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This page is somewhat outdated.

Last updated: May 13, 2003 12:59
Text files (2DA, IDS, INI, BIO, RES)
The displayed text may be edited directly.


  • Find > in all (type) files
    Allows you search through all files of the selected type (for example 2DA) for a specific string. The find dialog should be familiar to users of Internet Explorer. Search hits will be highlighted.
  • Find > in this file
    Same as above only limited to the displayed file.
  • Export
    Allows you to export the selected resource to an external file. Note that the last saved version is used.
  • Save
    Allows you to save an edited version to the override-folder. Read more about editing.

Known bugs and weaknesses:
The find options only work if they are present in the main content area.


For documentation of the different structures, check out either The Infinity Engine File Format Hacking Project or the Infinity Engine Structures Description Project. Editing of structures is described on the using NI-page.


  • Add... / Remove
    These buttons are discussed on the using NI-page
  • Find > References to this file
    Searches through all ARE, CRE, CHR, CHU, DLG, EFF, ITM, PRO, SPL, STO, VVC, WED and WMP files for references to the currently displayed file. The image below shows a example result. (References to BEHOLD01.CRE)
  • Find > Selected attribute
    Allows you to select an attribute and search through all files of the same type as the one displayed for a specific value.
  • View/Edit
    Structures may contain other structures and attributes may contain references to other resources (scripts, sounds etc.). This button allows you to open up a new window with the contained structure / referenced resource.

Known bugs and weaknesses:
Lots of the structures have attributes which meaning is unknown to me (at this time).

Images (BMP, MOS, PLT, TIS)
Known bugs and weaknesses:
The color of PLT-images (paper dolls) is probably not correct.
Scripts (BCS, BS)
The top frame shows the compiled script as it exists in the game. Although you can edit this text directly, this is probably not very useful given its highly cryptic format.

More useful is the display of the decompiled script. In this form, the script is in fact almost readable. The format of script sources is documented in "Scripting Quick Reference.doc" in the "script compiler" directory of Baldur's Gate 2 (And in similar documents for other games.)


  • Compile
    Compiles the source present in the lower frame and displays the result in the top frame. If any error occur, they are displayed in a window as shown below. The line containing the error is highlighted.
  • Decompile
    Decompiles the compiled script in the top frame and displays the resulting source in the lower frame. This is done automatically each time you access a new script.
  • Save source
    Allows you to export the source displayed in the lower frame.

Known bugs and weaknesses:

Animations (BAM)
BAM-files are used to store animations, single frames and palettes (what a mess...). Each file may contain several different animations.


  • < Anim / Anim >
    Selects previous and next animation.
  • < Frame / Frame >
    Selects previous and next frame in the selected animation.
  • Play
    Plays the selected animation at 10 fps in a endless loop. Press 'Play' again to stop.

Known bugs and weaknesses:

Dialogs (DLG)
Read about the structure of dialogs at The Infinity Engine File Format Hacking Project: DLG files. (Note that I have renamed 'Transition' to 'Response')


  • Previous state / Next state
  • Previous response / Next response
  • Select response
    Allows you to follow dialogs by selecting the currently displayed response. The resulting state will then be displayed (dialogs involving several dialog-files are supported).

The "Edit dialog"-tab allows editing of dialogs similar to structures (described above).

Known bugs and weaknesses:
If you are examining a dialog in a window other than the main window, dialogs involving several different dialog-files will not work properly.

Music (MUS)
Read the notice about sound on the download-page.

Songs in Infinity Engine games consists of several separate sound clips played in order. The playlist displays the different clips in the selected song and highlight the clip that is currently playing.


  • Play
    Starts the playback (always from the beginning).
  • End
    Many songs (typically battle-music) has special sound clips that are played in order to stop the music in a natural way. If such a clip is not present, Near Infinity will simply stop after the current clip.
  • Stop
    Stops the playback as soon as possible.

Known bugs and weaknesses:
There is a slight pause between each sound clip in a song (annoying, isn't it?).
No editing of MUS-scripts is possible (would anyone want to?).

Sounds (WAV)
Read the notice about sound on the download-page.

Known bugs and weaknesses:
In order to play sounds, Near Infinity first runs acm2wav.exe in order to generate a playable WAV-file. This temporary file may in some cases not be deleted by Near Infinity on exit.

Movies (MVE)
In order to play the movies, Near Infinity will write a file called _tempmov.exe to the directory where Near Infinity was started from. This temporary file will be deleted automatically when it's not needed anymore.


  • Play Movie
    Starts the playback of the movie. To stop, press the ESC-key.

Known bugs and weaknesses:
If there isn't enought space left on the disc to write _tempmov.exe, bad things will happen.
Near Infinity might have troubles launching very lagre movies.