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Shadow Keeper Saved Game Editor for Baldurs Gate II - Shadows of Amn

Using Shadow Keeper - Please read this before sending me email about the editor. Game ails to !oad After Editing" If after editing a game #ou $an no longer load up the saved game inside Shadows of Amn tr# this before sending me email" !oad up the unedited game again% don&t $hange an#thing% save the game. 'ow tr# to load up the version #ou (ust saved. If it still fails to load and #ou didn&t $hange an#thing% there is a problem with the editor saving the file. If it does load% it was something #ou $hanged. )he most li*el# $auses for games not loading after editing are bad inventor# items% bad spells% inventor# items pla$ed in slots that shouldn&t be possible +two-handed swords while using a shield,% and more spells set as memori-ed than the .emori-ation tab sa#s #ou should have. If #ou have determined it was something #ou edited% go ba$* and ma*e #our $hanges from the unedited file a little at a time. )r# to load up the saved game after #ou ma*e some of the $hanges. /ith a step b# step approa$h li*e this% #ou $an figure out whi$h item% or spell +or whatever, it was that $aused the problem. )he ma(orit# of the mail I get about the editor not wor*ing right is $overed in the above e0amples. )he editor allows #ou to edit man# things% not all of whi$h the game will li*e. )hat&s not to sa# the editor hasn&t had problems% it&s not perfe$t. If it turns out to be a bug in the editor% I&m ver# willing to ta*e a loo* at #our saved games to see what is going on and will fi0 it as soon as possible. I don&t li*e bugs in m# programs an# more than #ou li*e en$ountering them. It will save us both time% however% if the steps above are followed through before $onta$ting me. If #ou do feel there is a problem with the editor% please be as des$riptive as #ou $an of the problem and the steps ta*en to reprodu$e the problem. Email li*e% 1It doesn&t wor*21 does not help +I do get email li*e that,. Also% ma*e sure #our repl#-to address a$tuall# wor*s. It&s surprising how man# people have bad repl#-to addresses. !o$ating Shadows of Amn Installation" It doesn&t matter where #ou un-ip Shadow Keeper. )he first time Shadow Keeper runs it will tr# to lo$ate #our Shadows of Amn installation. It does this b# first loo*ing in #our registr#. If the registr# entr# is missing it will sear$h all #our fi0ed dis*s for the default installation path. If it still $annot find where #ou have it installed% #ou&ll have to go in and set the path b# hand. 3ou $an set the installtion path from the Settings menu item. 3ou $an either t#pe in the path or use the Browse button to lo$ate the game 4pening a Saved Game" )o open a saved game #ou $an either use the short$ut 5trl64 or go to the ile menu item and sele$t 4pen. )he list defaults to single pla#er saved games. )here is a $he$*bo0 on the dialog for displa#ing multipla#er saved game. )he list is initiall# in order of most re$entl# saved. )he game listing $an be sorted b# $li$*ing the $olumn headers. )o the right of the game listing is the tin# s$reenshot of where #ou saved #our game. Part# 'avigation" /hen a saved game has been opened #ou should see a s$reen similar to the one at the top of this page. )he $urrent $hara$ter being edited has their name in the edit $ontrol on the left side% as well as their portrait. )o flip through an# other part# members #ou might have #ou $an either use the s$rollbar below the portrait or the short$ut *e#s 5trl67ightArrow and 5trl6!eftArrow. )o navigate through the tabs to the right of the $hara$ter&s portrait use PageUp and Page8own. Also% there are underlined letters on the tabs. 3ou $an press 5trl69the underlined letter: to go dire$tl# to that tab. Saving 3our 5hanges" Shadow Keeper won&t overwrite saved game files. Instead% it $reates a new saved game. If something does go wrong with the editing% #ou $an alwa#s go ba$* to the version before #ou made the $hanges. /hen #ou save the game% Shadow Keeper ta*es the original name and adds &+Edited ;;;<,& to the end of it. Ea$h time #ou save the game% it in$rements the number in parenthesis. )his provides an eas# wa# to spot whi$h games #ou have edited and whi$h are the most re$ent edits. =owever% #ou are given an opportunit# to name the new saved game whatever #ou li*e. 5hara$teristi$s" )his tab has a list of *nown values for ea$h of the sele$tions. If a $hara$ter has a value for one of the fields here that isn&t in its list it will gre# out the sele$tion. )his lets the editor perserve the original value rather than for$ing one of the *nown values to be sele$ted.

)he Set >alue button lets #ou override this behavior. Using this button #ou $an set the value for these fields to be an#thing #ou li*e. If the item started out gre#% #ou $an swit$h it to one of the *nown values% or set it to an# value #ou li*e. Editing Inventor#" irst off% not all of the items in the item browser were meant to be put into #our inventor#. If an item is missing an i$on or des$ription% it probabl# wasn&t meant to be pla$ed into a $hara$ter&s inventor#. )he editor will let #ou do it% but I don&t *now how the game will rea$t to it. E?uipping items in $ombinations that the game wouldn&t allow $an $ause problems as well. or instan$e% e?uipping a two-handed sword while #ou have a shield on $rashes the game when #ou tr# to load it. )he inventor# tab on the saved game window and the item browser are tied together for editing $hara$ter inventories. )here is a button on the item browser that assigns the sele$ted item to the $hara$ter being edited. As #ou s$roll through items in a $hara$ter&s inventor#% #ou&ll see the te0t on this button $hange. 3ou $an also (ust double $li$* an item in the item browser list to assign it to a $hara$ter. )he inventor# tab of the saved game window has a list of all the possible positions that a $hara$ter $an $arr# an item. )here are five buttons at the bottom of the list. 5hange Item - !ets #ou repla$e an e0isting item% or add an item to an empt# position. 8ouble $li$*ing an item in the list does the same thing as pushing the button. )he item browser is opened and if there was an item at that position% it is sele$ted in the list. 5lear Item - 8eletes an item from #our inventor#. Set @t# - Sets the ?uantit# of a sta$*able item. Set All @t# - Sets the ?uantit# of all sta$*able items in #our inventor#. I8 - Identifies all un*nown items in #our inventor#. If #ou are going to be editing a lot of items% don&t $lose the item browser. /hen the item browser starts up it has to fill its list with all the items in the game. )his doesn&t ta*e a long time% but it is noti$able. 7ather than $losing the window% (ust minimi-e it or $li$* on the saved game window to go ba$* to editing the saved game. Editing SpellsAInnates" As with the inventor# editing% not all spells or innate abilities were meant to be used b# #our $hara$ters. /hen editing spells #ou ma# want to do a small amount at a time. .a#be a tab for a $hara$ter% then tr# to load up the saved game. If the game doesn&t load +hangs or $rashes, then there is probabl# a spell on #our $hara$ter that shouldn&t be. In general% the spells designed for #our $hara$ters follow a pattern. If #ou s$roll the list bo0 to the right a little bit #ou $an see the resour$e strings. If #ou find a bun$h of spells with the same name loo* at the resour$e strings for help in de$iding whi$h one to $hoose for #our $hara$ter. 4nes that follow this pattern are a good first $hoi$e" 1SP1 6 91/I1 or 1P71 or 1I'1: 6 9a number:. E0amples" SP/IB<C% SPP7B;D. )here are a few options related to spells under the Settings menu. )he# ea$h have a des$ription of what the# do on the dialog so I won&t go into it here. Eust be aware that there are limit settings there and if #ou start getting messages while editing spells that #ou $an&t add an#more% #ou $an turn that off% it isn&t a limitation of the editor. )here are four tabs related to spell editing for ea$h $hara$ter. )he Innate% Priest% and /i-ard tabs hold the spell lists. )he Bth tab% .emori-ation% hold the limits #our $hara$ter should be able to memori-e for ea$h t#pe of spell per level. It&s important when #ou assign spells that #ou *eep the numbers on this tab greater than or e?ual to the number of spells #ou have a$tuall# assigned. If #ou assign <; level < wi-ard spells on the /i-ard tab and the memori-ation tab sa#s #ou $an onl# have C% #ou are headed for trouble. Sometimes this will $rash the game on loading and sometimes not. It seems to be fairl# unpredi$table when it will get upset and $rash. If #ou have problems after editing spells for #our $hara$ters this is a good pla$e to start loo*ing for the sour$e. Kit Setting" All this setting does is $hange a flag in #our $hara$ter file that sa#s #ou belong to that parti$ular *it. )his does not add in all the abilities of that *it. rom that point on% when #ou level #ou should gain an# bonuses that the *it would normall# a?uire at #our level% but an# spe$ials the *it would have gained in previous levels are not added. If #ou are resour$eful and patient #ou $an probabl# give #ourself all of the abilities from earlier levels% but it would ta*e a lot of wor*. Some of what #ou gain are Innate Abilities% those are eas# to add with the Innate tab. )he ma(orit# of the bonuses% however% are affe$t re$ords ta$*ed onto #our $hara$ter. Editing those affe$ts is possible% but not for the faint of heart. 5hara$ter Appearan$e" )his is a big list of animations #ou $an have #our $hara$ter use. As with most things in the editor% (ust be$ause #ou $an doesn&t mean it will wor*. .an# of the animations were not designed for pla#ers. )he# $an be missing animations for

$asting or other things pla#ers do that the parti$ulare $reature ma# not. )his $an $rash the game. If #ou want to e0periment% that&s great% (ust be prepared for the une0pe$ted $rash. If #ou want to *eep it safe% sti$* to the values that were designed for $hara$tersF li*e .age .ale =uman% )hief emale =alfling% et$... 5hara$ter Affe$ts" )his area of the $hara$ter file $overs a virtuall# unlimited amount of modifi$ations that $an be applied to #our $hara$ter. )his is a relativel# $omple0 area of the $hara$ters files and for most users it&s probabl# best to (ust not tou$h an#thing in it. Be$ause of the $omple0it# of it +and m# la$* of *nowledge on most of the values, this part of the editor is not ver# user friendl#. If #ou are familiar with he0 editing #ou probabl# won&t have too mu$h trouble po*ing around here. I thin* it&s reasonabl# eas# to use this part of the editor% but figuring out what wor*s% what doesn&t and what values mean what $ould ta*e a $onsiderable amount of wor*. I don&t plan on resear$hing this% so Affe$ts tab is li*el# to sta# (ust as it is e0$ept for an# bug fi0es that ma# be ne$essar#. )here are man# things stored in this part of the file. Some of them are $overed in other areas of the editor and #ou won&t see them show up here" Profi$ien$ies% and the movement speed modifier. Be$ause the# are handled elsewhere% it&s probabl# not a good idea to add those affe$t t#pes in this area. 3ou $ould a$tuall# add profi$ien$ies here% but it would be a lot harder than (ust going to the profi$ien$# tab and doing it. Some of the items I&ve noti$ed in this area" Spell )riggers% Spell 5ontingen$ies% Permanent Stat Penalties +familiar death,% Kit Spe$ials% et$... )he buttons" 8upli$ate - )his ta*es #our $urrentl# sele$ted affe$t and dupli$ates it -- adding it to the end of the list. )his is a good wa# to ma*e variations on an e0isting affe$t. Edit - Brings up a window that lets #ou edit an# of the data in the affe$t re$ord. 8ouble $li$*ing an entr# will also do this. .ore on editing below. 5op# - )his puts a $op# of the affe$t data on the $lipboard. )his $an be used to ta*e an affe$t from one $hara$ter and appl# it to another $hara$ter. 3ou $an paste it into other saved games as well. Paste - Pastes the data #ou $opied to the $lipboard. 7emove - 7emoves an affe$t from #our $hara$ter. )heir seems to be a bug with the $onfuse spell. If #ou see a $hara$ter with an e0treme amount of $onfusion affe$t re$ords that&s probabl# not an editor error. 4ne of m# gu#s has the tal*ing sword% whi$h supposedl# ma*es #ou immune from $onfusion. !oo*s li*e the affe$t sta#s atta$hed to #our $hara$ter although it doesn&t a$tuall# affe$t #ou. 8ouble $li$*ing an affe$t from the list or pressing the edit button brings up a dialog that lets #ou $hange an# of the values for the affe$t. )he top of the dialog has edit $ontrols for the data that I felt was most often $hanged on affe$ts. )he bottom half of of the dialog is a list $ontrol that $ontains all of the data for the affe$t% in$luding the values from the top half. 8ouble $li$*ing a row in this list will let #ou $hange the value. or the items shown in the list and at the top the# should sta# in s#n$ whi$hever spot #ou $hoose to $hange them in. Some of the values are listed in he0 and some in de$imal. Items that I felt were easier to edit in de$imal% I displa#ed in de$imal. E0amples of that would be negative values% per$entages +Probabilit#,. or an# of the numeri$ values% #ou $an enter the numbers in either =e0 or 8e$imal. It won&t affe$t how the# get displa#ed% but it should be translated to the proper values. If #ou want to enter a number in =e0% t#pe it li*e it is displa#ed in the other edit $ontrols" pla$e 1;01 before an# =e0ade$imal values. )here is not an# t#pe $he$*ing on #our input% so be sure of what #ou are entering. If #ou t#pe a bun$h of letters in a numeri$ field% #ou&ll end up with a value of ; for that field% not an error +unless #ou were entering he0 and prefa$ed it with 1;01,. If #ou want to tr# to dupli$ate spe$ial abilities from a Kit #ou should be able to do so using this area of the editor. )he easiest wa# I $an thin* of for doing this would be to $reate a new game with a $hara$ter using the *it #ou want the abilities from. !oad up that saved game and use the $op#Apaste buttons to transfer the abilities to another $hara$ter. I haven&t tried this out to see how well it wor*s. )he game ma# be smart enough to reali-e if #ou have .on* abilities and are not a$tuall# a mon* and not do an#thing. As with ever#thing else% it&ll ta*e patien$e and e0perimentation. If #ou do go wild and start editing this area please don&t send me an# email as*ing me wh# things don&t wor*. If it appears to be an editor problem with it not saving or loading them $orre$tl#% let me *now. If #ou are editing abilities and the# aren&t doing what #ou e0pe$t them to do% don&t mail me% I don&t have a $lue about what does what. 3our best bet for help in this area is from other users% post a message in the dis$ussion area% somebod# else ma# have alread# tried to do whatever it is #ou are after.

Known->alue !ists )he *nown-value lists are the sele$tions #ou find through the editor in the drop down bo0es. 3ou $an now $hange the te0t or the values the editor will use while editing. Some $aution should be used when $hanging the values -- if #ou put in some wrong values the game will probabl# get seriousl# $onfused and possibl# even $rash. )he reason for adding this feature is to support future e0pansions of the game. If an# e0pansions% offi$ial or otherwise% offer up new $lasses% *its% profi$ien$ies% et$... the values $an be added to the editor without having to wait around for me to re$ompile it. )here is one list that is not editable dire$tl# through the editor. )he Appearan$e sele$tion is read from one of the game&s resour$es. If #ou want% #ou $an e0tra$t the A'I.A)E.I8S resour$e and pla$e it in #our override dire$tor#. If #ou add #our own values to that file the editor will use them. I haven&t a$tuall# tried this to see how this might affe$t the game. )hese lists $an be found on the Settings menu item% but are onl# available when #ou don&t have an# saved games open. >ersion =istor# April <G% G;;< - >ersion <.H.; )he 1*nown value1 lists of the editor are now editable. I $hanged the wa# 'P5 names are handled in the editor. 'ow when viewing a 'P5 the name will be gre#ed out. 3ou were not able to $hange the a$tual name an#wa#. )he real name for the 'P5 is also shown nowF rather than those sometimes $r#pti$ blurbs of te0t found in the $hara$ter files. )he lin*s in the about bo0 $an be $li$*ed on now - ma*ing it easier to visit those sites. i0ed a bug with the transparent $olor when displa#ing i$ons. 8e$ember <B% G;;; - >ersion <.I.D E0tra$tion of small $hara$ter portraits was not wor*ing properl# - i0ed. 8e$ember J% G;;; - >ersion <.I.G i0ed a bug with fet$hing item te0t +names and des$riptions,. As far as I *now% this was onl# $ausing problems on the Polish version of BGII. 'ovember GJ% G;;; - >ersion <.I.< or the list seen when editing an affe$t I $hanged the name of the item in the list to !o$al >ariable 'ame where it used to sa# &Un*nown.& 7aised the limit for the number of times #ou $an set a spell as memori-ed to C;. )his is the final version I plan to ma*e of Shadow Keeper. If an# ma(or problems pop up I&ll $orre$t them% but I doubt I&ll be adding an# new features. I started the editor while I was on va$ation and had lots of time to wor* on it. !atel# I haven&t had mu$h time at all. )he sour$e $ode for the editor is available at the bottom of this page. 4$tober GJ% G;;; - >ersion <.I.; Added editing of e0ported $hara$ters. Added global variables. 5hanged the affe$ts listing a little. I had a bun$h of b#tes mar*ed as double words that should have been te0t. !o$al variables in a $hara$ter&s affe$ts are a little eaiser to spot and read now. )he lists on the $hara$teristi$s tab now will support an# value #ou want to put there. If #ou put in a value that is not in the

list% the drop down will still turn gre#% but #ou $an edit the values using the buttons to the right of the dropdowns. 4$tober GC% G;;; - >ersion <.C.< i0ed a bug where $losing down the $hara$ter editing window didn&t inform the browsers of the fa$t. If after $losing a browser #ou pushed the Assign button it would $rash the editor. )he item and spell browsers are now resi-able. 4$tober GG% G;;; - >ersion <.C.; Added support for the $hara$ter affe$t re$ords. Please ta*e a loo* at the 7eadme.do$ before editing these. Added 7eadme.do$ to the -ip. 3ou $an view the file from the help menu in the editor. Even if #ou are alread# familiar with the editor it probabl# wouldn&t hurt to ta*e a ?ui$* loo* through the do$ument. Some of the information in it is from this web page% but I&ve also added a few other areas and some tips on what to do if #our games don&t load after editing. 4$tober <I% G;;; - >ersion <.B.B If #ou have the =eal Part# on Save option enabled the editor will no longer lower #our hp down to #our base ma0imum if #ou have hit point enhan$ements on. )here are now buttons on the spell and item browsers to e0tra$t the resour$es. )he settings menu was $hanged a little bit. )here is a new option whi$h will allow #ou to turn on row and $olumn lines in the list $ontrols. 3ou $an now set the ?uantit# on an# item in the inventor# list. I had originall# restri$ted the setting of ?uantit# to sta$*able items and wands but there are other items whi$h $an have $harges as well. 4$tober <G% G;;; - >ersion <.B.D I removed the $ode that raised #our ma0 spells memori-able automati$all#. )hat turned out to be a bad idea. )han*s for the various emails I re$eived e0plaining the s#mptoms. Sin$e the editor doesn&t ta*e into a$$ount that #ou might have bonuses to #our ma0 memori-able spells per level% it would raise #our ma0 to a$$ommodate what #ou a$tuall# had memori-ed. )hen the game would see #ou $ould memori-e the new number of spells and appl# the bonus to the top of that. Use $aution when assigning spells to #our $hara$ters% if #ou go over what the game thin*s #ou should be able to memori-e it will often lo$* up or $rash when loading or leveling. If #ou want to be able to memori-e more spells% #ou $an in$rease the numbers #ourself on the .emori-ation tab. 4$tober <<% G;;; - >ersion <.B.G 5orre$ted a bug introdu$ed in <.B.< that $aused the number of spells available to be $ast b# sor$erers to go wa# up when saving. 4$tober <;% G;;; - >ersion <.B.< i0ed a bug with the spell se?uen$er spell. If one of #our $hara$ters had a spell se?uen$er a$tive% the editor would $orrupt the saved game file on saving. )he editor will now automati$all# bump up the number of spells #ou are allowed to memori-e if #ou assign more than the memori-ation tab shows. i0ed the )=A5; displa#. It should properl# show negative values now. Added item and spell des$ription options when e0porting either of those lists. 4$tober H% G;;; - >ersion <.B.; i0ed a bug with m# idle $ode. It was $ausing the editor to eat up all available 5PU time. If #ou noti$ed #our s#stem was lagged while running the editor% this was wh#.

Added out of part# $hara$ter editing. 'P5s that are not part of #our part# are still stored in #our saved game files. Some of these entries are a little strange loo*ing and some are dupli$ates. I don&t *now what the# all do% nor do I *now if editing these is a good idea. 4ne thing I did find that was interesting% #our familiar is stored here as well. I was able to edit some new spells and innates in for the familiar and didn&t noti$e an# ill effe$ts from it. Added )iefling to the list of ra$es. Item and spell lists $an now be e0ported to $omma-delimited te0t files. It e0ports the same items in the same order that #ou see in the list. So in the $ase of the item list if #ou wanted a list of (ust swords% use the filter before e0porting. Sin$e this onl# e0ports items in the list% #ou won&t see an# of the items the lists have re(e$ted. 4$tober B% G;;; - >ersion <.D.; Added portrait $hanging +both P5s and 'P5s,. /hen #ou press the 5hange Portrait button #ou&ll get a list of all the portraits available in the game as well as an# valid portraits in #our Portraits folder. I put two E0tra$t buttons on the portrait sele$tion dialog. )he E0tra$t buttons let #ou pull the bitmaps out of the game and pla$e them into #our Portraits folder. 3ou will have to $hange the name of them if #ou want to be able to use them after editing be$ause the game will *eep finding the internal versions. It will probabl# also wor* to *eep the names the same and pla$e the bitmaps into #our override dire$tor#. 4$tober D% G;;; - >ersion <.G.C Added reputation. It appears that when in a part# the $hara$ters share a $ommon part#-reputation. An# time #ou $hange the reputation of a part# member I&m setting the same reputation to all part# member as well as the reputation of the part#. Keep that in mind when editing the reputation of a $hara$ter -- it is reall# the part# reputation and #ou $annot set $hara$ter reputations to individual values. I&ve heard that #ou $annot resurre$t a dead $hara$ter if the# have a value for $urrent hit points. )his $aused a problem when Shadow Keeper would restore hit points on save as it didn&t $he$* to see if the $hara$ter was dead. 'ow if a $hara$ter is dead it will set the $urrent hit points to ;. )his should fi0 the bug as well as fi0 an# $hara$ters that were $hanged b# the editor previousl#. If #ou have this problem (ust load up a game and resave it. 7emoved !ore from the editor sin$e it seems it is tied to #our $hara$ter&s level rather than dire$tl# used from the file. 4$tober G% G;;; - >ersion <.G.B 5lub profi$ien$ies were not wor*ing. I added the dire$t editing of all #our $hara$ter levels. I don&t re$ommend editing these though. If #ou want to in$rease #our level% give #ourself some e0perien$e points and let the game level #ou up. 3our first $lass with a dual-$lass $hara$ter is an e0$eption to this sin$e the# don&t gain levels an#more in their original $lass. If #ou didn&t have an# single or multipla#er games and tried to view a list of them #ou would see an error message. I too* the error out. )he minimum #ou $an set #our abilities to is now <% to a$$omodate or$s. Added a menu option% 14pen% 8efault Single Pla#er1 to the settings menu. )his $ontrols what t#pe of games initiall# are shown in the 4pen Saved Game dialog. September GK% G;;; - >ersion <.G.D =ad a bug with filling the list of ra$ial enemies for rangers. It was onl# listing from G or = on. All of them should be visible now. September GK% G;;; - >ersion <.G.G Added editing of a $hara$ter&s movement speed. I haven&t pla#ed a mon*% but rumor has it there is a bug that removes some of a mon*&s natural speed in$rease at some point. )his is the same item that the mon* $lass uses and $an be used to $orre$t that issue.

September GJ% G;;; - >ersion <.G.< I wasn&t $he$*ing the headers on BI files. If #ou happened to have a $ompressed bif in #our 8A)A dire$tor# the editor would hang. 5orre$ted now. i0ed the druid and $leri$ *it settings. I had them reversed. Added the new thief s*ills. or dual-$lass $hara$ters #ou $an now edit #our first $lass level. )he level is found on the abilities tab. It will onl# show up for dual-$lass $hara$ters. September GJ% G;;; - >ersion <.G.; Profi$ien$ies are in. I had a limit on thieving abilities that was wa# too low. 3ou $an now put values in as big as the save file allows +;-GCC,. September GH% G;;; - >ersion <.<.; Added the ranger&s ra$ial enemies. Added the half-or$ ra$e. Added the sor$erer and mon* $lasses. See m# notes below for Barbarians. Added an item filter. A few people re?uested that m# filter in 8ale Keeper be more spe$ifi$. I&ve bro*en the filter down into ea$h of the item t#pes rather than the broad groups I had. Added the *its. I tested the *its% but onl# in their $orre$t $lass assignments. I don&t *now what will happen if #ou sa# ma*e a priest and assign him a thief *it. Barbarians are a little misleading. )he# are a$tuall# a *it although the manual and $hara$ter $reation s$reens ma*e it loo* li*e it is its own $lass. A babarian is a *it for a fighter. September GC% G;;; - >ersion <.;.; )he first version of the editor is available to be downloaded. )his is a modified version of 8ale Keeper% I li*ed the interfa$e on that one and wanted to *eep it the same. If #ou noti$e an# referen$e to 8ale Keeper in the editor please let me *now so I $an $hange it +I thin* I got them all though,. Sin$e this first version is (ust a $onversion of 8ale Keeper there are no BGII spe$ifi$ items in the editor #et +li*e *its,. I have tested the editor% but not ver# thoroughl#. I did some tests for ea$h of se$tions and I believe the# are all now wor*ing properl#. BGII&s files are a little different from I/8 though% so if #ou en$ounter an# problems please let me *now. I&ll fi0 them as soon as I $an. BGII has a huge amount of spell resour$es $ompared to I/8. If the editor is ta*ing too long to load there is an option under SettingsLSpells that will disable the use of spell i$ons. 3ou will still see the i$ons in the spell browser% (ust not when #ou loo* at #our $hara$ters. Profi$ien$ies are $urrentl# disabled. I&ll tr# to get those in b# tomorrow. )he filter on the item browser is $urrentl# disabled.

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