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.
If you have a save game already and want to make changes to your character (i.e. change class, kit, race, etc.), you can open it up along side the character you have exported.
Make the changes directly to the save game by comparing your save game and the exported character. :-)
I mentioned it some time ago (don't think it was in this topic), and the basics were: create a new character and level up in-game, then open that character up along side your original save game and make the edits.
@BelziBhaal, unfortunately not. If you don't want to edit your main character or replace a current character in your party, you'll need to do so via multiplayer.
@BelziBhaal, another thought—it's possible that you could add the CRE to the game and use CTRL+Q, then edit the save game to include a name on that character. You won't be able to do this in the CRE file, but you will as part of the save game.
New revision, 1.0.3. See page 1 for usual 3 links. @AstroBryGuy has also managed to considerably reduce the size of the download for the wrapped version.
The two additions marked Enhanced Editions only are exactly that—though I've tried to maintain backwards compatibility with the original BG2, it should still have the same features it always did (in other words: nothing lost, nothing gained).
Fixed memorisation list not clearing when the program is closed (memory leak).
Implemented "Profiles..." menu item which loads known profiles for quicker switching. Note: currently, it does not refresh for new profiles added after the list is loaded.
Changing editor language via View⇒UI Language is now instant.
Can now unzip save games from iOS/Android with the extension .bg1save: Works with or without save game number on bg1save archive.
If the file has no starting number, then one will be picked; priority is: if there are save games that already have numbers in excess of 100, then it will pick that number + 1. If there are no save games with numbers in excess of 100, then it will start at 100.
If the file has a number, then it will use that. Known issue:
If your save game is named with just a number, e.g. 123.bg1save, then it will not be extracted. I may or may not fix that since having a number on a bg1save file is not official behaviour.
Additional notes: Keeper will attempt to extract bg1save files every time the Open Save Game dialog is opened. Keeper will delete any bg1save files it extracts to avoid repeated extraction—it will only delete items it can extract, it a save game with a number is present and is extracted once, and another bg1save by the same name and number (e.g. if there were 000000001-Quick-Save.bg1save) it will not extract the second one nor will it delete the archive.
Update checker overhaul (code and appearance) -- no longer check for updates via About dialog. Update checker now has its own window with a progress bar when downloading (saves a zip file to a specified location rather than doing an actual update). Note: it should now also work slightly better with OSX, it'll look for updated wrapped versions; if no wrapped version is available, then it won't say there's an update.
"Find Strings..." dialog changes:
Added "Resource" column for audio in Find Strings dialog.
Added "Save Strings to File" to save the current list to either CSV (default) or TXT.
Under Settings⇒Miscellaneous, added a host of new options as well as grouping, previously only available via INI editing; as well as two new options for the new features:
Max HP on levelup (does exactly what you'd expect).
Divide HP after total sum (this applies to multi-class and dual-class characters; when enabled, you should get more HP on each roll. The effect can be seen when comparing a freshly created character in BG:EE at level 1, and a new character in BG2:EE, then levelling up the BG:EE character and comparing the total HP).
Update Bonus Stats and Recalculate Stats buttons added to main creature editor; Enhanced Editions only (note that in both cases they do not take into account of any effects or item bonuses): tagging @TheVerySpecialK :-)
Update Bonus Stats updates only the total values, not the base stats. This option does not change the creature/character/save in any way unless already edited (it makes sure that the values changed actually impact the total -- so, for example, if you change dexterity, it'll set it and use the updated value when calculating the armour class total -- this is the same as when making an edit and moving to another party character).
Recalculate Stats updates the base values and totals. If you're using a custom value for something like HP, that's going to get reset. This should reset everything to what they should be as per the engine rules. Could be potentially hazardous if you have custom values. HP, AC, THAC0, Thief Skills, and Saving Throws will all be set to their appropriate amount. May or may not work with modded kits—feedback welcomed. Might add spell slots and proficiency points display next—possibly also automating bonus spells if more are found in the list than there should be according to the game tables. Note: because of the use of game tables, there arises some obvious issues—upper and lower limits: there is no level 0 or currently anything above level 40, so expect some weirdness if using 0 or 41+, same thing applies to abilities above 25.
Only works for classes that should have thief skills; thief, bard, ranger, monk, and dual/multi-classed thieves.
Displays bonuses from dexterity when Update Bonus Stats is pressed.
Readout to show the total available points to spend and how many are left to spend; [currently availably] / [total]
Dual-class thieves will not show points to spend if thief class is set to be the original class, will fix in next build.
Rangers and monks will increase as per game tables, they won't display points to spend.
Changed types for THAC0 and Resistances (all); these are now signed values: -128 to 127.
Saving throws can now go to 0, instead of being reset to 1. Thanks to @ogreb for pointing that out.
Journal can now show time/date stamp (option "Show Journal Date"); there are four options for flavour (these have not been put into the settings dialog):
0x00 - No date stamp
0x01 - Date stamp on both journal entry in list and text output (default)
0x10 - Date stamp on entry in list only
0x11 - Data stamp on text output only
As usual, let me know if there are any issues. :-)
@tysxych that was part of my 2DA rewrite, I thought I had gotten all of those calls (I did for the spells, at least). I'll get that fixed tomorrow and upload as 1.0.3.1. :-)
@tysxych that was part of my 2DA rewrite, I thought I had gotten all of those calls (I did for the spells, at least). I'll get that fixed tomorrow and upload as 1.0.3.1. :-)
"Unable to locate the kit ability list." error when trying to add kit effects. Thanks to @tysxych for pointing that out.
Changed: File⇒Open Character File... and File⇒Open CRE File...
Removed the old Open Character/Creature dialog and replaced it with a standard Windows Open File dialog. This enables loading of creature and character files from anywhere. @Adso was looking for something that could do that. These were both changed due to their redundancy and only being able to open characters or creatures which were located in the games' folders. Creatures and characters can now be found in their respective browsers.
Added: Character Browser.
Essentially the same as the Creature Browser, but can view characters from the characters folder, override, and BIF. Previously, only characters that had been exported could be viewed from the Open Character File... dialog. I had forgotten about an early report by @mlnevese when I created the new topic here. The button icon should look like a helmet silhouette (created using HELM10 as a template), though I suppose it could look like someone in a very loose fitting robe yelling at the sky...
I've been trying to change my class from an Inquisitor to cavalier in BG2EE and looking at a guide says to reset character to 0 and then lvl up so stats and such change to new class then add exp to get to previous lvl, but every time i try to lvl from 0 BG crashes saying "an error was found". I tried just changing my class kit, but that just does nothing :S.
Never mind i fixed it, i was removing stuff from the "memorization" tab because i thought it was to do with priest and wizard spells :S, not removing anything made everything work fine.
Glad you got it sorted. And yes, the memorisation tab can be a problem if you remove stuff. It's there so that people who don't yet have an Innate category can add it to make use of their innate abilities added via the Kit button under the Innate tab. :-)
Hello, I have a problem about "Character Browser". When I click the "Character Browser" button, the "Profiles" menu adds a "Character Browser Window" option and can't remove in the "Settings-Installation Directory-Game Profile".
Fixed for next version. Didn't filter it when looking for profiles. I'm looking at the next version possibly being ready by next weekend or the weekend after. There were a few tweaks that should be made it in; another one being the Character Browser: when you try to delete a CHR resource from the override directory, it looks for CRE instead. And a feature requested by AstroBryGuy on Mac: when it is updated, all the INI settings can be lost, so I'm making a new location for Mac (only) to store them.
The EEKeeper.exe from the "EE Keeper 1.0.3.2.zip" at sourceforge still shows the version in the window header as "EE Keeper - Version 1.0.3.1". This seems to confuse the check for updates feature.
@NatureDruid: No. There shouldn't be any difference. The alignment in this case is mostly cosmetic.
News for the update released yesterday (wanted to wait for the Mac wrapper since it's part of the update).
Small update, 1.0.3.2:
Mac Specific Settings are now stored differently. See here for details on retaining settings/preferences. Requested by @AstroBryGuy for better compatibility and user friendliness.
Corrected deleting and delete message for characters (it was trying to delete creatures with the specified resource name, so it wasn't deleting anything).
Character Browser Window is now filtered when looking for profiles in the INI file. Thanks to @tysxych for pointing that out.
How to increase number of spell casts per round? So, I want with my mage that he can cast about 4 or 5 spells in one round. Now he can do that only once.
The number of spells you can cast in a single round depends on both the casting time of the spell, and the cooldown (aura) afterwards.
Thx, I did it. It works. Is there some guide what everything means and how it works in effects tab? Time, four empty variables which I left open,modifiers etc...
Btw, how to change Call of lightning spell to cast indoor ? That would be great. I couldn't find that in spells section.
Thx, I did it. It works. Is there some guide what everything means and how it works in effects tab? Time, four empty variables which I left open,modifiers etc...
Not at the moment—but that doesn't mean I couldn't add such helpful features. A descriptor for the options available. Right now, the primary elements you need to be concerned with are the two items that change (i.e. Modifier, Constant Value, etc.), the timing (Flags), and the dispel/resist option. Most of the time, if you add an effect yourself, you'll want it set to Instant, Permanent, and Cannot Dispel/Can Bypass Resistance. Other details are in the textbox to the right of the Edit Effect window. The text in the aforementioned texbox is loaded from the bgEEEffects.DAT file; so if there's something in particular you're looking for, you can probably do a CTRL+F search of the text document in Notepad.
Btw, how to change Call of lightning spell to cast indoor ? That would be great. I couldn't find that in spells section.
You'll need to modify the spell file. Spells cannot be modified with Keeper yet.
Soon, though.
Soon...
Thx Troodon80 for the info. For spell modifiers could you add: damage, AOE damage, radius, change to indoor also ( for Call of lightning), duration (for buffs and spells shields), percentage of special effects (Lower resistance spell,etc ...) If I'll remember something else I'll post it.
Btw, with your spell modification addition to EEKeeper, will it be possible to create our own spells ?
Btw, how to change Call of lightning spell to cast indoor ? That would be great. I couldn't find that in spells section.
You'll need to modify the spell file. Spells cannot be modified with Keeper yet.
Soon, though.
Soon...
Thx Troodon80 for the info. For spell modifiers could you add: damage, AOE damage, radius, change to indoor also ( for Call of lightning), duration (for buffs and spells shields), percentage of special effects (Lower resistance spell,etc ...) If I'll remember something else I'll post it.
Btw, with your spell modification addition to EEKeeper, will it be possible to create our own spells ?
You can do all of this with NearInfinity or DLTCEP. Of course, it'll be nice to also have EEKeeper able to do this kind of editing too, but there are tools available now to do it.
Great tool and so far the wineskin version works well on OSX! Used it in BG2EE to fix some bad proficiency choices for Minsc.
One tip for Mac users, however, is to select the "Resources" folder within the BG2 app package as the game location during initial setup (not the numbered folder BeamDog creates, as other setup guides indicate). This may not be necessary for all Mac users, but it solved my own problems with EE Keeper being unable to load game resources and language options not populating in the dropdown menu.
I have been trying to edit the journal entries on an Icewind Dale savegame and even though I can search for the entry I want to create, once I select it, it doesn't appear on the edit journal entry, nor can I edit the text inside.
Also as a side note, user created strings don't have any text.
Any chance of having those fixed on a future version?
Comments
Make the changes directly to the save game by comparing your save game and the exported character. :-)
I mentioned it some time ago (don't think it was in this topic), and the basics were: create a new character and level up in-game, then open that character up along side your original save game and make the edits.
Is there any other way to get her into the game as a .chr instead of a .cre?
The two additions marked Enhanced Editions only are exactly that—though I've tried to maintain backwards compatibility with the original BG2, it should still have the same features it always did (in other words: nothing lost, nothing gained).
As usual, let me know if there are any issues. :-)
Fixed:
- "Unable to locate the kit ability list." error when trying to add kit effects. Thanks to @tysxych for pointing that out.
Changed: File⇒Open Character File... and File⇒Open CRE File...- Removed the old Open Character/Creature dialog and replaced it with a standard Windows Open File dialog. This enables loading of creature and character files from anywhere. @Adso was looking for something that could do that. These were both changed due to their redundancy and only being able to open characters or creatures which were located in the games' folders. Creatures and characters can now be found in their respective browsers.
Added: Character Browser.I can't replicate a crash by doing a simple kit change and resetting the level. Can you zip and upload a save game for me to look at?
Never mind i fixed it, i was removing stuff from the "memorization" tab because i thought it was to do with priest and wizard spells :S, not removing anything made everything work fine.
Glad you got it sorted. And yes, the memorisation tab can be a problem if you remove stuff. It's there so that people who don't yet have an Innate category can add it to make use of their innate abilities added via the Kit button under the Innate tab. :-)
Fixed for next version. Didn't filter it when looking for profiles. I'm looking at the next version possibly being ready by next weekend or the weekend after. There were a few tweaks that should be made it in; another one being the Character Browser: when you try to delete a CHR resource from the override directory, it looks for CRE instead. And a feature requested by AstroBryGuy on Mac: when it is updated, all the INI settings can be lost, so I'm making a new location for Mac (only) to store them.
So there are three things in total.
Re-download. :-)
News for the update released yesterday (wanted to wait for the Mac wrapper since it's part of the update).
Small update, 1.0.3.2:
So, I want with my mage that he can cast about 4 or 5 spells in one round.
Now he can do that only once.
- Spell Effect: Aura Cleansing [188]
- Stat: Casting Speed Modifier [189]
The number of spells you can cast in a single round depends on both the casting time of the spell, and the cooldown (aura) afterwards.Time, four empty variables which I left open,modifiers etc...
Btw, how to change Call of lightning spell to cast indoor ? That would be great. I couldn't find that in spells section.
Soon, though.
Soon...
damage, AOE damage, radius, change to indoor also ( for Call of lightning), duration (for buffs and spells shields), percentage of special effects (Lower resistance spell,etc ...)
If I'll remember something else I'll post it.
Btw, with your spell modification addition to EEKeeper, will it be possible to create our own spells ?
One tip for Mac users, however, is to select the "Resources" folder within the BG2 app package as the game location during initial setup (not the numbered folder BeamDog creates, as other setup guides indicate). This may not be necessary for all Mac users, but it solved my own problems with EE Keeper being unable to load game resources and language options not populating in the dropdown menu.
Thanks to Troodon80 for all of your hard work!
I have been trying to edit the journal entries on an Icewind Dale savegame and even though I can search for the entry I want to create, once I select it, it doesn't appear on the edit journal entry, nor can I edit the text inside.
Also as a side note, user created strings don't have any text.
Any chance of having those fixed on a future version?