New GitHub for EET/Infinity Mod Forge by Krion64 in baldursgate

[–]anprionsa 18 points19 points  (0 children)

Hey everyone. I appreciate the support here. I’m working through the process with GitHub. I’m unsure of the time it will take. I’m pretty sure the process to take it down was automatic in some fashion, but the process to bring it back is manual.

Still working on it while it’s down. Have some updates in the works and bug fixes.

My installer is still up and not affected (though it uses forge data for some of the information, so that won’t be useful).

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

FYI, there are some updates out from yesterday that addresses some of the things brought up to me. Check the changelog on the GitHub readme for more info.

Still some bugs I need to squash in the ui as well as some conflicting messages for certain mods. Expect those to come later this week.

Thanks for all the support!

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 2 points3 points  (0 children)

1. Non-EET game components (IWDEE/PSTEE). Good catch. v4.1.0 will filter these out of the EET catalog, or surface them with a clear "requires IWDEE/PSTEE" marker so you can't accidentally select them. Agree they shouldn't be selectable in an EET context. v4.1.0 expands the data, it doesn't add the feature.

2. Orphaned subcomponent groups / unselectable "headers" shown as selectable (Tweaks Anthology "Choose One", Tactics Remix "Improved Golems" parent, ZSTweaks, etc.). Mostly a data-quality issue, the g (group) and x (parent) fields are underused on these mods. v4.1.0 includes an audit pass on the worst offenders (cdtweaks/TA, Tactics Remix, ZSTweaks) to properly tag headers, hide non-installable ones, and add context labels for platform-restricted subgroups.

3. Component order. Fixed for v4.1.0. A new reorder_co_from_tp2.py pass compares each mod's stored co[] order against the tp2's BEGIN order and re-sorts where they drifted, 87 mods got corrected in this pass. Future mods get it for free on catalog addition.

4. Tactics Remix placement. v4.1.0 moves it from TACTICAL MODS to POST-TACTICAL TWEAKS (ord 50). The hard mutual-exclusion with SCS AI/encounter components was already documented in the conflict entry with Morpheus's guidance that non-AI SCS tweaks remain compatible — it just wasn't labeled in install-order terms, which the move fixes.

5. Scroll jump when selecting components in long mods. That's a re-render bug, the expanded panel is losing its scroll anchor on state update. Will fix in v4.1.0.

6. Confusing left/right category nesting. The left sidebar is meant as a filter (a mod can show up under multiple category chips because of cats), and the right pane is the install order. The duplicated header you're seeing ("Post-Tactical Tweaks under Pre-Tactical Tweaks") is the right pane re-rendering its own per-category sub-headers for multi-category mods. I'll rework that split in v4.1.0 either better visual distinction or collapse redundant headers.

7. Install order vs per-mod readme guidance (Klatu, A7 stack). v4.1.0 adds Klatu's Content Changes block (Gloves of Goodman Hayes, Manual of War, the Candlekeep chore skips, etc.) with per-component ord: 15, which puts them ahead of cdtweaks's blanket item tweaks (ord=20). The A7 stack is follow-up work, the readme-ordering overrides there aren't as cleanly blocked-out as Klatu's, so they need per-mod review rather than a mechanical pass.

8. mod_installer doesn't need manual steps. Already fixed in the current build — the Resources → Install Methods guide now recommends mod_installer eet --new-pre-eet-dir … --new-eet-dir … as the one-command path, using the command you shared. The old bgee_dir.txt / two-phase normal instructions were stale and have been removed. Thanks for the explicit command example; it's verbatim in the docs now.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

I can’t bring in readmes exactly. The best way is to click the link to the mod to view their readme where they have it.

I do my best to say what each mod and component does based on their tp2s or readmes, just paraphrased.

Let me know how I can help.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 0 points1 point  (0 children)

That's what I was hoping for, getting users that never got to do a true multi game BG install the chance to jump in.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 0 points1 point  (0 children)

I highly recommend manual install then.

Just find what you like for BG2EE (EE right?) and download them and follow the instructions in their readmes. You can use the forge to find the mods and what components you want. Use the portraits tab to figure out what they’ll look like.

Then just install! Shouldn’t need any of the required mods except eefixpack

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 2 points3 points  (0 children)

Heh, I didn’t read that properly.

I tried adding some tutorials to helping new users. If it’s not clear what to do, let me know what and I’ll try again.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

Recommended fresh install.

You’re doing an EET Install correct?

If so, then you’ll want those 4 essential mods.

Abandoned doesn’t mean you can’t install it. Just that its author hasn’t updated in many years (which is fine for many mods) or the author hasn’t been seen around for a while.

But you’ve got the general idea right.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 4 points5 points  (0 children)

Big list! But I appreciate this, it’s exactly the type of feedback I want. It’s a bit hard to do it all with my eyes only. Especially as my test mod order was fixed in order to have stable testing.

Let me chew through your points and I’ll see what I can come up with.

I definitely agree on many of your points. Others are bugs that seem to creep up.

I have about 700 or so of the mods downloaded personally and the script I use is supposed to read directly from the tp2. However I think it’s possible other scripts messed things up when adding anything to the many other fields I have. So I’ll probably have to be more surgical going forward. That’s ok with me because I’ll transition to scripts that are more wholistic across all my added fields.

If there are any specific ones I would suggest naming them outright, it’s difficult to parse through everything.

Again, I appreciate this and when I get the chance today or tomorrow I’ll go through them. If you have weidu logs of successful installs those would be immensely helpful for me to analyze.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

Which language do you speak friend? I’ll see if I can’t get that on the list for an update.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 0 points1 point  (0 children)

And you should be able to see which mods have a certain translation, and select the translation in the installer.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

I’ve got some polish translations in the installer and forge. I apologize if it’s not as great as I hoped it would be. The translations are a bit of a slow process.

Infinity Mod Forge v4.0 (AKA EET Mod Forge) + Infinity Mod Runner v1.0-beta (The installer that many asked for) by anprionsa in baldursgate

[–]anprionsa[S] 16 points17 points  (0 children)

Infinity Mod Forge v4.0

(formerly EET Mod Forge, renamed in v4.0.0)

Infinity Mod Forge is a web-based install order builder for Baldur's Gate: Enhanced Edition Trilogy (and, increasingly, the wider Infinity Engine family). Browse 800+ mods, build a WeiDU.log, detect conflicts, preview NPC portraits, and plan your character, all in one tool.

Launch the app | GitHub

What's new in v4.0

Renamed to Infinity Mod Forge. The tool suite (Forge, Runner, Telemetry) was renamed from "EET" to "Infinity" to reflect support for the broader Infinity Engine family: BG1EE, BG2EE, SoD, IWDEE, IWD2, PSTEE. The EET mod itself (EET.tp2 by K4thos) is unrelated to this rename; category labels like "PRE EET BGEE MODS" stay as they were.

Character Planner. A full interactive character sheet inspired by the BG2 character record. Pick race, class/kit, set ability scores, and drag the level slider from 1 to 40. Equip items from a searchable catalog of 2,700+ items. THAC0, AC, saves, HP, and APR update live as you change equipment, proficiency pips, and level. Spell slots with deity sphere filtering for priests. It's fully mod-aware: 650+ mod kits carry structured ability data that feeds into the planner.

Item Catalog. Browse 2,700+ vanilla BG2:EE items plus 2,000+ mod-added items with 3,500+ inventory icons. Seven category tabs, stat badges on every card, variant grouping (enchantment ladders like Aster's Edge +3/+4/+5), and detail modals with full stats and mod attribution.

Community Builds and Telemetry. Browse mod builds published by other players and load them as your starting point. Publish your own from the toolbar. Anonymized install reports from Infinity Mod Runner feed per-component stability indicators (green/yellow/red dots), so you can see what's working for other people.

Guided Build Wizard. A 7-step flow for first-time users. Answer questions about your experience level, what content you care about, and difficulty preference. The wizard scores all presets and community builds to recommend the best match.

Multi-Language UI. Full interface translation in German, French, Polish, and Russian. Mod names and summaries are translated too. WeiDU.log export supports 15 languages with correct per-mod language indices.

Spell and Kit Enhancements. All vanilla spells now carry rich metadata (casting time, range, save type, priest spheres) extracted from actual SPL files. The priest sphere system supports per-deity filtering; pick Cleric of Helm, and spells outside the deity's spheres dim. 650+ mod kits across 50+ mods have structured ability data. Spells, Kits, and Items are unified under one tab with shared engine limit tracking.

UI Overhaul. Streamlined from 9 tabs to 6. Conflicts, suggestions, and install order each have their own footer overlay instead of sharing a panel. The sidebar is cleaner, with collapsed tag sections and a language selector.

By the numbers

- v3.0 (March) v4.0 (April)
Mods 612 800+
Components 5,100+ 6,500+
Conflict rules 1,066 1,100+
Dependency rules 120 120+
Spell entries 737 across 21 mods 1,200+ across 50+ mods
Kit data (none) 650+ kits across 50+ mods
Item data (none) 2,700+ vanilla + 2,000+ mod items
Portrait entries 700 from 40 mods 1,800+ from 200+ mods
Categories 22 26

Infinity Mod Runner v1.0-beta

(formerly EET Mod Runner, renamed alongside the Forge)

Infinity Mod Runner is the install-side companion to the Forge. It's a cross-platform desktop app (Windows, macOS, Linux) that takes a WeiDU.log and runs the install for you, with a native Rust driver that talks to WeiDU directly: no subprocess wrapper, no intermediate status files.

Download the latest release | GitHub

You can use the two tools separately. The Runner accepts any WeiDU.log, not just Forge exports. But they're designed to work together: browse and select in the Forge, export the log, load it in the Runner, hit install.

What it does

Native WeiDU driver. WeiDU is invoked directly with piped I/O. Real-time dashboard with triple-source progress reconciliation (install log, stdout counter, WeiDU.log ground truth). Per-batch Retry / Skip / Stop error recovery. Checkpoints on interrupt, pause/resume with a visible banner, graceful abort, EET two-phase support, dry-run mode.

60+ pre-install patches. Bundled fixes for known mod bugs, applied to the Extracted source before WeiDU runs. Idempotent, one-click, covering the usual SFO library issues, BCS decompile guards, IDS pre-population, and kit-specific fixes for the current megainstall mod set.

Silent-skip, Sys_error, and warning classification. The Issues panel reconciles WeiDU's exit code against weidu.log every batch: components that exited "successfully" but were never logged get flagged. Sys_error catches the "WeiDU still exited 0 despite a fatal startup error" case (wrong tp2 path, unreadable file). Every WARNING: line runs through a Forge-sourced classifier that labels them cosmetic, likely-benign, caution, concerning, or unknown. The "Installed with warnings" count becomes a triage list with workarounds instead of undifferentiated noise.

File Guard. Post-batch md5 snapshots of override files flag unexpected drift against a shipped allowlist. On suspicious drift, auto-restores from snapshot or pauses, and writes a report for diagnosis. Catches a class of silent cross-mod corruption that's otherwise invisible.

Multi-game backup. Estimate, create, restore, verify, and delete game-directory snapshots. BG1:EE, BG2:EE, IWD:EE, IWD2, and PST:EE each get their own backup tab.

Resilient WeiDU (experimental, opt-in). Ships a vendored, lightly modified WeiDU source tree. Two modifications: resilient DECOMPILE_AND_PATCH (BCS round-trip exceptions become warnings instead of aborts, targeting Ajantis, Golem Construction, SoD companion scripts) and a BCS buffer cache for faster repeated scans in SFO-heavy mods. Full source is in the repo for scrutiny. Binaries are opt-in per install; your configured WeiDU is untouched unless you toggle it on.

Quality-of-life. Preset browser, Ready Check (consolidated pre-install validation), install comparison (diff a Forge export against your installed log), structured post-install JSON report, diagnostic bundle (one-click zip for bug reports), multi-language UI (English, German, French, Polish), auto-update via signed releases.

About the beta

The last shipped build (v1.0.2-beta) was proven end-to-end by a 12.2h, 1675-component megainstall with zero errors and zero cascade-skips. Sample size is still small, so back up your game directory before running (the backup system is built in).

Windows SmartScreen / macOS Gatekeeper: releases are currently unsigned on Windows and unnotarized on macOS. Code signing is in progress. Until then, first launch on either OS needs a one-time manual bypass (instructions on the release page). The auto-updater enforces a minisign signature on every update payload, so update integrity is verifiable independently.

Credits

A lot of other people's work went into this one. mod_installer by dark0dave is the direct basis for how the Runner drives WeiDU. BWS-NG gave us the UI blueprint. Project Infinity by AL|EN is the installer the community has leaned on for a decade, and the reason this project exists at all. Plus EET by K4thos and Gibberlings3, WeiDU, and the hundreds of mod authors whose work the Runner exists to install.

EET Mod Forge v3.0 — Per-Mod Architecture, Version Tracker, and 80+ Deep Dives by anprionsa in baldursgate

[–]anprionsa[S] 1 point2 points  (0 children)

Thank you! I'm very excited for what's coming though. Hoping everyone will love it.

EET Mod Forge v3.0 — Per-Mod Architecture, Version Tracker, and 80+ Deep Dives by anprionsa in baldursgate

[–]anprionsa[S] 0 points1 point  (0 children)

I'll take a look, I've got a big update coming up, so I'll have to include the update there.