Near Infinity - An Infinity Engine Browser & Editor
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This page is somewhat outdated.

Last updated: October 9, 2003 11:10
Game > Open File
Open any file already present in the resource tree or any external file. Supports drag and drop.
Game > Open Game
This allows you to start browsing/editing a different game without exiting Near Infinity
Game > Refresh Tree
If you for example have added files to the override-folder while Near Infinity was running, use this option to make NI notice the new files.
Game > Exit
Exits Near Infinity.
File menu
Open In New Window Opens the selected file in a new window instead of the main window
Export Allows you to export the selected file
Add Copy Of Creates a copy of the selected file and places this copy in the override folder
Rename Renames the selected file - Only available if the selected file isn't in a BIFF archive
Delete Deletes the selected file - Only available if the selected file isn't in a BIFF archive
Convert CHR to CRE For this option to work, you must first select a CHR file. This file can then be converted into a CRE file. Near Infinity will reorder the sections in this new CRE file to match the usual ordering found in other CRE files.
View Area (Experimental) This is a first attempt at providing an area viewer. Simply load an .are-file in the main window and select this option. The viewer has problems with displaying large areas (not enough memory).
Edit > Dialog.tlk
This allows you to not only lookup entries in dialog.tlk, but to edit existing and add new entries. Make sure you have a backup copy of dialog.tlk before you continue. Read more about editing in general on the using NI-page
Edit > DialogF.tlk
DialogF.tlk is used to hold text strings for foreign translations. This option allows you to edit this file similarly to dialog.tlk.
Edit > Var.Var
Opens a standard structure editor for Var.Var. This is a variable definition file used in Plancescape:Torment
Edit > BIFF

This option allows you to create new or edit existing BIFF archives. When you start the BIFF editor, you will be asked to if you would like to create a new file or edit and existing. New files will be placed in the data-directory.
Next, you will be shown the main editing window (shown below). This consists of two lists: One showing the files currently present in the BIFF (on the left) and one showing the files currently present in the override folder. Editing the BIFF is then simply a matter of selecting files and moving them between the BIFF and the override folder. The three buttons above the lists are for filtering. It allows you to turn on and off the display of files currently in the BIFF (green), files that are updated versions of the files in the BIFF (blue) and new files not present in the BIFF (yellow). If you wish to examine on of the files in the lists, simply double-click it and it will be shown in the main NI window. When you are done moving files, press 'Save' to have the BIFF updated.

Search > StringRef
Almost all text-strings in Baldur's Gate 2 is contained in dialog.tlk. This option allows you to lookup specific entries in this file. If the text entry has an associated sound clip, pressing 'Associated sound' allows you to open and play this clip. This window also includes controls for searching through dialog.tlk.These controls function similarly to the 'Find (on This Page)... CTRL+F'-control in Internet Explorer.
Search > CRE/ITM/SPL/STO
Using this option you can search for creatures, items, spells and stores with specific names (case insensitive substring search). Just select the type of object you are looking for, enter a name and press enter (or 'Search').
The 'Insert reference'-button is used to insert a reference to the selected item into a script. The script must be displayed in the main content area for this function to work.
Search > Text Files
Lets you enter textual queries for searching in BSC, 2DA and IDS files.
Tools > InfinityAmp
Starts a music player with support for playlists.
Tools > Keyfile Cleanup
This option scans chitin.key and removes any bogus references. Please take a backup of chitin.key before using this option!. This is done:
- References to BIFFs which doesn't contain any files is removed and the empty BIFFs are deleted.
- References to non-existant BIFFs are removed.
Tools > Check Triggers & Actions
Dialogs (.dlgs) can contain script code in triggers and actions. This option uses Near Infinity's compiler to check if these scripts contain any errors. All .dlgs displayed in the resource tree are checked and any errors are displayed as (Dialog,Trigger/Action,Linenr.,Error msg.)
Tools > Find Illegal ResourceRefs
Searches for ResourceRefs that points to non-existant files.
Tools > IDS Browser
When editing scripts, IDS-files are of great importance. This browser makes it easy to find the IDS entry you were looking for. The 'Insert reference'-button inserts selected IDS entry into the script currently displayed in the main content area (if any).
Tools > Script Drop Zone
If you prefer to use an external script editor but still would like to use Near Infinity to compile, this option is for you. It opens a window in which scripts (both sources and compiled scripts) can be dropped. Any compiler errors are shown as (Filename,Linenr.,Error msg). The window accepts both files and directories (which are scanned recursivly). The output from the (de-)compiler are placed in the same directory as the input file.
Tools > Mass Export BCS to BAF
This allows you to export decompiled versions of each and every script in one operation. The files will be saved to the directory from which Near Infinity was started. Probably of limited use for most users.
Tools > Show Clipboard
Shows the current contents of the clipboard. The clipboard can be used to copy parts of structured file types (CREs, ITMs etc.) from one file to another. Cut, copy and paste operations can be accessed by right-clicking the structured file type editing window (the Attribute-Values list).
Tools > Show Debug Console
If Near Infinity crashes or somehow acts strange, this console might give me the answer as to what has happened. The console also displays information that might occasionally be interesting when decompling scripts.
Options > Autoconvert MUS
If enabled (default option), Near Infinity automatically converts the ACMs that the MUS file consists of, so that the MUS may be played. If disabled, you must manually convert the files (by pressing 'Convert').
Options > Autoconvert WAV
If enabled (default option), Near Infinity automatically converts WAVs so that they may be played. If disabled, you must manually convert the file (by pressing 'Convert').
Options > Ignore Overrides
Normally, a file in the override-folder is used in preference to a file contained in a BIF archive. By invoking this option you can make sure that Near Infinity ignores the override folder altogether.
Options > Ignore Read Errors
Several of the files supplied with the Infinity Engine games contains errors. Usually these errors are displayed by Near Infinity. However, this can be a pain when searching. This option therefore allows you to make Near Infinity only display read errors in the debug console.
Options > Bcs Indent
Lets you select if the decompiled scripts should be intented by 2 spaces, 4 spaces or tab.
Options > Show Hex Offsets
When this option is selected, a third column will be added to the table used to show structures. This table will show the offsets (in hex) for each of the attributes. Used mainly for debugging.
Options > Show ResRefs As
For CRE, ITM, STO and SPL files, NI can figure out a name attribute that can be used in addition to the filename. For example ACOLYTE1.CRE = "Talon Zogas". Using this option, you can select how NI should display the file as ACOLYTE1.CRE, ACOLYTE1.CRE (Talon Zogas) or Talon Zogas (ACOLYTE1.CRE).
Options > Show Override Files
This option can be used to choose where the files in the override-folder should be displayed in the resource tree (to the far left in NI).
Options > Default Structure Display
For many file types such as CREs, ITMs, SPLs, etc., NI can display a more browser friendly viewer in addition to the standard structure editor. This option selects if the default display should be viewers or editors.
Options > Look And Feel
This option allows you to choose between three Near Infinity "skins". The setting is saved between sessions.
Options > Text Font
Changes the font used for text files and scripts.
Help > About
Displays some (useless) information about Near Infinity and a clickable hyperlink to the NI homepage.