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Beginner questions =/

PteranPteran Member Posts: 388
So way back in the day, like 10 years ago, I dabbled with creating custom items for my personal use. I'd like to make myself a few items/spells again, but I haven't got a clue how to get started.

What tools do I need to download? Just how difficult would it be for me to learn how to do this with the EE versions? Is there any difference between making gear between BG2 and IWD (I'm assuming not, but want to be sure)? How would I go about adding my items into the game, maybe to a vendor so I don't have to console them in?

I just want to do basic things, like maybe making myself a custom sword, or altering spells and the like. I have no grandiose plans of hardcore modding...that's well above my pay grade lol.


  • darksauriandarksaurian Member Posts: 39
    Yeah I want to get started too. Is there a tutorial or something? I only want to add Montaron and Xzar to BG2ee.

  • PteranPteran Member Posts: 388
    As Nalia once said, "Is anyone willing to help?" I just want to make myself an item or two, maybe a spell =(

  • subtledoctorsubtledoctor Member Posts: 11,174
    Get Near Infinity (NI). Run it from your game directory.

    Click the ITM tab and find a sword. Click "Export" and in the save file dialog, direct it to the override folder. Use this opportunity to give the exported item a new filename, preferably starting with a unique prefix that is not already claimed by someone over at the BlackWyrmsLair modder prefix list.

    Close NI. Run it again. Find your new custom .itm and change up some of the effects. Have a webpage up nearby with the list of BG2 effects ("opcodes") in the IESDP. Play with different opcodes. Play with different timing modes etc. It's all pretty straightforward.

    Do NOT change any text in the item name or description.

    When you're done, grab the .itm file from your override folder and put it into a mod folder - we'll call it "mymod" but you should substitute your own name.

    Grab a copy of Weidu, either from or just grab the setup-xxx.exe file from a recently updated mod. Rename it to your mod folder name: "setup-mymod.exe" but keep it outside the mod folder.

    Create a blank text file inside the mod folder, next to your .itm file. Write this in the text file:
    BACKUP ~mymod/backup~

    BEGIN ~my awesome sword mod~

    COPY ~mymod/new_item.itm~ ~override~
    SAY NAME1 ~new awesome sword~
    SAY NAME2 ~new awesome sword~
    SAY IDENTIFIED_DESC ~awesome sword description~
    Adapt path/filename/text as needed. Call this file "mymod.tp2"

    Now you have an .exe and a folder, and the folder has a .tp2 and an .itm in it.

    Drop the .exe and the folder into your game directory, and run the .exe.

  • CorianderCoriander Member Posts: 1,667
    If the items are just for personal use you can use C:CreateItem("") as long as the file is in your override. You'll want to keep a backup of the files outside of your game directory.

  • artificial_sunlightartificial_sunlight Member Posts: 581
    edited April 2016
    Just pick an existing mod and use the .tp2 file and edit it to your taste, and like they said, use NI to creatie the .ITM

  • PteranPteran Member Posts: 388
    Thanks for the thorough explanation @subtledoctor =)

    I'll give it a whirl when I'm back home from work.

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