Infinity Explorer v0.85
#41
Posted 03 February 2008 - 06:41 AM
Would it be possible to add three new columns for the other known flags (Non-pickpocketable, Stolen and Undroppable)?
#42
Posted 04 February 2008 - 08:34 AM
I recently noticed that the current Infinity Explorer (0.84) doesn't show all item flag columns when viewing CRE files i.e. it only shows the "Identified" column.
Would it be possible to add three new columns for the other known flags (Non-pickpocketable, Stolen and Undroppable)?
Hey Avenger!
I'll take a look at that bit and see if I can do anything without messing it up! Thanks
"[You are] the foe of my foe, friend of my friend, by the first sapling that rose where Shilmista now stands, and by the shadow it will cast before all things will end, I swear to give my blood for you." - Kivan when we meet Imanel Silversword.
@ SMM Auto DL / Auto-Installer / Manual Install / Walkthru - based on Erebusant's installation @
@ Infinity Explorer v0.85 (Some fixes for v0.75/v0.80) @
@ Future of MegaMods? - Working with Mega-Modification Installations - by Ascension64 @
#43
Posted 15 May 2008 - 09:25 PM
#44
Posted 15 May 2008 - 10:09 PM
- Liam
Modding Projects
Complete:
Arath NPC - Nephele NPC - Xulaye NPC - Iylos NPC - Ninde NPC - Darian NPC - Yeslick NPC - Adrian NPC - Dace NPC - Valerie NPC - Isra NPC
Viconia Friendship - Mazzy Friendship - Imoen Friendship - Yoshimo Friendship - Sarevok Friendship - Neera Expansion
IEP Extended Banter
Sarevok Romance
Haer'Dalis Romance
In Progress:
Khadion NPC - Delainy NPC - Sarine NPC
#45
Posted 15 May 2008 - 10:26 PM
#46
Posted 22 May 2008 - 11:44 AM
Pocket Plane mods and modlist etc.
#47
Posted 18 August 2008 - 05:37 PM
When examining scripts that have the action CreateCreature the resref of the created creature links to a script file if there is a script file of the same name rather than linking to the creature file.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
#48
Posted 21 August 2008 - 07:42 PM
If I access say BG1 and look at something there then I go to another game say BG2 to look at something, when I try to go back to BG1 it will not let me. It says:
I assume this is related to the adjustment made to prevent Infinity Explorer from locking up the dialog.tlk file and keeping mods from installing. However, if it's just looking at a different filename, why would this cause itself to lock up? Version .75 doesn't lock up when switching back and forth, but it looks at the actual dialog.tlk so I don't know what's up. But I felt you should know.Cannot create file "C:\Program Files\Black Isle\Baldur's Gate\dialogcopy.tlk". The process cannot access the file because it is being used by another process"
I like the area coordinates feature. That's the number one reason I've upgraded to .85.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
#49
Posted 07 July 2012 - 12:57 AM
Edited by Aldark, 07 July 2012 - 12:57 AM.
TraDE : classic BG, IWD, PS:T and NWN .TLK/.TRA editor
cppbg : Open source C++ library for manipulating Infinity Engine files
#50
Posted 15 November 2012 - 01:03 PM
http://i69.photobuck.../brightness.png
Near Infinity shows the MOS files correctly, but it doesn't have an export to BMP function. :/
#51
Posted 15 November 2012 - 01:35 PM
I believe that's a feature implemented in the last version:I am having an odd problem with this. Basically when viewing or exporting MOS files, all MOS files (in the viewer or when exported) have this.... brightness effect on them. For example here is how it looks vs Near Infinity:
http://i69.photobuck.../brightness.png
Near Infinity shows the MOS files correctly, but it doesn't have an export to BMP function. :/
Fixes for v0.85 (5 Feb 08):
* Brighter area maps (Yes! You no longer go blind looking at dark area)
http://www.shsforums...-explorer-v085/
Quickest solution I can think of is using InfExp-0.8pre.zip available here, which seems to export MOSs without the extra brightness.
#53
Posted 10 December 2012 - 12:04 PM
Then, for a fully installed BG2, I see that InfExplorer is not able to open the first area of BG2, i.e. AR0011.ARE, I have this message : "Please insert CD2". Of course, my C# InfExplorer has the same message, same code same bug I presume...
BUT when I use Weidu as data provider to extract resources to feed my GUI, I am able to read AR0011.ARE easily; same for many other resources.
Maybe something not optimal into the Delphi source?
Also I am very interested with the last Delphi source code, especially for the hyper link components; so hard to debug mentally
Somebody could give me the source download link, please?
Edited by shadowlich, 10 December 2012 - 12:34 PM.
#54 -David-
Posted 27 October 2013 - 02:44 PM
I think some of the damage resistances may be swapped round in the CRE files. For instance, "CLGOL01" [clay golem] is listed as having 100% resistances to slashing, crushing and missile damage - but 0% to piercing. I would expect crushing to be the damage they're vulnerable to, not piercing. Near Infinity does list the crushing resistance as 0%.
Both programs agree that "GORJELGR" [green slime] has 90% resistance to slashing, piercing and crushing; but 100% to missile. But for "GORSNAKE" [giant snake], they again have the piercing and crushing resistances swapped.
This possible error was in v0.8 of Infinity Explorer too, so it isn't a problem you introduced :-).
It's a very nice program - I hope it gets some more development!
Thank you,
David.
#55
Posted 19 July 2016 - 02:10 AM
Hi guys, I have recreated some of the fixes discussed in this thread and uploaded the source to github.
If anyone is interested, here's the link to the source and binary download:
https://github.com/o...nfinityExplorer
Cheers
#56
Posted 16 June 2021 - 03:31 PM
I wonder if it is possible to adapt this great tool to work on EE somehow? If I'm not mistaken it was possible until ini file become replaced by lua. ( Copy dialogue tlk and ini files from EE documents to folder where EE game was installed). Although NI is great utility I found that I miss good old IE which had few advantages of it's own ( for example you can quickly see exact speed of weapon and all properties of spells and innate abilities neatly sorted per level ).
Edited by Greenhorn, 16 June 2021 - 03:33 PM.