subtledoctor Posted April 2, 2020 Share Posted April 2, 2020 (edited) I've mentioned several times recently that I find Near Infinity (or "NI") to be more reliable than EEKeeper for savegame editing. Near Infinity has several benefits, including 1) it only changes what you intentionally change - no hidden and unexplained "features" - and 2) it is cross-platform and available for use by everybody. However, Near Infinity was not purpose built for this, and the interface is slightly clunky. In this post I'll walk you through how to do it. First, download and install Java and Near Infinity. Instructions for that are beyond the scope of this post; I'll go on the assumption that if you can install one program on the web, like EEKeeper, than you can install another one like NI. When you open the program, I advise you to turn on the option to "show hex offsets." This may not be immediately useful, but if you end up using NI more, the ability to spot the offset of a field at a glance will be very useful. Spoiler Now let's get down to business. On the left side of the app is the window with the game's various file types. For our purposes today, you want to choose the category "save." Now comes the first mildly confusing part: you might think (as I once did) that you should click the .SAV file. But no - you actually want to edit the .GAM file within a savegame: Spoiler In the .GAM file, you will see the following window to the right. It shows "player characters" (i.e. current party members), "non-player characters," and "variables." Generally, for replicating what most people do with EEKeeper, you want to double-click someone in the "player characters" window. These are the party members, with the first character of their name replaced by an asterisk. So *MOEN, *AFANA, *AHEIRA, et cetera. Charname is called *HARBASE. Spoiler Double-click one and it will open that character file. Spoiler This just displays info; now you need to click the "Edit" button at the top of the window. Then you will see this: Spoiler We're getting closer, but this is still not what we need. Scroll to the bottom of this window, and you will see the "CRE resource" entry. THAT is what we want to edit. Double-click it and we get to the good stuff: Spoiler This window has everything you might want to edit about your creature: stats, hit points, XP, proficiencies, known and memorized spells, equipment, everything. Editing things is fairly straightforward, in most cases. (Adding items is a bit of a hassle... but honestly you're way better off doing that with console commands in-game, so no big deal anyway.) When you are done editing things, simply close every window one by one, and save when it prompts you to save. Done! . . . . (EDIT - I don't know why the forum keeps putting this picture at the bottom of the post... I'll try to move it a bit lower so it is out of the way...) Spoiler Edited August 10, 2022 by subtledoctor Quote Link to comment
Lauriel Posted April 2, 2020 Share Posted April 2, 2020 Thank you! I wouldn't have even thought to use NI to edit save games. Quote Link to comment
Guest Guest Posted April 2, 2020 Share Posted April 2, 2020 One interesting thing you can do with Near Infinity is change multi-class characters to dual class characters by using the "original class" flag of the characters Cre file. For example if you take a regular multi-class Fighter/Mage and add in the flag "original class" =fighter. The character will now be a dual class fighter/mage. You can also remove the "original class" flag from a dual class character and then they will be a multi-class character. Don't do it to characters with more than two classes though! Quote Link to comment
Lauriel Posted April 2, 2020 Share Posted April 2, 2020 (edited) Try as I might, I'm not able to add spells. I need to do this as I'm testing various things. Can't do that from the console, at least I've never successfully pulled it off, so I'm once again unable to use your Psionics mod. Well, not until I'm done fooling around with my mod, at least Edited April 2, 2020 by Lauriel Quote Link to comment
Sam. Posted April 2, 2020 Share Posted April 2, 2020 8 minutes ago, Lauriel said: Try as I might, I'm not able to add spells. I need to do this as I'm testing various things. Can't do that from the console, at least I've never successfully pulled it off, so I'm once again unable to use your Psionics mod. Well, not until I'm done fooling around with my mod, at least U tried C:AddSpell("SPWI308") ? Should add Lightning Bolt. Can't double check ATM, but pretty sure this should work... Quote Link to comment
Lauriel Posted April 2, 2020 Share Posted April 2, 2020 1 minute ago, Sam. said: U tried C:AddSpell("SPWI308") ? Should add Lightning Bolt. Can't double check ATM, but pretty sure this should work... I'm sorry - I mean innate. Or would that work the same with those? I'll try. Quote Link to comment
Sam. Posted April 2, 2020 Share Posted April 2, 2020 (edited) 5 minutes ago, Lauriel said: I'm sorry - I mean innate. Or would that work the same with those? I'll try. Okay, how about C:Eval('AddSpecialAbility("ResRef")') Edited April 2, 2020 by Sam. Updated Quotes Quote Link to comment
Lauriel Posted April 2, 2020 Share Posted April 2, 2020 Just now, Sam. said: Okay, how about C:Eval("AddSpecialAbility("ResRef")") That is what I can't get to work. I have tried, though. Quote Link to comment
Sam. Posted April 2, 2020 Share Posted April 2, 2020 1 hour ago, Lauriel said: That is what I can't get to work. I have tried, though. Double check my previous post. I corrected the use of Single/Double quotes. Also, the mouse pointer has to be over your character's foot circle or portrait when you submit the command in the console. I just tried the following and it worked for me: C:Eval('AddSpecialAbility("spin101")') Quote Link to comment
Lauriel Posted April 3, 2020 Share Posted April 3, 2020 19 minutes ago, Sam. said: Double check my previous post. I corrected the use of Single/Double quotes. Also, the mouse pointer has to be over your character's foot circle or portrait when you submit the command in the console. I just tried the following and it worked for me: C:Eval('AddSpecialAbility("spin101")') It was the mouse thingie that was throwing me. Thank you so much!!! Quote Link to comment
subtledoctor Posted April 3, 2020 Author Share Posted April 3, 2020 22 hours ago, Guest Guest said: One interesting thing you can do with Near Infinity is change multi-class characters to dual class characters by using the "original class" flag of the characters Cre file. For example if you take a regular multi-class Fighter/Mage and add in the flag "original class" =fighter. The character will now be a dual class fighter/mage. You can also remove the "original class" flag from a dual class character and then they will be a multi-class character. Don't do it to characters with more than two classes though! Yeah, this is cool. I did this a bit a long time ago, before the EEs existed. I have been begging Beamdog for like eight years to add a spell effect or script action to do this in-game. Then you could do all sorts of interesting things with multi/duals. I have had a "demi-human level limits" mod planned for years. But alas, they have never added it. Quote Link to comment
GawainBS Posted October 10, 2020 Share Posted October 10, 2020 How do you change weapon proficiencies? I see a list in the .CRE file, but they all show 0. Quote Link to comment
Mike1072 Posted October 10, 2020 Share Posted October 10, 2020 Those are the BG1 proficiencies. BG2 proficiencies are handled via effects using opcode 233. If you scroll down to the bottom of the CRE resource, you should find all of the effects attached to that creature. The existing proficiency effects are labelled "Modify proficiencies (233)". You can edit those and add or remove effects as needed. If you need to add more, I recommend right-clicking an existing 233 effect, copying it, then right-clicking again and pasting it, then editing that copy. The fields you should be changing are "# stars" and "Proficiency". It's important that the other fields remain as they have been set (especially Type, Timing mode, and Probability 1). Spoiler Quote Link to comment
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