Hi,
recent version can't detect the type of my classic BG2 game automatically:
NI expects "BGConfig.exe" in the game directory to successfully detect oBG2. I don't see it in your file list.
Posted 17 May 2025 - 02:08 AM
Hi,
recent version can't detect the type of my classic BG2 game automatically:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 17 May 2025 - 02:39 AM
Yep, that was it. Thanks!
Project Infinity public BETA - mod manager for Infinity Engine games
Infinity Auto Packager - automatically generate and adds mod packages to GitHub release
Modder's Guide to GitHub - you cannot have progress without committing changes
Posted 04 June 2025 - 05:42 AM
Small suggestion (only because it's irritating me!
). On the Area Viewer, if you check 'Display search map', would it be possible to auto-display a list of what the colours mean in the 'Mini maps' area? When you move off 'Display search map', auto-hide the list.
-Y-
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
Posted 05 June 2025 - 01:27 AM
Small suggestion (only because it's irritating me!). On the Area Viewer, if you check 'Display search map', would it be possible to auto-display a list of what the colours mean in the 'Mini maps' area? When you move off 'Display search map', auto-hide the list.
-Y-
You could always open the IESDP page for search maps: https://gibberlings3...ces/search.html
But I'll see if I can also find a good way to provide some info in the area viewer itself.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 11 June 2025 - 12:34 AM
Update: NearInfinity v2.4-20250611
Changelog:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 11 August 2025 - 04:11 AM
Posted 12 August 2025 - 07:34 AM
Is the latest build supposed to run on Windows XP 32bit? If not, what is the latest release that does?
Yes, recent NI versions should still run on 32-bit Windows. At least theoretically. You may run out of memory if you use some of the more demanding features though (such as the area viewer).
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 09 January 2026 - 08:33 AM
Update: NearInfinity v2.4-20260109
Changelog:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
Posted 11 January 2026 - 01:57 AM
Update: NearInfinity v2.4-20260111
This is a small follow-up release that mostly fixes usability of creature inventory slots.
Changelog:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 22 March 2026 - 05:11 AM
Update: NearInfinity v2.4-20260322
Changelog:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 20 April 2026 - 02:18 PM
Would it be possible to add an option to export some files in a .csv format?
So, for example, you could run changelog on an item and then export all the versions to a .csv file to be able to easily compare them?
Posted 28 April 2026 - 03:21 AM
Would it be possible to add an option to export some files in a .csv format?So, for example, you could run changelog on an item and then export all the versions to a .csv file to be able to easily compare them?
Yes, having a machine-readable output format would be useful. Not only for the WeiDU changelog table. I'll see what I can do.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 16 June 2026 - 04:33 AM
Update: NearInfinity v2.4-20260616
Changelog:
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
Posted 14 July 2026 - 01:39 AM
Hey there, I have some problem with editing the dialog.tlk file.
For example, starting up the editor, editing the dialog.tlk works fine, but as soon as I do some cross referencing, like checking out an area script, open up a .CRE file that is linked in the area script, then try to edit this creatures .dlg file by using View/Edit, and then add a new entry to the dialog.tlk, it always freezes the whole editor. Task Manager shows me that the NearInfinity is only using 800MB, and the Editor says that I have 7200MB available.
Edited by Vlan, 14 July 2026 - 01:49 AM.
Posted 14 July 2026 - 08:53 AM
Hey there, I have some problem with editing the dialog.tlk file.
For example, starting up the editor, editing the dialog.tlk works fine, but as soon as I do some cross referencing, like checking out an area script, open up a .CRE file that is linked in the area script, then try to edit this creatures .dlg file by using View/Edit, and then add a new entry to the dialog.tlk, it always freezes the whole editor. Task Manager shows me that the NearInfinity is only using 800MB, and the Editor says that I have 7200MB available.
The same issue happened to me occasionally in the past, but I could never find a reliable repro case. Unfortunately, the steps you described don't cause to freeze the string editor on my system either.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted 14 July 2026 - 10:02 AM
Well, I have to say that my dialog.tlk file has like 360042 strrefs, and my overall install has more than 100.000 files. Still, I can 100% reproduce this problem by opening up a .CRE file from the .BSC of an area ("Open", or "Open in New Window"-option), and then try to edit the .CRE's dialogue (adding a new strref in the dialog.tlk).
Edited by Vlan, 14 July 2026 - 10:10 AM.
Posted Yesterday, 02:11 PM
I know there isn't a comprehensive tutorial, but is there a basic introduction somewhere as to how to read and edit dialogues with NI (in order to troubleshoot)? For instance, what does "First Response Index" in individual states mean? And what decides whether a certain trigger-conditioned dialogue state is read as the root of a dialogue tree or an orphaned state?
Posted Today, 12:12 AM
I know there isn't a comprehensive tutorial, but is there a basic introduction somewhere as to how to read and edit dialogues with NI (in order to troubleshoot)? For instance, what does "First Response Index" in individual states mean? And what decides whether a certain trigger-conditioned dialogue state is read as the root of a dialogue tree or an orphaned state?
I don't know about specific tutorials. However, there is the Near Infinity Wiki which explains many features. Cam's modding tutorials on Youtube also use Near Infinity extensively, including working with dialogs, so they might be helpful, too.
About the dialog questions, NI presents the dialog structure on the "Edit" tab on a fundamental level, basically how the structure is defined in the DLG resource. IESDP provides a good summary of the DLG structure. "First response index" and "# responses" defines the range of "Response" structures that are listed below a state in the dialog window (where the player usually can choose a reply from). The general flow of a dialog is recreated in the "Tree" view.
Only states with a defined non-empty script trigger can be used by the engine as an opening state, however. The index of the referenced trigger structure defines the order of execution, i.e. the state with the lowest trigger index that meets the condition is used to start the dialog. An orphaned state is basically a state that isn't referenced by any dialogs in the game. Detection of orphaned states is a bit unreliable in NI.
However, modders usually don't work on that level of the file structure when patching dialogs. WeiDU provides a special dialog syntax and a great number of functions to make working with dialogs a lot easier.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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Posted Today, 03:35 AM
Thank you, that clears up some confusion.
The index of the referenced trigger structure defines the order of execution, i.e. the state with the lowest trigger index that meets the condition is used to start the dialog.
I always thought this was handled by WEIGHT. If both conflict, I assume a lower WEIGHT takes precedence?
Posted Today, 04:09 AM
WEIGHT is the high-level WeiDU counterpart. Internally it just tinkers with the order of the state trigger indices.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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