still in BG1EE mode.
You're not really speaking my language friend, but I started this guy in bg1. Once I beat it I exported my character then used it in bg2. Would this cause the problem?
In theory, it could... if you haven't changed that profile thingie in EE Keeper. There are two huge buttons on the Keeper's toolbar that say: BG1EE and BG2EE, try to press on the BG2EE one before you open a save file.
@AstroBryGuy - Wow. I had the directories loaded backwards. BG1 was loaded as BG2, BG2 was loaded as BG1. I was hitting the toolbar, but they were loaded backwards hence the errors. LOL. I've been scouring the forums for hours and screwed up my game. I feel like a jackass. Thanks for the help.
I'm hoping to make a Kensai-Assassin dual class. Is it just as simple as playing as a Kensai, and then changing the kit to Assassin in EE keeper before the dual? Does that cause any issues with either class restrictions (no armor until UAI, only 15 thief skill points per level, etc.)? Thanks!
Comments
I'm fiddling about with it in Qt in my spare time—but if I do eventually release it on Android, then I will not be talking about it here (better safe than sorry).
Decided to replay Baldur's Gate II recently, but I can't get the program to recognize my saved games location. It's worked fine in the past, and the only things I can think that are different are:
1. I'm running everything on Windows 8
2. I'm using the GoG version of Baldur's Gate II.
I'm almost certain I've got the correct save location (Not in My Documents this time), so I'm not sure what else could be the issue. I included a screenshot of what I'm doing, in case it's of any use.
Thanks for the help, keep up the great mod work.
Edit: if the screenshot is accurate and not just an example, then it is not the actual saved game folder (i.e. 000000008-Sabriel - 1), but rather the \save\ folder.
You should recruite him, edit your saved game and make him level 0, remove all of his abilities/proficiencies and then level him up in the game. Don't touch his XP.
It'll probably only take another two years to finish.
In other news, Keeper is getting a number of tweaks to the interface. Some minor, some major. We'll start in ascending order of appearance and notability. What you'll probably notice first-to-last, minor to major. Before I even start with that, however, of note is that the executable has been reduced in size by removing all the unnecessary MFC stylised ribbon theme gumpf that is added.
Right, onto the main event.
Americans will probably not see much of a difference here, but the rest of the world don't all use the same data/time display; e.g. 6-8-13 could be the 6th of August, or it could be the 8th of June. Very, very minor tweak, replacing the date and time setup with the current time as displayed by the system locale. There is a reason for this that I will explain at the end.
Next, the Appearance tab.
There is a setting that can be used in the INI file to make the colour icons appear similar to how they display in-game (instead of square, although setting the option to use this method to false reverts to the traditional behaviour).
More on the appearance tab while I'm at it. A new option to use larger colour icons for smaller high-resolution screens (mainly applies to Windows 8 based tablets):
Using a combination of the two new options, you can customise the appearance (of the appearance tab, forgive the unintentional pun) to any one of four variations to suit your viewing wants.
Note: this will also affect the items in the colour picker as well, not just the items on the tab page:
Inventory, changed a number of items to the spelling that appears in-game. 'Gauntlets' instead of 'Hands' for example. (Still needs some tweaking, but I'm working on that.)
That might not seem overly important, and it's not, but it's part of a new string loading method. More on that below.
Effects tab, fixed a bug when double-clicking on a char based item in the Edit Effects dialog window. Since no one spotted this before now, or at least reported it, I fixed it pre-emptively.
Saving throws and resistances have been merged.
Better original BG2 support for portrait display:
Similar to the BG/2:EE portrait support, Keeper can now use any 24-bit bitmap under 1024x1024:
I have also altered the string finder so that the list is sortable (both columns) and displays the string reference as decimal—hexadecimal is all well and good but it's not friendly for the ordinary user (also, it no longer filters out empty strings):
Now, on to the largest addition...
With the help of certain community members, there will now be localised support for Keeper. That date/time display doesn't seem quite so minor, now, does it? Translations, in other words, for Chinese, Italian, Korean, Polish, Portuguese, and Spanish; more if there are people willing. This is a slow process that is best not rushed. It will be done when it is done. Translations could make it into the next version (after 1.0.2.4). I said this before, back on page 3, that it was something I would like to do; and more recently I debated about whether it was even worth it. In addition, Keeper needed to be in a somewhat stable state before attempting it. Translations made now will also make it into a possible Qt version if I every get it finished.
Once I have an English version ready for release, I will upload/update it and await the other translations. That might sound strange since the whole thing is already in English, but I'm transferring hard-coded text strings from the program itself (error messages, table headers, etc.) into a resource file and loading them in as needed. An example of what happens when the item the program is supposed to load is not found is the 'Unused' item in the Inventory list shown above (if you cannot see it (it's between quiver and cloak), that's the reason ). These will be DLLs and can be simply placed near the Keeper program, they'll be completely modular and are not required for the program to run. When a translation is ready, it will be uploaded to SourceForge. Each item can be downloaded separately. After 1.0.2.4, every version thereafter will include the translations in the 'installation' SFX executable (but probably not the zip file (it's not compressed as well, so it's larger for me to try and upload)).
Currently, I am missing translators for Deutsch, Français, Pусский, Svenskt, Dansk, čeština, Türkçe, Українська, 日本語, Română, and Ελληνικά. If anyone from those communities has any interest in having a translated version and are willing to translate it in their spare time, contact me via PM, otherwise you simply will not have a translation. :-)
The INI options are:
Large Appearance Colour Icons = BOOL(true/false) Round Appearance Colour Icons = BOOL(true/false)
The image above, left to right and top to bottom:
Small square, almost original behaviour:
Large Appearance Colour Icons = false Round Appearance Colour Icons = false
Large square:Large Appearance Colour Icons = true Round Appearance Colour Icons = false
Small and round, similar (but not identical (yet)) to that of the game:Large Appearance Colour Icons = false Round Appearance Colour Icons = true
Large and round:Large Appearance Colour Icons = true Round Appearance Colour Icons = true
If you happen to like the large square blocks, you can pick them. If you prefer the small round icons so that it appears closer to that of the game, that's your choice.
I have also fixed an issue with the length of non-ASCII characters in the string finder, this is especially noticeable on Asian codepages (Chinese, Japanese, Korean, etc.). It seems that the dialog.tlk file is still a standard ASCII encoded file, characters are broken down into a byte or more (multibyte). The length that the TLK file states is the length of the ASCII string (bytes), not the Unicode string. When searching for a string, you would need to know the actual length, in bytes, of the string. I've put in a small fix for this. I have also included an option to skip empty strings rather than just allowing them (as I mentioned above). Skipping them slightly improves performance, so it's an option.
Include Empty Strings = BOOL(true/false)
When trying to run the latest version under Wine on Linux, the program shows a dialog box stating "You must reload the game resources in order for them to take effect" after specifying the game directory.
I believe the reload button is on the toolbar? However, none of the toolbar buttons appear in the toolbar area, it is just blank. This is with the toolbar option checked.
cheers,
kilolima
What distribution of Linux are you using and what version? Also, what version of Wine?
Edit: I don't suppose you could also post a screenshot?
Fedora 20 / kernel 3.14.2-200.fc20.x86_64
wine-1.7.16
Since it's a x86-64 system, it's probably a "multilib" problem. Try to figure out which libs are lacking or of wrong versions.
And what is the console output of wine while your trying to start EE Keeper?
Thanks for all your hard work. I have a question. When I run eekeeper it turns on fine. It adjusts stats perfectly fine, but it always says unknown item. When I save a game it deletes all the spells it cannot find in its list. My level 26 paladin lost all of his advanced skills like whirlwind and critical strike. I have absolutely no mods of any kind. I have the beamdog version of both enhanced editions. Is there some component I am missing? I originally just installed eekeeper to my desktop. After the errors I moved it to the beamdog directory thinking maybe I had to be installed in the game's directory. I have also re-downloaded twice. The most up to date version does not come with all three uld files, so I downloaded the very first one and upgraded each file one at a time, but still the same errors. Any help in the right direction would be awesome!
WTF. Anyone have a clue. Frustrating as hell. I am using the following two paths:
C:\Program Files (x86)\BeamDog\Games\00783\
C:\Program Files (x86)\BeamDog\Games\00766\
My language is set to: lang\en_US\.
I am using EE Keeper version 1.0.2.3.
Any reason why I am getting errors? Thanks for the help.
Signed,
Retard!