This page is somewhat outdated.
Note: This page assumes that Near Infinity is used with Baldur's Gate 2. |
Last updated:
May 13, 2003 13:00
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| Launching Near Infinity |
If you haven't put NearInfinity.jar
in the directory where Baldur's Gate 2 is installed, you will be greeted
with the following dialog:
This prompts you to locate chitin.key. This file is essentially
a directory of the different files used in Baldur's Gate 2. After
you have located the file, select it and press 'Open'. (Near
Infinity will now remember this directory and will not ask you to
locate chitin.key
next time you start.) |
| Main window |
After a brief moment, the main
window of Near Infinity appears.
This window consists of four parts:
- A menu bar
- A tree showing the different resources in Baldur's Gate 2
- The main content area
- A status bar. This bar will always show the last file accessed
by Near Infinity.
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| The resource tree |
| In the tree the different resources
(files) in Baldur's Gate 2 are shown grouped by type. In addition
to files indexed in chitin.key, Near Infinity shows files located
in the following directories: Override, Mpsave, Music, Characters,
Scripts, Sounds, Save and Temp.
If you right-click an entry in the resource tree, you can choose
between 'Open', 'Open in new window', 'Export' and 'Add copy of'.
'Add copy of' prompts you for a filename and saves a copy of the
selected resource in the override-folder using the entered name.
If you select a file not located in a BIFF archive, you will also
be able to select 'Rename' and 'Delete'.
The tree also supports quick navigation (similar to Windows Explorer).
Simply type the first letters of the file you're interested in
while the tree is active. Note that only opened branches in the
tree are searched.
For a detailed explanation of the different types, check out The
Infinity Engine File Format Hacking Project or the Infinity
Engine Structures Description Project.
When you select a specific resource, details about it are shown
in the main content area.
Details of how the different types are displayed, are available
on the file types page.
The '<'- and '->'-buttons are used to navigate between visited
resources similar to the Back and Forward buttons in web-browsers. |
| The override-folder |
| Resources (files) in Baldur's
Gate are stored in large archives called BIF-files. These archives
are often compressed and offers a space-efficient way of storing
large number of files. The different resources in the BIF-files are
indexed by a file named chitin.key.
However, it also makes it difficult to replace a single file.
This problem is solved by the Override-folder. This folder is present
in the main directory of Baldur's Gate 2 and contains replacement
versions of files located in archives (as well as files not indexed
by chitin.key)
When the Infinity Engine (and Near Infinity) wants to get a specific
file, it examines the override-folder before it goes to the archives.
This is of great importance to editing. When you for instance have
made an updated version of The Carsomyr +5 (SW2H10.ITM), you only
have to place the new version in the override-folder to get Baldur's
Gate 2 to recognize your work. |
| Tutorial: Correct the bug regarding Carsomyr's damage |
| According to the description
of Carsomyr, it should do 1d12+5 damage. However, a bug in the item's
definition, makes it 1d10+5 instead. The Paladins must be furious!
(This bug is by the way fixed in Kevin Dorner's excellent Fix
pack.)
This tutorial shows you how to correct this bug.
- Find Carsomyr
Start Near Infinity and select 'Find...' from the Tools-menu.
Select 'Items' and enter 'Carsomyr' (without the quotes) in
the 'With
name' field and press 'Search'. After a few moments the result
is shown with two hits. Select 'SW2H10.ITM - carsomyr +5' and
press 'Open'. (The other sword is not the one we are after).
- Locate entry for melee damage
Scroll to the bottom of the table containing the attributes
of Carsomyr. There you can find an 'Item ability' with the
value 'Type:
Melee,...'. Select this line and press the 'View/Edit' button
below. This button lights up when entries for nested structures
are selected
and allows you to examine and edit these structures. A new
window ('Item ability') should now open up. The attribute
we are interested
in is called 'Dicesize'. This attribute should have a value
of 10. (If it already is 12, you probably have installed
a bug fix
already).
- Edit entry
To correct the bug, double-click '10' and enter '12' (without
quotes) and press return. The value in the attribute table
should now be
updated. Close the 'Ability'-window (Hint: The escape-key
is a useful shortcut).
- Save updated Carsomyr
To conclude this tutorial, press 'Save'. You will be informed
that the item is saved to 'override/sw2h10.itm'.
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| How to edit different attributes |
In the above tutorial, we edited a number-attribute.
However, several different types of attributes are present.
- Numbers & Strings
Number (decimal or hexadecimal) and strings are entered directly
into the attribute table. If you try to input invalid values
(too long strings, letters where numbers are expected, etc.),
Near Infinity will respond with 'Error updating value'.
- StringRefs
These attributes are simply numeric indexes into dialog.tlk.
Enter required index in the text field and press enter to
view the corresponding
text entry. If the entry has an associated sound clip, the
button marked 'Associated sound' will light up.
- Flags
A flag is an attribute which might have several different values
simultaneously. (For example: 'Unusable by' in item). Clicking
on an entry in the presented list, will toggle its status.
Press 'Update value' when done.
- Lists
Lists uses an interface similar to flags, but here only one
entry may be selected at any one time. All lists are sorted
alphabetically.
- ResourceRefs
This is a special type of list in that it contains all the
different resources of a given type. An example is 'Small
portrait' in the
CRE-structure (creatures) where you can select one of the
available BMP-files. To view the resource currently selected
in the list,
press 'View/Edit'. The text field above the the list is used
for quick navigation. Simply enter the first letters of the
filename
you're interested in.
- Colors
This type of attribute is used to select color ranges for
skin colors, hair colors etc. The interface is similar to
number-editing,
with the exception of two extra + and - buttons as well as
the display of the selected color range. If the selected
color range
cannot be found, ?s will be shown instead.
- Type of effects
The attribute 'Type' in effect-structures is somewhat special.
The attribute itself is a simple list, but editing of this
attribute has extra consequences. This is due to that the
value of this attribute
determines how the following attributes in the effect-structure
should be interpreted. Therefore a change to this attribute
probably will change the name and value of several others.
- Unknown
Attributes which meaning is unknown are editable as hex.
Any other attribute can be coverted to this attribute by
right-clicking
and
selecting 'Edit as hex'.
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| Advanced editing |
Overview of the more advanced features:
- Use Strings > Edit strings to correct or expand the existing
string table (dialog.tlk)
- Right-clicking in the editing window gives you access to cut,
copy and paste operations.
- The Remove-button is used to remove structures contained in
other structures. For example: You might delete an 'Item
for sale' from
a store, or you might remove an Item from a creature. The
attributes that contain the offsets and number of these contained
structures
are automatically updated.
- The Add...-button allows you to do the inverse: Add 'Item
for sale' to a store or items to a creature. Offsets to
and count
of is automatically
updated. Be aware that new structures added in this way
will have all its entries set = 0. This means that editing is
necessary.
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