Are you sure? Did you set the installation paths to the correct locations (i.e. if you're editing a BGIIEE game, you cannot use the BGEE installation path)? If there are any OH* items and spells missing, it usually means the installation path is incorrect as it drops resources which cannot be found.
So I'm new here and just got the EE Keeper but had a few questions:
1. I'm trying to make my PC a vampire (similar to Hexxat's style), but I can't seem to get the effects where if she's out in sunlight she takes heavy damage like Hexxat's version. Is there any way to add that in? I tried copying Hexxat's "OHH_IT_BURNS" local variable but it didn't work
2. If I change my characters race to vampire, does she get the immunities that the standard vampire has like immunity to level drain?
As for your questions, though I haven't given Hexxat much "party time" as of yet, any effects she displays might just be scripted in a different way from simply setting those flags.
Haer'Dalis is a good example: everything that makes him a Tiefling is scripted specifically to his character. Even in Vanilla BG2 it was technically possible (quite easy actually) to play one, but every single detail that makes a tiefling a tiefling has to be manually added, and potentially modified after every level-up.
In short, it might be that Hexxat's sun allergy is scripted to her specifically, and not to every vampire in general.
Thanks for the answer! Any idea how I can change the script? Like for instance, changing the script to be a tiefling, which files would I have to look at to modify? (I am thinking of trying to check Hexxat's script and my PC's script later today after work to try to add the effects manually)
Hey! Could anyone help me figure out this problem? The save games that I edited with EE Keeper don't seem to be showing up ingame, but whenever I open up EE Keeper to look at save files they show up in the program. Also I'm using the steam version of both BG:EE and BG2:EE.
Hey! Could anyone help me figure out this problem? The save games that I edited with EE Keeper don't seem to be showing up ingame, but whenever I open up EE Keeper to look at save files they show up in the program. Also I'm using the steam version of both BG:EE and BG2:EE.
What did you enter in "settings" and then "installation directory"?
@Starri_95, could you copy and paste the User Save Data Directory text from the textbox in EE Keeper to the forum so I can see the full directory path?
There seems to be a bug with loading the correct save.
In game I make a save called "Quick-Save". In EEKeeper, I load the save called "Quick-Save". I make some changes to one of the characters. I press save. EEKeeper wants me to save it as "Quick-Save (Edited 0001)". I press OK. I decide to do things differently, and in EEKeeper I try to load the save called "Quick-Save" again.
But instead of loading "Quick-Save", it loads "Quick-Save (Edited 0001)", with all the changes I made, and want to revert.
EDIT: Figured it out. I still had the edited save open, which it still registered as the old save. So rather than opening the old save again, it brought that one to the foreground. Not exactly intuitive, but now that I know what's going on, it's not a problem.
Questions about the Add Kit Effects function. Does it also remove the abilities the Kit is not supposed to have? Say I make a Thief into a Swashbuckler. Will it also remove the Thief's Backstab ability?
And what's the EFF V1.0 and EFF V2.0 option for?
Finally, would it be possible, when adding kit effects, to set the default max level to that character's current level, rather than 100?
Questions about the Add Kit Effects function. Does it also remove the abilities the Kit is not supposed to have? Say I make a Thief into a Swashbuckler. Will it also remove the Thief's Backstab ability?
No, that's what the 'Remove Kit' checkbox is for. :-)
I wanted to make that as modular as possible and leave the power/choice ultimately up to the user. I didn't want to make it so you had to option to be one thing or another with no middle ground.
There is more I want to add to that, though, since base classes also get some abilities and spells; it's not just kits. I haven't been able to get the time to do that, though, but soon. At the moment, it will only remove kit choices rather than base class abilities—same thing applies to effects under the Effects tab.
Some things, however, are hardcoded. Such as backstab. So that has nothing to do with the save game aside from what kit or class your character is; there is no specific setting you need to change with certain things. For example, changing from a thief to a cleric will automatically prevent your character from using backstab as that is something the engine is coded for.
It's a toggle. I noticed that BG:EE had some creatures which used EFF V1.0 while others use EFF V2.0. For example, Alora (ALORA6.CRE) in Baldur's Gate Enhanced Edition. In Shadow Keeper, the effects look like this:
These effects are version 1.0 (or 'item/spell effects'), and should be proficiency modifiers. Instead, as the image shows, proficiency are not detected and effects appear garbled (and more importantly, not saved).
In EE Keeper, the effects are correctly detected as V1.0 and proficiency points are correctly detected and added to the list:
Sure! Here it is: C:\Users\Clutsy-Nymph\Documents\Baldur's Gate - Enhanced Edition\
@Starri_95, that's the right place for save games; can you make sure that EE Keeper is actually saving games to the 'save' folder inside that directory you have listed?
@Troodon80: So when converting Imoen and Safana from Thieves to Swashbucklers, all I have to do is change their kits from base class to Swashbuckler, and use the Add Kit Effects (for the correct max level), and they're good to go?
Sure! Here it is: C:\Users\Clutsy-Nymph\Documents\Baldur's Gate - Enhanced Edition\
@Starri_95, that's the right place for save games; can you make sure that EE Keeper is actually saving games to the 'save' folder inside that directory you have listed?
I checked and EE Keeper doesn't seem to be saving the save games at all to the save folder in the directory. I'm really confused on why it's doing this.
I wanted to use EE Keeper to give my Monk Fists +4 without having to level him that high (i think its 25), but I can't find anything that edits the unarmed "magical weapon" stats. I even tried going to effects and adding all the way up to 25 and just 25 in his kit class. Any ideas?
Edit: I thought this might be useful information in case this option was added, but Im using 1.0.3.2 on SoG saves.
@Starri_95, can you try running the EE Keeper executable as the administrator?
I tried running it as administrator but it still keeps on not saving the edited save games to the folder.
You could try searching your harddrives for any files created or modified around the time you saved the game. At least you'd find out where it's being saved, if at all.
You could try searching your harddrives for any files created or modified around the time you saved the game. At least you'd find out where it's being saved, if at all.
In addition to this, if you can't find out where they are being saved—are the save games visible in Keeper after making the modifications? If they are visible, I'll upload an executable which will output the location they are being saved to.
You could try searching your harddrives for any files created or modified around the time you saved the game. At least you'd find out where it's being saved, if at all.
In addition to this, if you can't find out where they are being saved—are the save games visible in Keeper after making the modifications? If they are visible, I'll upload an executable which will output the location they are being saved to.
You could try searching your harddrives for any files created or modified around the time you saved the game. At least you'd find out where it's being saved, if at all.
In addition to this, if you can't find out where they are being saved—are the save games visible in Keeper after making the modifications? If they are visible, I'll upload an executable which will output the location they are being saved to.
The save games are visible in EE keeper even after modifying them.
The save games are visible in EE keeper even after modifying them.
You can extract this and replace your current EE Keeper executable. When you save with Keeper, it'll show you the path to the save game in the message box.
The save games are visible in EE keeper even after modifying them.
You can extract this and replace your current EE Keeper executable. When you save with Keeper, it'll show you the path to the save game in the message box.
Kind of an odd question. I've been playing around with adding a kit to multiclass builds lately, and I was wondering if Dragon Disciple can correctly be applied to a fighter/mage build with EEkeeper. I remember hearing somewhere that sorceror is coded as if it were a wizard kit, not sure how true it is.
Mage and Sorcerer are coded in a similar way (definitely not the same way) since they both have spell casting abilities. Mage and Cleric classes are also coded in a similar way when it comes to spells, there is some overlap instead of completely coding completely separate functions. However, Sorcerer, like the Cleric class, is its own base class. You cannot add Dragon Disciple to a class that does not support it (in this case, a multi-class Mage option). Every class and kit has a hardcoded identifier (with abilities and such being left to external tables), if your kit does not belong to a specific class, then it will be treated as though it is a base class.
If you attempt to add Dragon Disciple to a Fighter/Mage/* class, then the Mage class will go through all the applicable schools—Conjurer, Necromancer, etc.—and then default to 'Mage' when it cannot find the kit you are using.
If you want to add the abilities from that kit then that's possible but outside the scope of Keeper (aside from simply adding the appropriate effects and abilities/spells).
Hey all im having a problem that i hope someone can help me with
I just started playing around with IWDEE and i wanted to add some weapons Prefs to two classes (ie Cleric that can use a longsword and a thief that can use a Longbow)
After adding those prefs and saving. In game on there char sheet they have the + but they still cant equipped the weapon (there highlighted red)
Am i doing something wrong or is this just not possible?
Who can use specific items or weapons is not actually affected by the number of proficiency points, if any. Every weapon or piece of armor has flags that tell the game which class/kit can or cannot use it.
So for your cleric to wield longswords you actually need to edit those longswords, not the character.
found a post talking about adding a effect to let a char use all items and weapons (Can Use Any Item [302])
but cant get it to work?
Edit: Got it to work! woot. Now my cleric can use any item in the game. Honestly thats more DnD to me then this hole (You cant use that) stuff they did in the old version. DnD has always been a suggestion on how to play, not the rule book you smash people in the head with (like most DnD games do)
Comments
Are you sure? Did you set the installation paths to the correct locations (i.e. if you're editing a BGIIEE game, you cannot use the BGEE installation path)? If there are any OH* items and spells missing, it usually means the installation path is incorrect as it drops resources which cannot be found.
So I'm new here and just got the EE Keeper but had a few questions:
1. I'm trying to make my PC a vampire (similar to Hexxat's style), but I can't seem to get the effects where if she's out in sunlight she takes heavy damage like Hexxat's version. Is there any way to add that in? I tried copying Hexxat's "OHH_IT_BURNS" local variable but it didn't work
2. If I change my characters race to vampire, does she get the immunities that the standard vampire has like immunity to level drain?
Thanks!
As for your questions, though I haven't given Hexxat much "party time" as of yet, any effects she displays might just be scripted in a different way from simply setting those flags.
Haer'Dalis is a good example: everything that makes him a Tiefling is scripted specifically to his character. Even in Vanilla BG2 it was technically possible (quite easy actually) to play one, but every single detail that makes a tiefling a tiefling has to be manually added, and potentially modified after every level-up.
In short, it might be that Hexxat's sun allergy is scripted to her specifically, and not to every vampire in general.
Thanks for the answer! Any idea how I can change the script? Like for instance, changing the script to be a tiefling, which files would I have to look at to modify? (I am thinking of trying to check Hexxat's script and my PC's script later today after work to try to add the effects manually)
You can always open a topic about it, there are far more knowledgable people than me here on the forums.
C:\Users\Clutsy-Nymph\Documents\Baldur's Gate - Enhanced Edition\
In game I make a save called "Quick-Save".
In EEKeeper, I load the save called "Quick-Save".
I make some changes to one of the characters.
I press save. EEKeeper wants me to save it as "Quick-Save (Edited 0001)". I press OK.
I decide to do things differently, and in EEKeeper I try to load the save called "Quick-Save" again.
But instead of loading "Quick-Save", it loads "Quick-Save (Edited 0001)", with all the changes I made, and want to revert.
EDIT: Figured it out. I still had the edited save open, which it still registered as the old save. So rather than opening the old save again, it brought that one to the foreground. Not exactly intuitive, but now that I know what's going on, it's not a problem.
Questions about the Add Kit Effects function. Does it also remove the abilities the Kit is not supposed to have? Say I make a Thief into a Swashbuckler. Will it also remove the Thief's Backstab ability?
And what's the EFF V1.0 and EFF V2.0 option for?
Finally, would it be possible, when adding kit effects, to set the default max level to that character's current level, rather than 100?
I wanted to make that as modular as possible and leave the power/choice ultimately up to the user. I didn't want to make it so you had to option to be one thing or another with no middle ground.
There is more I want to add to that, though, since base classes also get some abilities and spells; it's not just kits. I haven't been able to get the time to do that, though, but soon. At the moment, it will only remove kit choices rather than base class abilities—same thing applies to effects under the Effects tab.
Some things, however, are hardcoded. Such as backstab. So that has nothing to do with the save game aside from what kit or class your character is; there is no specific setting you need to change with certain things. For example, changing from a thief to a cleric will automatically prevent your character from using backstab as that is something the engine is coded for. It's a toggle. I noticed that BG:EE had some creatures which used EFF V1.0 while others use EFF V2.0. For example, Alora (ALORA6.CRE) in Baldur's Gate Enhanced Edition. In Shadow Keeper, the effects look like this:
These effects are version 1.0 (or 'item/spell effects'), and should be proficiency modifiers. Instead, as the image shows, proficiency are not detected and effects appear garbled (and more importantly, not saved).
In EE Keeper, the effects are correctly detected as V1.0 and proficiency points are correctly detected and added to the list:
Yes, and I'll probably do that for the next build. :-)
Thanks for the help!
Edit: I thought this might be useful information in case this option was added, but Im using 1.0.3.2 on SoG saves.
Mage and Sorcerer are coded in a similar way (definitely not the same way) since they both have spell casting abilities. Mage and Cleric classes are also coded in a similar way when it comes to spells, there is some overlap instead of completely coding completely separate functions. However, Sorcerer, like the Cleric class, is its own base class. You cannot add Dragon Disciple to a class that does not support it (in this case, a multi-class Mage option). Every class and kit has a hardcoded identifier (with abilities and such being left to external tables), if your kit does not belong to a specific class, then it will be treated as though it is a base class.
If you attempt to add Dragon Disciple to a Fighter/Mage/* class, then the Mage class will go through all the applicable schools—Conjurer, Necromancer, etc.—and then default to 'Mage' when it cannot find the kit you are using.
If you want to add the abilities from that kit then that's possible but outside the scope of Keeper (aside from simply adding the appropriate effects and abilities/spells).
Were you able to find out where the save games are being saved to?
I just started playing around with IWDEE and i wanted to add some weapons Prefs to two classes (ie Cleric that can use a longsword and a thief that can use a Longbow)
After adding those prefs and saving. In game on there char sheet they have the + but they still cant equipped the weapon (there highlighted red)
Am i doing something wrong or is this just not possible?
Who can use specific items or weapons is not actually affected by the number of proficiency points, if any. Every weapon or piece of armor has flags that tell the game which class/kit can or cannot use it.
So for your cleric to wield longswords you actually need to edit those longswords, not the character.
but cant get it to work?
Edit: Got it to work! woot. Now my cleric can use any item in the game. Honestly thats more DnD to me then this hole (You cant use that) stuff they did in the old version. DnD has always been a suggestion on how to play, not the rule book you smash people in the head with (like most DnD games do)