Tried adding other values beside zero and it works, but can't make it double and will also need to make multiple effects for each level. I thought I'll be able to double all spell slots for all 9 levels at once but guess that's not how it works.
Is there an android version of Keeper? or a way to cheat in there?
Not yet, at least not as far as I am aware. Someone else was trying to make something like this—last I heard they were going to put it on Google Play and sell it—but I haven't heard anything about it in a few months.
@DrGerm You set the XP value to get to the level desired, and then load up the game. You will be prompted as usual to level up, several levels can be attained successively by just increasing the XP as necessary.
I'm actually working on something for the next version that should allow automated levelling up; pick a level or experience value and have the character level up to that. At least, that's the plan.
I'm actually working on something for the next version that should allow automated levelling up; pick a level or experience value and have the character level up to that.
What about doubling the spell slots for a Cleric (or a Druid, or Paladin or Bard) ?
When doubling slots—wizard classes use "Spell: Wizard spell slot modifier [42]" and cleric classes use "Spell: Priest Spell Slots Modifier [62]" You can see the basic usage a few posts above.
Paladin, Druid, Ranger, and Cleric use the Priest Spell Slots Modifier.
Mage, Sorcerer, and Bard use Wizard spell slot modifier.
My keeper has trouble loading the file containing the list of effects. I searched for that DAT file you mentioned but i cant find it in game`s directory or anywhere.
P.S Am pretty new to the game and the program so if you can keep it simple i would appreciate Tnx in advance
What about doubling the spell slots for a Cleric (or a Druid, or Paladin or Bard) ?
When doubling slots—wizard classes use "Spell: Wizard spell slot modifier [42]" and cleric classes use "Spell: Priest Spell Slots Modifier [62]" You can see the basic usage a few posts above.
Paladin, Druid, Ranger, and Cleric use the Priest Spell Slots Modifier.
Mage, Sorcerer, and Bard use Wizard spell slot modifier.
My keeper has trouble loading the file containing the list of effects. I searched for that DAT file you mentioned but i cant find it in game`s directory or anywhere.
P.S Am pretty new to the game and the program so if you can keep it simple i would appreciate Tnx in advance
@Nylai, the DAT file should be in the archive that EEKeeper.exe is in, and likewise it needs to be in the same folder. If you downloaded from SourceForge, the archive should have a folder called 'lang', a file called 'bgEEEffects.dat', and the executable 'EEKeeper.exe'. If you picked the SFX version, the installer, then the DAT file will be wherever you installed Keeper.
My keeper has trouble loading the file containing the list of effects. I searched for that DAT file you mentioned but i cant find it in game`s directory or anywhere.
P.S Am pretty new to the game and the program so if you can keep it simple i would appreciate Tnx in advance
@Nylai, the DAT file should be in the archive that EEKeeper.exe is in, and likewise it needs to be in the same folder. If you downloaded from SourceForge, the archive should have a folder called 'lang', a file called 'bgEEEffects.dat', and the executable 'EEKeeper.exe'. If you picked the SFX version, the installer, then the DAT file will be wherever you installed Keeper.
Silly mistake,i extracted .exe only and thats why i didnt had the .dat it needed. Is there a way to restore rangerhood via EE keeper?
@Nylai, there should be a checkbox labelled 'Fallen' under the Characteristics tab. I think that's all you need to uncheck. You may also need spells, but I'm not sure (spells should be restored on level up, or you can select whatever spells you want from the appropriate (Cleric) spell tab via the spell browser).
I got one for you guys. I love 3E and IWD:EE is 2E. 2E mages get no bonus spells for high Int so of course I want to use EE Keeper to up the amount of mem'd spells for my mage right? The function in EE keeper works fine... until I level up and sleep. The number of mem'd spells always resets. Is there a way to modify this parameter and to have all future level-gains become an add-on to the base # I've chosen?
My 20 Intelligence Mage want's to have the 1 spell he's allowed to have memorized, +2 because of his high Int. But if I add them, next level he won't gain additional Mem slots because I already gave them. Then if I re-load a state, the extra number of Mem slots I may have given him/her have disappeared again and I only have what's allowed by the game (basically no fun).
@Dang3r_Ah3ad, you can use the feature mentioned above—go to the Effects tab and add an effect with Type 'Spell: Wizard spell slot modifier [42]'. Instead of using double slots:-
I have a couple questions regarding changes to character race made with EE Keeper.
So let's say I want a dwarf Paladin: I start out as a human in character creation, roll my stats, and all that jazz. I then save and edit my character's race, making him a dwarf.
Question #1: Will NPC dialogue/reactions reflect the fact that I am now playing a dwarf, or will everyone I meet still treat me like a human?
Question #2: Will I be able to export my dwarf Paladin into BG2:EE once I finish BG:EE, or will the fact that my save has been edited cause problems?
@who_is_daniel, use opcode 188 - Aura Cleansing as an effect. Target should be self, duration should be permanent, and the resist should be either nonmagical or Cannot Dispel/Can Bypass Resistance.
Question #2: Will I be able to export my dwarf Paladin into BG2:EE once I finish BG:EE, or will the fact that my save has been edited cause problems?
Editing a save game, by itself, isn't enough to cause the game to misbehave—it depends on the edit. I don't think there will be any issue with importing a dwarven paladin, but there's only really one sure way of knowing: try it.
I have one last question: when I go to change my race in EE Keeper, will I need to manually edit my racial stat modifiers and bonuses as well? For instance, if I change my human paladin to a dwarf one, will EE Keeper automatically give my paladin the appropriate modifiers/bonuses, or will I still have my human ones (in other words, none at all)?
@TheVerySpecialK, for now you will keep the human stats. Those are base scores. You'll need to edit racial bonuses manually. As best I can tell, for a warrior class, the only change to stats would be the saving throws when changing to a dwarf (go to the Resistances tab and minus 2 from 'Paralyzation, Poison, Death Magic', 'Rod, Staff, Wand', and 'Spells'). I'm working on an update for that, though—it just needs thorough testing.
I'm hoping with the next update that you'll be able to press a 'Recalculate Stats' button which will update hit points, armour class, THAC0, experience points, spell slots, and saving throws based on the current character's level, class/kit, race, and primary abilities (strength, dexterity, etc.).
There's some weirdness that I've noted with the HP calculation and multi-class between BG:EE and BG2:EE, though. As an example: a half-elf Fighter/Mage/Thief with 12 in every ability (so there are no bonuses to show) at levels 5/5/6 gets 32 HP in BG:EE, but gets 35 in BG2:EE under the same conditions. I know why it occurs, so I've added a new option so that that it can be toggled; in-game, it's automatic due to the differing starting levels.
Here are some screenshots:
Base character, created in BG:EE and levelled up to 89000 to test the HP as mentioned above.
Increased Fighter level by 1, from 5 to 6. Recalculated. Both HP and THAC0 have changed.
Changed abilities. Base stats remain unchanged, but the total amounts including bonuses have changed (this does not impact the character, creature, or save game file in any way, the totals are informative only).
In addition to that, I've also included a Max HP option which mimics the game option. So if that option is enabled, you'll get whatever the maximum hit points for a specific level, otherwise it's a random roll based on the tables.
The difference between Recalculate Stats and Update Stats are (I'll use hit points as an example):
'Update Stats' simply updates the total amounts; these are the base amounts including bonuses applied from abilities, but not the base numbers themselves (in other words, only an informative change that does not impact the file). For example, pressing Update Stats after changing your character's level will do nothing, but pressing it after increasing Constitution will refresh the total amount. The only change that will be made to your save game is the change you make to Constitution—bonuses to things like hit points are added by the game and are not stored.
Summary: If you have a custom base HP, then this will calculate the total based on that number (without changing it).
'Recalculate Stats' recalculates the base numbers and totals. Custom values are reset to what they are supposed to be. Pressing Recalculate Stats after increasing a level will refresh the base score and total.
Summary: If you have a custom base HP, then it will be overwritten by the new proper base HP.
Hopefully having two nearly identical buttons won't be too confusing.
In most cases, I expect Recalculate Stats to be the more important. Update Stats is only really of use when you are changing a specific ability and want to see the new totals derived from that, or are using a custom base number for a given stat and don't want it to be overwritten.
I'm hoping with the next update that you'll be able to press a 'Recalculate Stats' button which will update hit points, armour class, THAC0, experience points, spell slots, and saving throws based on the current character's level, class/kit, race, and primary abilities (strength, dexterity, etc.).
Very nice; a button like this would be most welcome indeed. Kudos to you, sir!
As I can't stand Anomen, I decided that I would make myself a Fighter/Cleric to use in my party. After three hours of storing rolls, I finally got the stats I wanted and made the character. Got ingame and leveled her up via the console to 15/16. I exported her to a .chr file then geared her up via EE keeper and I have found that when I convert her to a .cre file so I can console her into the game, she ends up without a name. I would like to have her continue to be called Amber. Any idea how I can fix this?
Screenshot of both chars in ee keeper attached, as well as .chr and .cre files. Can't upload .cre and .chr files to the forum, so they are in a rar.
@BelziBhaal, CRE files cannot have an internal name, you'll need to have a string reference from the TLK file (press the button labelled "##" and search for text). Is there a reason why you want to use the console to get her into the game?
It would be easier to make all the required changes to your current save game (making a copy/paste backup first, of course). If you have a save game where you want this new character to be, you can make the required changes by comparing them as per the screenshot.
Is there an easier way to get her into the game? I'd rather not have to play a MP game to get her in. I also took the screenshot so you could see there's no difference between the two versions of the character.
Also, in the second paragraph, I have no idea what you said. I'm a little buzzed on painkillers, so brain not working all too well.
Comments
Type: Spell: Wizard spell slot modifier [42]
Target: Self
Flags: Permanent
D/R: Nonemagical
Slot amount modifier: 0 for double
Spell Level: 256 for all 12 spell levels.
Time: 0
Probability: 100%
Edit:
Is there an android version of Keeper? or a way to cheat in there?
Tried adding other values beside zero and it works, but can't make it double and will also need to make multiple effects for each level. I thought I'll be able to double all spell slots for all 9 levels at once but guess that's not how it works.
Flag: Instant, Permanent.
I probably wouldn't mind paying for an ease of use Keeper as long as it's not too expensive. hope its made.
Something I'm not figuring out though. How do you level up characters via EE Keeper?
Thanks!!!
For others: What you are looking for is the field labeled "Experience" in the "Abilities" tab.
Thanks!
@DrGerm
I'm actually working on something for the next version that should allow automated levelling up; pick a level or experience value and have the character level up to that. At least, that's the plan.
Paladin, Druid, Ranger, and Cleric use the Priest Spell Slots Modifier.
Mage, Sorcerer, and Bard use Wizard spell slot modifier.
I searched for that DAT file you mentioned but i cant find it in game`s directory or anywhere.
P.S Am pretty new to the game and the program so if you can keep it simple i would appreciate
Tnx in advance
Is there a way to restore rangerhood via EE keeper?
My 20 Intelligence Mage want's to have the 1 spell he's allowed to have memorized, +2 because of his high Int. But if I add them, next level he won't gain additional Mem slots because I already gave them. Then if I re-load a state, the extra number of Mem slots I may have given him/her have disappeared again and I only have what's allowed by the game (basically no fun).
Pick your brain!?
Target: Self
Flags: Permanent
Dispel/Resistance: Nonmagical
Slot Amount Modifier: 3
Spell Level: (e.g. 1, 2, 4, 8, 16, etc., see instructions)
Do this for each spell level.
This adds the number in the Slot Amount Modifier to the number of spells a creature gains from the 2DA tables.
So let's say I want a dwarf Paladin: I start out as a human in character creation, roll my stats, and all that jazz. I then save and edit my character's race, making him a dwarf.
Question #1: Will NPC dialogue/reactions reflect the fact that I am now playing a dwarf, or will everyone I meet still treat me like a human?
Question #2: Will I be able to export my dwarf Paladin into BG2:EE once I finish BG:EE, or will the fact that my save has been edited cause problems?
@TheVerySpecialK, Dialogue will reflect any change in race, class, and gender, regardless of how far through the game you are. Editing a save game, by itself, isn't enough to cause the game to misbehave—it depends on the edit. I don't think there will be any issue with importing a dwarven paladin, but there's only really one sure way of knowing: try it.
I have one last question: when I go to change my race in EE Keeper, will I need to manually edit my racial stat modifiers and bonuses as well? For instance, if I change my human paladin to a dwarf one, will EE Keeper automatically give my paladin the appropriate modifiers/bonuses, or will I still have my human ones (in other words, none at all)?
I'm hoping with the next update that you'll be able to press a 'Recalculate Stats' button which will update hit points, armour class, THAC0, experience points, spell slots, and saving throws based on the current character's level, class/kit, race, and primary abilities (strength, dexterity, etc.).
There's some weirdness that I've noted with the HP calculation and multi-class between BG:EE and BG2:EE, though. As an example: a half-elf Fighter/Mage/Thief with 12 in every ability (so there are no bonuses to show) at levels 5/5/6 gets 32 HP in BG:EE, but gets 35 in BG2:EE under the same conditions. I know why it occurs, so I've added a new option so that that it can be toggled; in-game, it's automatic due to the differing starting levels.
Here are some screenshots:
Base character, created in BG:EE and levelled up to 89000 to test the HP as mentioned above.
Increased Fighter level by 1, from 5 to 6. Recalculated. Both HP and THAC0 have changed.
Changed abilities. Base stats remain unchanged, but the total amounts including bonuses have changed (this does not impact the character, creature, or save game file in any way, the totals are informative only).
In addition to that, I've also included a Max HP option which mimics the game option. So if that option is enabled, you'll get whatever the maximum hit points for a specific level, otherwise it's a random roll based on the tables.
The difference between Recalculate Stats and Update Stats are (I'll use hit points as an example):
- 'Update Stats' simply updates the total amounts; these are the base amounts including bonuses applied from abilities, but not the base numbers themselves (in other words, only an informative change that does not impact the file). For example, pressing Update Stats after changing your character's level will do nothing, but pressing it after increasing Constitution will refresh the total amount. The only change that will be made to your save game is the change you make to Constitution—bonuses to things like hit points are added by the game and are not stored.
- 'Recalculate Stats' recalculates the base numbers and totals. Custom values are reset to what they are supposed to be. Pressing Recalculate Stats after increasing a level will refresh the base score and total.
Hopefully having two nearly identical buttons won't be too confusing.Summary: If you have a custom base HP, then this will calculate the total based on that number (without changing it).
Summary: If you have a custom base HP, then it will be overwritten by the new proper base HP.
In most cases, I expect Recalculate Stats to be the more important. Update Stats is only really of use when you are changing a specific ability and want to see the new totals derived from that, or are using a custom base number for a given stat and don't want it to be overwritten.
As I can't stand Anomen, I decided that I would make myself a Fighter/Cleric to use in my party. After three hours of storing rolls, I finally got the stats I wanted and made the character. Got ingame and leveled her up via the console to 15/16. I exported her to a .chr file then geared her up via EE keeper and I have found that when I convert her to a .cre file so I can console her into the game, she ends up without a name. I would like to have her continue to be called Amber. Any idea how I can fix this?
Screenshot of both chars in ee keeper attached, as well as .chr and .cre files. Can't upload .cre and .chr files to the forum, so they are in a rar.
It would be easier to make all the required changes to your current save game (making a copy/paste backup first, of course). If you have a save game where you want this new character to be, you can make the required changes by comparing them as per the screenshot.
Also, in the second paragraph, I have no idea what you said. I'm a little buzzed on painkillers, so brain not working all too well.