@Calibrations there is a slider under the portrait picture in shadow keeper, u can use it to change your party member. if you haven't meet the npc, and want to change the their starting stats. use CRE, file name should be npc name + number... eg. JAHEIR, JAHEIR2, JAHEIR4, JAHEIR6... the number represents CHARNAME's level when you meet them for the first time. (so they have better gear, level...)
I'm fairly familiar with SK but it's just not allowing me to change to party members. The slider is there but it's only for Charname. When I go to "Open Saved Game" nothing is there, I can only open the save that I exported, which is why it's just my created NPC and not the party.
Truth is, I'm only trying to modify Jaheira's stats. Remove 1 point from Quarterstaff and put that into something different.
edit: figured it out. totally overlooked the fact you need to manually save a game before using SK. thanks for the help!
Sorry everyone, a very busy RL weekend + bronchitis makes for a lot of catching up to do. I'll go through today and try to update and answer as best I can.
@ServiusTheBear 6 days after release, I am gonna go with no. For now people are updating existing mods to work with BGEE. It depends on your prior knowledge of working with and modding the BG series.
Anyone tech savvy with using mklink and Windows? I want to make a batch file which will make a link to the original files, my save directory for characters and run gatekeeper after it's linked the folders so I can just batch file it and gogogo Gatekeeper.
It'd be like mklink /J "%userprofile%"\Documents\Baldur's Gate - Enhanced Edition\" "C:\Program Files (x86)\BeamDog\Games\00766"
I may play around with it and see if I can do the work myself, but couldn't hurt for someone else to help me out.
I couldn't get it to work with the /J switch, but /D did work, but only with admin privileges. Here's what I used from the command line for the save folder:
mklink /D save "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\save"
One important note--the save folder is not created until yoou actually save a game, so you can't do this straight out of the box. You'll need to make the target folders first before making the links, or playing the game and making some save games.
@CamDawg Can also confirm that the BG Mini Quests and Encounters mod seems compatible with the EE. It installs without issues and all quests so far seem to work as they should. Have not tried all of them yet, will post if anything seems to be off later in the game.
Edit: The patch messed this up, but having tested it on a fresh and patched install now, it does appear to work.
@CamDawg: /h switch also works, at least it worked perfectly for me.
any info on the "Alter Weapon Proficiency System/BG-Style Weapon Proficiencies" component of the tweak pack? though it's sorta "fakeable" with shadowkeeper, it would be awesome if you guys could get it working with BGEE
What happened with polish translation of Baldur's Gate Mini Quests & Encounters? In mod description it's mentioned, but you can't choose it while instalation. Ok, now i see only Slime quest was translated. So how to instal at least this one in polish?
@ServiusTheBear 6 days after release, I am gonna go with no. For now people are updating existing mods to work with BGEE. It depends on your prior knowledge of working with and modding the BG series.
I knowledge on modding BG is zip. To fiddely. Am used to the mod manager stuff like on Skyrim and Fallout NV.
Has anyone been able to confirm yet whether or not Overhaul's update process breaks mods?
Not really an answer and more of a tangential rant, but still:
Colour me cynical, but perhaps you have it backwards? A smarter question might be: 'will my mods break BG:EE in ways that neither I, modders or Overhaul could have foreseen?'
The way I see it, the Overhaul team is now leading (hello game source code) and the modding community is playing catch-up in re-arranging their mod scaffolding. And that is how it should be.
In fact, I quite like CamDawg's stance in the OP. Cam has clearly been in the game long enough to know that the dust needs to settle (BG:EE build wise), before the community can begin their mod and tooling adaptation work in earnest, and that this work will by necessity involve a lot of trial-and-error.
I might be stating the obvious here, but I think it is worth re-iterating that BG:EE is not some cranky old Tutu BG1-assets on BG2 hack with a gazillion workarounds applied; no, it is a rework marrying modernized BG2 engine source code with adapted BG1 assets, designed with the explicit goal to be modding friendly. In other words: the assumptions that the tools and the mods were originally built on might no longer be true. Which is also why I assert that it is backwards to ask if Overhaul's update process breaks mods -- at least at this point in time.
Further down the road, one could very well imagine that modders would politely but persistently ask for certain preconditions and guarantees in regard to future update processes, but that would need to be sorted out between the modders and Overhaul when the time comes. And I respectfully submit that now is not really the time for this.
Of course, to those of us who have become accustomed to playing with the game modded and customized 'just so', the above might be considered a dismissive affront. Personally, I prefer to think of it as 'progress'. YMMV and no offense intended.
Well-said, @ermo. I think the wiser course of action at the moment is to wait until the game "stabilizes" (by which I mean the stream of patches and post-ship features slows to a trickle) - that way, even if further updates disrupt installed mods, at the very least players can enjoy a version of the game that incorporates the more popular additions (ie: UB, BG1NPC, SCS).
@ermo: I'm not even sure that qualifies as tangential any more... you've made some good points, but seem to have missed what I was referring to.
Because of the way the BGEE updater displays information, it seems as though before updating game content it verifies that content, which is why some of us were concerned the client might delete or randomly or overwrite mod files.
With the latest update I can now verify that's not the case. The updater has no effect on the installation directory whatsoever, and all previously-installed mod content will remain where it is. Perhaps my wording was a bit poor (re: break). The issue I was trying to face had less to do with Beamdog "fixing" things over mods and more to do with the structure of the updater and its potential to damage modding accessibility.
I am new to modding BG1, and I read about a mod called Virtue that lets you kill NPC's and lose Virtue(what your party and others think of you) instead of Reputation. Then you can still get store discounts with high reputation.
Is this made compatible yet with BG:EE? Seems like one of the best mods for playing an evil party.
@thedemoninside no the mod is not BGEE compatible...but you can try bg2 tweak. it has an option which allows low reputation having discounts like high reputation.
@Arsene_Lupin Nah, I just updated my release build and all my modding work is still in tact. Seems very modding friendly so far. I would also encourage anyone with a mod or extra stuff in their install folder to back it up before applying any updates. Then if something does remove content or changes are made to the override, you can simply copy your mods back in and rerun your installs post-patch.
We are in a unique situation here as there are already mods for this game even though they are not fully compatible yet. When BG1 came out, everyone was waiting for the patches... but there was never any talk of mods... as none existed. Let's just let the dust settle... mods are coming. The game needs to be fully patched and functional for everyone before mods can know what they need to do to run properly on it for everyone.
Comments
http://forum.baldursgate.com/discussion/8165/savegame-or-character-editor-compatibility-shadowkeeper-instructions-in-3rd-post#latest
there is a slider under the portrait picture in shadow keeper, u can use it to change your party member.
if you haven't meet the npc, and want to change the their starting stats.
use CRE, file name should be npc name + number...
eg. JAHEIR, JAHEIR2, JAHEIR4, JAHEIR6...
the number represents CHARNAME's level when you meet them for the first time.
(so they have better gear, level...)
Truth is, I'm only trying to modify Jaheira's stats. Remove 1 point from Quarterstaff and put that into something different.
edit: figured it out. totally overlooked the fact you need to manually save a game before using SK. thanks for the help!
Thanks for the feedback and bug reports for BG2 Tweaks on BGEE--I'll start working on a new version to get these addressed.
any info on the "Alter Weapon Proficiency System/BG-Style Weapon Proficiencies" component of the tweak pack? though it's sorta "fakeable" with shadowkeeper, it would be awesome if you guys could get it working with BGEE
thank for all you hard work!
Ok, now i see only Slime quest was translated. So how to instal at least this one in polish?
Colour me cynical, but perhaps you have it backwards? A smarter question might be: 'will my mods break BG:EE in ways that neither I, modders or Overhaul could have foreseen?'
The way I see it, the Overhaul team is now leading (hello game source code) and the modding community is playing catch-up in re-arranging their mod scaffolding. And that is how it should be.
In fact, I quite like CamDawg's stance in the OP. Cam has clearly been in the game long enough to know that the dust needs to settle (BG:EE build wise), before the community can begin their mod and tooling adaptation work in earnest, and that this work will by necessity involve a lot of trial-and-error.
I might be stating the obvious here, but I think it is worth re-iterating that BG:EE is not some cranky old Tutu BG1-assets on BG2 hack with a gazillion workarounds applied; no, it is a rework marrying modernized BG2 engine source code with adapted BG1 assets, designed with the explicit goal to be modding friendly. In other words: the assumptions that the tools and the mods were originally built on might no longer be true. Which is also why I assert that it is backwards to ask if Overhaul's update process breaks mods -- at least at this point in time.
Further down the road, one could very well imagine that modders would politely but persistently ask for certain preconditions and guarantees in regard to future update processes, but that would need to be sorted out between the modders and Overhaul when the time comes. And I respectfully submit that now is not really the time for this.
Of course, to those of us who have become accustomed to playing with the game modded and customized 'just so', the above might be considered a dismissive affront. Personally, I prefer to think of it as 'progress'. YMMV and no offense intended.
Because of the way the BGEE updater displays information, it seems as though before updating game content it verifies that content, which is why some of us were concerned the client might delete or randomly or overwrite mod files.
With the latest update I can now verify that's not the case. The updater has no effect on the installation directory whatsoever, and all previously-installed mod content will remain where it is. Perhaps my wording was a bit poor (re: break). The issue I was trying to face had less to do with Beamdog "fixing" things over mods and more to do with the structure of the updater and its potential to damage modding accessibility.
Is this made compatible yet with BG:EE? Seems like one of the best mods for playing an evil party.
no the mod is not BGEE compatible...but you can try bg2 tweak.
it has an option which allows low reputation having discounts like high reputation.
We are in a unique situation here as there are already mods for this game even though they are not fully compatible yet. When BG1 came out, everyone was waiting for the patches... but there was never any talk of mods... as none existed. Let's just let the dust settle... mods are coming. The game needs to be fully patched and functional for everyone before mods can know what they need to do to run properly on it for everyone.
This can get really tricky when I have looming deadlines