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Help with .cre file creation

kimmuryielkimmuryiel Member Posts: 93
I am trying to make a mod for BG1 and 2, but for the life of me I can't figure out how to make a .cre--even if I use an npc's .cre as a base! I'm using whatever was the newest Near Infinity in June (no idea if it's been updated since) and the program just confuses me. Some of the things I can figure out easily enough (stats, colors, sprite, class), but I have been running into a wall trying to figure out how to give her proficiencies because the only proficiencies I see in even a new, blank .cre are the original ones from non-EE, non-modded BG1. Not even ChatGPT can make an idiot-proof enough guide from whatever it dredges out of google to walk me through this.

What's frustrating is that I *know* I did this once like 15 years ago, the first time I tried to get into BG modding and I was able to create a very simple .cre for a joinable companion but now I couldn't tell you how I managed it if you tied me up and waterboarded me.

At the risk of sounding melodramatic, someone please help before I give up on ever creating a mod for this game again.

Comments

  • sarevok57sarevok57 Member Posts: 6,038
    when i create new creatures using NI i always like to use EE keeper at the same time, use NI to make the "base" creature, and then use EE keeper to update the stats and items, it makes it a lot easier, also proficiency slots are easier with EE keeper

    ( with NI you have to manually add the correct proficiency and amount of points in a certain way, there is no "default" proficiency line if im not mistaken)
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