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EE Keeper, Updated to v1.0.4

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  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @cryptomancer - See Troodon80's post above yours. The problems with the Steam version apply to the GOG version, since both keep all the SoD resources in a .zip file.
  • BillyYankBillyYank Member Posts: 2,768

    Having a problem using EEKeeper on SoD, GOG version. I changed the save game directory and I can load the game but when I do I get an error saying it can't find BDKEYR (the key ring) in the item database.

    Any ideas?

    Run modmerge first.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    Bear with me—if I can get about two straight hours to work on it, I should have most of (if not all) the refactoring done and a release should follow once I've done some basic testing. Then you won't have any issues with it not finding resources. Preliminary date is this Wednesday, but not set in stone.
  • cryptomancercryptomancer Member Posts: 22

    @cryptomancer - See Troodon80's post above yours. The problems with the Steam version apply to the GOG version, since both keep all the SoD resources in a .zip file.

    Oh is that the only problem? Couldn't I just extract the BIF files from the ZIP then? Also, apologies. I thought it was only the Steam version that had that problem.

  • cryptomancercryptomancer Member Posts: 22

    @cryptomancer - See Troodon80's post above yours. The problems with the Steam version apply to the GOG version, since both keep all the SoD resources in a .zip file.

    Oh is that the only problem? Couldn't I just extract the BIF files from the ZIP then? Also, apologies. I thought it was only the Steam version that had that problem.

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @cryptomancer, it applies to both Steam and GOG. It's not just as easy and extracting the contents of the zip file—you can either use modmerge or wait a couple days and I'll have a fully functional version which can access the ZIP file for both Steam and GOG.
  • OrangemooseOrangemoose Member Posts: 83
    Troodon80 said:

    Bear with me—if I can get about two straight hours to work on it, I should have most of (if not all) the refactoring done and a release should follow once I've done some basic testing. Then you won't have any issues with it not finding resources. Preliminary date is this Wednesday, but not set in stone.

    Will this include it working for 2.0 BG2EE as well as SoD?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Orangemoose,

    It should already work with BG2EE 2.0. Is there a specific issue you are having?
  • OrangemooseOrangemoose Member Posts: 83
    Troodon80 said:

    @Orangemoose,

    It should already work with BG2EE 2.0. Is there a specific issue you are having?

    Oh, it's more of worrying whether or not the items to be transferred from SoD over to BG2EE would be saved or if the data would be deleted due to not being recognized.

    So that's not an issue then?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Orangemoose,

    From SoD to BG2EE—I thought I fixed it a while back so that items and spells would still save regardless of whether or not they could be found as proper resources. On the side of caution, then, probably best to wait until I get the SoD Zip format in. It won't be an issue after that.
  • OrangemooseOrangemoose Member Posts: 83
    Okay will do, thank you very much.
  • Francois42424Francois42424 Member Posts: 44
    I got an odd problem with mine... Whatever I do it keeps defaulting to french. I want EE Keeper to run in english. Oh it works and I can edit saved games very well with it. But it's annoying to read french terms for D&D, I never could stomach it and always buy the english books when I can help it.

    My system is running a french Win7, but that should not prevent me of running EE Keeper in english.
    I could use a bit of help to FORCE the program to run in english.

    Give me a reply if you know how to fix this... thanks!
  • OrangemooseOrangemoose Member Posts: 83
    edited April 2016


    Give me a reply if you know how to fix this... thanks!

    @Francois42424
    I'm not 100% on if this will work but I'll assume it will and if it does please tell me but you should be able to run EE Keeper using "AppLocale" and setting the language to English.
    Hopefully this works for you.

    Edit: Or maybe not, I think AppLocale is used to open programs of other regions rather than change their languages.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Francois42424,

    You can either select the language from the View ⇒ UI Language. Or you can just delete the lang folder that comes with Keeper.
  • IcyKittyIcyKitty Member Posts: 3
    Hey, sorry if this was already asked before (I only looked thru like 1/3 of the thread pages lol) but I'm wondering if I can add world map data to my save?

    Basically what happened was, I got BG2 first, and played it. When I got BG2EE recently, I didn't want to restart from scratch, so I copied over my regular BG2 saves into the BG2EE save folder. It works okay, the EE NPCs are there and everything, but apparently my world map is not updating with the EE locations required to do EE NPC quests. Is there a way to add this map data to my save thru the Keeper? Thanks!
  • Francois42424Francois42424 Member Posts: 44
    Troodon80 said:

    @Francois42424,

    You can either select the language from the View ⇒ UI Language. Or you can just delete the lang folder that comes with Keeper.

    Thank you, that did the trick !
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @IcyKitty, no, that cannot be done in Keeper. That has to be done manually in Near Infinity or DLTCEP by either editing in the areas or by copying over the Enhanced Edition world map and modifying the appropriate flags for visibility/explored areas, and even then it's very finicky.
  • SjerrieSjerrie Member Posts: 1,237
    @IcyKitty, would the quest trigger not also trigger the appearance of the area?
  • argent77argent77 Member Posts: 3,476
    Great work! The new update works fine with DLC archives in "install:" and "install:/dlc". I could successfully apply item and spell resources from SoD to my party members and access SoD saves.

    A few suggestions though:
    1. For the sake of completeness you could add support for DLCs in "home:/*.zip" and "install:/workshop/*.mod" as well.
    2. For best compatibility you should retrieve the save folder names for the SoD campaign from CAMPAIGN.2DA.
    3. You could try to determine the correct home folder names from the "engine_name" entry in engine.lua. How about presetting a default "User Save Data Directory" when the user selected the installation directory if engine.lua is available?

  • IcyKittyIcyKitty Member Posts: 3
    Sjerrie said:

    @IcyKitty, would the quest trigger not also trigger the appearance of the area?

    Nope, doesn't trigger. Like I didn't even know the amphitheater for Rasaad's quest was not in the actual city because nothing new appeared on the world map.

    So should I just post about this to a new thread?
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @IceKitty,

    Yes, this is something you need to make a request for from a modder. It'll require a bit of work, more depending on how far along you are in the game, but it is doable. Whether it's actually worth the time and/or effort is different thing. :-)
    argent77 said:

    Great work! The new update works fine with DLC archives in "install:" and "install:/dlc". I could successfully apply item and spell resources from SoD to my party members and access SoD saves.

    A few suggestions though:

    1. For the sake of completeness you could add support for DLCs in "home:/*.zip" and "install:/workshop/*.mod" as well.
    2. For best compatibility you should retrieve the save folder names for the SoD campaign from CAMPAIGN.2DA.
    3. You could try to determine the correct home folder names from the "engine_name" entry in engine.lua. How about presetting a default "User Save Data Directory" when the user selected the installation directory if engine.lua is available?

    Thanks for the feedback, @argent77. :-)

    1 is already in for "home:/*.zip" though I made a goof with the workshop string comparison line. However, I'm not in any particular hurry to fix that (and by that, I mean I've fixed it already but I'm not doing another reupload just for that :P).

    I'm not sure I need to worry about 2 and 3, at least not yet. EE Keeper uses checkboxes with localisation rather than a tree view with simple folder names, so it's not quite as easy to implement. One thought I had was a small UI redesign—that is, if I want to sort the save games. As it is, we have single player, multiplayer, Black Pits, and Siege of Dragonspear. What would be easier is simply having one long list, though that's hardly tidy so not the option I want to go with. Multiplayer, Single Player, and Black Pits are all still hardcoded in the game engine, so there's not much I can do with that but something similar to that. The only thing right now that would require a change is Siege of Dragonspear.

    If I'm going to do it, it needs to be done right.

    Thinking about it, I suppose I could just do Single Player (default, doesn't get a checkbox), Multiplayer, Black Pits, and "Additional Campaigns." So not specific to Siege of Dragonspear (but could potentially be confusing for the end user)—how does that sound?

    3 is a good point, though, to add a default preset—I'll add it at some point, but it'll probably have to wait.

    I did also think about adding in table overrides for STARTARE and others so that the journal has the correct date in SoD, but since Keeper has the ability to open multiple save games at the same time, the tables would need to be assigned as part of loading the save game rather than global. Again, something for the future but not right now.

    If I get time to work on it tomorrow, I might look at those options. Otherwise it'll be next weekend or the weekend after.
  • argent77argent77 Member Posts: 3,476
    Troodon80 said:

    Thinking about it, I suppose I could just do Single Player (default, doesn't get a checkbox), Multiplayer, Black Pits, and "Additional Campaigns." So not specific to Siege of Dragonspear (but could potentially be confusing for the end user)—how does that sound?

    Maybe you could expand the campaign checkbox a bit:



    There is certainly no need to rush. It probably takes some time before modders are starting to make use of the campaign externalization. I can also imagine that future game patches externalize the main campaigns (SoA and ToB in BG2:EE) and the Black Pits into campaign.2da as well.
  • AmmellisanAmmellisan Member Posts: 19
    seem to be having a problem with eekeeper(but could be caused by new patch).
    I always changed my appearance to Madae or isair from IWD, and never had any problems(talking BG2ee here). i used to use the 'extended animations' mod but even with that i now have the problem that it all turns me into a myconid, instead of the appearances i want...never used to have this problem and curious what is causing it
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Ammellisan,

    The Myconid animation is the default for unrecognised/corrupted sprites. Your options are fairly limited. You can attempt to reinstall the game and the mod, or attempt to reinstall only the mod.

    @argent77 I'll look into that. :-)
  • argent77argent77 Member Posts: 3,476
    @Troodon80 I've noticed an issue with multiplayer SoD savegames. The folder "mpsodsave" or its content doesn't appear to be detected when enabling the "Siege of Dragonspear" and "Multiplayer Games" checkboxes.

    There is another small issue with the dialog title for the "Open Saved Game" action. It always states "Open Single Player Saved Game" even though you can select multiplayer saved games as well. I'd suggest to use a more generic title or update it based on the current "Multiplayer Games" checkbox state.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @argent77,

    I'll have an update for that and the 'Additional Campaigns' combo box tomorrow.
  • IldunIldun Member Posts: 34
    May I ask, is EE Keeper not compatible with SoD yet? I received warning about some items are not in database, if I save the changes they will disappear
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Ildun,

    Did you download the latest version I posted yesterday?
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