

EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice. |
@AHF | Testing |
@Anton | Testing |
@argent77 | Testing, feedback. |
@AstroBryGuy | Maintainer of the Mac Wineskin version. |
@CrevsDaak | Testing |
@Davide | Testing, Italian Translation |
@Dee | Testing |
@egbert | Testing |
@Erg | Testing |
@ermo | Testing |
@Heas | Testing |
@Isaya | Testing, French Translation |
@Kunikos | Testing |
@mattinm | Work on the Qt version so as to natively support other platforms. |
@Mikaal | Testing |
@mlnevese | Testing |
@Nifft | Testing |
@Pibaro | Testing, Italian Translation |
@silver_gp | Chinese Translation |
@swnmcmlxi | Testing |
@Teflon | Korean Translation |
@Tresset | Testing |
We are happy to announce that Minsc Friendship (NPC IEP) is now
available! Grab our favorite Rashemi, his mighty friend Boo and go kick
some evil butts! The mod adds talks for both SoA and ToB, works on both
BG2 and BG2EE... and that's not all! Want to ask Boo some questions? Go
ahead! It's now possible. And be enlightened with his space wisdom!
Thanks to @LiamEsler and @AionZ for all the help!
COPY_EXISTING_REGEXP ~^.+\.itm$~ override
LPF ALTER_EFFECT
INT_VAR
match_opcode = 145
match_parameter2 = 0
match_timing = 2
opcode = 177
parameter2 = 2
STR_VAR
resource = (EXTEFF)
END
BUT_ONLY
CREATE EFF ~(EXTEFF)~
WRITE_SHORT 0x10 145
WRITE_LONG 0x2c 100
WRITE_EVALUATED_ASCII ~(ARCFAIL)~
opcode=318, target=2, timing=9, probability1=100, resource = (ARCFAIL).
Alternatively, create a separate EFF for each armor tier (ARCFAIL1, ARCFAIL2, ARCFAIL3, etc...), and grant immunity to only those tiers that you want them to ignore. Could work just as well for casting failure % instead of disabled casting.
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP).
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_SLEEP).
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_UNCONSCIOUS).
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_HOPELESS).
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON).
This way they would remain vulnerable to knockdown, such as from Wing Buffet.
opcode=318, target=2, timing=9, probability1=100, resource = (EFFECT_POISON).
No complication with Disease and Poison dealing the same damage type, or needing to list every spell individually with opcode 206.
On the item:
opcode 318, target=1, parameter1/2=(SPLPROT), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF)
EXTEFF: opcode/parameters=(whatever), parent resource=(CUSTOM)
The (SPLPROT) should be a match against anyone who should not get the effect.
The (SPLPROT) will only update when the item is equipped (same as opcode 177), so it would only be useful for mostly-static checks.
For example, you could properly restrict the Wizard Slayer from all magical weapons, then grant them an enchantment level equal to their proficiency level with any weapon they use (with or without the bonus to hit/damage). Maybe even a THAC0 bonus for zero-proficiency weapons so to offset the non-proficiency penalty so they retain a non-magical option against PfMW.Full Plate:
opcode 318, target=1, parameter1/2=(Armor Proficiency>2), timing=2, resource=(CUSTOM)
opcode 177, target =1, timing=2, resource=(EXTEFF1)
opcode 177, target =1, timing=2, resource=(EXTEFF2)
opcode 177, target =1, timing=2, resource=(EXTEFF3)
EXTEFF1: opcode=278, parameter1=~-6~, parent resource=(CUSTOM) //THAC0
EXTEFF2: opcode=44, parameter1=~-3~, parent resource=(CUSTOM) // Strength
EXTEFF3: opcode=15, parameter1=~-3~, parent resource=(CUSTOM) // Dexterity
// Armor Check Penalty for non-proficiency with armor
// SPLPROT could either be for an actual proficiency stat, re-purposed for Armor, or SPLSTATEs for each armor tier.
The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.
EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).
EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.
If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.
Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.
I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.
Enjoy!